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

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Username: SpyroCrashJak
E-mail: ross(at)anderweb(dot)com
Version: 1.20
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
[3000] Sidequests
[4000] Multiplayer
[5000] Closing
[5001] 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.

UPDATE 2: If you have issue #48 of the magazine NGamer you'll find it contains
a seperate book with it that shows this walkthrough!

UPDATE 3: Multiplayer section added.

------------------------------------------------------------------------------
[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.

Version 1.11 - 27/03/2010
Included information about the featuring in NGamer.

Version 1.20 - 02/04/2010
Included a new section before the closing about the multiplayer features of
the game.
------------------------------------------------------------------------------
[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.</pre><pre id="faqspan-2">
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</pre><pre id="faqspan-3">
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.</pre><pre id="faqspan-4">
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!

------------------------------------------------------------------------------
[3000]----------------------------Sidequests----------------------------[3000]
------------------------------------------------------------------------------

[3001] Stamp Stations
[3002] Rabbit Locations
[3003] Force Gems
[3004] Heart Containers
[3005] Minigames
[3006] Bonus Stations
[3007] Treasures & Train Parts
[3008] Bomb Bags & Arrow Quivers
[3009] Warp Gates

--------------------------------
[3001]---Stamp Stations---[3001]
--------------------------------

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.

--------------------------------
[3002]--Rabbit Locations--[3002]
--------------------------------

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!

--------------------------------
[3003]-----Force Gems-----[3003]
--------------------------------

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 <censored>ness, he wants you to make him fly. Take
him on your train and drive to Beedle's Air Shop. That's the face you'll
sometimes see moving around the map. Follow it and when near pull the train
whistle. A hot air balloon will come down, which is the shop. Stop at it and
he'll give you the gem. It opens some tracks west of Hyrule Castle connecting
it and Wooded Temple. And you can find grass rabbit #7.

#5: MEGA ICE
This is the other one you'll need to do. See section "Mega Ice". This gem
reveals some caves between Wooded Temple and Castle Town, that also connect to
the snow realm, connecting the west and east sides of that too. A warp gate is
revealed in the snow part where the lake is which links up to the area east of
Island Sanctuary in the ocean realm.

#6: HOT WANTS COLD
Talk to one of the gorons in Goron Village. They wish to visit the Anouki
Village. Take them there on the train and they'll be overwhelmed. This gem
surrounds Icy Spring in tracks and connects it to the large block of tracks
via a cave. It also reveals snow rabbits #8 and #9, as well as a warp gate
which links to the block of tracks surrounding the Mountain Temple.

#7: COLD WANTS HOT
Talk to one of the anouki in Anouki Village. They wish to visit the Goron
Village. Take them there on the train and they'll be overwhelmed. This gem
links the snow and fire realms over a chasm. It's from the northeast corner
of the eastern block of tracks in snow to the northwestern corner of the
western block of tracks in fire.

#8: MEGA ICE II
Speaking to a goron in Goron Village it seems there are still jets of lava in
the village, and they're blocking the route to his house! Head to Icy Spring
and purchase some more mega ice. Transport it to Goron Village, remembering it
melts once in the fire land. This time you can take it directly there. Make it
there with at least ten pieces left and talk with the goron for the gem. This
reveals tracks connecting the two sides of the desert. It also uncovers desert
rabbit #1.

#9: METAL TO CUT WOOD
Speak to the lumberjack by the shop in Mayscore and he'll ask for some iron to
make axes with. Head to Goron Village and go to the western area of it. Right
there you can buy iron from a goron. Transport it back to Mayscore. You'll get
the gem with at least five pieces remaining. This reveals another route to
snow from forest, near the Wooded Temple.

#10: IN NEED OF PROTECTION
People at Anouki Village are desperate for defense against the ice chuchus.
They need wood to build a fence. Head to Mayscore and buy some. Take it back
there and you'll recieve the gem. A stretch of track in the snow realm
parallel to Blizzard Temple will reveal snow rabbit #10 and the secret
Snowdrift Station.

#11: FERRUS' TRAIN TOUR
Sometime during the fire stage of the game you'll recieve a letter in the post
box from Ferrus. He'll ask you to pick him up in the snow land. He's somewhere
near the Blizzard Temple. He'll then ask for you to take him to Outset
Village. Do so. Head in to Alfonzo's house and Ferrus will give you the gem.
It will link the two western connections between forest and snow.

#12: FISH ADDICTION
A woman in Castle Town won't stop nattering about fish. Head to Papuzia
Village and buy some from the person west. Take it back and she'll be pleased
with your gift. The gem will open up a secondary link between forest and
ocean. This contains grass rabbit #10 and water rabbit #8.

#13: THE SPREAD OF CUCCOS
The guy north of Niko's in Outset Village wants to start a cucco farm. Head to
Castle Town and to the cucco farm in the northwest corner. You can carry five
at a time on your train. You'll need to get 10 to the guy, so that's two
trips. The force gem continues the tracks opened by gem #3 and spreads it to
Outset Village, using a cave and revealing a warp gate to just northwest of
Goron Village.

#14: LOKOMO VESSEL
If you revisit Snowfall Sanctuary, it seems that Steem wants to decorate the
place. Head all the way to Papuzia Village and ask for your fortune from the
Wise One. Afterwards, she'll sell you a vessel. Take it all the way back. You
can't get hit even once while transporting it! If you do make it, the gem
reveals tracks coming out from the north part of the snow realm. This goes
through a cave and comes out at the secret Slippery Sttation.

#15: A CHILD'S CITY DREAM
Talk to the only goron child in Goron Village to find he wishes to visit
Castle Town. Take him there. This gem connects the western and eastern blocks
of track in the fire land. Along the way you'll find mountain rabbit #9 and
the Disorientation Station.

#16: MEGA ICE III
The fish merchant in Papuzia Village is having a hard job keeping her fish
cool. Head to Icy Spring and buy yet another load of ice. Make it back with at
least half of it and she'll give you the force gem. The new tracks connect
the western part of northern and southern ocean realm. This reveals Pirate
Hideout.

