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-------------------------------------- ********************************** -------------------------------------- The Legend of Zelda: Spirit Tracks FAQ/Walkthrough Latest Version: 1.01 Written by Matthew J. D. (TakerVersion1) Copyright© TakerVersion1 2009 - 2010 -------------------------------------- ********************************** -------------------------------------- ----------------------------------------------------------------------------- _____________________________________________________________________________ _______________________________DISCLAIMER____________________________________ ----------------------------------------------------------------------------- This document was written entirely by me; I own all rights to it. If anyone wishes to reproduce this document please contact me at mjd111989@aol.com. If permission is given, by me and only me, I request the entirety of the walkthrough and this disclaimer remain intact. Since I am the creator and owner I can withdraw permission or request it be taken down, no exceptions. ----------------------------------------------------------------------------- _____________________________________________________________________________ ______________________________INTRODUCTION___________________________________ ----------------------------------------------------------------------------- I will be honest. It has been quite some time since Ive done a full FAQ, the last being one I wrote quite some time ago for Four Sword Adventures. Since going to college Ive just found that doing these guides isnt really at the top of my priority list, despite wanting to do one over and over and over again for a number of different games. I wanted to write a guide for Phantom Hourglass, but I never picked the game up until a few months after release, and by that point a number of guides were up already, with a couple of them being very, very well written. Im not the kind of person who aims to do a guide for the sake of doing a guide. For some sense of accomplishment or notoriety. I just want to help people, I want to help newer gamers where they need it so they can try and enjoy video games as much as I do, and help older gamers with their problems too, even if its something as minor as finding another Heart Piece. I wager by the time I finish this guide a few will already be completed, some of them might even be well-written (Darkstar Ripclaw in particular is already putingt together a fantastic guide, and the Zelda Dungeon has done a great job, so if you dont like mine, I suggest looking at one of those). I will do my best to keep this guide fluid, and as to the point as possible without skipping over large details. I do my best in guides to avoid spoilers, and I will take a similar approach with Spirit Tracks unless required. Keep in mind that this is only my second playthrough of the game (as I write this), and I may make some minor mistakes, or be more inefficient than Id like to (I try to save as much time as possible, to help you, the reader). I ask that any and all of my readers give me some time to play the game thoroughly so I can make full, detailed, rich, and above all else, comprehensive sections for sidequests and mini-games, in addition to the main storyline. If you arent quite sure about something and decide to e-mail me a question, keep in mind that I am not an expert at this game (at least not yet) and I may not be able to help you as much as Id like. I will do my best, so without further ado, lets get this thing started. ----------------------------------------------------------------------------- _____________________________________________________________________________ _______________________________VERSION HISTORY_______________________________ ----------------------------------------------------------------------------- Version: 0.6 --- (January 25, 2010) Completed up to the Ocean Temple for the main game. Enemies and sidequests are complete, as are many of the other additional sections. Mini-games are incomplete, and the FAQ itslef is still forthcoming. Version: 0.7 --- (February 8, 2010) Completed up to the Fire Temple in the main game. Mini-games have been added accordingly. Most recent checklist is just before the Fire Sanctuary. Ive also made a mental note to reorder the Force Gems after Version 1.0 is put up. Version: 0.8 --- (February 18, 2010) Completed up to the Sand Temple in the main-game. Everything is more or less complete. Once I beat the game we will be at Version 1.0, and I still intend on making some further changes. Version: 1.0 --- (February 23, 2010) The main guide is finally complete. The FAQ has been added and everything is all done. Version 1.01 --- (February 24, 2010) I added a section to Ends of the Earth Station because I finally got around to doing a strategy for the final block puzzles. Expect those Force Gem changes sometime soon. ----------------------------------------------------------------------------- _____________________________________________________________________________ _____________________________TABLE OF CONTENTS_______________________________ ----------------------------------------------------------------------------- If youre looking for a certain section, simply copy the Tag at the side (such as {IC9IH}) and then open the search function (Ctrl + F), paste the tag into the field, and hit enter to jump to that section. I have a certain method about which I do the tags, and while it might not make sense, its something I do so I can recognize my own work if someone tries to steal it (silly, I know). 1: Introductory Information . . . . . . . {INTRO} 2: Walkthrough . . . . . . . . . . . . . {WALKT} 2a: Chapter 1: Adventure Begins . . . {AC1AB} 2b: Chapter 2: The Forest Realm . . . {BC2FR} 2c: Chapter 3: Intermission 1 . . . . {CC3IO} 2d: Chapter 4: The Snow Realm . . . . {DC4SR} 2e: Chapter 5: Intermission 2 . . . . {EC5IT} 2f: Chapter 6: The Ocean Realm . . . . {FC6OR} 2g: Chapter 7: Intermission 3 . . . . {GC7IH} 2h: Chapter 8: The Fire Realm . . . . {HC8FR| 2i: Chapter 9: Intermission 4 . . . . {IC9IF} 2j: Chapter 10: The Sand Realm . . . . {JC0SR} 2k: Chapter 11: Compass of Light . . . {KC1CL} 2l: Chapter 12: Final Preperations . . {LC2FP} 2m: Chapter 13: The Demon King . . . . {MC3DK} 3: Items, Collectables & Side-Quests . . {ICSQ3} 3a: Swords, Weapons & Shields . . . . {SWSA3} 3b: Spirit Flute Songs . . . . . . . . {FLUTE} 3c: Rabbits (Locations + Rewards). . . {CRLAR} 3d: Nikos Stamp Collection . . . . . {STAMP} 3e: Key Items . . . . . . . . . . . . {KET5E} 3f: Heart Container Locations . . . . {3HCLF} 3g: Treasure List . . . . . . . . . . {TRSLG} 3h: Train Parts . . . . . . . . . . . {PARTH} 3i: Force Gems & Sidequests . . . . . {IFG3S} 4: Characters . . . . . . . . . . . . . . {CHAR4} 5: Bosses + Enemies . . . . . . . . . . . {BOAEN} 6: Mini-Games . . . . . . . . . . . . . . {MINI6} 6a: Take em All On . . . . . . . . . {TEAOA} 6b: Sword Training . . . . . . . . . . {RST6B} 6c: Whip Race . . . . . . . . . . . . {SWR6C} 6d: Goron Target Range . . . . . . . . {GTR6D} 6e: Pirate Hideout . . . . . . . . . . {PHS6E} 7: Frequently Asked Questions . . . . . . {7FAQL} 8: Zelda Chronology . . . . . . . . . . . {CZE8T} 9: Closing Remarks . . . . . . . . . . . {CLOSE} ================================================= ~~~ Introductory Information {INTRO} ~~~ ================================================= First, before we can even start playing, we need to go over the basics for this game. Like its predecessor, Spirit Tracks is controlled completely with the stylus and touch screen, with the face buttons and D-pad serving as optional shortcut keys to open menus and maps; while the shoulder buttons can he used to select items. I will go over the basic sections of gameplay here, so heres what you need to know. ---------------- ~~~ Movement ~~~ ---------------- Movement is simple and easy. Using the touch screen, just tap the direction you want to go and Link will run there. The farther you hold the stylus away from Link (closer to the edges of the screen) the faster he will run, and vice versa. Running at ledges will cause Link to jump over them, so if there isnt a platform on the other side you might want to stop. You can also execute a roll, which speeds you up a bit and can be used to bump into trees. Double tap the screen and Link will roll. If you roll more than three times in succession Link will stop and get dizzy. -------------- ~~~ Combat ~~~ -------------- Combat is also rather simple and Link has a few basic attacks at his disposal. First is the stab attack, which is executed by tapping on an enemy at close range. This is the easiest and probably most effective attack in the game. The Jump Slash is executed in the same way, only by tapping an enemy while youve got some distance between you. Tapping an enemy from far away will make Link run close to it and execute a jumping attack which is a bit stronger than your standard stab. The last basic attack is a horizontal slash, which is executed by drawing a line horizontal to Link across the screen. There is one more attack, and its probably the best in tight spots: the Spin Attack. To execute a Spin Attack draw a circle around Link, it doesnt have to be any specific size or a perfect circle. Link will spin around and attack all nearby enemies with his strongest attack. If you Spin Attack three times in a row, Link will get dizzy. There is an upgrade you can get later, The Great Spin Attack, that sends Link into a whirlwind of spins after the third Spin Attack. After the Great Spin winds down you always get dizzy. --------------------- ~~~ Using Weapons ~~~ --------------------- Anyone familiar with Zelda knows about Links various weapons. When you want to use a Weapon rather than your sword you can do to things; tap the icon at the top corner of the screen, or hold L or R to set the item. I prefer the latter, just because its a lot quicker and easier to do, especially in tight situations. All items are used in different weapons, so make sure to check the Weapons section for more information. ---------------------- ~~~ Train Controls ~~~ ---------------------- If you played Phantom Hourglass you will feel right at home with Spirit Tracks. You control the Spirit Train, which is used to travel about the world to reach new villages, Stations, and locations. First thing youll want to note is the Gear Box. You have four things to choose from. First is Top Speed, which is all the way up on the Gear Box and makes you move at the top speed. The next is the Low Speed, which slows you down to almost a crawl, good for making stops or waiting out Bomb Trains. After that is the Brake, which slowly brings the Train to a complete stop. Lastly is Reverse, which sends you backwards and can be used as an Emergency Brake when youre going Top Speed. Get the speed down because you will to stop manually at all the Stations in the game. Next we have the Whistle, indicated by the rope icon at the top of the screen. To blow the whistle pull the rope down. Pulling down for a long time makes the whistle last longer, and you can control how loud it is by how much force you pull it with. The whistle isnt used for much once you get the cannon, but it can scare some enemies away and is needed during escort missions. It is also used to activate Warp Gates. The cannon is the next bit. You will get the cannon from Alfonzo during the game and it is used as your primary means of defense. To shoot something just tap it and let her rip. Pretty simple to get really, so there isnt much to talk about. Remember, if youre on an escort mission you need to follow certain guidelines. If you see a yellow sign with a whistle symbol on it, blow the trains whistle. If you see an orange box with an arrow slow down to Low Speed and dont speed up until you see the blue sign with an arrow on it. Getting hit will also upset your customers, so do your best not to get hit. ----------------------- ~~~ Button Commands ~~~ ----------------------- +-----------------------------------------------------------+ | L Button | Lets you use your currently equipped item. | | R Button | Lets you use your currently equipped item. | | D-Pad Down | Opens up the Map (Train and on Foot). | | D-Pad Right | Opens up the Menu Screen (Train and Foot). | | D-Pad Left | Opens up the Route Map (Train only) | | B Button | Opens the Map and closes out of it. | | A Button | Moves dialogue along (cannot select). | | Start | Pauses the game. | | Select | Opens and closes the Collection Menu. | +-----------------------------------------------------------+ ================================================= ~~~ Walkthrough {WALKT} ~~~ ================================================= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | CHAPTER 1: The Adventure Begins | {AC1AB} ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (--- Aboda Village ---) After the introductory cutscene you will have control of Link. Leave the house to get a quick view of the village. Head to the only other house nearby and talk to the girl, then remove the rocks for her. She gives you 20 rupees, nice. If you head north to the big house (Alfonzos) some punk kid will taunt you and tell you to roll into the tree. You dont need to, but you may get something out of it. If you do, quickly run away from the bees and get some shelter inside of a house. What a little prick When youre all done head up to the Station and Alfonzo will come out with his train. Its time we go to Hyrule Castle! (--- Forest Realm ---) You need to make it to Hyrule Castle in 300 seconds. Alfonzo will give you a quick rundown on how to control the train. Just in case you arent paying attention here are the basics: The Gear Box is on the right and it controls your speed. You have two speed settings, fast and slow, as well as a break, and a reverse, which itself also functions as an emergency break. Next is the Whistle, represented by the rope icon. Tug on the rope to blow the whistle, which has a number of functions, but is mainly used to scare monsters away. Thats really all there is to it, for now. From here on out its all you. Keep an eye on the map and plot your course around where the other trains are going, you dont want to hit any. If there are ever any animals (Moinks) on the tracks, blow the Whistle to scare them off. The final task is stopping. Make sure you slow down ahead of time, or just use the emergency break. Once you come to a complete stop youre all set. (--- Castle Town ---) Welcome to Castle Town. Youll get a nice view of the town and Alfonzo will tell you head to the Castle for your ceremony. If you want you can get familiar with the town and talk to people. Theres really only two important buildings that you should make note of. The one in the southeast corner is home to a mini-game we can play later, and the treasure shop is located near the center of town to the north, just off to the right. Here you can by shields, potions, prize postcards, and 150-rupee treasures for 300 rupees (two a day). Once youre good to go make your way north to the large arch leading to the castle When you reach the postbox be stopped and introduced to the Postman. Read the letter from the Postmaster and continue north to the castle itself. (--- Hyrule Castle ---) Go straight and speak with the guards to be let in. There isnt anything to do outside, so theres no point in meandering about with nothing to do. When you get inside keep going straight, once more theres no real point in wandering around for right now. Just take note of your surroundings on the map. Speak to the next guard and you will meet Cole and be admitted to the throne room. Watch the cutscene, now we need to meet Zelda in secret huh? Check out Zeldas letter and then leave the throne room. Go right and then up the stairs to the roof. Follow the instructions from her letter, so head around to the back and make your way along the narrow ledge to the next door in the northeast section. You shouldnt fall, because its really easy not to. Once youre inside youll be on the second floor. If you try to explore youll see you cant as a little midget guard is blocking the path. So head around to the stairs in the back leading to Zeldas room and get ready for another cutscene. Now its all stealth, and you need to sneak Zelda out of the Castle. You can control her by tapping her and drawing a path, or by clicking the icon on the bottom of the screen. Calling Zelda will make her head to you, but I find its better to control her yourself since she tends to clip walls and stuff. Guards can see Link and you can talk with them to distract them. The goal is to get Zelda out of the castle, so lets get to it. So make your way with Zelda south, keeping clear of the guards. Tap her and make her stand in the little corridor at the bottom, behind the midget guard from earlier. Now, just as Link, wait for the guard to pass by (heading left) on the bottom and then go left and up, and then speak to the guard so his back is turned to the door you need to leave. So, he should be facing north. You should be in the narrow passage speaking to him, allowing Zelda to get by. Draw a path for Zelda to the exit. Follow her when shes there and exit outside together. Hop down and speak with the guard over on the right. Get behind the hedges and talk with so his his back is turned to where he should be watching (the open field). Send Zelda down and by him, have her stand between the two square hedges. Now head down and do the same thing with the next guard. Stand behind the hedges and speak with him so his back is turned to Zelda, and move her under the hedge that Link is at. Dont let her go too far, however. A few steps away from the edge of the bush is your safest bet. You need to be quick about this last bit now. Pick up one of the nearby boulders and throw it behind the guard who cant be distracted by small talk. When he goes to check it out send Zelda near the exit to the south, but dont stand directly near it, yet. I find its best to throw on boulder, draw Zeldas path, and then throw a second boulder slightly further away to reset the guard so to speak. When Zelda is in position go speak with the guard standing in front of the door to the castle so he faces either right of left. Zeldas clear to run through the exit to the south, which she will do on her own once shes close enough. Well that was a bit of work. Follow her and return to Castle Town. (--- Castle Town ---) There will be a quick scene, Alfonzo will join you, time to go to the Tower of Spirits. You wont be driving for too long however, and a rather lengthy, yet important scene will occur, and Link will black out at the end of it. (--- Hyrule Castle ---) You will wake up in Hyrule Castle in a bed alongside an unconscious Alfonzo. Teacher will greet you and inform you that the guards found the two of you near the Tower of Spirits out cold. Try and talk to Alfonzo and hell say everything is up to you, and Teacher will go into a panic when he hears Zelda was taken away. Head into the hallway and youll see Zeldas spirit flying around asking for help. You can speak with the guards if you like, theyll mainly just talk about the Spirit Tracks and the rumors of Cole being evil. You also have free range of the castle now, which is nice. Anyway follow her spirit into the throne room for another quick scene. Now head up to her room (you dont need to sneak around back this time) and watch the scene. Take the Spirit Flute and now weve got to go back to the Tower of Spirits. Go back into the hallway and see the staircase on the other side? Work your way over to it, heading down and around through the second floor. In the southwest corner of the hall there is a chest, so open it up for 20 rupees. Before heading down the stairs in the back leave through the opening on the west side of the room to come outside onto a ledge. Open the chest for a 50- rupee treasure and go back inside. NOW go down the stairs. Go all the way to the right for another chest with 20 rupees and speak with the guard. We need a sword, so return all the way to the main lobby downstairs. Go to the room in the northeast corner (opposite the room you woke up in) and speak with the Captain (Russel) to pick up the Recruits Sword. Youll have to endure a quick training session. As outlined in the introduction you have a few basic attacks. To attack an enemy directly just tap them, Link will stab or, if youre at a distance, execute a jumping attack. Drawing a line perpendicular to Link makes him do a horizontal slash, and drawing a straight line out from him (as in the direction hes facing) makes him stab. Draw a small circle to execute the Spin Attack. Nail all the guards with each move and youll be done. Now that were free to leave return to the door out back and begin working your way back to the Tower of Spirits. (--- Secret Passage ---) Outside youll encounter your first enemies, Spinuts. They take two hits to kill, so take em out and head north. Help out your fellow guard and hell tell you there was a tunnel leading to the Tower, but a rockfall has blocked it. I suggest cutting all the grass and breaking all the rocks around here to stockpile some money, youll need it. Make your way to the highest ledge and kill the final two Spinuts. Now, you need to find the cave. The plants nearby are bomb flowers and they serve as a free, handy bomb. We can use these to find the hole in the wall. Grab one of the bomb flowers and place it just off center to the right a bit, its kind of hard to describe. Its sort of where the flat wall starts to slant and go down in the southeastern direction (yeah ). You can blow bombs up faster by attacking them with a stab, just make sure to keep a bit of distance. Once you find the cave go inside. Go north and kill the Keese and head into the open area. Kill all the ChuChu that appear and go to the lower right corner. Pull the block out and push it north onto the switch. A door will open, so grab the chest for a Small Key and open the locked door. Go north and kill the ChuChu. Hop across the platforms and make sure to read and take note of what the signs are telling you. You may want to read them from right to left and not left to right. When youre done kill the ChuChu on the right, grab a bomb flower and toss it at the cracked blocks. Open the chest just beyond the bomb flower for 20 more rupees and go north into the next area. Kill the Spinuts and hit the switches in the order you were told. Thats right, top, bottom, left if you dont want to do it yourself. You are on a timer, but its pretty gracious. Go up the stairs into the next room. Make your way north, killing the Keese and breaking pots as you go. Eventually youll see some rats and despite being a ghost, Zelda will freak out. Kill the rats to calm her down and head up the stairs. Enjoy the cutscene as you enter the Tower of Spirits. (--- Tower of Spirits ---) After you meet Anjean and see probably the best scene in Zelda history youll have to enter the Tower. Your goal is simple, go into the Tower, retrieve the four old rail maps, and restore the power of the Spirit Tracks. You need not worry, because youve got erhm Zeldas help. When youre good to go, climb the stairs and make your way to the door at the top. Youll hit a long, spiral staircase, so head as far up as you can go an enter the door. You wont make it very far though. After marveling at a massive stone door a Phantom will appear and give chase. Run away and return to the entrance to the tower. Talk with Anjean and shell explain that the Phantoms must be possessed by an evil spirit because of the loss of the Spirit Tracks. You will need to collect the Tears of Light and stab them in the back to hold them off. So, when youre ready return to the spiral staircase and go back in the door. ~~~ Tower of Spirits - First Floor ~~~ Head up, your first target is the Tear on the left. Go through the purple spot and youll be stopped. Anjean will contact you and tell you about safe zones. Phantoms cannot go or see into safe zones, so as long as youre in there youre well safe. The Phantom in this floor therefor, cannot leave the middle section of the room, so youre pretty much safe on the outside. Anyway, continue on and grab the first Tear on the left. Now go back to the middle area, go up to the north and grab the second Tear. Easy enough, one more to go. Go right and in the northeast corner of the room is a switch. Hit it, then go to the middle area again and head right over the bridge to the third and final Tear. The switch is timed, but once more its pretty gracious, dont worry about it. Now that the sword is all charged up, go stab the Phantom in the back. Youll get a nice little scene and Zelda will fly into its body. She is now a Phantom, or at least controlling one. You control the Phantom just like you did Zelda during the first part of the game. You can draw her path, call her, but now she actually has attacks! Now with Zelda, grab onto one side of the door while she pushes the other to get it open. To make her open it, just draw a path to one side of the door and she should start automatically. Youre done here for now, so up to the next floor. ~~~ Tower of Spirits Second Floor ~~~ First, a quick rundown. As a Phantom, Zelda can walk over spikes, through lava, and help Link battle enemies. She can also talk with Phantoms to distract them. Remember, a lot of puzzles will require using a Phantoms special skills, so make note of them. Move to the right and have Zelda go across the spikes and hit a switch just to the north. Now go down, kill the Spinuts, and step on one which. Have Zelda go on the other one and open the door. Leave her behind for now, continue onward and kill the rat up ahead. To the left youll see a hole in the wall and a block. Even though shes a Phantom, Zelda is still terrified of rats. So pull the block so it blocks the hole and then call her to catch up. Have Zelda cross the spikes up ahead and go into the safe zone behind the sentry Phantom. Theres a switch that will lower the spikes, so hit it. Then afterwards have her speak with the Phantom. Make sure the Phantom has his back turned to Link, so talk to him from the north. With Link stab him twice in the back to have Zelda take over his body instead. The other Phantom will vanish and she will enter her new host. Weve done everything we can here for now, so head up the stairs. Ignore all the areas we couldnt reach, we can always come back later. On the third floor youll find the Rail Map, and then watch a quick scene. The map will glow and tracks will return between Castle Town and Aboda Village, and even lead into the forest and a dead end. Youre all done here, so exit through the blue warp portal that appears. ~~~ Tower of Spirits Main Lobby ~~~ Head down and speak with Anjean for some more dialogue. Youve now got to go the Forest Temple, but first you must restore more power of the Tracks in this realm. So to do that we need to track down the Lokomo, Gage, in the Forest Sanctuary, and to do this Anjean gives you the Spirit Train. A lot has happened, but for the first time in a while it seems like we can finally stop Cole from resurrecting Malladus! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | CHAPTER 2: The Forest Realm | {BC2FR} ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (--- Forest Realm ---) Trace a path to the village between Castle Town and Aboda Village. On the way you may have to deal with enemies, and your only measure right now is the Whistle. Make sure you stop the train manually when you arrive at the small village; this is Whittleton. (--- Whittleton ---) First go to the building on the far left, this is the shop. Go in and buy yourself a shield for 80 rupees. Dont bother with anything else for now and leave. Go to the big building in the back and speak with the Chief. To reach Gage we need to head through the Lost Woods, one wrong turn and you wind up back outside again. So, go around the village and speak with damn near everybody. You will learn two important details; the trees tell you where to go. Just as youre about to reach forks, youll see trees pointing either left or right, follow its direction. However, the fourth and final tree has no sense of direction, so do the opposite of what it tells you! When youre all done return to the train and speak to Zelda to get back to the overworld. (--- Forest Realm ---) Now then, lets go meet Gage. Plot a course to where Anjean told you he was and when you come to the forest youll enter the lost woods. Remember the directions the villagers gave you, its very important. The path is randomized each time, so just follow the trees (except the fourth one) and relax. Youll arrive directly at the Forest Sanctuary. Now that youve done the Lost Woods once they go away and you never have to sagain! (--- Forest Sanctuary ---) So, lets go find Gage. Go left and kill all the Spinuts, and then go north and do the same thing. Watch out for the Crow and go right up the stairs. Youve noticed all the cracked blocks Im sure, we need to get rid of those. First take a bomb flower and destroy the blocks in the north, then go up and clear out some more Spinuts. Go back to the right, now we need to carry a bomb flower over the bridge to the blocks on the left. It isnt that easy though. Grab one of the bomb flowers and place it next to the switch. Quickly run back across and grab another bomb flower. The first one should go off, creating a second bridge. Run across it with your second bomb flower and destroy the blocks preventing your progress. In this area kill all the red ChuChus. Now look at all the statues and find the two that are facing each other (top left and lower right) and then read the sign in the very middle of the circle. Draw a line connecting them to open the door ahead. If you dont know what I mean, then just look at this. X O O O Xs are the two you need. Just draw a line, can you manage that? O X O O Go inside and meet Gage, and hell explain you need to combine the two sacred instruments to play a song and power up the Tracks. So, what you need to do is play with him in rhythm. The idea is to wait for him to finish, let the camera pan over to you, and then play your part. Use the metronome in the background to help your rhythm. Some people have a lot of trouble with these duets, but theyre very easy if you ask me. Your notes for this song are Orange, Yellow, Purple. Once you get it down, enjoy the scene and the rails will be powered up. Bid farewell to Gage and return outside. As you leave youll see a little stone statue and if you examine it colored notes will fly out. Play those notes (Blue, Orange) to learn the Song of Awakening. This song will wake up near by Gossip Stones. Return to the train, youre done here. (--- Forest Realm ---) Plot a course to the Temple in the north. If you happen upon any Skulltulas during your tip, blow the whistle to scare them off. You dont need to worry about stopping manually at the Forest Temple, youll go right inside. (--- Forest Temple ---) Here we are. Zelda will chat you up a bit and then wish you luck. Climb the stairs and look to the left to see another one of those stones. Examine it to see Green, White, Green. Play those notes to learn the Song of Healing. This gives you access to a fairy that will heal you once per dungeon. Play the song to summon it. When youre all set, head through the door and enter the dungeon proper. ~~~ Forest Temple First Floor ~~~ Okay, so heres the basic layout for you. Youve got a series of narrow hallways heading up to an open room in the northeastern section of the temple. The door directly in the middle is locked, and youve got some stairs in the bottom corners and top left. Go straight passed the locked door and into the first room with the pit. The door leading into the room in the back with the key is locked. What you need to do is grab the nuts growing on the left wall and toss them at a switch on the other side of the hole to create a bridge. Head south into the large open room and the door will shut behind you. Spinuts will appear, including your first green one which takes an extra hit to kill. Once theyre all done the doors will open and a chest will appear. Open it to claim 100 rupees. Go upstairs when youre done. ~~~ Forest Temple Second Floor ~~~ Okay the layout here is simple. Youve got four main rooms in each corner with another gap separated the rooms located on the bottom. In the middle is a large oval room. To the north is another room with a closed door, this is our target. Go north, making sure to avoid the fog, and the door will close behind you. Four beatle-like monsters known as Vengas will appear. Kill them all with a simple sword strike, and be careful because they explode into more of that poisonous fog when they die. When all four are done for open the large chest to claim the Whirlwind. With this we can blow a gust of air into things, very useful. Now, blow away all the small bits of fog left behind by the Vengas and head south again. Blow away the fog in the northwest corner of this room / hallway to find a chest with a 50-rupee treasure inside. Return back to the northern room. Across the small gap is a windmill. Blow some air at it to make it spin and open the door to our left. Break the pots along the northern wall and then play the Song of Awakening for the Gossip Stone near the stairs (well you dont have to, its just to confirm we have all the treasure chests on this floor). Blow away the fog blocking the stairs and return to the first floor. ~~~ Forest Temple First Floor ~~~ Now were in the key room. Use the Whirlwind to blow the key off the pillar and onto a spot of land where we can actually grab it. Pick it up and go to the northwest corner of this room. Step on a switch to open the door leading back to the rest of this floor; the parts weve already done. You might encounter some Vengas downstairs now, but they still dont pose much of a problem. Also, make a note of the fog-covered room to the northwest. We will need to come back here later, but for now, theres no reason to bother with it. With your key in hand, return to the locked door in the very center of this floor and open it up. Head down the narrow hall and play the Song of Awakening for the Gossip Stone. If you want, pay the 20 rupees to see a chest we missed back in the room near the gap, dont worry for now. Go down into the southwestern room and once more the door will shut behind you. Two Bubbles will appear. To kill them blow out their smoke / flames with the Whirlwind and then hit them on the ground while theyre helpless. If youre having trouble hitting them, just wait until they stop and taunt you. With the damn things dead, head up back to the second floor. ~~~ Forest Temple Second Floor ~~~ If you go right towards the central room youll encounter a Vengas and a locked door. So no need to do that yet. Head north towards the stairs and go up them to the third floor. ~~~ Forest Temple Third Floor ~~~ Just a quick layout of this floor: you are in the northwest in a tiny, isolated room. A large room takes up most of the central area, and to the south of the floor are three more rooms. One with a gap and some blocks at the end, one thats wide open, and one filled with more fog. In this room go left and blow the nut straight over the gap so it hits a switch. This will make a chest appear in the little corridor to the right. Open it up for a Small Key, and go back down to the second floor. ~~~ Forest Temple Second Floor ~~~ Go to the central room and open the door. Make sure you break some pots if youre low on health. As you go in the doors will shut and youll encounter for your first mini-boss! !!! MINI-BOSS: MOTHULA !!! The strategy here is simple. Keep an eye on Mothula as it flies around the room and wait for it to stop. Get the Whirlwind ready and aim straight at him. He will launch a Stalfos Skull in your direction, so send it back with the Whirlwind. Once the thing is stunned work it over with the sword. Repeat this process until Mothula is dead. The doors will open. Grab the 20 rupees Mothula dropped and go up the stairs once more. ~~~ Forest Temple Third Floor ~~~ Go down and go by the big lock on the door in the middle. Zelda will stop and point out that it looks special. Hmm, maybe that Big Key in the top corner opens the lock, too bad that door is shut as well. Go into the south-central room and then to the right. Therere some cracked blocks in your way, but also a Blastworm. When attacked a Blastworm will curl up and turn into an explosive. Attack the poor little creature once and then use the Whirlwind to send it into the blocks. Go into the fog room and blow all the crap away. You will reveal a narrow walkway and a ledge on the far side. On the right of the walkway is a switch, so step on it to make a chest appear. Open the chest for a 150-rupee treasure and speak to the Gossip Stone if you want (theres no point, BTW). Hit the crystal switch nearby to make the door leading to the southwestern room open up. What you need to do in this room is send a Blastworm across the gap, blowing up the blocks. Then, you need to send a Blastworm across the gap and into the crystal switch. Blastworms will drop from the ceiling, so keep an eye out for them. Also, you need to be moderately close to the gap for the Blastworms to make it across. You can herd them near it by standing behind them, they usually try to run away from you. Once you manage to hit the switch the door protecting the Big Key will open up. Go all the way to the northeast corner now, were on the home stretch. There is a sign behind the Big Key, take a look and make a note of where the line is telling you to walk. If youll notice, there are two kinds of tiles out in the central room, so walk on the normal looking ones. Grab the Big Key and follow the route leading to the door, and open it up. If you stray from the path Key Masters will appear. Key Masters will try to grab the Big Key from you and return it to its original spot. If you decide to be lazy and cut across the path you must deal with them. A Key Master will go down in two hits from the sword, but they also respawn quickly. Get the Big Key to the door ASAP. Regardless of which path you choose to take, head up the stairs once the door has been opened. ~~~ Forest Temple Fourth Floor ~~~ This is it now. Break the pots for some hearts and rupees and go up the two levels. Check out the stone sigh on the left to make a blue warp portal appear. Now save your game and go up the stairs for your first Boss Battle! **===================================================** || Boss: Stagnox | Location: Forest Temple || **---------------------------------------------------** || Title: Armored Colossus || **---------------------------------------------------** || Weaknesses: Whirlwind, Blastworms || **---------------------------------------------------** || Attacks | Damage Dealt || || Horn Attack | 1 Heart || || Swipe | 1/2 Heart || || Flying Charge | 1/2 Heart || || Poison Fog | 1/4 Heart || || Blastworm | 1/2 Heart || **---------------------------------------------------** || Strategy || || Stagnox is slow, and that makes this a very || || simple battle. Start by running around, while he || || prepares his attack. After a few seconds he will || || lunge at you with his brutal Horn Attack. Dodge, || || run around behind him. Use the Whirlwind to blow || || away the poison fog from around his weak point || || to stun it. Go to work on while hes stunned, try || || to do as much damage as possible. When he gets up || || again repeat this cycle, and note that he will || || attack quicker now. After two or three cycles of || || this the big guy decides its time to change up || || his strategy. || || || || Now he will take flight and try to have the || || Blastworms do all his dirty work. Slash the worms || || to make them curl up and wait. Stagnox will soon || || fly in at you for his trust attack, and when hes || || level with the stage use the Whirlwind to send a || || Blastworm right at him. Hell fall on his back so || || attack his backside once more. Repeat this same || || one or two more times to slay the beast for good. || **---------------------------------------------------** || Overall Difficulty: 2 / 10 || **===================================================** Once you defeat Stagnox watch the little scene. Open the chest that appears for your first Heart Container and exit through the light that appears. Stagnox has been defeated and the Spirit Tracks of the Forest Realm have been restorted. The Tower of Spirits is started to become whole once more, and all hope that was once lost is being restored. Onward brave hero, the adventure continues! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | CHAPTER 3: Intermission 1 | {IC9IF} ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (--- Forest Realm ---) Get back on your train. Now, we need to go back to the Tower of Spirits, but first lets do a few things, huh? Now these things are totally optional, so you can just skip ahead to the next Tower section, but theres no fun in that, now is there? Plot a course for Whittleton. As always scare the monsters away with the Whistle. As you exit the forest youll get a quick little scene of some trains getting taken over by evil spirits, and transforming into Bomb Trains. You need to avoid these things at whatever cost! Ramming into one will result in a one-hit kill and a Game Over. They dont actively hunt you down, and like the trains at the start of the game, the map will show you where they plan to turn at upcoming forks. So continue your route to Whittleton, avoid the Bomb Trains, and come to a nice, clean stop. (--- Whittleton ---) There isnt anything we HAVE to do here persay, but something we can do. First off, if you didnt buy the shield earlier do that now. I had 250 rupees by the time I was done with the Forest Temple, so theres no excuse not to. Now, all around Whittleton youll find patches of leaves. You can use the Whirlwind to blow these things away. Sometimes hearts are underneath, sometimes rupees, and sometimes 50-rupee treasures. This is one of the most popular and effective methods for treasure collecting. You can find every 50-rupee treasure by blowing leaves away, so if youve got time to kill I suggest doing it. Simply go around blowing the leaves away, most are near the Chiefs Hut and to the area on the east of the map. When all the leaves are gone either enter a house and go back outside, or go to the arena north of Whittleton (again, by taking the path to the east). You cant do anything in this area mind you, but there are leaves and a bee hive. Again, if you have time to kill you should gather some treasure together. We cant do anything with it yet, but its nice to have. Like, lets say your battery is low and you dont want to start another segment of the Tower, go to Whittleton and farm treasures for a little while. Take my advice or leave it. Whichever the case, youll have to leave the village at some point. When you do, head to Castle Town. (--- Castle Town ---) Theres a few things for us to do here. First and foremost, GO BUY THE SHIELD IF YOU HAVENT YET!!! Sorry, lazy people just bother me. Second, check out the shop some more, because you may want to pick up a Red Potion. That bad boy will heal six of your hearts and will come in handy at some point Im sure. Anyway there was a reason for coming here, and that was *drum roll* our first mini-game! Where to find it? Remember that house I told you about in the southeast corner of town? Go there, thats the spot for the Take em All On mini-game. It costs 50 rupees to play and for now you can only access Level 1. Speak with the girl (some people call her Jolene III) to play the first game. Take em All On is an endurance challenge in which you have to go through a lot of rooms with no healing items to be found. This makes it similar to Savage Labyrinth from The Wind Waker and the Cave of Ordeals from Twilight Princess, only much shorter. You can however, use potions, and considering you only have four hearts right now, well it might be wise to go in with on. Level 1 of the game is pretty easy. Youve got nine rooms, all consisting of enemies weve seen before. Well except one room, which is home to Octoroks. They are an old Zelda stand-by and fire rocks at you. Much like Spinuts they take two hits to kill. For a more detailed list of the rooms, see the section for Take em All On in the mini-games part of this guide. ROOM 1: 6 Brown 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 Brown Spinuts, 3 Octoroks ROOM 9: 4 Brown Spinuts, 4 Octoroks, 4 Red ChuChus ROOM 10: Armored Colossus, Stagnox So long as you can make it to Stagnox you should be okay, since you can easily beat the boss of the Forest Temple without getting hit. The prize for beating this will be some satisfaction and a Heart Container! You can play the game again for another 50 rupees and win a treasure. I get a 500-rupee whenever I play, but if you have a bad time it might be a 150 instead. Youre done in Castle Town for now. Pick up another Red Potion if you need it and leave. Head back to the Tower of Spirits, keep an eye out for Bomb Trains. (--- Tower of Spirits ---) Were back, so head back to the north and to the spiral staircase. You can stop and talk to Anjean if you want, shell just tell you what you might have guessed. Climb the Tower, get the next map, and on to the Snow Realm. Anyway, because we fixed some of the Tower the stairs go higher to a new section, the fourth floor. We can skip the first three floors now. However, there is some treasure we can pick up now, so were going to the first floor. If you dont care about optional treasure skip ahead to the fourth floor. ~~~ Tower of Spirits - First Floor ~~~ Back again, not much has changed. Theres actually nothing for us to get here, so gather the Tears and stab the Phantom so Zelda can jump into him. When youre all set go up to the second floor. ~~~ Tower of Spirits - Second Floor ~~~ Okay, now we have stuff to do. Go over the spikes that should still be lowered and into the room on the right. Leave Zelda behind for now and go south as Link, and then west through the door that should still be open. Go left some more, kill the rat, and move the block so its covering the hole again. Return to Zelda and go up to the gap. Zelda will stop and notice a switch on the other side, but how do you get to it? Position Zelda just near the gap and stand behind her with Link. Use the Whirlwind to push her across, and then have her step on the switch. A bridge will appear, so cross over and open the chest for a 500-rupee treasure. From there, climb the stairs and stand on the edge but do NOT jump down. Have Zelda circle all the way around this floor clockwise, past where the rats would be, passed the Phantom, and over to Link so shes on the floor under him. Tap her as Link and he should jump down onto her back, and shell carry him on the shield. Cool, huh? Go down (you need to draw Zeldas path) and go right to the other raised platform. Hop off by taping the raised area and open the other chest for another 500-rupee treasure. Jump down and sneak by the sentry Phantom much how you did the first time and climb the stairs. ~~~ Tower of Spirits - Third Floor ~~~ We cant do anything now, so go back into the light and return to the Main Lobby. Go right back to the spiral staircase from there and climb to the top, and next floor. ~~~ Tower of Spirits - Fourth Floor ~~~ Oh man, lava, just what we needed. Go right past the fire jet (make sure you dont get hit by it) and go into the safe zone. Get a quick survey of the area real quick. Wait for the Phantom nearby to be walking down and out of view, and quickly run over to the fire pit with the Tear in it. Use the Whirlwind to blow the Tear to somewhere we can get it, and then make your way by the Phantom without him seeing you and grab it. Next target is the Tear in the top corner of this room. Head up to it, and watch out for another fire jet. One more to go. Go down and head left, keeping along the lower corridor (or the one the Phantom isnt patrolling). Stand around and wait. There is a long, continous fire jet at the north end of the room. What you need to do is wait for the Phantom to pass through it, breaking the flames for a moment to slip by. Once you do, head down and grab the final Tear! Pick a Phantom (I like the one in the lower section) and let Zelda take control. Before we leave here head to the little nook in, more or less, the direct center of the map, near where the first Tear was. There is a totally conspicuous chest there, so open her up for a 150-rupee treasure. Head over to the pool of lava at the bottom of the map now and send Zelda down into it. Hop onto her back like you did earlier and draw a path across the lava and onto the safe platform. Go north and up the stairs. ~~~ Tower of Spirits - Fifth Floor ~~~ Even more lava, great. Head down around the long, windy corridor and have Zelda go into the lava. Hop on her back. There is a locked door we need to open, and thankfully I know how to do it! Before we do that though, head to the platform in the lower left corner of this lava pool. Jump off of Zelda and open a big chest to get 100 rupees! Order Zelda back into the lava and jump on once more. From here on out youll see some Keese flying around, take them out with a simple slashing attack, or a Spin. Do not tap them; it may cause Link to jump off of Zelda. Now youll see a windmill sticking out of the lava. Use the Whirlwind to get it spinning, and then go get the one in the very north most part of the lava pool, represented by a grey dot on the map. With both going the door will open, nice. Go down the hall and completely ignore the room to the north, its useless to us right now. This part can be very frustrating. See the skull moving around the map, that little thing right there has the key we need to open this door right in front of us. However, it runs away whenever it spots Link or Zelda. The idea is to box it in so he has nowhere to go, which requires precise timing and control on your part. What I did was put Zelda in the top left corner and put Link in the middle of the room. The little guy (a Spinut, not that it matters) will circle around the room. Get him to go counter-clockwise. When he hits the top right corner start moving Link right and then up. At the same time, move Zelda left so shes heading towards the Spinut. It will freak out and try to run, but you should be behind it, ready with Link. It wont know what to do, so slash quickly with Link. Zelda will try to, one of you should manage to hit him. Grab the key and open the door. Have Zelda drop down and then get on her back. Move across the lava, hop down and go up the stairs. ~~~ Tower of Spirits - Sixth Floor ~~~ The door will shut behind you!!! !!! MINI-BOSS: GEOZARD !!! Your first encounter with a Geozard, and thankfully you have a two on one advantage. This is rather easy actually. Draw a path for Zelda leading to the monster and they will start to exchange blows. As Link, run around to the back of the beast and begin to work it over. You should be able to take it down in no time. With the doors open go right and pass through the long corridor to the room in the southwest. Watch out for the Miniblin riding the Armos Statue, we can deal with HIM in a minute. Head south to the bottom of the room and have Zelda block the flames from the jet and pass into the next area. Climb the raised platform, and Zelda will point out something weve known for awhile. Hop on her back and return to the room on the left. Kill the Miniblin with a simple sword strike and the Armos Statue will blow up. Awesome. Go all the way to the right now, through the flame jets and into the room with the key. Be careful, there is a raised up jet that shoots on and off, so time youre movements so you dont get hit and fall off of Zelda. In this room aim the Whirlwind at the raised platform in the middle to blow the key away, and then hop down and grab it. Now return to the left, using Zelda to block the fire and go north. Avoid the Miniblins and open the locked door to the north and head up the stairs. Were done now, so grab the Snow Rail Map and enter the blue warp to return to the Main Lobby. ~~~ Tower of Spirits - Main Lobby ~~~ Man, that was some work, but hey, now weve got half the rail maps, and were closer to foiling the Chancellors scheme. Speak with Anjean and shell tell you to go find Steem at the Snow Sanctuary, youll hop on the train automatically. And with that, this chapter is concluded. Once more we have a clear-cut destination, Steem, and eventually, the Snow Temple. What awaits us on the frozen tundra of the Snow Realm? How if Alfonzo faring, and will we ever get a true means to protect ourselves on the Spirit Train? It all comes to a head on the next exciting Chapter of The Legend of Zelda: Spirit Tracks! *cue theme music* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | CHAPTER 4: The Snow Realm | {DC4SR} ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (--- Forest Realm ---) As you try to leave you will be attacked by some Bulbos. You cant work like this, we need a way to defend ourselves. Head to Castle Town and go see if Alfonzo can help out. (--- Hyrule Castle ---) As you arrive in Castle Town you should get a letter from Alfonzo, weird because were going to see him right now. Alfonzo is still in the back room where you woke up so long ago. He is in better shape following getting rocked by Byrne, which is good. He can help you deal with monsters, but you need to take him back to Aboda Village, as instructed in his letter. Go to your train and head to Aboda Village. As always, keep on the lookout for Bomb Trains. (--- Aboda Village ---) He wants to rig something up for you, but its going to take awhile. Instead go talk to Niko to kill some time. He will give you the Stamp Book, which you can use to, well collect Stamps. There are a lot, and weve seen a few already. The first Stamp Station is right here in Aboda! Golly gee! Head up towards Alfonzos house and youll see the Stamp Station along the wall. Now then, go to Alfonzos house and head up to the platform. Alfonzo will ride out with a shiny new Cannon for you! Now that we can defend ourselves its time we continue our adventure. (--- Forest Realm ---) Before we go to the Snow Realm though we can get some Stamps for Niko, three more in fact. The closest one is in Whittleton in the back area behind the village. Just go north and youll find it up against the trees. After that plot a course for the Forest Sanctuary. Remember, you can kill enemies now, so no more lame Whistle to get rid of em. (--- Forest Sanctuary ---) Make your way north, killing the Spinuts as always, and go onto the raised platform on the left. Up against the cliff wall is the Stamp Station. Collect your next Stamp and leave. Im sure youve noticed a chest on the raised platform to the south, we cant get that yet, so youll come back later. (--- Forest Realm ---) Now plot a course for the Snow Realm via the new tracks to the west of the forest. As you exit the forest youll see some boulders. Blow em up and keep going north, stop at the Station you see on the right. (--- Rabbitland Rescue ---) Get off of the platform, go right and then speak with the man dressed up as a rabbit. As Im sure youve noticed by now, you can find Rabbits on the overworld. This man loves rabbits and wants you to rescue them from the harsh wilderness of the outside world. He gives you the Rabbit Net, which you can use to catch rabbits. In order to initiate the little mini-game, shoot the boulder you see a rabbit sitting on and then tap the screen. You have ten seconds to catch the rabbit, so be very careful. Whenever you bring more rabbits back the man will give you some nice rewards. Were not done here yet. Climb the cliff to the north and walk onto the wide bridge that crosses the little pond. Get onto the cliffs on the right and face the small island in the middle of the pond. Jump down off the cliff so you land in the island and open the chest for a 150-rupee treasure. Youre done here, so leave. (--- Forest Realm ---) Before we head to the Snow Realm lets get that last Stamp and some bunnies, four to be precise. Plot a course for the Forest Temple. As you go south youll see your first bunny hiding behind the rock to the west, so blow it up and catch him. Go through the forest and as youre traveling north for the Forest Temple look to the right. Another bunny is there hiding, so catch him too. (--- Forest Temple ---) Make your way into the dungeon proper. Go to the room in the back covered in the purple fog and blow it all away. The Stamp Station is all the way in against