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Zelda: FAQ and Walkthrough

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


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The Legend of Zelda: Spirit Tracks
FAQ/Walkthrough
Latest Version: 1.01
Written by Matthew J. D. (TakerVersion1)
Copyright© TakerVersion1 2009 - 2010
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_____________________________________________________________________________
_______________________________DISCLAIMER____________________________________

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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.


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_____________________________________________________________________________
______________________________INTRODUCTION___________________________________

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I will be honest. It has been quite some time since I’ve done a full FAQ, the
last being one I wrote quite some time ago for Four Sword Adventures. Since
going to college I’ve just found that doing these guides isn’t 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. I’m 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 it’s 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 don’t 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 I’d
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 aren’t 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 I’d like. I will do my
best, so without further ado, let’s get this thing started.


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_____________________________________________________________________________
_______________________________VERSION HISTORY_______________________________

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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. I’ve
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.

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_____________________________TABLE OF CONTENTS_______________________________

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If you’re 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, it’s
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: Niko’s 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 here’s 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
isn’t 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 you’ve 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 it’s probably the best in tight spots: the Spin
Attack. To execute a Spin Attack draw a circle around Link, it doesn’t 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 Link’s 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 it’s 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 you’ll 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 you’re 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 isn’t 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 isn’t much to
talk about.

Remember, if you’re on an escort mission you need to follow certain
guidelines. If you see a yellow sign with a whistle symbol on it, blow the
train’s whistle. If you see an orange box with an arrow slow down to Low
Speed and don’t 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 (Alfonzo’s) some punk kid will taunt
you and tell you to roll into the tree. You don’t 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 you’re all done head up to the Station and Alfonzo will come out with
his train. It’s 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 aren’t 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. That’s really all there is to it,
for now.

From here on out it’s all you. Keep an eye on the map and plot your course
around where the other trains are going, you don’t 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 you’re all
set.

(--- Castle Town ---)

Welcome to Castle Town. You’ll 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. There’s 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 you’re 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 isn’t anything to
do outside, so there’s no point in meandering about with nothing to do. When
you get inside keep going straight, once more there’s 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 Zelda’s 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 shouldn’t fall, because it’s really easy not
to. Once you’re inside you’ll be on the second floor. If you try to explore
you’ll see you can’t as a little midget guard is blocking the path. So head
around to the stairs in the back leading to Zelda’s room and get ready for
another cutscene.

Now it’s 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
it’s 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 let’s 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 she’s 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. Don’t 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 can’t be distracted by small talk.
When he goes to check it out send Zelda near the exit to the south, but don’t
stand directly near it, yet. I find it’s best to throw on boulder, draw
Zelda’s 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. Zelda’s clear to run through the exit to the south, which she will do
on her own once she’s 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 won’t 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 he’ll 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 you’ll see Zelda’s spirit flying
around asking for help. You can speak with the guards if you like, they’ll
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 don’t need to sneak around back this time) and watch the scene.

Take the Spirit Flute and now we’ve 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 Recruit’s
Sword. You’ll 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 you’re 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 he’s facing) makes him stab. Draw a small circle to execute the
Spin Attack. Nail all the guards with each move and you’ll be done.

Now that we’re free to leave return to the door out back and begin working
your way back to the Tower of Spirits.

(--- Secret Passage ---)

Outside you’ll encounter your first enemies, Spinuts. They take two hits to
kill, so take ‘em out and head north. Help out your fellow guard and he’ll
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, you’ll 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, it’s kind of hard to describe. It’s 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 you’re 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.
That’s right, top, bottom, left if you don’t want to do it yourself. You are
on a timer, but it’s pretty gracious. Go up the stairs into the next room.

Make your way north, killing the Keese and breaking pots as you go.
Eventually you’ll 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 you’ll
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 you’ve got… erhm… Zelda’s help. When you’re good to go, climb
the stairs and make your way to the door at the top. You’ll hit a long,
spiral staircase, so head as far up as you can go an enter the door.

You won’t 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 she’ll 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 you’re 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 you’ll be stopped. Anjean will contact you and tell you about safe
zones. Phantoms cannot go or see into safe zones, so as long as you’re in
there you’re… well safe. The Phantom in this floor therefor, cannot leave the
“middle section” of the room, so you’re 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 it’s pretty
gracious, don’t worry about it.

Now that the sword is all charged up, go stab the Phantom in the back. You’ll
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.
You’re 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 Phantom’s
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 you’ll see a hole in
the wall and a block. Even though she’s 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. There’s 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.”
We’ve done everything we can here for now, so head up the stairs. Ignore all
the areas we couldn’t reach, we can always come back later.

On the third floor you’ll 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. You’re 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. You’ve 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. Don’t 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
you’re about to reach forks, you’ll 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 you’re all done
return to the train and speak to Zelda to get back to the overworld.

(--- Forest Realm ---)

Now then, let’s go meet Gage. Plot a course to where Anjean told you he was
and when you come to the forest you’ll enter the lost woods. Remember the
directions the villagers gave you, it’s very important. The path is
randomized each time, so just follow the trees (except the fourth one) and
relax.

You’ll arrive directly at the Forest Sanctuary. Now that you’ve done the Lost
Woods once they go away and you never have to sagain!

(--- Forest Sanctuary ---)

So, let’s 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.
You’ve noticed all the cracked blocks I’m 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 isn’t 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 don’t know what I mean, then just look at this.

  X  O
O      O     X’s are the two you need. Just
             draw a line, can you manage that?
O      X
  O  O


Go inside and meet Gage, and he’ll 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 they’re 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 you’ll 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, you’re 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 don’t need to worry
about stopping manually at the Forest Temple, you’ll 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 you’re all set, head through the door and enter the
dungeon proper.

~~~ Forest Temple – First Floor ~~~

Okay, so here’s the basic layout for you. You’ve 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 you’ve 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 they’re all done
the doors will open and a chest will appear. Open it to claim 100 rupees. Go
upstairs when you’re done.

~~~ Forest Temple – Second Floor ~~~

Okay the layout here is simple. You’ve 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 don’t have to, it’s 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 we’re 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 we’ve already done. You might
encounter some Vengas downstairs now, but they still don’t 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, there’s 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, don’t 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 they’re helpless. If you’re
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 you’ll 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 that’s 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
you’re low on health. As you go in the doors will shut and you’ll 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. There’re 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 (there’s 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, we’re 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 you’ll 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 he’s 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 it’s 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 he’s ||
|| level with the stage use the Whirlwind to send a  ||
|| Blastworm right at him. He’ll 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 let’s do a few things, huh? Now these things are totally optional, so
you can just skip ahead to the next Tower section, but there’s 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 you’ll 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 don’t 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 isn’t anything we HAVE to do here persay, but something we can do.
First off, if you didn’t buy the shield earlier do that now. I had 250 rupees
by the time I was done with the Forest Temple, so there’s no excuse not to.
Now, all around Whittleton you’ll 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 you’ve got time to kill I suggest doing it. Simply go around blowing the
leaves away, most are near the Chief’s 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 can’t 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 can’t do anything with it yet, but it’s nice to have. Like,
let’s say your battery is low and you don’t 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, you’ll have to leave the
village at some point. When you do, head to Castle Town.

(--- Castle Town ---)

There’s a few things for us to do here. First and foremost, GO BUY THE SHIELD
IF YOU HAVEN’T 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 I’m
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, that’s 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. You’ve got nine rooms, all consisting of
enemies we’ve 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.