#17: PIRATE RESCUE
Head into the cave in Pirate Hideout to start a minigame. See the "Minigames"
section to find out how to beat it. Once you do, take the guy you rescue back
to Papuzia Village and you'll get the gem. This will open up tracks near the
entrance to the underwater tracks and the Pirate Hideout area. This reveals
water rabbit #9 and a warp gate which warps somewhere near Trading Post.

#18: FERRUS' UNDERWATER JOURNEY
After beating the Desert Temple you'll soon recieve another letter from
Ferrus. He's in the western block of tracks in the fire realm. You need to
take him to the Marine Temple. So, you'll need to travel underwater as well.
Once you're there, the gem is yours. A long strip of track in the fire realm
from the east side of the mountain block of tracks to the southeastern part of
the fire side of the desert, at the end of the twisted tunnels. This goes
through a long cave and also reveals the Dark Ore Mine.

#19: THE SPREAD OF CUCCOS II
Rael in the Dune Sanctuary wants five cuccos for experimentation. Bring them
from Castle Town to him. The gem reveals tracks at the north part of fire
realm going down a huge hill to Ends of the Earth Station, as well as passing
mountain rabbit #10.

#20: MONSTERS & ORES
The last force gem! And definitely not least, this one's a toughie! Head to
the Dark Ore Mine and buy some dark ore for a whopping 200 rupees. This stuff
disappears in sunlight, but we need to get it all the way to Trading Post!
Head south through the newly discovered cave. As you go through you'll have to
fight another battle with a gohma. Remember to shoot its eye until it falls.
This time, it also had fellow eye spiders to help it out! So, you'll need to
kill them too. This is extremely difficult, as you don't want to get hit more
than once! If you do, you won't make it there with enough ore, so restart.
Save before buying the ore so if you fail you can quit and buy more, and
you'll be 200 rupees better off. If you make it out with at least nine, head
south into the ocean realm and east through the warp gate to the west side of
the desert. If you got gem #17, head to the tracks it makes (over the straight
one going east) where you'll find another warp gate. Activate if you haven't
already and go through to come out near the Trading Post. Drive the rest of
the way without getting hit anymore. If you make it with at least five pieces,
talk to Linebeck to claim the gem! This opens tracks at the southeast part of
the ocean. They reveal water rabbit #10 and Lost at Sea Station.

--------------------------------
[3004]--Heart Containers--[3004]
--------------------------------

Quest overview
--------------

You start off the game with three hearts. As you beat bosses in the game, you
can get more, but there are also some extras you can get. Hearts give you more
health before you die, so get all 16 and you'll be pretty much invincible.

Locations
---------

#1: STARTER HEART I
You start the game with this.

#2: STARTER HEART II
You start the game with this.

#3: STARTER HEART III
You start the game with this.

#4: STAGNOX
You need to beat Stagnox, Armoured Beetle, the forest boss for this. See the
section for it in the boss overview. It will appear in a golden chest.

#5: FRAAZ
You need to beat Fraaz, Master of Icy Fire, the snow boss for this. See the
section for it in the boss overview. It will appear in a golden chest.

#6: CACTOPS
You need to beat Cactops, Barbed Menace, the ocean boss for this. See the
section for it in the boss overview. It will appear in a golden chest.

#7: VULCANO
You need to beat Vulcano, Lava Lord, the fire boss for this. See the
section for it in the boss overview. It will appear in a golden chest.

#8: CAPBONE
You need to beat Capbone, Ancient Demon, the desert boss for this. See the
section for it in the boss overview. It will appear in a golden chest.

#9: TAKE 'EM ALL ON
For this one, you must beat level one of the "Take 'Em All On" minigame in
Castle Town. See the "Minigames" section for this. The woman will give you the
container for it.

#10: RABBIT HUNT
Catch five rabbits from over the world and return to the guy in Rabbit Haven.
He'll give you the heart in return.

#11: THE INFLATION OF SANCTUARIES
There is a shop in the Snowfall Sanctuary, which happens to be selling a
heart container. Buy it for a whopping 2000 rupees.

#12: SWORDSMAN'S CHALLENGE
You can get this by playing the "Swordsman's Challenge" minigame. See the
"Minigames" section for this. You must get at least 60 hits for the heart.

#13: WHIP RACE
Do the "Whip Race" minigame. See the "Minigames" section for this. Beat it in
under 75 seconds for the heart.

#14: PIRATE RESCUE
The "Pirate Rescue" minigame holds this heart. After beating it the first time
for a force gem, do it again so that there is a goron you have to save. Beat
it with at least 4000 points for the heart.

#15: GOLDEN BEEDLE
After spending at least 5000 rupees at Beedle's Air Shop, you'll have 500
points and will be a gold member. As a thanks gift, Beedle gives you a heart.

#16: BLOCK PUZZLE
Beat all three block puzzles at the Ends of the Earth Station to find it in a
golden treasure chest.

-------------------------------
[3005]-----Minigames-----[3005]
-------------------------------

Quest overview
--------------

There are many different minigames hidden throughout the game. You can play
them for various prizes. This section runs over every minigame.

Take 'Em All On
---------------

In Castle Town there is a building in the southeast corner. Head in to find a
woman standing in front of three doors. Talk to her to find that this is a
minigame, "Take 'Em All On". The aim is to defeat the enemies in all ten rooms
without dying. You can only move on to the next room once the current one is
cleared. There are no hearts to heal with throughout, so bring potions if you
think you might fail. I'd suggest collecting some heart containers before you
do it, thus having more health and more chance of winning.