the wall, so grab it. Hit the switch behind the Station to make that chest we missed appear. Go around and open it for 100 rupees. Now were all done in the Forest Temple, so leave. (--- Forest Realm ---) Plot a course south towards Aboda Village. As youre going south down the long straight-away look to the left (east) to see a bunny. Catch it and then turn yourself around. The next rabbit is to the west of Castle Town. Sort of on the corner where the rails turn south. Its also somewhat off the tracks, so you really need to look for it. Once you get this last rabbit were all done for awhile. Its finally time to plot a course to the Snow Realm. (--- Snow Realm ---) Before we go on I just want to do a quick checklist: -5 Heart Containers -4 Stamps -4 Bunnies If youve been following the guide so far, thats where you should be. Welcome to the Snow Realm. There arent a lot of places for you to go right now, so plot a course to the village, keeping straight at the fork. As you approach there should be a rabbit to the north of the tracks, get him to make an even five. Come to a complete stop at the village afterwards. (--- Anouki Village ---) This village as a simple layout. Six houses, the bottom three on one cliff and the top three on a higher one. To the south of the village are some large open areas, where youll encounter a new type of enemy: Ice ChuChus. You cannot slash an Ice ChuChu without getting frozen, so to hurt them use the Whirlwind to blow away the frost around them, stunning them in the process. Youll also encounter White Wolfos. They tend to flee from your attacks, so you need to pin them up against the wall. Two hits will do them in. Outside of the village proper to the right youll find some trees. Up against the cliff wall is a group of them and hidden behind them is another Stamp Station. Get your next Stamp and then go and enter the village proper. Youll want to talk with all the residents of the village. If you couuldnt guess by the number of houses, that means six. If they arent standing right outside their house, then go inside. Talking to them will reveal a bit of whats going on around here. Speak with the Chief last; his is the highest house in the back row. Before going to speak to him however, examine the gossip stone located up against the cliff in front of his house. Play the notes Orange, Yellow, Orange, Blue to learn the Song of Discovery. This can locate hidden treasure chests, and open the chest that appears to get a Red Potion. When you speak with the Chief he will explain that the village has had somewhat of a monster problem, and if you help out hell unlock the path through the tunnel so you can go see Steem. The Chief (Honcho BTW, how appropriate) wants you to organize the Anouki into three teams. Problem is theyre all really picky, so go around and talk with everyone. Honcho will pair with anyone, so that works out. The Anouki in the top left corner is Yeko. He doesnt like the guy who dressed in blue and has wimpy horns. Wow, what a jerk. The guy on the top right is Kofu and he doesnt like other Anouki with big horns. In the lower right youll meet Bulu, and he is pretty biased against facial hair. The wimpy guy in the middle is Noko and he doesnt like people in yellow. Finally, the one in the lower left corner is Yefu (aka Agent Yellow) and he doesnt like big horns. Honcho: Can pair with anybody. Yeko: Doesnt like the guy in blue with wimpy horns. (Noko) Kofu: Wont work with anyone else with big horns. (Yeko, Bulu) Bulu: Hates people with facial hair (Honcho, Kofu, Yefu)) Noko: Doesnt like the color yellow (Yeko, Yefu) Yefu: Thinks big honrs are too flashy. (Yeko, Kofu, Bulu) Now we need to pair people up. Heres a quick diagram of who is who: Honcho Yeko Kofu Yefu Bulu Noko Go and speak to Honcho and he wants you to organize the teams. Try and figure it out for yourself, but if you cant: Kofu & Noko Bulu & Yeko Honcho & Yefu With the pairs made, Honcho will be thrilled! Take your twenty rupee reward, and then Honcho will open up the tunnel leading to the Snow Sanctuary for you. Be careful though, because theres a ginormous monster inside. Leave the village once youre all set. (--- Snow Realm ---) Theres something we can do before going to the tunnel however. Plot a course to the Forest Realm by going east, south, and then west. On your way youll see a weird gate thing with a green Force Gem. Shoot the Gem to create a Warp Gate that goes to the Forest Realm (we will call this Warp Gate #). This creates a Warp between here and nearby Castle Town. To active a Gate blow the Whistle before you pass under it and it sends you to the other side. Once youre all go to Rabbitland Rescue. Talk to the guy to get a few rupees and a Heart Container. Once youve done that plot a course north to the dead end outside of the tunnel in the Snow Realm. Get ready when you go inside of it, because youll have to fight the Giant Rocktite! !!! MINI-BOSS: GIANT ROCKTITE !!! Dont worry about what is in front of you, just go full steam (heh) ahead. Shoot the Rocktite in the eye and every few shots hell fall down and collapse. Keep repeating this process, do NOT let him catch up and damage you. After a few cycles of this (six or so) the thing will die and youll be taken outside the tunnel. As when you went through the Lost Woods, youll wind up right at the Snow Sanctuary. (--- Snow Sanctuary ---) Theres a shop here, so check it out if you want. I doubt you have 2000 rupees (Im up to 700) but if you do, buy the Heart Container. Now, you need to make your way to the cave in the far back atop the cliffs. On the way youll constantly be assailed by White Wolfos and Ice ChuChus, so deal with them. When you get up onto the first cliff (and youre heading right) go down a bit and climb up onto the lone cliff nearby. There is a Stamp Station on it, so pick up your next stamp. Continue making your way around to the cave in the back. Once youre inside read the stone sign. You cant let any of the statues see you once you hit the switch. This is pretty much impossible to describe. So, what you need to do is go around, making notes of the direction all nine statues are facing, and then plan a course from the switch to the door in the back. It it timed, so you cant lollygag. Once you finally get through youll meet Steem. You have to play another duet, only this one is a touch longer. Practice until you get it down, and then play. The notes you have to play are Blue, Grey, Blue, Orange. Its pretty easy. Once you get it down watch the nice scene and your rail map will glow. More tracks appear, a lot more in fact. Were all set here so leave Steems room and return to the train. (--- Snow Realm ---) Plot a course east. As Steem said a firce blizzard is wrecking havoc on the tracks near the Snow Temple, and we cant go there yet. As you head east, look to the south just before the fork and youll see another Snow Rabbit. Catch it and continue your path east to the area where the Bomb Train is. On the way youll encounter new enemies, Sir Frosty. To kill them destroy their bodies, and make sure to shoot down their heads that they use as a projectile weapon. As you make your way east youll see a Station, so come to an abroupt stop there. This is Wellspring Station. (--- Wellspring Station ---) There isnt much we can do here right now. Enter the house on the right and look around. Zelda will point out a note on the desk, so check it out. The person who owns this place is out, so mark the three locations he did on your map. You can look around some more if you want and read a piece of paper in that back for more information about Warp Gates. Leave the house when youre finished. You can run around and explore some, but there isnt anything else we can do here right now. Get back on the train when youve had enough. (--- Snow Realm ---) Plot a course for the three locations marked on the map. I went down, counter-clockwise around the perimeter of this section. Make adjustments for the Bomb Train. Youll know when the person is nearby because youll hear an odd, clicking sound. When you see him (just off the tracks) come to a stop. Meet Ferrus, a self-proclaimed trainiac and a know-it-all of all things train. Tell him youre headed to the Snow Temple and hell cream himself. Look at the map he gives you and blow into the microphone to remove the dust. Afterwards mark down the correct path on your map. Thanks to this little freak we can finally reach the Snow Temple! Youre done here, so make a new course for the Snow Temple, following the path you just wrote down. Once you enter the blizzard keep an eye and ear out for Sir Frosty. This is when they tend to be the most annoying. Eventually youll arrive at the Snow Temple. (--- Snow Temple ---) Just another quick checklist before we go in: -6 Heart Containers -6 Stamps -6 Rabbits (4 Forest, 2 Snow) Yikes! Youll also want to be near or around 500 rupees for when we finish up. Obviously, well find some inside. Anyway, speak with Zelda briefly and then head up the stairs and enter the dungeon proper. ~~~ Snow Temple - First Floor ~~~ As usual, a quick rundown of the layout. Youll be in an outside area that stretches across the lower portion of the first floor. Inside you have a large central room with ice all over the place, two larger rooms in the top corners, and smaller rooms under those. Everything pretty much branches out of the central room. Head up into the middle room and clear out the Ice ChuChus. Youll notice all the doors are closed. Push the large block with the bell on it forward and into a hole. Behind the bell is a sign, read it and it shows a musical score with two bell symbols on it. Strike the bell twice in succession to open a door leading to the middle room on the right. Now what we need to do here is push the block so we can hop across the gap. Push the block down, left, up, right, and up. Climb the stairs and hop over to the raised platform. Go down the stairs and head back outside. In the water are some Octives, large monsters that spit out rocks. What you need to do is line yourself up with the crystal switch on the small platoform and use the Whirlwind to blow on the rocks to it. Hitting the switch makes some bridges appear. Cross over and head downstairs. ~~~ Snow Temple - Basement Floor 1 ~~~ This floor is more or less split into two halves. The right half (where you are) has two rooms filled with water and two smaller rooms to the northeast. This is all that matters for now. Break the pots and then push the block into the water. Hop on and aim the Whirlwind to the right to make the windmill start spinning. This opens a door. Now, face down and use the Whirlwind and youll be pushed up to a small platform. Hop off the block when you get close and knock the ice enemy (a Freezard) into the water. Head north into the next room. Break the pots against the north wall for some hearts and then move the block into the water. Hop on and an Octive will appear. Now, to kill these suckers you can either get close and attack (which will probably result in falling in the water) or you can blow the rocks back at them with the Whirlwind. Navigate your way to the platform at the bottom of this room and open the chest for 20 rupees. Get back on the box and work your way to the platform on the north end now. Kill the Octives, it makes things easier. Not to mention killing all three makes a chest appear. Get onto the platform, open the chest for a 150-rupee treasure and go into the next room. Go into the room on the left and the door will close behind you. Ice Keese will appear. Like Ice ChuChu the only way to kill them is to remove the ice by blowing it away with the Whirlwind and then attacking. Once you kill them all open the chest for the Boomerang! With the Boomerang we can more easily kill pesky ice-based enemies, grab faraway items, and hit switches, so equip it now. Head back to the right and draw a line through the two crystal switches to make a bridge appear. Cross and go up the stairs. ~~~ Snow Temple - First Floor ~~~ Back here again. Check out the sign on the left for the next tune and then head down, ignoring the bell-block for now. Toss the Boomerang over the gap and loop it around so it hits the lone crystal switch on the isolated platform. This opens the door leading back to the central room. Afterwards kill the two Ice Keese to make a chest appear in the top corner of this room. Open it up for another 150-rupee treasure. Now from here push the bell-block down, left, up, left, down, right, down, left, down and into the hole. So, now we need to hit the new tune. Go back and check out the sign if you didnt write it down, OR just hit the big one once, small one twice, and big one again. You need to do this all in one throw of the Boomerang. A door opens in the bottom left corner, so go back outside. Go down and stand near the one light torch between the two unlighted ones. Toss the Boomerang through the torch and then move it all around so it melts the snow between the box created by the unlighted torches. Youll get a number sequence. So, throw the Boomerang through the light torch again, and then go top right, bottom right, top left, bottom left. Go into the newly opened door and back into the basement. ~~~ Snow Temple - Basement Floor 1 ~~~ Quick layout of the left side here. You have the lower room filled with water and some platforms. Next to it on the left is a large square room filled with ice, and the entire northern half is one big room also filled with water. Head right passed the locked door and play the Song of Awakening and pay for treasure chest locations at the Gossip Stone if you want (theres really no need, since youre following this guide). Now, look into the water and youll see an ice torch. You can toss the Boomerang through it and then move it over the water to freeze it. So do this and create a path to the platform on the lower right corner. Open the chest for a Small Key and return back to the left. Open the locked door and go north. The door will shut and a ton of Freezards will appear. To kill them easily throw the Boomerang through the fire and then hit them. The ice will melt, revealing normal Octoroks underneath. Slay all of them and the door will open on the right. Stand in the open doorway near the water and look, youll see a frozen windmill. Toss the Boomerang through the flames and then into the frozen windmill to thaw it out. Go back around to the lower end of the room now and create a path to the north. Use the Whirlwind on the windmill to open the door and then pass through it. In here you have a ton of water, four unlighted torches, and one ice torch. There are also Octives, but now you can make a path to them and attack with your sword. Go up, create a path and take out the first Octive. Light the next torch on the left and create a path to the top right corner. Grab your next stamp here. Go back onto the water and keep moving left, lighting all the torches and killing all the Octives. Killing all the Octives (I think theres four) makes a chest appear. Get onto the platform in the top left corner now, open the chest for 100 rupees and head back upstairs. ~~~ Snow Temple - First Floor ~~~ Ignore the bell-block for now and go into the room to the south. Kill all the Keese (Fire Keese at that) with the Boomerang and then melt the snow on the ground to reveal the final tune. Make a note of it and go back north. First off, create a path across the water using the ice torches on the other side. Head to the north of this side to grab a chest with 20 rupees in it. Now head to the lower right corner of this side of the room to find a lone switch. Hit it to open a door BACK into the central room. Cross back over to the left now and its time for some more block pushing. Push the bell-block up, right, down, left, and up. Then, create an ice bridge to the right side and push the block right through the newly opened door. Stand in the open doorway now and throw the Boomerang through one of the toches on the left and into the unlighted one on the right. Now use the fire from this torch and toss it through another one on the right to make a chest appear on the other side of the closed door. Freeze over the water near the bell-block completely over and be quick. Push the bell-block down, left, down, left, up, and right into the hole. Now its time for the last tune. All in one throw hit the biggest bell, the middle bell twice, the small bell, and the middle bell again. The door to the north will open. Head north and kill the Freezard, youve got no fire, so you need to wear it down with attacks until it dies. Grab the chest for 20 more rupees and then go up the stairs. ~~~ Snow Temple - Second Floor ~~~ This is a small floor. Youve got a big open room full of torches to the left, another big open room to the right, and another room with a big gap where the Big Key is resting. Go down, ignoring the room on the left. Kill all the Ice ChuChus (Boomerang works wonders) and loop around over to the gap and go north, read the sign. It will tell you what kind of fire the torches need to have, so mark it down. Go back to the room on the left and make it so you have the following: I I = Ice F I F = Fire F I F F I Once youve got that the door to the right will open. Youve got to do it in one throw, so plot your course carefully. Go into the newly opened room and, what a shock, the door shuts. White Wolfos will mob you, so use the Boomerang to stun them and make quick work of the annoying dogs. Loop around down to the gap now and break out the Whirlwind. To the north of where the Big Key is there is a switch, so hit that and make a bridge appear. Get on the bridge and aim the Whirlwind north to push the Big Key onto the platform. Go back and grab the Key. Grab it and bring it down and around over the bridge and bring it to the door. I honestly dont even know how to make Key Masters appear on this one. Go through the open door, because youre almost done. ~~~ Snow Temple - Third Floor ~~~ Heal up, read the sign and prepare for the next boss battle. Saving should be compulsory. **===================================================** || Boss: Fraaz | Location: Snow Temple || **---------------------------------------------------** || Title: Master of Icy Fire || **---------------------------------------------------** || Weaknesses: Boomerang, Ice, Fire || **---------------------------------------------------** || Attacks | Damage Dealt || || Fire Blast | 1/2 Heart || || Ice Blast | 1/4 Heart || || Being Frozen | 1/4 every 3 seconds. || **---------------------------------------------------** || Strategy || || Frazz will begin by puffing himself up and || || turning a certain color to prepare his attack. If || || he turns red itll be fire, so blue means ice. || || As he puffs up, toss the Boomerang into one of || || flames, ice if he goes fire, and vice versa. Same || || throw remember, after the torch, target Fraaz to || || stun him. It may take two hits with the correct || || element based on how much he puffed up. Once he || || gets stunned attack him a couple times with the || || sword. Do this a second time and afterwards Fraaz || || will get pissed and split into two smaller guys, || || one for fire and one for ice. Look at the map to || || see which is which and attack each one with the || || correct element. Be quick about it, otherwise the || || remaining one will revive the other. Destroy both || || and they will merge back into Fraaz. || || || || Now hes pissed. Realizing his mistake, Fraaz || || will destroy the torches. Now what you need to do || || is let him attack you. So let him puff up and || || keep yourself moving. Dodge his attacks and hell || || puff up again. If he prepares an attack of the || || opposite element (say he attacked with Fire and || || charges up Ice) then toss the Boomerang through || || his missed attack and send it back at him to stun || || him again. Attack him a few times and repeat this || || process a second time and hell break apart once || || again. Now you need to wait for the little ones || || to attack. Dodge them and send an element back at || || one of them. Then after, and quickly remember, || || send the Boomerang through the puddle the dead || || one leaves behind and hit the remaining guy. Like || || last time they will remerge back into Fraaz. || || || || Last bit now. Fraaz will charge up much more || || quickly this time. He will also shoot more Fire || || at you and the Ice sheet becomes bigger. Wait for || || your opening and stun him. Do this two more times || || and the weird little imp-thing is finally toast. || **---------------------------------------------------** || Overall Difficulty: 8 / 10 || **===================================================** When you kill Fraaz grab the Heart Container from the chest and go in the portal. Enjoy your scenes and such, and give yourself a pat on the back, because thats two dungeons down! Take that, Cole! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | CHAPTER 5: Intermission 2 | {EC5IT} ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (--- Snow Realm ---) Now that weve completed the Snow Realm the blizzard is gone and we get the normal overworld music again. Now, Im sure you know what we have to do? Return to the Tower of Spirits and get the next Rail Map. Before we do that though theres some things to do. First and foremost you will notice a new icon on the map, Beedles Air Shop. When youre close to this shop blow your Whistle and Beedle will lower himself near the tracks, so come to a stop. He sells an assortment of items including bombs, a red potion, a purple potion, and two treasures with values of 150 and 500-rupees. The treasures cycle each day. On the first visit however you can buy the optional Bomb Bag. Before doing this however simply talk to Beedle once and buy anything except the Bomb Bag. Repeat, DO NOT buy the Bomb Bag yet until you go to a town and get the letter from him. Instead purchase something cheap, like a red option. Once youre officially a member go back and buy the Bomb Bag to score 50 free points on your card. You will want to at least reach Gold Memvership, because he gives you a Heart Container. Now that the blizzard is clear we can get some more bunnies, five in fact, in the northern section of the Snow Realm. From the entrance of the Snow Temple go due south and the first rabbit should be there as you turn east. Now for the remaining ones you will need to maneuver around some Bomb Trains. To reach rabbit number two head east and turn north at the first fork so youre running parallel with the tracks south from the Snow Temple. Pass the first three forks (they go east, west, and east in that order) and as you reach the fourth one (which leads back to the Snow Temple) you will see the bunny to the right on the east of the tracks. Get him and keep going north. Loop around and when youre going south again turn west at the fork. Look directly north of the tracks soon after to find the next rabbit. Now turn south at the next fork and then west again and the fourth rabbit is to the south of the tracks. From here adjust your course so youre heading due east. Go as far as possible and turn south. The fifth and final rabbit is to the left on the east side of the tracks. You may need to alter your path to adjust for the Bomb Trains, but still note that there are five rabbits total. When youre all done here return to Anouki Village. (--- Anouki Village ---) You will get a letter from Mr. Beedle when you arrive, explaining his shop. Go into a house and back out. Now you will get a letter from Russel, captain of the guard back at Hyrule Castle. He wants you to hone your skills against better swordsmen. Repeat what you just did, go into a house and come back out for one more letter. This is also from Beedle and now were an official member of his club! Go now and buy the Bomb Bag if you havent yet, you need it for what were doing here. When youve got them head to the northwest part of town to the little pond. Use the Boomerang to create a path across the pond (throw it through the torch). Open the chest up for 100 rupees. Now go up to Honchos house (the Chief, remember?) and against the cliff just to the right behind his house is a cracked wall. Blow that sucker up and head inside. Weve got a little block puzzle, joy. Push the block down, left, up, right, up, right, up, right, down, right, down, left, and up. Now, climb the stairs to the left, jump across the platforms and block, and open the chest for 200 rupees. Were done here, so go back to the train and plot a course to Wellspring Station. (--- Wellspring Station ---) We can finally do some things around here. Go all the way around back behind Ferrus house on the right and go to the edge of the water. Look north and youll see an ice torch. Make a path going left and youll see the Stamp Station there. Collect your stamp and then you can leave. (--- Snow Realm ---) From here you have two options: go directly to the Tower of Spirits or head to Castle Town. Me, I went to Castle Town via Warp Gate #. If you really want to go right to the Temple of Spirits, skip ahead a bit, if not, read on. Plot your course to Castle Town any way you want. (--- Castle Town ---) A lot to do here. Go to the northeast of town and blow up the blocks preventing you from reaching the wall. First head south along the wall and loop all the way around to grab a chest with 20 rupees inside. Now go back and head north along the wall and then west. On the northwest part youll find the Stamp Station. Go south now, still along the wall to find one more chest that also has 20 rupees inside. Go north now to Hyrule Castle. (--- Hyrule Castle ---) Go inside and head to the room on the right in the far back. Where you picked up the sword, remember? Speak with the Captain and hell tell you about a little game / training exercise they like to do. More or less, you have to fight three guards and hit them as many times as possible before they hit you three times. Score at least 60 hits to pick up the Heart Container. You can play some more afterwards, and for the low cost of 20 rupees I suggest it. This game is the absolute fastest way to farm for 150-rupee treasures since you only need to score over 60. Its also a good source of 500-rupee treasures, which you get for scoring over 120. Considering well be able to sell treasure soon you may want to spend some time raking in some more treasure. The game easily pays for itself. Once youve had your fill youre all done here. Leave Castle Town and finally, plot a course for the Tower of Spirits! Also, a quick checklist of where you should be for collectable items. -8 Heart Containers -9 Stamps -11 Rabbits (--- Tower of Spirits ---) As with last time we have some optional treasures to collect. So if you want them read on, otherwise skip ahead to Floor 7. As you enter the tower speak with Anjean if you want and head to the spiral staircase. Go up to the first door and enter. ~~~ Tower of Spirits First Floor ~~~ Gather the Tears up again. Youve done it twice now, so Im not going to hold your hand through this. Once youve got them stab the Phantom in the back and let Zelda control him to eliminate the threat of it being there. Now go to the northwest corner of the room and toss the Boomerang across the gap so it hits a crystal switch. Go get the chest that opens up to claim a 500-rupee treasure. Now head over to the crystal switch on the right and drop a bomb next to it. Youre done, so go to the next floor. ~~~ Tower of Spirits Second Floor ~~~ Make your way around to where the sentry Phantom is. Have Zelda jump into his body (again, distract him and then stab him in the back) and then head over to the left. The back wall is cracked, so blow it up and go inside to get another 500-rupee treasure. Youre done here now, so either go up to the third floor and step in the light, or go down and return to the spiral staircase. Now climb up to the next door and enter the fourth floor. ~~~ Tower of Spirits Fourth Floor ~~~ Once again, go around and collect the tears. Use the same strategy as outlined in Intermission 1 and then take one of the Phantoms. Cross the lava at the south-end of the room and head up the staies. ~~~ Tower of Spirit Fifth Floor ~~~ Go down and cross the large pool of lava. Now, see the room to the north we totally ignored last time? Its time we go there. Have Zelda drop down into the lava and jump on her back. Now walk onto the random platform in the middle of the lava. Aim the your boomerang north onto the raised platform so it hits the crystal switch, opening a door going right. Cross the lava here and ignore the door going up for the time being. Have Zelda cross the north bridge so that she blocks the flames and you yourself across the south one. In the top right corner of the room youll see a cracked wall. Blow it up and go inside to open a chest with yet another 500- rupee treasure in it. Leave and go south now towards the stairs heading down. Return to the fourth floor. ~~~ Tower of Spirits - Fourth Floor ~~~ Position Zelda up against the gap and blow her across using the Whirlwind. Have her go onto the switch which will light a torch next to Link. Toss the Boomerang through the torch and hit the one on the other side of the gao to create a bridge. Now this next part is interesting. Pull out a bomb, but do not throw it. Or, do throw it, but throw it at Zelda by targeting her. She will catch it. Move her through the fire and next to the blocks. Draw a line through the blocks and she will drop the bomb. Once the blocks are gone have her move through and step on a switch to remove the flames blocking Links path. Head up to where Zelda is and grab the chest for your fourth 500-rupee treasure (four Mystic Jades for me, BTW). Youre done here so go back up to the fifth floor. ~~~ Tower of Spirits Fifth Floor ~~~ Go back north and have Zelda block the flames impeding your path as you cross the south bridge. Move her into the lava and jump on her back and then go up the stairs heading to the next floor. ~~~ Tower of Spirits Sixth Floor ~~~ The door will close behind you and two Geozards will jump down. Youve dealt with them before, so you know what to do. It can be a bit frustrating because of the even match, and Zelda doesnt like to attack more than once. When you finally manage to kill the beasts go down into the room, The chests contain, from left to right: a 50-rupee treasure, a 500-rupee treasure, and two more 50s. Youre done now. So, either return to the fifth floor and go up to the sixth properly and get out of here, or go down and return to the spiral staircase. Now we need to go to new floors. Climb the stairs all the way to the top and enter the door. ~~~ Tower of Spirits Eighth Floor ~~~ Welcome to Spirit Tracks own Blackout Basement! Youll meet some new Phantoms here, the Torch Phantoms. They function just like normal ones, only they carry flaming swords, cool huh? Now, you can opt to draw your own map if you like, but really, thats tedious. Even if we miss treasure I dont plan on coming back here just because its so dang frustrating. Do what you want, do what you like, be like yourself. Whistling in the dark, whistling in the dark. Excuse me. Anyway, draw a map, dont draw a map, no skin off of my- erhm, anyway So, theres a wall directly north of you, so head right to find a torch. To the north around a wall you cant see is another torch, so toss the Boomerang through this here torch to light the one up ahead. Youll need to throw it around because of the wall. From this torch now there is another one to the right some more, so light that bad boy to find a conviently placed bomb flower. Hint, hint. Directly to the north are two torches up against a wall. Take the bomb flower or one of your bombs and blow up the wall between them. Go inside and open a chest for a 500-rupee treasure (I FINALLY didnt get a Mystic Jade ) Return to the main area and go all the way back down to the first torch that we didnt have to light. Go down now and light another torch. Youll see a ghost-like enemy here, the Nocturn. The only way to kill a Nocturn is to get it in the light, where it will weaken and he susceptible to the sword. Problem is they actively avoid light, so nothing we can do but run for now. Further south is another torch, so light that as well. Youll be on a corner now and to the southeast is another torch. Also nearby is a sign, but for now its too dark to read *grumble*. Theres one more torch to light just to the north now. Once youve got it, go right and up the stairs. ~~~ Tower of Spirits Ninth Floor ~~~ Finally, some tears, but also Torch Phantoms. What a trade off, huh? The first torch is right to the left of where you come out. Now, stand at the very edge of the northwest part of the circle that represents the light, just so the Nocturns cant attack you. Father up is another sign and a torch, so light the torch and then read the sign. Blow out some torches, okay. Theres another torch to the left to light, and one to the south. Head up into the safe zone and light the torch on the right. Now we need to look out for the Phantoms. Theres another torch to light just to the north, so do so. From there head south and then right, and up once youre parallel to the tear. I find it helps to use the Phantoms light by walking behind them. Once you get this one go back south and continue right, then north. Youll see the lone torch in the corner. Now, because we can use logic here, theres no need to actually blow it out. Simply whip out a bomb and blow the wall to smithereens. Go inside and youll find the second tear, sweat. From where you come out go left and youll reach an extinguished torch and another light one in a safe zone near a bomb flower. Light the torch to the right and then the one to the left. I was able to get a Nocturn when I did this. Step into the light and look left for another torch. Now this part is annoying. If you didnt notice youve got a long wall between the torches to the south, creating two long, narrow passages. The next torch is at the end of the passage, but no matter where you stand you cant get it. So, you need to go out of the light down the corridor a bit, be quick and light the torch to the south. If you kill another Nocturn, great! Head down and left to get into the safe zone with the final tear. Phew Work your way back to the Phantoms and take one of them. Now you have portable fire, awesome! As a Torch Phantom Zelda is a Nocturn-killing machine. Anyway, you can return to the eighth floor. ~~~ Tower of Spirits Eighth Floor ~~~ Go down and head left, read the sign. On the right youll notice that some tiles are different, so place a bomb there to blow a hole in the wall. Go inside to get another 500-rupee treasure. Go back to the ninth floor. ~~~ Tower of Spirits Ninth Floor ~~~ Now head left, killing Nocturns as you go. Youll reach a bridge if you go to the lower left end. Start to cross it. Either send Zelda ahead of you or walk slowly with her trailing right behind. Go left, then turn north, and then back left. Here the bridge forks. First continue left, onto another platform at the end. Light the torch with Zelda and position her to the north of the bridge. Get behind her and blow her across with the Whirlwind onto a platform to the north. Send her up and youll come into a larger room with a switch. Have her stand on it to make a bridge appear. Go north as Link and just north of the switch is a big chest with, you guessed it, a 500-rupee treasure inside! Now return to the bridge. Go back and go south. Head down onto the larger platform and have Zelda attack one of the torches to light it. Light the other one to open a door and go up the staircase. ~~~ Tower of Spirits Tenth Floor ~~~ This is the last dark room, for now. Go right and stand on the switch near the big door. Send Zelda right some more on her own and search just to the north a tad to find the next switch. Once the door is open call her back and continue north into the next area. Check out the sign for a message on how to solve this floor. Make a note of where you walk okay. Continue along the path and youll start to see holes in the floor. Mark down their locations so you can easily dodge them, go north and then cut left along the back wall. When you hit a wall to the far left go down to reach another corridor. Youll need to solve a minor rat- infestation. Do so and then go left, and up a long corridor to a lone torch. Light it, and open the chest for a 150-rupee treasure. Return to the main area. Now, out by the door youll notice some unique tiles on the ground. What you need to do is go around and figure out the path it makes, drawing it on the map. Follow the path and, surprise, surprise, its a giant Z. Head down to the Big Key now and tap the door. Draw the symbol (again, a Z) and head into the room. Have Zelda grab the Big Key. This is an unavoidable encounter with Key Masters. Make your way out and have Zelda trail behind. When you get near the first Key Master stop her. Go and kill the thing, and quickly move her closer to the door. Repeat this process whenever you reach a Key Master or when one respawns. Once you reach the door they will disappear and youll be done. I find its best to kill the first one, and then make your way up along the right wall, and then make a straight shot for the door. ~~~ Tower of Spirits - Eleventh Floor ~~~ Head in and, the door shuts behind you!!! !!! MINI-BOSS: GEOZARD CHIEF !!! This is just like battling the other Geozards. However, this one can just across the room and breathe a massive stream of fire. The overall objective though remains the same. Have Zelda distract him while you move around and attack him in the back. I actually find him easier than the two we fought earlier. Once the damn thing goes down go up. Grab the chest for a 500-rupee treasure (back to Mystic Jades again for me) and then go up the stairs. Grab the next Rail Map from the alter and watch the quick little scene. Step into the blue light and return to the lobby. ~~~ Tower of Spirits Main Lobby ~~~ Speak with Anjean if you want (well you have to actually) and shell explain that you need to go find the next Lokomo, Carben, in the Ocean Sanctuary. For now we dont even have a lot of rails there, so it should be easy. When you get on to the train make sure to opt to head to the Forest Realm. And with that were one step closer to saving Zelda and foiling Coles plot. But as Link and Zelda continue their race against time, Chancellor Cole is getting closer to bringing about the return of the Demon King. Can our heroes complete the two remaining Temples and confront the twisted little demon for its too late? Find out on the next exciting episode of Dragonball Z- er, uhm Spirit Tracks! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | CHAPTER 6: The Ocean Realm | {FC6OR} ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (--- Forest Realm ---) Now then, plot a course for the Ocean Realm. As usual maneuver your way around the Bomb Trains. Youll see a station on the right and if you try to go past it Zelda will point out that the bridge is out. (--- Trading Post ---) We cant do anything for now, so we might as well snoop- er explore the area. Head down to the house and go inside. After meeting a familiar face we find out that this is home to the Linebeck Trading Company! Linebeck III president of Linebeck Trading wants the bridge fixed as badly as you do. And thankfully, he knows just the guy for the job: a bridge builder who lives in the Snow Realm! So, were an engineer, so lets go find the guy. Leave the Trading Post for now, you cant do much of anything here, yet. (--- Forest Realm ---) Plot a course of the Tower of Spirits. Go inside, speak with Anjean, and tell her you want to go to the Snow Realm. (--- Snow Realm ---) Plot a course heading out from the Tower of Spirits. In no time at all you will see a lone station on the way. Make a stop there, this is the Bridge Workers House. (--- Bridge Workers House ---) Head north and to the right, keeping an eye out for Red ChuChus and Crows. Once you climb the stairs and get up onto the first raised section go as far to the right as possible, passing the next set of stairs. Go up and up against the cliff youll notice four rocks arranged in a diamond. Play the Song of Discovery to make a chest appear. Open it up for 100 rupees. Now climb up the stairs and go into the house. Talk to the guy and hell tell you a bit about himself. Speak with him a second time and hell agree to check out the bridge, especially since he needs to pay Linebeck a visit. Go outside and youll see Ferrus. Now then, this is your first escort mission, and you need to keep this guy happy. As Ferrus explains there are some simple rules to follow. When you see an orange sign with a triangle slow down and dont speed up until you reach the purple sign with another triangle. When you see a yellow sign with a whistle symbol on it, blow the whistle loudly. Dont stop abruptly and try not to get hit. If the passenger gets too upset they will jump off the train, you can monitor their mood by the happy face icon in the passenger car. (--- Snow Realm ---) You need to return to Linebeck. I decided to have fun with it and head to Warp Gate # and then go to the Trading Post. I dont see a reason as to why you cant cut through the Tower of Spirits though. Get the Bridge Builder there safely. (--- Trading Post ---) When you arrive the Builder will praise your elite driving skills. Hes ready to go work now, so get off the platform and go to the far right to speak with him again. Linebeck will show up and the two will catch up. The Builder agrees to take on the job provided Linebeck pays off the fee as well as an old debt he owes from quite awhile back. The total? Only 5000 rupees. And whats worse, the old dog puts the tab on us. Great. Of course the builder doesnt care so long as he gets paid. We cant pay for that, so go to the shop and speak with Linebeck. Well thankfully, there might be a way to cover the bill. Years ago Linebecks grandfather found an acient treasure worth 8000 rupees and buried it near his gravesite, which is located behind the Trading Post. Check out the letter you get for some hints and then leave. Ignore the Gossip Stone and enter the cave that leads around back. Read the sign it will tell you to watch out for Shield gobbling monsters, also known as Like Likes. Jump down and stun the Like Like nearby with the Boomerang and then work it over. If one manages to suck you up quickly escape and if you do so fast enough you wont lose your shield. Make your way past another one and youll reach a staircase. Youll notice one of the pots in front of it is moving, break it from a distance with the Boomerang and kill the third Like Like. Look to the left and hop onto the platform. Toss a Bomb across to blow up the block, and then go over to the Stamp Station. That makes an even ten stamps, terrific! Go up the stairs to end up behind the Trading Post. Kill the Crow and make your way right to see a sign. Its actually a gravestone! Here rests the legendary Captain Linebeck. Legend indeed, it brings a tear to my eye Eruhm, anyway, nearby youll notice another musical stone. Tap it to see the notes and play them. Its Purple, yellow, orange, blue, grey. You have learned the Song of Light, which can activate crystal beacons located throughout the world. Awesome. Follow the beam that comes out of the beacon and youll reach the waters edge. Pull out the Boomerang and toss it out and youll see a crystal switch sitting on a tiny island. Hit it to make a bridge appear. Head down and to the right now. Grab a bomb flower, cross the bridge, and blow up the cracked wall. Go inside of the cave here. Clear out the Octoroks and then go to the north end of the room. Dont be fooled by the small chest. Toss the Boomerang at it and kill the Like Like that pops out. Now, go find the two crystal beacons in the room one on the left and one on the right and play the Song of Light next to them. Go to where the beams intersect and check Linebeck Seniors letter again. Four steps north, six steps west. Follow those directions and then play the Song of Discovery. Open the chest and grab the Regal Ring! Bring the Ring back to Linebeck and hell be thrilled. Builder will return and say the job is done, and then take the Ring as payment despite it being (allegedly) worth 8000. Really though, we can only sell it for 2500 in-game, so he got ripped off. So now that the bridge is done we can sell treasure to Linebeck or trade for train parts. I suggest selling some things, especially if you did good on the Sword Training mini-game. When youre done return to the train. Plot a course back home to Aboda. (--- Aboda Village ---) Speak with Niko to get the Shield of Antiquity. It cant be stolen by Like Likes and if you want to trade in for the normal shield again, just pick it up in the top right corner of the room. Also, if you managed to get a full set of train cars you may want to have Alfonzo change up parts for you. Go to his house and speak with him to do this.Leave and return to the overworld. Return to Linebecks and cross the newly fixed bridge and make your way to the Ocean Realm. (--- Ocean Realm ---) Follow the very linear path and stop at the village, this is Papuchia. (--- Papuchia Village ---) Peaceful. There isnt much to do here for now. Go around talking to people if you want and make your way count-clockwise around the village to the hut in the northeast section. Hop across the islands to the left and on the second one is a chest with a 50-rupee treasure in it. Return to the train. (--- Ocean Realm ---) Plot a course to the end of the tracks now and youll come across the Ocean Sanctuary. In this realm, rocks are replaced by barrels floting in the water, so youll look for bunnies on those. Stop when you reach the Sanctuary. (--- Ocean Sanctuary ---) Go left and as you approach the cave youll see a monster. This is Lobarrier. He doesnt want to let you pass, as his name implies. So, toss the Boomerang around his back and stun him from behind. Then stab him in the back to take him out. Pretty simple. Enter the cave once you get to it. Go up by another Lobarrier and then right. As you loop back down and around youll see some bomb flowers, hint, hint. Head over to the gap and place a bomb flower so its almost lined up with the cracked blocks on the other side. Blow it across and once you manage to break the blocks, toss the Boomerang over and hit the crystal switch. Cross the bridge and head up to the stairs through another Lobarrier. Back outside. Go down the stairs and head to the middle. Examine the door and youll find out you need to follow the gaze of the six statues, which are located on the map with small circles. So check out the one in the bottom left corner and then go up. Head up through a hail of Octorok fire and check out the statue on the top left corner. Now go back down. Stun the Octoroks and toss the Boomerang towards the center of this island to hit a crystal switch. Kill the Octoroks and make note of which say the statue faces. Go back around and check out the statue in the lower right corner. Now head up and check out the top right statue, you will need to kill two Lobarriers on the way. Head up the large flight of stairs now. Grab one of the Cuccos and fly onto the island just to the southwest. From here, fly down to the larger island and check out the final statue. Hit the switch to make a bridge appear and grab the bird again. Jump down to the final island just to the south and open the chest for 150-rupee treasure. Go back to the door in the middle and draw the symbol, it looks like this: S O S = Starting / Finishing point / \ / \ O = Other statues / \ / \ O / O \ / \ / \ / \ / O O Once you get the door open go inside. Carben isnt here? Check out the sign and hes in Papuchia? But we were just, how was it, Rebecca said *sigh* Leave for now and return to the outside area. Go to the lower right corner and head down back to the first screen. Step on the switch to make a bridge appear and return to the train. We need to find Carben, so back to Papuchia! (--- Papuchia Village ---) Welcome back. Head down to the big hut where the Wise One lives. On your way Zelda will stop and notice a white-haired man flying by sitting on a branch that a bird is carrying. Go speak with the Wise One. Have her tell your fortune and youll get a cryptic hint on what to do. Leave and return to where Carben is. Under the tree huh? Okay, stand near the tree and play the Song of Discovery. One of those musical slates will appear out of the ground. Tap it to get your notes and then play Purple, Yellow Purple. The birds will lower Carben, and after yelling at you he will explain that the Song of Birds can be used to call birds. He sure is an old gump, but he agrees to go back to the Ocean Sanctuary. So get back on the train. (--- Ocean Realm ---) Another escort mission, easy, right? Nope. On the way youll be attacked and boarded by pirates. What you need to do is fight them off and protect Carben. Keep an eye on the map, because skulls where show where the Miniblins are at. More and more will come over time, but they all go down to one hit. That is until !!! MINI-BOSS: BIG BLIN !!! The Big Blin is a large, ogre-like monster with a massive wooden club. He will slowly make his way for Carben. What you need to do is work him over with the sword and then get out of the way when he attacks. Taking his attack will result in getting dazed, so look out. As time wares on keep an eye on the map because more Miniblins will attempt to get in while youre distracted and get Carben. Once the big guy goes down (and he will, it takes quite some time) Carben will thank you. Finish your journey to the Ocean Sanctuary. (--- Ocean Sanctuary ---) You will get a Force Gem, the first in fact. Lets go check out the new paths it opens in a bit. Force Gems can be found by doing favors from people and open up new areas of the map. For now though, lets focus on the task at hand, yeah? Carben will tell us to go meet him in his room. Go to the right and take the little shortcut we made earlier. Go to the middle now and enter his room. Its time for another duet, our notes this time are Blue, Orange, Purple, pretty simple. Enjoy the cutscene and more rails will appear in the Ocean Realm, a lot more in fact. To reach the Ocean Temple we will need to go underwater!!! The path there is not easy to find though. Check out the letter Carben gives you and mark down everything he has on your map. Once youre all set leave. (--- Ocean Realm ---) Before we tackle the Ocean Temple lets go back and check out the new rails, so go to the Forest Realm. (--- Forest Realm ---) Go back towards Linebecks and cut south. Theres a rabbit on the left to the east of the tracks, so get him. Keep going and as the tracks come to an end youll see a Warp Gate. Shoot the Force Gem to unlock it. Go through and youll come out in the Snow Realm. Mark the locations in the map, and well call this Warp Gate @. When youre all set head back to the Ocean Realm. (--- Ocean Realm ---) What we need to do now are visit the locations marked in Carbens letter. On the way well also be hunting a few rabbits, so keep your eyes open. Head east from the Ocean Sanctuary and plot a course to Island 1. Shortly after the Sanctuary look on the right to see a rabbit floating on a barrel. Get onto the island and pass under the Warp Gate and you should hear the familiar sound of clicking. Stop and talk with Ferrus, who also knows about the underwater tracks and some sculptures that react to loud noises. Continue your path east to Island 1, before you turn north there should be another rabbit on the left. Remember, youre ignoring the first fork and going as far east as possible. After you finally reach Island 1 turn back west and stop just about where the island ends. Blow the whistle loudly and a stone statue should activate. Look out ahead now, just up the tracks a bit there should be another rabbit just north of the tracks. Once you get it, go back to the island and continue your trip north. Youll loop around the big stricture (the Ocean Temple) and as you come south on its west side youll see a rabbit in the corner. Its hard to spot, so keep an eye open. As you approach Island 2 blow the whistle to active the next stone statue. Keep heading west and youll loop around. As you reach the little curve in the tracks look to the south for another bunny. Keep going as far south as possible ignoring the fork that will take you over to statue 3. When you start to go back east again look to the north. When you come about parallel to statue 3 youll see another Ocean Rabbit. Blow the whistle as you approach the final statue and something will rise out of the water. This is the passenger to the underwater rails, so go into it. Before we do so, heres another checklist: -8 Heart Containers -10 Stamps -18 Rabbits -1 Force Gem (#1) (--- Underwater ---) Really simple here. Plot a course for the Ocean Temple. As you get close a new, Armored Train will appear. These are just like Bomb Trains, only they cant be slowed down with the cannon, and they can turn around. Great. Adjust your course, well loop around the back and head to the Ocean Temple that way. Ah, but that would be too easy, wouldnt it? As you head back over a Bomb Train will appear and come at you from the opposite direction in an attempt to box you in. Splendid. Okay, lets loop around the top corner near the Ocean Temple, and you should be able to make it back towards the Ocean Temple. You arent in the clear though, since the Armored Train will actively pursue you. Fake it out, whether you go left or right, make your way to the Ocean Temple. (--- Ocean Temple ---) As you come in Zelda will do the usual check-up on you. Once shes done head up the stairs and go into the dungeon proper. ~~~ Ocean Temple First Floor ~~~ As usual, heres a layout. To each side of the entrance youve got some gaps with poles hanging out. Directly to the north is a narrow passageway we cant get through due to some boulders. Through that passageway is a series of narrow corridors and one tiny room, with a staircase to the north. On the left, where we can reach, is a large open room with a smaller one behind it and a door. So, we cant go to the right, so lets go left. Youll encounter your first Yellow ChuChus admits the four stone signs. Stun them with the Boomerang and slash for the kill. Read the four signs and make a note of what they tell you. Head up into the smaller room. Get along the south wall and run all the way to the east quickly to avoid the traps. Go north and play the Song of Awakening for the Gossip Stone if you want. Now go up the stairs. ~~~ Ocean Temple Second Floor ~~~ Thos floor is split in two halves, so Ill only describe the left section for now. Youve got a T-shaped hallway as you come up stairs and then a large open area with some platforms moving around. Two in fact, one of them has four pillars with objects on them. Beyond the second gap is a narrow hallway with a hole in it. Before you go down, pull out the bombs. On the left wall there is a crack, blow it up. Now there isnt a crack to the right of the staircase, but it can still be blown up, so do so. We cant do anything in these rooms now, so head down to the first gap. Get onto the platform and face north. Make sure you have the shield out and stand still so you can take the traps without getting hit. Now, at the second gap youll find four crystal switches lined up in a diamond. There are traps all along the walls, so watch out. You need to hit the switches in the correct order, so do what the signs told you to. That is; 3 1 2 4 Doing this will open the door on the right, so head over there. Stand just beyond the open door but dont get into the hallway. From where you are loop the Boomerang around so it hits a crystal switch in the little nook on the left. This will create a different hole in the floor. Go back down to the first floor. ~~~ Ocean Temple First Floor ~~~ Go all the way back to the entrance now and then go up through the narrow passageway that was once blocked by boulders. Theres nothing we can really do down here yet, so go up to the second floor again. ~~~ Ocean Temple Second Floor ~~~ Okay, now for this side. Youve pretty much got one room over here, and a large gap in the bottom that we need the next weapon to get through. So, play the Song of Awakening for the Gossip Stone near the stairs if you want, and go up to the third floor, killing some Yellow ChuChus in the process. ~~~ Ocean Temple Third Floor ~~~ Here youve got four rooms, one in each direction of the compass, and a smaller central room. Head over into it, the door will shut. !!! MINI-BOSS: SNAPPER !!! Youll be grabbed up immediately by some weird blue thing with a Whip. What