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A train engineer, learning to go... X-\/-X-\/-X-\/-X-\/-X | The Legend of | | Zelda: Spirit | | Tracks Walkthrough| | by SpyroCrashJak | X-\/-X-\/-X-\/-X-\/-X ...but soon enough, he'll be a hero. Ok then, I've made better rhymes. _____ _ _____ _ _____ _____ _____ _ ____ ____ _____ /__ __X \ /|/ __/ / \ / __// __// __// \ /|/ _ \ / _ \/ / / \ | |_||| \ | | | \ | | _| \ | |\ ||| | \| | / \|| __\ | | | | ||| /_ | |_/\| /_ | |_//| /_ | | \||| |_/| | \_/|| | \_/ \_/ \|\____\ \____/\____\\____\\____\\_/ \|\____/ \____/\_/ ____ _____ _ ____ ____ /_ \/ __// \ / _ \/ _ \ / /| \ | | | | \|| / \| / /_| /_ | |_/\| |_/|| |-|| \____/\____\\____/\____/\_/ \| ____ ____ _ ____ _ _____ _____ ____ ____ ____ _ __ ____ / ___\/ __\/ \/ __\/ X__ __\ /__ __X __\/ _ \/ _X |/ // ___\ | \| \/|| || \/|| | / \ / \ | \/|| / \|| / | / | \ \___ || __/| || /| | | | | | | /| |-||| \_| \ \___ | \____/\_/ \_/\_/\_\\_/ \_/ \_/ \_/\_\\_/ \|\____X_|\_\\____/ for Nintendo DS ------------------------------------------------------------------------------ Username: SpyroCrashJak E-mail: ross(at)anderweb(dot)com Version: 1.00 Type: FAQ/Walkthrough Game: The Legend of Zelda: Spirit Tracks (Nintendo DS - Europe Version) ------------------------------------------------------------------------------ -------------------------------Table of Contents------------------------------ ------------------------------------------------------------------------------ The numbers before the titles are shortcut codes. Press Ctrl/Apple and F to bring up the find box. Now type in the code and press enter until you reach the section you desire. [0000] Intro [0001] Version History [0002] Copyright [1000] Walkthrough [2000] Boss Overview [2001] Sidequests [3000] Closing [3001] Credits ------------------------------------------------------------------------------ [0000]-------------------------------Intro------------------------------[0000] ------------------------------------------------------------------------------ Welcome! This is a walkthrough to the storyline of Zelda: Spirit Tracks, and I want to get that out of the way immediately - it's straight to the point. These intro sections, straight to the walkthrough, and then the guide ends. And what's more, as I say it is only for the game's storyline. I'll show you everything between the train tutorial and the final battle, and nothing else. No side quests, just the main storyline, until further notice. UPDATE: Sidequests are now included in a seperate section after the walkthrough. ------------------------------------------------------------------------------ [0001]--------------------------Version History-------------------------[0001] ------------------------------------------------------------------------------ All dates are dd/mm/yyyy. Version 0.00 - 15/01/2010 Started the Guide. Version 1.00 - 14/02/2010 Finished the guide. This is the non side quest version. Later updates may include sidequests. Version 1.10 - 24/02/2010 Boss & Sidequest section added. An explanation also added in the main table of contents. ------------------------------------------------------------------------------ [0002]-----------------------------Copyright----------------------------[0002] ------------------------------------------------------------------------------ The usual terms apply: If this guide is directly copied then it will be reported and you will be in deep, deep trouble. There are two key ways of avoiding this from happening and also get to copy this site: Permission and Credit, You MUST do those two laws before letting off the guide. If you do ask for permission but don't give any credit you'll be in trouble, and if you copy the guide without permission then you'll be in deep trouble no matter how much credit you give, and if you do neither, you'll be in seriously deep trouble. However if you do both then you will be fully allowed to copy the guide, demanding you copy excactly. ------------------------------------------------------------------------------ [1000]----------------------------Walkthrough---------------------------[1000] ------------------------------------------------------------------------------ Ok, if you read the intro, you'd know that this time I'm cutting right to the chase, and that also this is currently only a guide to the main storyline, no sidequests. So, without further but the contents ado, let's play The Legend of Zelda: Spirit Tracks! *THE FOREST SOURCE* [1100] [1101] Beginning [1102] Hyrule Castle [1103] Route to the Tower [1104] Tower of Spirits [1105] The Lost Woods [1106] Woodland Sanctuary [1107] Wooded Temple *THE SNOW SOURCE* [1200] [1201] Tower of Spirits II [1202] Getting the cannon [1203] Anouki Village [1204] Snowfall Sanctuary [1205] Path to Temple Two [1206] Blizzard Temple *THE OCEAN SOURCE* [1300] [1301] Tower of Spirits III [1302] Bridge Repairs [1303] Island Sanctuary [1304] Carben [1305] Marine Temple *THE FIRE SOURCE* [1400] [1401] Tower of Spirits IV [1402] Goron Village [1403] Mega Ice [1404] Valley Sanctuary [1405] The Mountains [1406] Mountain Temple *THE BOW OF LIGHT* [1500] [1501] An Extra Item [1502] Tower of Spirits V [1503] Dune Sanctuary [1504] The Three Trials [1505] Desert Temple *THE FINALE* [1600] [1601] Tower of Spirits VI [1602] The Dark Realm [1603] Finale ------------------------------------------------------------------------------ [1100]-------------------------The Forest Source------------------------[1100] ------------------------------------------------------------------------------ [1101] Beginning [1102] Hyrule Castle [1103] Route to the Tower [1104] Tower of Spirits [1105] The Lost Woods [1106] Woodland Sanctuary [1107] Wooded Temple ------------------------------- [1101]-----Beginning-----[1101] ------------------------------- Outset Village -------------- After the beginning cutscene, you'll gain control. Tap and hold in the direction you want to move, the further away from Link you do so the faster you'll run. Head south out the door. A small cutscene will occur, showing the area around. Look at the map. Go north toward the dotted line and white rectangle. Go up the steps. After the mini-cutscene, talk to the guy that appears, by tapping him. You'll soon get the choice to go on the train. When you're ready, tap 'Yeah!'. A rail map will appear, showing the tracks you've uncovered. You're heading from here, the southern icon, to the castle, the northern one. Ignore the middle icon for now. After some more conversation, you'll automatically jump aboard. Train Tutorial -------------- The train will start up and you'll soon take control. A five minute timer will start - this is how long you have to reach the castle. Don't worry, you'll make it in half that time. Just let the train chug along for a bit, and the other guy will talk. He'll explain how to drive the train, so thankfully I won't need to. As soon as you can, crank the gear lever up to full speed. After the first corner, you'll soon come across a moink on the tracks. Quickly pull the train whistle until it moves. A railroad switch will then pop up as we approach the first turn. It's currently pointing left, so that we'll go straight ahead rather than turn right. Quickly crank it right, as there's another train on the tracks ahead, and we don't want a collision. If you accidently pass the turn going left, quickly set the gearbox to reverse and move back into the turn to try again. You'll then pass by a stop, but keep going since this isn't the right one. Also, if you look at the other trains on the map, you can see the direction they're about to turn with arrows, so use that to decide your route. As you come up to the next turn, a train should be about to pass it, so quickly brake so as not to crash. Once it passes, crank up to full speed again, and also make a turn to the right. At the next turn, do the same - brake to let it pass, then, carry on at a right turn. Now follow the train the rest of the way to the castle, slow down to normal speed so as not to rear end it. Once you reach the castle, you can quickly stop by cranking into reverse until you stop and then using the brake. If you stop anywhere beside the station area, you'll have made it! ------------------------------- [1102]---Hyrule Castle---[1102] ------------------------------- Castle Town ----------- After being congratulated, head north across the area straight to the castle. Before you pass through, tap the bouncing letterbox. You'll get your first letter from the postman. You can open it by pressing SELECT then tapping the letter icon. This particular one is pretty pointless but later letters will come in handy throughout the game. Graduation Ceremony ------------------- Continue north into the castle yard. Head north and talk to one of the guards blocking the entrance. Realising you're here for the graduation ceremony, they'll move to let you in. Go ahead. Go straight north and speak to another guard. Eventually you'll be allowed past. Again, go north. A cutscene will occur, where Link gets hits graduation ceremony. You'll recieve a letter from Zelda. It'll ask that you come meet her in her private quarters, and supply pointers showing where to go. Tap the map icon and draw them on it with the stylus. This can be done anytime by pressing the Down or B button during game play. Head south and go downstairs and then head for the right-hand corridor. Go to the steps at the southeast and head up onto the castle roof. Follow the arrow you drew onto a thin ledge around the side of the castle. Jump down at the end and go downstairs. Head for the stairs just northwest of here. Sneaking Out - Inside --------------------- You'll arrive at Zelda's secret quarters. After some talking, you'll recieve the soldier's clothes, and you'll automatically change into them from your normal engineer outfit. Go south out of the room, only to find the area around now filled with guards. You'll need to make it out the door you came from. The idea is to get Zelda there unseen, but you can be seen since you're disguised as a soldier now. You'll be explained to how to do everything. For this part keep Zelda following you. Head east when the coast is clear and go for the other corridor south. Notice the yellow triangles coming from the guards. This is their line of sight. If Zelda gets caught in it, you'll have to start over. Don't go too far down the corridor or another guard will spot you. Wait in this safe spot until both guards to the north are going away, and then run over to the exit east. Sneaking Out - Outside ---------------------- Leave Zelda up here for now and go alone towards the first guard. Approach him from the east and talk to him, making sure he's facing east. After chatting stay there and he'll stay facing east. Quickly switch to Zelda and set a route past the guard but to the other side. Leave Zelda between the two small bushes then go and join her. Head alone towards the second guard and get him facing west. Get Zelda to go past him and get the bushes between her and the guard. The next guard won't be so easily distracted. This time, get Zelda ready at the edge of the bushes and then switch to Link, grab a rock and go north of the guard, then throw it at him, so that he'll face north. Quickly switch to Zelda and get her to go past to the bottom-left corner of the next bush. With the next guard guarding the door, wait until he's facing as west as possible then rush south with Zelda back into Castle Town. To the Tower of Spirits! ------------------------ After the cutscene you'll automatically be on the train. The route will already be set for the Tower of Spirits so let the train go. Very soon a cutscene will occur which will reveal the story plot. At the end you'll be back in the castle in a resting room, without a train teacher, train, a scattered Tower of Spirits and Zelda in spirit form. But you must still reach the tower! So let's get there another way! -------------------------------- [1103]-Route to the Tower-[1103] -------------------------------- Zelda's Spirit -------------- Head out of the room and go down the corridor to a small scene of Zelda floating around asking if anyone can see her. Go up the steps in the middle where she went to another scene of her going into her quarters. After the cutscene she'll join you permanently. Walking out of the room, she'll hint about another route to the tower. Open the door just south and go down again, then go over to the western door and go through. Go down the stairs north and talk to the guard by the door. He says you'll need a sword. The Sword --------- Go back upstairs and south through the door again then south down the stairs, and go to the right-hand corridor, and north into the training room. Talk to the big guy and you'll soon start sword practise. First, the targeted attack. Tap each of the guards until they bend down. Next up is the side slash. Draw a quick line with the stylus when close between you and your target to stab or slash them. Finally, the spin attack. Draw a quick circle around Link to perform this powerful attack. Once you're done the sword is yours to keep. The Alternative Route --------------------- If you have at least 80 rupees, you can buy a shield from the Castle Town, which I'd recommend to get ASAP as it basically protects you from light attacks completely if they hit your front. Once you're ready, return to the door being guarded and go through. Immediately you'll see a small enemy run at you called a yellow spinut. A simple hit with your sword will take care of it. You'll see another three attacking a guard up ahead. Slice 'em up. The guard will tell you to look for clues in the walls up ahead for how to get through to the tunnel. Head up there, killing a spinut on the way. Grab a bomb from the bomb plant and take it to the second wall to the right and throw it against it before it blows up in your hands. If you fail, simply grab another bomb from the plant and try again. Once a hole in the wall appears, head in. Tunnel to the Tower ------------------- 1F -- Kill the bat up ahead after speaking with Zelda. They're just like spinuts but faster. Four red chuchus will be up ahead. They are like spinuts only slower. Stand in the middle of them and wait for them to get close then spin to take them all out in one go. Head east to find a stone block in the corner. The stone beside will explain how to move it. Move it north into the little slot to push it on the button. This will hold the door east open. Open the chest in there and get the key and take it west to the locked door. Tap the door to open it and go up the stairs. 2F -- Go north and kill a couple of chuchus. Jump over the small streams to the east and head north to the switches. You'll need to hit the eastern switch first, then the nothern, southern and western. This'll open the door up. Head through. 3F -- Kill a couple of bats up ahead and then a couple of rats will run out of a hole. It seems Zelda has a fear of rats, so kill them as they run around her to set her free. Continue north and you'll reach the tower! -------------------------------- [1104]--Tower of Spirits--[1104] -------------------------------- Entrance -------- Once you get there, you'll see the spirit train and meet Anjean, and find out that to restore the spirit tracks you must retrieve the glyphs from within the tower. Go north up the stairs to reach the lobby. It's a winding of stairs that'll grow throughout the game. Go to the top of it so far and head through the door. Your first tower dungeon! The Forest Glyph ---------------- 1F -- Go north to come across a giant door. An armoured being will then appear. You can't kill it so run south back to the entrance. You'll then find out from Anjean that it's a Phantom. Head back to 1F. The Phantom will now be at the north of the area. Remember sneaking out of the castle earlier? These work much like the guards there, although when spotted the Phantom will chase you instead of send you back a bit. To start head towards the purple space to the west, quickly before the Phantom reaches you. You'll find out then that it's a safe zone, a place where Phantoms can't see you. Use them often. Continue west to find your first tear of light (1/3). Now head for the northern one in the same way. Make sure not to get spotted by the Phantom (2/3). When best oppurtune, run east down this outer corridor near some spikes and hit the switch. Quickly head for the eastern tear. Use the bridge the switch made to reach it (3/3). Now that you have all three, wait in an inner safe zone for the Phantom to pass. When it does, strike it in the back. A cutscene will occur in which Zelda willpossess the Phantom. Now with her working with you, tap the giant door. Then, switch to Phantom Zelda control and set a path to the other side of the door. You'll then both force it open. Continue upstairs. 2F -- Go ahead to find some floor spikes. Switch to Zelda and get her to walk across them, as she can within taking harm (unlike Link). Make her hit the switch ahead so that Link can pass too. Call Zelda to you and continue south, kill a couple of spinuts and step on the pressure platform. Switch to Zelda and send her to the other. The door will open. Continue west to face some rats. Remember that Zelda is scared of them, so if they get to near to her she'll get frightened. They'll continue to come out of the hole ahead so pull the block over it to cover it up. Some floor spikes ahead guarding the next room which contains a Phantom. As Zelda head to the safe room just north of it and hit the switch to lower the floor spikes. Now get Zelda to the west of the Phantom and then make her talk to it to turn it west. Switch to Link and approach from the east. Stab it in the back, and tap the light that appears to move Zelda into it. The old Phantom will disappear. Continue upstairs. 3F -- As you enter, Zelda will automatically leave the Phantom and your sword will uncharge. Go up the steps in the middle to collect the Forest Glyph! Yay! You'll then see a cutscene showing the spirit tracks reappearing. A blue light will then appear. Step into it to return to the entrance. Talk to Anjean to learn that you must go find Gage in the Woodland Sanctuary. He'll then give you the spirit train. -------------------------------- [1105]---The Lost Woods---[1105] -------------------------------- As you board the train, you'll learn that the glyph has given you the ability to trace your desired route on the tracks. This means that rather than deciding which direction to go at every turn, you'll be able to make each turn automatically decide istelf. Draw a path which gets you from here to the newly discovered strip of track. Crank up to full speed (I'll stop reminding you to do this from hereon) and watch as this time the train drives itself around each turn. On this trip you'll be attacked by several weird flying creatures that'll swoop down and damage your train. Just keep on blowing your whistle until they fly away. Same with moinks you encounter on the tracks. Eventually you'll reach the Lost Woods. If you don't know what you're doing, you'll end up back where you started. The game says to go ask for help in the nearby village Mayscore, but here's the solution: follow the trees that hang over the tracks more than the others. Their branches point the correct direction to go in next. Follow them exactly to get it right. However, the fourth tree is wrong, so go in the opposite direction to where it says, and you'll end up at the Woodland Sanctuary. -------------------------------- [1106]-Woodland Sanctuary-[1106] -------------------------------- Outside ------- When you arrive, head north out of the station. Go straight ahead, past some spinuts and a new foe, the bird. They perch on trees and wait for you to get close, then swoop down to attack you. Swipe them with your sword before they hit you and steal a rupee. Alternatively, run away so as to dodge them. They'll then fly away. Head up the steps east and continue south. Grab a bomb and stand in the middle of the bridge ahead, throw it at the switch ahead, and immediately rush back to grab another, carry it over the bridge that appears as it'll disappear very soon. Before it blows up, throw the bomb at the rocks west to clear the path. Continue west to find an area full of statues and chuchus. Take out all of the chuchus first then approach the pillar in the centre. Look at the sign. You'll need to connect two of the statues on it that are facing eachother. The correct answer is the one just west of the north and the one just south of the east. The door ahead will open up. Head on. Forest Restoration Song ----------------------- You'll appear inside to a sannctuary. Walking ahead you'll meet Gage and talk with him for a bit. Then talk to him again to start to learn to play the spirit pipes. At first you practise. Wait for Gage to play his part, then it's your turn. Tap and hold the screen, and slide over so that the orange pipe lights up. Play the orange note by blowing into the DS' microphone. You'll then need to play yellow straight after, so slide it over without stopping blowing, and then over to purple. That's your part for this song. Once you think you understand, tap the return arrow and select to start the proper performance. This first one is easy enough. Remember, after Gage has stopped playing, start playing yourself. Get the timing and rhythm right. To have the most accuracy, hold the DS about 30cm from you and blow lightly into the mic. Heavy blowing won't help it to register at all. You'll need to play it three times in a row with almost perfect accuracy to pass. If you fail, you can try again. Once you've got it right, the rail map will pop up and new tracks will be added to it. Head back to the train. On your way, you'll be stopped by a stone making a sound. Tap it and a blue light and an orange one will pop out. Get out your spirit pipes by tapping Menu and play blue, orange. You'll then learn the Song of Awakening, which wakes up stone statues. It will come of use throughout the game. Continue to the station and board the train. To the Temple! -------------- Back on the train, trace a path from here to the temple north. You'll pass through woods again, this time not lost, so don't worry about looking out for trees. If you see a sign showing to switch to normal speed or full speed, follow it, as in this bit spiders will drop down on webs from the sky. Quickly yank down the train whistle to frighten 'em off. Carry on like this and you'll soon arrive at the temple. ------------------------------- [1107]---Wooded Temple---[1107] ------------------------------- Entrance -------- Your train will drive right inside the temple, and stop. After some talk with Zelda, head north to see a stone just like the one you just saw in the sanctuary. Tap it, get out the Spirit Pipes and play green, white green to unlock the Song of Healing. This is a one-time song that will refill all of your hearts. However, it is, as said, only one use and can only be used in temples or the tower of spirits, so reserve it for later in the game at a crucial point when you're about to die. With that gotten, continue into the temple. Temple ------ 1F -- Go ahead to find a locked door, so continue east only to find another door blocking the way. Backtrack to the brown glass thingy plants just south. Pick one up and look over the gap to the east. A switch is on the other side. Throw it at the switch to create a bridge across. Go across it. The north is full of toxic gas at the moment so continue south into the room only to get locked in. Your first ambush! It's two yellow spinuts and a green one. The green one just takes one extra hit to kill than the others. Once they're all dead, the door that trapped you in will open as will another one just east, and a chest containing 100 rupees will as well. Continue up the newly revealed stairs. 