Level One
---------
Obviously, you can only do level one at first, so do so. It costs 50 rupees
for every play. You need to beat the Wooded Temple before you can do this.
Here's a review of all ten rooms:

#1: 6 SPINUTS - Nice and easy. Those little round monsters that run at you.
Just a single hit kills each.
#2: 7 RED CHUCHUS - Those round things that shoot cannonballs at you.
Still easy, they don't shoot often. Again, a hit to kill each one.
#3: 5 RATS & 4 FOG SKULLS - Slightly tricky this one. First take out the rats
with a hit on each. Now stand and wait for a skull floating around to stay
still, then use the whirlwind to stun it. Hit it while it is. Expect to take
some damage here.
#4: 6 PINK CHUCHUS - The slow and easy enemies. Even easier than floor #1.
#5: 6 BLASTWORMS - They're those blue things that crawl around. Hit them to
turn them into spike bombs, then hit the bomb to blow it up. Just try not to
be too close when they blow up. Blow them with the whirlwind if you're unsure.
#6: 6 BATS - Easy one-hit kills, but they fly around, so are a bit faster and
more agile.
#7: 2 MOTHULAS - That semi-boss from Wooded Temple. Blow the fog skulls they
chuck at you back at them to stun, then hit them. This time they each only
take a single hit to kill. Remember not to whirlwind them unless there's a
skull coming your way.
#8: 3 SPINUTS & 3 RED CHUCHUS - Runners and shooters. Combination of the first
two floors.
#9: 4 SPINUTS, 4 RED CHUCHUS & 4 PINK CHUCHUS - Tricky, since there are a lot
of them all at once. Strong in numbers. Be on good defense here.
#10: STAGNOX - The first boss again. With no way to heal and maybe some damage
already taken, this could be more difficult that before.

Once you beat all ten floors, you'll recieve a heart container. If you play
again you'll get a treausre.

Level Two
---------
Once you pass level one, you unlock level two. However, you need to pass the
Marine Temple first. Here's what you'll come across:

#1: 6 SPINUTS & 6 BATS - A load of easy enemies. Tricky as they're in numbers
but no too much.
#2: 4 WOLFOS - The wolves that leap around. Not too hard if you kill them very
quickly.
#3: 6 FREEZARDS - Use the boomerang on the torch and melt the freezards into
red chuchus. Hit them afterwards. Just don't hit them with anything but the
fire boomerang and it'll be a breeze.
#4: 5 ICE CHUCHUS - Stun them or whip them. Just keep your distance and you'll
be fine.
#5: 2 ZORAS - Remember that a good tactic is to use the whip to pull off their
shields, so you can easily go in for the kill. That makes this easier than
expected.
#6: STAGNOX - The first boss yet again. Defeat him like normal. You can only
use the whirlwind for this battle, no other items.
#7: 20 RATS - With so many of them, this is quite tricky. Using spin attacks
is a good way to clear them quickly, but not too much or you'll get dizzy!
Don't try and use an item, this will leave you unshielded. Don't move around
too much until there are few left.
#8: 4 WATER SHOOTERS - Use the whirlwind to blow the spikes back at them. Do
one at a time. Not too difficult.
#9: 1 FIRE ZORA - The one like the one from before. Pull its shield off and
it'll be fairly easy, but remember this one jumps out of the way. Avoid its
fire attack and the holes around the arena. Slightly hard, not much though.
#10: FRAAZ - The second boss again. You can only use the boomerang here.
#11: 2 SNAPPERS - The ones with the whips. Whip them to stun, then stab away.
Not too hard. A bit of damage taken maybe.
#12: 16 GREEN SPINUTS - These ones that take an extra hit to kill. A large
number of them, making this quite tricky. Stand in the corner and hit them as
they come until there aren't so many.
#13: 11 RED CHUCHUS - Lots of cannonballs flying about. Not really! They still
rarely shoot for some reason. Fairly easy.
#14: CACTOPS - The third boss again. You can only use the whip here. You'll
probably struggle here if you have little health left. Just keep trying and
you'll do it eventually.

For defeating Cactops you recieve a bomb bag. This lets you carry extra bombs.
Play again for treasures.

Level Three
-----------
The last and most difficult of the levels. I'd suggest good potions for this.
Here are the rooms:

#1: 4 SPIKE CHUCHUS & 4 BLUE CHUCHUS - Shoot the blue ones with arrows and
whip off the helmets of the spiked ones, revealing a pink chuchu. Not too
hard, just don't get shocked.
#2: 16 GREEN SPINUTS - Same as on level two. Quite tricky. Stand in the corner
again and reduce their numbers.
#3: 6 STALFOS - The skeleton enemies. Shoot them with arrows and hit their
heads. Not too hard, just be quick when shooting, as your shield absorbs the
bones they throw at you.
#4: 7 ICE BATS & 7 FIRE BATS - An even mix of each. It's best to stand away
and just draw a boomerang path around the room to hit as many as possible.
#5: 3 MINIBLIN CAPTAINS - Uh-oh! The big guys from the ambush in the ocean
land! Go over and hit one then run away when any of them lift their clubs.
The trick here is to keep them close to eachother. When they whack with their
clubs, they can hit the other ones and do considerable damage to them. Just
keep up damage on them while keeping your distance and it'll be easy.
#6: 6 STALFO WARRIORS - Like floor three but harder. Keep your distance and
they won't know what hit them. Expect a bit of damage from this.
#7: 5 GERUNES - Get out the sand wand and use it like you never have before!
Just use it to drive away any that near you and it'll be a breeze.
#8: 5 ERGTOROKS - Lift up the sand to lift them out of the ground as they
bury around, and go slash 'em. Do one at a time to make life easier.
#9: 4 HEATOISE & 2 MOLDOLA - Now there are four giant tortoises! Lure them
into the moloda to stun them then hit them to kill. The trouble with this as
they keep on hitting eachother as you try to lure them, so this could take a
while. Do your best to dodge, easier said than done, they take up a lot of
room.
#10: 12 FREEZARDS - This one's a real challenge! Not only are there twelve of
them, but there are no torches to melt them with! Instead you have to hit them
until they smash! This involves a lot of bouncing. A good tactic is to stand
in the corner and hit them away as they come. Using the whip is good as well,
but this is more dangerous, and there's a lot of potential damage to be taken
from here. Once they aren't spikey anymore, that means just one more hit until
they smash! They take about eight hits to smash, meaning nearly 100 hits to
do on this floor! A time consumer, just be defensive rather than offensive, or
it'll be chaos.
#11: STAGNOX
#12: FRAAZ
#13: CACTOPS
#14: VULCANO - The fourth boss again. You can only use bow and arrows here.
#15: CAPBONE - The last temple boss again. You can only use the sand wand here
#16: DARK LINK - The final battle of this minigame. Thankfully, there are
healing pots here, so you can finally regain some health! Dark Link is a clone
of yourself, only he's evil. He uses all Link's normal attacks. Just try to</pre><pre id="faqspan-5">
find a way to get him vulnerable and strike him with your sword then. As you
hit him, he'll start to fade, more and more, until after a few hits he keels
over dead. If you are good at finding moments of weakness, this is a piece of
cake. A proper sword duel! Not too hard.