you need to do is wait for him to pull you in, and then slash just as you reach. Doing this will let you break free. From here just work him over with the sword. Hes really slow and easy to dodge. Once he goes down some doors will open. Grab the chest for the Snake Whip. Now that weve got the weapon lets go back and pick up some treasures. Return to the second floor via the door on the right. ~~~ Ocean Temple Second Floor ~~~ Head down now to the large gap. Use the Whip to swing from pole to pole. Its just as easy as taping the poles. Open the chest on the other side for a 50- rupee treasure. Return back to the other side and return to the first floor. ~~~ Ocean Temple First Floor ~~~ Go down into the bigger room and head to the vine on the right. Remove the barbs with the whip and throw them away. Go up into the room to grab the chest with another 50-rupee treasure in it. Now go down and swing across the first gap back to the entrance. Swing across the other gap and pull the switch out of the things mouth using the Whip. Go now to the chest that appears and open it up for a 150-rupee treasure and then go upstairs. ~~~ Ocean Temple Second Floor ~~~ Go into the wall you blew up on the right. Head up, remove the barbs and walk over to the gap. Use the Boomerang and hit the lone crystal switch on the platform to make a pole appear on the other side. Leave and go into the room on the left now. Here you need to time yourself right. A platform is moving back and forth, and you need to land on it as you get off the second pole. Once you get it down swing over the final pole onto the platform to the north. Pull the thing out of the things mouth to open a door. Get back onto the moving platform and head over to the door. Go inside to reach the Stamp Station. Youre done, so make for the exit, and return all the way to the third floor. ~~~ Ocean Temple Third Floor ~~~ From where we killed the Snapper head left, cross the gap, and go up the stairs. ~~~ Ocean Temple Fourth Floor ~~~ Theres a lot here. Youve got smaller rooms all along the outside, and a large gap in the middle with three long platforms going out. Where you are connects to the top through a closed door, and therere four staircases total; one up, three down. Go right, check out the sign, and then head down to the gap. Cross and go down into the larger room. Kill the Yellow ChuChus (Whip does the job in two hits) and head all the way to the right. Pull the thing out of the fish statue (thats what Im calling them now) to open the door. Head and do what the sign said. Go up the platform on the far right (the smallest one) And pull the thing out of the fish statue to make a bridge appear. Go down across it, into the big empty room. Nothing to do here, so lets go back down. ~~~ Ocean Temple Third Floor ~~~ Go to the left now and youll see two fish-statues. Pull the sword out of the left ones mouth and give it to the one on the right to make a chest appear as well as a pole. Open the chest for a small key, and then swing across the gap back into the central room. From here go north and then head right. Time your swing so you land on the moving platform to the right and head onto the stationary platform. Open the chest for a 150-rupee treasure and then go back to the other side. Head left to the door now, kill the Yellow ChuChu and unlock the door. Go upstairs. ~~~ Ocean Temple Fourth Floor ~~~ Pull the thing out of the fish statue right on the left to open the door directly south of you. Now swing across the gap and land all the way to the right. Go down into the next room and the door will close behind you. Meet the Helmet ChuChu. Its easier than it looks, if it looks hard at all. Remove the helmet with the whip, and I think you can figure out how to kill em from here. In fact, you can throw their own helmets at em. Awesome! Once everything is clear go up the stairs. ~~~ Ocean Temple Fifth Floor ~~~ Wow, where do I begin? Youve more or less got a giant gap for the north part of the floor. In the middle youve got one more long room with gaps up against the walls. To the south long, narrow walkways with gaps on either side, a small room due south, and two staircases on the right and left. Where do we begin? First go north, remove the barbs and head up. Check out the statue to get a big hint. Now go down and right and check out the fish statues. Crazy, huh? Go down and kill the two Snappers, you can stun them with your whip now. First go left. Remove all the swords from the fishs mouths to fix the poles to the north. If you keep going left youll see another Helmet ChuChu and some weird propeller, thing. Grab it with the whip and keep the stylus on the screen. Let it carry you to the staircase in the lower left corner and then let go. Climb the stairs back up to the sixth floor. ~~~ Ocean Temple Sixth Floor ~~~ Go into the room and the door will shut. Kill the two uber Chus that appear, once again bombs are the best bet. A pole will appear elsewhere on this floor. Go back down to the fifth floor. ~~~ Ocean Temple Fifth Floor ~~~ Ride this propeller thing back to the main area now and then head up to the long gap in the northern section. Swing across and climb the stairs. ~~~ Ocean Temple Sixth Floor ~~~ Cross over to the right now and after you drop down hit the crystal switch. Now you can get back to the left if need be. This floor looks just like the last one, like, its a carbon copy really. Head down, kill the Helmet ChuChu and check out the sign on the left. Mark down which statues have swords, and head to the left and do the same thing over there. On the left youll encounter your first Blue ChuChu. To kill it either grab a sword from one of the fish statues and chuck it at it, or just kill it with a bomb. Once all the placements are marked down, go down and cross the long, narrow platform on the left. As you turn north remove the barbs and pull the thing out of the fish statue to make a chest appear. Go open it up for a 150-rupee treasure. Go now down the path on the right to the pole we made appear earlier. Swing across to grab a chest with a small key inside. Go back down to the fifth floor. ~~~ Ocean Temple Fifth Floor ~~~ Go down and its time for some redecorating. Move the swords from the fish statues mouths so it looks like the ones upstairs. That is, for both sides, no sword, no sword, sword, no sword, sword. Now go down and go onto the left narrow platform. Once again remove all these swords and go to the right. Here make it so its sword, no sword, sword. Doing this will make a door we cant yet reach open. Head south and open the locked door (that was easy). Were so close to the end now. Swing across the gap with ease, and then climb the epic staircase to the top. Climb these stairs back to the sixth floor. ~~~ Ocean Temple Sixth Floor ~~~ Hitch a ride on the propeller thing and land on the moving platform. Cross to where the Big Key is. Hit the switch to make a Big Key appear. As with the last Tower of Spirits run we are forced to deal with Key Masters. I always toss the Key in the lower left corner and fend the damn hands off with the whip. It takes a lot of hits, but once they die, make a feline for the door and toss the key in. Once you manage to make it there safely climb the stairs. ~~~ Ocean Temple Seventh Floor ~~~ Make your way across the gap in the middle. As always break pots for health and stuff, read the stone sign to make the warp portal appear, and save. Remove the barbs leading up the stairs and make your way in for the next boss battle. **===================================================** || Boss: Phytops | Location: Ocean Temple || **---------------------------------------------------** || Title: Barbed Menace || **---------------------------------------------------** || Weaknesses: Whip || **---------------------------------------------------** || Attacks | Damage Dealt || || Gunk Shot | 1/4 Heart || || Tentacle Whip | 1/2 Heart || **---------------------------------------------------** || Strategy || || The fight will begin once you reach his little || || platform there. Now, Phytops will bring out two || || of his tentacles to bar your path. His head is || || is covered with a light purple shell. To goal is || || to rip some barbs off of his tentacles and then || || throw them at his face. After two barbs the shell || || over his eye will be gone. While youre going all || || this he will be launching purple gunk at you, so || || watch the map carefully. Once his eye is exposed || || rip off another barb from his tentacles and toss || || it at him to stun him. Go to down on his eye and || || he will retreat into the water. || || || || Phytops will then counter-attack from his pool || || of water. He will bring out his back tentacles in || || an attempt to crush link and push him off of the || || stage. Run back and forth to dodge his attack, he || || generally goes for four hits. He will surface || || when hes done. So repeat the process and take || || out his eye once more. || || || || Once he retreats and resurfaces again the next || || part of this battle begins. He will keep his back || || tentacles out and whip at you from time to time || || during the refractory period for his gunk shot. || || The object of course is still the game. Rip off || || his barbs and try to get at his eye, all while || || dodging the gunk and his tentacles. Two more sets || || and he should go down once and for all. || **---------------------------------------------------** || Overall Difficulty: 5 / 10 || **===================================================** Enjoy your cutscene and as always grab the chest that appears for your Heart Container. With three temples down were almost there to restoring the full power of the Spirit Tracks. One more rail map, one more temple, and then Chancellor Cole, were coming for you! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | CHAPTER 7: Intermission 3 | {GC7IH} ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (--- Ocean Realm ---) Weve got a lot of side-quests to do now, as well as the next section of the Tower. Were going to cover most of the sidequests first, just to keep things simple. First there are two stamps we can get now that we can use the whip in conjunction with the Song of Birds. When you leave the Temple youll be taken right to the overworld, so no underwater section. Before we go to the Tower lets get those stamps. Plot a course first for the Ocean Sanctuary. (--- Ocean Sanctuary ---) Head up to the edge of the island and youll notice one off in the middle that you cant reach. Play the Song of Birds and latch onto the pole using your whip. Ride across to the island and drop off. Open the chest for a measly 50-rupee treasure. Play the song again and ride back to the bigger island, and then head north towards Carbens room. Head over to Carbens room and play the Song of Birds nearby. Ride the bird to the ledge over Carbens room and find the Stamp Station amidst the trees. Drop down and head to the northwest corner now. You can easily get rid of enemy Lobarriers using the whip now. Anyway, play the Song of Birds again and ride over to the lone island. Theres another chest with a 50-rupee treasure inside. Youre done here now, for good. Return to the train and get on. Head to Papuchia. (--- Papuchia Village ---) Head to the part of the village where we found Carben earlier. Play the Song of Birds and ride across to the island in the southeast and then head down into the next area. Go to the southern end of this island and play the Song of Birds again. Ride to the island to the south and drop down. Now go to the western edge of this island and play the song again. Ride to the middle island and drop down. Head to the northern end, killing some Lobarriers on your way. Youll find a chest with 100 rupees inside. Head back to the south end of this island. Go to the left now and play the Song of Birds once more and youll be taken all the way to the northwestern island. Here go left and play the song once again. What will happen now is youll ride back to the south end of the middle island, but dont let go. The bird will loop back around and drop you on the middle island. Open the chest to get a 150-rupee treasure. On the south end of this island play the song again. Another bird will come and take you to the final island, which has the Stamp Station on it. Man, that was tedious. Return to the northeastern island and go back to the village proper. Its time now to get a Force Gem. Head to the southernmost house on the island and speak with the woman. She wants a husband. Go back to the train. Thankfully theres a village full of lonely men out there. Go to Whittleton. (--- Whittleton Village ---) We need to find a burly, bearded man with a big nose. Only one guy fits that description. Head to the Chiefs house and talk to him. Hell agree to wait in the train. We arent done here though. Head around back to where the Stamp Station is. First go to the northern section and swing across the gap. Head to the left, kill the Spinut, and open the chest for a 150-rupee treasure. Go back across the gap, head down and cross the other gap now. Go north and speak to the guy. Hes opened up a little mini-game here we can play for 50 rupees. The objective is to swing across the ropes as quickly as possible. Along the way youll encounter vines with barbs you need to remove, as well as some oddly placed poles. You need to play the game twice. Score under 1:30 for the Bomb Bag upgrade, and then 1:15 for a Heart Container. This game is considered by many to be the fastest method for farming 500-rupee treasures since it takes only a minute, and scoring under 1:15 guarantees a 500-rupee treasure. If you manage to score under 1:05 you can earn a rare treasure (Alchemy Stone or Regal Ring) and the guy lowers the price to 20 rupees. Check out the mini-games section if youre having trouble. Once youre all done return to the village proper. Blow some leaves away if youve got time to kill, and then get back on the train. You need to bring the Chief safely to Papuchia, so just follow the same rules you did when you had the Bridge Builder. (--- Papuchia Village ---) When you arrive the Chief will leave to go find his wife. After, youll get a little cutscene and be given the Force Gem #2. Some tracks will open up, creating a bit of a shortcut so we dont always need to go by Linebecks now. Theres another Gem to be had, so lets go to Castle Town. (--- Forest Realm ---) Take the new route on your way back. As you turn north before the bridge leasing west to Linebecks look off to the east. To the right of the tracks is a rabbit. Keep following this route and once you cross the water youll be going west towards Whittleton. Just beyond the dead end youll see another rabbit on the right to the north of the tracks. Keep going to Castle Town. (--- Castle Town ---) Theres a lot to do here. As you arrive you may encounter Teacher, who wants you to take him somewhere. This is a reoccurring sidequest that you can do over and over again. Each time you bring him somewhere youll earn 300 rupees, so its worth the few minutes it takes. While bringing him to Anouki Village I hit the 2000 mark and bought the Heart Container from the Snow Sanctuary. At this point Im saying go buy it if you havent yet. First thing to do in Castle Town is head to the Take em All On house again. Level 2 is now open and the rules remain the same. Its a gauntlet and you will find no hearts, Song of Healing does not work, but you can use potions. Heres the listing for the floors this time, check out the mini-game section for more. ROOM 1: 6 Brown Spinuts, 6 Keese ROOM 2: 4 White Wolfos ROOM 3: 6 Freezards ROOM 4: 5 Ice ChuChus ROOM 5: 2 Geozards ROOM 6: Armored Colossus, Stagnox ROOM 7: 22 Rats ROOM 8: 4 Octives ROOM 9: 1 Geozard Chief ROOM 10: Master of Icy Fire, Fraaz ROOM 11: 2 Snappers ROOM 12: 16 Green Spinuts ROOM 13: 11 Octoroks ROOM 14: Barbed Menace, Phytops Once you complete the game youll earn yourself the Biggest Bomb Bag! Now, Im sure as of late youve been wondering about all those treasure chests located on top of buildings. Well now that we have the Song of Birds we can get those bad boys! Head up to the northwest section of town and youll see a Cucco pen. Play the Song of Birds nearby and take a Cucco over to the staircase in the northeast section of town. The first chest on top on of the lower-right house, where the Take em All On game is. Go onto the northern wall and jump onto the top-rightmost house. Jump onto one of the houses in the middle (preferably the one on the right) and then jump across to the lower-right house. Open the chest for a 150-rupee treasure. Return to the northern wall and jump onto the top-rightmost house again. Jump to the house on the left, the store. From here it gets tricky. You need to get to the next house on the left, by jumping on top of the lion statues. Aim your jumps perfectly and eventually youll wind up on the house. Open the chest for a 500-rupee treasure. Lastly, make your way to the western wall with a Cucco. Go around to the south wall and jump onto the small house in the lower-left corner for a 50-rupee treasure. One more thing, that Force Gem I mentioned. Go into the house on the far left, between the Cucco hut and where we are now. Speak with the woman inside. She wants to find her rabbit-loving husband Shell get on the train, and give her a nice, pleasant trip to Rabbitland Rescue. (--- Rabbitland Rescue ---) After you arrive get off the platform and go watch the interaction between the wife and the husband. After she storms off, speak with the husband to get a bit of humerous dialogue. Go back to the platform and speak with the wife, and she said she wants to try and patch things up. Youll get Force Gem #5 as a reward. Go back and speak with the husband to collect some rupees youve earned, and hop back on the train. (--- Forest Realm ---) Plot a course for the Forest Sanctuary, but take the new route thats opened up. As you come out of the forest heading south youll go through a bend. Look to the left as the tracks curve back east to find a rabbit. As youre headed back into the main forest area, look to the right south of the tracks. Another rabbit is close by. Keep going until you reach the Forest Sanctuary. (--- Forest Sanctuary ---) Remember that chest we couldnt get earlier? Yeeeaaaahhhh!!! Play the Song of Birds and then climb to the stairs to the left. Jump across to the chest, and open it up for 200 rupees. Leave, plot a course for Aboda Village. (--- Aboda Village ---) Speak with the little punk that told you to knock down a beehive at the start of the game. Its his dream to fly. Can we fire him out of the cannon? No? Thats a shame. Take him to Beedles shop and youll be given the next Force Gem #6. We have one more to get, so head to Anouki Village afterwards. (--- Anouki Village ---) Go up to the little pond in the northwest corner and talk to the Anouki. It seems the ChuChus have made the water bad and now he cant sell the super- fabulous product known as Mega Ice. We know a good place in the Snow Realm though that has a ton of water. Agree to bring him somewhere and hell get on the train. Afterwards go to Wellspring Station. (--- Wellspring Station ---) Hey guy, this is a good spot! The Anouki will thank you with Force Gem #8. Later on youll be able to buy Mega Ice, which you need to complete the game. (--- Snow Realm ---) Go to the new tracks that opened up and cross the lake. As you approach the forest from the east youll see a Warp Gate. Shoot the Force Gem and youll make a connection with the southern end of the Ocean Realm. This will be Warp Gate %. Go on through, because now we need to go to the Tower. (--- Ocean Realm ---) From where you come out of Warp Gate % plot a course for the Tower of Spirits. Youll head west for a time and turn north. As you turn north look to the left. Just to the west of the tracks is another Ocean Rabbit. Keep going until you reach the Tower. (--- Tower of Spirits ---) Phew, that was a lot of work. Now that were here, lets just do a quick checklist real quick. -11 Heart Containers -13 Stamps -23 Rabbits (9 Forest, 7 Snow, 7 Ocean) -5 Force Gems (1, 2, 5, 6, 8) Thankfully we dont need to backtrack anymore. Thats right, no more redoing floors weve completed already. So then, once you arrive speak with Anjean if you wish and head up to the spiral staircase. Make your way to the top and get ready for the next set of grueling puzzles. ~~~ Tower of Spirits Thirteenth Floor ~~~ Here youll encounter a new kind of Phantom, the Warp Phantoms. If alerted to your presence Warp Phantoms will appear right next to you. In addition to these new baddies youve got Phantom Eyes. These little buggers fly around and if they spot Link, alert any Phantoms in the floor. Eyes can be killed however, so its a useful tip. As you enter head right, go by the torch and stand directly in front of the center of the raised platform. Throw the Boomerang through the torch on the left and guide to the unlighted one on the right. A chest will appear in the northeastern room. Go up but dont move from the cover of the raised platform. Throw the Boomerang around in an arc to stun the Eye, and then kill it with a simple sword slash. Grab the first Tear. Head up into the next room and either dispatch the Eye or wait for it to go by. When its gone go into the safe zone in the alcove to the right of the raised platform and hit the crystal switch to make a bridge appear. Loop around to the other side where the chest appeared and grab a small key. Now climb onto the raised platform and use the Whip to cross over using the two poles. Now what you need to do here is keep to the wall and wait for the Eye to be out of your way before you swing, otherwise it will spot you. Go down over the gap and then right. Toss the Boomerang up to kill the other sentry Eye and swing over to grab the next Tear. Cross back over and hop down, then make your way back to where you got the small key. Go back onto the raised platform and walk to the northern end of it. Youll see three of those fish statues. Pull the sword out and give it to the one on the right to make another chest appear. Giving it to the fish on the left has another Warp Phantom show up, so dont do it. Once youre done go to the staircase nearby and open the door. ~~~ Tower of Spirits Fourteenth Floor ~~~ Go down and then head into the narrow corridor going left. From around the corner stun the sentry Eye and then kill it. Move on to the next area and kill the next Eye patrolling here. What we need to do now is distract the sentry Phantom. Toss a Bomb into the northeastern corner of the second square room. When the Phantom goes to investigate, down counter-clockwise around the room and slip into the safe zone to get the final Tear. Stab the Phantom and let Zelda possess him. As a Warp Phantom she can teleport to Eyes, just draw a line to one. This makes her Warping limited, but its still very useful. Have her Warp to the Eye in the lower-righthand section of the map and move her onto the switch. Make your way back down and around with Link and go through the door she opened for you. Open the chest for a 500-rupee treasure. Leave now and go back down to the previous floor. ~~~ Tower of Spirits Thirteenth Floor ~~~ Position Zelda just near the raised platform to the south. Go up onto it with Link and hop on her back. Move down to the gap on the left side, and use the Whip to get across. The chest contains a 500-rupee treasure. Go back across and youll probably have to go back to the northern room to get on her back again. Return back to the southern room and head to the south of the platform in the middle. Hop onto it and open the chest for another 500-rupee treasure. Now go to the left (you dont need to be on Zelda anymore) and get to the raised platform on the left. Cross the bridge and open the chest for a small key. Now, theres a little room nearby thats locked. Go inside with Link and stand by the crystal switch. Warp Zelda to the Eye just north of you and have her go into the corresponding room. Hit the switches at the same time and the door will open. Reunite with Zelda in the northern corridors and then go up the stairs back to the next floor. ~~~ Tower of Spirits Fourteenth Floor ~~~ Go down the long set of corridors here. Dont worry about the ChuChus, the Phantoms sword can kill em no problem. Now youll reach a sand pit, which Zelda cant cross due to the weight of the armor. So have her stand on a nearby switch to the north, and then cross the sand with Link. Theres a second switch on the other side, and with both of them down a bridge will form. Bring Zelda back over and stop at the spikes. Send Zelda across and have her step on the pad with the circle on it. With Link, continue right and youll find another one of those pads at the end of the hallway. Step on it to switch places with Zelda. Call her back and while she makes her way over go to the gap. Take the sword away from the left statue and give it to the one on the right. The door will open, so go up to the next floor. ~~~ Tower of Spirits Fifteenth Floor ~~~ This floor can be confusing. What you have here in the central room are two pads at the bottom corners, a circle on the left and a triangle on the right. First move Zelda over the spikes on the right and then have her loop around to the dead end on the bottom, onto a triangle pad. With Link, step on the corresponding pad to switch spots. Go north over the sand pit while you have Zelda stand under the raised platform back in the central room. In the next room kill the lone Geozard with Link. Remember, you can snatch that shield away with your Whip. Ignore the double doors and go left. Move the block with you and youll see two switches in the northern part of this next room. Move the block onto one of them. Now near the platform Zelda is at is another pad with a square design. Have her stand on it and move Link onto the other one. Once youve swapped places move Zelda over onto the other switch to lower the spikes for Link. As Link, loop around back to the double door and meet up with Zelda to open it up. Grab the chest for your small key and return to the central room (Zelda can either warp to the Eye or just drop off the platform near the square pad). Head to the right now and stop when you reach the gap. Look to the northwest and youll see a crystal switch. Hit it with the Boomerang to make a bridge appear across the sand pit. Have Zelda warp to the Eye and then move her down and across the bridge. As link go onto the circle pad in the central room while Zelda crosses the spikes to each the one on the other side. Swap places and hang out for awhile. Warp Zelda back to the Eye again and move her down to where Link near the circle pad. Just on the other side of the spikes Link cant cross is another switch, so hit it to lower the spikes. Now make your way over to the gap in the remaining spikes with Zelda leading the way as to block the boulders. Once you make it in step on the two switches to create another bridge. Go solo as Link from here. Go up and stun the Eye, but do not kill it. After, blow it up and across the sand pit using the Whirlwind, and have Zelda warp to it. Step on the switches in unison to open up the door behind the locked door. Warp Zelda over to the nearby Eye, and make your way there as Link. Open the locked door and go up the stairs. ~~~ Tower of Spirits Sixteenth Floor ~~~ Almost done now. Have Zelda cross the spikes to reach the room on the left. Watch the Phantom to the right now and make note of the path he takes. What you want to do is mark down the path and have Zelda emulate it. Warp here to the Phantom in the room on the left. Move her onto the green tile and mimic the other Phantoms path. Go right first and then down to the lower left corner. Go back up to the top left corner, but make sure you dont step on the top left square. From here move down to the lower right corner. You have some room for error here. Once you get it down the door heading up the stairs should open. Send her back over to Link and head up the stairs. Youre all done now. Grab the Fire Rail Map and watch the cut scene. Once you have control again get back on the train. Your destination is the Snow Realm. With all four Rail Maps in our inventory the whole world is open to use now. Once we complete the Fire Temple the Tower of Spirits will be restored and we will surely foil the Chancellors plan. Are you ready? I know I am! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | CHAPTER 8: The Fire Realm | {HC8FR} ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (--- Snow Realm ---) Plot a course for the newly opened Fire Realm, theres only one path for the time being. (--- Fire Realm ---) The different music again Anyway as you drive youll be bombarded by falling rocks and such, so make sure you blow em up. Youre target area is the large city-like area where the tracks end. You can go to the other cave, but for now there is only a mini-game there we cant even play. You can either go straight there, or go around and get a few rabbits. This, I recommend. When you get a chance turn north and then head counter-clockwise. If you look to the right on the corner of the tracks you should spot the first Mountain Rabbit. Keep going north as far as you can until you reach the box of tracks. Go around them clockwise and as you head south look to the left for another red rabbit that blends in will with the scenery. Thats all for now, so continue south towards a tunnel. Youll see a Warp Gate we cant open yet before you go in. Right as you exit the tunnel youll arrive at Goron Village. (--- Goron Village ---) As you arrive youll see that the village has quite clearly seen some better times. Therere lava spurts all over the place, and most importantly, one of them is blocking the entrance to the village. Zelda says you should go talk to people and figure out whats going on. The only building you can get to right now is the town shop, which doesnt have anything of interest quite yet. Speaking with all the Gorons will give you information about the recent eruption. One of the Gorons (Kagoron) is the messenger to the Mountain Goddesses, and has climbed the mountain to pray for the eruptions to start. You can find him by going to the west of the village. We dont really have any options, so do so. As you arrive in this new area climb the stairs near the mailbox. The Goron here is selling iron, so make a note of that. Go behind the iron bars to find a chest with a measly 50-rupee treasure inside. Continue west and youll reach a narrow passage with some boulders rolling down. Make it to the staircase and move south some more. Soon youll reach another narrow passage. Again go north, making it through the boulders, and immediately turn south. From here on out youll need to keep an eye out for falling rocks. Dont hit the crystal switch quite yet. Instead go north across the pool of lava by swinging across the poles. Youll reach a platform, keep going north and cross over using another pole. As you land youll encounter some Fire Babas. Take these ones out with your sword and move ahead. Kill these next ones from a distance (I suggest bombs) and then grab the stamp. Return now to where the crystal switch was. Hitting it creates a bridge. So drop a bomb next to it and swing across back onto the middle platform again. Quickly cross the bridge here before it goes away. Go north now and youll enter a new area where youll meet Kagoron. In order to reach the Fire Sanctuary we need to speak to the Elder, but the path into the village is blocked. Being an engineer however, Kagoron thinks you might be of some us. We need to meet him back outside the village proper. Leave now and head to the right. Cross over the pool of lava using the whip and get onto the highest platform. Grab the chest for a 150-rupee treasure and walk down to where it ends, but dont hop off. Go left along the highest cliff and then hop down onto the lower cliff between where the two sets of boulders are. Grab the chest for another 150-rupee treasure and go back to the village proper. Speak with the Goron who told you about Kagoron and the latter will appear. After a brief conversation and needlessly long cutscene youll get the Freight Car! Now we need to go find something cold. (--- Fire Realm ---) Something cold wait, didnt an Anouki want to get his Mega Ice company up and running? And didnt we help him already? Sweet! Plot a course for Wellspring Station. (--- Wellspring Station ---) As you arrive go to the left and up onto the cliff to the north. Swing across on the poles and grab the chest on the other side for 100 rupees. Now drop down and talk to the Anouki. Tell him you want to buy some Mega Ice. It costs 25 rupees, not bad. Now, transporting items is different from people. If you get hit, youll lose on unit of the item (generally you receive 20). Likewise, slow down when signs tell you to, otherwise some of the product will spill out. Lastly, each item has a certain little rule for it. In the case of Mega Ice, it can melt. If you are outside the Snow Realm it will slowly melt due to the heat. Leave Wellspring and plot a course for the Fire Realm. (--- Fire Realm ---) Now, Im sure your thought process is go right for Goron Village. Well you cant do that. Theres a new Bomb Train near the Target Mini-game that will start to move once you get close. Were forced to go around. So plot your course and adjust it for the other trains. You should easily reach the Goron Village with more than enough units left. (--- Goron Village ---) Provided you arrive with but a few blocks of Ice youll be fine. Go to the west and find Kagoron. Youll use the ice to remove the lava, finally opening up Goron Village. Now, you can either go directly to the elder and continue on with the game or so some sidequests. Because we now have the Freight Car theres a number of things for us to do. Item transportations, and you should receive a letter from Ferrus around this time. I highly advise doing the sidequests first, and in that sense, lets start right here in Goron Village. Youll notice theres still some lava located in the village. Go up to it and speak with the Goron. He wants to get to his house but cant. All the Mega Ice was used up, but that doesnt mean we cant go get more. He needs ten blocks. So return to Wellspring Station. (--- Wellspring Station ---) Talk to the Anouki again and buy some Mega Ice. This time he will try and charge you 100 rupees, however, if you keep persisting to get a cheaper price hell budge. With your twenty blocks head back to the Goron Village. You need only arrive with ten, and this time you dont need to go around the long way. (--- Goron Village ---) Go speak with the Goron and give him the Ice. When you receive the Force Gem some new rails in the south-end of the Fire Realm will open up. Now, go to the west area of town and buy some Iron from the salesman. This stuff doesnt run on a timer, but like the Ice it can fall out of the cart. Once you have it leave the village. (--- Fire Realm ---) Plot a course for the new tracks that opened up. As you go down the hill youll hit a desert. Look just south of the tracks on the turn to see a yellow bunny that blends in with the sand. Catch it and keep going. Youll come across a Warp Gate, shoot it and now weve got another connection to the Ocean Realm. This is Warp Gate *. Take the Gate to the Ocean Realm. (--- Ocean Realm ---) Plot a course now to the Forest Realm, and when you get there, make way to Whittleton Village. (--- Whittleton Village ---) Go to the shop and speak to the lumber salesman. Give him the iron and grab your Force Gem. Some new tracks will open up near Rabbitland Rescue, although theres nothing there to go find. Now plot a course for the Snow Sanctuary. (--- Snow Sanctuary ---) As you arrive youll see Steem there, and he explains he wants a new Vessel (a vase or jar in simple terms). Agree to get him one. Before you leave, go buy the Heart Container if you havent yet. There really is no excuse at this point. Leave, and set a course for Papuchia Village. (--- Papuchia Village ---) Go and speak with The Wise One. Have her(?) read your fortune and then agree to buy a vessel. Now you need to take it back to Steem. You cannot get hit once, otherwise the vessel will break. I advise taking Warp Gate % to the Snow Realm and taking the short route to the Sanctuary. (--- Snow Sanctuary ---) When you arrive, Steem will be overjoyed and give you a Force Gem. This opens up the rails leading to Slippery Station, but we arent going to go there quite yet. You can redo this little mission if you want buy going to Steems room and breaking the vessel. Hell get mad at you and demand you go fetch him another one. Doing so will net you some treasure as a reward due to taking responsibility for your actions. Once youve had your fill go to Anouki Village. (--- Anouki Village ---) Talk to the guys outside and they tell you theyre building a fence. However they need both lumber and a builder. Thankfully we know where to find both of those. First go to the Trading Post. (--- Trading Post ---) Go to the right and youll see our Bridge Builder where you left him. Tell him about your new job and hell agree to go to Anouki Village with you. On your way however, stop at Whittleton. (--- Whittleton Village ---) Buy some lumber from the lumberjack. This is just like iron. It cant spoil, but you will lose units if you dont slow down when told or if you get hit. Considering youve got the Builder with you, you need to follow these rules anyhow. Now that youve got everything you need return to Anouki Village. (--- Anouki Village ---) The Bridge Builder will compliment your driving skills and then head down to the village. Follow him and speak with the yellow Anouki to get a 150-rupee treasure. After that, give him the lumber (he needs fifteen units) to get your Force Gem. Now weve got some tracks heading to Snowdrift Station. Now were ready to tackle these bonus dungeons, those being Slippery and Snowdrift. (--- Snow Realm ---) First were gonna hit up Slippery Station, which is through the long tunnel in the northern part of the map. There is a new Armored Train up there, and it functions just like the one you ran into Underwater. As you pass through the tunnel youll be swarmed by Rocktites, so aim well and make it through. Slow down as you leave the cave, because the Station is right on the other end. (--- Slippery Station ---) Now then, after you hop off the train youll encounter a lot of annoying Ice ChuChus outside, so take those pesky things out with the Boomerang and sword. Head inside to find yourself a little mini-dungeon, although its more of a cave with a game inside to be honest. There are three switches, and a long ice sheet that circles around the cave. There are three small rooms scattered throughout, each with a chest inside. The purpose here is to hit the switch for each door (ranging from Armature, Pro, and Champion) and make it there before the time runs out. However its hard, because you have less traction on the ice and its tough to maneuver around corners. Start with the Armature Course, which is the bottom of the three switches. This one is actually really easy and you can win it with virtually no effort. Roll on the straight-aways for a nice boost, and try and cut the corners as sharply as possible. The best advice I can give you is roll around corners. It stops your momentum and takes you in the direction you need to go. Youll need this for Pro and definitely for Champion, so you may as well practice it now. Rolling works so well because lets say youre running north and need to cut south after a right turn. You can turn around just at the turn and roll forward, which will stop your north-bound momentum and send you in the proper direction, saving time. Get through this door in time to pick up 300 ruppes. The middle switch is the Pro Course, now things get a bit tricky. Here you will need to cut corners sharply, as well as roll from time to time on straight-aways, especially portions with no ice. This one is also pretty easy if you know what to do; the target is the door at the north west. Once you make it through open the chest to get a 500 rupee treasure. The Champion Course is, clearly, the hardest, but it isnt impossible. It took me two tries in all honesty, and I only failed the first time because I got stuck against the wall under the doorway (so yes, I overshot the door). The goal here is to cut each corner as tightly as possible, roll on all straight-aways, and remember NOT to get dizzy (so space your rolls slightly). Be as direct as possible; traveling in a straight line is the most effective method. Get through the door before it closes and pat yourself on the back. Oh, and dont forget the Alchemy Stone either! And with that we are now an ice-skating Champion. Slippery Station is a thing of the past, and lets move on with our lives. (--- Snow Realm ---) From here plot a course to the very northwst section of the Snow Realm, right next to the Snow Temple. On your way youll see a rabbit off to the right of the tracks just before you turn north. Youll be peppered by Sir Frosty on the way, but eventually youll arrive at Snowdrift Station. (--- Snowdrift Station ---) There really isnt much to talk about outside the station. Theres lots of snow, a bunch of White Wolfos running around, and virtually nothing to do. So make your way to the cave and head on in. Youll be inside of a large chamber that somewhat resembles the Snow Temple. In front of you there is a sign that tells you a not-so cryptic hint, a staircase leading to a hole with five switches on a ledge, and four staircases leading down in each corner. There are also Freezards, so take em out if you want. Use the fire to melt them into Octoroks, its the easiest route. First lets go into the Northwestern room. The goal here is simple: push the block around so it lands in the water to the far right. Try and figure it out for yourself, but if you cant then do this: from the starting point push the block north, east, south, west, south, east, north, and east. Once it lands in the water hop on and lets do what he did in the Snow Temple. Use the Whirlwind you move the box along the water. Once you reach the other side read the sign to get your first hint. It says, the second one and the fourth one are next to each other. Climb the steps and return to the main room. Okay, lets just go counter-clockwise, so the Southwestern room is next. This one is rather simple, but it can he tough if you dont know what to do. You need to hit a switch that sets off a timer and then run to the door across the ice. The best tip I can give you is to roll around corners so you dont waste time sliding around trying to change directions. Once you get the hang of it and reach the door read the sign for your next hint. This one reads, the first and the last are on the ends. Jump down and return to the main chamber. Lets continue onward to the Southeastern room. This room is full of water, with Octives and Ice Keese everywhere you look. Kill the Ice Keese from afar with a ranged weapon, and then throw your boomerang through the torches to make paths. Kill the Octives to make the door open to the next sign. It reads, the second switch from the left is the third switch to hit. Return to the main room once more, only one left. Go to the Northeastern room now, after all we dont have any more options. Its dark, its wet, and there are ice torches everywhere. You know what we have to do. Use the torches to make paths and to light other torches you see. Soon youll come to the tablet after what seems like a long time. Our last hint is, dont hit the false switch in the middle. Return now and head back to the main chamber. Right, so now we have all four hints. Climb the stairs in the middle and youll see the five switches arranged in a line. Here are the hints: -Dont hit the one in the middle. -Hit the second from the left third. -The ends are the first and last switches. -Numbers two and four are next to each other. So anyone with a brain should know this right off the bat: ?, 3, X, ?, ? Now, we know two and four need to be next to each other, so the first switch cant be last, it has to be first. Likewise, the final switch must then need to be the fourth switch, making the second to the right the second switch. So hit them in this order: 1, 3, X, 2, 4 Do it in a single throw and a bridge will form leading to another room. Oh ho ho we arent done yet! A door will close behind you and now youre in a tiny, ice covered room full of Freezards without a single torch in sight! You pretty much have three options. One, use the Bow of Light if you have it (you dont if youre following this guide), as it weakens them much faster. Two, slash like a madman and weaken them, taking massive damage yourself. Or three, use bombs, as they also weaken them pretty fast. Once the Freezards lose their protective covering a single slash will do the trick. Once all of them have been killed walk up and open the treasure chest to pick up the extremely rare and valuable Alchemy Stone! Now youre all done with Snowdrift Station. Lets move onward. (--- Snow Realm ---) Now weve got to go find Ferrus. He should be out in the Snow Realm, near the trains. If the trains arent there, turn on and off the game until they are. Now, Im pretty sure Ferrus is in the same spot each time. So if you start from Snowdrift Station you go south, east, north, east, south, and you should hear his camera going. Once you find him agree to bring him to Aboda Village to meet his hero, Alfonzo. (--- Aboda Village ---) When you arrive go to Alfonzos house. Youll get a pretty funny scene between Ferrus and his oblivious hero and get rewarded with the Force Gem. For the most part, the tracks you unlock are negligible, but were here for completion. Now that you have your Gem, head out. You can mess around town and talk to Niko (you should have 15 stamps if you went ahead of me and did the Fire Sanctuary already). But otherwise youre pretty much done here. Stop by and talk to the man who wants to raise Cuccos near Alfonzos house and hell put in a request for ten of the birds. We can go buy some in Castle Town. However, before doing that set a course for Papuchia Village. (--- Papuchia Village ---) Go down towards the shop and buy some fish from the saleswoman for 50 rupees. You need to bring at least ten units to Castle Town. Now, like Mega Ice, fish will ruin in the sunlight, so youre on a strict timetable. Getting hit makes you lose fish as well. On top of that, birds might try and nab some fish. When that happens kill them, keep an eye on your freight car. (--- Castle Town ---) Go up and find the woman with the blonde hair. Give her the fish and grab your Force Gem. Youve almost completed the Forest Realm, and we can also get our last bunny now. You can replay this sidequest over and over, so its a decent form of treasure-gathering. Go to the northwest corner of now after and speak to the man in the Cucco pen. Buy some Cuccos. Youll get five, which means you need to do two trips. (--- Forest Realm ---) Plot a course as far east as possible and then go south. Turn west when youre forced to and look to the south, youll see the tenth and final Forest Rabbit there. Now go to Aboda, make sure not to get hit. (--- Aboda Village ---) Give the guy his five Cuccos, then go to Castle Town and get five more. Once he has all ten youll get a Force Gem. Finally, finally were done and can continue with our adventure. Before we continue, heres a quick checklist. -11 Heart Containers -14 Stamps -28 Rabbits (including all 10 Forest) -12 Force Gems (1, 2, 3, 4, 5, 6, 7, 8, 10, 11, 16, 19) -Maximum Bomb Capacity (30) (--- Forest Realm ---) Go to the new tracks that opened up leading towards Rabbitland Rescue / Forest Sanctuary. As you enter the cave youll spot a Warp Gate. Hit it to create a connection to the Fire Realm, and then pass through. This is Warp Gate &, just so you know. Return to Goron Village. (--- Goron Village ---) Okay, youre all set to go now. Go up to the house located on the highest cliff. Speak with the Goron Elder and after a lengthy conversation youre told how to reach the Fire Sanctuary. As it turns out well its right behind this village. Whodathunkit? Go into the passageway behind the Elder to enter a cave. Go up and kill the Fire Keese slowing your approach. When you reach the pool of lava go up to the left. Swing across the pole and step on the switch to make a pair of bridges appear. Go back to the pool of lava and cross over to the other side now. Go along on the narrow platform and youll get to an area with a ton of pots. Three Like Likes are hiding, so take them out and go up the stairs. Ignore the stairs heading back outside for now and go as far to the left as possible. Eventually youll see a chest which contains a 150-rupee treasure. Go back and up the stairs and youll be outside. Continue north and exit the village to reach the Fire Sanctuary. (--- Fire Sanctuary ---) Go up and kill the Fire Keese flying around. Youll encounter some more Fire Babas on your trip, so take those out from a distance with some bombs. Go east and youll see a torch. Now then, lining the valley floor all the way to the south end are some unlighted torches. You know what to do. Light them all, killing the Fire Babas in the process. Once the first four are light a bridge will appear, but thats no reason to stop. Once all are light two more bridges will appear. Climb the cliff to the left and cross the lower bridge to reach the far west side of the canyon youre in. Go north along the cliff wall and as you approach the next bridge youll see a chest with a 150-rupee treasure inside. Cross the bridge now and youll reach the Stamp Station. Drop down and continue going to the right, droping down to the area with all the stone statues. Read the sign for your hint. If you cant figure it out, play the Song of Light near these two statues: S X S S = Statue X = Target Statues S S X I = Sign S I S Playing the Song of Light between the two important statues (going closer to the lower one helps) will make a crystal beacon appear, opening the door. Go inside to meet Embrose. You need to play another duet. This one is pretty tricky. Like Carbens you need to skip notes. You know what to do by now. Get the timing down, follow the metronome, and in no time youll figure it out. The notes this time are Purple, Yellow, Purple, Yellow, Blue. The Fire Rail Map will expand upon completion, and Embrose advises you speak with the Gorons before you go to the Fire Temple. Return now to Goron Village. (--- Goron Village ---) Welcome back. I advise you do what Embrose said and talk to the Gorons. You will learn that three keys are needed to reach the Fire Temple, and they are guarded by three monsters. The monsters are not simple creatures however. They move around quite fast and only have one weakness, a loud sound that goes: woo-woooooooo!!! Get the hint? A short blow of the whistle, followed by a long blow. In addition, the creatures are almost impossible to catch. If you try and nab one from behind it will flee before you can catch up. What you need to do is make it so they approach you, and when they get near, unleash your whistle. This will stun the creatures, making them venerable to a shot from the cannon, giving you the key. They dont die however, but once you get all three keys and enter the Fire Temple they vanish forever. So, once youre good to go, get back on the train. (--- Fire Realm ---) Plot your course to the area near the Fire Temple. You know exactly what you need to do to get the three keys, and considering itll be different for each person, Im not going to hold your hand through it. Get them to approach you from the front, blow the whistle, and shoot em to get your key. Repeat and then go to the Fire Temple. (--- Fire Temple ---) Its about damn time, right? As usual youll enter in a big open room, so just go up the stairs and enter the Temple proper. ~~~ Fire Temple First Floor ~~~ Hey, unique music, thats pretty cool. Anyway the Fire Temple is a lot less straightforward than the Temples prior. Youve got two indentical rooms in the lower left and right corners, a hallway in the middle with three closed doors. Theres a smaller room off to the left in the center, and a bigger one just right of the top-left corner. Off to the right is a gap you cant cross, and a tiny hallway. Separated from the rest of the floor is a room with some gaps and platforms in it. Start by going up and killing the Keese, and heading left. As you go north youll need to maneuver around some spikes and sticks of flame. Its pretty easy, and theres a lot of areas on the side you can stand and be safe. Mario would sure be proud. Once youre through head south to the open room. The door will close behind you and youll have your first encounter with Stalfos. Theyre easy to kill. They like to jump away from you against the walls, so corner them and then kill the head once it falls off. Or, you can just toss a bomb at them for a one-hit kill. Once all three are done the doors open, so head to the lower-left room. Read the sign for a hint. This room mirrors the one on the other side. See those brown things on the ground? Those are trap doors (or pitfalls) so make a note of where they are, because they exist on the other side as well. Make your way around the room, menuvering about the Winders, and go up the stairs. ~~~ Fire Temple Second Floor ~~~ This is an interesting floor. Youve got a bunch of raised platforms and a series of tracks for mining carts all over the place. You cant actually reach the floor level, and you need to travel along the carts to each platform. Therere a few platforms scattered about, and a large open room in the north part of the floor. Play the Song of Awakening if you want and mark down the locations of treasure chests. Hop into the cart after and ride it to the next platform. Open the chest for a small key and ride back to where you came from. Go back down to the first floor. ~~~ Fire Temple First Floor ~~~ Go over to the left now and climb the little staircase that leads nowhere. Hit the crystal switch on the other side to make some weird stone slate appear. Pick it up and carry it right to the gap, and toss it onto the pillar to create a makeshift platform. Now go right and pull the block down two spaces. After, push it over to the right wall and then up again. Now use it to go right, suppressing the fire as you do so. Go down into the next room and make your way to the staircase, dodging the hidden pitfalls (I hope you marked their locations). Along the way you can stop and play the Song of Awakening for a Gossip Stone if you want. Make sure go grab the chest located in the south end of this room just under one of the pitfalls; it has 100 rupees inside. Once youre all set go to and climb the stairs once you reach them. ~~~ Fire Temple Second Floor ~~~ Now, from here on out as you ride in the mine cart youll encounter forks and switches you need to hit. Jump on it and hit the first switch you see, but not the second. Youll land on a platform, open the chest to get a measly 50- rupee treasure. Go back to the beginning, and hop in again, this time hitting both switches. Youll land in the northern part of the room. Kill the lone Stalfos and open the chest for another small key. Return to the first floor. ~~~ Fire Temple First Floor ~~~ Go back towards the entrance, to the three doors in the middle. Open the two locked doors. Stand in front of the middle door and use the Boomerang to hit the two switches in rapid succession. Go up the stairs afterwards. ~~~ Fire Temple Second Floor ~~~ When you go up the stairs and into the room the door will close behind you. !!! MINI-BOSS: HEATOISE !!! This can be tough. What you need to do is get the Heatoise to chase after you using its spin attack. Along the wall are Winders, and you need to make it go into them. Once the turtle is stunned work it over. Repeat this process until it dies. Grab the chest and the Bow from within. Finally, took long enough, am I right? Go to the right and shoot the eye switch against the back wall to make a bridge form. Cross over and go down the stairs. ~~~ Fire Temple First Floor ~~~ Were finally in that little back room. Shoot straight down and youll hit a little switch that will send the arrow right into another one, which sends it up into an eye switch. A bridge will form. Go right and grab the chest for a 150-rupee treasure, then grab one of the little switch things (arrow switches, from this point onward). Throw the arrow switch onto the lone platform to the left and then hit it with the Boomerang three times so it faces north. Shoot it with an arrow to hit an eye switch, creating another