2F -- You'll immediately notice toxic gas scattered around the area. Just don't step into it and you'll be fine. Walk around it and go north only to be ambushed again. Four "vengas" this time. They scuttle around and are killed as usual with a simple hit of the sword, but when they die they explode into that toxic gas you've been seeing. Once they're dead, the door will open again and a golden treasure chest will appear. Open it to recieve the Whirlwind! To use it, tap the icon in the top-right corner to equip it and blow into the mic to send a gust of wind from it straight ahead. You can use it to clear away all that toxic gas, then use it to operate the blow switch north. This'll open the door west. Go through and continue to the steps. Blow out the toxic gas blocking them and then go down. 1F -- Go ahead to see a key on a platform in the middle of a pit. Stand at the south end of the pit and blow the key north over the gap onto accessible land. Grab it and continue east. Step on the switch to open the door and go back to that locked door from earlier, passing a couple of vengas on the way. Unlock the door and go along the corridor into the next ambush. Two fog skulls. They float around the area randomly. Use the whirlwind to blow out the fog from them then slash 'em dead with your sword. The door upstairs will open up. 2F -- Search around this area and kill any vengas. The door into the centre of the floor is locked at the moment so go up the other set of stairs north. 3F -- Go ahead to see a large gap between a switch and a glass. Stand just behind the glass and blow it over the gap straight ahead to hit the switch. Go open the chest that appears to get a key. Take it back downstairs. 2F -- Return to the locked door and open it. Head in to an ambush. A single being Mothula. It will float around and soon throw a fog skull at you. Whip out your whirlwind and blow it back to him. Now stunned, go get him with your sword. If you whirlwind him without there being a fog skull inbetween, he'll reflect it back and stun you. Quickly run off before it hits you. Do this twice to defeat him. Continue upstairs. 3F -- Go south from here to notice a giant lock block the staircase up. This is a boss lock. You'll need a boss key to unlock it. Continue south and go east along the corridor and slash the blastworm to turn it into a spikebomb. Blow it just east at the rocks to blow them up. There's a lot of fog in the area ahead, so a lot of cleaning to do. Once it's gone, head for the switch revealed. Hit it to open a door in the southwest corner of 3F. Head over there to find a couple of blastworms and a switch protected by some rocks and a pit. Hit a blastworm and blow the spikebomb over to the central rocks to uncover the switch. Lure the other one closer to the switch then hit it and blow it over to the switch. You'll get there eventually. A door in the northeast corner will open. Head over there to find the boss key. Before picking it up, take note of the map behind it. Copy the arrow onto your map. Follow it as you carry the key to the lock. Basically, don't step on any floor with the special tiles with the key. If you do, the alarm will sound and two key masters will appear. If this happens, still head for the lock. You may still make it. If one of the key masters catch you, they'll return the key to where it was. Once you reach the lock, chuck the key in. Continue upwards. 4F -- Go straight ahead north and read the tablet at the end to make a blue light appear. This is a quick way to get between here and the temple entrance. Head upstairs. BOSS: Stagnox, Armoured Beetle ------------------------------ You'll be shut in and Stagnox will fly in from above and land. Once it has, its weak point will immediately be revealed, but then covered up with fog. Now in control, start running around Stagnox in circles. Eventually, he'll swipe forward to attack, but if you stay running you'll easily dodge it. With him slowed down by this attack you can reach the weak point at the back of him. Whip out the whirlwind and blow out the fog on it to stun Stagnox. Hit the weak point as much as possible. Do this three times and he'll take to the skies and spit out three blastworms. Two of them will usually be close together, so kill those two, as you'll probably blow both up because of the explosion radius. Keep the last one ready as a spikebomb, and Stagnox will fly down. Get out the whirlwind, and blow the bomb towards Stagnox just when it's about to reach the ground. Unless if you're too early or late, they'll collide and Stagnox will be stunned again. Continue to hit his weak point as much as possible. Repeat this twice more to win! Aftermath --------- After a cutscene showing the spirit tracks sending power back to the Tower of Spirits and adding a section of it back, a golden chest will appear. Open it to get a heart container, raising your maximum health to four hearts. Leave through the blue light. Get on the train and head back to the Tower of Spirits. Congratulations! Defeating Stagnox has activated the Forest Source! ------------------------------------------------------------------------------ [1200]--------------------------The Snow Source-------------------------[1200] ------------------------------------------------------------------------------ [1201] Tower of Spirits II [1202] Getting the cannon [1203] Anouki Village [1204] Snowfall Sanctuary [1205] Path to Temple Two [1206] Blizzard Temple --------------------------------- [1201]-Tower of Spirits II-[1201] --------------------------------- Train Possession ---------------- On the way back to the tower, you'll pass the trains that were abandoned earlier when the tracks vanished. Suddenly, they'll be possessed and turned into evil Phantom Trains! These travel twice as fast and will use strategetic routes to try and trap your train between them. Remember to look out for arrows on the map showing the routes of the trains, so that you can be ready to change course to avoid them as much as possible. Soon enough you'll arrive at the tower. Talk to Anjean then go into the lobby. You'll now see that the stairs go higher than before, so head to the new top of the stairs and through the new door. The Snow Glyph -------------- 4F -- The moment you enter, two Phantoms will appear, and Zelda will comment on the heat of the room. Start by heading for the nearest safe room before the Phantom turns the corner. Wait for it to go past and then run east. There is a flamethrower so wait for it to stop then run past. The first tear of light is on a platform in the middle of some lava just north. Blow it over north with the whirlwind. Continue east past another whirlwind, then northeast to the next tear in the safe room (1/3). There's another flamethrower in the way so don't rush. Go back through the flamethrower (the same one, there's a Phantom west that might spot you go through the other). Continue west, grabbing the tear of light you blew over here earlier (2/3), until you come to a flamethrower which has a long flame that spreads down to rows and won't stop flaming. To get past, wait here for the Phantom at the north row to pass through it. He'll block it, giving you a moment to go through and go to the safe room just south. Grab the tear of light from here (3/3). Now wait for the Phantom to be walking back through the flame, and strike him in the back while he's walking. Yay! Now you have a Zelda Phantom that can block fire for you. Go back past this flame with the help of her and wait just outside the other Phantom's patrol area. Wait for it to pass then continue south and east towards the large lava pool on the map. Send Zelda in and she'll be able to withstand the heat. As Link, tap Zelda to jump on! Ride her across the lava and jump off then continue upstairs. 5F -- Go along the corridor and jump on Zelda in the lava. Head up to the switch just north and blow into it, still on Zelda's back. Continue towards the door and jump off at it, then blow the switch just southwest to open the door. Go west and south into the room with the corridors. There is a spinut here, but this one is too fast to catch alone. You'll need to corner it off with Zelda. Leave Zelda just outside the room and wait until the spinut is heading east past Zelda. Then position Link at the east point, and move Zelda into the room, all very fast. The spinut will then be cornered, so close in on it and kill it. Grab the key. Go north of the room and unlock the door with it. Head across the lava and upstairs. 6F -- You'll immediately be ambushed by a Zora. It has a shield so can't be attacked head on, so start by sending Zelda to have a little sword fight with it. While it's distracted, approach as Link from behind and stab it a few times. Do this once more to defeat it and open the door east. Continue along to come across a Statue Miniblin. It'll ride around on a statue, so you can't reach it from this low. Let Zelda block the flamethrower ahead to go past and continue to the perch up north. Call Zelda over and jump on her from here. Now go back to the miniblin on her and now at an able height, slash it off to defeat it and its statue. Continue east up to the second flamethrower. This one is higher up so stop by it for a bit as it may knock Link off Zelda. Wait for it to stop and then pass. Blow the key off the platform ahead, collect it, then return back west past the three flamethrowers. Continue north and kill the statue miniblin, then go ahead and unlock the door. Continue upstairs. 7F -- Your sword will power down and Zelda will leave the suit, meaning this is the glyph room! Go ahead and collect the snow glyph! Some extra tracks will add on to the forest glyph, connecting up to the new snow realm. Leave through the blue light, talk to Anjean and board the train. ---------------------------------- [1202]--Getting the cannon--[1202] ---------------------------------- Detour ------ Set a course to Castle Town, as soon after you start driving you'll be attacked by a new enemy, the bullbo. These creatures aren't afraid of loud noises, so your whistle won't help. They'll damage your train down halfway so Zelda will point out that you should stop at Castle Town. Do so. Alfonzo's Ride -------------- Go north through Castle Town into the castle yard, then inside, then go down the western corridor towards the northwestern door. Talk to Alfonzo in this room. He'll ask for you to take him back to Outset Village. Head back to the train, talk to Alfonzo to board. Set course for the village. Remember to change direction according to the Phantom Trains. Eventually you'll get there and Alfonzo will tell you to go see Niko while he works on an attachment for your train, so head southwest to his house. Talk to him and he'll explain stamp stands to you and give you a stamp book. This is a sidequest that you can do as you explore the world. Return to the station and Alfonzo will come out with your train, though now with a cannon attached! Now you can blast down those baddies with it while you ride your train! With that to help you, you can now finally continue to the snow glyph. Board the train. Moving On --------- Set route for the new tracks past the temple and up off the map. Soon enough you'll learn how to fire the cannon, simply tap your target. Soon enough one of those yellow things will fly over, so test this thing out by blasting it to oblivion! At the first turn, don't shoot the moink or it'll get angry, whistle it off as usual. Through the forest you can shoot down a few spiders, and then coming out the other side some large boulders will be blocking the tracks. Shoot them away before you crash. Up ahead will be a new station, Rabbit Haven. Here you can get a rabbit net which is used while train driving for another sidequest. You can stop here if you like, but once you're done, continue the short amount of track left to the snow land! With it already set to go to Anouki Village, just continue along until you get there. ---------------------------------- [1203]----Anouki Village----[1203] ---------------------------------- Pairing Puzzle -------------- Head up to the northermost house. Just before it, you'll see another song stone. Tap it and play orange, yellow, orange, blue. This will teach you the song of discovery. Play it in certain spots to find hidden treaure. It will bring up a stone chest containing a red potion which heals six hearts. Since you don't even have that many, keep it for now. Continue to the house and talk with the guy in purple. He's Honcho, village chief. He'll ask you to help him pair together the people in the village for his hunting party. Since some of them don't like eachother, this is makes a little puzzle. You have to go around and ask what features people like and don't like on someone else in the village. Use trial and error for all of them, and it turns out the answer is: the one in this house (Honcho) to the one in the southwestern house (Yefu), northeastern (Kofu) to central south (Noko) and northwestern (Yeko) to southeastern (Bulu). He'll give you 20 rupees and unlock the path to the Snowfall Sanctuary. Head back to the train. ---------------------------------- [1204]--Snowfall Sanctuary--[1204] ---------------------------------- Train Ambush ------------ Set course for the new strip of track. Soon enough you'll enter a cave and a huge one-eyed monster called a gohma will drop down from the ceiling behind you. It'll now start chasing you through the tunnel! Its obvious weak point is its massive eye in its mouth. Immediately blast away at the eye with your cannon before it gets too close and pounces on you. Continue to do this basically all the way through. It'll take more and more hits to knock him out each time, but if you keep a solid flow of shots at him you'll pass it unscaved. Once he's dead you'll arrive at Snowfall Sanctuary. Outside ------- Start by going northwest only to be attacked by a wolfo. These enemies pop up from the snow and surround you. They'll jump away when you attack, just keep trying until you kill them. Continue up the steps and easto some more wolfos. After them, go up some more steps to come across an ice chuchu. Unlike the pink ones, if you attack it normally, you'll freeze and have to rub the stylus up and down the screen to break out before you take too much damage. Instead, use the whirlwind on it to stun it, then you can attack it without freezing. Do the same with the one west then go through the door. Snow Restoration Song --------------------- Before you can go play the song, you'll need to do a puzzle. You have to step on the switch and head north through the door before time runs out. However, you can't step in the way of where the statues are facing. To find a way past, approach each statue, see the way it's facing, and draw an arrow from them in that direction. Eventually you'll find a passage through the arrows. Basically it's north to just past the middle one, east to the eastern one, 180 degrees around it, north to the northwest and north to to the door. Activate the switch and follow this path. In here you'll find the guy you need, Steem. The next song of restoration is blue, grey, blue orange. This isn't much harder than the first one. Go to the actual performance when ready. Play it three times with good accuracy to pass like before. Remember to play once his part is over. You'll then see a massive load of spirit tracks open up, some of them connecting to the next temple. Head back to the train and board. ---------------------------------- [1205]--Path to Temple Two--[1205] ---------------------------------- The Blizzard ------------ Head off to the temple. Once you reach the mass of tracks before it, a blizzard will suddenly pick up. Continue on a little bit and you'll find yourself back where you started. So, we'll obviously need to find a clue about how to get past. Head for the other new tracks east where the Phantom Train is. Just before the part with the train, you'll find a new station to stop at. Do so. It's the Icy Spring. Head east to find a small metal house. Head in to find it empty. However, there is a note on the table. Tap it. It says that the owner of the house has left to go take photos of the Phantom Train east. It has three circles showing where he could be. Copy them onto your rail map and head back to the train. The Secret Route ---------------- Go onto the other set of tracks and explore where the three circles are. I usually find he's at the south one, but I'm not sure if it's random or not. Once you do find him, you'll know as he's on the side of the track taking photos of you. Stop beside him to unboard and talk with him. He'll soon show you a map with the route to the temple on it, but it's covered in dust. Give a solid blow into the mic to clear it. Copy the arrow onto your map, then finish speaking to Ferrus and set a route across the arrow to the temple. On the way there, you'll come across a new enemy, the snowman. It'll take off its head and lob it at your train. Shoot it before it hits, then shoot its body before the head respawns. Continue along to the blizzard. Just stay on the arrow and you'll keep on going. Take care of a few snowmen on the way and you'll soon arrive at the temple. --------------------------------- [1206]---Blizzard Temple---[1206] --------------------------------- Entrance -------- In this starting area there's not much that's interesting, so head straight in. Temple ------ 1F -- Take care of the bat straight away. There's some frozen grass, which is just like normal grass only you can't run right through, so simply slice your way through. In the area ahead, defeat the two ice chuchus. Then grab the block with the large bell on just north and push it along the ice into the hole. Hit it twice to open a door to the southeast. Head through it to find a block we need to push into place. Push it east, then south, then west, then north, east and finally north. If you go up the steps you can use it to jump across the gap. Continue downstairs, to see your first water shooter. It shoots spike bombs south of it across the water, between you and the switch ahead. Blow it over to the switch as it passes your line of fire. Once it hits, two bridges will open across the water. Pass by the two shooters and go downstairs. B1 -- Push the block east into the water. Jump on and blow onto the blowswitch east to open the door ahead. Turn around and blow to send the block along the water as if it were a float and your whirlwind is a propeller. Get to the other side to see a freezard, which will only scatter across the ice, when you hit it, but thankfully there's a nice lot of water for it to bounce into so it's short-lived. Continue onto the next water block and blow it west to find another water shooter, which now aims straight for you! Simply wait for it to shoot and blow it back to it. Continue to the next piece of land and go north then west into an ambush room. Three ice bats, just like ice chuchus, only bats. blow them stunned then swipe. Once they're all dead, a treaure chest will appear containing a new item, and my personal favourite, the boomerang! To use this baby, equip it like the whirlwind and draw a path with your stylus where you want it to go, then let go and it'll follow that exact path and return to you, affecting or affected by anything in its path, so it'll be stopped in its tracks by walls and will take out enemies and hit switches. Very useful indeed. Go back to the last room and use the boomerang to hit the two switches over the gap. It'll bring up a bridge to cross. Head back upstairs. 