After it, you'll recieve a treasure. That's all for this minigame! You can now
play any level again to beat your time.

Swordsman's Challenge
---------------------

Some time after completing the Blizzard Temple, you'll recieve a letter in the
postbox from Russel in Hyrule Castle. He says he has a challenge for you to
try out. Head over there and to the northeast room where you first got the
sword. Talk to Russel and for 20 rupees he'll let you play a minigame. You'll
be surrounded by three soldiers with spears. Your aim is to hit them as many
times as possible before they hit you three times. Always use a simple tap
attack, nothing fancy. A tactic is to focus only on hitting one of them. Hit
this one a couple of times, and another one will start to attack. As soon as
they start moving their spear, run out of the way. Keep this up all the way
through. It can be a bit tricky but stick at it and once you get 60 hits you
will recieve a heart container. You can play again to beat your score, earning
treasures each time.

Whip Race
---------

Once you've beaten the Marine Temple you'll have acquired the whip. Head to
Mayscore and northeast into the seperate area. Now go around the corner toward
the southern swing pole. Swing across and go north to find a guy. Talk to him
and start the whip race for 50 rupees. You have to whip around a mountain
covered with swing poles. You'll be timed. Some tips: 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. If you beat it within 90 seconds, you'll recieve a bomb bag. If
you beat it within 75, you'll get a heart container. Play again for treasures.

Goron Target Range
------------------

As you're going to the Goron Village, you'll pass by the Goron Target Range.
Stop there and talk to the goron there. Start the challenge for 20 rupees.
You drive around some mountains on the train. As you start, some blue targets
will come up. Shoot them with cannon to smash them and earn 10 points. This is
the aim - get as many points as possible by shooting targets. The train drives
itself, so you'll be stuck in second gear. Soon red targets will pop up. Shoot
them for 30 points, however you can hit them up to three times before they
smash, giving a maximum 90 points. Last, there are targets with goron faces
on. Don't shoot them or you'll LOSE 30 points. Watch out because some targets
spin around to reveal goron targets, tricking you into shooting them. It's a
good idea to turn the camera around a lot to get as many points as possible
from targets. The mountains can be very steep. Sometimes it's slow as you go
uphill, then it suddenly speeds up as you shoot downhill. Sometimes you'll be
in caves and near the end you'll cross over a chasm. The targets will be in
balloon form. They score exactly the same. Once you pass the flag on the map,
the game will stop and you'll go back to the goron. If you got a good score,
you can pick between the golden chest or the normal chest. The golden one
contains rupees, the normal one contains treasure. If you get over 1000 points
the goron will change the ending of the minigame so that it goes a different
route and is longer, letting you score more points. Treasure and rupees are
the only prizes to be gotten from this.

Pirate Hideout
--------------

Once you get force gem #16, new tracks in the ocean realm will be opened.
Explore them to find a new stop, the Pirate Hideout. Once you get there, head
north and into the cave. Over the gap you'll see a guy trapped in a cage, and
the minigame will start. You'll automatically equip the bow and pirate
miniblins will start running in over the gap. The thing is, they appear on the
top screen, so you can't aim directly at them. You'll need to aim on the touch
screen, pointing in their direction. It doesn't take long to master that. If
it hits, they'll be killed. If you let them live too long, they'll prepare a
box thing to chuck at you. If it hits, you'll need to restart. Shoot it out of
the air. If you have the bow of light, you can use light arrows to shoot
through several layers at once. If you do have it, a row of them will appear
at the end. Use a light arrow to shoot through the whole row. After a few,
the prisoner will say to escape via the cart. As it rides along, miniblins
will chase you on other carts, using all three tracks, including the one you
are using. Continue to shoot them as they come along. To make life harder,
there are rocks blocking the other tracks, so shoot between them to hit.
Eventually, you'll come out at the end of the cave. Guarding the exit is a
miniblin captain. Quickly spray a heavy storm of arrows at it by repeatedly
tapping it. You'll hopefully kill it before it whacks you. If you do, you'll
leave. Take the prisoner back to Papuzia Village for a force gem. You can play
again anytime, rescuing gorons instead. This time, play for points. This means
that accuracy is now important. Hitting several in a row gets you bonus
points - hit one for 10 points, two in a row for 20, three for 30, and so on
up to 50. Then try to keep it at 50 to get as many points as possible. This
means that the second part in the cart is more difficult with the rocks in the
way. Keep an eye out for them in particular. In the last bit, shoot the ones
on the sides as many as possible before you get close to the captain. I'd
suggest leaving this until you have the bow of light, then it'll be easier to
get more points. If you get 3500 points, you'll get a new arrow quiver. If you
get 4000 points you'll get a heart container. Play again for treasures.

--------------------------------
[3006]---Bonus Stations---[3006]
--------------------------------

There are a few bonus stations in the game which you don't need to visit
during the plot, but you can discover and get something out of them.