You’re 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 ---)

We’re back, so head back to the north and to the spiral staircase. You can
stop and talk to Anjean if you want, she’ll 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 we’re going to the first floor. If you don’t
care about optional treasure skip ahead to the fourth floor.

~~~ Tower of Spirits - First Floor ~~~

Back again, not much has changed. There’s actually nothing for us to get
here, so gather the Tears and stab the Phantom so Zelda can jump into him.
When you’re 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 it’s 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 she’s on the floor under
him. Tap her as Link and he should jump down onto her back, and she’ll carry
him on the shield. Cool, huh? Go down (you need to draw Zelda’s 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 can’t 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
don’t 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 isn’t 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 you’ll 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 you’ll 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, it’s 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
she’s heading towards the Spinut. It will freak out and try to run, but you
should be behind it, ready with Link. It won’t 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 we’ve 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 you’re
movements so you don’t 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. We’re
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 we’ve got half the rail maps, and we’re
closer to foiling the Chancellor’s scheme. Speak with Anjean and she’ll tell
you to go find Steem at the Snow Sanctuary, you’ll 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 can’t 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 we’re 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 it’s 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 we’ve seen a few
already. The first Stamp Station is… right here in Aboda! Golly gee! Head up
towards Alfonzo’s house and you’ll see the Stamp Station along the wall.

Now then, go to Alfonzo’s house and head up to the platform. Alfonzo will
ride out with a shiny new Cannon for you! Now that we can defend ourselves
it’s 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 you’ll 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. I’m sure you’ve noticed a chest on the raised
platform to the south, we can’t get that yet, so you’ll 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 you’ll 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 I’m sure you’ve 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.

We’re 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.

You’re done here, so leave.

(--- Forest Realm ---)

Before we head to the Snow Realm let’s get that last Stamp and some bunnies,
four to be precise. Plot a course for the Forest Temple. As you go south
you’ll see your first bunny hiding behind the rock to the west, so blow it up
and catch him. Go through the forest and as you’re 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 we’re all
done in the Forest Temple, so leave.

(--- Forest Realm ---)

Plot a course south towards Aboda Village. As you’re 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. It’s also somewhat off the
tracks, so you really need to look for it.

Once you get this last rabbit we’re all done for awhile. It’s 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 you’ve been following the guide so far, that’s where you should be.
Welcome to the Snow Realm. There aren’t 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 you’ll 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.
You’ll 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 you’ll 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.

You’ll want to talk with all the residents of the village. If you couuldn’t
guess by the number of houses, that means six. If they aren’t standing right
outside their house, then go inside. Talking to them will reveal a bit of
what’s 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 he’ll 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
they’re 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 doesn’t 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 doesn’t like other Anouki with big horns. In the lower
right you’ll meet Bulu, and he is pretty biased against facial hair. The
“wimpy guy” in the middle is Noko and he doesn’t like people in yellow.
Finally, the one in the lower left corner is Yefu (aka Agent Yellow) and he
doesn’t like big horns.

Honcho: Can pair with anybody.
Yeko: Doesn’t like the guy in blue with “wimpy horns.” (Noko)
Kofu: Won’t work with anyone else with big horns. (Yeko, Bulu)
Bulu: Hates people with facial hair (Honcho, Kofu, Yefu))
Noko: Doesn’t like the color yellow (Yeko, Yefu)
Yefu: Thinks big honrs are too flashy. (Yeko, Kofu, Bulu)

Now we need to pair people up. Here’s 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 can’t:

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 there’s a “ginormous” monster inside. Leave
the village once you’re all set.

(--- Snow Realm ---)

There’s 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 you’ll
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
you’re all go to Rabbitland Rescue. Talk to the guy to get a few rupees and a
Heart Container.

Once you’ve 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 you’ll
have to fight the Giant Rocktite!

!!! MINI-BOSS: GIANT ROCKTITE !!!

Don’t worry about what is in front of you, just go full steam (heh) ahead.
Shoot the Rocktite in the eye and every few shots he’ll 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 you’ll be
taken outside the tunnel. As when you went through the Lost Woods, you’ll
wind up right at the Snow Sanctuary.

(--- Snow Sanctuary ---)

There’s a shop here, so check it out if you want. I doubt you have 2000
rupees (I’m 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
you’ll constantly be assailed by White Wolfos and Ice ChuChus, so deal with
them.

When you get up onto the first cliff (and you’re 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 you’re inside read the stone sign. You can’t 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 can’t lollygag. Once you finally get
through you’ll 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. It’s 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.
We’re all set here so leave Steem’s 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 can’t go there yet. As you head east,
look to the south just before the fork and you’ll see another Snow Rabbit.
Catch it and continue your path east to the area where the Bomb Train is. On
the way you’ll 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 you’ll see a Station, so come to an abroupt stop
there. This is Wellspring Station.

(--- Wellspring Station ---)

There isn’t 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 you’re
finished.

You can run around and explore some, but there isn’t anything else we can do
here right now. Get back on the train when you’ve 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. You’ll know when the person is nearby because you’ll 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 you’re headed to the Snow Temple and he’ll 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!

You’re 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
you’ll 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! You’ll also want to be near or around 500 rupees for when we finish
up. Obviously, we’ll 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. You’ll 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. You’ll 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 you’ll 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 didn’t 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. You’ll 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 (there’s really no
need, since you’re following this guide). Now, look into the water and you’ll
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, you’ll 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
there’s 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 it’s 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 it’s
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, you’ve 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. You’ve 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 you’ve got that the door to the right will open. You’ve 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 don’t even know how to make Key
Masters appear on this one.

Go through the open door, because you’re 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 it’ll 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 he’s 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 he’ll ||
|| 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 he’ll 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 that’s two dungeons down! Take that, Cole!


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 | CHAPTER 5: Intermission 2 |  {EC5IT}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

(--- Snow Realm ---)

Now that we’ve completed the Snow Realm the blizzard is gone and we get the
normal overworld music again. Now, I’m 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 there’s some things to do.

First and foremost you will notice a new icon on the map, Beedle’s Air Shop.
When you’re 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 you’re 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 you’re
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 you’re 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 you’re 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 you’re 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 we’re an official
member of his club! Go now and buy the Bomb Bag if you haven’t yet, you need
it for what we’re doing here. When you’ve 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 Honcho’s 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. We’ve 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.

We’re 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
you’ll see an ice torch. Make a path going left and you’ll 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 you’ll
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 he’ll 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. It’s also a good source of
500-rupee treasures, which you get for scoring over 120. Considering we’ll 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 you’ve had your fill you’re 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. You’ve done it twice now, so I’m not going to hold
your hand through this. Once you’ve 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. You’re 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.

You’re 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? It’s 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 you’ll 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 Link’s path. Head
up to where Zelda is and grab the chest for your fourth 500-rupee treasure
(four Mystic Jades for me, BTW). You’re 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. You’ve dealt
with them before, so you know what to do. It can be a bit frustrating because
of the even match, and Zelda doesn’t 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
50’s. You’re 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! You’ll 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, that’s tedious. Even if we miss treasure I don’t plan
on coming back here just because it’s 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, don’t draw a map, no skin off of my- erhm,
anyway…

So, there’s a wall directly north of you, so head right to find a torch. To
the north around a wall you can’t see is another torch, so toss the Boomerang
through this here torch to light the one up ahead. You’ll 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 didn’t get a Mystic
Jade…) Return to the main area and go all the way back down to the first
torch that we didn’t have to light. Go down now and light another torch.
You’ll 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. You’ll be on a “corner” now and to the southeast is
another torch. Also nearby is a sign, but for now it’s too dark to read
*grumble*. There’s one more torch to light just to the north now. Once you’ve
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 can’t attack you. Father up is another sign and a torch, so
light the torch and then read the sign. Blow out some torches, okay. There’s
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. There’s another torch to light just to the north,
so do so. From there head south and then right, and up once you’re 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.
You’ll see the lone torch in the corner. Now, because we can use logic here,
there’s no need to actually blow it out. Simply whip out a bomb and blow the
wall to smithereens.

Go inside and you’ll find the second tear, sweat. From where you come out go
left and you’ll 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 didn’t notice
you’ve 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 can’t 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 you’ll 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. You’ll 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 you’ll 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 you’ll 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. You’ll 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 you’ll 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, it’s 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 you’ll be done. I find it’s 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 she’ll explain
that you need to go find the next Lokomo, Carben, in the Ocean Sanctuary. For
now we don’t 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 we’re one step closer to saving Zelda and foiling Cole’s 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
it’s 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. You’ll 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 can’t 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, we’re an engineer, so let’s go find the guy. Leave the Trading Post for
now, you can’t 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
Worker’s House.

(--- Bridge Worker’s 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 you’ll 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 he’ll tell you a bit about himself. Speak with him a
second time and he’ll agree to check out the bridge, especially since he
needs to pay Linebeck a visit. Go outside and you’ll 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 don’t 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. Don’t 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 don’t see a reason as to why
you can’t 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. He’s 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 what’s worse, the old dog puts the tab on us. Great. Of course the
builder doesn’t care so long as he gets paid. We can’t 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 Linebeck’s
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 won’t lose your shield. Make your way past
another one and you’ll reach a staircase. You’ll 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.” It’s
actually a gravestone! “Here rests the legendary Captain Linebeck.” Legend
indeed, it brings a tear to my eye…

Eruhm, anyway, nearby you’ll notice another musical stone. Tap it to see the
notes and play them. It’s 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 you’ll reach the
water’s edge. Pull out the Boomerang and toss it out and you’ll 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. Don’t 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 Senior’s 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 he’ll 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 you’re done return to
the train. Plot a course back home to Aboda.

(--- Aboda Village ---)

Speak with Niko to get the Shield of Antiquity. It can’t 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 Linebeck’s 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 isn’t 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 you’ll come across the Ocean
Sanctuary. In this realm, rocks are replaced by barrels floting in the water,
so you’ll look for bunnies on those. Stop when you reach the Sanctuary.

(--- Ocean Sanctuary ---)

Go left and as you approach the cave you’ll see a monster. This is Lobarrier.
He doesn’t 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
you’ll see some bomb flowers, hint, hint. Head over to the gap and place a
bomb flower so it’s 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
you’ll 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 isn’t here? Check out the sign
and… he’s 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 you’ll 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 you’ll 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 you’re 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. Let’s 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, let’s 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. It’s 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 you’re all set leave.

(--- Ocean Realm ---)

Before we tackle the Ocean Temple let’s go back and check out the new rails,
so go to the Forest Realm.

(--- Forest Realm ---)

Go back towards Linebeck’s and cut south. There’s a rabbit on the left to the
east of the tracks, so get him. Keep going and as the tracks come to an end
you’ll see a Warp Gate. Shoot the Force Gem to unlock it. Go through and
you’ll come out in the Snow Realm. Mark the locations in the map, and we’ll
call this Warp Gate @. When you’re all set head back to the Ocean Realm.

(--- Ocean Realm ---)

What we need to do now are visit the locations marked in Carben’s letter. On
the way we’ll 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, you’re 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. You’ll loop around the big stricture (the Ocean Temple) and
as you come south on its west side you’ll see a rabbit in the corner. It’s
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 you’ll 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 you’ll 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, here’s 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
can’t be slowed down with the cannon, and they can turn around. Great. Adjust
your course, we’ll loop around the back and head to the Ocean Temple that
way. Ah, but that would be too easy, wouldn’t 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, let’s loop around the top corner near the Ocean Temple, and
you should be able to make it back towards the Ocean Temple. You aren’t 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 she’s done head
up the stairs and go into the dungeon proper.