1F -- Another bell-block to get into a hole. Push it south. Then, go down the east path. Send the boomerang around the corner to the switch which will open the door west. Push it west, then north, west, south, east, south, west, south into the hole. To open the next bell door, equip the boomerang, and set a path to hit the large bell, then the small one twice, then the large one again in one go. It'll open the southwestern one. Head through. This next area is covered in snow. Use the boomerang and pass it through the torch just ahead to set it on fire. Then, as it travels around, it'll melt the snow underneath revealing a solution. Relight the boomerang and then use it to light the other four torches in this order: northeast, southeast, northwest then southwest. Continue downstairs. B1 -- Go east to the water. You'll see an ice torch on it. Freeze the boomerang with it then pass it across the water. The water under the boomerang will freeze as it passes over, to make a way across. Go over the ice to the other side and get the key from the chest. Go back over the ice, noting that it melts soon, so be quick. Unlock the door west and go north into an ambush on ice. Four freezards. Rather than bashing them around with your sword, make use of the torch with your boomerang. Use it to melt through the freezards to reveal an octorock, which looks like a chuchu but instead shoots cannonballs at you, nothing your shield can't handle. Melt them all then finish 'em off. The door east will now open, right where the water is. A blowswitch is here that's frozen. Stand in the doorway and boomerang the torch west, then continue the path to the frozen switch to thaw it. Now send the boomerang southeast to the ice torch and make a path between here and the northeastern door. Go along it, stopping on it to blow the blowswitch and open the door ahead, then go ahead to see a water shooter. Defeat it then make ice out of the torch northwest. Go along until you can see an unlit torch. Light it with the ice torch, and defeat two water shooters. Continue making ice and lighting torches and head to the northwest, defeating the water shooter on the way. Go back upstairs. 1F -- Another bell block. Push it north, east, south, west, north, then make some ice on the water east from here to the door east, then push the bell across it before it melts. Go to the southeast corner of the room by making some ice to it, and press the switch to open the door north. Head over to it and push the bell the rest of the way east. Stand in the doorway and use the torch west to light the one east, and use it to freeze the water south, and all of it, then quickly push the bell south, west, south, west, north, east into the hole. Now stand in the middle of the three bells and use the boomerang on them in this order: west, north, north, east, north. The northern door will open. In here there's a freezard. Either slip past it or hit it around until it lands in the water southwest. Continue upstairs. 2F -- Go straight south right to the end to see a boss lock. There are three ice chuchus, which can now be stunned easier by your boomerang. Past them you'll see a map on the wall. Copy it onto your map, it shows three fires and three ice fires. Go back to the start of 2F and go west to see a fire torch and an ice torch surrounded by six unlit torches. Draw a boomerang path through the fire and light only the northwestern, southwestern and southeastern ones with it, and continue the path through the ice torch and use that to light the other three. Do this all in one boomerang path. It'll open a door east. Go through to be ambushed by four wolfos. Defeat them and continue east down to the ice. Step on the switch to open a bridge up across a gap. Stand in the middle. The boss key is north. Blow it across onto the ice and grab it. Take it over the bridge and chuck it into the boss lock. Go upstairs. 3F -- Go north and read the slate to bring up the blue light. Continue upstairs. BOSS: Frazz, Master of Icy Fire ------------------------------- A fire and ice torch will light, and the flames will combine to make Frazz. Frazz will start to inflate, going either red or blue as he does. If he goes red, use the ice torch on him with your boomerang. If he goes blue, use the fire torch on him. He'll be stunned, so give him a few swipes of your sword. If he fully inflates before you hit him, he'll shoot either several fires or a large icy patch at you depending on his colour. Repeat this again and he'll split into two. If you look on the map, one is red and one is blue. You'll need to use the ice torch on the red one and vice versa. If you get one, it'll split into fire or ice, so you can use that onn the other one if you want. They'll then recombine into Frazz and he'll smash both of the torches, making life a lot harder. He'll inflate, so wait for him to shoot fire or ice at you. You can then use this on him to stun him. If he's the opposite colour of what he shot at you, use it on him. You'll need to do it twice now for some reason though. Do it again and he'll split in two again. Wait for both of them to fire. Use each of their weapons on them - fire on blue one, ice on red one. He'll reform again. Now do everything the same again once more, only you'll need to hit Frazz thrice to stun him. Instead of splitting into two, he'll explode and you'll win the battle. Aftermath --------- After a cutscene showing the spirit tracks sending power back to the Tower of Spirits and adding a section of it back, a golden chest will appear. Open it to get a heart container, raising your maximum health to five hearts. Leave through the blue light. Get on the train and head back to the Tower of Spirits. Congratulations! Defeating Frazz has activated the Snow Source! ------------------------------------------------------------------------------ [1300]--------------------------The Ocean Source------------------------[1300] ------------------------------------------------------------------------------ [1301] Tower of Spirits III [1302] Bridge Repairs [1303] Island Sanctuary [1304] Carben [1305] Marine Temple ---------------------------------- [1301]-Tower of Spirits III-[1301] ---------------------------------- Crossing the Tundra ------------------- Set a route from here all the way over to the Tower of Spirits on the other corner of the map. Yep, there's more than one track leading to it. Note now that there are a couple of Phantom Trains in this area, so make sure do plan your route carefully. The blizzard has now cleared up, so you no longer need to worry about following any arrows. Remember that if you feel the other trains are too close for your liking, you can shoot them a few times to stun them for a bit. The rest of the journey is comfy besides a couple of snowmen. Just before the tower you'll find another unvisited station. A few enemies, that guy called Ferrus you saw earlier with the camera, and most usefully, a guy called the bridge worker. He says that if you ever need a bridge fixed he would be happy to help. We don't need him yet though, so finish your journey to the tower. Talk to Anjean and guess what... we need to get another glyph from the tower. Head to the lobby and up to the new top of the staircase. The Ocean Glyph --------------- 8F -- Zelda will immediately point out that it's very dark in here. Your only hope is the various torches about. The map is blank so that's hopeless too. Go east to find an unlit torch. Use the torch next to it to light it. Do the same with the one just south. You'll then see a ghost. You can't defeat it, so just avoid it. It only stays in the dark so stay in the torch light for safety. Continue along, lighting the torches all the way along the path to the stairs. 9F -- You can now see two tears of light and two Phantoms on the map. However, they're red, and Zelda will point out their swords light up. These are Torch Phantoms, they're like normal but the area around them lights up. Head west, lighting the torches on the way, then north to the safe room. You may soon notice that the Phantom tunnels are a square within a square. Wait until the first one goes past, then stand and wait for the inner one to go past, and go into the middle. Grab the tear (1/3). Head back to the other safe room then north to another. Light up the two torches west, and stand on the westmost one at the very edge. You should be able to just light a torch south from here. Go down there then west to another tear (2/3). Now return to the other safe room and wait for the outer Phantom to pass, then grab a bomb from the plant and take it east to the torch in the northeast corner. Chuck it against the wall there and it'll blow up, revealing a secret area. Head in to find the last tear (3/3). Head back to the last room and sneak up behind one of the Phantoms. Possess it. Now in control of a Torch Phantom, you no longer need to worry about the dark! Now go down to the southwest saferoom of this area and south alongside the chasm west until you see a bridge. Go along west until you see it end, then go north until it stops, and west to the end. Get Zelda to whack the unlit torch to light it. Go east until you see a path going south, and go down there and head for the door in the southwest corner. Hit both of the unlit torches to open it. Upstairs. 10F --- Go east to see a door, continue east to find a ghost. You'll now find that if you trap it in Zelda's light, it'll be stunned. You can then kill it. You'll find a floor switch just north of here. Leave Zelda on it and return as Link to the door. Step on the other switch beside it. It'll open. Go north and then you'll need to head right to the opposite corner of the floor. Go slowly as there are ghosts and pits everywhere. Just keep in Zelda's light and you'll be fine. Down here you'll find a red door. You'll need to draw a "Z" on it and it'll open, revealing... a boss key? In the Tower of Spirits! It's electrified, so get Zelda to pick it up as it'll only hurt you. Three keymasters will appear. Basically send Zelda on a path from here to the boss lock. You'll need to guard her on the way. Whenever a keymaster is coming up, run ahead and give it a couple hits of your sword. Just keep them off her and you'll hopefully reach the lock with the key. She'll chuck it in. Upstairs. 11F --- You'll walk into a square ambush room with four pits. A red zora will jump out. This is a bit stronger than a normal zora. It'll spit out some fire at you, so stand back, and send Zelda to attack. Be quick in getting behind to flank as it'll soon beat Zelda and be undistracted. After a few swipes it'll jump somewhere else, so no cornering it or anything. After about three flanks, it'll collapse dead. Upstairs. 12F --- Ah, the glyph room. Go ahead to find the ocean glyph, which connects from the southeast corner of the Forest Glyph. Go out through the blue light and talk to Anjean to go on the train. ---------------------------------- [1302]----Bridge Repairs----[1302] ---------------------------------- Close call ---------- Set a route for the new tracks leading to the Ocean Land. You should now be used to the kind of things you'll encounter on the train, so I needn't explain them anymore. Once you reach the new tracks, just after you see a new station, there'll be some wood blocking the tracks. Quickly hit the emergency brake and reverse back to the station, called the Trading Post. The obvious thing is to head to the house south. It's a clear path there. Go in and walk up to the counter. Deja Vu? -------- If you played Phantom Hourglass, the upcoming character will seem very familiar. It seems that Linebeck from that game has a grandson, Linebeck III, therefore proving that this game must to be set two generations after PH! Anyway, you'll soon find out that to reach the Ocean Land you'll need to get a bridge worker. Remember the Bridge Worker's House from just before the last visit to the Tower of Spirits? Well, the solution is obvious. Jump on the train. Go to the tower as a shortcut to the Snow Land. When then, talk to Anjean and she'll now ask which land you wish to visit. Choose snow. Continue the rest of track to the Bridge Worker's House. Head up to the house and talk to him inside. Mention the bridge and he'll go wait in your train. Taxi Train ---------- Head out and just before train you'll see Ferrus. He'll tell you a few rules about when you have a passenger on board. Always remember to: blow your whistle at the yellow signs, go into first gear at the orange ones, and go into second at the purple ones. You'll need to stop right at the platform at a stop, and don't get hit by an enemy or emergency brake. Board the train and you'll notice a face showing how the passenger is feeling. The more mistakes you make, the angrier he'll get, and the more things you do right, the happier he'll get. If you make a mistake when there's a red angry face, he'll jump off and head back to his house and you'll need to try again. Head out and head to the tower. On the way you'll see a yellow sign, so pull the whistle BEFORE you reach it. In the tower head out to the forest. Continue to the post, and remember all the rules. Once you reach it, you'll need to stop slightly differently to normal. Slow to first gear as you approach, and to the brake once you're just about to enter the station zone. If you think you'll pass over the line, crank to reverse then brake. Five THOUSAND?! --------------- Assuming he's still with you, the worker will get off the train and head to the bridge. Go east to him and Linebeck will join you. Eventually it'll turn out the bill for the repair is 5000 rupees. Of course, this being a ridiculous amount of money, we need to find another way around. Go talk to Linebeck and he'll say you need to get a treasure buried somewhere here by his grandad. He'll give you a clue letter. Go west and down the stairs. Treasured Memories ------------------ Go through this cave to come across a Like-Like. If you have a shield, I'd suggest keeping away from these. They suck you inside them and you have to rub the screen to get free, and they'll eat your shield in the process. Run past them whilst keeping a good distance away and head straight upstairs. Go past Linebeck I's grave to find a song stone. Play purple, yellow, orange, blue, grey on the pipes and a stone will appear and light up and point northeast. This is the Song of Light, play it next to these special stones to make them light up. Follow the light to the edge, and take the boomerang further along the light to a switch. Hit it to open a bridge to an island. Go east and across it. Bring a bomb from the plant back across the bridge and chuck it at the wall on the island. Go through the secret passage. Clear the area of enemies, don't open the treasure chest north and go to the northwest corner of the tiled area. Play the Song of Discovery here and a chest will appear containing the Regal Ring. Ah, the regal ring. Good memories of Phantom Hourglass. Greed ----- Now with the treasure, head back to Linebeck. Remember to watch out for the Like-Likes. Talk to Linebeck and the bridge worker will come over and claim his prize, which turns out to be worth 3000 more rupees than we owed, but he'll still take it all. Anyway, with the bridge repaired, head back on the train. Come back here again to sell treasures to Linebeck or swap them for new train parts, which a good combination can increase your train's health. ---------------------------------- [1303]---Island Sanctuary---[1303] ---------------------------------- Riding Water ------------ Set a route straight ahead to the Ocean Land. You'll now go onto the bridge and across. The tracks in the Ocean Land so far are straight forward, so no point in route-making at the moment. You'll pass by a stop Papuzia Village, but keep on going ahead. The tracks will go onto water, which is cool, and a stop will be where the tracks end - the Island Sanctuary. Outside ------- Go ahead towards the cave at the northwest corner of the island where you'll find a lobarrier. It's a sort of crab with a stone claw defending itself with it. It'll try to stop you from getting behind it, so a good method would be to send the boomerang to its back to stun it then finish it off. Continue into the cave. Past another lobarrier, go around the corner and pick a bomb from the plant. There's a gap ahead with a switch on the other side, but it's protected by a rock wall. Chuck the bomb over the gap so that it lands next to the wall and destroys it, then send the boomerang over to hit the switch. Continue to another lobbarier then through the cave exit. Go ahead to the centre of this island. There's a red door here. You have to draw two rhombi adjacent to each other on it (a rhombus is a square on its diagonals if you didn't know). Go through. Ocean Restoration So-- Wait, no it isn't ---------------------------------------- It's the song room but it seems Carben isn't here. Read the sign here. So, we'll need to head back to the train. Rather than taking the cave route back, head outside and go to the southeastern island and off the map south. Step on the switch south to open a bridge. Jump over the other islands and back to the station. Jump aboard. ---------------------------------- [1304]--------Carben--------[1304] ---------------------------------- Fortunes Bring Fortune ---------------------- Drive the train back along to the tracks to the other Ocean Land stop, Papuzia Village. Stop here and travel south across the village to reach a house. Continue just a bit east and Zelda will spot Carben, in the grasp of a bird flying above. We'll need to get him down, so go north to find another building. Head in. The Wise One, a fortune teller, is here. Ask her to tell you your fortune. She will, you'll need to answer three questions: your gender, eye colour and star sign. Speak them into the mic. It doesn't matter what you answer, you'll end up with the same fortune, hinting how to get Carben down. Head outside and back to the birds. Stand next to the palm tree and play the Song of Discovery. This'll bring up a song stone, this time it's purple, yellow, purple. This will send the bird down with Carben, apparently he was having a talk with the birds that you interrupted. He'll ask to go on your train, let him. Head back and board. Head back to the Island Sanctuary. However, halfway there, a pirate ship will appear. It'll go up to you and board. Pirates! -------- Ambushed! You'll go inside the train's carriage with Carben, and a miniblin will jump through the window. Carben will sulk in fear so you'll have to defend him. Basically stand by Carben all of the time and swipe away the miniblins as they get close. It'll start off only one at a time, but soon enough more will come at once and from different windows. By the end twelve will come at once. The good method for this is to spin attack, taking out several at once. If anyone gets near Carben, quickly kill it. Soon enough, Carben will move to the right side of the carriage and the captain of the ship will appear. He's a huge monster, carrying a large club as a weapon. Basically, he'll swipe it across and if it hits you, it'll be such a hit you'll be stunned and have to rub the screen to get out of it. So, when he lifts his club, run away quickly. When he's not attacking, he'll be walking, very slowly, towards Carben, so you'll need to defeat him before he gets to him. While he is, hit him as much as possible. Some miniblins will burst through as well, so when this happens, focus on them instead. If you keep pressure on the captain, he'll barely make it halfway. Once he's dead, it'll be over and you can continue your journey. Ocean Song of Restoration ------------------------- Once you arrive, a yellow triangle will appear beside triangle. He'll explain this is a force gem, which appears when you do big favours for other people in the game. They open up new spirit tracks, some connect other tracks, some reveal new stations. In this case, some tracks will appear in the forest realm, south of the Trading Post. Anyway, Carben will head to the sanctuary, so head there yourself, taking the shortcut you made preferrably. This time it's blue, orange, purple. This is more difficult as there's a jump in the notes, since yellow is between orange and purple. You need to stop blowing when you go past yellow. You'll need to do it all quickly, without at all playing yellow, so it may take a few tries. I found this very annoying, but some good practise will get you there soon enough. A series of tracks will open up around the ocean glyph. Carben says to reach the temple you need to go underwater, but you'll need to find a way to reach the underwater tracks. Carben will give you a letter with instructions. It mentions three points on the tracks to do something, so head back to the train. Sound Orbs ---------- Start to drive onto the new tracks then bring up the letter Carben gave you. Copy the three numbers onto your rail map. #1 is on the eastmost island, where there is a turn. #2 is on the northmost island where there's another turn. #3 is on that little bit of track sticking out near the middle. Set a route that goes past each of them in the order #1, #2, #3. As you pass over a large island, you'll pass by Ferrus the train photographer. Stop by him if you want, he hints how to reach the temple. You may see a rupee jellyfish on your way. These don't attack you, but if you keep shooting them, you'll get a rupee for each hit, until you don't hit enough and they sink in the ocean. It'll follow you around until you lose it. Anyway, as you reach #1, you'll see a red orb on top of a pillar on the island. Blow your whistle as you pass and it'll turn blue. Continue to #2 doing the same, and finally #3. As you do you may be attacked by pirate ships. These ones won't board you, but will shoot at you. Shoot their shots out of the air and shoot them. Two shots sink them. As you get #3, a huge stone fish head will open up at the end of this bit of tracks. Continue into it. Waterbourne! ------------ You'll be underwater! And your train will still work! Underwater driving is just like normal, only the tracks are a bit more of a rollercoaster ride, the cannon is now a torpedo, and other stuff. There are enemy octoroks down here, which take three shots to kill. Wait until they're still or you'll miss. If you take too long, they'll spray ink on you which not only harms you but blinds you. Rub the screen to remove it. Set course for the temple. As you approach a train will appear in the entrance! This isn't a normal Phantom train though! This is an armoured train. Rather than strategetically trying to corner you off, these will directly chase your train! So keep at full speed and away from it. Quickly head the long way to the temple. You'll notice than it will change direction it's about to go as you do. You'll get half way there and... oh no! Another will appear! Thankfully this one is a normal Phantom train, but it'll head over to the bit in the northeast corner. Circle around this square for a bit until it gets there. As you go up to where the second train is, it'll be turning, so follow it past it. Once you pass the second train, you can easily finish your journey to the temple. --------------------------------- [1305]----Marine Temple----[1305] --------------------------------- Entrance -------- Nothing much here. Head in. Temple ------ 1F -- Go ahead then left. In here are a couple of yellow chuchus. These are like pink ones but they're electrified, so you'll need to stun them or wait for them to be non-electric before attacking. There are four stone tablets here. Read them and mark them on the map in the position they're in, 1 is west, 2 is east, 3 is north and 4 is south. Go ahead to see some spike traps in the wall north. They'll shoot at you as you pass. Just run past them quickly and they'll miss. Go upstairs. 