Snowdrift Station
-----------------

Once you get force gem #10, new tracks will be opened in the snow realm. Head
along them to the end and stop at Snowdrift Station. Head west up the steps
and make your way around the fences as you go west. Wolfos will pop up to
hinder you on the way there, so watch out for them. Go in the cave. In here
there's meant to be a giant puzzle on how to hit the switches, but I'll jump
straight to the solution: go up the steps and hit the switches with the
boomerang in this order: the westmost one, the east-middle one, the
west-middle one, and the eastmost one. Don't hit the dud in the middle. A
bridge ahead will open up. Go over and you'll be locked in a small room with
some freezards. Stand in the corner and face the opposite direction to shield
yourself. Now use your sword to whack away at them as they bounce around and
keep hitting them until eventually they smash. Go ahead and open the chest for
the extremely rare treasure, the priceless stone!

Slippery Station
----------------

If you have force gem #12, some new tracks at the north side of the snow
realm will open up. Go through the cave and come out to the new Slippery
Station. Go ahead up the steps past the ice chuchus into a cave. This little
challenge is a sliding test. There are three to do, the amateur one, the pro
one, and the champion's one. The amatuer course is on the southmost switch.
It'll open a door ahead. You need to slide across the ice and get to it before
time runs out. Slide on the inner side of the track as you corner and hug
walls when you do. Use solid bits of land to gather speed. When going straight
ahead, try rolling for an extra boost, but don't get too dizzy. This one isn't
that hard, so you'll slip through the door with good time to spare. Open the
chest for the rare gold rupee, worth 300 rupees! A blue light will appear back
to the race lobby. Now step on to the next switch which starts the pro course.
A door further ahead will open. You'll need to slide along the normal path
first, and continue further ahead a bit to the end. If you have it, try using
the great spin attack near the end to get one last speed boost through the
door. You'll just slip through with minimal time to spare. Open the chest for
a rare treasure. Go through the through light back to the lobby. For the
champion course, you'll really need to up your game. Use every solid bit of
ground to your advantage, and think about how your gonna take the upcoming
corner all the time. The more you go in a straight line, the more speed you'll
get and the faster you'll be. The last few corners are tricky, so don't use
the great spin attack this time. It'll take many tries, and if you're lucky
you'll pass through the door as it closes. Your prize, a priceless stone!

Pirate Hideout
--------------

Upon getting force gem #16, tracks in the ocean realm will open. Head there to
find the Pirate Hideout, where you can play the "Pirate Hideout" minigame and
also find a stamp station. Not much else but that.

Lost at Sea Station
-------------------

Once you've got force gem #20, tracks in the southeast part of the ocean
realm will open. Go there and stop at the Lost at Sea Station. Head to the
southwest part of the map to find a stone. Play the song of light next to it.
Now head to the northeast corner and play it there too. Now follow the lights
to where they cross. Play the song of discovery there and open the chest for a
rare treaure. Now go north and play the song of birds. Latch onto a bird and
fly up north. You'll land in a bird sanctuary. Seagulls, cuccos, latch-on
birds, and crows. Dodge or kill the crows as they swoop down to attack you,
then once they're all gone, look for another stone. Play the song of light.
Follow the light to a wall. Bomb the wall and go through the hole. Play the
song of awakening next to the stone and it'll ask if you want to do the
challenge. Say yes to start what seems to be an extra dungeon suited for the
tower of spirits. However, there's a catch: you can't use the sword or the
bow.

Normal Phantoms
---------------
Two Phantoms will appear. One that will circle the inner area, and one that
will circle the outer area. Now head to the western or eastern safe room, and
then towards the centre of the room. Sneak past both Phantoms to get there,
and in the middle area use the boomerang to light the torch with the other
torch. Now make your way back to a safe zone and wait for the outer Phantom to
be safely out of the northern area. Now go to the north part and stand either
side of the flamethrower. There is a lit torch west, now light the one east
with it. Wait for the flamethrower to stop and run through. Now do same as you
just did to light the one west. With all six lit, the door nearby will open.
Go ahead.

Torch Phantoms
--------------
Two Torch Phantoms will appear. One at the south part of the room and one at
the southeast. One will patrol west and one east. We need to blow out all the
torches in the room. Blow out two in this safe zone. Go west and blow out two
more. Now go back to the safe zone and wait for the Phantom to be going back.
Follow it around as you blow out five more torches. Stop at the end in a safe
zone. Blow out the torches in this one. Head east and blow out the torch, then
go north and blow out another. Watch out for the Phantom as you head for the
northeast corner. Blow out the last torch. Now make your way back to the safe
zone south and go through the door.

Warp Phantoms
-------------
Two Warp Phantoms and a Phantom Eye will appear. One in the northwest corner
and one in southeast, and the eye in southwest. They all patrol their corners.
Quickly head northeast along the corridor and to the northeast corner and use
the whip on the right-hand switch. If you pull the left one another Phantom
eye will appear patrolling this area, so watch out! Now go west and whip over
the gap into the safe zone. Wait here for the Phantom to pass. Now go west
and pull the lefthand switch. Head south and wait for the phantom eye to pass,
then follow it, not too close around the block and pull the right switch. Time
for the last one! Head east back to the starting safe zone and wait for the
Phantom east to be going up the north part of its patrol area. Now go east and
south along the tunnel and pull the right switch at the end. This will open
the door in the centre of the room. Run back to the safe zone. You may be
spotted by the Phantom coming back. Just run west fast and you'll survive. Now
head northeast then west to the centre of the room. Continue onwards.

Wrecker Phantoms
----------------
Four Wrecker Phantoms will appear. The room is split into sections, on each
side there's a Phantom in the northwest corner and one in the southeast. We
need to destroy all the rocks in the room. There are two ways to go about
this - the hard way: lure the Phantoms into bowling through them; or the easy
way: use bombs (you'll need at least 20 of them, so get some good bomb bags
before you do this). Sorry for those without bombs, but I'll only explain the
easy way here. Unprofessional I know but it hopefully won't make much effect
on anyone. Now head to the middle bit of this half of the room. Throw two
bombs, one on one side of the row of rocks and one on the other. Go to the
southwest corner and blow up the rocks there. Stay in the safe zone until the
coast is clear and run back to the starting safe zone. Go north when you can
to find two layers of rocks. Throw one, wait for it to detonate, then send one
at the second layer. Go east past it and go all the way south. Blow up the two
layers of rocks. Go east until you see some more to blow up. Now go east to
the corner and then north all the way up to some rocks blocking the safe zone.
Blow them up and step inside. Wait for the coast to be clear and go west to
blow up some more rocks. Wait again and then go south to find the last set of
rocks. Once they're destroyed, the door southwest will open. Head over there.