bridge. Throw the arrow switch onto the next platform, turn it left, and shoot it to hit a third eye switch. Another bridge will appear, giving you access to the staircase. Head down to the first basement. ~~~ Fire Temple Basement Floor 1 ~~~ This is really simple. Youve got a tiny room in the north section, a larger, open room to the right. The entire floor is more or less a huge gap, and theres another closed room to the south. Thing is, you cant do much of anything here right now. Theres a locked door and a sign that gives you a hint you should have figured out by now. So, our only recourse is to go down to the next floor. ~~~ Fire Temple Basement Floor 2 ~~~ So what youve got here is a large room in the top-left area. Youre coming out in a small room right in the middle, leading out into a hallway area with some lava pits and poles to whip across. The top right corner is also a large room with a lava pit in it. The lower left room is more of a hallway and the lower right room is a giant lava pit with some small platforms on it. Just as you come out the doors will close and some Stalfos will appear. You need to kill them from a distance with the bow. One shot will shatter their bodies and one more kills the head. Once all four are done the door opens, so go south to the hallway. Look to the left and shoot an arrow at the arrow switch to hit a nearby eye switch. This will lower the spurts of flame near the poles for a moment, so quickly make your way to the right to the other side. When you get there go north into the big room. Kill the two Stalfos and play the Song of Awakening for the Gossip Stone if you want. Jump across the pool of lava now using the stone slates and time your jumps properly. Once you make it to the raised platform grab the chest for a 50-rupee treasure. Now swing along the poles heading south into the big room that is more or less a giant lava pit. Step on the switch to open the door. Now make your way left, avoiding the blade traps. Timing is everything. Go down and around to the right, grabbing another chest with a 150-rupee treasure in it. This here is an interesting puzzle. Look to the right and youll see two torches that need to be light and some Fire Keese. All in one throw, toss the Boomerang to kill one of the Fire Keese and then use the fire from it to light the torches. Doing so will make a stone slate appear. Go to it and hop over, then go up the stairs. ~~~ Fire Temple Basement Floor 1 ~~~ Once more the door will close behind you and two smaller Heatoise will appear. To kill them shoot em twice in the face using the bow. After they die the doors open and a chest appears. Open the chest for a 150-rupee treasure, then read the four signs to get your hint. In case youre lazy, the order you need to write down is: 2, 1, 4, 3. Go over to the stairs and return to the lower level. ~~~ Fire Temple Basement Floor 2 ~~~ Make your way around the hallway, killing the Stalfos as you go. Youll eventually reach a switch that opens a door leading to an eye switch, but the switch wont stay down on its own. Go north and grab the arrow switch and go back to where you just were. Make the arrow switch face left and then line it up with the eye switch. Step on the other switch to open the door and shoot the arrow switch to hit the eye switch, wait what? A stone slate will fall down. Grab it, go to where the eye switch was, and throw it to the left to create another makeshift platform. Grab the arrow switch and then ride up to the big room in the top left corner. Make your arrow switch face left and then toss it into the hole to the right. Now go northeast a bit and grab another arrow switch. Make it face northeast and then toss it onto the hole in the bottom. So it should look like this: H EXE A H = Hole E = Eye Switch A A = Arrow Switch After what you need to do is go grab the stone slate that you used to reach this higher room. Throw it onto the remaining hole. Step onto the slate and shoot the crystal switch over by the closed door to shoot you up in the air. Now this requires good timing. Shoot the arrow switch under you, which will then hit the other arrow switch, hitting the eye. While this is going on, shoot the eye switch near you. Doing this perfectly opens the door nearby. Drop down, hit the crystal switch, and go into the door to grab a chest and your small key. Go put the stone slate back where it was beforehand and hit the crystal switch nearby to create a pole leading back to the main area. Drop down and swing across. Go back north into the smaller room and return to the first floor basement. ~~~ Fire Temple Basement Floor 1 ~~~ We can finally open our locked door. Do so and youll arrive at a mine cart. What you need to do is simple. Ride the minecart down and around, and when you get to the room in the south, shoot the four eye switches in the order we got earlier. Again that order is: 2, 1, 4, 3. You dont need to do it all at once and there is no timer. You can loop around the room over and over again so long as you dont hit the crystal switch in the northern part of the track. Once you get all four the path changes and you can go down the stairs in the middle of the room. Dont do that yet, however. Hop back on the cart and youll go counterclockwise around the room. As you pass through the southern room look to the southwest. Just out of view youll see a crystal switch. Shoot it to alter your course and land on a lone platform with the Stamp Station on it. Grab your Stamp and then go back to the platform in the middle, and then down the stairs. ~~~ Fire Temple Basement Floor 2 ~~~ Theres nothing to do here. Playing the Song of Awakening just tells you how to get to the Stamp Station. So then, head down the stairs. ~~~ Fire Temple Basement Floor 3 ~~~ This room is fun, if you cant tell my looking at the map. Im not going to even bother describing it. Go left and read the sign then mark all of the points of interest. These are switches we will want to hit. Afterwards grab a bomb and blow up the giant boulder, creating a stone slate in the process. Toss it to create a makeshift platform and then jump onto it. Wait for it to shoot you up then hop into the mine cart. Hit all of the switches that were marked to reach the platform in the northeast corner. Read the stone sign for some information, it seems we need to use the carts to carry the Big Key. Go around to the right of the Key and use the Whirlwind to blow it into the cart. Before going into yours, swing across a nearby pole to reach a chest with a 150-rupee treasure inside. Now go back and jump into your cart. Hit only the switches that you marked down and youll reach the door at the end. Open it up and go inside. ~~~ Fire Temple Basement Floor 4 ~~~ You know the drill. Read the sign to make the warp appear, then smash all the pots for items. Save up and go up the stairs on last time to reach the boss. **===================================================** || Boss: Cragma | Location: Fire Temple || **---------------------------------------------------** || Title: Lava Lord || **---------------------------------------------------** || Weaknesses: Bow and Arrows || **---------------------------------------------------** || Attacks | Damage Dealt || || Fist Smash | 1 Heart || || Double Fist Smash | 1 Heart || || Falling Boulders | 1/4 Heart || || Grab | 1 Heart || **---------------------------------------------------** || Strategy || || I know, just by looking at the damage he looks || || tough, but hes also really, REALLY slow. Cragma || || will attempt to squash Link like a bug, which || || also causes boulders to fall from the ceiling. || || After the first attack hell reel back, revealing || || a glowing weak point near where his body enters || || the lava. Shoot the obvious weak point and hell || || get pissed off. Now hell try to attack with both || || fists, so stay clear and find the large boulder || || that should be on the stage. Blow it up to create || || a platform, and then, still dodging his attacks, || || carry it to the right near the mine cart. Throw || || it down to make a bridge and hop into the mine || || cart nearby. || || || || The object here now is to ride around Cragma || || and fire at the various weak points located on || || his body, working your way to his head. When he || || tries to grab you, shoot his hand to make him || || reel back once more. Work your way up his body, || || taking precise shots until you reach his head. || || Fire off an arrow right in the eye to send him || || crashing to the ground. Link will return to where || || he started, and when you get the moment go and || || work the colossuss head over. || || || || If you fail to shoot his hand when he tries to || || grab you, you will take damage and fall out of || || the mine cart. Repeat the first steps to get back || || into one, and continue shooting his weak points. || || Thankfully, they do not regenerate if he manages || || to grab you. || || || || Anyway, once he gets back up youll need to || || start all over again. Shoot the weak point on his || || lower body while dodging the rocks, and then blow || || up the giant boulder to create a platform. Hop in || || the mine cart and begin firing at his weak points || || while shooting his hands. Yes, hands. Now he will || || try to grab you with both of them, so make sure || || to shoot them both. Reach his head and shoot him || || in the eye again to bring him down. You should be || || able to dish out enough damage to kill him while || || hes out cold on the ground. || || || || And remember, if you run low on arrows let the || || rocks fall from the ceiling and wait. Often times || || arrows appear after they break apart. || **---------------------------------------------------** || Overall Difficulty: 6/10 || **===================================================** With Cragmas defeat watch the next and final Temple Complete cutscene, then grab your Heart Container from the chest. Step into the blue light to return to the entrance. The four Temples have been cleansed and the Tower of Spirits restored. The final battle with Chancellor Cole is imminent, and he waits with Zeldas body atop the Tower of Spirits. It is time for the final showdown, the battle between good and evil. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | CHAPTER 9: Intermission 4 | {IC9IF} ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (--- Fire Realm ---) As usual we can run directly to the Tower of Spirits, but in completing the Fire Temple many things have opened up to us, including a mini-game, some rabbits, and some more sidequests. You may have spotted some rabbits when you were getting the keys to the Fire Temple. Now that we dont have to deal with those pesky Snurglars anymore, how about we track them all down? Therere five total in the area around the Fire Temple, so lets get to work. From the Fire Temple head south, west, and then south again. The rabbit will be to your right. From there go west, north, west, north, and west again to the spot of tracks outside the main square. Youll see the next rabbit to the north as you cut west. Loop around now and youll end up going east along the north end of the square that goes around the Fire Temple. When youre forced to turn south look up on the hill to find the third rabbit in this area. Now go as far south as possible. Ignore the turn east and keep going south, and youll see the fourth just on the corner of the tracks. For the last one turn west, and then go north, east until youre forced to turn north, and north until youre forced to go back west. This rabbit is just behind the Fire Temple to the south of the tracks. With all five youve really upped your numbers, make your way back to Goron Village now. Dont stop there though, instead go to that other cave Ive been telling you to ignore. (--- Goron Target Range ---) Theres no real reason to be here. Theres no big prize or anything, and it seems like this game was lost in the mix. It is however, very fun and cheap (only 20 rupees) and its a solid way to farm 500-rupee treasures. If you want a basic outline of the game, check out the mini-games section. Otherwise go to Goron Village. (--- Goron Village ---) You should have 2000 rupees, so go to the shop and buy the Quiver Upgrade. Contrary to popular belief you cant win a Quiver upgrade from the Take em All On mini-game. Now, head towards the village and a Goron will call your attention. Speak with him and agree to take him to find some snow in Anouki Village. (--- Anouki Village ---) Upon your arrival the Goron will present you with a Force Gem and then go speak to Honcho. Follow him and youll cut a small cutscene, and now Honcho wants to go visit the Goron Village. Talk about a trade, huh? Yeah, that Honcho sure is a nice guy. Erhm, anyway agree to bring him there and get back on the train. (--- Snow Realm ---) Dont head directly to Goron Village. Instead go check out the new tracks you opened. If you go north from Wellspring Station youll see a rabbit on the left to the west of the tracks. After that look to the right up ahead and youll see another rabbit. Just beyond before the tunnel is Warp Gate $. Activate it, warp to the Fire Realm, and go to Goron Village. (--- Goron Village ---) When you arrive Honcho will give you a Force Gem and walk off. Now go find the young Goron now outside the Elders house. He wants to move to the big city, so agree to take him there. (--- Fire Realm ---) Instead of warping or something to reach the Forest Realm go to the Tower of Spirits. Why? Because as you cut west as you get near the tower look to the south of the tracks to find a rabbit! Once inside the Tower go to the Forest Realm and drop the Goron off at the city. (--- Castle Town ---) As you arrive youll get a pretty funny scene between the Goron child and Zelda, and then hell go down into the city. Follow and speak with him twice to get another funny bit of dialogue and then finally your Force Gem. Now the path to Disorientation Station is open. A quick note before we go, the woman who wants the fish can noy only be found in her house, just an FYI if you ever want to bring her some more. You dont have to go to Disorientation Station yet, however theres not really much else for us to do, aside from a few more Force Gems, but those are better saved for after. (--- Fire Realm ---) Get to the Fire Realm and then head to the new tracks that opened. Youll find Disorientation Station, and also look to the south just to the east, because theres another rabbit to be had. (--- Disorientation Station ---) There really isnt anything to do outside, well no, thats a lie, theres actually a lot to do. First, however, Zelda will notice one of the castle guards near the entrance to a cave up on the cliff. Odd, lets go see what his deal is in a minute. First, some treasure chests. One is on a ledge to the left; you will need the Song of Birds and the Whip to reach it. Theres a 150-rupee treasure inside. Play the Song of Birds again and take a lift over to the bluff on the right side of the map. Drop down, and use the Whip to swing across a gap. Now head southwest along the cliff edge, kill some green Spinuts, and pick up the chest at the end for a red rupee? Lame. Now that youve got the treasures go make your way up to the Guard and speak with him. It seems he and a partner came looking for treasure, but his buddy hasnt come out in quite some time. Guess the big guy got scared and ran away from the monsters. Some guard. He wants Link to go inside and find his buddy. He also gives you solid hint on where to find the treasure: From the room that knows no south, follow the rocky trail north, north Okay then, so lets go on inside and figure this out. I suggest you try and do this one on your own, just because its a neat little puzzle. If youre having trouble though, or are just lazy, then read on The cave within is, as the name suggests, disoriented. All the rooms look like and you can go in one direction west or east forever, hence the name. However, you can only go so far north or south in two rooms, while in the other you can go on forever. Think of it as a 3 x 3 square; there are nine rooms total. You can keep going left in all the rooms, you can keep going right in all the rooms and it eventually brings you back to where you started. However, you can only go north / south forever in one of the three columns, you get it? Imagine the room you start in as being the center; this is the column where you can go north / south forever. This is important, because we need to find a room with no south, but there are two of them. Well lets use the hints, okay. Go south from where you start and then you have a choice. East into a room with no south, or west into a room with no south. Well if you try each one youll see rocks in each room, as well as if you go north into the next. Rocks are important, because its the rocky trail youre supposed to follow. However, if you go north again on the west, you wont see rocks, but rather, pots. So then, head south from where you start, go east, and then north twice. In the middle room (as in, one north or one east from the start) youll see a death note from the guards buddy. Read if you want, and go north into the treasure room. Kill all the Fire Babas and then play the Song of Discovery next to the stone tile in the northeastern corner to make the chest appear. Grab your Alchemy Stone and get out of this place. Outside talk to the guard one last time, and if you checked out the grave hell give you 100 rupees. Then head east along the cliff. Kill some more green Spinuts, and youll soon come across a chest with 100 more rupees inside. Were all done here now, say good-bye to Disorientation Station. (--- Fire Realm ---) Plot a course now for Wellspring Station, weve got a couple more Force Gems to get. (--- Wellspring Station ---) If were here theres only one reason for it; Mega Ice. Buy your twenty units, we need to bring it to Papuchia Village. Thus, the most effective method to get there with more than enough blocks of our cargo is to take Warp Gate % to the Ocean Realm. (--- Papuchia Village ---) Go down to the fish saleswoman and give her your ice. Shell thank you with a Force Gem opening the tracks to the Pirate Hideout. Nothing else to do here, so leave. (--- Ocean Realm ---) Plot a course to the lone island that just opened up, this is the Pirate Hideout. Before go directly there however, you will notice some rails cutting west back to the Forest Realm. Turn at the intersection and look just to the south to find an ocean rabbit. Now go to the Pirate Hideout. (--- Pirate Hideout ---) As of right now there really isnt anything to do outside, so go inside. Youll play the Pirate Hideout mini-game for the first time. For now, your score doesnt matter, but let me explain the rules. Theres two phases to the game. For the first one, Miniblins will run across the screen, so shoot them with arrows. Each normal hit gives 10 points, and each hit in succession adds 10, so the scores go (10, 20, 30, 50, no 40 for some reason). If you miss, it drops back down to zero. Now if you take too long to shoot a Miniblin it will pick up a cage and toss it at you. Shooting the cage makes it go away. If you get caught you lose and return outside. After completing the first section to escape into a mine cart (no logic there, but whatever) and Miniblins will start to descend on you. Shoot them, because the idea is the same. They will try to throw cages at you. The mine cart is split into two sections. In the third, and final section, youll have a bunch of optional Miniblins along the sides, and a Big Blin dead ahead. You need to shoot the Big Blin ten times to kill it. Once youre outside the man will thank you and want to go back to Papuchia. Get on the train and take him there. On the way youre sure to be attacked by some pirate boats, this time led by a big ship. Dont let the big ship board you, otherwise youll need to play the game you did when Carben was on the train. (--- Papuchia Village ---) Youll arrive and get another Force Gem, this one opening up some rails in the Ocean Realm. Afterwards youll get a pretty funny scene between the guy, his (former) girl, and the ex-mayor of Whittleton. Now youre finally all set in Papuchia (for real) this time. Theres further reason to play the Pirate Hideout mini-game, so back there. (--- Pirate Hideout ---) If you approach the door youll find a Goron boy whose friend was taken by pirates. This is really just an excuse to play the game again. Now is when youre score starts to matter. This game is free, and is considered by some to be the most effective method of getting 500-rupee treasures (because, you know, its free). We only need to play twice. Score between 3000-4000 once to earn a bigger quiver, and then score over 4000 for a Heart Container. If you can score over 5000 right now, then great job, chances are you didnt miss a single target. Its easier to break 5000 later on. Anyway, once youre back outside go down between the two cliffs. Play the Song of Birds and one should show up. Grab on with the Whip and get up onto the platform on the left. Drop down and youll see a Stamp Station. Youre all finished up now, so get back on the train. (--- Ocean Realm ---) Go over to the new tracks that opened, heading due east towards the underwater entrance. Along the wall youll see a Warp Gate, activate it to create a connection to the Forest Realm. This is Warp Gate +. Just as you get off the island, look to the south and youll see another Ocean Rabbit. Now back up and go through the Warp Gate. (--- Forest Realm ---) During your travels you should have got a letter from Niko. Lets go back to Aboda Village. (--- Aboda Village ---) First off, go speak with Niko. If you didnt have 15 stamps earlier you sure do now, so go get your next reward. Now go outside and find the two trees Niko marked in his letter. Play the Song of Discovery near each to find two 150-rupee treasures (two Pearl Necklaces for me). Now were all done and ready to head back to the Tower. Do so, but nore before a quick check to see where we should be! -13 Heart Containers -17 Stamps -39 Rabbits (all for Forest and Snow) -17 Force Gems (all but 15, 18, 20) -Maximum Bomb Capacity (30) -Maximum Arrow Capacity (50) (--- Tower of Spirits ---) If you came through bringing the Goron child to Castle Town then you wont have to watch the cutscene. Its time we end this and go help Anjean. Once youre ready go to the spiral staircase and climb to the top. ~~~ Tower of Spirits Eighteenth Floor ~~~ Wow, just look at this place. Theres a new kind of Phantom here, the Wreckers. They chase after you by turning into balls and rolling after you. They can break cracked blocks this way, so its mandatory if you dont have the bombs for whatever reason. Start by going left and blowing up the two rows of cracked blocks. Chances are a Phantom will hear and investigate. Hide, and then hell probably go south. So run up to the top left corner and into the safe zone. Push the first block out to the left, and then pull the second one left and then down. Step on the switch to make the chest appear. Go around to the right side of the floor by taking either the top or lower path. You need to destroy the set of blocks in the middle and once that is go up into the top right area. Swing across the gap and open the chest for a small key. Our final target is the Tear in the lower right corner. Get down there and destroy the blocks. With your first Tear go to the door in the very north end of the room, right in the middle. Its impossible to miss really. Open the door and climb the stairs to the next floor. ~~~ Tower of Spirits Nineteenth Floor ~~~ Start by going to the right, climbing the platform in the top corner, and grabbing yourself an arrow switch. Go to the left now and down into the next room. Place the arrow switch down on the not-at-all-conspicuous tile and make it face left. Step on the switch to open the door and use the boomerang to turn that arrow switch north. Shoot the switch below you and the eye switch will active, creating a bridge over the gap on the right. As you cross the set of tiles to the left a Wrecker will appear right behind you. Lure him into breaking the blocks surrounding the Tear (or use bombs, whatever) and grab it. Now run to the left and make a path leading into the safe zone. Go up the stairs to the next floor. ~~~ Tower of Spirits Twentieth Floor ~~~ When you start off jump down and lure the Wrecker into destroying the pile of blocks in the middle of the room, and then the ones in the lower right corner. Grab the arrow switch and put it on the sandy platform on the top right corner for the time being. Grab the nearby block and push it between the sandy platform and the one to the left of it. Grab the arrow switch, hop across using the block and place the arrow switch down on the tile. Now go back over to the sand platform and step on the switch. A door will open. Go to the platform just near the staircase, the one against the left wall. Use the boomerang and aim at the platform against the south wall to turn one of the arrow switches north (the one on the left). Go back to the sandy platform, step on the switch and shoot at the arrow switch, which will eventually hit an eye, opening the door to the final Tear. Go get it and then stab the Wrecker in the back to have Zelda take him over. As a Wrecker Zelda can roll around and destroy stuff, shes also really strong. However, she cannot carry Link, items, or talk to other Phantoms. Theres nothing else to do down here, so go back down the stairs. ~~~ Tower of Spirits Ninteenth Floor ~~~ Order Zelda to roll all the way to the right, breaking blocks and stunning the other Phantom in the process. Follow her over and cross the bridge. Make her destroy the Armos that the Miniblin is riding and then kill it. Have Zelda destroy all the Armos statues and head into the middle room. Get up on the platform and turn the arrow switch so it faces north. Shoot it and it will hit an eye, making a chest appear. Grab the chest for a 500-rupee treasure, then go downstairs. ~~~ Tower of Spirits Eighteenth Floor ~~~ Run around and get a good look at this room. There are six switches all together, two in the top left corner, two in the top right, and two in the remaining corners. Only Zelda can pull the big ones, Link has to do the small ones. I think you can figure out what the objective is, so follow what I say closely. Star as Link and go to the top left corner. Pull the small block away from the big one by going left twice. After that push it down three times, and then left up against the wall. Switch to Zelda and push the big block to her left all the way to the left. Then have her pull it up twice, then go around and push it up so its resting on the two switches. Now have her go down near where Link is, and pull the big block near the lone switch out to the right. Switch back to Link. Push the small block hes near down twice, and then loop around and push it down onto the switch. Return with him to the stairs, and then call Zelda over. Just south of the stairs should be a lone block. Push it all the way to the right wall, and then north. It should wind up on one of the two switches in the top right corner. Call Zelda over. Now, just to the south are three blocks, a small one and two large ones. Have Zelda push the one on the left down as far as it can go, and then have her push the one on the right up. As Link, push the small block onto the switch in the lower right corner. Move Link over to the spikes on the left side of the room and switch to Zelda. Have her go to the left and pull the big block left. After that, have her go around and stand on the remaining switch. Switch to Link and grab the key from the chest. That wasnt too bad, was it? Meet up with Zelda in the right side of this room. Have her pull the big block out so you can get back to the outside area. Go down to the lower left corner and youll see another large block. Have Zelda pull it to the left and open the big chest there for a 500-rupee treasure. Youre finished now, so go back to the middle area and climb the stairs. ~~~ Tower of Spirits Nineteenth Floor ~~~ Nothing to do here really, so instead open the locked door and return to the twentieth floor. ~~~ Tower of Spirits Twentieth Floor ~~~ Go right and then have Zelda lead the charge northward. Why? Because therere some boulders coming your way, but she can just roll right through him. Once you reach the top go left and hit the switch to reduce the number of boulders coming down. This is a very vital key. You need to cross the lava here, but Zelda cant carry you! Instead go south, have Zelda lead the way and demolish the blocks, then go up the stairs. ~~~ Tower of Spirits Twenty-First Floor ~~~ Were really getting up there, arent we? Have her clear out the blocks and then step on the switches together. First four Stalfos will drop down, so dispatch them quickly using the bow or bombs. After that three Geozards will drop. You know what to do. Steal their shields away using the Whip and tool em like its nothing. Make sure you kill the one rat thats probably running around too. Once youre done four Phantoms will appear, so haul your behind over to the safe zone. When the moment presents itself, stab one of the Phantoms in the back and have Zelda hop in. Go back downstairs to the twentieth floor. ~~~ Tower of Spirits Twentieth Floor ~~~ Go up but dont across the lava just yet. Instead go south, back down to the previous floor. ~~~ Tower of Spirits Nineteenth Floor ~~~ Go grab the arrow switch from earlier (its on the raised platform in the top right corner) and make it face north. Bring it down to the middle area and put the switch down. Have Zelda pick it up get on the raised platform. Now step on the switch and have her stand on the tile in the next room. Fire at the arrow switch and it will hit an eye, making a chest appear. Open it up for a 500-rupee treasure and call Zelda back. Hit her in the back to make her drop the arrow switch. Now, unfortunately we need to repeat a couple steps from earlier. Have Zelda take the Wrecker Phantom on this floor and go back to the twentieth floor. ~~~ Tower of Spirits Twentieth Floor ~~~ Once again have her lead the way through the boulders. You need to go back up to the next floor and grab a normal Phantom again. Once you do that, head over to the lava. Have Zelda drop down and then get on her back. Now climb back up onto the main ground and go against the north wall. Use the Whip to swing across to the raised platform. Theres an arrow switch here, grab it and then call Zelda. Get on her back and go south, to the platform on the right. Jump onto it and make sure the arrow switch faces right. Put it down on one of the two tiles. Get on her back again and head over to the door on the left. Drop down, and hit the arrow switch so it faces left. Get on her back again and go all the way back to where you go the first switch again; that being the raised platform you needed the Whip to reach. Switch to Zelda after you get there and go pick up the other arrow switch thats facing left. Then, move her onto the two tiles on the lower platform. As Link, fire at the arrow switch to the right first, and then at the one Zeldas holding. Doing this quickly enough (and its very easy) results in the door opening. Swing back to the right and meet up with Zelda. Hit her to make her drop the switch and then get on her back. Head over to the staircase and go up. ~~~ Tower of Spirits Twenty-First Floor ~~~ Nothing to really do here. Just head around over to the staircase. ~~~ Tower of Spirits Twenty-Second Floor ~~~ See those pits of sand? Zelda cant cross those. Just in case you forgot So, have her go north and through the wall of fire, then left through the next wall. Meet up with her as Link and go down. I think you know exactly whats going to happen. Go down and grab the key as Zelda, and sure enough, Key Masters are going to pop up. Lead the charge, taking out the Key Masters from afar using the bow. You will need to split up again. Have Zelda go up and through the flames, then as far right as possible onto a warp pad. Meanwhile as Link head right across the sand, killing the Key Masters, arriving on a pad of his own. You will need to give Zelda cover fire from your side of the room, so be quick about it. Once you switch youre pretty much in the home stretch. Have Zelda go down to the door and open the lock, banishing the Key Masters in the process. Doing this also removes the flames, so meet up over at the stairs and go up them. ~~~ Tower of Spirits Twenty-Third Floor ~~~ Smash all the pots to stock up and then open the double door with Zelda. Save and go up the stairs. You will get a cutscene, and then the next boss battle ensues! **===================================================** || Boss: Byrne | Location: Tower of Spirits || **---------------------------------------------------** || Title: N/A || **---------------------------------------------------** || Weaknesses: Swords || **---------------------------------------------------** || Attacks | Damage Dealt || || Beam Attack | 1/4 Heart || || Slap | 1/4 Heart || || Gauntlet | 1/2 Heart || || Charge Attack | 1 Heart || **---------------------------------------------------** || Strategy || || He looks imposing, but actually hes kind of a || || wimp. Byrne will begin by jumping from pillar to || || pillar, sometimes stopping to fire a beam at you. || || After a time he will try and fire at Link using || || the gauntlet, so dodge that. It will get stuck in || || the ground, so move Zelda over to pull on it and || || bring him to the ground. This is your window to || || attack, so make it count. Repeat this until Byrne || || stops climbing the pillars. || || || || Now its hand to hand combat. The best method || || is to simply slash away at the big man. Generally || || he makes a mistake a some point, allowing you to || || get a hit in. After taking a bit of damage hell || || charge up a big attack. Get behind Zelda and he || || will run head-long into her. They will be caught || || in some kind of a grapple, so use this time to go || || and stab Byrne in the back a few times. Repeat || || these last few steps. Byrne will get quicker and || || make less mistakes as time passes, but keep on || || baiting him into Zelda with the charge attack and || || hell go down in no time. || **---------------------------------------------------** || Overall Difficulty: 4 / 10 || **===================================================** Following Byrnes shockingly easy defeat he simply walks off while Link and Zelda are distracted. Give chase. ~~~ Tower of Spirits Alter ~~~ Head up the stairs and when you get to the top a lengthy cutscene will begin. Malladus will finally take control of Zeldas body, and Byrne ends up learning the truth. However, the Demon King is not yet ready to use Zeldas body, and so he and Cole flee on the Demon Train. With seemingly no recourse, Anjean informs us of the ancient Bow of Light, a weapon with the power to defeat Malladus. Hidden deep within the Sand Temple. After getting a Force Gem from her, its off to the final Temple, for real this time. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | CHAPTER 10: The Sand Realm | {JC0SR} ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (--- Ocean Realm ---) Okay then, now you need to plot a course for the desert. Our immediate goal is not yet the Sand Sanctuary, however you can reach it by going east and then north to the dead end in the desert. As you enter the desert you will see a giant statue. There are four of these in total and they are very important. So mark down its location and the direction it faces. From here turn west and as you cut north you will see a rabbit to the left. Continue north and youll find another statue. Now turn east, and about halfway down to the north youll find another rabbit. When you reach the fork after turning south go back east and around in the square. You will find a rabbit to the right as you turn south, as well as another statue nearby. When youre going back west, eventually youll be forced to turn north or south. Theres also the final statue here. Take note of it, and turn south. As you turn west youll see another rabbit off to the left. Now that you have all four rabbits and have seen all four statues, go to the Sand Sanctuary. If you couldnt guess, its at the end of the random dead end right in the middle of this area. (--- Sand Sanctuary ---) Wow, this place sure is empty. If you go right to the middle of the map youll see a stone statue that tells you to find him by blasting the spot where the stone gazes meet. If you couldnt tell, this place is a replica of how the tracks look out on the overworld. That means, you need to find the spot where the gazes would meet here and blow it up. On the two raised platforms you can find Gossip Stones. If you play the Song of Awakening for them they will confirm what I just told you. So, you should have a vague idea of where to bomb, so get to it. If youre having trouble maybe I can help. The area has five squares, so to speak. You have the rectangle on the bottom, the two smaller squares with the Gossip Stones on them, and the two in the middle that are connected, so to speak. Walk just south from where the Sand Sanctuary would be to the lower, rectangular square. Bomb just off to the left of the tracks, on the top right corner of the rectangle. Its not the exact top corner, just left and down slightly. Go inside and youll meet Rael. You will have to play the last Lokomo Duet here. This one is tricky, especially because Rael continues to play, quite loudly, during your parts. You need to play Green, Grey, Blue, Grey, Blue, Green. Yeah, I know. Once you get it enjoy the cutscene and the music, and the rails in the Sand Realm will appear. Before you go Rael tells you of the three trials guarding the path to the Sand Temple. Those are a big eye that looms in the shadows, followed by the twisted tunnels, and lastly you must face the impenetrable temple. Youve no more business in the Sand Sanctuary right now, so get back on the train. (--- Ocean Realm ---) Take the new rails that opened into the Fire Realm. (--- Fire Realm ---) Inside the long tunnel you need to fight another Giant Rocktite. This one is much like the first, although now it will close its eye sometimes. If this happens, shoot the barrels of explosives lining the tunnel to damage it. Once the beast goes down youll exit the tunnel. Now, the twisted tunnels are split into three main areas. You have a straight line, a set of tracks shaped like a T, and another one shaped like an upside-down T. The direction you need to go isnt always obvious. Enter the first cave and youll come to the upside-down T. Here if you go left and look south youll find one rabbit, and then if you go back east and look north youll find another. Thats two rabbits in this one small area. Now if you try to exit to the east youll be taken back outside. So instead, when you come out, throw the train in reverse and go through the tunnel you come out of. This takes you to the straight line. Back up again and youll wind up at the regular T. Here if you go all the way to the east youll find a third rabbit just south of the tracks. Which tunnel do you take? Well the one to the east takes you to the southern tunnel in this same area, and the tunnel on the west brings you back to the straight line. So the southern tunnel is your only option. Youll wind up back outside, so go on south back to the Ocean Realm. (--- Ocean Realm ---) As you come out look to the left and youll see a Warp Gate. Fire at the Gem and youll open a connection back to the other end of the Sand Realm near the Sanctuary. A nifty little shortcut. As you head west to the Temple look south of the tracks to find another rabbit. This is the final test. What you need to do is go around the Temple and take out all the turrets. Youve got four turrets on the north side to take out. Along the west side youve got three, as well as a rabbit off to the right of the tracks (or west, if youre going around clockwise). Along the south end near the entrence youve got two turrets, and then three more on the east. Once all twelve are out the door opens and you can go inside. (--- Sand Temple ---) For real this time, THIS is the last Temple. Talk with Zelda briefly, and as always go up the stairs and enter the dungeon proper. ~~~ Sand Temple First Floor ~~~ Theres a large room just as you come in. It opens to a number of ways. On the left is a small room you need the Whip to get across, and two smaller rooms in the middle and to the north wall. On the right youve got a long narrow hallway and a small room against the north wall. Believe it or not, right now you can only go right. You need to get through the passage by avoiding the boulders. They do, thankfully, follow a pattern. One will fall down the left, one on the right, and then two on each side again. One of the small nooks is actually a trap door. As you reach the end youll see a platform to the right over a gap. You can get arrows over there if you need them. Go left and look north across the gap. Theres an eye switch you need to hit. Time your shot and once you hit the eye the nearby door will open. Head left into the next room and open the chest for one rupee? Its a trap /Akbar. The doors will close and Stalfos will pop out. Take them out via bombs for maximum effectiveness, and once all six or so are dead open the new chest that appears for a small key. Return back to the entrence and climb the stairs near the central sand pit. Open the door using your new key and head up the stairs. ~~~ Sand Temple Second Floor ~~~ This area is small. Youve got a large room the left (where you are), a small room in the bottom, and another big room on the right, as well as a staircase to the northeast. Cross over the bridge-thing and then drop down. Go down and ignore the monsters for now (Gerune, mind you) and head right. All the way at the end of this room is a Gossip Stone, so play the Song of Awakening for it if you want. Now go north into the next room, you need to get around the rolling bar, things. Its best to wait for the one in the middle and on the left to pass by, and then head up the right side of the room. Go up the stairs at the end. ~~~ Sand Temple Third Floor ~~~ If the last floor was small this is even smaller, of course fitting this is a pyramid. Youve got a large sand room to the south and another room on the left. Going down will prompt a door to close behind you. You have to fight three Stalfos Knights. They arent really any different from the regular ones, except theyre more aggressive. As always kill them using the bow or some bombs, and then head left after the door opens. Follow the path to reach a chest with your next item, the Sand Wand. This baby lets you raise the sand up into platforms. Pretty simple, but it has some unique uses. Go back into the large sand room and use the Wand to raise you up onto the platform near the still closed door. Drop down and go back to the stairs. ~~~ Sand Temple Second Floor ~~~ If you go back down youll notice the three rolling bridge / bar things are lined up. You can stop them by creating a wall of sand. Stop one of them and then get into it, and then stop the other two to create a makeshift bridge. Or, to make it easier, just stop the bridges in the north part of the room and get to the chests using a wall of sand. Youve got two chests on the right and left; a 500-rupee treasure and 20 rupees, respectively. Go back down and around to the main room and then use the Wang on the Gerune. They will run, but keep on them and theyll freeze up into blocks. Three hits will do them in once theyre blocked up, allowing the doors to open. Go back up and youll see that this bridge is also rolling around now. Get yourself up onto the platform to the north and then stop the bridge so you can get over to the stairs. ~~~ Sand Temple First Floor ~~~ Go into the sand pit and near the boulder is a platform. Raise yourself up onto the platform, and then raise yourself up onto the higher platform with the chest on it. Open it up for a 150-rupee treasure. Now that youve got the Wand we can head to the left. Use it to get up on the platform nearby. Now, you can whip across the gap to reach a little secluded area with a Gossip Stone. Song of Awakening if you want, and head back to where you were. From here go north and then west. Here you need to shoot the three eyes, one is level with the ground and two are up high. What you need to do is shoot the bottom one, then use the Sand Wand to make some platforms, and shoot the others. Do this in time and the door will open, so go through it. What you need to do here is get into the little nook on the right and roll the cylinder down using the Sand Wand. Use the Sand Wand to rise up on the left and then go up and climb the stairs. Now move the cylinder back up so its lined up with the little staircases to create a makeshift bridge. Cross over and then roll it down to the other set, and cross back over to the left. Go left and kill the two Gerune to make a chest appear. After that go up and use the Wand to make a platform so you can jump over to the sign. Read it, and draw a line between the three eye switches from a moment ago to the lone eye from earlier. Cross back over, go back and grab the chest for 20 rupees. Return to the entrance and go to the right again. You can either dodge the boulders like you did last time, or use the Sand Wand to rise up on the right and use the platform. The door is closed again, so you need to roll the two boulders out of the way and shoot the eye switch to open it. When youre back in the room where you got the key earlier you need to fight some new monsters, Ergtoroks. Use the Sand Wang to force them up, stunning them, and then attack with the sword. Kiilling them all makes a chest appear, so grab it for 20 rupees. Now head down a bit and use the Sand Wand here. Eventually youll dig up a small key. Return to the entrance once more and roll the boulder onto the catapult using the Wand. Hit the crystal switch to launch the boulder into the wall, destroying it, and go down the stairs. ~~~ Sand Temple Basement Floor 1 ~~~ This floor looks complicated. Youve essentially got ten or so rooms, most of them along the outside walls of the Temple. In the middle youve got the Boss Door, and it looks like weve got to make our way counter-clockwise to it. Awesome. Start by going left and use the Sand Wand to create a path over the quicksand. Open the locked door and head into the next room with two Gerune. Block them up and toss each one onto a switch to open the next door. Head right and up to hit some more quicksand. Start by going left, youve got one platform to reach here. Youll need to be quick and avoid some arrow fire. Once you get to the platform grab your stamp and now head to the right. Youll need to loop around and dodge a series of arrow traps. Once you reach the far side head east to the next room. Youve got your first block puzzle here. Move the block to the right and then down once, left once, and up once. Repeat this again (right, down, left) and it should be in the right spot to open the door. Head south and youll hit another large, sand-filled room. Youve got a switch and some boulders being shot around. Grab a boulder and move it onto the catapult. Then go down and step on the switch to create a bridge. Now use the bow to hit the crystal switch, which will launch the catapult sending the boulder into the cracked wall. Now what you need to do is grab a boulder and place it on the switch, and then head south into the next room. Play the Song of Awakening for the Gossip Stone if you want, and then go into the left room to find another block puzzle. This time youve got different switches to hit, joy. Before you attempt the puzzle, cross the quicksand to the right of the door to reach a chest with twenty rupees in it. Now for the puzzle: Start by moving the top-left block down once, then as far right as possible, then down into the switch. And uh for the second one I wasnt keeping track of what I did. What I suggest is moving it to the top left corner of the area, and then circle it around until its facing the right way. Afterwards you can also do the red switches to open the other door leading to the Boss Door. Problem is I once again did not focus on what I was doing. For the one on the left I just had to move it a couple times to get it in the right place, but the one on the right took some more time. Trial and error I suppose. Once youve completed both puzzles go left into the next room. Get by the rolling cylinder and then kill the two Stalfos Knights to make a chest with a 150-rupee treasure inside appear. Go north and what you need to do is get on the platform just near you. Stop the lower bridge and then get onto it. Walk south and hit the switch to open the doors. Now you need to line the other bridge up with the door and then cross it to reach the next room. The door closes behind you and what you need to do is kill four Ergtoroks. Once you do so the door opens, so head north and use the Wand to raise up the sand. You should find 140 rupees and the Big Key. Carry it back to the Boss Door (no Keymasters here) but you need to have decent timing to create a bridge over the quicksand. Open the door and go down the stairs. ~~~ Sand Temple Basement Floor 2 ~~~ As usual break the pots to stock up and read the sign to make a warp appear. Save and go down the stairs for your next boss fight. **===================================================** || Boss: Skeldritch | Location: Sand Temple || **---------------------------------------------------** || Title: Ancient Demon || **---------------------------------------------------** || Weaknesses: Sand Rod, Boulders || **---------------------------------------------------** || Attacks | Damage Dealt || || Boulder Blast | 1/2 Heart || || Laser Beam | 1/2 Heart || || Bite Attack | 3/4 Heart || **---------------------------------------------------** || Strategy || || The fight will begin with the pile of bones || || shooting boulders at you from its body. Use the || || Sand Rod to stop the boulders and then roll it || || a launcher. Make sure your boulder doesnt get || || hit and destroyed by another one. The holes he || || shoots out of glow red when hes about to fire. || || Wait for an opening, and then launch the boulder || || at him, breaking a vertebrae. Repeat this process || || a second time, but make note that he now fires a || || total of three boulders instead of one. Once you || || have your opening fire the next boulder to remove || || his second vertebrae. || || || || Now his weak points are covered by armor, so || || we need to change tactics a bit. So, get one of || || the boulders onto a launcher and then run to the || || left a bit. This piece of armor has a hole on the || || right side, and Skeldritch will always face you. || || Wait for your opening and shoot the switch near || || the launcher to send your boulder at his exposed || || right side. From here he will fire out red rocks || || which travel faster and come out quicker. Use || || more piles of sand and load one up onto a launch. || || This piece of armor has a hole on his back. So, || || run to the opposite side of the room so his back || || is turned away from your boulder, and shoot the || || switch to give him a nasty surprise and remove || || ANOTHER vertebrae. One more to go. Now he will || || fire four consecutive boulders at you. His only || || remaining weak point is not-quite behind him, and || || to the left a bit. This can make setting up a || || clear shot to your launcher a chore. One good way || || is to get a clear shot, shoot, and then quickly || || run a bit to the right so his weak point is open. || || Once you score that last hit get ready for one || || more phase. || || || || Hes down to just a skull and an obvious weak || || point at the back. The object here is to use the || || Sand Rod to trap him, and raise yourself up so || || you can get around behind him. Because his only || || attack is biting, he gets stuck behind sand. Only || || a few hits are needed, and the old fossil will go || || down. Guess you could say he, bit the dust? || **---------------------------------------------------** || Overall Difficulty: 7 / 10 || **===================================================** Once the beast goes down watch as the sand drains from the room. Open your chest for a Heart Container and go down the stairs. Go up the stairs at the end of this room and open the chest for the Bow of Light. A warp will appear, so take out the Bow, let the arrow charge and shoot the big eye switch (from here on out called light eye switch) to make a bridge appear. Cross it and step into the light. Youll get a long cutscene once you board the train. You will learn that to find the Demon Train and the Dark Realm you need the Compass of Light, an object hidden away in the Tower of Spirits under the alter atop the Tower. To help in the quest Anjean gives you the Lokomo Sword, which is both more powerful than the Recruits Sword and does not need Tears of Light to possess Phantoms. So, we need to head back to the Tower of Spirits one last time. For the first time in this guide were going to skip the sidequests for now and go right there. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | CHAPTER 11: Compass of Light | {KC1CL} ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (--- Tower of Spirits ---) Ill be honest, Im not looking forward to this section. This here is without a doubt the most difficult and frustrating part of the entire game. It could take very well up an hour even with this guide. This section alone took about two hours to find the best route and write it all down. Once you get in, go climb the spiral staircase to the top. Head through the room where you fought Byrne and youll be taken outside. ~~~ Tower of Spirits Alter ~~~ Head up the stairs and just at the top youll find a Stamp Station. From here go to the alter and shoot two charged arrows at the eye switches. This creates a staircase leading down back into the Tower. Stock up on supplies in this room and head down the stairs to reach the Temple proper. ~~~ Tower of Spirits Thirtieth Floor ~~~ Wow, this is it, the last hurdle. A Phantom will appear right when you walk down, and Zelda will chat you up some. Remember, you no longer need Tears in order to take control of Phantoms. You cant go down yet, in fact you cant go much of anywhere except for the staircase behind you. So go down. ~~~ Tower of Spirits Twenty-Ninth Floor ~~~ Welcome back to Black-out Basement! You didnt think we were done with this, did you? Start by nabbing up one of the Phantoms for Zelda, and then have her speak with one. Youll get an obvious hint, so move Link to the northwestern corner of this room. Bomb the wall and youll make a hole you can go through. Crawl through and then climb the stairs inside back up to the top floor. ~~~ Tower of Spirits Thirtieth Floor ~~~ Go down and leave this little side area to go back to the main room. In the lower corner youll see a pile of blocks. Blow them up to reveal a chest with a 500-rupee treasure inside. To your right is a circle warp pad, so just make a note of it. Now move Zelda over near the sand pit. Using the Sand Wand raise Link up and have him get on Zeldas back. Cross over to the raised platform near you and step on the switch to make two Phantom Eyes and a Warp Phantom appear. Go back through the door and return to the previous floor. ~~~ Tower of Spirits Twenty-Ninth Floor ~~~ Head over to the other staircase and move back up to the thirtieth floor. I recommend marking down where the staircase is for future reference. ~~~ Tower of Spirits Thirtieth Floor ~~~ Move Zelda across the spikes to your right and move onto the nearby switch to lower them. Have her drop down into the lava and get on her back. Now there are two switches you need to hit, and you have a time limit. On little ledges to the north and south of this room are the switches you need to hit. Move close to the top one and hit it from around a corner with the Boomerang, then move down to the lower one and do the same thing. I suggest killing the Fire Keese and stunning the Eye to make this job easier. Hitting the switches opens a door leading to a staircase leading back down to the twenty-ninth floor. ~~~ Tower of Spirits Twenty-Ninth Floor ~~~ What you need to do is go left. Youll have to avoid some Nocturns but soon youll find a stone sign up against the corner. Read it for a hint. Darkness can open a path. Pull out the Whirlwind and start to blow out the torches. There are four nearby (including over by the stairs. Head down after and blow out two more (one to the right and left by the door) to open the door up. Mark down where the door was so you remember how to navigate this area. What you want to do now is nab yourself that Torch Phantom. Once you get him go back to the first area and relight all the torches. Once youve done that head back to where you got the Torch Phantom. There is a torch if you go left from the door up against a corner, light that one too. Now go down and light the torch over by the door and continue going left. As you go left a Warp Phantom will appear. That makes all of them on this floor. Keep going in that direction and light two more torches. Just south of the Warp is another torch, so move Zelda down to light it. Northeast of that one is another torch next to a stone sign. Light it, and read up for a hint if you want. Hitting the two eyes in the dark makes the key appear. Hm One of them is near the Warp, so well deal with that in a minute. To your right is another torch, light that one too. Now, youre probably thinking, get the Warp Phantom. No, not yet. Instead go back up to the thirtieth floor by way of the staircase in the northeast section. ~~~ Tower of Spirits Thirtieth Floor ~~~ Hop on Zeldas back and cross over to the safe zone on the left. Go to the staircase in the north and walk down it. ~~~ Tower of Spirits Twenty-Ninth Floor ~~~ Head down to the where the door is southwest and light the two torches to open a door. This uncovers a staircase heading down. Lets go see what waits for us. ~~~ Tower of Spirits Twenty-Eighth Floor ~~~ This is annoying, very. First leave Zelda be and jump down into the sand pit to the north. Take out the Stalfos Knights and then go back near Zelda. Move her just to the edge of the platform and then use the Sand Wand to create a path leading to the torch on the northeast platform. Have Zelda go hit it, and then raise Link up using the Sand Wand. Take out the Boomerang use it to light the torch on the left. This results in two chests appear in the lower area. Make a bridge for Zelda and move her back to the stairs, and then get on the platform yourself. Go down solo as Link and kill the three Stalfos Knights. Now go back up to Zelda. What you need to do here requires some good multitasking. Get up onto the higher platform and with Link and jump on Zeldas back. Now, create a sand bridge bit by bit heading over to the chest on the right. Get onto the lower platform next to the chest and then have Link go grab it for a small key. Jump back on Zeldas back and go grab the other chest. Once again, make a bridge bit by bit and make sure you get on the platform near the chest. Grab that one for a 500-rupee treasure. Head back to the stairs, making a bridge for Zelda and go back up them. ~~~ Tower of Spirits Twenty-Ninth Floor ~~~ You can head right and read a sign for a hint, but really, you dont need it at this point. Head to the stairs and go back up. ~~~ Tower of Spirits Thirtieth Floor ~~~ You know what to do Im sure. Go back to the staircase in the top right corner and return to the previous floor. ~~~ Tower of Spirits Twenty-Ninth Floor ~~~ Now we need to hit that eye switch. Head over to the Warp Phantom and you can distract him a number of ways. Have Zelda speak with it, toss a bomb somewhere. Just get to him and stab him in the back. Once youve got the thing, shoot the first of two eye switches and return to the thirtieth floor once again. ~~~ Tower of Spirits Thirtieth Floor ~~~ As always go back to the staircase in the north. ~~~ Tower of Spirits Twenty-Ninth Floor ~~~ Head to the cracked wall in the northwest corner. Remember that? Yeah, I do. Go back to the thirtieth floor. ~~~ Tower of Spirits Thirtieth Floor ~~~ Move Link down into the circle warp pad you marked down earlier. Then have Zelda warp directly south of him when the Phantom Eye is hovering over the pad. They will swap locations. Move Link to the safe zone nearby and switch to Zelda. Wait for the Eye to get near the spikes and the triangle warp pad now and then warp her over. Have Link stand on the Triangle pad and move Zelda across the spikes onto the other one. Swap spots and then have Zelda stay where she is (not like she can move anyway). Move Link over the sand to the Warp Phantom and lure it out with a bomb. Make your life easier and stab it in the back to let Zelda posess him. Shoot the eye with a charged arrow and a door will open. If you did take the Warp Phantom nearby have Zelda warp back onto the lower triangle warp pad and then get on the other one with Link. Swap spots and then meet up down by the safe zone near the newly opened door. Use the Wand to create a raised platform with the Sand Wand and hop on Zeldas back. Go right and kill the Miniblin and then head over to the gap. Turn the arrow switch north and fire a charged shot into it. Jump off of Zeldas back, blow up the cracked blocks to reveal some Armos Statues and then go down the stairs from the newly opened door. ~~~ Tower of Spirits Twenty-Ninth Floor ~~~ Move to the left through the torches. Zelda will probably get hung up by the rats, but ignore it for now. Over by the door on the left is a lone torch, so use the Boomerang to light it. The two remaining doors will open. Now go back and shoot a charged arrow into the eye switch and grab the chest for the next small key. Before you leave grab the Wrecker Phantom, make sure Zelda isnt being hung up by a rat. With your second key and Zelda as a Wrecker go back up the stairs you came through. ~~~ Tower of Spirits Thirtieth Floor ~~~ Destroy the Armos Statues under the blocks to reveal a chest with your final small key in it. That makes all three. Head back down to the twenty-ninth floor, but not before removing the Armos Statues leading back into the central area of this floor. ~~~ Tower of Spirits Twenty-Ninth Floor ~~~ Directly south of the left door in the center of this area is a staircase heading down. Find it, and go down. ~~~ Tower of Spirits Twenty-Eighth Floor ~~~ Okay, youve got three doors and three keys. Which do we go through first? Well it depends on what Phantom youve got with you. Since weve got a Wrecker, lets go to the right. Open the door and head down the stairs. ~~~ Tower of Spirits Twenty-Seventh Floor ~~~ Have Zelda hang around for now and move Link down and around to the ramp on the southern end. Destroy the blocks using some bombs and then read the sign near the Eye for a hint we need later. Now you need to make your way up the narrow path, or at least Zelda does. Have her Zelda lead the way and destroy the boulders trying to bar your path. Once you reach the end, hit the crystal switch (if Link went along) in the safe zone. Head to where the lone Phantom Eye is and destroy all the Armos Statues and blocks. Now go back up to the previous floor. ~~~ Tower of Spirits Twenty-Eighth Floor ~~~ Go up to the dark room and grab a Warp Phantom, then return here. Now lets go through the door on the left. ~~~ Tower of Spirits Twenty-Seventh Floor ~~~ Okay, now step forward with Link and a bunch of Phantom Eyes will appear (if they havent already). Have Zelda warp to the one nearby and step on the switch. After, have Link go down and raise himself up using the Sand Wand get on her back. Go down to the gap and swing across, then hit a switch on the other side to create a bridge for Zelda. As you go forward another Eye and a Warp Phantom will show up. Leave Zelda behind for now and head up. Kill the Stalfos Knights. Climb onto the platform on the right and let Zelda take over the Warp Phantom. Kill the Eye for now and then use the Boomerang to turn the arrow switch so it faces north. Now move Link somewhere safe for now and have Zelda warp over to the arrow switch when the Eye respawns. Make her pick it up and then get onto the not at all inconspicuous raised platform and shoot a charged arrow at the orb to hit an eye switch. Theres three total, so one down. Now have Zelda warp over to the Eye that was encased in the blocks and statues, and then move her north onto the circle warp pad. As Link, head right and youll see the correlating warp pad just near a lone switch. Swap locations with Zelda. Have her move up onto the switch and move Link down, killing the Phantom in the process. Hit the arrow switch on the right over the gap with a charged shot to hit the next eye. Go now to the door in the northeast corner, using the crystal switch to slow the boulders. Warp Zelda over to you and return to the twenty-eighth floor. ~~~ Tower of Spirits Twenty-Eighth Floor ~~~ One door left, but we need a Torch Phantom. Go grab one, and then open the door in the middle. ~~~ Tower of Spirits Twenty-Seventh Floor ~~~ Therere four torches you need to light in a specific order. The ungarded torch, the one surrounded by sand, the one over the abyss, and the one protected (or something like that). That means this: 1 3 4 2 Have Zelda walk over and light #1, then use the Boomerang to light #2 and #3. Finally make her walk over the spikes and light the fourth and final one. Head over to the door that just opened and shoot the final target with a charged arrow to open the door. Head up, kill the Eye and go down the stairs. ~~~ Tower of Spirits Twenty-Sixth Floor ~~~ Step forward, the door closes and Zelda tells you to get ready. First nine of those uber-Chu Chus appear. Use bombs as Link and let Zelda attack them to get the job done fast. After those nine Stalfos will appear, five regulars and four Knights. Kill those with arrows and bombs to make three Geozard Chiefs appear. Use the whip to remove their shields and tool em in a matter of seconds. Once the beasts are dead the door opens and Zelda celebrates a bit. ~~~ Tower of Spirits Twenty-Fifth Floor ~~~ When you arrive the room will fill up with one of each Phantom. You want to grab the Wrecker, he makes this job easiest. Eh of course the problem with that is we need the Fire right now. So work your way over to him and have Zelda posses him. Yes, you already have a torch Phantom, but youll make this easier by taking this one. Now right in the middle of the room is a locked door. Have her light the torches to open it. You need to go in from here and take the Warp Phantom. This can be tough and the regular one is bound to see you at some point. Once she has control of the Warp head over to the sand pit. An Eye should have appeared by now, so stun it for the time being. Make sure its on your side of the sand and have her warp across. Step on the switches to open the door behind the sentry Phantom. Finally, go get the Wrecker and have him steamroll its way up the middle, stunning both the Warp and normal Phantoms. Open the door alongside Zelda and head through it. Head up and open the chest to grab the Compass of Light. Step into the light to return to the main lobby. After six or so pages on Word and two hours weve finally got the Compass of Light. We now know the location of the Dark Realm and the Demon Train. But before we can have the finally battle we need to go over some last minute preparations. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | CHAPTER 12: Final Preperations | {LC2FP} ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (--- Castle Town ---) What youre going to want to do first is go to Castle Town. If you check the mailbox you should have a letter from Ferrus. He made a big mistake, or so he says. Hell attach a picture of where to find him in the Fire Realm, so well go do that in a bit. For now, head to the Take em All On mini-game, because the final door has opened up. Like the previous level it costs 50 rupees. Youll have to fight all five of the Temple-bosses this time, although in a gauntlet. Instead of having three floors spaced each time, they all appear one after another. I recommend taking a purple potion and another one, perhaps a yellow. Your prize for wining varies. Youll get a 150-rupee treasure when you defeat Skeldritch, and once you complete the game youll get either a 500 or 2500- rupee treasure. It seems to be random, because my first time it took me fifty minutes and I got a Reagl Ring, then when I did it in thirty-two minutes I got a Mystic Jade. If you need more help, check out the mini-games section. ROOM 1: 4 Purple ChuChu, 4 Helmet ChuChu ROOM 2: 16 Green Spinuts ROOM 3: 6 Stalfos ROOM 4: 6 Fire Keese, 6 Ice Keese ROOM 5: 3 Big Blins ROOM 6: 6 Stalfos Knights ROOM 7: 5 Gerune ROOM 8: 4 Ergtorok ROOM 9: 4 Heatoise (no items allowed) ROOM 10: 12 Freezards ROOM 11: Armored Collosus, Stagnox ROOM 12: Master of Icy Fire, Fraaz ROOM 13: Barbed Menace, Phytops ROOM 14: Lava Lord, Cragma ROOM 15: Ancient Demon, Skeldritch ROOM 16: Bonus Boss (Im going to save the surprise!!!) When youre all done go up to the Cucco Man and buy some Cuccos. We need to bring five of them to Rael over at the Sand Sanctuary. One your way make sure to stop at Beedle. If you arent a Gold Member you should be by now. Buy up everything until you hit 500 points, because you want to get the Heart Container. (--- Sand Sanctuary ---) Provided you got the Cuccos like I told you to, go and speak with Rael. Youll get Force Gem 20 for your efforts, which opens the way to Ends of the Earth Station. Now grab one of the Cuccos and use it to glide over to the small island. On the larger one youll find the final Stamp Station, completing our collection. You can bring more of the birds to Rael if you want another reward, but theres no need to. Leave and head to the Fire Realm. (--- Fire Realm ---) Go to where the new tracks opened up, and youll find the last mountain rabbit as you turn east and begin your descent down the hill. At the end youll find Ends of the Earth Station. (--- Ends of the Earth Station ---) So, make your way there and arrive outside. Not much to see, a few doors, some sand pits, thats about it. Within each cave are three puzzles each, for a total of nine. The three puzzles are grouped by difficulty, more or less being easy, medium, and hard. For completing all three of each set youll get something nice, so I suppose we dont have a choice, do we? First head into the center cave for the Brainteaser Puzzle (not Master, you silly Euros). The first puzzle is rather simple, one block, one switch, and a lot of space to work with. This is easy. Move the block left, left, down, down, right, up, right. In the next room weve got a bit of a weird shape to work with, but its still very easy. I mean all you really have to do is look at it. Move the block right, right, right, down, down, down, and then left. Wow, talk about a braineaster alright. This last room is a bit tougher because there really isnt a lot of space to work with. Start by going left, down, right, up, right, down, left, left, up, right, down. Go up the stairs to pick up your 500-rupee treasure, and then exit through the door. Cross the bridge and open your chest for a big green rupee. Now head up the cliff and go into the left cavern, this is the Braintwister Puzzle (once more, it isnt Tempered, but it may test your temper ~_^). Now we get a little more complex because we have two boxes. Note that Im using a lot of trial and error here, so these directions arent the best. Begin with the block on the left and move it up, left, up, right, down, down, down, left. Now for the block on the right move that up, right, up, left, down, down, down. Move the first block up one space, and move the second block onto its switch. After, move the first block BACK onto its switch. On to the next room! Begin with the bottom block and move it right and up, and then move the upper block left. Back to the first block, move that up, left, down, down, right, up, left, down, right, up. Now for the second block, move that one down, down, right, up, up, left, down, right, up, left, down. Did you get all that? I hope so, on to room number three. Talk about a curveball, now we have three boxes! For the sake of being simple, the left block is one, the middle block is two, the right block is three. Start by moving one down, and then two and three up each. From there move two left, and one right and down onto the switch. Move three down, right, down, left, and then two right, and down. Back to three, move it up, and right, then move two left, up, up, and left onto its switch. Now for three, move it right, down, left, left, up, right, right, right, up and onto the switch. Youre all done here, go on ahead to grab your Heart Container, and then leave. Cross the bridge and open the chest for another big green rupee. Now that thats over and done head up to the final room on the right. This is where youll find the Brainmaster Puzzle. This is your golden opportunity, but it sure isnt the Golden Puzzle! You start with three blocks, from left to right, one, two, and three. Move number one right, down, and then right. Move block two left, down, and left; you need to move block one up and then back down to do so. For block three move it left and down, then move block one up again, then left, and then down. Back to block three, move it up, then as far right as possible, followed by down. Finally move block one up, right, and back down again. Head into the next room and youll see only two blocks, top and bottom in this case. Move the bottom block right and up, then the top block down and right. After that move the bottom block left twice, down, right, up, left, down, and right. Go back to the top block and move it up and left. Move the bottom block right, and the top block down and left to finish up. One more left, so head into the last room to find three move blocks, from left to right, one, two, and three. Start by moving two down and one right. Then go two left and up, one down then right. Now move three left then down, and move one up. Move three over left again. Move two right and down, then three up and two right. Move three down again into its slot and one left then down. Easier than it looks. Nab your Regal Ring and grab the other chest on the way out for another big green rupee. If youre having trouble following my directions I have a more streamlined version in the sidequests section. Once youre all set leave Ends of the Earth Station and never look back. (--- Fire Realm ---) You should have got that letter from Ferrus earlier. To find him go just north of where the * Warp Gate is. Speak with him, and after being so distraught and meeting Alfonzo he wants to check out the Underwater tracks. Head to the Ocean Realm and then bring him to the Ocean Temple. (--- Ocean Temple ---) When you arrive Ferrus will thank you with another Force Gem. You can speak with him afterwards, but hell just say to leave him be so he can explore. Uh okay Ferrus, good luck getting out of here. Leave and return above the water. (--- Ocean Realm ---) Head to the new tracks that opened. You can either warp to the east side of the desert and head north, or use Warp Gate $ and get there from the Fire Realm. The Station you need is just to the north, but before that head into the very long tunnel. Make sure you enter from the north and head south. Another Giant Rocktite will drop down and you need to battle him similar to how you did the last one. However, this time youll be constantly mobbed by smaller ones, making this very annoying. Once you kill the giant bug return to the north end of the tunnel and stop at the Station. (--- Dark Ore Mine ---) When you arrive youll see a bunch of boulders and stuff, but unfortunately you cant blow them up. Go inside any of the doors, since there isnt much to do inside. I picked the middle door. Go straight and talk to the Goron, agree to buy some Dark Ore for the high amount total of 200 rupees. Dark Ore is like Mega Ice, it melts in the sun. Thats why the mines are kept so dark so the Ore stays in-tact. We need to get five pieces of it to Linebeck, and the only way to do that is head through the large tunnel. That is why we killed the Rocktite, because each time you get hit you lose a piece. You can afford to get hit once in the tunnel. After buying your load head right and then head up. You should see two torches, play the Song of Discovery there to find a chest with a 500-rupee treasure in it. Normally we would have needed a letter to find this, but I dont want to come all the way out here again. Once you have that leave and get back on the train. (--- Fire Realm ---) Now go south through the tunnel. You can only afford to take one hit. Once youre out head south into the Ocean Realm and then go through Warp Gate = to reach the west side of the desert. After that you have two options. You can head south towards Papuchia and then go west into the Forest Realm, or you can take Warp Gate + and head that way. Pick one, it doesnt really matter, and get there without getting hit. (--- Trading Post ---) Head inside and speak to old Linebeck. Say Nothing and then agree to give him the Dark Ore. Youll get the final Force Gem as a reward. You can replay this if you want, and each time he gives you a random treasure and one hundred rupees. Head out, because youve got nothing left to do here. (--- Ocean Realm ---) Head to the new island now. As you turn south to go back east, youll see the final rabbit in the water. This makes all fifty, so well go get our prize in a bit. First, reach the Station and get off the train. (--- Lost at Sea Station ---) As you first arrive you will see a large cliff and some surrounding land. The first thing to do is to *gasp* actually put the Songs of Light and Discovery to work. You will find two crystal beacons, one in the lower-left part of the map, and one in the top-right. Play the Song of Light at each of them and head to where the beams intersect. There play the Song of Discovery to make a chest appear containing a 500-rupee treasure! With that done head north to the cliff wall and Im sure youll notice a bird flying around. Play the Song of Birds and use the Whip to reach the top of the cliff. Youll see four crows on the trees, take them all out and play the Song of Light near the crystal beacon. Blow up the wall that it points to and head inside. Inside youll find a Gossip Stone. Play the Song of Awakening and it will ask if you want to enter a far-away dungeon. According to our stone friend it is (allegedly) an exact replica of a temple in a distant land. Well that sounds swell, only we cant use our sword or bow. Agree anyway, because we need to go through here (well we dont NEED to, but we WANT to). Youll end up in a dungeon that resembles the Tower of Spirits. The music, however, is that of the Temple of the Ocean King from Phantom Hourglass, and I guess this dungeon is supposed to be a replica of that temple even though it looks nothing like it. You will notice Phantoms on the map, too bad we cant have Zelda possess them without our sword V_V. Now on each floor, as you enter, youll see a stone tablet. Read it and it tells you what you must do to complete this floor. ~~~ Lost at Sea Station - First Floor ~~~ So first floor. Our goal is to light all of the torches while avoiding the normal Phantoms, not a problem. The first torch is in the exact center of the room, like, the EXACT center. So run into the safe zone, grab the chest for a 50-rupee treasure, and wait for the Phantom to pass by. When the coast is clear, rush in and you will see two torches, one of which needs to be light. From there head up to where the door is and youll see two torches light. Head to the right, near where the fire jet is. Toss the boomerang through the torch on the right, and then send it over near the corner for your next torch. The next torch is in the exact same spot, just on the left. Once youre all clear head down to the next room. ~~~ Lost at Sea Station Second Floor ~~~ This floor is pitch black and two Torch Phantoms patrol. Your goal here is to extinguish all the torches, so break out the Whirlwind. There are thirteen total, and I will do my best to guide you to them. Start in the safe zone, thats got #1 and #2 right there. From there go left for #3, and then down for #4. From there go right through the darkness to find #5, and youve got #6 just below it, although you may want to wait on putting that one out. Return to the safe zone where you began and go right to find #7, and then go down a very long way to reach #8. Somewhere around here you can go right some more to find a path that leads to a safe zone and some treasure, although I forgot to run and grab it as I was typing this up (I think its a 150-rupee treasure). From #8 go right and down to find #9, and then left into the safe zone with two more torches. From this safe zone go left more to find #12, and final up to reach the final torch, lucky #13. Were all done here, so return to the second safe zone and continue your descent. ~~~ Lost at Sea Station Third Floor ~~~ Now things are going to pick up because weve got Warp Phantoms to deal with as well as Phantom Eyes. The objective here is to find many pairs of switches (all located in the corners of the room) and pull the right one with the Whip (similar to the Ocean Temple). There are four sets of the fish statures total, as I said, one in each corner of the room. If you pull the wrong one, a Phantom Eye will appear, making your life quite difficult. There is NO way to tell which switch is correct, with exception to me telling you. You can also find some treasure in the northeast part of the room, so make a note of that when youre headed that way. Heres what you do; in the southwest corner pull the right switch, in the northwest corner pull the left switch. Make your way across the gap to the northeast corner and pull the right switch, and finally get the right one in the southeastern corner. This one is probably the hardest, since you may have to lure the Phantom out of there to reach the switch. Once youre done head to the middle of the room and go down to the fourth floor. ~~~ Lost at Sea Station Fourth Floor ~~~ As you may have guessed ahead of time this place is filled with Wrecker Phantoms, making it quite hazardous. The goal here is to destroy all the cracked blocks. Now the game probably assumes youll use Wrecker Phantoms for the job, but in all honesty bombs are easier, and we may as well put those thirty to good use. So then, blow up the blocks in the left side of the map first, avoiding the Wreckers, and being sure to nab the treasure chest in the safe zone at the bottom corner. Make your way around to the north side and destroy the blocks heading to the right side of the room. Continue your own little path of destruction, making sure to nab another chest in the northeastern corner of the room. Be sure to use bombs wisely, and once you destroy the last block the door will open. Again, you can use Wreckers here, but bombs are much more efficient and a whole lot safer. I do not, however, advise using bombs if you dont have the upgrade. You are going to want them for the last floor, because they make it easier. ~~~ Lost at Sea Station Fifth Floor ~~~ One of each Phantom, four corners to the room, and our goal? Find the four treasure chests. Im sure you can wager a guess as to where the chests are, the only thing we need to do is figure out how to reach them. Start in the lower-right corner and use bombs to blast through the four layers of blocks, or use the Wrecker if youre feeling a bit cunning. Grab the chest and make your way to the top-right section. This chest has no fancy tricks, so just grab it and take notice of the nearby fish statues. Pull the switch on the left to lower the spikes surrounding the chest in the top-left corner. Pulling the wrong switch summons a Phantom Eye near the door, aka your escape. With two down and two to go make your way to the top-left corner and grab your third chest. Therere some fire jets to the far north with some range, so make sure not to get surprised by them and take unnecessary damage. Finally head to the north part of the room and youll notice some torches. Light up the one that isnt on and run to the bottom-left corner to grab the fourth and final treasure chest. What a deal huh? We get treasure and the door opens for us! Head to the door and exit through the north. Open the large chest for *drum roll* a Regal Ring! Exit through the blue light. Were all done here at Lost at Sea Station, but remember that this isnt a onetime deal like the other bonus Stations. Thats right you can replay the Lost at Sea Station over and over again to get unlimited Regal Rings and a good deal of other treasures as well! When youre all done head out of here. With this Station complete weve done almost everything in the game! (--- Forest Realm ---) Sweet, awesome! We only have two more things to do. First head to Rabbitland Rescue and get your final reward, the first Swordsman Scroll. This gives you a beam when your health is full. After that head to Aboda Village. Speak with Niko to get your final reward, the second Swordsman Scroll. This lets you use the Great Spin Attack. Sweet. Now that weve gathered everything this game has to offer lets head for the Dark Realm. The final battle is nigh. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | CHAPTER 13: The Demon King | {MC3DK} ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (--- Dark Realm ---) Make your way to the isolated island west of Aboda. Outside of the massive building is a portal that takes you into the Dark Realm. Save before entering. Youll have a sort of game to play now. Scattered along the tracks are Tears of Light that, when picked up, speed up the train and surround it in a veil of light. During this time you can finally get revenge on the Dark Trains by ramming into them. You need to destroy each and every one of the trains. Using the whistle will speed you up significantly. Go ahead and grab the Tear right in front of you. Speed up using the whistle and wreck the first train. Once you get that one, head right to the next area and get that train too. From here head up to the center area and hit the lone train up there. Turn back around now and the central warp on the right side of the map. Grab the Tear here and head up into the next warp, which will send you to the area in the top left corner. Once you knock out that train head into the warp on your left. This is the last spot and it can be a bit tricky. What I did was go north and then loop down to grab the Tear here. Both Armored Trains were heading in my direction and they took it hard. Once you get this done youll have a cut scene and the Demon Train will appear. Youve got the first part of the final boss now, so good-luck. **===================================================** || Boss: Demon Train | Location: Dark Realm || **---------------------------------------------------** || Title: N/A || **---------------------------------------------------** || Weaknesses: Cannon || **---------------------------------------------------** || Attacks | Damage Dealt || || Ram | 1 Heart || || Explosive Barrel | 1 Heart || || Laser Cannon | 1 Heart || || Rotating Lasers | 1 Heart || **---------------------------------------------------** || Strategy || || Its time to finally put your engineer skills || || to the ultimate test. This battle takes place on || || four rails, two of which the Demon Train uses up. || || Your goal is to stay out of its way and damage it || || before reaching the ends of the tracks. When it || || begins to change lanes Zelda will warn you, so || || slow down and change lanes when you get a chance. || || You never want to be on the same rails as it. || || Also remember that controlling your speed is key. || || You do not want to go too fast or too slow during || || this battle. || || || || For the first phase you will wait until the || || hatches at the back end of the train open. Fire || || into it to destroy the explosive barrels and hurt || || the train. There are five compartments total, so || || you will need to do this five times. Its back || || end will fall off afterwards and youll return to || || the start of the tracks. || || || || Now you have to take out the middle section. || || There are four compartments with lasers inside. || || When the hatches open, fire at the lasers, two || || shots will do the trick. Also keep an eye on the || || map and change rails if you see some purple fire || || coming up ahead. When all four cannons are gone || || this cart will call off too and you will return || || to the start of the tracks a second time. || || || || This is it. In this phase the train will fire || || rotating lasers at you. Ride alongside the train || || and shoot at the little crystals or whatever they || || are to disable the lasers. Once you hit all five || || lasers the train will slow down. This is your || || opportunity to speed ahead and launch some shots || || right at its ugly mug. Repeat this about two more || || times and the Demon Train will be defeated. || **---------------------------------------------------** || Overall Difficulty: 5 / 10 || **===================================================** Upon defeating the Train you get the option to save. Doing so will make it so everything youve done up to now saves, useful if you didnt take my advice and save before entering the Dark Realm. On the other hand, saving it renders this fight impossible to replay. So, the choice is yours. Afterwards the final battle essentially begins. I wont bother describing the cutscenes. Below are listed the strategies you will need for the final fights. **===================================================** || Boss: Malladus | Location: Atop the Demon Train || **---------------------------------------------------** || Title: Chancellor Cole and Puppet Zelda || **---------------------------------------------------** || Weaknesses: Bow of Light || **---------------------------------------------------** || Attacks | Damage Dealt || || Laser Beam (Mal) | 1/2 Heart || || Ghost Rats (Cole) | 1/2 Heart || || Phantom Sword | 1/2 Heart || **---------------------------------------------------** || Strategy || || This is more of a mini-game than a battle. The || || goal here is to move Zelda all the way up to her || || body while protecting her from Coles ghost || || rats. If one of the rats touches her Cole will be || || able to control Zelda. He will move her to the || || back end of the train and try to attack Link. If || || this happens quickly roll behind Zelda and cut || || strings or use the Boomerang. You will need to || || keep Link behind Zelda so that the laser cant || || touch him. As you get closer and closer to your || || goal Cole will keep changing up the patterns his || || rats follow, so pay close attention. Parts of the || || the train will also shift about in an attempt to || || startle and slow you down. || || || || When you do finally reach Malladus Zelda will || || her body and try to hold the Demon King still. || || Now you have an open window to charge up an Arrow || || and hit Zeldas body with it. This will force him || || out of Zeldas body and win you this battle. || **---------------------------------------------------** || Overall Difficulty: 4 / 10 || **===================================================** **===================================================** || Boss: Malladus | Location: Outside the Dark Realm || **---------------------------------------------------** || Title: The Demon King || **---------------------------------------------------** || Weaknesses: Bow of Light || **---------------------------------------------------** || Attacks | Damage Dealt || || Fireballs | 1/2 Heart || || Arm Swipe | 1/2 Heart || || Skull Bash | 1 Heart || **---------------------------------------------------** || Strategy || || At first you wont fight the Malladus, instead || || you need to protect Zelda from his fireballs. The || || easiest method is to tap the fireballs as they || || close, and spam the Spin Attack when he shoots a || || lot of them at once (The Great Spin really helps || || here). Once she is fully charged you need to get || || ready to take the beast down. || || || || Using her sacred powers Zelda needs to fuse || || it with the Spirit Flute. You will have to play || || what has been dubbed the Sacred Duet with her. || || It is just like the duets with the Lokomo, only || || you dont get to practice. The tune is familiar. || || Once you get it down (shouldnt take too long, I || || mean this is our SIXTH duet) you get a beautiful || || cutscene, and then a giant weak point is revealed || || on the Demon Kings back. || || || || After the best in-game remix of the main theme || || starts, get ready for the final showdown! From || || here on out Link is more or less useless, as he || || cant even hurt Malladus. The object is to have || || Link distract the Demon King while Zelda waits to || || shoot him in the huge weak point on his back with || || the Bow of Light (very reminiscent of TWW). The || || top screen shows the battle from Zeldas vantage || || point, and a giant target will appear once she is || || able to get a clear shot. You control Link on the || || bottom, so lure the Demon King away from Zelda by || || attacking his arms. Dont take his Skull Bash || || otherwise youll be dazed and hell go for Zelda. || || You can move the Princess around by touching her || || and drawing a path. When you want to fire the Bow || || tap on the icon at the bottom of the screen. || || || || Three shots to the back and Malladus will go || || down. Now, as Link attack one of his horns until || || it breaks off. He will get up and the battle will || || continue. Hit him three more times with Arrows || || and break off his other horn. Now his true weak || || point is exposed. Hit in square in the back one || || final time and stab him with Link. Now you will || || need to rub the stylus back and forth while Zelda || || comes to your aid. Once she grabs on rub as fast || || as possible to win the struggle and implant the || || Lokomo Sword square in the Demon Kings skull. || **---------------------------------------------------** || Overall Difficulty: 7 / 10 || **===================================================** With the Demon King vanquished for good you have completed the game. Enjoy the bittersweet, what heart-warming ending, and pay proper respects by viewing the credits. After them, you will get one more scene that varies based on whether you answered, Engineer, Warrior, or Dunno. ______ ____ / ___ / _ / /_ //_ /-- /| /| \ / / //__ /___ / |/ |_/ ================================================= ~~~ Items, Collectables & Side-Quests {ICSQ3} ~~~ ================================================= +----------------------------+ | Swords, Weapons, & Shields | {SWSA3} +----------------------------+ All items are arranged by type, and when it comes to weapons, in the location you can find them in. All will follow a simple lay-out of the item name, where you can find it, what it does, and how to use it. Pretty easy to follow really. --------------------------- Item Name: Recruits Sword Obtained: Training Room at Hyrule Castle Description: The Recruits Sword will serve as Links basic weapon throughout the course of Spirit Tracks. You will be required to complete a basic sword training tutorial during the games lengthy opening. It is simple, with a basic design and a mundane handle on it. The sword is equipped at all times, and to attack enemies with it you must simply tap them, draw a line on the touch screen, etc. Using the sword is explained in the game, as well as in the controls section. --------------------------- Item Name: Lokomo Sword Obtained: From Anjean late in the game Description: The Lokomo Sword is an upgraded sword, being more powerful than the basic Recruits Sword and housing the capabilities to take on Phantoms without needing Tears of Light, similar to the Phantom Sword from Phantom Hourglass. The Lokomo Sword has a design similar to the aforementioned sword and the Master Sword, with an elaborately designed hilt and handle. The Lokomo Sword has a green color scheme, with a golden triangle in the middle with a design that looks similar Force Gem Alters located in the dungeons as the hilt. --------------------------- Item Name: Shield (*optional*) Obtained: Various General Stores / Linebeck Trading Post Description: The shield in this game has no special name, and is rather basic. The shield is mostly blue with a white design that resembles the Force Gem Alters located throughout the dungeons. The shield is almost always out like the sword, and when Link is not attacking or using a weapon it will defend our little hero from projectiles. If the shield is taken by a Like-Like, a new one can be bought at the Linebeck Trading Post or one of the various shops. --------------------------- Item Name: Shield of Antiquity (*optional*) Obtained: From Niko after collecting 10 stamps Description: The shield is more or less the same thing as the original shield; however it is the same one from Phantom Hourglass, featuring a brown color scheme and a crab design on it. Unlike the basic shield this one cannot be taken by Like-Likes, a big improvement over the basic shield found in the game. --------------------------- Item Name: Recruit Uniform Obtained: Hyrule Castle Description: Links basic and classic outfit, the familiar green tunic and hat. Youll get this near the beginning when you agree to sneak Zelda out of the castle, because all of the guards wear it in honor of the Hero of Winds. Link will wear them for the remainder of the game that is unless you get... --------------------------- Item Name: Engineers Clothes (*optional*) Obtained: Start of the game / From Niko after collecting 15 stamps Description: Link will wear these clothes at the start of the game and soon abandon them in favor of the Recruits Uniform. However, once you collect 15 stamps and show them to Niko you can equip these clothes whenever you want. They have no benefit over the Recruit Uniform, so go with whatever you like. ^_^ --------------------------- Item Name: Rabbit Net Obtained: Rabbitland Rescue Description: You need this item to catch rabbits, which will begin to appear once you get the Net for the first time. When you initiate the rabbit catching mini-game you need to catch the rabbit using the net, simply by tapping the touch screen. To catch slower rabbits its advised you just catch up and tap where they are, and for faster ones try and tap where theyre going. --------------------------- Item Name: Spirit Flute Obtained: From Zelda at Hyrule Castle Description: The Spirit Flute is more less the cornerstone of this game. Despite the name it is not a simple flute, but is in fact a pan flute or panpipes. As in other games featuring instruments you can learn songs as the game progresses, each with its own different ability and such. To use it you select it in the item menu, and blow into the microphone while sliding the pipes around using the touch screen. --------------------------- Item Name: Whirlwind Obtained: Forest Temple Description: This is a very versatile weapon, and rightfully so considering we get it first. The Whirlwind looks like a three-leaf clover crossed with a fan. This item is capable of sending out gusts, accomplished by selecting it via the touch screen or the shoulder buttons, and blowing into the microphone. It can be used to blow items, fog and small enemies away, and push yourself across leafs floating in water and such. It is considered by some to be the successor to the Gust Jar from The Minish Cap. --------------------------- Item Name: Boomerang Obtained: Ice Temple Description: Ah the Boomerang, our old Zelda standby. It makes a return in this game, looking similar to how it does in Phantom Hourglass, a yellow boomerang with red gem of sorts in the middle. It can be used to grab distant items (more or less being the opposite of the Whirlwind), stun most enemies, and even kill smaller weaker enemies, like Keese. To use it select the item via the touch screen or by holding down a shoulder button, and drawing a path for the Boomerang to follow. Rather simple really, and chances are youll have this weapon equipped most of the time. --------------------------- Item Name: Bombs Obtained: Purchased from Beedle (*optional*) *Upgrade 1: Beat the Take em All On Mini-game in Hyrule Castle (Level 2). *Upgrade 2: Beat the Snake Rope mini-game in Whittleton. Description: This optional weapon is well worth the purchase (500 rupees by the way). Bombs are timed explosives that will go off after being thrown, but can explode earlier if they strike an enemy or a weapon. They can be used to destroy walls, harm enemies, etc. As per usual select the item and throw it somewhere using the touch screen. --------------------------- Item Name: Snake Whip Obtained: Ocean Temple Description: The Snake Whip is, well a whip, and it functions as such. It can be used to attack enemies, grab poles and such to swing from them, etc. To use the item, select it as always, and then select your target location, it being an enemy or what have you. Note that if youre trying to grab a pole you shouldnt remove the stylus from the touch screen until you have a hold, otherwise Link will draw the whip back. --------------------------- Item Name: Bow Obtained: Fire Temple *Upgrade 1: Buy from the Goron Village for 2000 rupees. *Upgrade 2: Score 3000 points or more in the Pirate Hideout mini-game. Description: The Bow, another classic Zelda standby and a great item. The Bow is used to hit distant targets, kill enemies, you name it. To use the Bow select it, and provided you actually have some spare arrows, simply tap your target or the general direction in which you want to fire. --------------------------- Item Name: Sand Wand Obtained: Sand Temple Description: The final main item, the Sand Wand is used to create giant hills of sand and... well thats pretty much it. Its really basic and is used to do things like move giant boulders and to dig stuff up. To use it, select the item and tap the area you want to create a giant sand hill. Kind of uninspired and boring, but what do you want? Its a decent item, but not all that useful. --------------------------- Item Name: Bow of Light Obtained: Sand Temple Description: This is the Bow, only upgraded. It works the same way, but you can also hold the arrow for a moment and let it charge. A Light Arrow will travel through enemies and is much more potent. +--------------------+ | Spirit Flute Songs | {FLUTE} +--------------------+ There are a number of songs in the game. In this section I will outline each song, how to use it, which temples they open up, and all that good stuff. Im going to set it up like the Items and such, only with the song title, where you learn it, and what it does. --------------------------- Song Name: Song of Awakening Learned At: Forest Sanctuary Notes: Blue Orange Function: This song is used to wake up things that are sleeping (similar to the Sonata of Awakening from Majoras Mask) and can be used to gather information from Gossip Stones located throughout Hyrule. Its the easiest song in the game, and we learn it from the stone slate outside of Gages room early on. --------------------------- Song Name: Song of Healing Learned At: Outside the Forest Temple Notes: Green White Green Function: This song summons a fairy, who once per dungeon, will fully heal Links life. Think of it as a one-use potion more or less, pretty handy in case you arent carrying any one you. Too bad it doesnt sound anything like the original Song of Healing from Majoras Mask though *sad face*. --------------------------- Song Name: Song of Discovery Learned At: Anouki Village Notes: Orange Yellow Orange - Blue Function: This song is used to find hidden things, such as treasure. This song isnt really used that much, which is a real shame... There really isnt much else to say about it. --------------------------- Song Name: Song of Light Learned At: Linebeck Trading Post Notes: Purple Orange Yellow Blue White Function: This song is used to activate inactive light beacons (or crystal beacons as I call them), which look like crystal switches. Light beacons are often used to solve puzzles and show where to find optional, but useful treasures. Like the above it isnt used all that much, but its probably the best Flute song in the game. --------------------------- Song Name: Song of Birds Learned At: Papuchia Village Notes: Purple Yellow Purple Function: This song attracts birds and is required for one point in the game to in your way to the Ocean Temple. It can attract crows who will lower themselves for you to whip onto the branches they carry, and attracting other birds like Cuccos. +-------------------------------+ | Rabbits (Locations + Rewards) | {CRLAR} +-------------------------------+ Located throughout the game in all the realms are rabbits. Once you obtain the cannon upgrade from Alfonzo, as you travel the overworld you will find rabbits sitting on top of boulders. By shooting the boulders you will initiate a small mini-game where you have ten seconds to catch the rabbit. If you fail to catch the rabbit you must wait some time and come back, and all rabbit locations reset whenever you enter a new realm or stop at a Station. There are a total of 50 rabbits in the game, with ten in each realm. Catching them and returning to Rabbitland Rescue yields rewards, so make sure you catch em all. --- Forest Rabbit Locations --- Forest Rabbit #1 Location: Just near Rabbitland Rescue, head south just a bit and the rabbit is near the corner of the tracks. Forest Rabbit #2 Location: Near the Forest Temple; if you head south you should look to the left of the tracks and see a boulder, which should have the rabbit right on it for you to take. So if youre heading north to the Temple, the rabbit would be on the right, remember this. Forest Rabbit #3 Location: Make your way west from Whittleton Village, and set your course for south once you hit the intersection. Once you hit a long straightaway keep your eyes peeled to the left on the east side of the tracks. Your third rabbit will be waiting to be rescued. Forest Rabbit #4 Location: Start at Hyrule Castle and then take a left, and keep going straight with your eyes peeled to the right side of the tracks. *A supposed easier way to get this rabbit is to obtain the Force Gem from when you transport the child from Aboda Village to Beedles Shop. Thats makes more tracks appear to the north, getting you closer to the rabbit.* Forest Rabbit #5 Location: Before you can get this rabbit you need to transport the lady from Castle Town to Rabbitland Rescue, and get the Force Gem to open up some more tracks. After youve done this plot a course from the Forest Sanctuary heading west, traveling through the forest the way. Right as you get out of the tunnel keep your eyes on the left side to the south of the tracks and youll see the next rabbit. Forest Rabbit #6 Location: Make sure youve obtained the Force Gem as outlined in Forest Rabbit #5. From where #5 is keep heading west and eventually turn north at a split in the tracks (that is, it only splits if you have a certain Gem). The rabbit should be sitting there on the right to the east of the tracks after the turn. Forest Rabbit #7 Location: We need another Force Gem for this one; to be specific, the one we get from transporting the ten fish from Papuchia Village to the lady in Castle Town, giving us the Gem that opens up more tracks near the border to the Ocean Realm. So, start taking the tracks that lead to the Ocean Realm, and the rabbit should be on your right to the south of the tracks. Pretty easy to spot. Forest Rabbit #8 Location: Yes, we need another Force Gem, this time the one we get from bringing the Chief of Whittleton to the lady in Papuchia Village. Once this is done, set a course east from Whittleton into the newly opened tracks, and the very moment you do so, the rabbit should be there on your left to the north just after a split. The rock is between two tracks that turn north, so if you hit the second set youve gone too far. Forest Rabbit #9 Location: Make sure you have the Force Gem from Forest Rabbit #8 before you do this. Continue your path east from where we found rabbit #8 and soon youll take a right turn. Get ready to keep your eyes peeled to the left, as the rabbit should be there to the east once youre down them a bit. Forest Rabbit #10 Location: To get the final Forest Rabbit we need one more Force Gem, this one from doing the side quest where we transport Carben from Papuchia Village to the Ocean Sanctuary. Plot a course west from the Trading Post, taking a left south as soon as you can, and then look for the rabbit on you guessed it the left. That makes all ten here, and makes me a very happy camper. --- Snow Rabbit Locations --- Snow Rabbit #1 Location: Just west of Anouki Village, to the north of the tracks. Not really much to say here. Snow Rabbit #2 Location: Go east from Anouki Village and then turn north. The rabbit will be on the left to the west of the tracks. If you hit the point where you cant go north anymore youve gone too far. ***In order to snag the next four rabbits you need to have beaten the Snow Temple, this clears the blizzard, opening up all the tracks in the northern part of the Snow Realm.*** Snow Rabbit #3 Location: After completing the Snow Temple, head due south of it and keep heading that way, ignoring the other intersections. When youre forced to turn east look to the right just on the corner of the tracks to find the next rabbit. Snow Rabbit #4 Location: Head as far east as possible from the location of #3. Turn north when youre forced to and look to the east of the tracks shortly after turning. Youll find the next rabbit. Snow Rabbit #5 Location: Keep heading north from #4 until you cant anymore. Take a turn left down the west rail, and ignore the turn to the north. Just after the intersection you should see the rabbit to the north of the tracks up against the forest backdrop. Snow Rabbit #6 Location: From #5 keep moving west and turn north once youre forced to make a turn. The rabbit will be right on the right to the east, literally at the intersection you can take to head back to the Snow Temple. Snow Rabbit #7 Location: Turn south from #6 and ignore the first intersection and keep going south. At the second intersection take the turn east and look for the rabbit to the south. If you hit the next intersection where you have the option to go north, then thats too far. Snow Rabbit #8 Location: This requires a Force Gem, one you cannot get until you have the Freight Car. Once you do, find the Bridge Builder (he should be at Linebecks) and then grab some lumber from Whittleton, and take them both to Anouki Village. Once you get your gem, go to where #3 was and keep going west along the new tracks. The rabbit will be to the south just before you take the turn north. Snow Rabbit #9 Location: We need another Force Gem, so once you beat the Fire Temple ferry a Goron from Goron Village to Anouki Village. Then head to Wellspring Station, go out west and turn north at the intersection onto the new tracks. This rabbit will be on the left on the west side of the tracks. Snow Rabbit #10 Location: Keep going north from #9 and eventually youll see the final snow rabbit on the right to the east of the tracks. If you hit the Warp Gate youve gone too far. Now that you have all ten Snow Rabbits, go claim your next 500 rupee treasure from Rabbitland Rescue. --- Ocean Rabbit Locations --- Ocean Rabbit #1 Location: Set a course east from the Ocean Sanctuary and look to the south. The first ocean rabbit will be sitting on a barrel in the water. If you hit the Warp Gate youve gone too far. Ocean Rabbit #2 Location: Keep going east from #1 for awhile and youll see this sucker to the north on your left. If you hit a spot where youre FORCED to turn north than thats too far, turn around. Ocean Rabbit #3 Location: After youve turned north after getting #2, keep heading straight to the large island up ahead. When youre given the option turn west at the intersection and look for the rabbit to the north in the water. Hes just passed the island, so if you hit the little curve ahead youve gone too far. Ocean Rabbit #4 Location: Go back to the large island near #3 and this time turn north. Loop around the Ocean Temple and when youre heading south look straight ahead of you at the Temple. The rabbit will be on a barrel just on the corner of the tracks, and hes easy to miss, so you might want to slow down. Ocean Rabbit #5 Location: Continue west from #4 and when you hit the island keep going straight, ignore the fork that leads south. When youre clear of the island look to the left south of the tracks for the next rabbit. Hes right near the forced turn south youll be taking. Ocean Rabbit #6 Location: From #5 keep heading south, ignoring the fork that takes you back east. Once you cant go south anymore turn east and look to the north about halfway to the next fork. This rabbit is literally due south from where the underwater rails entrance is. As always if you hit the second fork that goes north, youve gone too far. Ocean Rabbit #7 Location: Once youve cleared the Ocean Temple make your way on the rails heading to the Tower of Spirits. Youll head west for a long while and then follow up with a quick curve that goes north and then west some more. Follow the rails as far west as you can until youre forced to turn north the second time. The rabbit is right on the corner where you turn north to the west of the tracks. As always hes in the water atop a barrel. Ocean Rabbit #8 Location: We need a Force Gem for this, so after getting the freight car bring 10 blocks of Mega Ice from Wellspring Station to the fish saleswoman in Papuchia, warps are recommended. After this head south from the newly access Pirate Hideout, and then turn west as if to go to the Forest Realm. The rabbit is located on the corner where you turn north, south of the tracks. Ocean Rabbit #9 Location: To get this rabbit we need a Force Gem. So once youve got the Force Gem we need for #8, go the Pirate Hideout and play the mini-game, then return the man safely to Papuchia. Now go back to the Pirate Hideout and go north, and then east at the intersection. After turning east youll turn south, and then at one more intersection continue on east. After you pass the Warp Gate look to the right, south of the tracks, for our next rabbit. Ocean Rabbit #10 Location: This one could be considered the last rabbit in the game, since we cant get its Force Gem until the end of the game. First, make sure youve at least beat the Sand Temple, and then wait for Ferrus to send you his second letter. Find and bring him to the Ocean Temple, and well get a Force Gem that opens the Dark Ore Mine. Now go to the Dark Ore mine by way of the Sand or Fire Realm. Go into the large tunnel nearby and kill the Giant Rocktite (this is a must) and then go to the Ore Mine itself. Purchase ten units of Ore for 200 rupees, and then take the tunnel south. Head into the Sand Realm and take the Warp Gate near the Sand Temple. Then from where you pop out head west, south, and then east to the nearby Warp Gate. This pops you out near Linebecks, bring the Ore there and once you get him 5 pieces total, you get the Force Gem. Now that we actually have the Gem we need, head east from the Ocean Sanctuary, and turn south once you reach the new tracks. The final, and most headache inducing rabbit is to the east of the tracks, between the rails and the large island. Pat yourself on the back, go grab your next 500 rupee treasure, and the Swordsman Scroll, since this is probably your last rabbit. --- Mountain Rabbit Locations --- Mountain Rabbit #1 Location: Go west into the tunnel from Goron Village and turn north. Go north as far as you can until youre forced to turn west, and turn north again at the first intersection. Now look to the left to the west of the tracks youre on, and youll see mountain rabbit numero uno. Theyre red, so they tend to blend in with the environment, look carefully for it. Mountain Rabbit #2 Location: Keep going north from #1 and youll be forced to take a left turn heading west. Look to the north to find the next rabbit. Mountain Rabbit #3 Location: Take a straight shot south from #2, ignoring every single intersection you see. When youre finally forced to turn west do so, and then cut south again the moment you hit the first intersection. As you go south youll be forced to turn west again, but youll also see the rabbit out a bit near the corner where the turn happens. Dont miss him. ***For the following five rabbits I will be assuming youve beat the Fire Temple. You can get them beforehand, but its easier to do once the Fire Temple is clear.