~~~ Ocean Temple – First Floor ~~~

As usual, here’s a layout. To each side of the entrance you’ve got some gaps
with poles hanging out. Directly to the north is a narrow passageway we can’t
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 can’t go to the right, so let’s go left. You’ll 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 I’ll only describe the left section for
now. You’ve 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 isn’t a crack to the right of the staircase, but it can
still be blown up, so do so. We can’t 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 you’ll 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 don’t 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. There’s 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. You’ve 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 you’ve 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 !!!

You’ll 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. He’s really slow and easy to dodge.

Once he goes down some doors will open. Grab the chest for the Snake Whip.
Now that we’ve got the weapon let’s 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. It’s
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 thing’s 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… thing’s mouth to open a door. Get back onto the moving platform
and head over to the door. Go inside to reach the Stamp Station.

You’re 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 ~~~

There’s a lot here. You’ve 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 there’re 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 (that’s what I’m 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 let’s go
back down.

~~~ Ocean Temple – Third Floor ~~~

Go to the left now and you’ll see two fish-statues. Pull the sword out of the
left one’s 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. It’s 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? You’ve more or less got a giant gap for the north part
of the floor. In the middle you’ve 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 fish’s
mouths to fix the poles to the north. If you keep going left you’ll 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 Chu’s 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, it’s 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 you’ll 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 it’s 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 it’s sword, no sword, sword. Doing this will make a door we can’t
yet reach open. Head south and open the locked door (that was easy).

We’re 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 you’re 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 he’s 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 we’re almost there to restoring the full
power of the Spirit Tracks. One more rail map, one more temple, and then
Chancellor Cole, we’re coming for you!


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 | CHAPTER 7: Intermission 3 |  {GC7IH}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

(--- Ocean Realm ---)

We’ve got a lot of side-quests to do now, as well as the next section of the
Tower. We’re 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 you’ll be taken right to the overworld, so no
underwater section. Before we go to the Tower let’s get those stamps. Plot a
course first for the Ocean Sanctuary.

(--- Ocean Sanctuary ---)

Head up to the edge of the island and you’ll notice one off in the middle
that you can’t 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 Carben’s room.

Head over to Carben’s room and play the Song of Birds nearby. Ride the bird
to the ledge over Carben’s 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. There’s another chest with a 50-rupee treasure
inside.

You’re 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. You’ll 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 you’ll be taken all the way
to the northwestern island.

Here go left and play the song once again. What will happen now is you’ll
ride back to the south end of the middle island, but don’t 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. It’s 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 there’s 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 Chief’s house and talk to him. He’ll agree to wait
in the train. We aren’t 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. He’s 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 you’ll 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 you’re having trouble.

Once you’re all done return to the village proper. Blow some leaves away if
you’ve 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, you’ll get a
little cutscene and be given the Force Gem #2. Some tracks will open up,
creating a bit of a shortcut so we don’t always need to go by Linebeck’s now.
There’s another Gem to be had, so let’s go to Castle Town.

(--- Forest Realm ---)

Take the new route on your way back. As you turn north before the bridge
leasing west to Linebeck’s look off to the east. To the right of the tracks
is a rabbit. Keep following this route and once you cross the water you’ll be
going west towards Whittleton. Just beyond the dead end you’ll see another
rabbit on the right to the north of the tracks. Keep going to Castle Town.

(--- Castle Town ---)

There’s 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 you’ll earn 300
rupees, so it’s 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 I’m saying go buy it if you haven’t 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. It’s a gauntlet and you
will find no hearts, Song of Healing does not work, but you can use potions.
Here’s 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 you’ll earn yourself the Biggest Bomb Bag! Now,
I’m sure as of late you’ve 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 you’ll 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
you’ll 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… She’ll 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. You’ll get Force Gem #5 as
a reward. Go back and speak with the husband to collect some rupees you’ve
earned, and hop back on the train.

(--- Forest Realm ---)

Plot a course for the Forest Sanctuary, but take the new route that’s opened
up. As you come out of the forest heading south you’ll go through a “bend”.
Look to the left as the tracks curve back east to find a rabbit. As you’re
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 couldn’t 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. It’s his dream to fly. Can we fire him out of the cannon? No?
That’s a shame. Take him to Beedle’s shop and you’ll 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 can’t 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 he’ll 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 you’ll 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 you’ll see a Warp Gate. Shoot the Force Gem and you’ll
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. You’ll 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 we’re here, let’s 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 don’t need to backtrack anymore. That’s right, no more redoing
floors we’ve 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 you’ll 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 you’ve 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 it’s 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 don’t 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 it’s 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. You’ll 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 don’t do it. Once you’re 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 it’s 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 you’ll 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 don’t 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, there’s a little room nearby that’s 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. Don’t worry about the ChuChus, the
Phantom’s sword can kill ‘em no problem. Now you’ll reach a sand pit, which
Zelda can’t 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. There’s 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 you’ll
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 you’ll 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 you’ve 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 you’ll 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 can’t 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 Phantom’s path. Go right first and then down to the lower left
corner. Go back up to the top left corner, but make sure you don’t 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.

You’re 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 Chancellor’s 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, there’s only one path for the
time being.

(--- Fire Realm ---)

The different music again… Anyway as you drive you’ll be bombarded by falling
rocks and such, so make sure you blow ‘em up. You’re 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 can’t 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.

That’s all for now, so continue south towards a tunnel. You’ll see a Warp
Gate we can’t open yet before you go in. Right as you exit the tunnel you’ll
arrive at Goron Village.

(--- Goron Village ---)

As you arrive you’ll see that the village has quite clearly seen some better
times. There’re 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 what’s going on.

The only building you can get to right now is the town shop, which doesn’t
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 don’t 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 you’ll
reach a narrow passage with some boulders rolling down. Make it to the
staircase and move south some more. Soon you’ll reach another narrow passage.
Again go north, making it through the boulders, and immediately turn south.

From here on out you’ll need to keep an eye out for falling rocks. Don’t hit
the crystal switch quite yet. Instead go north across the pool of lava by
swinging across the poles. You’ll reach a platform, keep going north and
cross over using another pole. As you land you’ll 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 you’ll
enter a new area where you’ll 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 don’t 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 you’ll get the
Freight Car! Now we need to go find something cold.

(--- Fire Realm ---)

Something cold… wait, didn’t an Anouki want to get his Mega Ice company up
and running? And didn’t 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, you’ll 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, I’m sure your thought process is “go right for Goron Village.” Well you
can’t do that. There’s a new Bomb Train near the Target Mini-game that will
start to move once you get close. We’re 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 you’ll be fine. Go to the
west and find Kagoron. You’ll 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 there’s 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, let’s start right here in Goron Village.

You’ll notice there’s still some lava located in the village. Go up to it and
speak with the Goron. He wants to get to his house but can’t. All the Mega
Ice was used up, but that doesn’t mean we can’t 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
he’ll budge. With your twenty blocks head back to the Goron Village. You need
only arrive with ten, and this time you don’t 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 doesn’t
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