Phantom Mix
-----------
One of each Phantom will appear, one in each corner. Normal in southeast,
Torch in southwest, Warp in northeast, and Wrecker in northwest. A treasure
room! We need to gather up all four treasures to reach the final big treasure.
Start by going east to see a large wall of rocks. Keep up a load of bombs on
it to blow up each layer. Eventually you'll get it all. Open the chest there
once you have for a random treasure. Now go west and wait for the Warp Phantom
to be travelling east, then sneak up into the next area. Open this chest for
another treasure, and then pull the left-hand switch to lower the spikes west.
The right-hand one spawns an eye blocking the closed door ahead. Go west when
the coast is clear and get the third chest. Now head to the area where the
closed door is (north of the centre of the room) and use the boomerang to
light the west torch with the east one. If you accidently spawned the eye
earlier, stun it then quickly run in and light the torch. This will lower the
spikes southwest. Head over there and get the last treasure. The door will
open. Go through when you can. In this next room you'll get the prize, the
uber rare regal ring! Head out the blue light.

Goron Target Range
------------------

On your way to the Goron Village you'll pass by the Goron Target Range. This
is where you can play the "Goron Target Range" minigame.

Dark Ore Mine
-------------

Force Gem #18 will reveal tracks in the east part of the fire realm. Head over
there and stop at the Dark Ore Mine. The outside isn't very interesting. There
are three caverns inside where you can buy some dark ore for 200 rupees for
every ten. This is used to get gem #20. Also, at the north part of the eastern
cavern, play the song of discovery to reveal a chest containing a treasure.

Disoreintation Station
----------------------

Force Gem #15 reveals new tracks at the northwest of fire realm. Over there is
the Disorientation Station.
Zelda will immediately point out a Hyrule soldier at the top of the mountain.
Head north and east to see a swing pole, but it's out of reach. Play the song
of birds to call one over and let it carry you up to the platform. Now you can
go across. Now go up the steps and follow the path to go west. Go up more
steps and continue to the top and talk with the guard. He'll say he lost his
friend in the tunnels below and will give you a clue he found on how to find
him. Head down and if you walk through the sections of the tunnel for a bit
you'll find that they don't really make sense, like the twisted tunnels in the
three trials. Here's where to go: east, then south, then north. Here there'll
be a stone tablet from the guy's friend saying he is hopelessly lost. You need
to read it. Go north once more and kill the fire plants here. Now stand on the
tile northeast and play the song of discovery. Open the chest for a priceless
stone! Walk around a bit until you see wooden signposts, and follow their
instructions back to the entrance. Go out again. Talk to the guy's friend and
tell him the news. He'll say he'll go look himself and gives you 100 rupees.

Ends of the Earth Station
-------------------------

Once you have Force Gem #18 go to the north part of the fire realm where the
new tracks are and head along them all the way down the mountain to the Ends
of the Earth Station. Outside you can use the sand wand to discover some
treasures hidden in the sand patches, but the main role of this station is
that it contains nine block puzzles, split into sets of three. Start by
heading into the first one on ground level.

Easy
----
#1: East twice, south twice, west, north and west.
#2: East thrice, south thrice and west.
#3: South, east, north, west twice, south, east, north, east and south.
Reward: Golden chest - Random treasure, Chest - 100 rupees

Medium
------
#1: RIGHT - North, west, south, west, south and west.
    LEFT - North, east, north, east, south, east and south twice.
#2: BOTTOM - North, east, south, west, north, west, north.
    TOP - South, east, south, west, north, east.
    BOTTOM - South
#3: LEFT - West.
    CENTRE - West, south.
    RIGHT - South, west, north, east, north, east.
    LEFT - East, south, east, north, west, north, west.
    CENTRE - North, north, east, south, south.
Reward: Golden chest - Heart container, Chest - 100 Rupees

Hard
----
#1: X (LEFT) - East, south, east.
    Y (CENTRE) - East, south.
    X - North.
    Y - East.
    X - South.
    Z (RIGHT) - West, south.
    Y - North.
    Z - West, north, east.
    Y - South, west.
    Z - East, south.
    Y - North, west twice, south.
    X - North.
    Y - East, north, east, south.
    Z - North.
    Y - West twice, north.
    X - South.
    Y - East, south.
    Z - South.
#2: X (TOP) - West, south.
    Y (BOTTOM) - North, east, south, west.
    X - North.
    Y - West.
    X - East, south.
    Y - North.
    X - East, north, west.
    Y - South, east.
    X - West, south.
    Y - North, west.
    X - East twice, north, west, south, east, north.
    Y - East, south, west.
    X - South.
#3: Y (CENTRE) - South, east.
    Z (RIGHT) - West.
    X (LEFT) - South.
    Z - West.
    Y - North, west, south.
    Z - East twice.
    X - North.
    Y - West.
    X - East, south.
    Y - North.
    X - East.
    Z - West, south.
    X - North.
    Z - West.
    X - South.
    Y - East, south.
Reward: Golden chest - Regal Ring(!), Chest - 100 Rupees

-------------------------------------
[3007]-Treasures & Train Parts-[3007]
-------------------------------------

Quest overview
--------------

Not really a sidequest, just something you can do for a little extra out of
the game. Since early in the game, you'll start finding treasures, which later
on can be sold, traded for train parts, or simply just collected for the heck
of it.

Rupees
------

You'll soon come across a rupee or two in the game. This is used in the game,
for the main quest, side quests or to buy objects. They can be found in grass
(cut with your sword), rocks, pots, other things like that, chests, or may be
rewarded by someone. Here are the values of each colour/size rupee:

Green - 1 Rupee
Blue - 5 Rupees
Red - 20 Rupees
Big Green - 100 Rupees
Big Red - 200 Rupees
Gold - 300 Rupees

You can carry up to 9,999 rupees at any one time.