2F -- Step onto the block hovering over the pit ahead and it'll automatically go west. Ride it. You'll pass some spike traps as you go. A way to avoid them is to equip the shield and face in their direction. The shield will absorb the hit. Go onto the next block going southeast. The spike trap here will only trigger if you hit the switches with the boomerang in the wrong order. (See 1F for correct order). If you get it right the door ahead will open. Stand just behind the little short wall here and send the boomerang around the corner to hit the switch. This will close the pit north and open the one next to you. The boulders will now roll into this pit. Head back along the way you came and downstairs again. 1F -- Go back to the start and this time go to the right. With the boulders dropping down in a different place, you can now pass. In the next area, go north up the stairs. 2F -- Go south and kill a couple of yellow chuchus. Continue upstairs again. 3F -- Go west into the ambush room in the centre of the floor. It's a snapper. This guy carries a whip. He'll latch it onto Link, leaving you in his grasp and almost powerless. If you try and attack him, he'll whip you away. Wait until he pulls you towards him, and before he hits you, hit him as you get close. You'll break free from the whip. Quickly send the boomerang to his back to stun him and inflict pain. He'll then latch back onto you. Repeat this and you'll win. The four doors around you will open and a golden treasure chest will appear. Open it to get the third item, the whip! You can use this to swing across certain gaps, attack enemies from a distance, and grab hold of certain objects. Go through the western door to see a gap with a grapple pole over it. Use the whip on it to swing across to the other side. Upstairs. 4F -- Head east and then across the gap south with the whip, and south to a yellow chuchu. You can kill it with a couple of whips. Another one east next to do a pull statue. Use your whip on this to pull it out and open the door. In the next area, head along the eastmost strip and pull the statue. It'll open a bridge south. Go along it and go downstairs. 3F -- Go west to find two statues: one with a sword in its mouth and one without. Grab it out of its mouth and chuck it into the other one. A chest and a swing pole back to the centre of the room will appear. Get the key from the chest and swing back to the centre, then go north and swing over there. Go west, kill a pair of yellow chuchus, and unlock the door to go upstairs. 4F -- Pull the statue here to open the door south if you want to go that way again. Go east to come across a gap with three swing poles. As you swing the first one, quickly tap the second before you fall, and then the third. Go south into an ambush of two spike chuchus. To defeat these, use the whip to pull the helmets off them, revealing a pink chuchu, and chuck his helmet at him to kill. Same with the other and you can go upstairs. 5F -- Go west and then south when you can. In this bit are two snappers, rather than latching onto you, they'll only try and whip you. Whip them to stun them and slash away, or just continue whipping. Go west along the narrow path to see three statues all with swords in them. Take all of them out to open up four grapple poles at the north. Go back to the stairs you entered in where you'll find a spike gate. Grab the spikes off it and chuck them away, then head through. Whip across all five poles and go upstairs. 6F -- Man, this temple is tall! Whip across the five poles east. The last one is lower than the others, so you'll need to drop a bit before you can swing across it, but not too much or you'll fall into the pit. You can hit the switch here to lower the fourth pole so that you can go back. Go south to find that this is similar to 5F. Take note of the positions of the swords here, in all four sections. Head back to 5F. 5F -- Now copy the positions here. There should be a sword in the middle and one at the right in the top-left bit, and same top-right. No swords in the bottom-left and one on each end in the bottom-right. Now head west at the bottom-left bit and whip the propellor through the spike gate. Whip it again and hold down on the screen as it carries you up to another bit. Go upstairs here. 6F -- Go through to get ambushed by two blue chuchus. These are made of metal and are constantly electrified, even when stunned. You'll need to grab a sword out of the statue and chuck them at them. Once both are dead, a wooden pole will appear elsewhere in the room. Go back downstairs. 5F -- Take the propellor back down and go back to the other bit of 6F. 6F -- Head over to the bottom-right bit here to the new swing pole. Whip across and get a key from the chest. Go back to 5F yet again. 5F -- Head to the middle of the floor and down south. Unlock the door and whip across to the east. Run up the large staircase and upstairs yet again. 6F -- Launch the propellor here and ride it across. As soon as your shadow is over the block below, let go and land on it. Ride the block back to solid ground where the boss key is. Step on the switch to open the bridge to go straight north to the boss lock. Carry the key across the bridge where five keymasters will appear - one in each section of the room, and the other guarding the lock. Drop the key on the bridge and let the masters crawl over. They won't quite be able to reach the key, so stand here and kill them all. Keep an eye on which one was guarding the lock, as you'll want to kill that one as one of the last. As soon as they're all dead, immediately grab the lock and go as fast as you can to the lock. Reach it before the main one respawns, and carry it up the steps and chuck it in the lock. Go upstairs. 7F -- Swing across the pair of poles ahead then go along to the stone tablet. Read it to spawn the blue light. Clear the spike gate and go upstairs. Above Water ----------- This being the only part of the temple above the surface, you may have passed it earlier when you were turning the orbs blue. You'll need to reach the top before you can fight the boss. Swing across right and then again. Ahead on the next swingpole will be a spiked tentacle. A blob of goo will drop down here, avoid it. You'll need to grab a spike off the tentacle with the whip, and chuck it at the eye on the tentacle to destroy the whole thing. Swing across. As you near the next pole, a tentacle will appear on it, and dodge left as some goo will drop down. Defeat the tentacle and swing across. Quickly, or you'll get gooed again. On this bit is a propellor. Release it and ride it up to the top. BOSS: Cactops: Barbed Menace ---------------------------- Cactops will burst out of the pool in the middle. You'll drop down into the fight. Cactops will swing his tentacles out and tubes will sprout from his head. They'll fire goo everywhere, so dodge that. Grab a spike from one of his tentacles and chuck it at one of the pink things guarding his eye. Once both of the things guarding his eye are destroyed, his eye will be revealed. Throw another spike at it to stun him. He'll lean over at the poolside. Hit him as much as you can. He'll then go underwater and two extra tentacles will pop out. Dodge them by going left, right, left, then right. He'll show his head again. Repeat the process of stunning and hitting him again, and he'll do his tentacle attack again. This time dogde right, left, right, left. Now he'll appear again and his extra tentacles will stay there. So, as well as dodging goo, you need to dodge the tentacles as well! This time he'll do one, then the other, and then both, in which case you'll need to go between and close to the pool to dodge. Normal thing, but then when he does his tentacle manuever, he'll move about as he does, so you'll need to dodge his other tentacles as well! As he appears, it's now crazy - dodging goo and all FOUR tentacles at once! Eventually though, you'll get him stunned, and its one last hit to defeat. This is a very tricky battle indeed! Aftermath --------- After a cutscene showing the spirit tracks sending power back to the Tower of Spirits and adding a section of it back, a golden chest will appear. Open it to get a heart container, raising your maximum health to six hearts. Leave through the blue light. Get on the train and head back to the Tower of Spirits. Congratulations! Defeating Cactops has activated the Ocean Source! ------------------------------------------------------------------------------ [1400]---------------------------The Fire Source------------------------[1400] ------------------------------------------------------------------------------ [1401] Tower of Spirits IV [1402] Goron Village [1403] Mega Ice [1404] Valley Sanctuary [1405] The Mountains [1406] Mountain Temple --------------------------------- [1401]-Tower of Spirits IV-[1401] --------------------------------- Back we go ---------- Rather than having to go back through the underwater land, you'll appear at the fish head entrance. A new long strip of track has opened up to the tower, so head a route across it. It's a pretty comfortable ride, I only got attacked by pirates once. It's a long way, but evenually you'll get there. Tell Anjean that you have restored the tracks. Glyph time! Time to fill the last section of the rail map. Into the lobby. It's a long way upstairs, but you'll get there eventually. The Fire Glyph -------------- 13F --- Start off by going east along the corridor. You'll pass a new type of Phantom. If you get spotted by it, you'll learn that it's a Warp Phantom. When it knows where you are, it'll warp over to you, so it'll be on your trail until you're in a safe zone for a tear (1/3). Anyway, stand around the northwest corner of the chuck of platform here. There's a Phantom Eye around it. Use the boomerang to hit it from here. Go over while it's stunned and finish it. Stay in the safe zone watch the eye above. Once it's passed, go north to the next safe zone. Hit the switch to open a bridge elsewhere. Go back south to the southern point of the large block. Stand in the middle and boomerang the western torch into the eastern torch. It'll spawn a chest back up north. Go west and open it for a key. Go up the steps of this block. Don't move the sword from the statue, it'll spawn another WP. Whip over the poles west and wait for the eye below to pass before whipping again. Whip over south when the eye is off to the east. Use the boomerang to stun the eye around the corner, then whip over there and kill it. Get the tear in the safe room (2/3). Head back all the way to the previous safe room. Use the swing poles back or the eye below will be alerted. Just northeast is a locked door. Open it and go upstairs. 14F --- Go south hugging the west wall until you can go down a corridor. Wait at the end here and stun the eye around the corner and kill it. Go west and wait at the bottom of the wall. As the eye ahead passes, you can just manage to stun it from here. Run ahead and east to the bottom of the second chunk of wall. Hit it with your sword so that the Phantom ahead is alerted. It'll run over, so go the other way around this, and while the Phantom is distracted, sneak past into the safe room. Quickly, as the Phantom will soon warp back. Grab the tear (3/3). So, now with three tears and the Phantom right in front of you, it's a clear shot to possess it. Now as a WP, Zelda can warp to any eye by drawing a path to it. Zelda will warp straight to it and kill it, this is why they respawn. Follow Zelda as she warps past the eyes. Continue back downstairs. 13F --- The eye is right ahead so send Zelda to kill it. Go south and possess the other Phantom here. Now go north again onto the platform block to see three statues. Grab the sword from the middle and put it into the RIGHT-hand one. If you put it in the left, another Phantom will appear. The right one will spawn a treasure chest southwest. Head all the way down over there, up the steps, across the bridge you open earlier, and get the key from the chest. Take it down west to the locked door and open it to a switch. Warp Zelda over to the westmost eye, and take her south and west to her switch. Hit it then immediately switch to Link and hit the other to open the door into the area Zelda is in. Now go through it and up the stairs in the northwest corner. 14F --- Go along south but be cautious as a blue chuchu will suddenly spawn. Zelda can kill it. Another one, then you'll come across some sand. Link can go across, but Zelda will just sink. Get her to step on the switch north, then send Link over the sand to get the other. It'll spawn a bridge on the sand, so Zelda can cross. Go ahead and leave Link on the circle switch along the tunnel. Now make Zelda cross the floor spikes north and step on the other. You'll switch places, so that Link is in the floor spike area. Take Zelda back into it and while you wait go west and switch the sword to the other statue to open the door. Go upstairs. 15F --- Uh-oh, it's the oversized room! I always dreaded this. Send Link to the triangle in the southeast of this area. Send Zelda over the floor spikes just north of that and around the corner onto the other triangle to switch. Send Link east but watch out for the blue chuchu. Kill it and carry on north over the sand to a zora. Now that you have a whip, you can grab the shield off it to leave it vulnerable, so do so and then whack away at it to kill. Continue northwest to find a block. Push it west, then north and west or east onto either switch, then go south to find the square. Step on it and then put Zelda on the other side to switch. As Zelda, go north and step on the other switch. This will open the floor spikes that were blocking Link, so go past them, east (a blue chuchu will appear) and north over the sand up to the giant door. Now send Zelda over to the door too. Get the key from the chest revealed and head back to the starting area. As Link go over to the west up to the pit. Boomerang the switch northwest to open a bridge over the sandpit next to it. Warp Zelda to the west eye and send her over the new bridge. Send her south over the spikes and south into the corridor and east onto the circle. Now put Link on the other side to switch. Warp back to the eye and go back down to where you were, but instead of going over the spikes, go east onto a switch to lower the spikes. Go across them as Link. Now send Zelda up the path of boulders and stand at the hole. While the path is clear, send Link around and step on the switch, and put Zelda on the one next to it to open up a bridge back to the start area. As Link go north and stand at the corner and stun the eye. Now get out the whirlwind and blow it over the sand in the area ahead, then warp there as Zelda. Go across as Link too and both stand on the switches to open the northen door. Warp over to the eye there as Zelda and walk the journey there as Link. When the coast is definitely clear, head up there, unlock the door upstairs. 16F --- Not over yet! Warp to the western eye and step on the green tile, you'll then need to walk to the southwest corner, then the northeast, northwest and finally southeast. It'll open the door upstairs. Head there. 17F --- The glyph room. Go grab the fire glyph to fill in the last area of the rail map. It links to the snow realm. More of a mountain land than fire land really, well there is fire just not as much as you'd expect. You'll see a cutscene showing some movement in the plot, and you'll be sent downstairs. Speak to Zelda and go out to the snow land. --------------------------------- [1402]----Goron Village----[1402] --------------------------------- Fire and Ice ------------ The new tracks to the fire land are close so head straight for it. Weird how one second you're in a blizzard and the next you're in a blazing hot volcano land, but nonetheless carry on. Set a route for the stop furthest away from here that you can reach yet. Soon enough the volcano in the distance will erupt! Beware as molten rocks will start to rain down over the tracks. Shoot away at the ones that block the way. Some don't land on the tracks, you need not worry about them. Soon enough you'll go through a cave and come out at your stop: Goron Village. Even Gorons Hate Lava --------------------- As you arrive you'll notice the various jets of lava spilling all over the village. Speaking to the gorons they say that it's blocking the way into their village, and that you must visit Kagoron to restore the way, so go west and up the steps and west off the map. Path to Kagoron --------------- Go down the steps and west to see some boulders rolling downn here, bouncing off the walls until they smash on the last one. Wait until one passes on its own rather than two at once and go ahead quickly and stand in the little slot where they don't roll, then left into a small one, then up the steps. Go south and start to watch out now as boulders will start raining from the sky. Go into the little slots to squeeze past some more boulders then south. Now go to the swing poles and stand by them and throw the boomerang at the switch east to open a bridge for a short time. Whip across and run across the bridge. Go north to finally reach Kagoron. Lava Solution ------------- He'll say he'll tell you how to get into the village down at the bottom of the mountain. Go back south again and now go east as a shortcut. Whip across the lava and up the steps, then south. Jump off the edge and go back east. Continue east and Kagoron will appear. He'll say to give you a wagon for your train. A goron will attach it. So, the cannon was our first attachment, now we have a wagon! He'll say to go find something that can cool the lava and use the wagon to carry it back. Board the train. -------------------------------- [1403]------Mega Ice------[1403] -------------------------------- Opening Up A Buisness --------------------- Where can we get something cold? The snow land, of course. Drive back there. We'll need to then head back to the Anouki Village, so cross the map to there. Ignore the guy that moans above needing a fence and go to the northwest corner of the village. Speak to the guy here and he'll ask to be taken to the Icy Spring. Say yes and get back on the train. Our third passenger! This time, on the way there you won't pass any signs or anthing, so just make sure not to get hit by the enemies and to safely grind to a halt at the end. The anouki will point out a lake which is perfect for opening up his Mega Ice buisness, and it's about to get its first customer! Approach him and he'll give you a force gem for your efforts, opening up some extra paths that link the snow and forest realm. He'll ask for some privacy while he prepares, so go into Ferrus' house and back out again to find him now beside a crate of ice. Speak to him and he'll offer 20 pieces for 25 rupees, but if you keep saying to go cheaper, you can haggle down to 10 rupees. He'll put them on your wagon for you, and warn you that you can lose some ice if you get hit, take a hard turn to fast, or go into warm areas. Board the train. Mega Ice vs Everything ---------------------- The title of this section is true: it seems that everything is going to do what it takes to stop you from getting this ice to the gorons. Head for the fire realm, but instead of going right at the first turn, go left or you'll collide with the Phantom train. Soon enough two of those bird creatures will attack you, but innstead of going for the train, they'll fly to the back and have a go at the Mega Ice. Stop them or you'll lose some ice. As you enter the fire realm, the ice will start to melt, so speed is essential. However, for your inconvenience, a new Phantom train has decided to stop you from reaching the village the normal way, so you'll need to go the long route past the other two trains. Rememeber to be careful how you navigate past them without crashing, and watch out for any enemies. Once you pass, speed on ahead as that ice is melting fast and stop at the village. The Elder --------- Go ahead and along to the west to find Kagoron. Tell him you have the ice. It doesn't matter how many pieces, as long as it's at least one of course. They will use it to clear the path. Head ahead and go towards the northwest corner of the village. Head into the large cave there to find the elder. He'll call his son in, which looks an awful lot like Gongoron from Phantom Hourglass. So, could that mean that the elder IS Gongoron? Good memories. Anyway, he'll reveal a path to the Valley Sanctuary. -------------------------------- [1404]--Valley Sanctuary--[1404] -------------------------------- The Caves --------- As you enter, you'll see a couple of fire bats. Kill them and go along the tunnel and up to the north. Whip across the pole and step on the platform to open up a bridge to replace the pole and also another southeast. Head back down there and east along it. There is a stash of pots ahead, three of which contain Like-Likes, so stray away from them if you like your shield. Go north up the steps and out of the cave. Outside ------- This place is hell the moment you enter. Boulders raining from the sky, fire bats, fire-spitting venus MAN traps and more! Kill the fire bat ahead and beware the plant. To defeat it, cut its stem with