you’ll 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. You’ll
come across a Warp Gate, shoot it and now we’ve 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
there’s nothing there to go find. Now plot a course for the Snow Sanctuary.

(--- Snow Sanctuary ---)

As you arrive you’ll 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 haven’t 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 aren’t going to go there
quite yet. You can redo this little mission if you want buy going to Steem’s
room and breaking the vessel. He’ll 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 you’ve had your fill go to Anouki Village.

(--- Anouki Village ---)

Talk to the guys outside and they tell you they’re 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 you’ll see our Bridge Builder where you left him. Tell
him about your new job and he’ll 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 can’t spoil,
but you will lose units if you don’t slow down when told or if you get hit.
Considering you’ve got the Builder with you, you need to follow these rules
anyhow. Now that you’ve 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 we’ve got some tracks heading to Snowdrift Station. Now
we’re ready to tackle these bonus dungeons, those being Slippery and
Snowdrift.

(--- Snow Realm ---)

First we’re 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 you’ll 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 you’ll 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 it’s 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 it’s
hard, because you have less traction on the ice and it’s 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. You’ll
need this for Pro and definitely for Champion, so you may as well practice it
now. Rolling works so well because let’s say you’re 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 isn’t 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 don’t forget the Alchemy Stone either!

And with that we are now an “ice-skating” Champion. Slippery Station is a
thing of the past, and let’s 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 you’ll see a rabbit off to the right of
the tracks just before you turn north. You’ll be peppered by Sir Frosty on
the way, but eventually you’ll arrive at Snowdrift Station.

(--- Snowdrift Station ---)

There really isn’t much to talk about outside the station. There’s 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. You’ll 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, it’s 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 can’t 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 let’s 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, let’s just go counter-clockwise, so the Southwestern room is next. This
one is rather simple, but it can he tough if you don’t 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 don’t
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.

Let’s 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 don’t have any more options.
It’s dark, it’s 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 you’ll come to the tablet after what seems like a long time. Our last
hint is, “don’t 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
you’ll see the five switches arranged in a line. Here are the hints:

-Don’t 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
can’t 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 aren’t done yet! A door will close behind you and now you’re 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
don’t if you’re 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 you’re all done with Snowdrift Station. Let’s move onward.

(--- Snow Realm ---)

Now we’ve got to go find Ferrus. He should be out in the Snow Realm, near the
trains. If the trains aren’t there, turn on and off the game until they are.
Now, I’m 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 Alfonzo’s house. You’ll 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 we’re 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 you’re
pretty much done here. Stop by and talk to the man who wants to raise Cuccos
near Alfonzo’s house and he’ll 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 you’re 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. You’ve almost completed the Forest Realm, and we can also get
our last bunny now. You can replay this sidequest over and over, so it’s 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. You’ll 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
you’re forced to and look to the south, you’ll 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 you’ll get a Force Gem. Finally, finally we’re done and can
continue with our adventure. Before we continue, here’s 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 you’ll 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, you’re 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 you’re
told how to reach the Fire Sanctuary. As it turns out… well it’s 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 you’ll 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 you’ll see a chest which contains a 150-rupee treasure.
Go back and up the stairs and you’ll be outside. Continue north and exit the
village to reach the Fire Sanctuary.

(--- Fire Sanctuary ---)

Go up and kill the Fire Keese flying around. You’ll encounter some more Fire
Babas on your trip, so take those out from a distance with some bombs. Go
east and you’ll 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 that’s 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
you’re in. Go north along the cliff wall and as you approach the next bridge
you’ll see a chest with a 150-rupee treasure inside. Cross the bridge now and
you’ll 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 can’t 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 Carben’s you
need to skip notes. You know what to do by now. Get the timing down, follow
the metronome, and in no time you’ll 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 don’t die however, but once you get all
three keys and enter the Fire Temple they vanish forever.

So, once you’re 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 it’ll be different for each
person, I’m 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 ---)

It’s about damn time, right? As usual you’ll enter in a big open room, so
just go up the stairs and enter the Temple proper.

~~~ Fire Temple – First Floor ~~~

Hey, unique music, that’s pretty cool. Anyway the Fire Temple is a lot less
straightforward than the Temples prior. You’ve got two indentical rooms in
the lower left and right corners, a hallway in the middle with three closed
doors. There’s 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 can’t 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
you’ll need to maneuver around some spikes and sticks of flame. It’s pretty
easy, and there’s a lot of areas on the side you can stand and be safe. Mario
would sure be proud. Once you’re through head south to the open room. The
door will close behind you and you’ll have your first encounter with Stalfos.
They’re 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. You’ve got a bunch of raised platforms and a
series of tracks for mining carts all over the place. You can’t actually
reach the floor level, and you need to travel along the carts to each
platform. There’re 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 you’re 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 you’ll encounter forks and
switches you need to hit. Jump on it and hit the first switch you see, but
not the second. You’ll 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. You’ll 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 it’s 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 ~~~

We’re finally in that little back room. Shoot straight down and you’ll 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. You’ve 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
there’s another closed room to the south.

Thing is, you can’t do much of anything here right now. There’s 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 you’ve got here is a large room in the top-left area. You’re 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
you’ll 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 you’re 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. You’ll
eventually reach a switch that opens a door leading to an eye switch, but the
switch won’t 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 you’ll 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 don’t 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 don’t 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. Don’t do that yet, however. Hop back on the cart and
you’ll go counterclockwise around the room. As you pass through the southern
room look to the southwest. Just out of view you’ll 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 ~~~

There’s 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 can’t tell my looking at the map. I’m 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 you’ll 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 he’s 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 he’ll reel back, revealing ||
|| a glowing weak point near where his body enters   ||
|| the lava. Shoot the obvious weak point and he’ll  ||
|| get pissed off. Now he’ll 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 colossus’s 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 you’ll 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  ||
|| he’s 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 Cragma’s 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 Zelda’s 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 don’t have to deal with
those pesky Snurglars anymore, how about we track them all down? There’re
five total in the area around the Fire Temple, so let’s 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”. You’ll see the next rabbit to
the north as you cut west. Loop around now and you’ll end up going east along
the north end of the “square” that goes around the Fire Temple. When you’re
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 you’ll see the fourth just on the corner of the tracks.

For the last one turn west, and then go north, east until you’re forced to
turn north, and north until you’re forced to go back west. This rabbit is
just behind the Fire Temple to the south of the tracks. With all five you’ve
really upped your numbers, make your way back to Goron Village now.

Don’t stop there though, instead go to that other cave I’ve been telling you
to ignore.

(--- Goron Target Range ---)

There’s no real reason to be here. There’s 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 it’s 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 can’t 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 you’ll 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 ---)

Don’t head directly to Goron Village. Instead go check out the new tracks you
opened. If you go north from Wellspring Station you’ll see a rabbit on the
left to the west of the tracks. After that look to the right up ahead and
you’ll 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 Elder’s 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 you’ll get a pretty funny scene between the Goron child and
Zelda, and then he’ll 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 don’t have to go to Disorientation Station yet, however there’s 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. You’ll
find Disorientation Station, and also look to the south just to the east,
because there’s another rabbit to be had.