*** Mountain Rabbit #4 Location: From the Fire Temple go south, west, and then south again. When you cant go south anymore turn west and look at the bottom part of the box the rails form. The rabbit is there, to the north of the tracks. Mountain Rabbit #5 Location: Continuing on from #4, turn north and then take the west intersection to the perimeter of rails surrounding the Fire Temple. Turn north when you have to, and follow the rails until you can turn west again. As you do you should see a rabbit to the north of the tracks, so grab him to get halfway done with the Mountain Rabbits. Mountain Rabbit #6 Location: Back up and continue north where you were going before you took this turn to grab rabbit #5. Youll be forced east, so continue your perimeter route around the Fire Temple. Go as far east as possible and just when youre forced to go south, youll see a rabbit south of the tracks up on the hill a bit. Im sure you know what to do. Mountain Rabbit #7 Location: Turn around and head back west, still along the perimeter of the Fire Temple. Turn south into the inside section of the rails, and then continue west. Look south of the rails, this rabbit is just behind the Fire Temple, to the north of it. Mountain Rabbit #8 Location: From where you are make your way to the perimeter again and head south along the east side of the rails. When youre forced to turn west again look to the right of the corner to find the last rabbit in this area of the map. Huzzah! Mountain Rabbit #9 Location: With the Fire Temple beat head to it on the new tracks that opened up. Youll head south and then be forced west. As you turn look out to the southeast and youll find a rabbit. Mountain Rabbit #10 Location: The only one that needs a Force Gem, and one of the last Force Gems we can get. After you beat the Sand Temple, Rael will ask you bring him 5 Cuccos. Do so, and then go all the way to the north end of the Fire Realm to the next tracks. Go north and look straight ahead where they cut to the east into the desert. The rabbit will be along the north near the tracks. If you begin to go down into the desert thats too far. Return to Rabbitland Rescue to claim your next 500 rupee treasure. Only ten more to find! --- Desert Rabbit Locations --- Desert Rabbit #1 Location: Head into the desert from the south via the Ocean Realm and turn east when given the chance. Youll be forced to take a turn to the north, but look by the tracks as you turn for your first desert rabbit. Theyre yellow, so like their mountainous counterparts they tend to blend in. Desert Rabbit #2 Location: Keep going north from #1 and then turn east at the first intersection. Go as far as you can before being forced to turn north, and then youll be forced to head back west. However, just as you make the turn west, look to the left to see the next rabbit waiting for you. Desert Rabbit #3 Location: Continue west from #2 and turn north when youre forced to at the next intersection. Youll go up a bit before continuing west, and look to the right, north of the tracks. Roughly halfway down youll see a rabbit along the cliff to the north. Desert Rabbut #4 Location: Continue west and unless you got Force Gem #16 already, youll be forced to go south. Follow the rails south to where they bring you back east, and as you turn look out to the right in the corner to find the next Sand Rabbit. Desert Rabbit #5 Location: Once youve played the duet with Rael head north into the tunnel that opens to the east and head through, fighting a Giant Rocktite if its your first trip. Now youll inter the twisted tunnels, and theres three rabbits total to find in this area. Rather than guiding you Ill tell you where to find them, so use your map as a guide. There are three sections of the twisted tunnels, Im calling them the line, the T and the inverted T. The first rabbit is on the T. Go as far east as you can and look to the south to find it. Desert Rabbit #6 Location: Make your way to the inverted T. The first rabbit is as far west as possible and look to the south. Desert Rabbit #7 Location: Still on the inverted T, go as far to the east as possible and look north. The second rabbit is right there, giving us three total for this somewhat confusing area. Desert Rabbit #8 Location: Now that youve made it through the tunnels head south back into the Ocean Realm, were as far to the east as possible. Go south and turn west, passing by the Warp Gate to the east. The first rabbit is to the south on your left, just before you reach the Sand Temple. Desert Rabbit #9 Location: This is easier if youve taken out the cannons protecting the Sand Temple. Head around to the west side of the Temple and go south, look to the right. To the west of the tracks youll see another lonely rabbit. Desert Rabbit #10 Location: To get the final desert rabbit we need a Force Gem. Take 10 blocks of Mega Ice and talk to the Goron whos house is blocked by the lava. Hell thank you and open up some tracks. Using #4 as a point of reference head north and keep going straight through the tunnel. Youll come out in the Fire Realm and turn east, passing through a Warp Gate. Just as the rails turn north up the mountain look out beyond the corner to find the final Desert Rabbit. Take a deep breath, go to Rabbitland Rescue, and claim your final rewards. --- Rabbit Rewards --- As you catch rabbits, return to Rabbitland Rescue and once you have the required rabbits, youll get a prize. +-------------------------------------------+ | Number of Rabbits | Reward | +-------------------------------------------+ | Return Any 5 Rabbits | Heart Container | | 10 Forest Rabbits | 500 Rupee Treasure | | 10 Snow Rabbits | 500 Rupee Treasure | | 10 Ocean Rabbits | 500 Rupee Treasure | | 10 Mountain Rabbits | 500 Rupee Treasure | | 10 Desert Rabbits | 500 Rupee Treasure | | Return 50 Rabbits | Swordsman Scroll 1 | +----------------------+--------------------+ +-------------------------+ | Nikos Stamp Collection | {STAMP} +-------------------------+ Throughout the game you will find Stamp Stations. Once you get the Stamp Book from Niko (after the Forest Temple and getting the Snow Rail Map)you can collect the stamps, 20 in all. ------------------------ Stamp Station #1 Location: Aboda Village Required: None Near Alfonzos house to the left a bit. ------------------------ Stamp Station #2 Location: Whittleton Required: None In the northern area behind the village. Head north past the beehive and its right there. ------------------------ Stamp Station #3 Location: Forest Sanctuary Required: None In the northern area of the map, just beyond the steps. ------------------------ Stamp Station #4 Location: Forest Temple Required: Whirlwind On the first floor in the back corner there is a room filled with the poisonous fog. Clear out the fog using the Whirlwind to find the Station. ------------------------ Stamp Station #5 Location: Anouki Village Required: None Northeast corner of the map, somwwhat hidden behind trees. ------------------------ Stamp Station #6 Location: Snow Sanctuary Required: None On the small hill on the east side of the map. After you head up to the second level you should see it atop a lone hill nearby. ------------------------ Stamp Station #7 Location: Snow Temple Required: Boomerang There is a room in the first floor basement where you need to cross the water by creating a sheet of ice using the boomerang and the ice-torches. There is a platform in the north east corner of the room, the Stamp Station is located on it. ------------------------ Stamp Station #8 Location: Wellspring Station Required: Boomerang Use the boomerang to create a sheet of ice over the pond using the ice-torch and walk over to it. Simple as pie. ------------------------ Stamp Station #9 Location: Hyrule Castle Required: Bombs Atop the northwest tower on the castle walls. You need bombs to destroy the blocks in the northeast corner of the map. ------------------------ Stamp Station #10 Location: Trading Post Required Bombs The northwest corner after you enter the cave, just near the exit. Requires you to toss a bomb with decent timing. Blow up the block and jump over to the station. ------------------------ Stamp Station #11 Location: Ocean Temple Required: Bombs, Boomerang, Whip When you reach the second floor of the temple, and bomb the right and left corner walls to open up some new paths. Head into the right and hit the switch to lower a pole in the left room. Then go into the left hole and navigate your way across to the Stamp Station. ------------------------ Stamp Station #12 Location: Papuchia Village Required: Whip, Song of Birds Use the Song of Birds in the southeast corner of the village and then ride the crow all the way to the lone section in the bottom corner. Head down to another series of islands. Using the Song of Birds make your way to the southwest island to find the Station. ------------------------ Stamp Station #13 Location: Ocean Sanctuary Required: Whip, Song of Birds Just outside of Carbens room use the Song of Birds, and then latch onto the crow to fly up onto the cliff where the stamp station is. ------------------------ Stamp Station #14 Location: Goron Village Required: Whip Go to the west side of the village and take the path to just outside the village proper. Navigate to the southwest side of the map, and then head to the northwest using the poles to get across. Continue to the northwest area, running through or killing the Fire Babas, and eventually youll come across the Station. ------------------------ Stamp Station #15 Location: Fire Sanctuary Requirements: Boomerang Near the center of the area there will be a trail of Fire Babas and torches. Kill all of the Fire Babas to make your life easier, and then use the boomerang to light all of the torches one by one. A number of bridges will appear as you light your way. Climb the steps and cross the bridge to the west side of the area, and then go north and across the bridge going east. Here youll find the Station. ------------------------ Stamp Station #16 Location: Fire Temple Requirements: Bow Within the first floor basement there will be a series of carts you need to ride. First ride south and shoot the eyes in the correct order (2, 1, 4, 3). Youve reached the center of the room, jump back on the cart and ride back across, and fire off an arrow into the southwest corner to hit a switch. This will alter the tracks route and pop you out on a platform next to the next Station. ------------------------ Stamp Station #17 Location: Pirate Hideout Requirements: Whip, Song of Birds By opening up the Pirate Hideout by getting Force Gem 16 (bringing Mega Ice to the fish saleswoman in Papuchia) you can get this Stamp. Now head east over by the enterence to the hideout and play the Song of Birds and let the thing carry you onto the ledge. Run back west over to the Stamp Station. ------------------------ Stamp Station #18 Location: Sand Temple Requirements: Sand Wand Go to the first floor basement and head to the northern end. After you use the Gerune to open the door head east, and then to the north youll find a section of sand. Using the Wand go left, up, and right to reach the platform with the Stamp Station on it, ------------------------ Stamp Station #19 Location: Sand Sanctuary Requirements: A Cuccoo After beating the Sand Temple get Force Gem 20 (bring Rael five Cucoos). Once youve done this, grab hold one of the dang birds and use it to glide over to the lone island on the east south. The Stamp Station is located on the larger of the two. ------------------------ Stamp Station #20 Location: Tower of Spirits Requirements: None Return to the Tower of Spiirts after getting the Bow of Light and climb to the rooftop once more. The Stamp Station is located on the roof just before the alter. --- Rewards --- Returning to Niko and showing the Stamps can yield three rewards. Two of them are costume changes, so any time you want to change either speak with Niko (outfit) or simply pick up the shield on the ground. +-----------------------------------+ | # of Stamps | Reward | +-----------------------------------+ | 10 Stamps | Shield of Antiquity | | 15 Stamps | Engineers Outfit | | 20 Stamps | Swordsman Scroll #2 | +-----------------------------------+ +-------------+ | Key Items | {KET5E} +-------------+ Key Items are, in essence, items you get for the sake of plot progression, as well as other, minor things. For the sake of Spirit Tracks, Ive limited Key Items to a small, handful of things you cant really use in a traditional sense of the word. Essentially, anything this is on the collection screen, that you dont actually use, and that I havent already listed. --------------------------- Item Name: Engineer Certificate Location: From Zelda at Hyrule Castle Purpose: You get this right at the start of the game and it doesnt really do anything in-game. For plot purposes it gives Link the right to take his train anywhere. Yeah, thats really it. --------------------------- Item Name: Forest Rail Map Location: Tower of Spirits (first trip) Purpose: The Forest Rail Map opens up new rails just to the west of Hyrule Castle, and shows the passage to the Forest Sanctuary. This item doesnt actually appear in the Collection Screen, but I figure its worth counting all the same --------------------------- Item Name: Snow Rail Map Location: Tower of Spirits (second trip) Purpose: This opens up the northwestern part of the map, and includes a small bit of rails to Anouki Village and the Snow Sanctuary. --------------------------- Item Name: Ocean Rail Map Location: Tower of Spirits (third trip) Purpose: This opens up the southeastern part of the map, and really only includes a tiny bit of rails to Papuchia Village and the Ocean Sanctuary before you play the duet with Carben. Later it grows some more, and leads you into the desert, or the unofficial Sand Realm. --------------------------- Item Name: Fire Rail Map Location: Tower of Spirits (fourth trip) Purpose: This opens up the final area of the map, the northeastern section. It lets you access Goron Village and nearby rails, and eventually powers up to include most of the Fire Realm. --------------------------- Item Name: Forest Emblem Location: Upon defeating Stagnox in the Forest Temple Purpose: This doesnt really do anything, and really just lets you know you beat the Forest Temple. You could argue it powers up the rails leading to the Tower of Spirits, but whatever. It really serves no purpose aside from looking nice. --------------------------- Item Name: Snow Emblem Location: Upon defeating Fraaz in the Snow Temple Purpose: Opens up rails leading to the Tower of Spirits from the Snow Realm, and indicates that you completed the Snow Temple. --------------------------- Item Name: Ocean Emblem Location: Upon defeating Phytops in the Ocean Temple Purpose: Opens up rails leading to the Tower of Spirits from the Ocean Realm, and indicates that you completed the Ocean Temple. --------------------------- Item Name: Fire Emblem (no, not THAT Fire Emblem) Location: Upon defeating Cragma in the Fire Temple Purpose: Opens up rails leading to the Tower of Spirits from the Fire Realm, and indicates that you completed the Ocean Temple. Jeeze I may as well use a template for this... --------------------------- Item Name: Sand Emblem Location: Upon defeating Skeldirtch in the Sand Temple Purpose: This only indicates that you beat the Sand Temple. All paths to the Tower of Spirits are opened, so... yeah. --------------------------- Item Name: Compass of Light Location: Tower of Spirits Purpose: This Compass is the main reason for returning to the Tower the sixth and final time, and it opens up the location of the Dark Realm on the map. It was an object created by the spirits and has the power to locate the Demon Train. Evil cant touch it, and thats why Cole used Byrne, so he could get at it. --------------------------- Item Name: Prize Postcards Location: Various shops Purpose: You can mail up to 20 Postcards a day to win prizes. The more you mail, the better your odds are, and 20 Postcards is almost a 100% guarantee of the top prize for the day. They cost 100 rupees for 10 of them, but theyre very useful, especially if youre looking for a specific treasure. --------------------------- Item Name: Membership Card Location: In the mail after meeting Beedle. Purpose: Getting this allows you to rack up points at Beedles Air Shop. After you go to the store for the first time he mails you this, and once you get it the addiction begins. The regular Members Card has no perks, and is really just a prelude for whats to come... --------------------------- Item Name: Silver Membership Card Location: In the mail after earning 200 points at Beedles. Purpose: This is where it all starts. Once you finally manage to spend 2000 rupees (trust me, the first 2000 is the hardest) youll get this in the mail. It gives you a 10% discount at his shop, and also comes with the Freebie Card. --------------------------- Item Name: Gold Membership Card Location: In the mail after earning 500 points at Beedles. Purpose: So once we get 500 points (and a Heart Container as a gift), we get this in the mail. The Gold Membership comes with a 20% discount at Beedles, meaning we just have to buy more stuff to reach the next level... --------------------------- Item Name: Platinum Membership Card Location: In the mail after earning 1000 points at Beedles. Purpose: Wow, 10,000 rupees, thats nuts. Earning this and getting it in the mail provides an effective 30% discount on all items at Beedles, and also comes with the Quintuple Points Card. One more step though before were done! --------------------------- Item Name: Diamond Membership Card Location: In the mail after earning 2000 points at Beedles. Purpose: This gives us a 50% discount at Beedles and marks the end of our insane shopping spree. Beedle pretty much loves you at this point, and now buying treasures and selling them back makes you break even! Huzzah! --------------------------- Item Name: Freebie Card Location: In the mail after earning 200 points at Beedles. Purpose: This comes along with the Silver Membership, and gives you one free item at Beedles. Each time you go hell ask if you want to use it, and once you do its gone forever. Some people hang onto it for collections sake, but I use it just so he stops asking me. Using the Freebie Card does not give you points, so buying that Ancient Gold Piece with the Freebie Card doesnt help your Membership status. --------------------------- Item Name: Quintuple Points Card Location: In the mail after earning 1000 points at Beedles. Purpose: This comes along with the Platnium Memvership, and multiplies your points by five when you purchase one item. As with the Freebie Card, hell ask if you want to use it each time you enter the store. Again some people dont use it for collections sake, but using it in conjunction with an expensive item (hello Mystic Jade), well its worth it. I mean, whats 70 times 5? Exactly. --------------------------- Item Name: Swordsman Scroll 1 Location: From the man at Rabbitland Rescue after getting 50 rabbits. Purpose: The first Scroll allows Link to fire out large shockwaves from his sword when his health is full. It is essentially a ranged attack thats highly situational. Considering you pretty much get it at the end of the game it isnt all that useful, but it does look cool, and its a great homage to the 2D games. --------------------------- Item Name: Swordsman Scroll 2 Location: From Niko after collecting all 20 stamps. Purpose: Swordsman Scroll 2 teaches Link the Great Spin Attack, and the in- game dialogue suggests that its the very scroll Link got from the Old Wayfarer in Phantom Hourglass. Why its number 2, I dont know... Anyway to perform the Great Spin you just do a normal Spin Attack three times in a row, then Link will continue to spin time and time again, and you can control it so it makes quick work of bushes and such. Afterwards Link will get dizzy like if you roll too many times, but you can negate this by striking something thatll interrupt the attack or get hit. Generally its more useful than #1 and has some uses. +----------------------------+ | Heart Container Locations | {3HCLF} +----------------------------+ Heart Containers are Links life. You begin with three, and in this game can get a grand total of 16. Generally you receive one for completing each dungeon, and can find others throughout the game. So lets cover all 16, shall we? Since you begin with the first three, Im not going to list them, so here 16 becomes 13. ------------------------ Heart Container #1 Location: Forest Temple Requirements: Whirlwind Reward for defeating Stagnox at the end of the Forest Temple. It will be inside the treasure chest that appears in the middle of the stage. ------------------------ Heart Container #2 Location: Castle Town Requirements: Have completed the Forest Temple, 50 rupees After beating the Forest Temple a mini-game within Castle Town will open up called Take em All On. What it does it put you in a gauntlet of a lot of rooms, giving you no recovery items barring your own potions, and the Song of Healing will not work. Fight your way to the end, defeat Stagnox a second time, and claim your prize (see mini-games for more). ------------------------ Heart Container #3 Location: Rabbitland Rescue Requirements: Rabbit Net Once you reach Rabbitland Rescue and get your Net you can begin to hunt the bunnies. You can catch a few rabbits now, and should be able to get five between the Snow and Forest Realms. See the rabbits section for more information. ------------------------ Heart Container #4 Location: Snow Sanctuary Requirements: 2000 rupees. You can purchase this in the shop at the Snow Sanctuary. Technically its available early on, but you probably wont have 2000 rupees so early in the game. ------------------------ Heart Container #5 Location: Snow Temple Requirements: Boomerang Reward for defeating Fraaz at the end of the Snow Temple. It will be inside a treasure chest that appears in the middle of the room. ------------------------ Heart Container #6 Location: Hyrule Castle Requirements: Have completed the Snow Temple, 20 rupees. After beating the Snow Temple youll get a letter from Russell, captain of the Guards. Go to the training room in Hyrule Castle and agree to play the mini-game. Score at least 60 hits and get your reward (see mini-games for more information). ------------------------ Heart Container #7 Location: Beedles Air Shop Requirements: Have completed the Snow Temple, lots of rupees. Once you become a member of Beedles Shop rack up a total of 500 points to become a Gold Member and he gives you a free Heart Container. 500 points equates to 5000 rupees, so its going to take some time, but theoretically you can get it now. ------------------------ Heart Container #8 Location: Ocean Temple Requirements: Snake Whip Reward for defeating Phytops at the end of the Ocean Temple. It will be inside of a treasure chest that appears in front of the pool the boss was in. ------------------------ Heart Container #9 Location: Whittleton Village Requirements: Snake Whip, 50 rupees Go to the back area of Whittleton and talk to the man at the end of play the Whip Game. Score a time under 1:15 to pick up the Heart Container. See the mini-games section for more information. ------------------------ Heart Container #10 Location: Fire Temple Requirements: Bow Reward for defeating Cragma at the end of the Fire Temple. It will be inside of a treasure chest that appears near the lava that Cragma was in. ------------------------ Heart Container #11 Location: Pirate Hideout Requirements: Force Gem 13, Bow After getting the 13th Force Gem, go to the Pirate Hideout and play the game the first time to rescue the man, then return him to Papuchia Village. Afterwards, go back and play again, and score at least 4000 to claim your Heart Container (see unlocking rails and mini-games for more). ------------------------ Heart Container #12 Location: Sand Temple Requirements: Sand Wand Reward for defeating Skeldritch at the end of the Sand Temple. It will be inside of the treasure chest that appears in front of the staircase in the center of the room. ------------------------ Heart Container #13 Location: Ends of the Earth Station Requirements: Force Gem 20, Sand Wand After getting the 20th Force Gem head to Ends of the Earth Station. There are three puzzles of varying difficulty that require you to move large blocks onto certain switches facing a certain way. The Heart Container is your reward for being the second tier of puzzles, the Brain Twister (or Tempered for you Europeans). See Escorts, Force Gems & Secrets for more tips. +---------------+ | Treasure List | {TRSLG} +---------------+ Throughout the game you will find various treasures scattered across the world. There are sixteen in all and range from values of 50 to 2,500 rupees. Treasures have two purposes in the game; selling for cash and trading in for train parts. It seems that each game has four or so predetermined treasures that are harder to find (chosen at random each new file) so getting every train part can be quite the hassle. Here is a brief outline of the four tiers: - 50 rupee treasures are common. They are most often found in pots and chests, as well as under rocks, leafs, and sometimes enemies. Two can be bought a day from Whittleton Village. There are five in total: the Wood Heart, Stalfos Skull, Demon Fossil, Bee Larvae and Star Fragment. Chances are at least one of those four will be one of your rare treasures, if not two. - 150 rupee treasures are very common, almost more so than the 50s. They can be purchased in Castle Town (two a day), from Beedle (one a day) and are often the low-end prizes from mini-games. There are also five of these treasures: the Dark Pearl Loop, Pearl Loop, Pirate Necklace, Ruto Crown, and Dragon Scale. Odds are two of these will be one of your rare treasures. - 500 rupee treasures are somewhat rare, although they may appear often in treasure chests and are easy to horde from playing mini-games. One can be bought a day from Beedle as well, and is a great method of earning your Membership Cards. There are four in total: the Palace Dish, Goron Amber, Mystic Jade, and Ancient Gold Piece. Theres a good chance one of these will be your rare treasure. - 2,500 rupee treasures are extremely rare and are either won in the daily prize drawing, or found at the extra Stations. Because they are rare its advised you dont sell these until you have all your gold train parts (you will need two of each), although there is an unlimited supply of Regal Rings at the Lost at Sea Station. There are only two of these, the aforementioned Regal Ring and the Alchemy Stone. Now that we have the brief descriptions out of the way, here is the full list of treasures. Arranged in alphabetical order with descriptions included. Ancient Gold Piece: This ancient artifact makes you feel like youve stepped back in time. Alchemy Stone: Desired by many, this artifact is said to bring riches to its owner. Bee Larve: Readily found in beehives. These energizing larvae sell for quite a bit. Dark Pearl Loop: Rare dark pearls, strung together into a stunning necklace. Demon Fossil: Fossils of an ancient demon. Sounds rare, but it turns up all over the place. Dragon Scale: It is said this scale came from a dragon, but no one really knows its origin. Goron Amber: This tasty Goron treat is valuable because it contains a bug! Mystic Jade: Captivating and very valuable because of its beautiful form and color. Pearl Necklace: Pure white pearls, strung together in a luminous necklace. Pirate Necklace: Once worn by a pirate captain who raided the seas. It has an evil aura. Regal Ring: A princely ring handed down by royalty for generations. Ruto Crown: Some same this regal crown was worn by generations of Zora princesses. Palace Dish: Priceless dish used by past royalty for eating dessert. Stalfos Skull: This artifacts eerie aura makes it the ultimate collectors item. Star Fragment: A sparkly stone that fell from the sky. Its said to be a piece of a star. Wood Heart: Whether this acorn is a treasure is debatable, but it does have its fans. +---------------+ | Train Parts | {PARTH} +---------------+ Eventually as you progress through the game you will get the ability to trade for new train parts, which you can then swap out by speaking with Alfonzo in Aboda. Different train sets have no real benefit other than a different look and a new horn, but having a full set can give you more health for the train. Every set but the Spirit and Golden set gives you six hearts, while the former is always four, and a full Golden set jumps to eight. To get train parts you must speak with Linebeck III and select from a menu. Each part costs three specific treasure that vary in amounts. For example for the Dragon Engine you need 12 Demon Fossils, but nowhere near that much for the rest. Below I have listed each train set by part, and what they cost in terms of treasure. --- Spirit Train --- Engine: Spirit Engine Description: This train has a long history of keeping evil at bay. Cannon: Practical Cannon Description: You can be sure that any shot fired from this cannon will hit home. Passenger Car: Solid Passenger Car Description: Whoever created this well-made carriage must have been a true master. Freight Car: Trusty Freight Car Description: Theres no need to worry about damaged goods with this car. Because you will get all four parts to this car during the normal game there is no need to list what they cost. The Spirit Train gives you a base health of four for the train, and is the default for the adventures. --- Wooden Train --- Engine: Wooden Engine Description: The retro style of this train is popular with the younger crowd. Cannon: Wooden Cannon Description: This wooden cannon resembles a stately tree. Passenger Car: Wooden Passenger Car Description: The natural wood of this carriage puts passengers at ease. Freight Car: Wooden Freight Car Description: This wooden car catches your eye, but its easy on the wallet. +------------------------+ +------------------------+ | Wooden Engine | | Wooden Cannon | +------------------------+ +------------------------+ | Wood Heart . . . . . x2| | Wood Heart . . . . . x2| | Star Fragment . . . x2| | Stalfos Skull . . . x1| | Dark Pearl Loop . . x1| | Ruto Crown . . . . . x1| +------------------------+ +------------------------+ +------------------------+ +------------------------+ | Wooden Passenger Car | | Wooden Freight Car | +------------------------+ +------------------------+ | Wood Heart . . . . . x1| | Wood Heart . . . . . x1| | Bee Larvae . . . . . x1| | Demon Fossil . . . . x2| | Dragon Scale . . . . x1| | Pearl Necklace . . . x1| +------------------------+ +------------------------+ Totals: Wood Heart(6), Staflos Skull(1), Bee Larvae(1), Demon Fossil(2), Star Fragment(2), Dark Pearl Loop(1), Ruto Crown(1), Dragon Scale(1), Pearl Necklace(1). --- Steel Train --- Engine: Steel Engine Description: This steam train applies to strong, silent types everywhere. Cannon: Heavy Cannon Description: This steel cannon has unmatched accuracy. Its only hurdle is its weight. Passenger Car: Sturdy Passenger Car Description: There may not be much room in this carriage, but its incredibly safe. Freight Car: Efficient Freight Car Description: The sleek, black luster is reminiscent of trains from the good old days. +------------------------+ +------------------------+ | Steel Engine | | Heavy Cannon | +------------------------+ +------------------------+ | Pearl Necklace . . . x2| | Pearl Necklace . . . x2| | Ruto Crown . . . . . x1| | Dragon Scale . . . . x2| | Goron Amber . . . . x1| | Mystic Jade . . . . x1| +------------------------+ +------------------------+ +------------------------+ +------------------------+ | Sturdy Passenger Car | | Efficient Freight Car | +------------------------+ +------------------------+ | Pearl Necklace . . . x2| | Pearl Necklace . . . x2| | Pirate Necklace . . x3| | Dark Pearl Loop . . x2| | Ancient Gold Piece . x1| | Goron Amber . . . . x1| +------------------------+ +------------------------+ Totals: Pearl Necklace(8), Ruto Crown(1), Dragon Scale(1), Pirate Necklace(1), Dark Pearl Loop(1), Goron Amber(2), Mystic Jade(1), Ancient Gold Piece(1). --- Skull Train --- Engine: Skull Engine Description: Created by a gearhead, its unclear whether it can even go underground. Cannon: Skull Cannon Description: This cannon might be brightly colored, but it packs quite a punch. Passenger Car: Skull Passenger Car Description: This car has all the bells and whistles technology experts could cram in. Freight Car: Skull Freight Car Description: Its not clear how this car floats. Maybe theres a magic carpet inside? +------------------------+ +------------------------+ | Skull Engine | | Skull Cannon | +------------------------+ +------------------------+ | Stalfos Skull . . . x4| | Staflos Skull . . . x2| | Bee Larvae . . . . . x3| | Demon Fossil . . . . x3| | Ruto Crown . . . . . x2| | Dragon Scale . . . . x1| +------------------------+ +------------------------+ +------------------------+ +------------------------+ | Skull Passenger Car | | Skull Freight Car | +------------------------+ +------------------------+ | Stalfos Skull . . . x3| | Stalfos Skull . . . x2| | Star Fragment . . . x2| | Wood Heart . . . . . x4| | Pearl Necklace . . . x1| | Pirate Necklace . . x2| +------------------------+ +------------------------+ Totals: Stalfos Skull(11), Bee Larvae(1), Demon Fossil(3), Star Fragment(2), Wood Heart(4), Ruto Crown(2), Dragon Scale(1), Pearl Necklace(1), Pirate Necklace(2). --- Structure Train --- Engine: Stagecoach Engine Description: This train is sure to get peoples attention. Cannon: Tower Cannon Description: This extra-tall cannon resembles a soaring tower. Passenger Car: Quaint Passenger Car Description: Passengers like this car for its homey feel. Freight Car: Garden Freight Car Description: While very pretty, this mobile garden might not be the best for hauling. +------------------------+ +------------------------+ | Stagecoach Engine | | Tower Cannon | +------------------------+ +------------------------+ | Ancient Gold Piece . x1| | Ancient Gold Piece . x1| | Dragon Scale . . . . x3| | Dark Pearl Loop . . x3| | Bee Larvae . . . . . x8| | Pirate Necklace . . x2| +------------------------+ +------------------------+ +------------------------+ +------------------------+ | Quaint Passenger Car | | Garden Freight Car | +------------------------+ +------------------------+ | Ancient Gold Piece . x1| | Ancient Gold Piece . x1| | Ruto Crown . . . . . x3| | Pearl Necklace . . . x2| | Star Fragment . . . x5| | Stakfos Skull . . . x7| +------------------------+ +------------------------+ Totals: Bee Larvae(8), Star Fragment(5), Stalfos Skull(7), Dragon Scale(3), Dark Pearl Loop(3), Pirate Necklace(2), Ruto Crown(3), Pearl Necklace(2), Ancient Gold Piece(4) --- Dragon Train --- Engine: Dragon Engine Description: This train was created in the far past and seems to harbor a great spirit. Cannon: Dragon Cannon Description: Its hard to tell which part of the dragon this comes from. The chest? Passenger Car: Dragon Passenger Car Description: The strange design of this carriage is appealing, but would you ride in it? Freight Car: Dragon Freight Car Description: Mythical beasts are great--especially when they haul your stuff. +------------------------+ +------------------------+ | Dragon Engine | | Dragon Cannon | +------------------------+ +------------------------+ | Pirate Necklace . . x2| | Pirate Necklace . . x2| | Mystic Jade . . . . x1| | Goron Amber . . . . x1| | Demon Fossil . . . .x12| | Wood Heart . . . . . x9| +------------------------+ +------------------------+ +------------------------+ +------------------------+ | Dragon Passenger Car | | Dragon Freight Car | +------------------------+ +------------------------+ | Pirate Necklace . . x1| | Pirate Necklace . . x2| | Dark Pearl Loop . . x3| | Ruto Crown . . . . . x2| | Demon Fossil . . . . x8| | Bee Larvae . . . . . x6| +------------------------+ +------------------------+ Totals: Demon Fossil(20), Wood Heart(9), Bee Larvae(6), Pirate Necklace(7), Dark Pearl Loop(3), Ruto Crown(2), Mystic Jade(1), Goron Amber(1) --- Dessert Train --- Engine: Sweet Engine Description: This train looks good enough to eat! But that would be a bad idea. Cannon: Honey Cannon Description: Even if you cant eat it, this cannon is sure to satisfy. Passenger Car; Cake Passenger Car Description: Anybody would be happy to ride in car this sweet! Freight Car: Pie Freight Car Description: This car is designed to make train enthusiasts drool. +------------------------+ +------------------------+ | Sweet Engine | | Honey Cannon | +------------------------+ +------------------------+ | Palace Dish . . . . x1| | Palace Dish . . . . x1| | Mystic Jade . . . . x2| | Pearl Necklace . . . x5| | Ancient Gold Piece . x1| | Goron Amber . . . . x1| +------------------------+ +------------------------+ +------------------------+ +------------------------+ | Cake Passenger Car | | Pie Freight Car | +------------------------+ +------------------------+ | Palace Dish . . . . x1| | Palace Dish . . . . x1| | Dragon Scale . . . . x3| | Goron Amber . . . . x1| | Ruto Crown . . . . . x4| | Dark Pearl Loop . . x3| +------------------------+ +------------------------+ Totals: Pearl Necklace(5), Dragon Scale(3), Ruto Crown(4), Dark Pearl Loop(3), Palace Dish(4), Mystic Jade(1), Ancient Gold Piece(1), Goron Amber(2) --- Golden Train --- Engine: Golden Engine Description: Even the smoke on this spectacular wonder seems to have some gold in it. Cannon: Brawny Cannon Description: This cannon might look fancy, but its strong enough for heavy jobs! Passenger Car: Royal Passenger Car Description: This car is opulent enough for a king! Freight Car: Golden Freight Car Description: This freight car can double as an extravagant bathtub. +------------------------+ +------------------------+ | Golden Engine | | Brawny Cannon | +------------------------+ +------------------------+ | Alchemy Stone . . . x1| | Alchemy Stone . . . x1| | Ancient Gold Piece . x2| | Palace Dish . . . . x3| | Mystic Jade . . . . x3| | Goron Amber . . . . x2| +------------------------+ +------------------------+ +------------------------+ +------------------------+ | Royal Passenger Car | | Golden Freight Car | +------------------------+ +------------------------+ | Regal Ring . . . . . x1| | Regal Ring . . . . . x1| | Dragon Scale . . . . x4| | Pearl Necklace . . . x4| | Ancient Gold Piece . x2| | Mystic Jade . . . . x1| +------------------------+ +------------------------+ Totals: Dragon Scale(4), Pearl Necklace(4), Ancient Gold Piece(4), Mystic Jade(4), Palace Dish(3), Goron Amber(2), Alchemy Stone(2), Regal Ring(2) FINAL TOTALS: Wood Heart(19), Star Fragment(9), Stalfos(19), Bee Larvae(18), Demon Fossil (25), Dark Pearl Loop(12), Pearl Necklace(23), Ruto Crown(13), Dragon Scale(14), Pirate Necklace(14), Goron Amber(7), Ancient Gold Piece(10), Mystic Jade(8), Palace Dish(7), Alchemy Stone(2), Regal Ring(2) +-------------------------+ | Force Gems & Sidequests | {IFG3S} +-------------------------+ After you take Carben to the Ocean Sanctuary you will be able to find Force Gems by doing random tasks for people. They are unlocked as the game progresses, and there are twenty total. Now I would like to list them in order, divided into sections when they become available. However because of the IGN Map (in the rabbits section) theyve already been numbered, and unfortunately, not in the order they become available. But then again, I say **** that! Im going to list them in numerical order based on the IGN numbering that has more or less become the standard. ------------------------ Force Gem #1 Availability: After meeting Carben in Papuchia Village Opens Up: Tracks near Linebecks Trading Post, Warp Gate @ This Force Gem is mandatory within the game and introduces the concept of escorts in further detail after bringing the Bridge Builder to Linebecks. You will be attacked by Pirates while taking Carben to the Ocean Sanctuary. Defend him from the Miniblins and then take out the big guy. Keep your eye on the map at the top to make sure no Miniblins sneak in while you fight the big guy. Take Carben safely to the Sanctuary to get the Gem. ------------------------ Force Gem #2 Availability: Complete the Ocean Temple Opens Up: Tracks near/around Whittleton and Linebecks. A women in Papuchia Village is looking for a husband. So head to Whittleton Village and speak with the Chief. Take her to see him (remember to give him a safe, leisurely trip) and watch the cutscene. You will be awarded with the Force Gem. ------------------------ Force Gem #3 Availability: Get the Freight Car Opens Up: Tracks in the eastern Forest Realm, leads to the Ocean Realm. Buy fish from the merchant in Papuchia Village and return to the woman in Castle Town with at least ten. Fish spoil in the heat, so your quantity of twenty will go down over time, and keep an eye out for birds who mny try and steal it from you. After getting the Force Gem you can redo this mission multiple times to get a reward from the woman. This is good until she leaves Castle Town after Force Gem #17. ------------------------ Force Gem #4 Availability: Get the Freight Car Opens Up: New tracks near Abodoa Village, Warp Gate & Bring the man in Aboda Village ten cuccos from Castle Town. This will take a minimum of two trips, and if you get hit you will lose one cucco per hit. ------------------------ Force Gem #5 Availability: Complete the Ocean Temple Opens Up: Tracks near Rabbitland Rescue, connects to #4. A woman in Castle Town is looking for her rabbit-crazed husband. Bring her to Rabbitland Rescue and after a scene youll get the Force Gem. Just keep her happy and dodge the spiders in the forest and this is really no problem. ------------------------ Force Gem #6 Availability: Complete the Ocean Temple Opens Up: Tracks near Hyrule Castle. May connect to the Snow Realm. The little boy who tricked you into knocking down the beehive at the start of the game wants to fly with the birds. So take him to Beedles Air Ship, wherever that may be. Pretty easy stuff really, although some people like to give the little brat a rough ride due to the mean prank he plays at the start of the game >:( ------------------------ Force Gem #7 Availability: Complete the Ocean Temple / Get a letter from Ferrus. Opens Up: Tracks connecting the Forest and Snow Realms near Castle Town. After you beat the Ocean Temple youll eventually get a letter in the mail from Ferrus. Hell send you a picture of a Bomb Train in the Snow Realm, so go and find him there while avoiding the Armored Train. Pick him up and take him to meet Alfonzo back in Aboda, and after meeting his hero Ferrus gives you the Force Gem. You should be able to find Ferrus in the south-eastern section of the tracks where the Bomb Trains are. ------------------------ Force Gem #8 Availability: Complete the Ocean Temple. Opens Up: Tracks in the southern section of the Snow Realm, an alternate route to the Forest Realm, and Warp Gate %. Head to Anouki Village and go to the northwest section. Theres an Anouki who wants to start up his Mega Ice company once more, so bring him over to Wellspring Station. Hell be overjoyed and give you Force Gem #8, and sell you Mega Ice from now on, which you need for a few Gems and even plot progression, making this one mandatory. ------------------------ Force Gem #9 Availability: Complete the Fire Temple Opens Up: Tracks near Wellspring Station, Warp Gate $. Just at the entrance to Goron Village there will be a Goron who wants to go somewhere cold. Bring him all the way to Anouki Village and then go speak to him at the Elders House. He will reward you with the Force Gem, and open up another one (#12). ------------------------ Force Gem #10 Availability: Get the Freight Car Opens Up: Tracks leading to Slippery Station. Go to the Snow Sanctuary and speak with Steem. He wants a new vessel, so head to Papuchia Village and talk with the Wise One. Buy the vessel for 300 rupees and take it to Steem. You cannot afford to get hit even once, since if you do the vessel will break. Bring it to Steem to get the Force Gem. You can also do this mission over and over. After doing it the first time go to Steems room and break the vessel, and he will scold you. GO buy a new one (only cost me 100 each consecutive time) and bring it to him. He will thank you and rewards your consideration with a treasure (one worth 500 in my case). ------------------------ Force Gem #11 Availability: Get the Freight Car Opens Up: Tracks leading to Snowdrift Station. Go find the Bridge Builder (he should be at Linebecks) and bring him to Anouki Village. This will net you a 150 treasure, but you still need some lumber for the fence. So go to Whittleton Village and buy lumber from the man near the shop for a few rupees and bring at least ten pieces to Anouki Village (you get 20). You will get the Force Gem afterwards. ------------------------ Force Gem #12 Availability: Complete the Fire Temple / Do Force Gem #9. Opens Up: Tracks connecting the Snow and Fire Realms farther north. Speak with the Elder in Anouki Village and hell after speaking with the Goron want to pay a visit to Goron Village. Bring him there in what is a simple escort mission and youll get another Gem. ------------------------ Force Gem #13 Availability: Complete the Fire Temple Opens Up: Tracks leading to the Pirate Hideout. The fish saleswoman in Papuchia needs some Mega Ice. Buy some from Wellspring Station, and 10 of the 20 blocks need to make it. So from Wellspring head to Warp Gate @ and then go north towards Linebecks and then east into the Ocean Realm. You ought to arrive at Papuchia with more than enough Mega Ice left to spare. ------------------------ Force Gem #14 Availability: Obtain Force Gem #13 Opens Up: Various shortcuts in the Ocean Realm, Warp Gate +. After opening up the Pirate Hideout go within and complete the mini-game for the first time youre score does not matter. After youve escaped return the man safely to Papuchia, dont get caught by the pirates otherwise youll repeat the game you played with Carben. Once youve arrived watch all the cutscenes, which are quite humorous provided youve completed Force Gem #2. Get your Gem and be on your way. Now the true Pirate Mini-game has been unlocked, as well as a number of shortcuts within the Ocean Realm. ------------------------ Force Gem #15 Availability: Obtain Force Gem #18 Opens Up: Tracks leading to the Lost at Sea Station I have no idea what IGN was thinking with their numbering system, but the map is efficient, and these numbers have become more or less universal (well, except for Zelda Dungeon, but I digress). Once youve opened up the Dark Ore Mine go buy ten units of it for the expensive price of 200 rupees and bring at least five to Linebeck. You can really only afford to get hit once, so I advise killing the Giant Rocktite first. Now once you buy the stuff head south through the long tunnel and exit out in the southern section of the Fire Realm, where the Sand Realm spreads over the Fire and Ocean Realms. Head south into the Ocean Realm, and go right into the Warp Gate. From where you pop out make your way to Warp Gate + to come out near Linebecks, and hurry the Ore to him. Hell be overjoyed and give you the Force Gem. ------------------------ Force Gem #16 Availability: Get the Freight Car Opens Up: Tracks in the southwestern end of the Fire Realm, Warp Gate * After bringing the Mega Ice to Goron Village to open the way return to Wellspring and bring at least ten more pieces to the Goron whose house is blocked. He will reward you with the Force Gem, and be one very happy Goron. ------------------------ Force Gem #17 Availability: Complete the Fire Temple Opens Up: Tracks leading to and near Disorientation Station. A young Goron wants to go to the big city. Bring him to Castle Town and after he mistakes the fish lady for a Princess he gives you the Force Gem. Doing this sidequests makes it impossible to bring her fish anymore, causing you to lose the sidequest afterwards. ------------------------ Force Gem #18 Availability: Complete the Sand Temple / Get a letter from Ferrus Opens Up: Tracks leading to the Dark Ore Mine. Sometime after beating the Sand Temple you will get another letter from Ferrus. Go pick him up in the northern section of the Fire Realm, somewhere in the western half. Bring him to the Ocean Temple and hell reward you with another Force Gem. Also, by doing this, eventually you will get a third letter. Find him the third time in the Forest Realm to get a Regal Ring! ------------------------ Force Gem #19 Availability: Get the Freight Car Opens Up: Tracks in the Forest Realm near the Temple and Rabbitland Rescue. Really, why is this Force Gem #19?! Anyway, after you get the Freight Car buy some iron from the Goron just west of Goron Village proper and bring it to the lumberjack in Whittleton Village. Youll get the Gem for getting there with at least five, no problem really. Some people think you need to bring him iron to buy the lumber, but thats just not true. ------------------------ Force Gem #20 Availability: Complete the Sand Temple Opens Up: Tracks leading to Ends of the Earth Station. Once youve done the Sand Temple talk to Rael and bring him five Cuccos from Castle Town. Youll get the Force Gem, and getting these Cuccos also makes it possible to get the Stamp here. Now then, getting all these Force Gems opened up a number of new Stations, five to be precise. These five stations hold some of the most valuable treasures in the game, so Im going to cover each of them in detail. Let us begin. (--- Snowdrift Station ---) Located in the northwestern end of the Snow Realm, you can get here after getting Force Gem #11. There really isnt much to talk about outside the station. Theres lots of snow, a bunch of White Wolfos running around, and virtually nothing to do. So make your way to the cave and head on in. Youll be inside of a large chamber that somewhat resembles the Snow Temple. In front of you there is a sign that tells you a not-so cryptic hint, a staircase leading to a hole with five switches on a ledge, and four staircases leading down in each corner. There are also Freezards, so take em out if you want. Use the fire to melt them into Octoroks, its the easiest route. First lets go into the Northwestern room. The goal here is simple: push the block around so it lands in the water to the far right. Try and figure it out for yourself, but if you cant then do this: from the starting point push the block north, east, south, west, south, east, north, and east. Once it lands in the water hop on and lets do what he did in the Snow Temple. Use the Whirlwind you move the box along the water. Once you reach the other side read the sign to get your first hint. It says, the second one and the fourth one are next to each other. Climb the steps and return to the main room. Okay, lets just go counter-clockwise, so the Southwestern room is next. This one is rather simple, but it can he tough if you dont know what to do. You need to hit a switch that sets off a timer and then run to the door across the ice. The best tip I can give you is to roll around corners so you dont waste time sliding around trying to change directions. Once you get the hang of it and reach the door read the sign for your next hint. This one reads, the first and the last are on the ends. Jump down and return to the main chamber. Lets continue onward to the Southeastern room. This room is full of water, with Octives and Ice Keese everywhere you look. Kill the Ice Keese from afar with a ranged weapon, and then throw your boomerang through the torches to make paths. Kill the Octives to make the door open to the next sign. It reads, the second switch from the left is the third switch to hit. Return to the main room once more, only one left. Go to the Northeastern room now, after all we dont have any more options. Its dark, its wet, and there are ice torches everywhere. You know what we have to do. Use the torches to make paths and to light other torches you see. Soon youll come to the tablet after what seems like a long time. Our last hint is, dont hit the false switch in the middle. Return now and head back to the main chamber. Right, so now we have all four hints. Climb the stairs in the middle and youll see the five switches arranged in a line. Here are the hints: -Dont hit the one in the middle. -Hit the second from the left third. -The ends are the first and last switches. -Numbers two and four are next to each other. So anyone with a brain should know this right off the bat: ?, 3, X, ?, ? Now, we know two and four need to be next to each other, so the first switch cant be last, it has to be first. Likewise, the final switch must then need to be the fourth switch, making the second to the right the second switch. So hit them in this order: 1, 3, X, 2, 4 Do it in a single throw and a bridge will form leading to another room. Oh