the whip, and to finish off its ahead, slash it. Whipping it will only drag it over and it'll swallow you, so you'll need to rub the screen to escape. Go ahead through this hellstorm only to find out we need to do a puzzle as we pass through it. One torch is lit, head along the path, lighting the others. Once enough are lit, a bridge above will open. Head up the steps west and go along it. Jump down east to the sanctuary's statue puzzle. Stand next to the rightmost statue and play the song of light. The door will open. Mountain Song (Hehe Jane's Addiction) of Restoration ---------------------------------------------------- Speak to the lokomo in here, Embrose. Time for another restoration song! This one will really drive you up the wall! Purple, yellow, purple, yellow, blue. That's five notes! With a jump at the end! This one stumped me for ages, just remember the techniques of how to blow into the mic to get it to register. After some practise, try it out for real. I can't really give you any more advice but to just stick at it and you will get it eventually. Afterwards, a huge maze of tracks will open up around the temple, connected by this village. Head back out the sanctuary. You can get back quicker by going over the high land in the actual sanctuary, and in the caves you can go west to go straight back. ------------------------------- [1405]---The Mountains---[1405] ------------------------------- There's Always a Puzzle... -------------------------- The elder will stop you and tell you about the temple. He'll mention that you need to attain three locks to open the temple door. You'll need to ask other villagers for info. Do so and you'll learn that monsters on the mountains carry the keys, that they don't like a certain noise, and that they are very fast and powerful. Anyway, go on your train. Key Hunting ----------- Set a route east into the maze of tracks. You'll go into a cave full of eyeball spiders. They crawl around the cave walls and drop down on you when they get close. Shoot them before they can. As you enter the next area, the "monsters" will be revealed to be red versions of those bird-like creatures, and you can see their positions on the map, as well as the arrow showing where they're turning, just like the Phantom trains. Head over to whichever one. You'll want to take it head on, as it travels faster than your train. When you get close, it'll fly around your train until it gets bored and flies off. What you need to do is use your whistle to stun it: it needs to be a short whistle, followed by a pause then a long whistle. It'll then be scared, so shoot it to get its key and temporarily stun it. The temple door will open slightly. However, it's only stunned TEMPORARILY, so it won't be long before it gets up again, and it'll start to chase you. If it reaches you, it'll try and steal your key. Just stun it and shoot it again. There's no outrunning them as they are faster than you. Soon enough you'll get to the second. Do the same thing to get its key, then chase the third, and gets its. With all three keyless, they'll all be keeping pressure on you as you race to the temple as quickly as you can. It's not really that hard, so you'll be done soon enough. ------------------------------- [1406]--Mountain Temple--[1406] ------------------------------- Entrance -------- Why do I still have this little section? It's always empty. Head inside. Temple ------ 1F -- Go north to kill a fire bat then take the west path and kill another. Carry on ahead to see two rotating fires surrounded by floor spikes. Wait for the flame to come along and follow it into the little gap. With the next one, follow it right around the corner and then finally follow the last. Go down the corridor into an ambush. Three stalfos, right from Phantom Hourglass. They are skeletal creatures that will awake when approached. They can't easily be killed with the sword, but a few hits of the whip does the trick. Once their bodies are dead you have the head left, you can chuck it at another one if you like. Continue south to enter a room full of moldola, which are electric snake things. They float around zapping you if you get too close. Just stay away from them, they're invincible. There are pitfalls everywhere, rather clearly marked. Manuever around them and moldolas and go up the steps. Boomerang the switch to cause a stone to drop down below. Leave it for now and head around the corner east and upstairs. 2F -- Zelda will point out a cart. Jump on it by tapping and it'll go along the rails and chuck you off at the end. Open the chest at the end for a key then jump on and go back downstairs. 1F -- Go back around the corner and up the stairs. Jump down and go east. Unlock the door to reveal a switch. Leave it for now. Grab the stone that dropped before and carry it east. Chuck it onto the rock over the gap to make a platform. Jump across. With the stone block, pull it south twice, push it east, then north twice, and push it east along the corridor to block the flamethrower. Go south. You'll need to reach the other side, but there are hidden pitfalls. The safe route is: all the way south, west one block, north, west, south all the way, west, and north upstairs. 2F -- Jump on the cart. As you go along this one, there will be a split in the paths, to do it right you'll need to hit both switches as you go along. They will change the path to send you to the end. Kill the stalfos there and open the chest for a key. Jump back on the cart to go back and go downstairs. 1F -- Go around the corner and north up the steps. Jump down and west across the gap and open the locked door here. Another switch. Send the boomerang over to the switch you revealed earlier and quickly stab the one here. If you hit them both at nearly the same time, you'll open the door upstairs. 2F -- You'll be ambushed by a heatoise. It's a giant turtle creature which will trundle around, as you get near, it'll hide in its shell and fly across the room at you. Dodge out of the way and it'll keep going. There are moldolas around the edges, so the idea is to get the heatoise to crash into them. It'll require some timing and precision, but it'll soon hit one and be stunned. Hit its head a couple of times before it's back. You'll need to do this three times before it'll keel over dead. A golden chest will appear containing the dungeon item: the bow and arrow! Comes free with 20 arrows, this is controlled by tapping the screen to pull back the bow, turning around to aim, and releasing to fire. Hopefully then your arrow hits its target. Go east to find an eye on the wall ahead. Fire an arrow at it to open up a bridge. 1F -- To hit the next eye, fire an arrow into orb below. It'll then fire it into the direction it's pointing, so that's east into another orb, which will fire it north into the eye. This will open a bridge across. Grab the orb and chuck it west over the gap. Now use the boomerang on it to rotate it. Do this three times so that it points north. Shoot an arrow in to hit the eye and open a bridge to the orb. Grab it and chuck it onto the platform north, and rotate it so it faces west. Shoot an arrow in to hit another eye so that you can continue downstairs. B1 -- The door ahead is locked so go downstairs again. B2 -- You'll be ambushed by four skeldos standing over the lava. Thankfully, a single arrow knocks their heads off their bodies, so use your bow. Go south afterwards and shoot an arrow west into the orb which will hit the eye. Quickly whip across the poles east and then go north and west. Kill a couple of stalfos and wait for the stone on the lava to be on the surface off it, not jetted in the air. Same with next, and the third, but wait on the third for it to rise to the fourth's height, then jump on fourth and onto the ledge. Whip across south. If you don't make it, you'll need to jump the platforms again. If you do, step on the switch to open the door for easier entry later. Go west past the flying spikes. You'll need to time your walk past, wait until they have just passed and run ahead. Same with the other three and wait at the end for a fourth to bounce off the wall north. As it returns, follow it south but go west when you can. Now wait for it to bounce back and while it's travelling north go south and east. You'll need to light the torches east, using the fire bat as a lighter! It moves around and may attack you but just be patient and you'll get it soon. Once one is lit use it to light the other. A platform will drop back a bit. Go west, north then west again when you can and jump over the new platform. Upstairs again. B1 -- Ambush! Two heatoises, but no moldolas to stun them with! This time it's nice and simple, you just have to shoot each one in the head twice with arrows. Easy. The door ahead will open. B2 -- Go along the path, killing the stalfos as you do. Keep going until you find an orb. Grab it and take it back south. Drop it so that it's in line with the eye behind the door west and the switch platform south. Hit it until it faces west, then step on the platform. The door will stay open as long as you stand on it. Fire an arrow into the orb and it'll hit the eye. Grab the platform that appears and take it north, chuck it onto the rock west. Now get the orb and take it with you onto the platform. Wait for it to jet upwards and jump off west. Now drop the orb onto the eastern rock and make it face west. Grab another orb in the corner, drop it on the southern rock and point it northeast. Finally grab the platform you came up on without jumping down and put it on the western rock. Now stand on the platform and shoot the switch just northwest. The platform and the two orbs will float up. Shoot an arrow into the eye east and then another into the orb southeast. It'll travel along and hit the other eye. You'll need to do this quickly and if you do the door nearby will open. Jump down and get the key from the chest it reveals. Now go back but before you drop down over the gap, hit the switch near it to spawn a swing pole. Now jump down and use it to get back to where the four stalfos attacked you. Go north through there upstairs. B1 -- Now you unlock the door from earlier! Go through and jump on the cart. It'll travel around the other part of B1 in circles. As it does, you need to shoot the eyes that you pass by in the correct order: the left-middle one, the outer-left one, the outer-right one, and the right-middle one. Once you get it the tracks will change so that you will drop off rather than continue circling. Continue downstairs. B2 -- Downstairs more. B3 -- This is one deep temple! Then again I suppose we're travelling down inside the volcano, that explains all the fire. Go west and jump across the platforms. Grab a bomb and take it back east and chuck it at the boulder blocking the way, turning it into a platform. Chuck the platform onto the rock east and jump on. It'll jet up to the cart, so board that. Now, along these tracks, you'll be presented by three switches: hit all but the second one, if you get this wrong, your cart will be destroyed by lava and so will you. Once you reach the end, go west to see the boss key. Blow it west into a cart, then go north and west into your own. Have the bow ready as your selected item. Now, you'll need to hit the first switch, then the second, not the third, but to hit the fourth switch you'll need to shoot it with an arrow. It may take a few tries but if you get it all right you'll land with the boss key at the boss lock. Lob it in and go even deeper into the volcano. B4 -- Go around the corner and empty the pots of arrows and hearts. You'll wanna enter with both full. Read the tablet to spawn the blue light and go upstairs. BOSS: Vulcano, Lava Lord ------------------------ Ah, my favourite boss battle. Soon enough he'll raise his arm and then pound down to attack you. However, notice how a glowing spot is on his underbelly as he raises from the lava. Get out your bow and shoot it. He'll get angry, so will do a double hand pound which is even harder to dodge. As a result, boulders will rain from above, as well as one of those boulders that can be made into a platform. So, stand by it all you can and wait for him to attack again. Dodge at the last second and he'll crush it into a platform. Grab it and take it northeast. Chuck it onto a rock, jump on, then onto the most complicated cart system in the game! As you go around Vulcano, you'll see a couple of those glowing spots at your firing range. So, shoot them. He may use his hand to defend himself, so shoot the spot on that to move it out of the way. Once both are hit, the cart will move higher. Shoot two more spots to go up. Now you're up to head height. Shoot his hand out of the way and then aim for his eye. If you hit it, he'll be stunned and vulnerable for attack. You'll drop down off the cart system and you can attack. Swipe away at the glowing spot on his head all you can until he wakes up again. Now you'll need to repeat. Use the boulders that fall and the pots to stock up on health and arrows, then shoot his underbelly, make him hit the boulder, use it to get a ride on the cart again. You'll need to do the same again, only he'll make it harder to hit the spots. He'll also hold both hands up, in which case you should shoot both. You may find you'll run out of arrows, in which case you should wait until he holds a hand up. Wait for him to grab you with it, and he'll chuck you back down to ground level. Stock up on arrows before going it again, and you won't even need to hit any spots you already have. At the top level, he'll start blinking as well, which will leave his eye protected for a short time. Just fire at it when it's vulnerable, and he'll be stunned again. Go down and swipe at him some more until he dies. Aftermath --------- After a cutscene showing the spirit tracks sending power back to the Tower of Spirits and adding the last section back, a golden chest will appear. Open it to get a heart container, raising your maximum health to seven hearts. Leave through the blue light. Get on the train and head back to the Tower of Spirits. Congratulations! Defeating Vulcano has activated the Fire Source! Now with the entire Tower of Spirits complete, this is the last source! ------------------------------------------------------------------------------ [1500]--------------------------The Bow of Light------------------------[1500] ------------------------------------------------------------------------------ [1501] An Extra Item [1502] Tower of Spirits V [1503] Dune Sanctuary [1504] The Three Trials [1505] Desert Temple ------------------------------- [1501]---An Extra Item---[1501] ------------------------------- Clear Skies ----------- OK then, a tiny new bit of track to the tower has been restored, so set a route over there. It seems now that the sky is clear, and the volcano has stopped erupting. No more boulders to deal with. Going down the volcano, through the cave, down the rest of the mountains, along the new tracks in to the tower. After a talk with Zelda, you'd think you should head in to the lobby. Wrong! There's something else we require before we can go ahead into the tower. Board the train again. Go to the forest realm. Mayscore -------- Set course for the place in the centre of the map. You may have been there before during The Lost Woods near the start of the game. On the way there, you may encounter a new enemy: the pirate tank! It seems the pirates of the ocean land have learnt that they aren't seeing enough trains to ambush at sea, so they've taken to land and are now driving around! There are three of them, they shoot cannonballs, they're basically just like the ships, but they're tanks. Eventually you'll arrive at Mayscore. Zelda will tell you how to board the train, as if we didn't know. Approach the letterbox nearby to find that Niko sent you a letter. It's just a treaure map for Outset Village. Head east through the village and go north through the gaps in the trees. You'll be in another area. Go north, east, then south and whip over the gap. Continue north to find some guy. You may encounter some spinuts on the way. Talk to the guy and he'll ask you if you want to try out the whip race for 50 rupees. I'd suggest saving before you do. Do so. Whip Race --------- Basically, there's a mountain with loads of swing poles sticking out. Whip across as fast as you can. Here are some tactics: don't swing too long, as soon as you can, move on to the new pole; NEVER fall off, if you do, you're barely gonna make it; don't dawdle between sets of swings, run over to the next set immediately; use L or R to equip the whip, it's a lot quicker. Also, you'll soon come across some spike gates. Be quick as you grab and chuck away the spikes. There are some drops while swinging, so remember to wait before you swing again. If you do fall off, you won't go back on to land until you fall all the way down the mounain, so it's a large penalty. The final set will be viewed straight on, so speed across. As you land on the ending platform, you'll win. Now, if you don't beat it in 90 seconds, you won't get what you want, which is why you should've saved before playing: if you don't get it, you can reload the game without saving and be 50 rupees better off. If you do beat it in 90 seconds, you'll recieve a bomb bag, filled with 10 bombs! This is the extra item we wanted! With this, rather than having to find a bomb plant, you can just grab a bomb from your inventory and use it. If you beat it in less than 75 seconds, you'll get a heart container instead. Just play again for the bombs. Head back to the train. On the way, you'll have another letter from Ferrus saying he is in the snow land. -------------------------------- [1502]-Tower of Spirits V-[1502] -------------------------------- Back with Bombs --------------- Head back to the tower. Go into the lobby and to the top. It's a long way up, but thankfully it's as tall as it will get. To the Roof of the Tower! ------------------------- 18F --- Another new Phantom. Three of them in fact. This is a Wrecker Phantom. If it spots you, it'll turn into a boulder and roll around. This means it only needs to hit you bowling, and it'll go incredibly fast. It can also bowl through the rocks, destroying them. You'll need to bomb the rocks with your new bombs. Wait for the central Phantom to pass, and bomb the six rocks southeast. You'll need two bombs to clear all six. Go back until the coast is clear again and chuck more bombs at more rocks. Go in to the safe room and get the tear (1/3). Make your way towards the northwest corner. Destroy the rocks in the way and go around the corner into the large safe zone. Pull the block ahead back, pull it north, then go ahead to the next block. Pull it out of the way. Step on the switch to spawn a chest on the other side of the wall. Head back towards the southeast corner. Wait for the Phantom to pass by and go north. Whip across the gap. Open the chest for a key. Now make your way back down and then head for the northern safe room. Unlock the door. Go upstairs. 19F --- Go east and up the steps. Grab the orb and take it west then south down the spikes. Drop it on the thing marked on the ground. Step on the switch to open the door. Use the boomerang to get the one in the room facing north and the one just south facing west. Fire an arrow in to hit the eye. It'll open a bridge elsewhere. Go north, then east, and south over the bridge. As you go west, a Phantom will appear behind you and start to chase. Run west around all the rocks, while the Phantom bowls through them behind you. Try and make it so that it bowls through the rocks surrounding the tear of light. Grab it when you can (2/3) and continue going. There's a group of rocks blocking the safe room at the end, so stand here and as the Phantom approaches, dodge out of the way. It'll bowl through the rocks without bowling through you. Go into the zone and upstairs. 20F --- Keeping out of the way of the Phantom, head for the northeastern corner of this area. Take the block there west and south down to the southeast corner. Leave it one tile diagonally southeast from the northwest corner of the tiled area. Hit the nearby orb so that it faces west and chuck it on top of the block. Go west onto the western stairs and boomerang the orb southeast so it faces north. Go to the northeast corner and stand on the switch platform. Fire an arrow south and it'll hopefully reach the orb and continue its path to the eye. That'll open a door to the tear. When the coast is clear, go get it (3/3). Now go possess the Wrecker Phantom! Now when you draw a path for Zelda, she'll turn into a ball to roll around smashing stuff. Useful. Go back downstairs. 19F --- Send Zelda east to the other Phantom. Follow her. When Zelda hits the Phantom, it'll be stunned, so go possess it. You can now easily defeat the statue miniblin by bowling through. There's a bunch of statues west, bowl through. Head around and go downstairs. 18F --- Go to the southeast corner. You'll need to get the block onto the switch in the corner. Move it north two spaces, and west another two. Zelda can move the large blue blocks. Make her move the left one west two spaces. Finally move the right block north once. Move Zelda out of the way and get Link to push it around on to the switch. Now go to the middle of the room to another block. Move it to the northeast corner, nothing will get in your way so it's a clear path. There are two switches there, leave it on either. Head to the northwest corner. Move the small block south of the way, and move the large one next to it into the corner to press both switches. Move Zelda over to the southwest corner. She'll need to go through a little tunnel so she'll bash about for a bit before fitting in and getting there. As Link go back to the northeast corner and step on the other switch there. This will lower some spikes near Zelda. Head over there and get the key from the chest. Go back up where you came. 19F --- Go east and unlock the door. Go upstairs. 