(--- Disorientation Station ---)

There really isn’t anything to do outside, well no, that’s a lie, there’s
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, let’s 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. There’s 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 you’ve 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
hasn’t 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 let’s go on inside and figure this out. I suggest you try and
do this one on your own, just because it’s a neat little puzzle. If you’re
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 let’s 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 you’ll see rocks in each
room, as well as if you go north into the next. Rocks are important, because
it’s the “rocky trail” you’re supposed to follow. However, if you go north
again on the west, you won’t 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) you’ll see a death note from the
guard’s 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
he’ll give you 100 rupees. Then head east along the cliff. Kill some more
green Spinuts, and you’ll soon come across a chest with 100 more rupees
inside. We’re all done here now, say good-bye to Disorientation Station.

(--- Fire Realm ---)

Plot a course now for Wellspring Station, we’ve got a couple more Force Gems
to get.

(--- Wellspring Station ---)

If we’re here there’s 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. She’ll 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 isn’t anything to do outside, so go inside.
You’ll play the Pirate Hideout mini-game for the first time. For now, your
score doesn’t matter, but let me explain the rules. There’s 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, you’ll 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 you’re outside the man will thank you and want to go back to Papuchia.
Get on the train and take him there. On the way you’re sure to be attacked by
some pirate boats, this time led by a big ship. Don’t let the big ship board
you, otherwise you’ll need to play the game you did when Carben was on the
train.

(--- Papuchia Village ---)

You’ll arrive and get another Force Gem, this one opening up some rails in
the Ocean Realm. Afterwards you’ll get a pretty funny scene between the guy,
his (former) girl, and the ex-mayor of Whittleton. Now you’re finally all set
in Papuchia (for real) this time. There’s further reason to play the Pirate
Hideout mini-game, so back there.

(--- Pirate Hideout ---)

If you approach the door you’ll find a Goron boy whose friend was taken by
pirates. This is really just an excuse to play the game again. Now is when
you’re 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, it’s 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 didn’t miss a
single target. It’s easier to break 5000 later on.

Anyway, once you’re 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 you’ll see a Stamp Station. You’re
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 you’ll 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 you’ll 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. Let’s go back to
Aboda Village.

(--- Aboda Village ---)

First off, go speak with Niko. If you didn’t 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 we’re 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 won’t
have to watch the cutscene. It’s time we end this and go help Anjean. Once
you’re ready go to the spiral staircase and climb to the top.

~~~ Tower of Spirits – Eighteenth Floor ~~~

Wow, just look at this place. There’s 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 it’s mandatory if you don’t 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 he’ll 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. It’s 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, she’s also really
strong. However, she cannot carry Link, items, or talk to other Phantoms.
There’s 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 it’s 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 he’s 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 wasn’t 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 you’ll see another large block.
Have Zelda pull it to the left and open the big chest there for a 500-rupee
treasure. You’re 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 there’re
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 can’t 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 ~~~

We’re really getting up there, aren’t 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 it’s nothing. Make sure you kill the one rat that’s probably running
around too.

Once you’re 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 don’t 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 (it’s 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. There’s 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 that’s 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
Zelda’s holding. Doing this quickly enough (and it’s 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 can’t 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
what’s 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 you’re 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 he’s 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 it’s 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 he’ll  ||
|| 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 ||
|| he’ll go down in no time.                         ||
**---------------------------------------------------**
|| Overall Difficulty: 4 / 10                        ||
**===================================================**

Following Byrne’s 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 Zelda’s body, and Byrne ends up
learning the truth. However, the Demon King is not yet ready to use Zelda’s
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, it’s 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 you’ll find another statue. Now turn
east, and about halfway down to the north you’ll 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 you’re going back west, eventually you’ll be forced to turn north or
south. There’s also the final statue here. Take note of it, and turn south.
As you turn west you’ll 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 couldn’t guess, it’s 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
you’ll see a stone statue that tells you to find “him” by blasting the spot
where the stone gazes meet. If you couldn’t 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 you’re 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. It’s not the
exact top corner, just left and down slightly.

Go inside and you’ll 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.”
You’ve 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 you’ll 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 isn’t always obvious. Enter the
first cave and you’ll come to the upside-down T. Here if you go left and look
south you’ll find one rabbit, and then if you go back east and look north
you’ll find another. That’s two rabbits in this one small area. Now if you
try to exit to the east you’ll 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 you’ll wind up at the
regular T. Here if you go all the way to the east you’ll 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.

You’ll wind up back outside, so go on south back to the Ocean Realm.

(--- Ocean Realm ---)

As you come out look to the left and you’ll see a Warp Gate. Fire at the Gem
and you’ll 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. You’ve got four turrets on the north side to take out.
Along the west side you’ve got three, as well as a rabbit off to the right of
the tracks (or west, if you’re going around clockwise). Along the south end
near the entrence you’ve 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 ~~~

There’s 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 you’ve 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
you’ll 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. There’s 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? It’s 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. You’ve 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. It’s 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. You’ve 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 aren’t really any different from the regular
ones, except they’re 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 you’ll 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. You’ve 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 they’ll freeze up into blocks. Three hits
will do them in once they’re blocked up, allowing the doors to open. Go back
up and you’ll 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 you’ve 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 it’s 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 you’re 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
you’ll 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. You’ve essentially got ten or so rooms, most of
them along the outside walls of the Temple. In the middle you’ve got the Boss
Door, and it looks like we’ve 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, you’ve got one
platform to reach here. You’ll need to be quick and avoid some arrow fire.
Once you get to the platform grab your stamp and now head to the right.
You’ll need to loop around and dodge a series of arrow traps. Once you reach
the far side head east to the next room.

You’ve 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 you’ll hit
another large, sand-filled room. You’ve 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 you’ve 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 wasn’t 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 it’s 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 you’ve 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 doesn’t get    ||
|| hit and destroyed by another one. The holes he    ||
|| shoots out of glow red when he’s 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.                                       ||
||                                                   ||
||    He’s 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.

You’ll 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 Recruit’s 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 we’re going to skip the sidequests for now and go right
there.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 | CHAPTER 11: Compass of Light |  {KC1CL}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

(--- Tower of Spirits ---)

I’ll be honest, I’m 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 you’ll be taken outside.

~~~ Tower of Spirits – Alter ~~~

Head up the stairs and just at the top you’ll 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 can’t go down yet, in fact you can’t
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 didn’t 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. You’ll get an obvious hint, so move Link to the northwestern
corner of this room. Bomb the wall and you’ll 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 you’ll 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 Zelda’s 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. You’ll have to avoid some Nocturns but soon
you’ll 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 you’ve 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 we’ll deal with that in a minute. To your right is
another torch, light that one too.