Treasures
---------

There are sixteen different kinds of treasures, and they have a range of value
right from 50 rupees to 2500 rupees. The more they're worth, the rarer they
are. Common ones are found in pots and other objects, some are rewarded for
doing stuff, some in chests, and various other places. Here is a list of the
different kinds of treasure:

DEMON FOSSIL - 50 Rupees (Common)
STALFOS SKULL - 50 Rupees (Common)
STAR FRAGMENT - 50 Rupees (Common)
BEE LARVAE - 50 Rupees (Common)
WOOD HEART - 50 Rupees (Common)
DARK PEARL LOOP - 150 Rupees (Fairly Common)
WHITE PEARL LOOP - 150 Rupees (Fairly Common)
RUTO CROWN - 150 Rupees (Fairly Common)
DRAGON SCALE - 150 Rupees (Fairly Common)
PIRATE'S NECKLACE - 150 Rupees (Fairly Common)
PALACE DISH - 500 Rupees (Rare)
GORON AMBER - 500 Rupees (Rare)
MYSTIC JADE - 500 Rupees (Rare)
ANCIENT GOLD COIN - 500 Rupees (Rare)
PRICELESS STONE - 2500 Rupees (Extremely Rare)
REGAL RING - 2500 Rupees (Extremely Rare)

Train Parts
-----------

Once you get the spirit train you can view train parts on your collection
screen. You can only get new train parts once you've gotten the hidden regal
ring in the Trading Post as part of the main quest. There are eight different
types of train part, and four in each type, one of each train part. This can
improve your train's health to a maximum of eight hearts. They are gotten by
trading treasures for them, a group of them, not just one for a single part:

TRAIN CAR
Wooden Engine - 2 Wood Hearts, 2 Star Fragments, 1 Dark Pearl Loop
Refined Engine - 2 White Pearl Loops, 1 Ruto Crown, 1 Goron Amber
Skull Engine - 4 Stalfos Skull, 3 Bee Larvae, 2 Ruto Crown
Stagecoach - 1 Ancient Gold Coin, 3 Dragon Scale, 8 Bee Larvae
Dragon's Head - 2 Pirate's Necklace, 1 Mystic Jade, 12 Demon Fossil
Cake Engine - 1 Palace Dish, 2 Mystic Jade, 1 Ancient Gold Coin

CANNON
Wooden Cannon - 2 Wood Hearts, 1 Stalfos Skull, 1 Ruto Crown
Heavy Cannon - 2 White Pearl Loops, 2 Dragon Scale, 1 Mystic Jade
Ghoul Cannon - 2 Stalfos Skulls, 3 Demon Fossil, 1 Dragon Scale
Tower Cannon - 1 Ancient Gold Coin, 3 Dark Pearl Loops, 2 Pirate's Necklaces
Dragon Neck - 2 Pirate's Necklaces, 1 Goron Amber, 9 Wood Hearts
Choco-Cannon - 1 Palace Dish, 5 White Pearl Loops, 1 Goron Amber

PASSENGER CAR
Wooden Car - 1 Wood Heart, 1 Bee Larvae, 1 Dragon Scale
Sturdy Car - 2 White Pearl Loops, 3 Pirate's Necklaces, 1 Ancient Gold Coin
Frankencar - 3 Stalfos Skulls, 2 Star Fragments, 1 White Pearl Loop
Traditional Car - 1 Ancient Gold Coin, 3 Ruto Crowns, 5 Star Fragments
Dragon's Lair - 1 Pirate Necklace, 3 Dark Pearl Loops, 8 Demon Fossils
Fruity Car - 1 Palace Dish, 3 Dragon Scales, 4 Ruto Crowns

WAGON
Wooden Wagon - 1 Wood Heart, 2 Demon Fossils, 1 White Pearl Loop
Unstoppable Wagon - 2 White Pearl Loops, 2 Dark Pearl Loops, 1 Goron Amber
Hover Wagon - 2 Stalfos Skulls, 4 Wood Hearts, 2 Pirate's Necklaces
Flowery Veranda - 1 Ancient Gold Coin, 2 White Pearl Loops, 7 Stalfos Skulls
Dragon's Tail - 2 Pirate's Necklaces, 2 Ruto Crowns, 6 Bee Larvae
Delectable Wagon - 1 Palace Dish, 1 Goron Amber, 3 Dark Pearl Loops

For some reason I couldn't find info on the golden train parts.

Beedle's Air Shop
-----------------

After completing the Blizzard Temple, you'll get a letter in the mail from
Beedle about his new shop he's opening in a hot air balloon. Now when you're
on the train you may see a face travelling across the map. It'll move so to
reach it you'll need to chase it. Once you reach it, pull your train whistle
and Beedle will fly down near you. Slow down and stop next to it to go inside
the shop. Talk to Beedle and you'll then see what's in stock. You can buy red
or blue potions, a bomb bag, or two pieces of random treasure. Once you've
bought the bomb bag, it'll be replaced by bombs. Also, the treasures will
change daily, following your DS timer. They can be almost anything. You can
keep coming back here once a day to check if the treasure you want is for
sale. Also, for each item you buy, Beedle will give you some points. It's one
point for every 10 rupees you spend.

First purchase: Membership card
100 Points: Bronze card and a discount
200 Points: Silver card, a discount and a freebie card (lets you buy any item
for free, one use only)
500 Points: Gold card, a discount and a heart container
1000 Points: Platinum card, a discount and a quintuple card (gives you five
times the normal amount of points you'd recieve on an item, one use only)
2000 Points: Diamond card, a discount and a priceless stone.

From just doing that you'll have spent an astonishing 20,000 rupees! However,
the priceless stone at the end is worth 2500, totalling 17,500 rupees.
Therefore, this quest will take a very long time.