20F --- South, and east, there will be two rows of boulders. Get Zelda to bowl through to the end and follow her. Hit the switch. Continue west, Zelda will point out she can't help you cross the lava in this form, so go south. Bowl through the mountain of rocks. Continue south and upstairs. 21F --- Go west and to the centre of the room. Both stand on the switches and the door close. A mega ambush! First up, four stalfos. Zelda can bowl through them if you like. Next, three zoras. Zelda can bowl through, but it works better with Link. Afterwards, four normal Phantoms will appear. Head back to the safe zone as Link, and get Zelda to stun enough of them so that you can easily sneak up behind one and possess it. Once you have, go back east downstairs. 20F --- Get in the lava on Zelda and head to the west of the lava. Grab the orb at the end and take it back to the other side. The first little island in the lava, get off and put the orb on either tiled square, make it point east. Jump back on to Zelda and go to the northeast corner of the lava. Whip across the poles above off Zelda's back to the high-up platform. Hit the orb so it faces west, then call over Zelda, jump on to her back and go to the island just south. Put it on either tile. Now jump back on and whip across to the tall one again. Get Zelda to the orb you just placed and pick it up. Now shoot into the other orb you placed earlier first to hit an eye so that you can hit the one Zelda's holding. It'll hit another eye. This will open the door. Whip back to ground, and call Zelda over. Hit her to make her drop the orb. Now jump on her and go through the door. 21F --- Walk around a corner and go upstairs. 22F --- Get Zelda to walk through the flames north then west to the other side, and Link can go over the sand. Head together to the boss key. It's protected by flames so only Zelda can get it. Once she does, four keymasters will appear. Call her over. Take out the first one as you pass, and the second, get Zelda to go around the corner and wait between the second and third keymasters. As Link kill both with your bow and arrow. Quickly get Zelda to go past on to the red circle, and head over to the other one yourself. Now switched, make Zelda take the key to the boss lock south. The flames will extinguish, so follow her over there. 23F --- Heave the door open with Zelda. A blue light will appear. Continue upstairs. BOSS: Staven ------------ After the cutscene the battle begins. Staven will leap around the pillars of the cage. He'll then fire a weak beam attack at you three times. Just dodge them. He'll soon fire his gauntlet at you. Make sure he's targeting you, and dodge at the last moment. Get Zelda to grab it, and she'll drag him down. Hit him then. Repeat this, only he'll jump from pillar to pillar with each beam. Afterwards he'll stay on the ground. Have a go at him with your sword, he'll soon get annoyed and charge up a charge attack. While he is, hide behind Zelda. He'll then charge and Zelda will hold him steady. While he's vulnerable hit him some more. Repeat this but now he'll try and dodge your attacks more while you annoy him. Afterwards he'll give up and conceed. Aftermath --------- After a cutscene follow him outside on top of the temple. Go up the steps to witness Maladus' resurrection. After some more cutscenes, it turns out there's some more to the game. The desert realm will be revealed on the ocean glyph and you'll automatically board the train. Time to get the bow of light! -------------------------------- [1503]---Dune Sanctuary---[1503] -------------------------------- Sudden Dehydration ------------------ Draw a route to the part of the desert tracks that stick out from the main bit, like where the fish head is in the ocean tracks. As you enter the desert, Zelda will point out the colossal statues, and you'll be attacked by some sand sharks. They come in threes, and burrow around through the sand before they leap up and attack you. Shoot them mid-air. When you get to the end of your route, stop at the Dune Sanctuary. Statue Puzzle ------------- There's a big puzzle to this place, but I'll skip straight to the solution: use a bomb near the top-right corner of the middle rectangle of the paths in the sand. Some steps will be revealed. Go down. Go through the cave. Sand Song of Restoration ------------------------ Go ahead and talk to Rael. The final song of restoration! Green, grey, blue, grey, blue, green. One jump at the end. Hardest of the songs, but remember all the normal tactics. It'll be really infuriating unless if you remember how to do it properly. After three times, you'll suceed. Some more tracks will appear on the ocean glyph, but so will some on the fire glyph, meaning that the desert also spreads through the fire land. Board the train. -------------------------------- [1504]--The Three Trials--[1504] -------------------------------- Trial One: An Old Enemy ----------------------- Set route for the new tracks going north off the map. You'll enter a cave. Up above you'll see something familiar. It'll drop down behind you. It's the gohma! Remember to keep a continuous flow of shots at its eye. Also, this time he will run up, but his eye will be closed! Thankfully at these times, there will be explosives on the cave walls. Shoot them as the gohma approaches them to hit and open his eye. Continue like this until he's dead and you'll leave the cave. Trial Two: Twisted Tunnels -------------------------- As you enter, the way forward isn't so obvious. You'll go around in circles unless if you watch where you're going on the map. You need to reverse, then reverse again, then go right. Zelda will tell you when you're out. Continue back to the ocean part of the desert. Trial Three: Armed Temple ------------------------- Turn right to head for the temple itself. Although, there's still one more trial. You'll see the temple is a giant pyramid, and it has several mounted cannons around it! Basically, destroy them all and the temple will open. There are two cannons on the south side, three on the west and east, and four on the north. A single shot destroys them, but they'll all be firing at you, so you'll be shooting so many cannonballs out of the air you'll have to go around a few times to get them all. Be more defensive than offensive, you have all the time in the world, and you'll soon be dead if you don't defend yourself. Once all are gone, the temple door will open. Drive in. --------------------------------- [1505]----Desert Temple----[1505] --------------------------------- Entrance -------- Yeah. You know the drill. Temple ------ 1F -- Go east to a trail of boulders rolling down, manuever inbetween them, go left when one is coming from the right and vice versa. At the end go west and aim north through all the boulders to an eye. Wait until there are few boulders with large gaps and shoot between them then. It'll open the door west. Go through and open the chest for a single rupee. Three stalfos will appear. You will need to kill them twice for some reason. A treasure chest will then appear with a key inside. Go east and run south down the boulder trail. At the end go west then north up to the locked door. Unlock and up. 2F -- Drop down and go south to see a pair of gerunes. They are made entirely of sand so are invulnerable to your current attacks. Continue east and then north. There are three rolling spike logs. However, they're not rolling in time, so veer bewteen them until you're on the other side of them and go north upstairs. 3F -- Go south into an ambush with three stalfo warriors. They take one more shot to knock their skulls off than the original ones, and when they attack they run forward and slash at you with their swords instead of throw bones at you. Once they're dead, continue ahead to a chest containing the sixth item: the sand wand! This little thing has the power to control sand. Use the green light it makes on parts of sand to raise it into a solid wall. It can also be used to defeat gerunes. Run back to the area. To get back use the wand to raise the sand under your feet, raising you on top. Run across up the ledge and jump down. Back downstairs. 2F -- Go south to find the spike logs are now in line. To pass them you'll now need to use the wand to make a wall that will stop it in its tracks until the wall falls. You can now manuever past. Go south and west into an ambush. Those two gerunes you saw earlier. To defeat them, use the wand on them, they'll move around as you do, just follow them with the wand as they gradually solidify until they are stunned. Then it's three sword hits to destroy them. The way ahead will open. Go north and use the wand to go up to the ledge above. Now wait for the log to get in the middle of the area and quickly whip out the wand and block it with a wall. While you can, run across and go back down. 1F -- Go southeast to the boulder on the sand. Stand to the side and use the wand. Make a wall on one side of the boulder and it'll push it in the opposite direction. Move it on to the hammer south, then hit the switch to send it catapulting at the wall ahead, smashing it and revealing stairs down. However, you'll need a key down there, so first head southeast. Go back along the boulder path again. This time, use the sand east to get on the ledge above, and jump down and run the rest of the way quickly. Move the boulders out of the way north and shoot the eye again. It'll open the door west again. Three ergtoraks are through here. They burrow about in the sand and pop up to shoot spike bombs at Link. See where they are borrowing and use the wand on that part of the sand. It'll bring them up from below and stun them. Get up with them and kill. Once all are dead, go northwest and up on to the ledge. Lift this whole area of sand until a key appears. Grab it and head back to the middle area again. Go downstairs. B1 -- The sand up next is quick sand, so don't jump in or you'll sink. Use the wand on it instead and then walk across. Open the locked door to a couple of grunes. Get them solid at the same time, then grab them and chuck them on to the switches. It'll open the door. Go through quickly before they move off it. Go ahead and make a path over the quick sand ahead. Go along the right-hand path. There'll be some spikes here, so time when you walk past. Go onto the ledge past them as a sort of checkpoint. You'll spawn here when you next fall in. Go ahead and you'll need to get past two more pairs of spike shooters. Tricky, but not too tricky. Once you have, go ahead to see a block with a spike on one side near a slot all on a patch of sand. Use the wand to move it around the spike lands in the slot (the spike will need to be on the bottom side). Once it is, the door ahead will open. There is a boulder flow west. Make a sand wall to stop one in its tracks, then roll it over northeast on to the catapult. Step on the switch south to open a bridge and from there shoot the switch next to the catapult. It'll hurl along, over the bridge, smashing the wall. To get yourself across, stop another boulder and put it onto the floor switch, and run along the bridge that way. Go west to find another block puzzle where you have to get the correct shape in the correct hole. This time we have two blocks, and what's more they each have two shapes on them, therefore there are four holes! First let's focus on the blue ones. Push the west block east twice, south, west, south, right thrice and down. Now move the east block west twice, south, east, south, west, north and west. Now move the other block again north and west. The blue door should open. Go through but wait for the spike log to be travelling west. Follow it but stay in the slot south, then wait for it to pass you and continue west to two stalfo warriors. Kill them then go north. There are two spike logs here. Stop one with a sand wall and raise up and go on it. Maintain the wall and wait for the other log to be in level with it. If they're both in the middle, ensure they won't move and step on the switch to open the door north. Now freeze them both in place again and go across to the other side. Four ergtoraks. Once they're dead, continue north. Lift the sand until the boss key pops up. Grab it and take it back to the centre of the floor. Drop it off by the block puzzle as we'll need to move it around. Move the west block west, south, east, north, west, south and east. Now simply move the east one north one. The red door north will open. Grab the key and take it there. Drop it to make a path over the quick, sand, grab it and take it over. Chuck it in the lock and we can finally move on from B1. B2 -- Head north. Lift yourself up to the pots to stock up on health, and lift up at the end. Go ahead and read the tablet to spawn the blue light. Through the door. A Word of Warning ----------------- The upcoming battle is VERY hard! To prepare, try and search the land for heart containers. If your health goes low, potions are handy. Red ones restore six hearts, yellow ones restore all hearts, and purple ones restore eight hearts, but if you die you use them automatically to come back to life, instead of having to use them if your health is low. Also, if you haven't already used it, the Song of Healing you learnt in the Wooded Temple is good. Only use it if you're out of any other way of health though. Also, save before the battle, because if you use your potions and song but still die, that's quite a loss, so in case you do, if you saved first you can just reload without saving and keep those items. Potions are stored where you equip items, the song is played on the spirit pipes. Also, there are pots with health in scattered around the arena. BOSS: Capbone, Ancient Demon ---------------------------- He'll rise from the sand, a giant spine. The idea is to destroy all of his segments. The first one is nice and easy. Wait until he attacks, and make a wall between you and him with the wand. The boulder he shoots will be stopped by it. Push it on to one of the four catapults and hit the switch to fire, destroying the first segment. Repeat this, only he'll fire three boulders in a row. Let the first two destroy each other and push the last on to the catapult. Fire it at him. The third segment is a little trickier. All but his right-hand side will be protected by armour. Oh, and also, he's started using a laser attack to dodge. So, get a boulder on the catapult like normal, but then move to the left near the next catapult. Now use the boomerang to hit the switch of the catapult the boulder is on. It should hit his side so destroy the segment. The fourth one is guarded except the back. Also, both attacks have been upgraded: his laser lasts a lot long and will chase you, his boulders are red and travel faster so are harder to block with sand. Just make a nice and thick sand wall to stop them. Get one on the catapult then stand on the catapult on the opposite side of the arena. When safe, boomerang the switch all the way on the other side of the room to hit him. The last segment: always the most complicated and annoying one. His laser lasts for ages, and he now shoots four boulders in a row! Therefore, dodge the first, let the second and third hit each other, and use the fourth on the catapult. Once it's on, the next part is extremely weird: Go close to Capbone and start running around him. As he turns to try and face you, keep running so that you can see his back. He'll now be twisting his head like an excorist! Really creepy! Anyway, run around the arena like this a few times, then stop at the boulder. While his bare back is passing, hit the switch to smash it! Not done yet! His head still lives. Now use the wand on his skull to trap it in sand. Then raise up behind him and stab away at the jewel on the back of his head. Repeat to win. Aftermath --------- Once he's dead, the sand in the arena will disappear to reveal a staircase and a golden chest. Open the chest for another heart container! Now go downstairs. Jump down west and go north up to the golden chest. Open it for the bow of light! This is the final item in the game. It'll replace your normal bow. Now if you pull back your bow and leave it for a while, the arrow will turn in to a light arrow! This will not stop when it hits one thing, it'll keep going until it hits the wall! Also, it is used to hit those different-looking eyes. Like the one opposite, fire a light arrow at it to open the bridge across and exit. Back to the tower! Congratulations! Defeating Capbone has given you the Bow of Light! Now let's go kick Malladus'... wait, no. He's possessed Zelda's body, that wouldn't be good for it. ------------------------------------------------------------------------------ [1600]-----------------------------The Finale---------------------------[1600] ------------------------------------------------------------------------------ [1601] Tower of Spirits VI [1602] The Dark Realm [1603] Finale --------------------------------- [1601]-Tower of Spirits VI-[1601] --------------------------------- Backtracking... by Teleportation! --------------------------------- Before you go you'll see a cutscene which will reveal we need to make one last visit to the Tower of Spirits. To go back, drive back where you came but instead of turning left, go right. You'll see an arc with a triangle on top. Shoot the triangle. This is a warp gate! They work in pairs, and there are eight pairs in total. This is one. You have to hit the triangle to permanently activate it, and blow the whistle when near. This will open a portal which you will travel to, and warp to the linking gate elswhere. This particular one will warp you somewhere near the Dune Sanctuary. Continue the short amount left to the tower, attacked by a few sand sharks, and go into the lobby. Go up to the top of the staircase again. You'll find a blue light here now. Step in. Compass of Light ---------------- This will take you back to 23F. Go upstairs to the room you battled Staven. Go through and up the stairs to the tower top where the altar is. You'll see one of those special eyes. Use the bow of light on them. This will reveal a secret staircase down. This place has more secrets that you'd think! Go north down. 30F --- You now have the Lokomo sword! This allows you to possess Phantoms without having to grab tears! Anyway, go north all the way to some stairs down. 29F --- It's another dark room! All we want to do here now is possess one of the Phantoms. Approach behind one and take it over. Go back upstairs. 30F --- Go south and east down to some floor spikes. Take Zelda across them to press the switch so Link can go across. Put Zelda in the lava. Wait for the Phantom to pass, and follow it to the next safe room. Wait for it to be travelling west in the north part and stand in the middle of the lava area. Use the boomerang to hit the switch around the corner, then quickly use it to hit the other one around the other corner. This will open the door east. Go over there and downstairs. 29F --- Down here in the dark again, there are torches scattered about as well as enemy ghosts. You need to extinguish all the torches. Start with the one in the safe room. Note that there are a couple down a corridor to the north, and to watch out for the pit in the centre of the room. It'll open the door west. Follow the Torch Phantom and possess it. Now head back from where you came. 30F --- Put Zelda in the lava and wait until safe to jump on and head back to the last safe room. Go north downstairs again. 29F --- Go south and west to the end of the corridor. Stun the Phantoms to run past them. Don't possess them though. At the end make Zelda hit both of the torches. Go through the door that opens next to it. 28F --- Go east up the steps. Solidify the sand so Zelda can go across without sinking. Make several different paths so that it doesn't collapse halfway over. Stop at the first corner and hit the torch there. Use it to light the other one on the other side. This will make a couple of golden chests appear elsewhere in the room. Go across again. As Link go up the steps here and have Zelda below. Jump on to her and make a wall on the sand below. Go across, gradually making more as you head for the island in the sand southeast. Jump off at the end and open the chest for a key. Let Zelda sink so that she goes back to the other side. Follow her and go back upstairs. 29F --- Wait for the Phantoms to pass and head back to 30F. 30F --- Head back to the other side of the area and go downstairs again. 29F --- Go southwest and down south along the corridor and go west. A Warp Phantom will appear west! Go down south and go along the corridor as you light the torches, right to end just around the corner from the Phantom. Get Zelda to go behind the Phantom where the eye is. Get Zelda to talk to it and distract it. Quickly take it from behind while it's distracted. Now with it out of the way, shoot the eye with a light arrow. Go east and pass the Torch Phantom and go northeast back upstairs. 30F --- Head back to the other side and downstairs. 29F --- Head to the northwest corner of the room and use a bomb and chuck it at the north wall here. It'll reveal a secret passage. Go through. Go up the stairs. 30F --- Go through and out the door. You'll be in the western part of the floor. As Link stand on the sand and raise yourself up. Jump on Zelda's back. Go north to the ledge. Jump off up there and step on the switch. Two Phantom eyes and a Warp Phantom will appear, but in this case that's a good thing. As Link go south and stand on the circle. As Zelda prepare to warp to the eye south, but hold it down and wait until the eye is flying over the circle on the other side, then warp. You'll swap places. Hit the eye quickly before it spots you. As Link go the safe zone nearby while you wait for the eye to respawn. Now as Zelda warp to it when it's next to the floor spikes. Walk through and step on the triangle. Get Link to step on the other one to swap. Get Zelda to sink and she'll appear next to Link. Leave her here and cross the sand. Hit the south wall to attract the Warp Phantom. Get in its sights and it'll run over but sink in the sand. Quickly go around the corner and before it respawns in the way shoot the eye with light. Run back to Zelda quickly and warp and swap until you're both back on the other side. Go to the southeast safe room and rise up on the sand north. Jump on Zelda and go east down the corridor. Kill the statue miniblin and go west to the edge. Rotate the orb with the boomerang so it faces north. Shoot a light arrow at it to hit the eye. The door downstairs will open. 29F --- Go south and attract the Wrecker Phantom. As it returns, sneak behind it and possess. Go around the corner and shoot the eye. A golden chest will appear back a bit. Open it for a key. Go west and light the unlit torch with the boomerang. It will open the last two doors on this floor, as shortcuts back to other parts of the floor. Go back up to 30F from where you just came. 30F --- Use Zelda to bowl through the pile of rocks north. Open the chest for the last key. Go back downstairs again. 