Now, you’re 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 Zelda’s 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. Let’s 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
Zelda’s 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 Zelda’s 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 don’t need it
at this point. Head to the stairs and go back up.

~~~ Tower of Spirits – Thirtieth Floor ~~~

You know what to do I’m 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 you’ve 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
Zelda’s 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
Zelda’s 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 isn’t
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, you’ve got three doors and three keys. Which do we go through first?
Well it depends on what Phantom you’ve got with you. Since we’ve got a
Wrecker, let’s 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 let’s
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 haven’t 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. There’s 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 you’ll 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 ~~~

There’re 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 you’ll 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 it’s 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 we’ve 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 you’re 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. He’ll attach a picture of where to find him in the Fire Realm, so we’ll
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. You’ll 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. You’ll get a 150-rupee treasure when you defeat
Skeldritch, and once you complete the game you’ll 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 (I’m going to save the surprise!!!)

When you’re 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 aren’t 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.
You’ll 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 you’ll find the final Stamp Station,
completing our collection.

You can bring more of the birds to Rael if you want another reward, but
there’s no need to. Leave and head to the Fire Realm.

(--- Fire Realm ---)

Go to where the new tracks opened up, and you’ll find the last mountain
rabbit as you turn east and begin your descent down the hill. At the end
you’ll 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, that’s 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 you’ll get
something nice, so I suppose we don’t 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 we’ve got a bit of a weird shape to
work with, but it’s 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 isn’t 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 isn’t “Tempered”, but it may test your temper ~_^). Now
we get a little more complex because we have two boxes. Note that I’m using a
lot of trial and error here, so these directions aren’t 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. You’re 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 that’s over and done head up to the final room on the right. This is
where you’ll find the Brainmaster Puzzle. This is your golden opportunity,
but it sure isn’t 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 you’ll 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 you’re having trouble following my directions I have a more streamlined
version in the sidequests section. Once you’re 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 he’ll 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 you’ll 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 you’ll see a bunch of boulders and stuff, but unfortunately
you can’t blow them up. Go inside any of the doors, since there isn’t 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.
That’s 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
don’t 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
you’re 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 doesn’t 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. You’ll 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 you’ve got nothing left to do here.

(--- Ocean Realm ---)

Head to the new island now. As you turn south to go back east, you’ll see the
final rabbit in the water. This makes all fifty, so we’ll 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 I’m sure you’ll notice a bird flying around. Play the Song
of Birds and use the Whip to reach the top of the cliff. You’ll 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 you’ll 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 can’t use our sword or bow. Agree anyway, because we
need to go through here (well we don’t NEED to, but we WANT to).

You’ll 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
can’t have Zelda possess them without our sword V_V. Now on each floor, as
you enter, you’ll 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 you’ll 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
you’re 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, that’s 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 you’ve 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 it’s 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.
We’re 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 we’ve 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 you’re headed
that way.

Here’s 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 you’re 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 you’ll 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 don’t 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. I’m 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 you’re 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. There’re 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 you’ll notice some torches.
Light up the one that isn’t 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.

We’re all done here at Lost at Sea Station, but remember that this isn’t a
onetime deal like the other bonus Stations. That’s 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 you’re all done head out of here. With this Station complete we’ve 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 we’ve gathered everything this game has to offer let’s 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.

You’ll 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 you’ll have a cut scene and the Demon Train will
appear. You’ve 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                                          ||
||    It’s 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. It’s back    ||
|| end will fall off afterwards and you’ll 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 you’ve done up to now saves, useful if you didn’t 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 won’t 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 Cole’s “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 can’t    ||
|| 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 Zelda’s body with it. This will force him ||
|| out of Zelda’s 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 won’t 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 don’t get to practice. The tune is familiar.  ||
|| Once you get it down (shouldn’t 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 King’s 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   ||
|| can’t 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 Zelda’s 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. Don’t take his Skull Bash     ||
|| otherwise you’ll be dazed and he’ll 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 King’s 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: Recruit’s Sword
Obtained: Training Room at Hyrule Castle

Description: The Recruit’s Sword will serve as Link’s basic weapon throughout
the course of Spirit Tracks. You will be required to complete a basic sword
training tutorial during the game’s 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 Recruit’s 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: Link’s basic and classic outfit, the familiar green tunic and
hat. You’ll 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: Engineer’s 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 Recruit’s 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 it’s advised you just catch
up and tap where they are, and for faster ones try and tap where they’re
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 you’ll
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 you’re trying to grab a pole
you shouldn’t 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 that’s pretty much it. It’s 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? It’s 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. I’m
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 Majora’s Mask) and can be used to gather
information from Gossip Stones located throughout Hyrule. It’s the easiest
song in the game, and we learn it from the stone slate outside of Gage’s 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
Link’s life. Think of it as a one-use potion more or less, pretty handy in
case you aren’t carrying any one you. Too bad it doesn’t sound anything like
the original Song of Healing from Majora’s 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 isn’t really used that much, which is a real shame... There really isn’t
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 isn’t used all that much, but it’s 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 you’re 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 Beedle’s Shop. That’s 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 you’ve 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
you’ll see the next rabbit.

Forest Rabbit #6
Location: Make sure you’ve 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 you’ve 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
you’ll take a right turn. Get ready to keep your eyes peeled to the left, as
the rabbit should be there to the east once you’re 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 can’t
go north anymore you’ve 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 you’re 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 you’re forced to and look to the east of the tracks shortly after
turning. You’ll find the next rabbit.

Snow Rabbit #5
Location: Keep heading north from #4 until you can’t 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 you’re 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 that’s 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
Linebeck’s) 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 you’ll see the final snow
rabbit on the right to the east of the tracks. If you hit the Warp Gate
you’ve 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 you’ve gone too far.

Ocean Rabbit #2
Location: Keep going east from #1 for awhile and you’ll see this sucker to
the north on your left. If you hit a spot where you’re FORCED to turn north
than that’s too far, turn around.

Ocean Rabbit #3
Location: After you’ve turned north after getting #2, keep heading straight
to the large island up ahead. When you’re given the option turn west at the
intersection and look for the rabbit to the north in the water. He’s just
passed the island, so if you hit the little “curve” ahead you’ve 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 you’re 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 he’s 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 you’re clear of the island
look to the left south of the tracks for the next rabbit. He’s right near the
forced turn south you’ll be taking.

Ocean Rabbit #6
Location: From #5 keep heading south, ignoring the fork that takes you back
east. Once you can’t 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, you’ve gone too far.

Ocean Rabbit #7
Location: Once you’ve cleared the Ocean Temple make your way on the rails
heading to the Tower of Spirits. You’ll 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 you’re 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 he’s 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 you’ve 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 you’ll 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 can’t get it’s Force Gem until the end of the game. First, make sure
you’ve 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 we’ll 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 Linebeck’s, 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 you’re forced to turn west, and turn north again at
the first intersection. Now look to the left to the west of the tracks you’re
on, and you’ll see mountain rabbit numero uno. They’re red, so they tend to
blend in with the environment, look carefully for it.

Mountain Rabbit #2
Location: Keep going north from #1 and you’ll 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 you’re finally forced to turn west do so, and then
cut south again the moment you hit the first intersection. As you go south
you’ll be forced to turn west again, but you’ll also see the rabbit out a bit
near the corner where the turn happens. Don’t miss him.

***For the following five rabbits I will be assuming you’ve beat the Fire
Temple. You can get them beforehand, but it’s 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
can’t 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. You’ll be forced east, so continue your
perimeter route around the Fire Temple. Go as far east as possible and just
when you’re forced to go south, you’ll see a rabbit south of the tracks up on
the hill a bit. I’m 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 you’re 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. You’ll head south and then be forced west. As you turn look out to the
southeast and you’ll 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 that’s 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. You’ll be forced to take a turn to the north, but
look by the tracks as you turn for your first desert rabbit. They’re 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 you’ll 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 you’re forced to at the
next intersection. You’ll go up a bit before continuing west, and look to the
right, north of the tracks. Roughly halfway down you’ll see a rabbit along
the cliff to the north.

Desert Rabbut #4
Location: Continue west and unless you got Force Gem #16 already, you’ll 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 you’ve played the duet with Rael head north into the tunnel
that opens to the east and head through, fighting a Giant Rocktite if it’s
your first trip. Now you’ll inter the twisted tunnels, and there’s three
rabbits total to find in this area. Rather than guiding you I’ll tell you
where to find them, so use your map as a guide. There are three sections of
the twisted tunnels, I’m 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 you’ve made it through the tunnels head south back into
the Ocean Realm, we’re 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 you’ve taken out the cannon’s 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 you’ll 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 who’s house is blocked by the lava. He’ll
thank you and open up some tracks. Using #4 as a point of reference head
north and keep going straight through the tunnel. You’ll 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, you’ll 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 |