ho ho we arent done yet! A door will close behind you and now youre in a tiny, ice covered room full of Freezards without a single torch in sight! You pretty much have three options. One, use the Bow of Light if you have it (you dont if youre following this guide), as it weakens them much faster. Two, slash like a madman and weaken them, taking massive damage yourself. Or three, use bombs, as they also weaken them pretty fast. Once the Freezards lose their protective covering a single slash will do the trick. Once all of them have been killed walk up and open the treasure chest to pick up the extremely rare and valuable Alchemy Stone! Now youre all done with Snowdrift Station. Lets move onward. (--- Slippery Station ---) Slippery Station is located in the northern section of the Snow Realm, and you need Force Gem #10 to reach it. Once you can, head through a long tunnel to arrive there. Now then, after you hop off the train youll encounter a lot of annoying Ice ChuChus outside, so take those pesky things out with the Boomerang + Sword combo or the Bow. Head inside to find yourself a little mini-dungeon, although its more of a cave with a game inside to be honest. There are three switches, and a long ice sheet that circles around the cave. There are three small rooms scattered throughout, each with a chest inside. The purpose here is to hit the switch for each door (ranging from Armature, Pro, and Champion) and make it there before the time runs out. However its hard, because you have less traction on the ice and its tough to maneuver around corners. Start with the Armature Course, which is the bottom of the three switches. This one is actually really easy and you can win it with virtually no effort. Roll on the straight-aways for a nice boost, and try and cut the corners as sharply as possible. The best advice I can give you is roll around corners. It stops your momentum and takes you in the direction you need to go. Youll need this for Pro and definitely for Champion, so you may as well practice it now. Rolling works so well because lets say youre running north and need to cut south after a right turn. You can turn around just at the turn and roll forward, which will stop your north-bound momentum and send you in the proper direction, saving time. Get through this door in time to pick up 300 ruppes. The middle switch is the Pro Course, now things get a bit tricky. Here you will need to cut corners sharply, as well as roll from time to time on straight-aways, especially portions with no ice. This one is also pretty easy if you know what to do; the target is the door at the north west. Once you make it through open the chest to get a 500 rupee treasure. The Champion Course is, clearly, the hardest, but it isnt impossible. It took me two tries in all honesty, and I only failed the first time because I got stuck against the wall under the doorway (so yes, I overshot the door). The goal here is to cut each corner as tightly as possible, roll on all straight-aways, and remember NOT to get dizzy (so space your rolls slightly). Be as direct as possible; traveling in a straight line is the most effective method. Get through the door before it closes and pat yourself on the back. Oh, and dont forget the Alchemy Stone either! And with that we are now an ice-skating Champion. Slippery Station is a thing of the past, and lets move on with our lives. (--- Disorientation Station ---) Once you pick up Force Gem #17 you can make your way to Disorientation Station located in the northwest of the Fire Realm. There really isnt anything to do outside, well no, thats a lie, theres actually a lot to do. First, however, Zelda will notice one of the castle guards near the entrance to a cave up on the cliff. Odd, lets go see what his deal is in a minute. First, some treasure chests. One is on a ledge to the left; you will need the Song of Birds and the Whip to reach it. Theres a 150-rupee treasure inside. Play the Song of Birds again and take a lift over to the bluff on the right side of the map. Drop down, and use the Whip to swing across a gap. Now head southwest along the cliff edge, kill some green Spinuts, and pick up the chest at the end for a red rupee? Lame. Now that youve got the treasures go make your way up to the Guard and speak with him. It seems he and a partner came looking for treasure, but his buddy hasnt come out in quite some time. Guess the big guy got scared and ran away from the monsters. Some guard. He wants Link to go inside and find his buddy. He also gives you solid hint on where to find the treasure: From the room that knows no south, follow the rocky trail north, north Okay then, so lets go on inside and figure this out. I suggest you try and do this one on your own, just because its a neat little puzzle. If youre having trouble though, or are just lazy, then read on The cave within is, as the name suggests, disoriented. All the rooms look like and you can go in one direction west or east forever, hence the name. However, you can only go so far north or south in two rooms, while in the other you can go on forever. Think of it as a 3 x 3 square; there are nine rooms total. You can keep going left in all the rooms, you can keep going right in all the rooms and it eventually brings you back to where you started. However, you can only go north / south forever in one of the three columns, you get it? Imagine the room you start in as being the center; this is the column where you can go north / south forever. This is important, because we need to find a room with no south, but there are two of them. Well lets use the hints, okay. Go south from where you start and then you have a choice. East into a room with no south, or west into a room with no south. Well if you try each one youll see rocks in each room, as well as if you go north into the next. Rocks are important, because its the rocky trail youre supposed to follow. However, if you go north again on the west, you wont see rocks, but rather, pots. So then, head south from where you start, go east, and then north twice. In the middle room (as in, one north or one east from the start) youll see a death note from the guards buddy. Read if you want, and go north into the treasure room. Kill all the Fire Babas and then play the Song of Discovery next to the stone tile in the northeastern corner to make the chest appear. Grab your Alchemy Stone and get out of this place. Outside talk to the guard one last time, and if you checked out the grave hell give you 100 rupees. Then head east along the cliff. Kill some more green Spinuts, and youll soon come across a chest with 100 more rupees inside. Were all done here now, say good-bye to Disorientation Station. (--- Ends of the Earth Station ---) Located in the northeastern section of the Fire Realm, you can arrive here once you get Force Gem #20 after beating the Sand Temple. And how appropriate, because we need the Sand Wand to complete this place. So, make your way there and arrive outside. Not much to see, a few doors, some sand pits, thats about it. Within each cave are three puzzles each, for a total of nine. The three puzzles are grouped by difficulty, more or less being easy, medium, and hard. For completing all three of each set youll get something nice, so I suppose we dont have a choice, do we? First head into the center cave for the Brainteaser Puzzle (not Master, you silly Euros). The first puzzle is rather simple, one block, one switch, and a lot of space to work with. This is easy. Move the block left, left, down, down, right, up, right. In the next room weve got a bit of a weird shape to work with, but its still very easy. I mean all you really have to do is look at it. Move the block right, right, right, down, down, down, and then left. Wow, talk about a braineaster alright. This last room is a bit tougher because there really isnt a lot of space to work with. Start by going left, down, right, up, right, down, left, left, up, right, down. Go up the stairs to pick up your 500-rupee treasure, and then exit through the door. Cross the bridge and open your chest for a big green rupee. Now head up the cliff and go into the left cavern, this is the Braintwister Puzzle (once more, it isnt Tempered, but it may test your temper ~_^). Now we get a little more complex because we have two boxes. Note that Im using a lot of trial and error here, so these directions arent the best. Begin with the block on the left and move it up, left, up, right, down, down, down, left. Now for the block on the right move that up, right, up, left, down, down, down. Move the first block up one space, and move the second block onto its switch. After, move the first block BACK onto its switch. On to the next room! Begin with the bottom block and move it right and up, and then move the upper block left. Back to the first block, move that up, left, down, down, right, up, left, down, right, up. Now for the second block, move that one down, down, right, up, up, left, down, right, up, left, down. Did you get all that? I hope so, on to room number three. Talk about a curveball, now we have three boxes! For the sake of being simple, the left block is one, the middle block is two, the right block is three. Start by moving one down, and then two and three up each. From there move two left, and one right and down onto the switch. Move three down, right, down, left, and then two right, and down. Back to three, move it up, and right, then move two left, up, up, and left onto its switch. Now for three, move it right, down, left, left, up, right, right, right, up and onto the switch. Youre all done here, go on ahead to grab your Heart Container, and then leave. Cross the bridge and open the chest for another big green rupee. Now that thats over and done head up to the final room on the right. This is where youll find the Brainmaster Puzzle. This is your golden opportunity, but it sure isnt the Golden Puzzle! You start with three blocks, from left to right, one, two, and three. Move number one right, down, and then right. Move block two left, down, and left; you need to move block one up and then back down to do so. For block three move it left and down, then move block one up again, then left, and then down. Back to block three, move it up, then as far right as possible, followed by down. Finally move block one up, right, and back down again. Head into the next room and youll see only two blocks, top and bottom in this case. Move the bottom block right and up, then the top block down and right. After that move the bottom block left twice, down, right, up, left, down, and right. Go back to the top block and move it up and left. Move the bottom block right, and the top block down and left to finish up. One more left, so head into the last room to find three move blocks, from left to right, one, two, and three. Start by moving two down and one right. Then go two left and up, one down then right. Now move three left then down, and move one up. Move three over left again. Move two right and down, then three up and two right. Move three down again into its slot and one left then down. Easier than it looks. Nab your Regal Ring and grab the other chest on the way out for another big green rupee. Once youre all set leave Ends of the Earth Station and never look back. Here is a more streamlined version of this section: BLOCK-L = Block that started on the left. BLOCK-R = Block that started on the right. BLOCK-B = Block that started on the bottom. BLOCK-T = Block that started on the top. BLOCK-# = Blocks I gave a numbered value *see paragraphs* --- Brainteaser First Puzzle --- 1: LEFT 2: LEFT 3: DOWN 4: DOWN 5: RIGHT 6: UP 7: RIGHT --- Brainteaser Second Puzzle --- 1: RIGHT 2: RIGHT 3: RIGHT 4: DOWN 5: DOWN 6: DOWN 7: LEFT --- Brainteaser Third Puzzle --- 1: LEFT 2: DOWN 3: RIGHT 4: UP 5: RIGHT 6: DOWN 7: LEFT 8: LEFT 9: UP 10: RIGHT 11: DOWN --- Braintwister First Puzzle --- 1: BLOCK-L -> UP 2: BLOCK-L -> LEFT 3: BLOCK-L -> UP 4: BLOCK-L -> RIGHT 5: BLOCK-L -> DOWN 6: BLOCK-L -> DOWN 7: BLOCK-L -> DOWN 8: BLOCK-L -> LEFT 9: BLOCK-R -> UP 10: BLOCK-R -> RIGHT 11: BLOCK-R -> UP 12: BLOCK-R -> LEFT 13: BLOCK-R -> DOWN 14: BLOCK-R -> DOWN 15: BLOCK-R -> DOWN 16: BLOCK-L -> UP 17: BLOCK-R -> RIGHT 18: BLOCK-L -> DOWN --- Braintwister Second Puzzle --- 1: BLOCK-B -> RIGHT 2: BLOCK-B -> UP 3: BLOCK-T -> LEFT 4: BLOCK-B -> UP 5: BLOCK-B -> LEFT 6: BLOCK-B -> DOWN 7: BLOCK-B -> DOWN 8: BLOCK-B -> RIGHT 9: BLOCK-B -> UP 10: BLOCK-B -> LEFT 11: BLOCK-B -> DOWN 12: BLOCK-B -> RIGHT 13: BLOCK-B -> UP 14: BLOCK-T -> DOWN 15: BLOCK-T -> DOWN 16: BLOCK-T -> RIGHT 17: BLOCK-T -> UP 18: BLOCK-T -> UP 19: BLOCK-T -> LEFT 20: BLOCK-T -> DOWN 21: BLOCK-T -> RIGHT 22: BLOCK-T -> UP 23: BLOCK-T -> LEFT 24: BLOCK-T -> DOWN --- Braintwister Third Puzzle --- 1: BLOCK-1 -> DOWN 2: BLOCK-2 -> UP 3: BLOCK-3 -> UP 4: BLOCK-2 -> LEFT 5: BLOCK-1 -> RIGHT 6: BLOCK-1 -> DOWN 7: BLOCK-3 -> DOWN 8: BLOCK-3 -> RIGHT 9: BLOCK-3 -> DOWN 10: BLOCK-3 -> LEFT 11: BLOCK-2 -> LEFT 12: BLOCK-2 -> UP 13: BLOCK-2 -> UP 14: BLOCK-2 -> LEFT 15: BLOCK-3 -> RIGHT 16: BLOCK-3 -> DOWN 17: BLOCK-3 -> LEFT 18: BLOCK-3 -> LEFT 19: BLOCK-3 -> UP 20: BLOCK-3 -> RIGHT 21: BLOCK-3 -> RIGHT 22: BLOCK-3 -> RIGHT 23: BLOCK-3 -> UP --- Brainmasher First Puzzle --- 1: BLOCK-1: RIGHT 2: BLOCK-1: DOWN 3: BLOCK-1: RIGHT 4: BLOCK-2: LEFT 5: BLOCK-2: DOWN 6: BLOCK-1: UP 7: BLOCK-2: LEFT 8: BLOCK-1: DOWN 9: BLOCK-3: LEFT 10: BLOCK-3: DOWN 11: BLOCK-1: UP 12: BLOCK-1: LEFT 13: BLOCK-1: DOWN 14: BLOCK-3: UP 15: BLOCK-3: RIGHT 16: BLOCK-3: RIGHT 17: BLOCK-3: DOWN 18: BLOCK-1: UP 19: BLOCK-1: RIGHT 20: BLOCK-1: DOWN --- Brainmasher Second Puzzle --- 1: BLOCK-B: RIGHT 2: BLOCK-B: UP 3: BLOCK-T: DOWN 4: BLOCK-T: RIGHT 5: BLOCK-B: LEFT 6: BLOCK-B: LEFT 7: BLOCK-B: DOWN 8: BLOCK-B: RIGHT 9: BLOCK-B: UP 10: BLOCK-B: LEFT 11: BLOCK-B: DOWN 12: BLOCK-B: RIGHT 13: BLOCK-T: UP 14: BLOCK-T: LEFT 15: BLOCK-B: RIGHT 16: BLOCK-T: DOWN 17: BLOCK-B: UP 18: BLOCK-T: LEFT 19: BLOCK-B: DOWN --- Brainmasher Third Puzzle --- 1: BLOCK-2: DOWN 2: BLOCK-1: RIGHT 3: BLOCK-2: LEFT 4: BLOCK-2: UP 5: BLOCK-1: DOWN 6: BLOCK-1: RIGHT 7: BLOCK-3: LEFT 8: BLOCK-3: DOWN 9: BLOCK-1: UP 10: BLOCK-3: LEFT 11: BLOCK-2: RIGHT 12: BLOCK-2: DOWN 13: BLOCK-3: UP 14: BLOCK-2: RIGHT 15: BLOCK-3: DOWN 16: BLOCK-1: LEFT 17: BLOCK-1: DOWN Brainteaser Reward: 500-rupee treasure Braintwister Reward: Heart Container Brainmasher Reward: Regal Ring (--- Lost at Sea Station ---) The final optional station, and probably the best. Located in the southeast of the Ocean Realm, you can get here once you bring Linebeck his five units of Dark Ore. As you first arrive you will see a large cliff and some surrounding land. The first thing to do is to *gasp* actually put the Songs of Light and Discovery to work. You will find two crystal beacons, one in the lower-left part of the map, and one in the top-right. Play the Song of Light at each of them and head to where the beams intersect. There play the Song of Discovery to make a chest appear containing a 500-rupee treasure! With that done head north to the cliff wall and Im sure youll notice a bird flying around. Play the Song of Birds and use the Whip to reach the top of the cliff. Youll see four crows on the trees, take them all out and play the Song of Light near the crystal beacon. Blow up the wall that it points to and head inside. Inside youll find a Gossip Stone. Play the Song of Awakening and it will ask if you want to enter a far-away dungeon. According to our stone friend it is (allegedly) an exact replica of a temple in a distant land. Well that sounds swell, only we cant use our sword or bow. Agree anyway, because we need to go through here (well we dont NEED to, but we WANT to). Youll end up in a dungeon that resembles the Tower of Spirits. The music, however, is that of the Temple of the Ocean King from Phantom Hourglass, and I guess this dungeon is supposed to be a replica of that temple even though it looks nothing like it. You will notice Phantoms on the map, too bad we cant have Zelda possess them without our sword V_V. Now on each floor, as you enter, youll see a stone tablet. Read it and it tells you what you must do to complete this floor. ~~~ Lost at Sea Station - First Floor ~~~ So first floor. Our goal is to light all of the torches while avoiding the normal Phantoms, not a problem. The first torch is in the exact center of the room, like, the EXACT center. So run into the safe zone, grab the chest for a 50-rupee treasure, and wait for the Phantom to pass by. When the coast is clear, rush in and you will see two torches, one of which needs to be light. From there head up to where the door is and youll see two torches light. Head to the right, near where the fire jet is. Toss the boomerang through the torch on the right, and then send it over near the corner for your next torch. The next torch is in the exact same spot, just on the left. Once youre all clear head down to the next room. ~~~ Lost at Sea Station Second Floor ~~~ This floor is pitch black and two Torch Phantoms patrol. Your goal here is to extinguish all the torches, so break out the Whirlwind. There are thirteen total, and I will do my best to guide you to them. Start in the safe zone, thats got #1 and #2 right there. From there go left for #3, and then down for #4. From there go right through the darkness to find #5, and youve got #6 just below it, although you may want to wait on putting that one out. Return to the safe zone where you began and go right to find #7, and then go down a very long way to reach #8. Somewhere around here you can go right some more to find a path that leads to a safe zone and some treasure, although I forgot to run and grab it as I was typing this up (I think its a 150-rupee treasure). From #8 go right and down to find #9, and then left into the safe zone with two more torches. From this safe zone go left more to find #12, and final up to reach the final torch, lucky #13. Were all done here, so return to the second safe zone and continue your descent. ~~~ Lost at Sea Station Third Floor ~~~ Now things are going to pick up because weve got Warp Phantoms to deal with as well as Phantom Eyes. The objective here is to find many pairs of switches (all located in the corners of the room) and pull the right one with the Whip (similar to the Ocean Temple). There are four sets of the fish statures total, as I said, one in each corner of the room. If you pull the wrong one, a Phantom Eye will appear, making your life quite difficult. There is NO way to tell which switch is correct, with exception to me telling you. You can also find some treasure in the northeast part of the room, so make a note of that when youre headed that way. Heres what you do; in the southwest corner pull the right switch, in the northwest corner pull the left switch. Make your way across the gap to the northeast corner and pull the right switch, and finally get the right one in the southeastern corner. This one is probably the hardest, since you may have to lure the Phantom out of there to reach the switch. Once youre done head to the middle of the room and go down to the fourth floor. ~~~ Lost at Sea Station Fourth Floor ~~~ As you may have guessed ahead of time this place is filled with Wrecker Phantoms, making it quite hazardous. The goal here is to destroy all the cracked blocks. Now the game probably assumes youll use Wrecker Phantoms for the job, but in all honesty bombs are easier, and we may as well put those thirty to good use. So then, blow up the blocks in the left side of the map first, avoiding the Wreckers, and being sure to nab the treasure chest in the safe zone at the bottom corner. Make your way around to the north side and destroy the blocks heading to the right side of the room. Continue your own little path of destruction, making sure to nab another chest in the northeastern corner of the room. Be sure to use bombs wisely, and once you destroy the last block the door will open. Again, you can use Wreckers here, but bombs are much more efficient and a whole lot safer. I do not, however, advise using bombs if you dont have the upgrade. You are going to want them for the last floor, because they make it easier. ~~~ Lost at Sea Station Fifth Floor ~~~ One of each Phantom, four corners to the room, and our goal? Find the four treasure chests. Im sure you can wager a guess as to where the chests are, the only thing we need to do is figure out how to reach them. Start in the lower-right corner and use bombs to blast through the four layers of blocks, or use the Wrecker if youre feeling a bit cunning. Grab the chest and make your way to the top-right section. This chest has no fancy tricks, so just grab it and take notice of the nearby fish statues. Pull the switch on the left to lower the spikes surrounding the chest in the top-left corner. Pulling the wrong switch summons a Phantom Eye near the door, aka your escape. With two down and two to go make your way to the top-left corner and grab your third chest. Therere some fire jets to the far north with some range, so make sure not to get surprised by them and take unnecessary damage. Finally head to the north part of the room and youll notice some torches. Light up the one that isnt on and run to the bottom-left corner to grab the fourth and final treasure chest. What a deal huh? We get treasure and the door opens for us! Head to the door and exit through the north. Open the large chest for *drum roll* a Regal Ring! Exit through the blue light. Were all done here at Lost at Sea Station, but remember that this isnt a onetime deal like the other bonus Stations. Thats right you can replay the Lost at Sea Station over and over again to get unlimited Regal Rings and a good deal of other treasures as well! ================================================= ~~~ Characters {CHAR4} ~~~ ================================================= Here are a list of the principal characters in Spirit Tracks, as well as a few minor ones worth noting. Major characters will be listed first and have their names within a box and a decent bio, while minor, yet nevertheless important, secondary characters will just have their names listed with a brief bio. *** This section does contain minor SPOILERS!!!! Do not read ahead if you have not completed the game, or if you do not care about said spoilers! *** +--------------+ | ~~~ Link ~~~ | +--------------+ What more is there to say? Link, the hero, the main character and one of the most iconic video game characters in the world. Sure sometimes hes not blonde, sometimes hes a little kid, sometimes hes right-handed, but hes still Link. The hero destined to battle whatever evil threatens the world. In this game we meet a new Link who bears an uncanny resemblance to the Hero of Winds from The Wind Waker and Phantom Hourglass. Link begins this game, not as a warrior, but as an engineer, or rather, an apprentice engineer. Like the Links that came before him, this Link accepts his quest as it is laid out before him. He must work with Princess Zelda to restore the power of the Spirit Tracks and bring peace to the new land of Hyrule. Ever silent, a hero whos courage is unmatched. The link between you and the game. +---------------+ | ~~~ Zelda ~~~ | +---------------+ The titular character of the series, and for the first time ever she plays a critical role in the games story. Zelda is the Princess of the new land of Hryrule, and from what we gather in game, its principal ruler. She receives advice and help from her Teacher, as well as Chancellor Cole, in running her kingdom, and has dedicated her life to its safety. While she does look different from his known ancestor, Tetra, Zelda still does carry the family resemblance. Blonde hair, a fair complexion, and pointed ears just scream Hylian. Zeldas main role in Spirit Tracks is as Links sidekick. After she bites the dust roughly fifteen minutes into the game she travels with Link throughout the rest of his journey, offering advice and lending a hand within the Tower of Spirits. For the first time in the series history Zelda has a unique personality; that of a quirky little girl who often times forgets her current predicament, and can become quite hysterical and neurotic at times. Still she proves to be an effective ally to Link, and is an integral part in the revival of the Spirit Tracks. +-------------------------+ | ~~~ Chancellor Cole ~~~ | +-------------------------+ Spirit Trackss main villain takes form in the little green imp-man known only as Cole, or Chancellor to his buddies. What a shock huh? An evil Chancellor? Cole begins the game as Zeldas advisor or sorts, although he bosses her around quite often, and is very suspicious from the get-go. It is his very nature that leads Zelda to question his motives, and decide he cannot be trusted. But too little too late. While Zelda is on her way to the Spirit Tower with Link and Alfonzo, Cole ambushes them, quickly disposes of Link and Alfonzo, and then takes out Zelda with a sort of energy blast. Revealing himself to be a twisted little demon in the process complete with two horns hidden under his hats Cole reveals his plan to revive the long sealed Demon King and hand over Zeldas body as his vessel. Yikes! Coles already a formidable demon, but the Demon King? The little man knows how to play his cards right. Hes a crafty little villain who devises a nearly flawless plan, and even has an imposing hired muscle to help him out. +---------------+ | ~~~ Byrne ~~~ | +---------------+ Byrne, heh. Byrne, as in burn. You burn coal. Byrne and Cole, get it? No? Fine. There isnt much to say about Byrne without spoiling too much, because he begins the game as Coles simple lackey. Thats all there is to Byrne. Hes a massive, imposing figure who easily manages to overwhelm Alfonzo at the start of the game thanks to his awesome power glove (he loves the Power Glove, its so bad). While he may not seem like a very important character, Byrne ends up playing a huge role by endgame, and has a rather surprising past that is connected with one of the other major characters, and is the subject of a couple twists. Not to mention he has a kickass theme song and provides an awesome, albeit easy boss battle. +----------------+ | ~~~ Anjean ~~~ | +----------------+ Heh, Anjean. Anjean, engine, get it? Dont you just love puns? Anjean is an old woman with a vaguely familiar twirly hairstyle and a signature wink. She is one of the Lokomo, a spirit-like race sent to new Hyrule to protect and guard the Spirit Tracks in the name of good. Anjean is sort of their leader, and it is her duty to guard the Tower of Spirits. Anjean is there for a majority of the important cutscenes, and provides Link and Zelda with tons of useful information and even items throughout the game. The old hag may ride around in a cart and not look like much, but shes definitely worth keeping around. +------------------+ | ~~~ Malladus ~~~ | +------------------+ The ancient Demon King, defeated and sealed by the spirits long ago. The final villain and the being that is trying to take over Zeldas body. Malladus is an immense power that could ravage the world in a frighteningly short amount of time. He is so powerful that the Spirits could not even destroy him. The Spirit Tracks are the shackles that keep him bound and the Lokomo their guardians. The question is, will Cole succeed in resurrecting this ancient evil and unleash it upon the world? [--- Niko ---] In a rare occurrence, in fact for the first time in Zelda history, a character returns from not one, but two previous games. Niko was one of Tetras pirates during The Wind Waker and Phantom Hourhlass, and returns as a very old man in Spirit Tracks. He is the sole surviving link between the old world of the Great Sea and the new world of New Hyrule. He lives with Link in Aboda Village. [--- Alfonzo ---] He looks familiar, but Alfonzo isnt a familiar face. Once the greatest soldier in Hylian History (even holding an astounding record of 900 hits), Alfonzo became an engineer later in his life. However he still remains loyal to Zelda, as it should be. He is presumably a descendent of Gonzo, one of Tetras pirates, and like his ancestor, serves the Royal Family as a guardian and friend. [--- The Lokomo ---] There are more Lokomo in the world of Spirit Tracks other than Anjean. While she protects the Tower of the Spirits, the remaining five guard the power of the Spirit Tracks and the Realms of the world. There are five in all: Gage, Guardian of the Forest Realm. Steem, Guardian of the Snow Realm. Carben, Guardian of the Ocean Realm. Embrose, Gurdian of the Fire Realm. Rael, Guardian of the Sand Realm. These give posses five ancient instruments that can unlock the power of the Spirit Tracks in times of peril. Like Anjean they all ride around in small carts that, along with their names, show their connection to the Spirit Tracks. Dont you just love puns? [--- Ferrus ---] A young man who lives alone in the Snow Realm. Ferrus is a train fanatic and his hero in life is Alfonzo, despite the latter being more famous for his skills with a sword. Ferrus can be found throughout the game in various locations on the overworld, and speaks with a distinctive Internet lingo that includes words and phrases such as w00t and Oh em gee (OMG, oh my God ). You know when Ferrus is nearby because you can hear the familiar sound of his camera snapping away, taking pictures. Its quite loud too, and can be heard from far away [--- Linebeck III ---] A descendent of the legendary hero himself. Sometime after the events of Phantom Hourglass Linebeck, who managed to crossover from the World of the Ocean King, came to the new land of Hyrule along with his little buddy Link. Soon he started a family and gave up his life of treasure hunting after one last big find. His grandson maintains the family treasure selling and trading business, and is the spitting image of his grandfather. Linebeck III too has a fondness for treasure, treating Link like a search hound, and he sports a really sweet hat. Throughout the game Link can sell his treasures to Linebeck for cash, or trade them in for new train parts. [--- Teacher ---] Zeldas aptly named teacher, Teacher serves more as a tutor and advisor to the young ruler. After Zelda goes missing Teacher panics and, about halfway through the game, Link can escort him to various locations around the world in his (that is, Teachers) never ending search for the young princess. Link is, of course, compensated for his troubles [--- Postman ---] The postman returns from Phantom Hourglass as the spitting image of his grandfather? Are they even the same race? Anyway the Postman often shows up when you have a letter, mimicking a train as he does so. Hes very disappointed about the new mail system of NOT reading letters aloud (a nod to the mail system from PH) and often expresses jealousy whenever Link receives a prize or something good in the mail. [--- Beedle ---] Yeah, even Beedle got it on. Appearing in this game is a new Beedle, owner of Beedles Air Shop and presumably, a descendent of the original from The Wind Waker / Phantom Hourglass. Beedle is a man with a large nose and short hair who prefers to go around shirtless. He has amazing deals for his customers, such as discounts and free coupons, and these methods are the backbone of his shop. ================================================= ~~~ Bosses + Enemies {BOAEN} ~~~ ================================================= ----------------------- ~~~ Regular Enemies ~~~ ----------------------- There are a number of minor enemies in Spirit Tracks. As such I am going to try and list them all. Im bound to miss some, so please, if I do, please e- mail me and give me time to add it. I am going to least species in alphabetical order, although I wont be making different sections for different types of the same enemy (such as Green vs. Brown Spinuts). All enemies will be listed in the following way: ---------------- | Enemy Name | ---------------- Description: Locations: Tactics So then, without any further delay, lets list some enemies. ----------- | Bee | ----------- Description: Bees are, well, a swarm of tiny bees. Locations: Various villages and areas nearby. Tactics: You cant kill bees, so the best way to combat them is to avoid them completely. Bees will remain passive if you dont disturb their hives. Once you do they will not stop chasing you unless you enter a building to jump into some water. Many players foolishly get killed by Bees at the start of the game. -------------- | Big Blin | -------------- Description: A massive, ogre-like creature with a giant wooden club. Locations: Pirate Hideout, Your Train. Tactics: Like their Miniblin counterparts, Big Blins are usually only encountered as part of the mini-game at the Pirate Hideout. However if you get boarded by a Pirate Ship during an escort mission (and the forced occurrence when transporting Carben) you will need to battle this beast. A Big Blin can take a ton of damage, however its own attack is easily telegraphed. When it prepares the attack run away, as getting hit by the massive club will do damage and stun you. Work them over with the sword and eventually itll go down. As it weakens it will also do a backswing, so keep an eye on this too. Big Blins can also hurt each other, a useful tip for the third round of Take em All On. --------------- | Blastworm | --------------- Description: Small, blue, slug-like creatures. Locations: Forest Temple Tactics: Blastworms are normally passive, and when attacked retreat into a ball and sprout spikes. Eventually they will denote like a bomb, making them quite lethal. Blastworms can be blown around using the Whirlwind, and play a critical role in the fight against Stagnox. ------------ | Bubble | ------------ Description: Floating skulls often surrounded by colored smoke or flames. Locations: Various dungeons. Tactics: Bubbles can be annoying with their erratic movements but they are quite easy to take out. Use the Whirlwind to remove the smoke from around it and attack. The Boomerang also gets the job done, and the Bow will kill it in one shot. You cannot touch a Bubble until youve removed the protective smoke around it. ------------ | ChuChu | ------------ Description: Small, jeally-like blobs of varying colors. Locations: Just about everyone, especially caves and dungeons. Tactics: There are a number of ChuChus out there with different skills. All of them attack the same way, by trying to ram into Link, but of course they move quite slow. ChuChus come in five varieties in Spirit Tracks. --- Red ChuChus have no special properties and can be destroyed by a simple sword strike, Arrow, or Bomb. --- Ice, or Light Blue ChuChus, cannot be touched as they will freeze Link on contact. They need to have their ice removed by the Whirlwind or be stunned by the Boomerang to be killed, or a ranged weapon gets the job done as well. --- Yellow ChuChus are next, and they posess and electric aura that stuns Link. Like the Ice ones, Yellows need to be stunned with a weapon or attacked with a projectile or Whip. --- Purple ChuChus, who cannot be harmed by any mundane weapon or even stunned. It requires a sharp object tossed at them with the Whip or a Phantoms sword to take them out. Alternatively, Bombs also kill them in one --- Helmet ChuChus, who are normal Reds wearing spiked helmets that need to be removed with the Whip before they can be dispatched. ------------ | Crow | ------------ Description: Dark birds that try and steal from Link while they attack. Locations: Various outdoor locations. Tactics: A crow that spots Link will swoop in from high above, attempt to attack, and then seal from rupees. If they succeed, kill it fast to get your money back. Crows are very weak, and will die from most weapons in a single hit. ----------------- | Bomb Trains | ----------------- Description: Posses trains that come in two varieties. Their goal is to destroy Link and the Spirit Train. Locations: Forest, Snow, and Fire Realms, Underwater, the Dark Realm. --- Dark Train is the first kind of Bomb Train you find. These things follow a certain path and generally stick to a certain stretch of land. They go the same speed as Links Spirit Train, and if they catch you, destroy it in one hit. They cannot be destroyed, although they can be slowed down for a quick second after a total of five shots from the cannon. They do not actively pursue Link, and can be easily avoided. --- Armored Trains first appear Underwater and later in the Snow and Dark Realms. Armored Trains can change direction at will, actively pursue Link, and cannot even be slowed down by the cannon. They are indestructible, relentless machines. Of course, you do get a bit of revenge at the end of the game ------------- | Bublin | ------------- Description: Goblin-like creatures that love to attack atop Bulbos. Locations: Forest, Snow, and Fire Realms. Tactics: Bublins dont appear until later in the game. They often appear in groups of two, or sometimes with a lone, unmounted Bulbo. Bublins will ride alongside the train and shoot explosive arrows at Link. They can be taken out by two shots from the cannon and prove to be a very minor annoyance. ------------- | Bulbo | ------------- Description: Wild boars that roam the land. The preferred mount of Bublins. Locations: Forest, Snow, and Fire Realms. Tactics: Bulbos originally appear on their own to attack Link after he leaves the Tower of Spirits the second time. Their goal is to simply ram the train. Later in the game they more often appear with Bublins riding them. -------------- | Ergtorok | -------------- Description: Squid-like enemies that love to hide within sand. Locations: Sand Temple Tactics: Ergtoroks are more cowardly than the common Octive. They will only stay out in the open for a brief moment to attack, and will flee if Link approaches or tries to attack. They scurry around under the sand, so the goal is to dig them up with the Sand Wand, which will stun them, giving you a window to attack. --------------- | Fire Baba | --------------- Description: Large plants that look almost like flowers. They like to lure people in with their pleasant bulbs. Locations: Goron Village, Fire Sanctuary Tactics: Fire Babas initially hide within their bulbs, which may lure in unsuspecting and careless people. In this form they can shoot fire balls at people to attack from a distance. If an enemy gets too close they will pop out and attack with their mouths, trying to eat their prey. Getting sucked in is similar to that of a Like Like, only you wont lose your shield. It is best to attack them when they leave their buds from a distance, the Boomerang is a great weapon here. Bombs are also quite effective if the Baba loess its stem and cannot be stunned. -------------- | Freezard | -------------- Description: Small chunks of ice with a red eye pointing out. Locations: Various caves and dungeons in the Snow Realm. Tactics: Known as Mini Freezards in Twilight Princess, these ones provide a neat twist. The best and easiest way to combat a Freezard is to melt it by tossing a Boomerang laced with fire at it. This will melt the ice, revealing a regular Octorok underneath. If you dont have access to fire, then you need to attack them, slowly chipping away at their protective covering. Once said covering is reduced to a simple diamond shape one more attack will do them in. Freezards have a reputation for being the most annoying enemies in some spots, and the most annoying floor in the Take em All On mini-game. ------------- | Geozrds | ------------- Description: Large, fish-like creatures with green scales. They wield swords and shields, and can attack from a distance with fire. Locations: Tower of Spirits, Ocean Temple Tactics: Geozards were once known as River Zora during Phantom Hourglass, and so this is presumably another name for the creatures. Geozards are hard to combat one-on-one. The best method to fight them is to send a Phantom in to distract it while Link moves in and attacks from behind. A stronger version, the Geozard Chief, wears red armor and can leap great distances across rooms. Once Link gets the Whip he can remove their shields and attack them himself, making the annoying fish-men easier to dispose of. ------------ | Gerune | ------------ Description: Looks like a pile of sand, but its actually a monster! Locations: Sand Temple Tactics: Gerune are usually seen in groups of two. They cannot be killed without the Sand Wand. Once you get it, target the Gerune to start making it harden. It will try to run, so keep on it. Once a Gerune hardens all the way into a block state you can break it down with attacks, or even use it as a regular block! If you do not kill the Gerune in this form it will slowly melt down back into the mound it once was. ------------- | Heatoise | ------------- Description: A large purple turtle with a massive, impenetrable red shell. Locations: Fire Temple Tactics: A Heatoise will be fought as a mini-boss in the Fire Temple, accompanied by some Winders. You cannot attack the Heatoise directly, rather you must provoke it. The turtle will then spin at you and slam into a wall. The goal is to make it hit some Winders, which will stun it momentarily, giving you a window to attack. Once you get the Bow (coincidently from this mini-boss) you can kill them in one shot with an Arrow to the face. ^_^ ------------- | Keese | ------------- Description: Tiny, black bats that fly around in erratic patterns. There are normal Keese, and also Fire and Ice Keese that will burn and freeze Link on contact, respectively. Locations: Caves, dungeons, just about everywhere. Tactics: Normal Keese can be destroyed by a simple sword strike as well as your ranged weapons such as the Boomerang, Bow, Whip, and Bombs. They are weak, and dont do much damage. Fire and Ice Keese however need to be destroyed with a long range weapon, you cannot make direct contact with them. You can, however, use the Whirlwind to blow away the flames, turning them into normal Keese, who can be dispatched by more conventional means. ---------------- | Key Master | ---------------- Description: Disembodied purple hands with eyes on their palms. Locations: Temples, Tower of Spirits. Tactics: I am the Key Master, are you the Gate Keeper? Sorry. Anyway, Key Masters are the unloved cousins of Floor Masters, who are themselves, the annoying cousins of even more annoying Wall Masters. Rather than returning Link to the start of a dungeon though it is a Key Masters life goal to protect Big Keys. In the dungeons if Link brings the Big Key to the Boss Door the wrong way (or in some cases, this is just unavoidable) Key Masters will attack. Link can drop they Big Key and kill them after a series of hits. Key Masters do, however, respawn fairly quickly, leaving only a small window to pick up the Big Key and move on. Once the Boss Door is opened, all Key Masters will vanish. --------------- | Like Like | --------------- Description: A gelatinous tube monster that loves to eat shields. Locations: Cave near Linebecks Trading Post, other small caves. Tactics: Like Likes often hide in pots and treasure chests. Theyre goal is to eat people and steal their shields. If you get caught, get out as fast as possible and may survive with your shield in-tact. Like Likes are weak to most projectile weapons and the Boomerang lets you make easy work of them. They cannot eat the Shield of Antiquity either, making it a nice alternative to the normal shield. --------------- | Lobarrier | --------------- Description: A crab with a massive stone pincer. Locations: Ocean Sanctuary, Papuchia Village Tactics: Lobarriers dont let Link pass, hence the name. To defeat one you must use the Boomerang to stun it from behind and then attack it. Once you get the Whip you can rip their giant stone claw off and attack them from the front as well. They will try to flee if you do this of course. -------------- | Malgyrog | -------------- Description: Brown sharks that swim through sand. Locations: Sand Realm Tactics: Malgyrog are the land equivalents to normal Gyrog, seen in Phantom Hourglass and The Wind Waker. Like their predecessors they often attack in groups of three, and sometimes after killing one or two more will come and take their place. They will swim through the sand around Link, and eventually attack from in front of you, leaping into the air and crashing into the train. Blowing the whistle startles them however and they will jump out of the water, giving you a chance to kill them before they can attack you. -------------- | Miniblin | -------------- Description: Small, imp-like creatures that wield tiny pitchforks. Locations: Tower of Spirits, Pirate Hideout Tactics: You will rarely encounter a normal Miniblin. Most are found inside the Pirate Hideout as part of the mini-game there. If a pirate ship reaches you during an escort you will have to defend your passenger from Miniblins, in which case they are killed off in one shot from a sword. However, in the Tower of Spirits they ride Armos Statues and can be a pain. To get rid of them ride on Zelda and attack them from there, or simply have Zelda roll into the statues as a Wrecker. ----------- | Moink | ----------- Description: A sort of pig thing, but with a cow design. Locations: Forest Realm Tactics: Moink only appear early in the game, often times standing on the tracks. Use the Whistle to make them scatter. Running into a Moink will damage the train and piss it off, causing it to ram you for even more damage. As somebody put it after the first trailer, use the Choo-Choo to scare the Moo-Moos. ------------- | Mothula | ------------- Description: A large, moth-like creatures with teleportation powers. Locations: Forest Temple (serves as a mini-boss as well). Tactics: Mothula are easy to destroy. Keep your gaze on them and wait for them to summon up a skull. When they launch the skull at you blow it back at them with the Whirlwind and attack while its stunned. Repeat two or three times to kill it. Mothula almost always drop red rupees. ------------- | Nocturn | ------------- Description: Ghost-like creatures who love the dark. Locations: Tower of Spirits. Tactics: Nocturns will run away from light as they are only weak within. They will attack Link if he stalks the darkened corridors of the Tower of Spirits. The best method for dealing with Nocturns is to light up any torches near them, or send in Zelda as a Torch Phantom. When exposed to light, Nocturns fall to the ground and are vulnerable to attacks. ------------- | Octives | ------------- Description: Squid-like enemies that fire rocks. Locations: Snow Temple, other mini-dungeons. Octives are encountered first in the Snow Temple. They like to hide in water. To destroy them send their own rocks back at them with the Whirlwind, or get close and attack it with the sword. They are also susceptible to the Boomerang. -------------- | Octoroks | -------------- Description: They come in two forms. Land Octoroks are small red creatures with long snouts that fire rocks at people. Sea Octoroks are more squid- like in appearance, and much larger. Locations: Various outside areas and Temples (Land), Underwater (Sea). --- Land Octoroks can be killed from a distance with an Arrow or stunned with the Boomerang. From there you can attack with your sword, and it will generally take two hits to kill. --- Sea Octoroks will attack the train when youre underwater. You have a long time to attack them, but they take three hits total to kill. If you take long they will eventually shoot ink at you. *** Octomines also appear, similar to Octoroks, as the underwater answer to rocks. They can be shot at to earn some health and rupees. *** -------------- | Phantoms | -------------- Description: Large, hulking suits of armor of varying colors. Locations: Tower of Spirits, Lost at Sea Station Tactics: Phantoms cannot be killed. They cannot be fought and they serve one purpose, destroy evil Eh, of course because of what Cole is doing the Phantoms cannot determine good from evil, and will attack anybody on sight. Zelda can, however, possess a Phantom herself whenever Link has collected the Tears of Light or has the Lokomo Sword. Phantoms come in four varieties, each with its own abilities. --- Normal Phantoms are clad in green armor and patrol the lower floors of the Tower. They can pass over spikes and through lava without a problem, and can carry Link and other items to new locations. --- Torch Phantoms are clad in red armor and wield flaming swords where they go. They patrol the middle floors of the Tower, suitable as there is almost no light within. Torch Phantoms possess all the same abilities, but their flaming sword can also be used to light torches and help weaken Nocturn. --- Warp Phantoms are clad in blue armor and have special helmets. Warp Phantoms retain all the abilities that Normal Phantoms have, but can also warp anywhere in the current room. This useful ability lets them patrol mainly the upper-middle floors in the Tower. Under Zeldas possession a Phantoms warp range is limited to various Phantom Eyes located around the Tower. --- Wrecker Phantoms are suited in black armor and have a unique design all their own. Wreckers can roll into balls and devastate everything in their path, including blocks. They have immense strength and are needed to solve block puzzles on the upper floors of the Tower, where they patrol. A Wrecker has drawbacks however. They cannot carry Link or items, or distract other Phantoms by speaking with them. ----------------- | Phantom Eye | ----------------- Description: Small, mobile mounds that aid the Phantoms. Locations: Tower of Spirits, Lost at Sea Station Tactics: You cannot get close to a Phantom Eye, otherwise they will alert the Phantoms, and any Warp Phantoms will appear nearby. Phantom Eyes can be killed by most weapons, so its best to stun them from around a corner with the Boomerang, and take them out after. Most Phantom Eyes will respawn over time, so dont think its gone just because you killed it. ----------------- | Pirate Ship | ----------------- Description: Tiny boats armed with cannons. Locations: Ocean Realm Tactics: Pirate Ships always attack in groups of three. They will fire at the Spirit Train, and their shots can be taken down with some of your own or by hitting the break, provided you can stop in time. Pirate Ships take two hits to sink. There is also a bigger version of the ship that looks more like a Viking longboat. These take more hits to sink and will try and board the Spirit Train. They only appear if Link is in the middle of an escort mission. ----------------- | Pirate Tank | ----------------- Description: Large tanks with cannons equipped. Location: Forest, Snow, and Fire Realms. Tactics: The Tanks are the land equivalent to the Ships. They will only appear if there are no Bomb Trains on the map, and always attack in groups of three, often starting quite a distance away. Like the ships they take two hits to destroy and generally use the same tactics. A bigger, more durable tank will appear if you are in the middle of an escort mission. *** There is also a possible glitch in the game. Whenever the Tanks appear the game will noticeably lag up until one of the Tanks is destroyed. Its unknown is this is a result of there being so much going on at once, or if it was intended for the game. Its not a problem with your cartridge, many people have reported this happening. *** ------------ | Rats | ------------ Description: Its all in the name, small rats. Locations: Caves, temples, very common like Keese. Tactics: Rats are weak, although very quick. They almost never attack you directly, and are taken out with a single blow from just about any weapon (save maybe the Whip). Rats, however, become a puzzle-solving elements since Zelda is afraid of them. Even if her hulking suit of armor if Zelda sees a rat she drops what shes doing and freaks out. Kill the rat to keep her moving. -------------- | Rocktite | -------------- Description: Spider-like cave monsters with a tough outer-shell. Locations: Tunnels, commonly the Forest, Snow, Fire, and Sand Realms. Tactics: There are two kinds of Rocktites, the big ones and the little ones. Big ones are rare and serve as mini-bosses and only two need to be fought the entire course of the game. The goal is to run away as fast as possible while shooting the big guy in the eye. Every so often it will collapse and need to catch back up to the train. Later in the game they close their eyes, and the only way to damage them are through shooting conveniently-placed explosives. Small Rocktites often attack in groups of about three to six. They will charge at you rather than after you and climb up onto the ceiling in an attempt to drop down. They go down to one single hit square in the eye. ---------------- | Sir Frosty | ---------------- Description: Snowmen that like to use their own heads as a projectile Locations: Snow Realm Tactics: Sir Frosty is the best name ever for an enemy, too bad these guys are annoying. They always appear in the same locations and often times attack in groups of two. A Frosty can be heard by its distinctive laugh. They will try to toss their heads at Link, damaging the train. The goal is to destroy their body by shooting it. Often times this includes shooting the head so it doesnt hit you, and then hitting them while theyre vulnerable in the period it takes for their head to regrow. ------------- | Stalfos | ------------- Description: Walking skeletons that attack in a variety of ways. Locations: Fire Temple (mainly) Tactics: Stalfos come in two basic groups, similar to the Gerozards. There are regular Stalfos that wear no armor and attack by throwing bones. These are easily dispatched by pinning them up against a wall (so they cannot dodge attacks). The whip is also a decent weapon, and an Arrow will make them crumble in one hit. A bomb on the other hand provides a one-hit kill, so use them wisely. Stalfos Warriors also make an appearance, being armor-clad knights wielding swords. Unlike their counterparts they will actively attack Link rather than keep a distance, and too are very susceptible to an Arrow or Bomb for best results. Remember to destroy any Stalfoss skull once you make it crumble, otherwise it will regenerate. --------------- | Skulltula | --------------- Description: Large spiders with an eerie skull-like shell for protection. Location: The Forest (as in the Forest Realm) Tactics: Skulltulas will drop down from thin air (or the trees, I guess) and wait there for the train to collide. Funny that spiders shells beat a train. Anyway, they can be scared away by blowing the whistle, and later, destroyed by the cannon. White Skulltulas are common, smaller, and take one hit to destroy. A larger, stronger variety appears later with a reddish-orange shell and they take two hits to dispatch. ------------- | Snapper | ------------- Description: Large, blue, humanoid-bird hybrid looking creatures. Locations: Ocean Temple Tactics: The first Snapper will be fought as a mini-boss in the Ocean Temple. When it begins he will grab Link with the whip, preventing you from moving. The goal is to attack the Snapper just as he pulls you in with the whip. Once youre free attack him. Once you get the whip you will encounter more Snappers later on as regular enemies. These can be defeated like the first one, and they will not automatically grab Link as he did. They still can however, so it is best to stun them from a distance with your whip and move in for the kill. ------------ | Snurgle | ------------ Description: A small, blue and yellow, flying elephant thing with wings. Location: Overworld (Snow Realm and Fire Realms mostly) Tactics: Snurgle appear early in the game and will try to ram the train. Use the Whistle to scare them off. Later, once you get the cannon, you can use that to take em down with one shot. Snurgle will also attempt to steal any items Link might be transporting, especially fish. -------------- | Snurglar | -------------- Description: Bigger, red and orange versions of Snurgles. Location: Fire Realm (near the Fire Temple) Tactics: Yes, Snurglar is before Snurgle in the alphabet, but because its an off-shot of the former, I am listing it underneath. Anyway, Snurglar have one main weakness, loud noises. Specifically, one that goes wooo- WOOOOOOOOOOO!!! Get the hint? This causes them to freeze up, making them wide open for a cannon to the face. The idea is to have the Snurglar headed straight for your train, because they are fast and you wont catch them if you try and catch up. They are sort of a mini-boss, as they dont die and only appear for one part of the game. ------------ | Spinut | ------------ Description: Small, squishy creatures that come in brown and green varieties. They have large heads (the primary color) and walk on tiny legs. Locations: Forested areas (such as