29F --- Go west through the newly opened door and south to the safe zone. Go downstairs. 28F --- There are three locked doors here. Unlock all of them. Start by going through the eastmost one. Go down the corridor and downstairs. 27F --- Go south and west to some rocks rolling down the corridor. Roll through and follow as Link to the other side. Hit the switch to stop them rolling. That's all for this part. Head back upstairs. 28F --- Go back upstairs. 29F --- Take control of the Warp Phantom and head back. 28F --- Now go through the western door. 27F --- Leave Zelda here and go ahead over the sand, though not too fast. Take out the Phantom eye and step on the switch by it. It'll make a bridge across the sand. Make Zelda go across. Lift yourself up on the sand and jump on Zelda. Go south and from her back whip across to the other side. Stand on the switch so Zelda can cross. Go ahead and a Warp Phantom and eye will appear ahead. Wait until it's on the same ledge as the Phantom and warp over. Wait until the Phantom's going north and head over there. Raise yourself up so that you can go up and possess it, quickly before eye respawns. As Link jump down east and step on the red circle. Now as Zelda warp over to the eastmost eye. Go on to the circle north of there to swap. Get Zelda to step on the switch north. It'll open a door revealing an eye southeast of Link. Go over there and fire a light arrow at the orb. It'll hit the eye. Now get Zelda to warp back here and now both exit through the northeast corner. (NOTE: I forgot to mention to hit the an eye with a light arrow: After you've possessed the other Phantom, get Zelda to warp over to the ledge west. Use the boomerang to make the orb there face north, then make Zelda grab it and hold it in place. As Link walk up on to the platform and shoot a light arrow at the orb. It'll hit the eye. 28F --- Go back upstairs. 29F --- Possess a Torch Phantom and go back. 28F --- Go through the middle door and downstairs. 27F --- There are four torches below. Make the Zelda hit the one to the northwest. Now use it to light the one surrounded by sand with the boomerang, followed by the one surrounded by the pit. Now make Zelda go over the spikes and hit the last one. This will open a door southeast. Go over there and shoot the eye. If you hit the last two in the other sections of 27F, the door north will open. Send Zelda north to kill the Phantom eye in the way. Continue north downstairs. 26F --- The final ambush in the game! Therefore, it's a toughie. First up, ten blue chuchus. You could just set a path for Zelda that targets all of them and she'll go around automatically killing them. Now four stalfos and four stalfo warriors. Zelda can't hit them so get out the bow of light and use that. Now three red zoras. Use potions this time if you need to, this will be very health depleting. First off get whip off their shields. Now get Zelda busy while you attack them. They'll use fire attacks a lot so try to keep them seperated. Afterwards, you can go downstairs. 25F --- Not over yet! Just one last room. One of each Phantom will appear. Normal guarding the exit, Warp guarding that one, Torch in the inner corridor, and Wrecker in the outer. Head to the eastern safe room. Now wait for the Torch Phantom to be in your line of fire and shoot it in the back with the bow of light, then possess it. Now go along the corridor with it to the door. Stand on the left side while Zelda hits both of the torches. It'll open and a Phantom eye will appear east. Get Zelda to kill it then get her in the middle room. Make her distract the normal Phantom and make it face either way. Now as Link wait for the Warp Phantom to be walking the opposite way and run in and possess it. Before the Torch Phantom respawns, run along the inner corridor west over the sand to the end, but Zelda can't go. Get her out of this corridor and wait for the Phantom eye to approach, and alert it. Now let it follow you back over the sand where the switches are, and warp Zelda over to it. Don't worry about other Phantoms catching you, they'll all sink in the sand. Both step on the switches to open a door. Now go possess the Wrecker Phantom. Send it alone through the new door. Make it smash up all the statues there. Now as Link get the eye of the way first and wait for the Torch Phantom to pass. Now wait in the doorway to the final area. Get Zelda to bowl through both Phantoms in there. While stunned, run through as Link into the safe zone. Congratulations! You just beat the game's final puzzle. Possess the normal Phantom just there and with Zelda push open the giant door. Go downstairs! 24F --- What would be the glyph room! Instead, go ahead and open the golden chest. You'll get the Compass of Light! The forest glyph will then start glowing, and new tracks to the dark realm will appear. Obvious what's next: let's head over there! Leave through the blue light and board the train. Go to forest. -------------------------------- [1602]---The Dark Realm---[1602] -------------------------------- Into the darkness... -------------------- It was a huge effort, but we can finally, and definitely this time, go defeat Malladus. You probably lost quite a lot of health from that final tower plunder, so go to Castle Town or something and search pots for health. Also, stock up on good potions, and if you haven't yet used the Song of Healing, the final battle is the last oppurtunity. In fact, put it over priority to the potions this time. Once ready, take a route along the new tracks into the dark portal. On the way, you'll be attacked by two sets of tanks. You'll need as much train health as possible, so if you get hit at all, stop off at Outset Village before proceeding on to regain health. You'll then go through a cave and be attacked by several eye spiders. These are tricky to avoid damage from, just be on full alert. Once through, that, it's a comfy ride across the bridge to portal island. You'll warp into the dark realm... Train of Light -------------- One last challenge before the battle. In this area you'll see spread about six armoured trains, eight portals and seven tears of light. Obviously being on the train, the tears have a different effect. Go through the tear straight ahead to become the light train! This will give you super speed, and make you temporarily invincible. In fact, speed up to the first armoured train and you will destroy it! You need to destroy the others in this way. Go around in a circle to get another tear, then head on and destroy the second train east. Now go back where you came from and go through the southwest portal. This will warp you to the southeast portal. Go from here to the east portal, which will warp you to the west portal. Go ahead through the tear of light and through the next portal. This will warp you to the northwest area. Go in the opposite direction and quickly hit the train here. Now go back where you came and now head for the two trains in the northeast corner. Brake and wait before that area for them to be safely out of the way, then go ahead for the tear. They will hopefully turn around to chase you, which will take a lot of time, giving you plenty to get the tear. Once you do, reverse in to them. The last one is always very tricky. It'll go at hyper speed, and will leave its normal area and patrol the entire map to catch you. Keep far away from it if you're not a train of light, and be aware of portals since it could travel through and ambush you. There's no outrunning this. I suggest heading for the northwest corner and staying there. Hopefully it'll follow you through the northwestern portal. If it does, boost of to the other portal in this bit, get the tear it leads to, and by the time you've got it the train will be close on your tail. Back up and smash it off the tracks! -------------------------------- [1603]-------Finale-------[1603] -------------------------------- BOSS: Ghost Train ----------------- Some words of prepare --------------------- This is it! Time to defeat Malladus! However, before we do, we'll need to board the Ghost Train, which means defeating it. You'll magically appear on four parallel tracks. You'll be on the right-middle one. The Ghost Train will appear BETWEEN the two left ones! There'll also be a meter on the top screen. This shows how much track is left, so is a sort of a timer. Back carriage ------------- Immediately, the back carriage of the train will contain five containers, and an explosive barrel will poke out and drop on to the track, meaning you'll have to shoot it out of the way. Unless, that is, if you shoot it before it drops. It'll destroy the container too. Do the same with the next one, then the carriage will seal and Zelda will hint to watch out. Crank into reverse as the train is going to move to your side of the track. If you stay behind it too long, it'll brake to hit you, so when the first turn left comes up, take it. Now on the opposite tracks again, shoot some more barrels and do the same process again. If the train does brake in front of you, keep your distance and it'll miss. Also, there are some dark flames, on some parts of the track. You'll need to turn before them. Keep an eye on the map to watch out for them. Once all five containers are destroyed, the carriage will fall off, you'll have more track to play with, and you'll move on. Front carriage -------------- This time instead of explosives, lasers. Shoot them before they shoot you. They each have two hitpoints before they're destroyed. Now there are even more flames on the tracks! Remember all the tactics from before and it's fairly similar to the back carriage. Even when attacking, watch out for each turn, and use it if there's a flame. Once all five are destoyed, we can go for the car. Train car --------- This one can cause problems. The five parts of the car will twist then lock and light up. One diamond from each part will then fire a laser, which will gradually point to the track, hitting you if it does. Shoot them quickly, focusing on the furthest one back first. Once you hit all five, the train will slow down and you can go for the rather freaky face of the car (Faces on a train? *coughthomasthetankenginecough*). Shoot away at it as much as you can before it's out of reach again. You'll then need to shoot the diamonds again, this time more difficult, before going for the face again. After this, the train will then chase you. Fire out a blizzard of shots out of the face before it hits you. It'll then stop completely. Shoot it three more times to win. You'll automatically board it. The game will ask if you wish to save the game. If you're afraid you'll die and go back to this battle, save. If you wish to fight the Ghost Train again in the future, don't save. BOSS: Malladus (Zelda) ---------------------- After a cutscene, you'll board the top of the train. Malladus is on the other side in Zelda's body. To get there, we'll need to evade Cole first. Thankfully we now have Phantom Zelda by our side! As quickly as possible, draw a route as far ahead for Zelda as you can. Let Zelda go along it while you defend her from Cole. Cole will fire electric rats at Zelda, she'll get scared and freeze on the spot. Before they hit her, hit all four of them. If they do hit, Cole will control Zelda and make her attack you. Dodge her attacks and run behind her to Cole. Hit him to break her free, then get her going on the path to Malladus again. Soon enough, Malladus will start firing a laser at Zelda. It only slows her down, but stay behind her or he'll fire at you, which hurts. Now Cole will fire three homing rats at Zelda. Hit them one by one. The last two sections of the train will move left to right, only complicating things more. Now try and keep on the same part as Zelda to make life easier. Once you reach Malladus' platform, just one more defense and Zelda will grab Malladus. She'll then float around in the air while holding Malladus. Here's your oppurtunity: Get out the bow of light and shoot Malladus. The arrow is fast so just aim straight for them. Make sure to hit while Mallaus is seen. If you hit, Malladus will seperate from Zelda's body. BOSS: Malladus (Cole) --------------------- Defending Zelda --------------- After a series of cutscenes, Zelda will be back in her original body and Malladus will possess Cole. Now to fight the result! Zelda will say she's gonna power up, so you'll need to defend her from Malladus while she does. Malladus will attack using a series of boulders that will home in on Zelda. You need to stop these mid-air, by hitting them with your sword. First, there are seven that go straight ahead. Hit them out of the way. He'll then fire one that goes to the side of Zelda, thenn curve around to hit her. In this case, stand at the side and wait for them. If you fail, you'll need to start the sequence again. After two more straight, he'll fire four at once that will all hit at the same time. In this case stand right next to Zelda and spin when they're close. It'll knock all four out of the air. He'll then do two straight on, two to the side, and then loads straight on. Be alert for this. He'll then do two spin ones in a row. If you pass, Zelda will finish her spell and you can move on. Song of Light ------------- One final song on the pipes, and this one seems near impossible. Orange, Purple, Yellow, Blue, Orange. There are TWO jumps in this one! It's VERY tricky. Remember all the normal tactics but here's an extra one: it's quite difficult if you have a dry mouth. Have a drink before doing this to avoid frustration. It's also tricky with a sore throat, but that one is harder to solve. You'll need to do it FOUR times instead of the normal three. The Lokomos from previously in the game will join you with their instruments for the song. The Final Battle ---------------- Now to defeat Malladus once and for all! A weak point on Malladus' back will be revelaed. Zelda will control the bow of light while you distract him. You can watch Zelda's sight on the top screen. There is an icon on the bottom screen which you can tap to make Zelda fire an arrow. Go behind Malladus as Link and slash away at him a bit. This will get him to turn around. Dodge his attacks. Keep on distracting him like this until Zelda has a clear shot of his back, then hit the icon to fire. Do this three times and he'll collapse on the ground. Slash away at the red gem on his forehead until part of his horn is destroyed. You'll need to do this again. This time he'll be a lot more difficult, he'll now use fireballs as well, move faster, give you less time to fire the arrow, and attack harder. Once his second horn is off, repeat one last time and you'll stab right into the gem. You and Zelda will work together to hold the sword in place. Rub the screen very fast for a very long time. Eventually this will defeat Malladus! After the ending cutscenes, the credits will roll! Congratulations! You just beat The Legend of Zelda: Spirit Tracks! ------------------------------------------------------------------------------ [2000]---------------------------Boss Overview--------------------------[2000] ------------------------------------------------------------------------------ [2001] Stagnox, Armoured Beetle [2002] Fraaz, Master of Icy Fire [2003] Cactops, Barbed Menace [2004] Vulcano, Lava Lord [2005] Staven [2006] Capbone, Ancient Demon [2007] Ghost Train [2008] Malladus (Zelda) [2009] Malladus (Cole) -------------------------------------- [2001]-Stagnox, Armoured Beetle-[2001] -------------------------------------- You'll be shut in and Stagnox will fly in from above and land. Once it has, its weak point will immediately be revealed, but then covered up with fog. Now in control, start running around Stagnox in circles. Eventually, he'll swipe forward to attack, but if you stay running you'll easily dodge it. With him slowed down by this attack you can reach the weak point at the back of him. Whip out the whirlwind and blow out the fog on it to stun Stagnox. Hit the weak point as much as possible. Do this three times and he'll take to the skies and spit out three blastworms. Two of them will usually be close together, so kill those two, as you'll probably blow both up because of the explosion radius. Keep the last one ready as a spikebomb, and Stagnox will fly down. Get out the whirlwind, and blow the bomb towards Stagnox just when it's about to reach the ground. Unless if you're too early or late, they'll collide and Stagnox will be stunned again. Continue to hit his weak point as much as possible. Repeat this twice more to win! --------------------------------------- [2002]-Fraaz, Master of Icy Fire-[2002] --------------------------------------- A fire and ice torch will light, and the flames will combine to make Frazz. Frazz will start to inflate, going either red or blue as he does. If he goes red, use the ice torch on him with your boomerang. If he goes blue, use the fire torch on him. He'll be stunned, so give him a few swipes of your sword. If he fully inflates before you hit him, he'll shoot either several fires or a large icy patch at you depending on his colour. Repeat this again and he'll split into two. If you look on the map, one is red and one is blue. You'll need to use the ice torch on the red one and vice versa. If you get one, it'll split into fire or ice, so you can use that onn the other one if you want. They'll then recombine into Frazz and he'll smash both of the torches, making life a lot harder. He'll inflate, so wait for him to shoot fire or ice at you. You can then use this on him to stun him. If he's the opposite colour of what he shot at you, use it on him. You'll need to do it twice now for some reason though. Do it again and he'll split in two again. Wait for both of them to fire. Use each of their weapons on them - fire on blue one, ice on red one. He'll reform again. Now do everything the same again once more, only you'll need to hit Frazz thrice to stun him. Instead of splitting into two, he'll explode and you'll win the battle. ------------------------------------ [2003]-Cactops, Barbed Menace-[2003] ------------------------------------ Cactops will burst out of the pool in the middle. You'll drop down into the fight. Cactops will swing his tentacles out and tubes will sprout from his head. They'll fire goo everywhere, so dodge that. Grab a spike from one of his tentacles and chuck it at one of the pink things guarding his eye. Once both of the things guarding his eye are destroyed, his eye will be revealed. Throw another spike at it to stun him. He'll lean over at the poolside. Hit him as much as you can. He'll then go underwater and two extra tentacles will pop out. Dodge them by going left, right, left, then right. He'll show his head again. Repeat the process of stunning and hitting him again, and he'll do his tentacle attack again. This time dogde right, left, right, left. Now he'll appear again and his extra tentacles will stay there. So, as well as dodging goo, you need to dodge the tentacles as well! This time he'll do one, then the other, and then both, in which case you'll need to go between and close to the pool to dodge. Normal thing, but then when he does his tentacle manuever, he'll move about as he does, so you'll need to dodge his other tentacles as well! As he appears, it's now crazy - dodging goo and all FOUR tentacles at once! Eventually though, you'll get him stunned, and its one last hit to defeat. This is a very tricky battle indeed! -------------------------------- [2004]-Vulcano, Lava Lord-[2004] -------------------------------- Ah, my favourite boss battle. Soon enough he'll raise his arm and then pound down to attack you. However, notice how a glowing spot is on his underbelly as he raises from the lava. Get out your bow and shoot it. He'll get angry, so will do a double hand pound which is even harder to dodge. As a result, boulders will rain from above, as well as one of those boulders that can be made into a platform. So, stand by it all you can and wait for him to attack again. Dodge at the last second and he'll crush it into a platform. Grab it and take it northeast. Chuck it onto a rock, jump on, then onto the most complicated cart system in the game! As you go around Vulcano, you'll see a couple of those glowing spots at your firing range. So, shoot them. He may use his hand to defend himself, so shoot the spot on that to move it out of the way. Once both are hit, the cart will move higher. Shoot two more spots to go up. Now you're up to head height. Shoot his hand out of the way and then aim for his eye. If you hit it, he'll be stunned and vulnerable for attack. You'll drop down off the cart system and you can attack. Swipe away at the glowing spot on his head all you can until he wakes up again. Now you'll need to repeat. Use the boulders that fall and the pots to stock up on health and arrows, then shoot his underbelly, make him hit the boulder, use it to get a ride on the cart again. You'll need to do the same again, only he'll make it harder to hit the spots. He'll also hold both hands up, in which case you should shoot both. You may find you'll run out of arrows, in which case you should wait until he holds a hand up. Wait for him to grab you with it, and he'll chuck you back down to ground level. Stock up on arrows before going it again, and you won't even need to hit any spots you