+----------------------+--------------------+


+-------------------------+
| Niko’s 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 Alfonzo’s 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
it’s 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 Carben’s 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 you’ll 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 you’ll 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).
You’ve 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 you’ll 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
you’ve 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  |  Engineer’s 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, I’ve limited Key
Items to a small, handful of things you can’t really “use” in a traditional
sense of the word. Essentially, anything this is on the collection screen,
that you don’t actually use, and that I haven’t 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 doesn’t really do
anything in-game. For plot purposes it gives Link the right to take his train
anywhere. Yeah, that’s 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 doesn’t
actually appear in the Collection Screen, but I figure it’s 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 doesn’t 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 can’t touch it, and that’s 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
they’re very useful, especially if you’re 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 Beedle’s 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 what’s to come...

---------------------------
Item Name: Silver Membership Card
Location: In the mail after earning 200 points at Beedle’s.

Purpose: This is where it all starts. Once you finally manage to spend 2000
rupees (trust me, the first 2000 is the hardest) you’ll 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 Beedle’s.

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 Beedle’s,
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 Beedle’s.

Purpose: Wow, 10,000 rupees, that’s nuts. Earning this and getting it in the
mail provides an effective 30% discount on all items at Beedle’s, and also
comes with the Quintuple Points Card. One more step though before we’re done!

---------------------------
Item Name: Diamond Membership Card
Location: In the mail after earning 2000 points at Beedle’s.

Purpose: This gives us a 50% discount at Beedle’s 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 Beedle’s.

Purpose: This comes along with the Silver Membership, and gives you one free
item at Beedle’s. Each time you go he’ll ask if you want to use it, and once
you do it’s gone forever. Some people hang onto it for collection’s 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 doesn’t help
your Membership status.

---------------------------
Item Name: Quintuple Points Card
Location: In the mail after earning 1000 points at Beedle’s.

Purpose: This comes along with the Platnium Memvership, and multiplies your
points by five when you purchase one item. As with the Freebie Card, he’ll
ask if you want to use it each time you enter the store. Again some people
don’t use it for collection’s sake, but using it in conjunction with an
expensive item (hello Mystic Jade), well it’s worth it. I mean, what’s 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 that’s
highly situational. Considering you pretty much get it at the end of the game
it isn’t all that useful, but it does look cool, and it’s 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 it’s the very scroll Link got from the Old
Wayfarer in Phantom Hourglass. Why its number 2, I don’t 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 that’ll interrupt the attack or get hit. Generally it’s more useful
than #1 and has some uses.


+----------------------------+
| Heart Container Locations  | {3HCLF}
+----------------------------+

Heart Containers are Link’s 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 let’s cover all 16,
shall we? Since you begin with the first three, I’m 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 it’s
available early on, but you probably won’t 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 you’ll 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: Beedle’s Air Shop
Requirements: Have completed the Snow Temple, lots of rupees.

Once you become a member of Beedle’s 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 it’s 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. There’s 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 it’s
advised you don’t 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 you’ve 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 artifact’s eerie aura makes it the ultimate collector’s
item.
Star Fragment: A sparkly stone that fell from the sky. It’s 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: There’s 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 it’s 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. It’s only hurdle is
its weight.

Passenger Car: Sturdy Passenger Car
Description: There may not be much room in this carriage, but it’s 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, it’s 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: It’s not clear how this car floats. Maybe there’s 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 people’s attention.

Cannon: Tower Cannon
Description: This extra-tall cannon resembles a soaring tower.

Passenger Car: Quaint Passenger Car
Description: Passengers like this car for it’s 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: It’s 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 can’t 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 it’s 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) they’ve already been numbered, and
unfortunately, not in the order they become available.

But then again, I say **** that! I’m 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 Linebeck’s 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 Linebeck’s.
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 Linebeck’s.

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 you’ll 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 Beedle’s 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 you’ll eventually get a letter in the mail
from Ferrus. He’ll 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. There’s an Anouki who
wants to start up his Mega Ice company once more, so bring him over to
Wellspring Station. He’ll 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 Elder’s 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
Steem’s 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 Linebeck’s) 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 he’ll – after speaking with the
Goron – want to pay a visit to Goron Village. Bring him there in what is a
simple escort mission and you’ll 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 Linebeck’s 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 – you’re score does not matter. After you’ve escaped return
the man safely to Papuchia, don’t get caught by the pirates otherwise you’ll
repeat the “game” you played with Carben. Once you’ve arrived watch all the
cutscenes, which are quite humorous provided you’ve 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 you’ve 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 Linebeck’s, and
hurry the Ore to him. He’ll 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 he’ll 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. You’ll 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 that’s just not true.

------------------------
Force Gem #20
Availability: Complete the Sand Temple
Opens Up: Tracks leading to Ends of the Earth Station.

Once you’ve done the Sand Temple talk to Rael and bring him five Cuccos from
Castle Town. You’ll 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 I’m 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 isn’t much to talk about outside the station. There’s 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. You’ll 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, it’s 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 can’t 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 let’s 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, let’s just go counter-clockwise, so the Southwestern room is next. This
one is rather simple, but it can he tough if you don’t 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 don’t
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.

Let’s 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 don’t have any more options.
It’s dark, it’s 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 you’ll come to the tablet after what seems like a long time. Our last
hint is, “don’t 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
you’ll see the five switches arranged in a line. Here are the hints:

-Don’t 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
can’t 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 aren’t done yet! A door will close behind you and now you’re 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
don’t if you’re 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 you’re all done with Snowdrift Station. Let’s 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 you’ll 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 it’s 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 it’s
hard, because you have less traction on the ice and it’s 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. You’ll
need this for Pro and definitely for Champion, so you may as well practice it
now. Rolling works so well because let’s say you’re 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 isn’t 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 don’t forget the Alchemy Stone either!

And with that we are now an “ice-skating” Champion. Slippery Station is a
thing of the past, and let’s 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 isn’t anything to do outside, well no, that’s a lie, there’s
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, let’s 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. There’s 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 you’ve 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
hasn’t 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 let’s go on inside and figure this out. I suggest you try and
do this one on your own, just because it’s a neat little puzzle. If you’re
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 let’s 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 you’ll see rocks in each
room, as well as if you go north into the next. Rocks are important, because
it’s the “rocky trail” you’re supposed to follow. However, if you go north
again on the west, you won’t 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) you’ll see a death note from the
guard’s 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
he’ll give you 100 rupees. Then head east along the cliff. Kill some more
green Spinuts, and you’ll soon come across a chest with 100 more rupees
inside. We’re 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, that’s 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 you’ll get
something nice, so I suppose we don’t 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 we’ve got a bit of a weird shape to
work with, but it’s 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 isn’t 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 isn’t “Tempered”, but it may test your temper ~_^). Now
we get a little more complex because we have two boxes. Note that I’m using a
lot of trial and error here, so these directions aren’t 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. You’re 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 that’s over and done head up to the final room on the right. This is
where you’ll find the Brainmaster Puzzle. This is your golden opportunity,
but it sure isn’t 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 you’ll 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 you’re 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 I’m sure you’ll notice a bird flying around. Play the Song
of Birds and use the Whip to reach the top of the cliff. You’ll 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 you’ll 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 can’t use our sword or bow. Agree anyway, because we
need to go through here (well we don’t NEED to, but we WANT to).

You’ll 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
can’t have Zelda possess them without our sword V_V. Now on each floor, as
you enter, you’ll 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 you’ll 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
you’re 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, that’s 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 you’ve 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 it’s 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.
We’re 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 we’ve 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 you’re headed
that way.

Here’s 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 you’re 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 you’ll 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 don’t 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. I’m 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 you’re 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. There’re 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 you’ll notice some torches.
Light up the one that isn’t 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.

We’re all done here at Lost at Sea Station, but remember that this isn’t a
onetime deal like the other bonus Stations. That’s 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 he’s not
blonde, sometimes he’s a little kid, sometimes he’s right-handed, but he’s
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 Link’s 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
who’s 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 game’s story. Zelda is the Princess of the new land of
Hryrule, and from what we gather in game, it’s 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.

Zelda’s main role in Spirit Tracks is as Link’s 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 Tracks’s 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 Zelda’s 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 Zelda’s body as
his vessel. Yikes! Cole’s already a formidable demon, but the Demon King? The
little man knows how to play his cards right. He’s 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 isn’t much to say about Byrne without spoiling too much, because
he begins the game as Cole’s simple lackey. That’s all there is to Byrne.
He’s 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, it’s 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? Don’t 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 she’s
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 Zelda’s 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
Tetra’s 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 isn’t 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
Tetra’s 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. Don’t 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. It’s 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 ---]