---------------------------------------
[3008]-Bomb Bags & Arrow Quivers-[3008]
---------------------------------------

Quest overview
--------------

This is really two sections, but being so small I combined them. Bomb bags are
found throughout the game, as a reward, bought, or whatever. For each bomb bag
you can carry 10 more bombs at once. As for arrow quivers, you'll find the bow
in the Mountain Temple. You'll get more arrows for each new quiver you get,
which you can get like bomb bags.

Bomb Bags
---------

#1: When you first visit Beedle, you can buy it for 500 rupees.
#2: Got for finishing the "Whip Race" in Mayscore in under 90 seconds.
#3: Got for finishing the second level of "Take 'Em All On" in Mayscore.

Arrow Quivers
-------------

#1: Got from the Mountain Temple with the bow.
#2: Got for finishing "Pirate Hideout" with over 3500 points.
#3: Bought from the Goron Village shop for 2000 rupees.

----------------------------------
[3009]------Warp Gates------[3009]
----------------------------------

Quest overview
--------------

Occasionally during your train travels you may notice an arch up ahead. These
are warp gates. If there is a green triangle on top, shoot it with your cannon
to turn it yellow and activate it, and also its partner elsewhere in the
world. Pull the whistle near an active warp gate long and a portal will open
up in the arch. Pass through it to warp to the pairing gate. Make sure to mark
the locations on the map, as well as detailing which one it warps to. If you
see an arch without a triangle on top, this is an unactivated warp which links
to another unactivated warp which does have a green triangle on top. Shoot it
and a yellow triangle will appear on both of them. There are sixteen
throughout the world, or eight pairs.

Locations
---------

*Force gem required

#1: Over the lake in snow realm between Anouki Village and Bridge Worker's
Home* - Connects to east of Island Sanctuary
#2: South of Anouki Village - Connects to north of Mayscore
#3: South of Trading Post* - Connects to east area of snow realm
#4: The western tracks connecting the ocean and fire realm, near the Tower of
Spirits* - Connects to just east of entrance to the underwater tracks
#5: East of the Desert Temple - Connects to the southwest of the desert
#6: Just south of the entrance to the desert from the ocean realm* - Between
Mayscore and Trading Post
#7: Northwest of Outset Village, near the tracks to the dark realm* - Connects
to just northwest of Goron Village
#8: North of Icy Spring, just before a cave* - Connects to southeast area of
the large mass of tracks around Mountain Temple

------------------------------------------------------------------------------
[4000]----------------------------Multiplayer---------------------------[4000]
------------------------------------------------------------------------------

[4001] Battle Mode
[4002] Treasure Trading

---------------------------------
[4001]-----Battle Mode-----[4001]
---------------------------------

Starting a Game
---------------

When you are on the main menu, you'll come across "Adventure" or "Battle".
You'd choose Adventure to start the main game, but go on Battle to play with
friends. Yes, you'll need friends with their own DSs, since for some reason
unlike the prequel Phantom Hourglass you can't play on Wi-Fi with anyone in
the world, so once you have a friend, two or three, all go onto Battle. You'll
be greeted with two options: "Create Group" or "Join Group". If you're hosting
the game, tap create. If one of your friends is, tap join. Now get everyone
else to join the same game. Once everyone's joined, cut off searching and the
game will begin. You'll see who you're playing and a selection of five
different maps will appear. Some are harder than others, with different traps
and tricks and stuff like that. Choose one and start the game.

Gameplay
--------

You all play as a different coloured Link. Basically the aim of the game is to
score as many points as possible by running around collecting Force Gems. It
plays much like the adventure, only you have no equipment. Around the arena
are pits, powerups and Phantoms. Watch out for the pits and Phantoms - if you
fall in/get hit, some of your force gems will scatter around you, giving
opponents a chance to steal them from you. On maps there may be certain unique
features, like the ice one has floors made of ice which means you slip around
all the time, and the fire one has switches which when stepped on trigger a
timer which when it runs out caused the lower areas of the map to flood with
lava. The powerups can be speed, and other stuff but since I've only played
multiplayer once I'm not too sure. Once the timer is up, you go to the
results. The one with the most points wins. You can play again as long as you
like to try and see who can win the most games.

Other Notes
-----------

Once you've played once you'll have a play record, with loads of different
stats and an overall rank. You'll start off on rank H but you build up with
game wins and go down with losses. Also, in adventure mode if you look at
those sign boards in some of the majour places you can view your battle mode
news there. Also the people you play with will be recorded and listed so you
can keep track of them.

----------------------------------
[4002]---Treasure Trading---[4002]
----------------------------------

Under the "Battle" option is another one, "Contact Mode". Here you can trade
items with your friends. Any treasures you've gained in the adventure, you can
put them in one of the three pots, and then tap exchange to swap them with a
friend's three. This makes it easy to get those treasures you want but can't
seem to get but your friend has loads of. Useful extra little feature.
------------------------------------------------------------------------------
[5000]------------------------------Closing-----------------------------[5000]
------------------------------------------------------------------------------

Well, thats' it for now. Remember you can find this guide featured in issue
#48 of NGamer in a seperate book that comes with it.

Goodbye!

------------------------------------------------------------------------------
[3001]------------------------------Credits-----------------------------[3001]
------------------------------------------------------------------------------

Many thanks to:

ZeldaDungeon - Used his guide a few times for the names of enemies.

Nintendo - For creating The Legend of Zelda.

CJayC - For hosting this guide (on GameFAQs).

Me - Well, I guess not much of the guide would be here without me.

My DS - Played through the game on it as I typed what I was playing.

My Laptop - For giving me guide-writing abilities.

Notepad - God bless it.

And finally...

You - You read this guide. You're the entire point I made this. A walkthrough
is made to help people where they get stuck, and, voila.

Now go away. I mean goodbye.

-----------------------------

These are currently the only sites which may host this guide:

www.gamefaqs.com
www.gamespot.com
www.neoseeker.com
www.supercheats.com

It is also in issue #48 of NGamer, in a seperate book.

If you see it anywhere else, don't hesitate to e-mail me about it.

Copyright 2008 SpyroCrashJak Productions

Phew. Glad that's over. I hope it's worth the effort. Ah, there it is. That
wonderful sense of achievement.