Whittleton) and mountains. Tactics: Because they can only attack by running into you, the best way to combat Spinuts is to hit them before they hit you. Spinuts can, however, be quite an annoyance in large numbers because they can take a couple of hits. The greens are stronger, and can withstand even more punishment. ------------ | Vengas | ------------ Description: Beetle-like enemies with yellow skin. Locations: Forest Temple Tactics: Vengas are easy to kill and will go down to just the sword alone. They arent even a threat, but they do pose some problems in death. When you kill a Vengas it will explode into purple fog that is poisonous and will harm Link. Remove the fog by using the Whirlwind. ------------- | Winders | ------------- Description: Electric balls that travel along walls (heh, that rhymed), usually seen in groups of three. Locations: Fire Temple, other mini-dungeons Tactics: Winders cannot be killed. They will travel along walls, and if Link touches them he will be shocked and take damage. Like Bees, they are best avoided. ------------------ | White Wolfos | ------------------ Description: Wolves as white as snow themselves. Locations: Most locations in the Snow Realm. Tactics: White Wolfos generally attack in groups of three, surrounding Link. Before getting the Boomerang the only real way to fight them is to pin one against a wall and slash away. Once you get the Boomerang you can stun them and take them out, and the Bow is also an effective weapon against them. --------------- ~~~ Bosses ~~~ --------------- **===================================================** || Boss: Stagnox | Location: Forest Temple || **---------------------------------------------------** || Title: Armored Colossus || **---------------------------------------------------** || Weaknesses: Whirlwind, Blastworms || **---------------------------------------------------** || Attacks | Damage Dealt || || Horn Attack | 1 Heart || || Swipe | 1/2 Heart || || Flying Charge | 1/2 Heart || || Poison Fog | 1/4 Heart || || Blastworm | 1/2 Heart || **---------------------------------------------------** || Strategy || || Stagnox is slow, and that makes this a very || || simple battle. Start by running around, while he || || prepares his attack. After a few seconds he will || || lunge at you with his brutal Horn Attack. Dodge, || || run around behind him. Use the Whirlwind to blow || || away the poison fog from around his weak point || || to stun it. Go to work on while hes stunned, try || || to do as much damage as possible. When he gets up || || again repeat this cycle, and note that he will || || attack quicker now. After two or three cycles of || || this the big guy decides its time to change up || || his strategy. || || || || Now he will take flight and try to have the || || Blastworms do all his dirty work. Slash the worms || || to make them curl up and wait. Stagnox will soon || || fly in at you for his trust attack, and when hes || || level with the stage use the Whirlwind to send a || || Blastworm right at him. Hell fall on his back so || || attack his backside once more. Repeat this same || || one or two more times to slay the beast for good. || **---------------------------------------------------** || Overall Difficulty: 2 / 10 || **===================================================** **===================================================** || Boss: Fraaz | Location: Snow Temple || **---------------------------------------------------** || Title: Master of Icy Fire || **---------------------------------------------------** || Weaknesses: Boomerang, Ice, Fire || **---------------------------------------------------** || Attacks | Damage Dealt || || Fire Blast | 1/2 Heart || || Ice Blast | 1/4 Heart || || Being Frozen | 1/4 every 3 seconds. || **---------------------------------------------------** || Strategy || || Frazz will begin by puffing himself up and || || turning a certain color to prepare his attack. If || || he turns red itll be fire, so blue means ice. || || As he puffs up, toss the Boomerang into one of || || flames, ice if he goes fire, and vice versa. Same || || throw remember, after the torch, target Fraaz to || || stun him. It may take two hits with the correct || || element based on how much he puffed up. Once he || || gets stunned attack him a couple times with the || || sword. Do this a second time and afterwards Fraaz || || will get pissed and split into two smaller guys, || || one for fire and one for ice. Look at the map to || || see which is which and attack each one with the || || correct element. Be quick about it, otherwise the || || remaining one will revive the other. Destroy both || || and they will merge back into Fraaz. || || || || Now hes pissed. Realizing his mistake, Fraaz || || will destroy the torches. Now what you need to do || || is let him attack you. So let him puff up and || || keep yourself moving. Dodge his attacks and hell || || puff up again. If he prepares an attack of the || || opposite element (say he attacked with Fire and || || charges up Ice) then toss the Boomerang through || || his missed attack and send it back at him to stun || || him again. Attack him a few times and repeat this || || process a second time and hell break apart once || || again. Now you need to wait for the little ones || || to attack. Dodge them and send an element back at || || one of them. Then after, and quickly remember, || || send the Boomerang through the puddle the dead || || one leaves behind and hit the remaining guy. Like || || last time they will remerge back into Fraaz. || || || || Last bit now. Fraaz will charge up much more || || quickly this time. He will also shoot more Fire || || at you and the Ice sheet becomes bigger. Wait for || || your opening and stun him. Do this two more times || || and the weird little imp-thing is finally toast. || **---------------------------------------------------** || Overall Difficulty: 8 / 10 || **===================================================** **===================================================** || Boss: Phytops | Location: Ocean Temple || **---------------------------------------------------** || Title: Barbed Menace || **---------------------------------------------------** || Weaknesses: Whip || **---------------------------------------------------** || Attacks | Damage Dealt || || Gunk Shot | 1/4 Heart || || Tentacle Whip | 1/2 Heart || **---------------------------------------------------** || Strategy || || The fight will begin once you reach his little || || platform there. Now, Phytops will bring out two || || of his tentacles to bar your path. His head is || || is covered with a light purple shell. To goal is || || to rip some barbs off of his tentacles and then || || throw them at his face. After two barbs the shell || || over his eye will be gone. While youre going all || || this he will be launching purple gunk at you, so || || watch the map carefully. Once his eye is exposed || || rip off another barb from his tentacles and toss || || it at him to stun him. Go to down on his eye and || || he will retreat into the water. || || || || Phytops will then counter-attack from his pool || || of water. He will bring out his back tentacles in || || an attempt to crush link and push him off of the || || stage. Run back and forth to dodge his attack, he || || generally goes for four hits. He will surface || || when hes done. So repeat the process and take || || out his eye once more. || || || || Once he retreats and resurfaces again the next || || part of this battle begins. He will keep his back || || tentacles out and whip at you from time to time || || during the refractory period for his gunk shot. || || The object of course is still the game. Rip off || || his barbs and try to get at his eye, all while || || dodging the gunk and his tentacles. Two more sets || || and he should go down once and for all. || **---------------------------------------------------** || Overall Difficulty: 5 / 10 || **===================================================** **===================================================** || Boss: Cragma | Location: Fire Temple || **---------------------------------------------------** || Title: Lava Lord || **---------------------------------------------------** || Weaknesses: Bow and Arrows || **---------------------------------------------------** || Attacks | Damage Dealt || || Fist Smash | 1 Heart || || Double Fist Smash | 1 Heart || || Falling Boulders | 1/4 Heart || || Grab | 1 Heart || **---------------------------------------------------** || Strategy || || I know, just by looking at the damage he looks || || tough, but hes also really, REALLY slow. Cragma || || will attempt to squash Link like a bug, which || || also causes boulders to fall from the ceiling. || || After the first attack hell reel back, revealing || || a glowing weak point near where his body enters || || the lava. Shoot the obvious weak point and hell || || get pissed off. Now hell try to attack with both || || fists, so stay clear and find the large boulder || || that should be on the stage. Blow it up to create || || a platform, and then, still dodging his attacks, || || carry it to the right near the mine cart. Throw || || it down to make a bridge and hop into the mine || || cart nearby. || || || || The object here now is to ride around Cragma || || and fire at the various weak points located on || || his body, working your way to his head. When he || || tries to grab you, shoot his hand to make him || || reel back once more. Work your way up his body, || || taking precise shots until you reach his head. || || Fire off an arrow right in the eye to send him || || crashing to the ground. Link will return to where || || he started, and when you get the moment go and || || work the colossuss head over. || || || || If you fail to shoot his hand when he tries to || || grab you, you will take damage and fall out of || || the mine cart. Repeat the first steps to get back || || into one, and continue shooting his weak points. || || Thankfully, they do not regenerate if he manages || || to grab you. || || || || Anyway, once he gets back up youll need to || || start all over again. Shoot the weak point on his || || lower body while dodging the rocks, and then blow || || up the giant boulder to create a platform. Hop in || || the mine cart and begin firing at his weak points || || while shooting his hands. Yes, hands. Now he will || || try to grab you with both of them, so make sure || || to shoot them both. Reach his head and shoot him || || in the eye again to bring him down. You should be || || able to dish out enough damage to kill him while || || hes out cold on the ground. || || || || And remember, if you run low on arrows let the || || rocks fall from the ceiling and wait. Often times || || arrows appear after they break apart. || **---------------------------------------------------** || Overall Difficulty: 6/10 || **===================================================** **===================================================** || Boss: Byrne | Location: Tower of Spirits || **---------------------------------------------------** || Title: N/A || **---------------------------------------------------** || Weaknesses: Swords || **---------------------------------------------------** || Attacks | Damage Dealt || || Beam Attack | 1/4 Heart || || Slap | 1/4 Heart || || Gauntlet | 1/2 Heart || || Charge Attack | 1 Heart || **---------------------------------------------------** || Strategy || || He looks imposing, but actually hes kind of a || || wimp. Byrne will begin by jumping from pillar to || || pillar, sometimes stopping to fire a beam at you. || || After a time he will try and fire at Link using || || the gauntlet, so dodge that. It will get stuck in || || the ground, so move Zelda over to pull on it and || || bring him to the ground. This is your window to || || attack, so make it count. Repeat this until Byrne || || stops climbing the pillars. || || || || Now its hand to hand combat. The best method || || is to simply slash away at the big man. Generally || || he makes a mistake a some point, allowing you to || || get a hit in. After taking a bit of damage hell || || charge up a big attack. Get behind Zelda and he || || will run head-long into her. They will be caught || || in some kind of a grapple, so use this time to go || || and stab Byrne in the back a few times. Repeat || || these last few steps. Byrne will get quicker and || || make less mistakes as time passes, but keep on || || baiting him into Zelda with the charge attack and || || hell go down in no time. || **---------------------------------------------------** || Overall Difficulty: 4 / 10 || **===================================================** **===================================================** || Boss: Skeldritch | Location: Sand Temple || **---------------------------------------------------** || Title: Ancient Demon || **---------------------------------------------------** || Weaknesses: Sand Rod, Boulders || **---------------------------------------------------** || Attacks | Damage Dealt || || Boulder Blast | 1/2 Heart || || Laser Beam | 1/2 Heart || || Bite Attack | 3/4 Heart || **---------------------------------------------------** || Strategy || || The fight will begin with the pile of bones || || shooting boulders at you from its body. Use the || || Sand Rod to stop the boulders and then roll it || || a launcher. Make sure your boulder doesnt get || || hit and destroyed by another one. The holes he || || shoots out of glow red when hes about to fire. || || Wait for an opening, and then launch the boulder || || at him, breaking a vertebrae. Repeat this process || || a second time, but make note that he now fires a || || total of three boulders instead of one. Once you || || have your opening fire the next boulder to remove || || his second vertebrae. || || || || Now his weak points are covered by armor, so || || we need to change tactics a bit. So, get one of || || the boulders onto a launcher and then run to the || || left a bit. This piece of armor has a hole on the || || right side, and Skeldritch will always face you. || || Wait for your opening and shoot the switch near || || the launcher to send your boulder at his exposed || || right side. From here he will fire out red rocks || || which travel faster and come out quicker. Use || || more piles of sand and load one up onto a launch. || || This piece of armor has a hole on his back. So, || || run to the opposite side of the room so his back || || is turned away from your boulder, and shoot the || || switch to give him a nasty surprise and remove || || ANOTHER vertebrae. One more to go. Now he will || || fire four consecutive boulders at you. His only || || remaining weak point is not-quite behind him, and || || to the left a bit. This can make setting up a || || clear shot to your launcher a chore. One good way || || is to get a clear shot, shoot, and then quickly || || run a bit to the right so his weak point is open. || || Once you score that last hit get ready for one || || more phase. || || || || Hes down to just a skull and an obvious weak || || point at the back. The object here is to use the || || Sand Rod to trap him, and raise yourself up so || || you can get around behind him. Because his only || || attack is biting, he gets stuck behind sand. Only || || a few hits are needed, and the old fossil will go || || down. Guess you could say he, bit the dust? || **---------------------------------------------------** || Overall Difficulty: 7 / 10 || **===================================================** **===================================================** || Boss: Demon Train | Location: Dark Realm || **---------------------------------------------------** || Title: N/A || **---------------------------------------------------** || Weaknesses: Cannon || **---------------------------------------------------** || Attacks | Damage Dealt || || Ram | 1 Heart || || Explosive Barrel | 1 Heart || || Laser Cannon | 1 Heart || || Rotating Lasers | 1 Heart || **---------------------------------------------------** || Strategy || || Its time to finally put your engineer skills || || to the ultimate test. This battle takes place on || || four rails, two of which the Demon Train uses up. || || Your goal is to stay out of its way and damage it || || before reaching the ends of the tracks. When it || || begins to change lanes Zelda will warn you, so || || slow down and change lanes when you get a chance. || || You never want to be on the same rails as it. || || Also remember that controlling your speed is key. || || You do not want to go too fast or too slow during || || this battle. || || || || For the first phase you will wait until the || || hatches at the back end of the train open. Fire || || into it to destroy the explosive barrels and hurt || || the train. There are five compartments total, so || || you will need to do this five times. Its back || || end will fall off afterwards and youll return to || || the start of the tracks. || || || || Now you have to take out the middle section. || || There are four compartments with lasers inside. || || When the hatches open, fire at the lasers, two || || shots will do the trick. Also keep an eye on the || || map and change rails if you see some purple fire || || coming up ahead. When all four cannons are gone || || this cart will call off too and you will return || || to the start of the tracks a second time. || || || || This is it. In this phase the train will fire || || rotating lasers at you. Ride alongside the train || || and shoot at the little crystals or whatever they || || are to disable the lasers. Once you hit all five || || lasers the train will slow down. This is your || || opportunity to speed ahead and launch some shots || || right at its ugly mug. Repeat this about two more || || times and the Demon Train will be defeated. || **---------------------------------------------------** || Overall Difficulty: 5 / 10 || **===================================================** **===================================================** || Boss: Malladus | Location: Atop the Demon Train || **---------------------------------------------------** || Title: Chancellor Cole and Puppet Zelda || **---------------------------------------------------** || Weaknesses: Bow of Light || **---------------------------------------------------** || Attacks | Damage Dealt || || Laser Beam (Mal) | 1/2 Heart || || Ghost Rats (Cole) | 1/2 Heart || || Phantom Sword | 1/2 Heart || **---------------------------------------------------** || Strategy || || This is more of a mini-game than a battle. The || || goal here is to move Zelda all the way up to her || || body while protecting her from Coles ghost || || rats. If one of the rats touches her Cole will be || || able to control Zelda. He will move her to the || || back end of the train and try to attack Link. If || || this happens quickly roll behind Zelda and cut || || strings or use the Boomerang. You will need to || || keep Link behind Zelda so that the laser cant || || touch him. As you get closer and closer to your || || goal Cole will keep changing up the patterns his || || rats follow, so pay close attention. Parts of the || || the train will also shift about in an attempt to || || startle and slow you down. || || || || When you do finally reach Malladus Zelda will || || her body and try to hold the Demon King still. || || Now you have an open window to charge up an Arrow || || and hit Zeldas body with it. This will force him || || out of Zeldas body and win you this battle. || **---------------------------------------------------** || Overall Difficulty: 4 / 10 || **===================================================** **===================================================** || Boss: Malladus | Location: Outside the Dark Realm || **---------------------------------------------------** || Title: The Demon King || **---------------------------------------------------** || Weaknesses: Bow of Light || **---------------------------------------------------** || Attacks | Damage Dealt || || Fireballs | 1/2 Heart || || Arm Swipe | 1/2 Heart || || Skull Bash | 1 Heart || **---------------------------------------------------** || Strategy || || At first you wont fight the Malladus, instead || || you need to protect Zelda from his fireballs. The || || easiest method is to tap the fireballs as they || || close, and spam the Spin Attack when he shoots a || || lot of them at once (The Great Spin really helps || || here). Once she is fully charged you need to get || || ready to take the beast down. || || || || Using her sacred powers Zelda needs to fuse || || it with the Spirit Flure. You will have to play || || what has been dubbed the Sacred Duet with her. || || It is just like the duets with the Lokomo, only || || you dont get to practice. The tune is familiar. || || Once you get it down (shouldnt take too long, I || || mean this is our SIXTH duet) you get a beautiful || || cutscene, and then a giant weak point is revealed || || on the Demon Kings back. || || || || After the best in-game remix of the main theme || || starts, get ready for the final showdown! From || || here on out Link is more or less useless, as he || || cant even hurt Malladus. The object is to have || || Link distract the Demon King while Zelda waits to || || shoot him in the huge weak point on his back with || || the Bow of Light (very reminiscent of TWW). The || || top screen shows the battle from Zeldas vantage || || point, and a giant target will appear once she is || || able to get a clear shot. You control Link on the || || bottom, so lure the Demon King away from Zelda by || || attacking his arms. Dont take his Skull Bash || || otherwise youll be dazed and hell go for Zelda. || || You can move the Princess around by touching her || || and drawing a path. When you want to fire the Bow || || tap on the icon at the bottom of the screen. || || || || Three shots to the back and Malladus will go || || down. Now, as Link attack one of his horns until || || it breaks off. He will get up and the battle will || || continue. Hit him three more times with Arrows || || and break off his other horn. Now his true weak || || point is exposed. Hit in square in the back one || || final time and stab him with Link. Now you will || || need to rub the stylus back and forth while Zelda || || comes to your aid. Once she grabs on rub as fast || || as possible to win the struggle and implant the || || Lokomo Sword square in the Demon Kings skull. || **---------------------------------------------------** || Overall Difficulty: 7 / 10 || **===================================================** ================================================= ~~~ Mini-Games {MINI6} ~~~ ================================================= Mini-games are small little games located in the main game. Usually you can play these to win prizes and players often compare their best scores and discuss strategies. There are a number of mini-games in Spirit Tracks for you to play that slowly become available as you progress through the game. Prizes are in abundance, and its really worth your time to play them. Plus, well theyre just fun!!! ^_^ What Im going to try and do here is talk about all the mini-games, describing what the purpose is and how to play it. I will give you brief strategies on how to do good and I will do my best to explain the game. I will list prizes (as well as special one-time prizes), in addition to the score needed to get a certain prize. +------------------------------------------------------+ | ~~~ TAKE EM ALL ON {TEAOA} ~~~ | +------------------------------------------------------+ | Location: Castle Town | | Available By | | Level 1: Complete the Forest Temple | | Level 2: Complete the Ocean Temple | | Level 3: Complete the Sand Temple | +------------------------------------------------------+ | Prizes (First Time, Subsequent Times) | | Level 1: Heart Container, 150/500-rupee Treasure | | Level 2: Bomb Bag Upgrade, 500-rupee Treasure | | Level 3: 2500-rupee Treasure or 500-rupee Treasure | | Also 150-rupee treasure after Skeldritch | | *Prizes may vary based on times!!! | +------------------------------------------------------+ Take em All On is located in Castle Town in the southeast corner in a house. It is run by a woman referred to as Jolene III by some due to her resembled to Jolene from Phantom Hourglass. The game costs 50 rupees to play. The game works as a gauntlet of sorts in which you must run through a series of rooms, killing every enemy without there being any hearts to replenish your energy. You are timed, and your time may affect prizes during subsequent runs (except the third, in which the time determines the prize each time). There are no hearts to pick up, however you can bring and use potions inside, making Yellow and Purples ones very useful. The Song of Healing does NOT work, even against bosses. Here is a simple guide on the game. --------------------- | *** Level 1 *** | --------------------- --- ROOM 1 --- Enemies: Six Brown Spinuts Strategy: Try and go after one Spinut at a time. It takes to hits from the Recruits Sword to kill them, or one Spin Attack or Jump Attack. If you end up getting crowded by them use the Spin Attack, it comes in handy. You have no reason to take much damage here. --- ROOM 2 --- Enemies: Seven Octoroks Strategy: This can be tricky because you have rocks flying all over the place. Like Spinuts they take two hits to kill and can be very annoying what with rocks everywhere. If you have the Boomerang, use that to stun Octoroks from a distance and move in for the kill. You make take a touch of damage, but overall you should be okay. --- ROOM 3 --- Enemies: Four Bubbles and Five Rats Strategy: I find it best to stay in one spot and take out the Bubbles first. The rats can be an annoyance, but Bubbles follow a pretty strict path so its easy to avoid them. Even though youre focusing on Bubbles, Rats are top priority since they can be a big nescience in large groups. But dont rush blindly in against them, because youre likely to run into a Bubbles path. --- ROOM 4 --- Enemies: Six Red ChuChu Strategy: One hit each, no problem. No need to take any damage here, just focus on them one at a time and slash away. Spin Attack if you get mobbed. --- ROOM 5 --- Enemies: Six Blastworms Strategy: Talk about easy. Slash the Blastworms and blow them away using the Whirlwind. The only damage you should take is from explosions, and even then you should easily dodge those. --- ROOM 6 --- Enemies: Six Keese Strategy: This can be a pain because Keese move so dang fast. Your best bet is to forget about the targeted attack and slash at nearby ones instead. If you rush in youre bound to get hit by the bats erratic movements. Kill all six and move on. --- ROOM 7 --- Enemies: Two Mothula Strategy: This can be tough because you need to worry about two of them. Focus on one at a time. Keep an eye on the one you arent attacking though, dont let it nail you from behind. You might take a bit of damage, but you should still be doing fine by now. --- ROOM 8 --- Enemies: Three Brown Spinuts, Three Octoroks Strategy: I would say Octoroks are your priority; however Spinuts will actively go after you. You may want to camp and let the Spinuts come to you before worrying about the others. As always rocks are annoying. --- ROOM 9 --- Enemies: Three Brown Spinuts, Three Octoroks, Three Red ChuChus Strategy: Again, you may want to camp for the more aggressive Spinuts and ChuChus. Keep an eye on the rocks, and kill the Spinuts before they and the ChuChus can mob you. This is the last big room, so try and conserve your health. --- ROOM 10 --- Enemy: Armored Colossus, Stagnox Strategy: If youre low on health, be extra careful not to take his attacks. Other than that, check the bosses section, even though you know how to beat him already. Ive posted his information twice; Im not doing it again. --------------------- | *** Level 2 *** | --------------------- --- ROOM 1 --- Enemy: Six Brown Spinuts, Six Keese Strategy: This is easy, although due to the erratic movements of the Keese you may take a bit of damage. Kill the Spinuts with basic attacks, and toss the Boomerang out there from time to time to try and nail a Keese. --- ROOM 2 --- Enemy: Four White Wolfos Strategy: Stunning these guys is the key. Either toss the Boomerang in a circle to get em all and then kill them, or keep them at bay with the Whip. The Whip will take longer to kill, but lets you hold your ground. Either way you should be able to do this without taking too much damage. --- ROOM 3 --- Enemy: Six Freezards Strategy: Torches are the best weapons to use against these guys, and thankfully, we have two. Throw the Boomerang through the torches and melt the protective covering, and kill the regular old Octoroks underneath. Doing it this way is the easiest, and will probably result in you taking no damage. --- ROOM 4 --- Enemy: Five Ice ChuChu Strategy: Stun them with the Boomerang and kill them, or hit them with the Whip twice. Really simple. --- ROOM 5 --- Enemy: Two Geozards Strategy: How can we possibly do this with Zelda? Easy, the Whip! Steal their shields away and wail on them with the sword. A few hits each and they go down. Man, its good to know that those things arent a real threat anymore! --- ROOM 6 --- Enemy: Armored Colossus, Stagnox Strategy: This is at least the second time youve fought Stagnox. Honestly, you should know how to do it by now. Taking damage at this point isnt even acceptable. --- ROOM 7 --- Enemy: Twenty-two Rats Strategy: Thats um yeah. Theres no real strategy here. Just stab wildly whenever rats around. I wouldnt rely too much on the targeted attack. Youre bound to take some damage, so dont lose your focus. --- ROOM 8 --- Enemy: Four Octives Strategy: Stun them from a distance with the Boomerang and you can do one of two things. You can try to stab them (which may result jumping into the water) or you can Whip them to death. Either way works. --- ROOM 9 --- Enemy: One Geozard Chielf Strategy: Steal its shield and then work the big guy over with some sword strikes. These punks have been reduced to nothing now that we have the whip. Im more afraid of Spinuts at this point. --- ROOM 10 --- Enemy: Master of Icy Fire, Fraaz Strategy: Weve done this before, and with about half the amount of health too. You know how to kill Fraaz, but do your best not to get hit. This is where a lot of people get hung up on Take em All On since they have so much trouble with Fraaz. --- ROOM 11 --- Enemy: Two Snappers Strategy: Thankfully these guys really only attack once at a time because they more defensive than offensive. Stun them from a distance, work them over, and repeat. Weve done this before. --- ROOM 12 --- Enemy: Sixtreen Green Spinuts Strategy: This is like the rats. Green Spinuts take three normal hits to kill. Your best bet is to slowly work your way around the room, striking from a distance, and Spin Attacking when you get surrounded. These ones may true to lure you away from where you are, so dont get sucked into a mob of them. Youre bound to take damage here, but dont fret, because youre almost done. --- ROOM 13 --- Enemy: Eleven Octoroks Strategy: This room has a unique set-up. Theres a long platform in the middle and the Octorks are firing at you from the sides. You can either run headlong through the middle, taking damage in the process, or stun most of them by tossing the Boomerang around. Once you reach the other side, go down and kill them all. Once youre on sides, its easy. --- ROOM 14 --- Enemy: Barbed Menace, Phytops Strategy: He can be very annoying in this mini-game because he doesnt constantly drop hearts like he did during the actual boss battle. Hes constantly attacking near the end, and between Vine Whip and Gunk Shot its really hard not to take a lot of damage. Just do your best, youve killed him once, right? --------------------- | *** Level 3 *** | --------------------- --- ROOM 1 --- Enemy: Four Purple ChuChu, Four Helmet (Red) ChuChu Strategy: As you learned the hard way, the Purple ChuChu are uber. I think the idea is to use the helmets to kill them, but using Bombs is the quickest method. Arrows might work too. Kill the Purple ones first, then target the Helmets. This is pretty dang easy, so you shouldnt take much damage. --- ROOM 2 --- Enemy: Sixteen Green Spinuts Strategy: The floor here is icy, which makes this very annoying. The Spinuts will try to surround you, so try and fight them one on one. The Whip makes a decent distance weapon, but it takes a lot of hits with it to kill Greens. Youre bound to take a few hits here, but dont let it get to you. Its not hard, just annoying. --- ROOM 3 --- Enemy: Six Stalfos Strategy: I just go around clockwise and kill them all with bombs. You dont even need to move. Theres no excuse to take any damage here if you do this. Arrows are also an option, but requires two hits to score a kill. --- ROOM 4 --- Enemy: Six Fire Keese, Six Ice Keese Strategy: This is an extremely annoying room. One thing you can do is draw a wild, erratic path for the Boomerang and try to take out as many as possible. The whip is a decent alternative with which you can keep a distance, and arrows work too. You might take some damage here since its hard to predict the Keeses erratic movements, but its not something you cant shrug off. --- ROOM 5 --- Enemy: Three Big Blins Strategy: This can be a royal pain in the ass. The Big Blins will approach you slowly. What I do is rush in and attack, then when it raises its hands I go attack another one. Repeat this process until all three are grouped together and then target one at a time. That one will likely hit the others with its wide backswing, helping you out a bit. Whatever you do dont get pinned up against the wall or its over. Once youre down to one it gets easy. Youre bound to take some of the most damage here, so try and do your best to avoid getting hit. --- ROOM 6 --- Enemy: Six Stalfos Knights Strategy: Bombs again. Really, its the simplest method. Knights take three hits total from an arrow to die, so bombs are just more effective. Take them out from a distance and as fast as possible. Its really hard to argue against. --- ROOM 7 --- Enemy: Five Gerune Strategy: Probably the easiest floor after the Stalfos. Use the Sand Wand to harden them and then break them apart. You can easily nab two at once, saving some time. You shouldnt take damage here, since they arent really that aggressive. --- ROOM 8 --- Enemy: Four Ergtoroks Strategy: Like the previous room you really shouldnt take damage here. Try to follow their movements and then use the Wand to bury them in the sand. One attack with the Lokomo Sword gets the job done. --- ROOM 9 --- Enemy: Four Heatoise Strategy: This can be a pain. Youd think for simple shots to the face would suffice, but you cant use any items. You need to lure the Heatoise into hitting the pair of Winders moving against the wall and then hit em twice to kill. This can be hard because the room isnt all that big and you need to watch the damn turtles from all sides. If you can do good then great, but youre likely to take a bit of damage. --- ROOM 10 --- Enemy: Ten Freezards Strategy: This is unholy. Ten Freezards with no torches on an ice floor. The best method is to attack with the Bow of Light. Why? One shot from a charged arrow strips a Freezard of all its protective covering and it pushes them back. This can result in two quick, consecutive hits, killing the damn thing, as well as hitting some others behind it. Its really the best method. People tend to take it hard on this floor, but with the Bow of Light its very doable in a fastidious fashion taking minimal damage. --- ROOM 11 --- Enemy: Armored Colossus, Stagnox Strategy: How many times have we done this now? There isnt much to say except the Lokomo Sword will probably screw you and force you into three cycles for each phase of the fight. --- ROOM 12 --- Enemy: Master of Icy Fire, Fraaz Strategy: Again, noting to say. Fraaz shouldnt be a problem anymore. You know what you need to do, so go do it. The Lokomo Sword wont screw you over here. --- ROOM 13 --- Enemy: Barbed Menace, Phytops Strategy: Once again there isnt anything to say. Youre still likely to take a good deal of damage from his high-coverage attacks, but its still simple. Two phases, four cycles total, the Lokomo Sword wont cause any problems here. --- ROOM 14 --- Enemy: Lava Lord, Cragma Strategy: The Bow of Light doesnt offer any bonuses, so dont even worry about that. If you run low on arrows let boulders fall. You know what to do here, so get to work. Do not ever jump onto the cart with one heart if you dont have a purple potion, because if you screw up or run out of arrows its death. --- ROOM 15 --- Enemy: Ancient Demon, Skeldritch Strategy: You just did this, so you should remember what you need to do. Hes no different from last time except the second phase will be even easier. Once you kill him open the chest for a 150-rupee prize and head down to the final floor. --- ROOM 16 --- Enemy: Bonus Boss (I dont want to ruin the surprise) Strategy: If youre low on hearts, break the pots just to the right of the stars. When you go forward the boss will appear. You cannot use items but he has access to many of them. However, its very easy to telegraph his normal attacks, so its best to try and hit them after he misses. Youll know when youre doing well because he begins to fade the more damage he takes. +------------------------------------------------------+ | ~~~ SWORD TRAINING {RST6B} ~~~ | +------------------------------------------------------+ | Location: Hyrule Castle (Guard Room) | | Available By | | Complete the Snow Temple (cost 20 rupees) | +------------------------------------------------------+ | Prizes | | First time over 60 hits Heart Container | | Between 60 119 hits 150-rupee treasure | | Over 120 hits - 500-rupee treasure | | 200+ hits - 500-rupee treasure, with a | | possibility of a 2,500 treasure | | 900+ hits - Title of Captain. | +------------------------------------------------------+ This game seems simple at first, but once you get to 150 hits or so it gets tough. The first 100 hits are the easiest. Chances are one of the guards (the one on the left) will just stand around. Use this time to alternate between the guy on the left with the 5o-clock shadow and the guard on the bottom. Four hits max, and then switch to the other guy. Keep an eye on the others, and attack them to interrupt their attacks. As you approach 100 the guy on the left will start to attack, so keep your eye on him. Keep alternating, now its best not to do more than three or so hits in rapid succession. Soon two guards will begin to attack you at the same time. You can try and stop both of their attacks with attacks of your own, but the safest bet is to roll out of the way. At this point it gets hard to stand in one spot, so move around more frequently and work over guards if you get them isolated for a moment. They will do a good job of keeping you surrounded, and as always keep an eye on them. They tend to attack just out of synch, so just as one starts the other stars a second or two later. This can be tricky when you arent used to it and are expecting simultaneous attacks. Around 200 they begin to use a charging attack. If you see a guard crouch in one spot for a moment get ready to move. My personal best is 227. I cant seem to get the hang of the charge attack, so for now, this is the best advice I can offer. Good luck working to 900 hits and beating Alfonzos record. +------------------------------------------------------+ | ~~~ Whip Race {SWR6C} ~~~ | +------------------------------------------------------+ | Location: Behind Whittleton (northeast corner) | | Available By | | Completing the Ocean Temple (costs 50 / 20 rupees) | +------------------------------------------------------+ | Prizes | | First time under 1:30 Bomb Bag Upgrade | | First time under 1:15 - Heart Container | | Between 1:15 and 1:30 150-rupee treasure | | Between 1:05 and 1:15 - 500-rupee treasure | | Under 1:05 - Possibility of a 2500-rupee treasure | | Otherwise, a 500-rupee treasure | +------------------------------------------------------+ This game is both easy and fun. The objective is to make it to the finish line using nothing but the whip. If you fall you arent penalized, but you lose time and go back to the last platform. Getting a score of under 1:30 is very easy, like, you dont need any advice. On the other hand, getting under 1:15 can be tricky. The first thing to note is that you dont need to wait for Link to stop the swing fully before you can latch the next pole. Once the pole is in view and youve at least swung under the pole, you can grab the next one. Using L and R instead of taping the icon also makes this go much faster. Theres two parts where you are going up, but the next pole is far down. You can grab these ones VERY quickly and save some time. Getting under 1:05 takes a lot of effort, but its worth it considering you may get a 2500-rupee treasure and the guy only charges 20 rupees henceforth. To get under 1:05 you need to be quick. You cant delay any of your grabs; you also need to roll along the platforms. The vines give people the most trouble at this stage. Ive managed to get 1:03 by ripping both barbs out and throwing them as soon as possible. Some people claim you can rip only the left barb off, run into the vine, and then roll through while Link flashes from being hit. It does work, although I dont know if Id say its faster. Once you manage to get under 1:05 once you never have to pay 50 rupees again. Its all a matter of slowly improving, chipping away at the milliseconds. I played for an hour and slowly worked my way down from 1:07:30 to 1:04:21. Each time I improved just by a few hundredths of a second, unless I really screwed up (like rolled to far and fell off the side or something). +------------------------------------------------------+ | ~~~ Goron Target Range {GTR6D} ~~~ | +------------------------------------------------------+ | Location: West of Goron Village (in a cave) | | Available By | | Completing the Fire Temple (costs 20 rupees) | +------------------------------------------------------+ | Prizes | | Between 400 800 - 50-rupee treasure | | - 5 rupees (lol) | | Between 800 1600 - 150-rupee treasure | | - 20 rupees (>_>) | | First time over 1000 Track Extension | | Between 1600 2500 - 500-rupee treasure | | - 100 rupees | +------------------------------------------------------+ This game is really simple. Your train is on auto-pilot, and what you neeed to do is hit the targets and score points. Most of the targets are in preset locations, although the balloons are more randomized. There are three kinds of targets total: Blue Targets: 10 points Red/Brown Targets: 30 points (can be hit three times before destroyed) Goron Face Targets: -30 points Many targets passed the halfway marker start to flip and turn, and have different targets on each side. Very often youll see Brown Targets with Goron Faces on the other side. Once (or twice on the extended track) youll come to an outside area where the targets are replaced by balloons, but the same rules apply. Scoring over 1000 for the first time extends the track, making it possible to score upwards of 2000. Your prize is based on a choice. At the end youre presented with two chests, a big and small one. The small one always contains a treasure, the big one rupees. Generally its best to grab the treasure, as its worth is always higher than the amount of rupees youd earn. +------------------------------------------------------+ | ~~~ Pirate Hideout {PHS6E} ~~~ | +------------------------------------------------------+ | Location: North of Papuchia Village | | Available By | | Bring Mega Ice to the fish saleswoman in Papuchia. | | Can only be done after the Fire Temple (Gem #13) | +------------------------------------------------------+ | Prizes | | First Completion - Free the prisoner and | | (*score does not matter) then get Gem #14. | | Under 3000 points - 50-rupee treasure | | 3000 - 4000 points - Quiver Upgrade (first) | | - 150-rupee treasure | | Over 4000 points - Heart Container (fist) | | - 500-rupee treasure | | Over 5000 points - 500-rupee treasure OR a | | 2,500-rupee treasure. | +------------------------------------------------------+ Theres two phases to the game. For the first one, Miniblins will run across the screen, so shoot them with arrows. Each normal hit gives 10 points, and each hit in succession adds 10, so the scores go (10, 20, 30, 50, no 40 for some reason). If you miss, it drops back down to zero. Now if you take too long to shoot a Miniblin it will pick up a cage and toss it at you. Shooting the cage makes it go away. If you get caught you lose and return outside. After completing the first section to escape into a mine cart (no logic there, but whatever) and Miniblins will start to descend on you. Shoot them, because the idea is the same. They will try to throw cages at you. The mine cart is split into two sections. In the third, and final section, youll have a bunch of optional Miniblins along the sides, and a Big Blin dead ahead. You need to shoot the Big Blin ten times to kill it. The game gets easier once you get the Bow of Light. If you charge an arrow all the way youll score an extra ten points per kill (changing the scoring to 20, 30, 40, 60). A light arrow will also go through more targets, hitting those behind it. This makes it great for the first phase, especially when all five Miniblins line up. My advice is as follows. For the first phase, simply aim down the middle if you have the normal Bow. Ninety percent of the time all Miniblins will cross the center of the room, giving you a free shot with no aiming required. If youre doing good, five will line up in a row twice during this phase. If you have the Bow of Light on the other hand I suggest aiming a slight angles as to hit two or three targets at a time. Always charge it up when all five line up down the middle. Theres no real need to ever look at the bottom screen. For the second phase, you need to look down at Link from time to time. Try and hit them as they catch up to you for maximum effectiveness, and if you have time, charge up a light arrow if the line up down the middle track. From time to time big pillars will pop up near you, stopping an arrow dead in its tracks. Dont hit these, they really screw you over. The last room is also easy. Kill the Miniblins on the right, shoot the big guy a few times, kill the ones on the left, and then kill the Big Blin. Its possible to score over 5000 without even using the Bow of Light, so dont think you need it to do well. Good luck, and godspeed. ================================================= ~~~ Frequently Asked Questions {7FAQL} ~~~ ================================================= If you have any questions, I ask you please send them to my e-mail: mjd111989@aol.com. That is mjd111989 at aol dot com. I will try to answer most questions to the best of my ability, and all I ask in return is that you use correct grammar and have a well-thought out question. Q: Does this game work for a DSi? A: Yes. The DSi is not a new handheld, just an upgrade to the DS. Spirit Tracks, and all of your old DS games, will work on a DSi. Q: How come I cant see the controls during the final exam? A: Congratulations, you are the proud owner of a pirated copy. Next time go out and buy the game, or dont buy your stuff from websites like eBay. The lack of controls was an anti-piracy measure put in by Nintendo, and I have to say, its pretty damn funny. Q: I dont have the Stamp Book yet. Why is this? Ive seen a bunch of Stamp Stations, but its so dumb that I dont have the book. A: When you return to Aboda after the Forest Temple (mandatory) you will go speak with Niko and he will give you the Stamp Book. Yes, you will have to backtrack to the Forest Sanctuary and Temple to get the stamps you missed, but its not the end of the world or anything. Q: I am having trouble with *insert boss* A: Read the guide, I cant really help beyond that. Q: Does this game have a dungeon like the Temple of the Ocean King? I hated that. It was so stupid! A: Yes, this game has the Tower of Spirits. However, unlike the TotOK, there is no time limit, and you may skip previously completed floors. Q: This game is so stupid! Why cant I just control Link with the buttons? A: Because theres no need to. The stylus control is flawless, Ive never had a problem with it. Besides, would you rather be limited to eight directions to move with no control over speed? Would you rather have vanilla items that you cant freely control or shoot straight at an enemy, rather just in their general vicinity? Come on, use your brain. Q: I hate the duets! These things are impossible. Its like, how am I supposed to be able to do this?! Grrr, GG Nintendo. A: Calm down, for starters. The duets are not as unforgiving as people think. Ive completely missed notes and botched sections, but so long as youre in the correct rythem you will pass. Use the metronome in the back if youre really having trouble, and you dont need to spit all over the DS. A simple, steady blow into the microphone gets the job done. Q: *Mini-game* is impossible. Halp! A: Once more, look at the guide. The base-prizes for all the games are very easy to get, its scoring high that takes some practice. Q: Who is the hidden boss for Take em All On? A: You really want me to ruin that? Okay fine, its ***SPOILERS*** Dark Link. ================================================= ~~~ Zelda Chronology {CZE8T} ~~~ ================================================= No, this is not going to be some unnecessary section dedicated to the Zelda Timeline (as much as I would enjoy writing up a small section on it ^_^). No this is just a list to serve as a reference to all the Zelda games, rereleases, and related titles just so people can check it out. Its updated as of this game. *************** * MAIN SERIES * *************** +---------------------------------------------+ | The Legend of Zelda | | 1987, Nintendo Entertainment System | +---------------------------------------------+ +---------------------------------------------+ | Zelda II: Link's Adventure | | 1988, Nintendo Entertainment System | +---------------------------------------------+ +---------------------------------------------+ | The Legend of Zelda: A Link to the Past | | 1991, Super NES | +---------------------------------------------+ +---------------------------------------------+ | The Legend of Zelda: Link's Awakening | | 1993, Nintendo GameBoy | +---------------------------------------------+ +---------------------------------------------+ | The Legend of Zelda: Ocarina of Time | | 1998, Nintendo 64 | +---------------------------------------------+ +---------------------------------------------+ | The Legend of Zelda: Majora's Mask | | 2000, Nintendo 64 | +---------------------------------------------+ +---------------------------------------------+ | The Legend of Zelda: Oracles of Ages | | The Legend of Zelda: Oracles of Seasons | | 2001, Nintendo GameBoy Color | +---------------------------------------------+ +---------------------------------------------+ | The Legend of Zelda: Four Swords | | 2002, Nintendo GameBoy Advance | +---------------------------------------------+ +---------------------------------------------+ | The Legend of Zelda: The Wind Waker | | 2003, Nintendo GameCube | +---------------------------------------------+ +---------------------------------------------+ | The Legend of Zelda: FS Adventures | | 2004, Nintendo GameCube | +---------------------------------------------+ +---------------------------------------------+ | The Legend of Zelda: The Minsih Cap | | 2005, Nintendo GameBoy Advance | +---------------------------------------------+ +---------------------------------------------+ | The Legend of Zelda: Twilight Princes | | 2006(Nov), Nintendo Wii | | 2006(Dec), Nintendo GameCube | +---------------------------------------------+ +---------------------------------------------+ | The Legend of Zelda: Phantom Hourglass | | 2007, Nintendo Dual-Screen | +---------------------------------------------+ +---------------------------------------------+ | The Legend of Zelda: Spirit Tracks | | 2009, Nintendo Dual-Screen | +---------------------------------------------+ *************** * RE-RELEASES * *************** +---------------------------------------------+ | The Legend of Zelda: Link's Awakening DX | | 1998, Nintendo GameBoy Color | +---------------------------------------------+ +---------------------------------------------+ | The Legend of Zelda: ALttP w/ Four Swords | | 2002, Nintendo GameBoy Advance | +---------------------------------------------+ +---------------------------------------------+ | The Legend of Zelda: OoT - Master Quest | | 2003, Nintendo GameCube | +---------------------------------------------+ +---------------------------------------------+ | The Collector's Edition | | | | The Legend of Zelda | | Zelda II: Link's Adventure | | The Legend of Zelda: Ocarina of Time | | The Legend of Zelda: Majora's Mask | | 2003, Nintendo GameCube | +---------------------------------------------+ +---------------------------------------------+ | Classic NES Series: The Legend of Zelda | | 2004, Nintendo GameBoy Advance | +---------------------------------------------+ +---------------------------------------------+ | Classic NES Series: Zelda II | | 2004, Nintendo GameBoy Advance | +---------------------------------------------+ +---------------------------------------------+ | The Legend of Zelda | | 2006, Wii (Virtual Console) | +---------------------------------------------+ +---------------------------------------------+ | The Legend of Zelda: A Link to the Past | | 2006, Wii (Virtual Console) | +---------------------------------------------+ +---------------------------------------------+ | Zelda II: The Adventure of Link | | 2007, Wii (Virtual Console) | +---------------------------------------------+ +---------------------------------------------+ | The Legend of Zelda: Ocarina of Time | | 2007, Wii (Virtual Console) | +---------------------------------------------+ +---------------------------------------------+ | The Legend of Zelda: Majoras Mask | | 2009, Wii (Virtual Console) | +---------------------------------------------+ ******************* * SPIN-OFF TITLES * ******************* +---------------------------------------------+ | Super Smash Bros. | | 1999, Nintendo 64 | +---------------------------------------------+ +---------------------------------------------+ | Super Smash Bros. Melee | | 2001, Nintendo GameCube | +---------------------------------------------+ +---------------------------------------------+ | Soul Calibur II | | 2003, Nintendo GameCube | +---------------------------------------------+ +---------------------------------------------+ | Freshly-Picked Tingles Rosy Rupee Land | | Unreleased in America, (Nintendo DS) | +---------------------------------------------+ +---------------------------------------------+ | Links Crossbow Training | | 2007, Nintendo Wii | +---------------------------------------------+ +---------------------------------------------+ | Tingles Balloon Flight DS | | 2007, Nintendo Dual-Screen | +---------------------------------------------+ +---------------------------------------------+ | Super Smash Bros. Brawl | | 2008, Nintendo Wii | +---------------------------------------------+ +---------------------------------------------+ | Color Changing Tingles Love Balloon Trip | | 2009, Nintendo Dual-Screen | +---------------------------------------------+ ================================================= ~~~ Closing Remarks {CLOSE} ~~~ ================================================= So, all in all I hope you found this guide useful. Yes, its not done yet, but Im getting there, honest. If you want to contact me you can do so at mjd111989@aol.com, thats mjd111989 at aol dot com. If you e-mail me feel free to ask questions, point things out, mention mistakes I made, etc. If you e-mail me about this game I ask you but Spirit Tracks or something similar into the subject line so I know what it is. I ask that you dont send me stupid e-mails, as I will ignore it and block you. Until next time, and until this guide is done, I say thank you. Thank Yous ------------ TakerV1 Me, for writing up this undoubtedly wonderful and helpful guide. GameFAQs For having this site, and giving me an outlet to do guides. Spirit Tracks General Board Just for some minor information, thanks guys. ZeldaWiki.org Some other minor things, such as enemy names. | Zelda walkthrough search:
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