already have. At the top level, he'll start blinking as well, which will leave his eye protected for a short time. Just fire at it when it's vulnerable, and he'll be stunned again. Go down and swipe at him some more until he dies. -------------------------------- [2005]-------Staven-------[2005] -------------------------------- After the cutscene the battle begins. Staven will leap around the pillars of the cage. He'll then fire a weak beam attack at you three times. Just dodge them. He'll soon fire his gauntlet at you. Make sure he's targeting you, and dodge at the last moment. Get Zelda to grab it, and she'll drag him down. Hit him then. Repeat this, only he'll jump from pillar to pillar with each beam. Afterwards he'll stay on the ground. Have a go at him with your sword, he'll soon get annoyed and charge up a charge attack. While he is, hide behind Zelda. He'll then charge and Zelda will hold him steady. While he's vulnerable hit him some more. Repeat this but now he'll try and dodge your attacks more while you annoy him. Afterwards he'll give up and conceed. ------------------------------------ [2006]-Capbone, Ancient Demon-[2006] ------------------------------------ He'll rise from the sand, a giant spine. The idea is to destroy all of his segments. The first one is nice and easy. Wait until he attacks, and make a wall between you and him with the wand. The boulder he shoots will be stopped by it. Push it on to one of the four catapults and hit the switch to fire, destroying the first segment. Repeat this, only he'll fire three boulders in a row. Let the first two destroy each other and push the last on to the catapult. Fire it at him. The third segment is a little trickier. All but his right-hand side will be protected by armour. Oh, and also, he's started using a laser attack to dodge. So, get a boulder on the catapult like normal, but then move to the left near the next catapult. Now use the boomerang to hit the switch of the catapult the boulder is on. It should hit his side so destroy the segment. The fourth one is guarded except the back. Also, both attacks have been upgraded: his laser lasts a lot long and will chase you, his boulders are red and travel faster so are harder to block with sand. Just make a nice and thick sand wall to stop them. Get one on the catapult then stand on the catapult on the opposite side of the arena. When safe, boomerang the switch all the way on the other side of the room to hit him. The last segment: always the most complicated and annoying one. His laser lasts for ages, and he now shoots four boulders in a row! Therefore, dodge the first, let the second and third hit each other, and use the fourth on the catapult. Once it's on, the next part is extremely weird: Go close to Capbone and start running around him. As he turns to try and face you, keep running so that you can see his back. He'll now be twisting his head like an excorist! Really creepy! Anyway, run around the arena like this a few times, then stop at the boulder. While his bare back is passing, hit the switch to smash it! Not done yet! His head still lives. Now use the wand on his skull to trap it in sand. Then raise up behind him and stab away at the jewel on the back of his head. Repeat to win. ------------------------------- [2007]----Ghost Train----[2007] ------------------------------- Some words of prepare --------------------- This is it! Time to defeat Malladus! However, before we do, we'll need to board the Ghost Train, which means defeating it. You'll magically appear on four parallel tracks. You'll be on the right-middle one. The Ghost Train will appear BETWEEN the two left ones! There'll also be a meter on the top screen. This shows how much track is left, so is a sort of a timer. Back carriage ------------- Immediately, the back carriage of the train will contain five containers, and an explosive barrel will poke out and drop on to the track, meaning you'll have to shoot it out of the way. Unless, that is, if you shoot it before it drops. It'll destroy the container too. Do the same with the next one, then the carriage will seal and Zelda will hint to watch out. Crank into reverse as the train is going to move to your side of the track. If you stay behind it too long, it'll brake to hit you, so when the first turn left comes up, take it. Now on the opposite tracks again, shoot some more barrels and do the same process again. If the train does brake in front of you, keep your distance and it'll miss. Also, there are some dark flames, on some parts of the track. You'll need to turn before them. Keep an eye on the map to watch out for them. Once all five containers are destroyed, the carriage will fall off, you'll have more track to play with, and you'll move on. Front carriage -------------- This time instead of explosives, lasers. Shoot them before they shoot you. They each have two hitpoints before they're destroyed. Now there are even more flames on the tracks! Remember all the tactics from before and it's fairly similar to the back carriage. Even when attacking, watch out for each turn, and use it if there's a flame. Once all five are destoyed, we can go for the car. Train car --------- This one can cause problems. The five parts of the car will twist then lock and light up. One diamond from each part will then fire a laser, which will gradually point to the track, hitting you if it does. Shoot them quickly, focusing on the furthest one back first. Once you hit all five, the train will slow down and you can go for the rather freaky face of the car (Faces on a train? *coughthomasthetankenginecough*). Shoot away at it as much as you can before it's out of reach again. You'll then need to shoot the diamonds again, this time more difficult, before going for the face again. After this, the train will then chase you. Fire out a blizzard of shots out of the face before it hits you. It'll then stop completely. Shoot it three more times to win. You'll automatically board it. The game will ask if you wish to save the game. If you're afraid you'll die and go back to this battle, save. If you wish to fight the Ghost Train again in the future, don't save. -------------------------------- [2008]--Malladus (Zelda)--[2008] -------------------------------- After a cutscene, you'll board the top of the train. Malladus is on the other side in Zelda's body. To get there, we'll need to evade Cole first. Thankfully we now have Phantom Zelda by our side! As quickly as possible, draw a route as far ahead for Zelda as you can. Let Zelda go along it while you defend her from Cole. Cole will fire electric rats at Zelda, she'll get scared and freeze on the spot. Before they hit her, hit all four of them. If they do hit, Cole will control Zelda and make her attack you. Dodge her attacks and run behind her to Cole. Hit him to break her free, then get her going on the path to Malladus again. Soon enough, Malladus will start firing a laser at Zelda. It only slows her down, but stay behind her or he'll fire at you, which hurts. Now Cole will fire three homing rats at Zelda. Hit them one by one. The last two sections of the train will move left to right, only complicating things more. Now try and keep on the same part as Zelda to make life easier. Once you reach Malladus' platform, just one more defense and Zelda will grab Malladus. She'll then float around in the air while holding Malladus. Here's your oppurtunity: Get out the bow of light and shoot Malladus. The arrow is fast so just aim straight for them. Make sure to hit while Mallaus is seen. If you hit, Malladus will seperate from Zelda's body. ------------------------------- [2009]--Malladus (Cole)--[2009] ------------------------------- Defending Zelda --------------- After a series of cutscenes, Zelda will be back in her original body and Malladus will possess Cole. Now to fight the result! Zelda will say she's gonna power up, so you'll need to defend her from Malladus while she does. Malladus will attack using a series of boulders that will home in on Zelda. You need to stop these mid-air, by hitting them with your sword. First, there are seven that go straight ahead. Hit them out of the way. He'll then fire one that goes to the side of Zelda, thenn curve around to hit her. In this case, stand at the side and wait for them. If you fail, you'll need to start the sequence again. After two more straight, he'll fire four at once that will all hit at the same time. In this case stand right next to Zelda and spin when they're close. It'll knock all four out of the air. He'll then do two straight on, two to the side, and then loads straight on. Be alert for this. He'll then do two spin ones in a row. If you pass, Zelda will finish her spell and you can move on. Song of Light ------------- One final song on the pipes, and this one seems near impossible. Orange, Purple, Yellow, Blue, Orange. There are TWO jumps in this one! It's VERY tricky. Remember all the normal tactics but here's an extra one: it's quite difficult if you have a dry mouth. Have a drink before doing this to avoid frustration. It's also tricky with a sore throat, but that one is harder to solve. You'll need to do it FOUR times instead of the normal three. The Lokomos from previously in the game will join you with their instruments for the song. The Final Battle ---------------- Now to defeat Malladus once and for all! A weak point on Malladus' back will be revelaed. Zelda will control the bow of light while you distract him. You can watch Zelda's sight on the top screen. There is an icon on the bottom screen which you can tap to make Zelda fire an arrow. Go behind Malladus as Link and slash away at him a bit. This will get him to turn around. Dodge his attacks. Keep on distracting him like this until Zelda has a clear shot of his back, then hit the icon to fire. Do this three times and he'll collapse on the ground. Slash away at the red gem on his forehead until part of his horn is destroyed. You'll need to do this again. This time he'll be a lot more difficult, he'll now use fireballs as well, move faster, give you less time to fire the arrow, and attack harder. Once his second horn is off, repeat one last time and you'll stab right into the gem. You and Zelda will work together to hold the sword in place. Rub the screen very fast for a very long time. Eventually this will defeat Malladus! ------------------------------------------------------------------------------ [2100]----------------------------Sidequests----------------------------[2100] ------------------------------------------------------------------------------ [2101] Stamp Stations [2102] Rabbit Locations [2103] Force Gems [2104] Heart Containers [2105] Minigames [2106] Bonus Stations [2107] Treasures & Train Parts [2108] Bomb Bags & Arrow Quivers [2109] Warp Gates -------------------------------- [2001]---Stamp Stations---[2001] -------------------------------- Quest overview -------------- You'll need to start this at the part of the game where you get the cannon. Talk to Niko in his house in the southwest area of Outset Village. He'll ask you to help him collect stamps from across the world. They are collected by walking up to a stamp stand and tapping to stamp it into your stamp book. To fully complete the quest you'll need access to all five areas of the world, and for a few you'll require force gems (see section "Force Gems"). There are 20 stamp stations in total. Locations --------- Here are the individual locations of each stamp station: #1: OUTSET VILLAGE Just north of the chicken farm and southwest of the train station. #2: MAYSCORE Go east from the station and north through the gaps in the woods to a secret area. Go straight north to find it. #3: CASTLE TOWN You'll require bombs. Head to the northeast corner of the town to some steps. Use bombs to blow up the rocks there. Continue north across the castle wall and west all the way to it. #4: TRADING POST You'll require bombs. After you've brought the Bridge Worker here, you can go into the cave. Go north past the Like-Likes and at the end chuck a bomb over the gap west to blow up the rocks. Jump across and stamp. #5: WOODLAND SANCTUARY After you pass the timed bridge, go north all the way to it. #6: WOODED TEMPLE You'll require the whirlwind. Head to the northeastern corner of 1F and blow away all the toxic gas, all the way west until you reveal it. #7: ANOUKI VILLAGE From the station go east past the ice chuchus and then north all the way to some trees. Manuever past them to find it. #8: SNOWFALL SANCTUARY From the station go northeast past the wolfos and up the steps. Go east to find some steps. Go up to find it. #9: ICY SPRING You'll require the boomerang. Go north of Ferrus' house and use the ice torch over the lake to freeze it and make a path to the stamp station west. Run across. #10: BLIZZARD TEMPLE In the part of B1 with the large body of water filled with ice torches and water shooters, make ice paths using the torches towards the northeast corner where the station is. #11: PAPUZIA VILLAGE You'll require the whip and the Song of Birds. Head to the birds where you found Carben. Use the song to call one over and the whip to latch on. The bird will carry you across to an island. Go south into a large hidden area. Take the bird south to another island and southwest across it. Call over another bird and take it to the middle island. Now call another and take the one that comes from the northwest. Hang on until it reaches the western island. Drop off and call over a bird from the southwest. Take it to the southwest island where the station is. Now it's a case of getting back! #12: ISLAND SANCTUARY You'll require the whip and the Song of Birds. Head to where you play the song of restoration. Stand just outside that area and play the song of birds. Take the bird that appears up on top of this piece of land. Find the station among the palm trees. #13: PIRATE HIDEOUT You'll require the whip and the Song of Birds. Call over a bird and latch on. It'll take you up to the western chunk of land where you can stamp. #14: MARINE TEMPLE You'll require bombs and the whip. Head to the northern end of 2F by the stairs down. Chuck a bomb at the wall east of them. This will reveal a secret area. Go through. Go through the spike gate north and send a boomerang around the corner to the switch. Now head back to 2F and throw a bomb at the west wall. Go through that passage and wait and watch the platform over the gap north on the map to be in line with the swing poles, then whip across to it, and whip again to a ledge. Pull the statue switch. Whip back to the platform and ride it east. Go through the door to the station. #15: GORON VILLAGE Head to the west side of the village where the path to the mountain spirits is. Head to the west part with the lava. Whip north to the island, but whip again north. This place is full of fire plants. Avoid them as you go along the path to the station. #16: VALLEY SANCTUARY Remember the sanctuary is only accessible via the Goron Village. Head to where you had to light the torches before. Light them again, and continue south to find a couple more torches. Light them as well. Two more bridges will open up. Go up to the high area and south and over the new bridge. Go north to the end and over the second. Stamp the station. #17: MOUNTAIN TEMPLE You'll require the bow and arrow. Head to B1 and take the cart. Let it take you around to where it stops, then jump back on again. Get ready with the bow. When you get to the southwest part, aim southwest and fire an arrow at the switch. If it hits, the cart will stop at the station. #18: DUNE SANCTUARY You'll need to have brought some cuccos here from Castle Town for Rael. Grab one and take it southeast. Use it to float over to the islands in the water. The station is on one. #19: DESERT TEMPLE You'll require the sand wand. In B1, just after where you have to chuck gerunes onto switches to open a door, make a path west over the quick sand. Continue doing this north and east to it. #20: TOWER OF SPIRITS After defeating Staven, head back there again and up to the altar where Malladus was ressurected. The station is up here. Rewards ------- For every few stamps you collect, you can head back to Niko to recieve rewards from him. Here's what you'll get: 10 Stamps - The Ancient Shield. This replaces your normal shield. This one can't be eaten by the Like-Likes. 15 Stamps - Engineer Clothes. You wore these back at the very start of the game, and now you can wear them again! Return to Niko whenever you want to change clothes. 20 Stamps - The Swordsman's Scroll. Back from Phantom Hourglass, you can now do a super spin attack if you spin three times in a row! This will saw through everything that gets in your way, but you'll be stunned for a few seconds afterwards. -------------------------------- [2002]--Rabbit Locations--[2002] -------------------------------- Quest overview -------------- You can start this by talking to the guy in the Rabbit Haven. This is accessed when first travelling to the snow realm. You'll come across it on the way there. The guy there will give you a rabbit net. It's used while on the train. On your travels you may see a rabbit somewhere in firing range. They'll be standing on a rock, a barrel, or something. Shoot what they're standing on and a little minigame will start. You'll have 10 seconds to catch the rabbit with the net. Tap somewhere and the net will land there. If it happens to land on the rabbit, you'll catch it and it'll be added to your collection, and will appear in the haven when you next go there. There are 10 rabbits in each land, totalling 50 rabbits. Locations --------- *Force Gem required Grass (Forest) -------------- #1: Near the Rabbit Haven. #2: Near the Wooded Temple. #3: Somewhere east of Outset Village and west of the Trading Post. #4: Southwest of the Trading Post.* #5: Just north of where you go to get to the Ocean Land from here.* #6: East of Mayscore.* #7: West of Hyrule Castle.* #8: From Woodland Sanctuary, west then north.* #9: West of Woodland Sanctuary.* #10: From Mayscore, east, north, then east.* Snow ---- #1: West of Anouki Village. #2: Northeast of Anouki Village. #3: Southeast of Blizzard Temple. #4: At the southwest corner of the large block of tracks. #5: Southwest of the centre of the large block of tracks. #6: Southeast of Blizzard Temple. #7: At the southeast corner of the large block of tracks. #8: Northwest of Icy Spring.* #9: North of #8.* #10: South of Snowdrift Station.* Water (Ocean) ------------- #1: West of Island Sanctuary. #2: Far east of Island Sanctuary. #3: Northeast of #2. #4: West of Marine Temple. #5: Northwest of the entrance to the underwater area. #6: South of the entrance to the underwater area. #7: Southeast of Pirate's Hideout. #8: Along the secondary tracks to the Forest realm.* #9: Along the long straight strip of track between Pirate Hideout and the entrance to the underwater tracks.* #10: West of Lost at Sea Station.* Mountain (Fire) --------------- #1: On the tracks restored by the Mountain Temple to the Tower of Spirits. #2: West of Goron Target Range. #3: Far north of Goron Target Range. #4: In the northwest corner of the large block of tracks. #5: Southwest of Mountain Temple. #6: North of Mountain Temple. #7: In the northeast corner of the large block of tracks. #8: In the southeast corner of the large block of tracks. #9: East of Disorientation Station.* #10: West of Ends of the Earth Station.* Sand (Desert) ------------- #1: East of Tower of Spirits.* #2: North of Dune Sanctuary. #3: On the west side of the western desert tracks. #4: South of Dune Sanctuary. #5: On the east side of the western desert tracks. #6: In the twisted tunnels. #7: In the twisted tunnels. #8: In the twsited tunnels. #9: East of Desert Temple. #10: West of Desert Temple. Rewards ------- In your travels, stop by the Rabbit Haven once in a while and talk to the guy about rewards for the rabbits you've caught. Here's what you can get: For each individual rabbit - Some amount of rupees. 5 Rabbits - A Heart Container. Every rabbit of one type - A random medium treasure. You'll get this for each you get. All rabbits - Another Swordsman's Scroll. It gives you the ability to use the sword beam attack! Now every side slash fires a beam straight ahead to make your sword a long range weapon! This is well worth getting! -------------------------------- [2003]-----Force Gems-----[2003] -------------------------------- Quest overview -------------- You'll learn about force gems when you recieve one from Carben for taking him back to the Island Sanctuary. You get them for doing tasks for certain people. Once you have, a force gem will appear. This will cause some new tracks to appear somewhere in the land. This could be a shortcut between two tracks or it could reveal a rabbit, new station or a warp gate. Locations --------- #1: CARBEN'S RIDE You'll need to do this as part of the storyline. See section "Carben" of the walkthrough. This force gem will open up a dead end piece of track in the forest realm, south of Trading Post. Here you'll find a warp gate. It connects to the eastern block of tracks in the snow realm. #2: LOVE TROUBLES Go to Papuzia Village and talk to the woman in the southernmost house. She's just divorced and needs a new love. Go to Mayscore and talk to the village chief in the northmost house. Ask him if he wants to meet the woman and let him on your train. Drive him over to there and talk to the woman for the gem. This force gem will open up tracks reflective of the ones connecting Mayscore and Trading Post. This also reveals grass rabbits #5 and #6. #3: RABBIT LOVE Go to the western building in Castle Town. The woman in there will ask you to take her to go visit her husband, the guy in Rabbit Haven. Drive her over there on your train and she'll give you the force gem. This one reveals a large amount of tracks that semi-link Rabbit Haven and Woodland Sanctuary. It also uncovers grass rabbits #8 and #9. #4: AIRBOURNE In Outset Village there's a boy that first off tries to trick you into getting stung. Just to add to his | Zelda walkthrough search:
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