Zelda’s 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, Teacher’s) 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. He’s 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
Beedle’s 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. I’m 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 won’t 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, let’s list some enemies.

-----------
 |  Bee  |
-----------
Description: Bees are, well, a swarm of tiny bees.
Locations: Various villages and areas nearby.

Tactics: You can’t kill bees, so the best way to combat them is to avoid them
completely. Bees will remain passive if you don’t 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 it’ll 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 you’ve 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. ChuChu’s 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
Phantom’s 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 Link’s 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 don’t 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 won’t 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 it’s
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 don’t 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 it’s 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 don’t 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 Master’s 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 Linebeck’s Trading Post, other small caves.

Tactics: Like Likes often hide in pots and treasure chests. They’re 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 don’t 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 it’s 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 you’re 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 Zelda’s possession a
Phantom’s 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 it’s best to stun them from around a corner with
the Boomerang, and take them out after. Most Phantom Eyes will respawn over
time, so don’t think it’s 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. It’s
unknown is this is a result of there being so much going on at once, or if it
was intended for the game. It’s not a problem with your cartridge, many
people have reported this happening. ***

------------
 |  Rats  |
------------
Description: It’s 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 she’s 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
doesn’t hit you, and then hitting them while they’re 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 Stalfos’s 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 spider’s 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
you’re 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 it’s 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 won’t catch them if
you try and catch up. They are sort of a “mini-boss”, as they don’t 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 aren’t 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 he’s 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 it’s 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 he’s ||
|| level with the stage use the Whirlwind to send a  ||
|| Blastworm right at him. He’ll 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 it’ll 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 he’s 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 he’ll ||
|| 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 he’ll 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 you’re 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 he’s 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 he’s 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 he’ll reel back, revealing ||
|| a glowing weak point near where his body enters   ||
|| the lava. Shoot the obvious weak point and he’ll  ||
|| get pissed off. Now he’ll 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 colossus’s 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 you’ll 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  ||
|| he’s 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 he’s 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 it’s 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 he’ll  ||
|| 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 ||
|| he’ll 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 doesn’t get    ||
|| hit and destroyed by another one. The holes he    ||
|| shoots out of glow red when he’s 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.                                       ||
||                                                   ||
||    He’s 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                                          ||
||    It’s 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. It’s back    ||
|| end will fall off afterwards and you’ll 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 Cole’s “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 can’t    ||
|| 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 Zelda’s body with it. This will force him ||
|| out of Zelda’s 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 won’t 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 don’t get to practice. The tune is familiar.  ||
|| Once you get it down (shouldn’t 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 King’s 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   ||
|| can’t 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 Zelda’s 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. Don’t take his Skull Bash     ||
|| otherwise you’ll be dazed and he’ll 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 King’s 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 it’s really worth your time to play them. Plus, we’ll
they’re just fun!!! ^_^

What I’m 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
Recruit’s 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 it’s
easy to avoid them. Even though you’re focusing on Bubbles, Rats are top
priority since they can be a big nescience in large groups. But don’t rush
blindly in against them, because you’re likely to run into a Bubble’s 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 you’re bound to get hit by the bat’s 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 aren’t attacking though,
don’t 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 you’re 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. I’ve posted his information twice; I’m 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, it’s good to know that those things aren’t a real threat anymore!

--- ROOM 6 ---
Enemy: Armored Colossus, Stagnox
Strategy: This is at least the second time you’ve fought Stagnox. Honestly,
you should know how to do it by now. Taking damage at this point isn’t even
acceptable.

--- ROOM 7 ---
Enemy: Twenty-two Rats
Strategy: That’s um… yeah. There’s no real strategy here. Just stab wildly
whenever rats around. I wouldn’t rely too much on the targeted attack. You’re
bound to take some damage, so don’t 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 it’s 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.
I’m more afraid of Spinuts at this point.

--- ROOM 10 ---
Enemy: Master of Icy Fire, Fraaz
Strategy: We’ve 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. We’ve 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 don’t get sucked into a mob of them.
You’re bound to take damage here, but don’t fret, because you’re almost done.

--- ROOM 13 ---
Enemy: Eleven Octoroks
Strategy: This room has a unique set-up. There’s 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 you’re on sides, it’s easy.

--- ROOM 14 ---
Enemy: Barbed Menace, Phytops
Strategy: He can be very annoying in this mini-game because he doesn’t
constantly drop hearts like he did during the actual boss battle. He’s
constantly attacking near the end, and between Vine Whip and Gunk Shot it’s
really hard not to take a lot of damage. Just do your best, you’ve 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 shouldn’t 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.
You’re bound to take a few hits here, but don’t let it get to you. It’s not
hard, just annoying.

--- ROOM 3 ---
Enemy: Six Stalfos
Strategy: I just go around clockwise and kill them all with bombs. You don’t
even need to move. There’s 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 it’s hard to predict
the Keeses’ erratic movements, but it’s not something you can’t 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 don’t get
pinned up against the wall or it’s over. Once you’re down to one it gets
easy. You’re 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, it’s 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. It’s 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 shouldn’t take damage here, since they aren’t really that
aggressive.

--- ROOM 8 ---
Enemy: Four Ergtoroks
Strategy: Like the previous room you really shouldn’t 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. You’d think for simple shots to the face would
suffice, but you can’t 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 isn’t all that big and you need to
watch the damn turtles from all sides. If you can do good then great, but
you’re 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. It’s really the best method. People
tend to take it hard on this floor, but with the Bow of Light it’s 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 isn’t 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 shouldn’t be a problem anymore. You
know what you need to do, so go do it. The Lokomo Sword won’t screw you over
here.

--- ROOM 13 ---
Enemy: Barbed Menace, Phytops
Strategy: Once again there isn’t anything to say. You’re still likely to take
a good deal of damage from his high-coverage attacks, but it’s still simple.
Two phases, four cycles total, the Lokomo Sword won’t cause any problems
here.

--- ROOM 14 ---
Enemy: Lava Lord, Cragma
Strategy: The Bow of Light doesn’t offer any bonuses, so don’t 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
don’t have a purple potion, because if you screw up or run out of arrows it’s
death.

--- ROOM 15 ---
Enemy: Ancient Demon, Skeldritch
Strategy: You just did this, so you should remember what you need to do. He’s
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 don’t want to ruin the surprise)
Strategy: If you’re 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, it’s very easy to telegraph his normal
attacks, so it’s best to try and hit them after he misses. You’ll know when
you’re 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 5’o-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 it’s 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 aren’t 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 can’t 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 Alfonzo’s 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 aren’t penalized, but you
lose time and go back to the last platform. Getting a score of under 1:30 is
very easy, like, you don’t need any advice.

On the other hand, getting under 1:15 can be tricky. The first thing to note
is that you don’t need to wait for Link to stop the swing fully before you
can latch the next pole. Once the pole is in view and you’ve 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. There’s 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 it’s 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 can’t delay any of your grabs;
you also need to roll along the platforms. The vines give people the most
trouble at this stage. I’ve 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 don’t know if I’d say it’s faster.
Once you manage to get under 1:05 once you never have to pay 50 rupees again.

It’s 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 you’ll see Brown Targets with
Goron Faces on the other side. Once (or twice on the extended track) you’ll
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 you’re presented with two chests,
a big and small one. The small one always contains a treasure, the big one
rupees. Generally it’s best to grab the treasure, as its worth is always
higher than the amount of rupees you’d 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.   |
+------------------------------------------------------+

There’s 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, you’ll 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 you’ll 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
you’re 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. There’s 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. Don’t 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.

It’s possible to score over 5000 without even using the Bow of Light, so
don’t 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 can’t 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 don’t 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, it’s pretty damn funny.


Q: I don’t have the Stamp Book yet. Why is this? I’ve seen a bunch of Stamp
Stations, but it’s so dumb that I don’t 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 it’s not the end of the world or anything.


Q: I am having trouble with *insert boss*
A: Read the guide, I can’t 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 can’t I just control Link with the buttons?
A: Because there’s no need to. The stylus control is flawless, I’ve 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 can’t 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. It’s 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.
I’ve completely missed notes and botched sections, but so long as you’re in
the correct rythem you will pass. Use the metronome in the back if you’re
really having trouble, and you don’t 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, it’s 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, it’s ***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. It’s 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: Majora’s 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 Tingle’s Rosy Rupee Land     |
| Unreleased in America, (Nintendo DS)        |
+---------------------------------------------+

+---------------------------------------------+
| Link’s Crossbow Training                    |
| 2007, Nintendo Wii                          |
+---------------------------------------------+

+---------------------------------------------+
| Tingle’s Balloon Flight DS                  |
| 2007, Nintendo Dual-Screen                  |
+---------------------------------------------+

+---------------------------------------------+
| Super Smash Bros. Brawl                     |
| 2008, Nintendo Wii                          |
+---------------------------------------------+

+---------------------------------------------+
| Color Changing Tingle’s Love Balloon Trip   |
| 2009, Nintendo Dual-Screen                  |
+---------------------------------------------+

=================================================
~~~          Closing Remarks {CLOSE}          ~~~
=================================================

So, all in all I hope you found this guide useful. Yes, it’s not done yet,
but I’m getting there, honest. If you want to contact me you can do so at
mjd111989@aol.com, that’s 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 don’t 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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