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FAQ/Walkthrough by Darkstar Ripclaw
Version: 1.2 | Updated: 02/02/10
Darkstar Ripclaw Presents... THE LEGEND OF ZELDA ____ ____ ___ ____ ___ _____ _____ ____ _ ____ _ ______ / ___|| _ \_ _| _ \|_ _|_ _| |_ _| _ \ / \ / ___| |/ / ___| \___ \| |_) | || |_) || | | | | | | |_) | / _ \| | | ' /\___ \ ___) | __/| || _ < | | | | | | | _ < / ___ \ |___| . \ ___) | |____/|_| |___|_| \_\___| |_| |_| |_| \_\/_/ \_\____|_|\_\____/ Donations to the author are much appreciated and they may be rendered through PayPal or AlertPay at darkstar.ripclaw AT gmail DOT com Your generosity is appreciated. If you buy through Amazon.com , consider also purchasing through my affiliate banner @ http://ramblingsofavideogamefaqwriter.blogspot.com/ The most recent version of this FAQ may always be found at GameFAQs.com. 1. Walkthrough a. The Beginning.............................[BEGN] b. The Tower of Spirits......................[SPRT] c. Through the Woods.........................[WOOD] d. Forest Temple.............................[FRST] e. Into a Land of Snow.......................[SNOW] f. Snow Temple...............................[SNWT] g. Intermission One..........................[INT1] h. Under the Sea.............................[USEA] i. Ocean Temple..............................[OCNT] j. Intermission Two..........................[INT2] k. Through Fire and Ice......................[TFAI] l. Fire Temple...............................[FRET] m. Intermission Three........................ n. Arabian Nights............................[ARBN] o. Sand Temple...............................[SNDT] p. Final Intermission........................ q. The Final Battle..........................[FNLB] 2. Sidequests & Collectibles a. Stamps....................................[STMP] b. Heart Containers..........................[HCON] c. Rabbits...................................[RBBT] 3. Mini-Games a. Take 'Em All Out..........................[TEAO] b. Training Session..........................[TRNS] c. Whip Race.................................[WHPR] Use CTRL + F and copy and paste the code box for the section you wish to skip to Please keep in mind that although the main walkthrough is complete, large portions of the rest of the guide are still incomplete and in the process of being filled in ~Darkstar Ripclaw ______________________________________________________________________________ ______________________________________________________________________________ INTRODUCTION ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ I will be honest: I never intended to write for this game until the day before Spirit Tracks released. I do not like working on big games, never have, never will. Why did I change my mind? Because when I was perusing the Phantom Hourglass guides on gameFAQs.com in anticipation for Spirit Track's release, I noticed that not a single one did not have spoilers or author rambling of some sort to a big degree. Such may sound upbearing or arrogant of me to make a comment about other game guides like that, but this here remains my committment to you, the reader: when you read this guide, you will NOT get spoiled. There will of course be things like saying "Talk to Alfonzo" as opposed to "Talk to that guy" and boss names will not be censored, but in general I will NEVER spoil a detail from a conversation or scene unless it is immediately gameplay-relevant, and I will NEVER ramble on, or even deviate away from the game (outside of this introduction, of course). At the current time, the main-game portion is done. I will slowly be filling in all of the side-quest details and everything that goes along with it, so for those who want to do everything that there is to do in the game, please remain patient. Again, I may stumble over stuff, a sidequest that can be completed at that timespan of the game may be skipped over, or I missed a quick detour that gets you a neat item. If you feel there is something that I need to edit or add in that I can do within a reasonable time frame (ie. NOT a lengthy sidequest, but yes to something like an easier path around a maze or whatnot), then feel free to email me using my email at the bottom of this FAQ. If you feel there is something I should know for in the future, such as a quick stop I can make with the Boomerang after the Snow Temple to get a rare item, then that is also appreciated as an email. Review my email policy at the bottom as well and please state how, if at all, you wish to be credited. ~Darkstar Ripclaw ______________________________________________________________________________ ______________________________________________________________________________ WALKTHROUGH ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The walkthrough for this game. Please refer to the table of contents for the specific search codes for each section. ______________________________________________________________________________ ______________________________________________________________________________ The Beginning ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [BEGN] ------------- ABODA VILLAGE ------------- Watch through the short story intro, after which you will have a short scene interation. Answer whatever you will when prompted with a question. You will not find much in here except for two pots with hearts in them, so head outside into the village. Head east and north along the left-hand side of the road, and talk to the kid with the blue hat. Roll straight into the tree from the south (NOT at an angle) to get some Bee Larvae, then start rolling right and around the village (do not bother trying to go into the water, just roll frequently) until the bees leave you. Be careful not to roll too many times consecutively, as you can end up getting momentarily dizzy. Afterwards, go and talk to the same kid with the blue hat northeast of the right-most house to get a random collection item. Move south and talk to the woman standing next to the house with the rocks in front of it, then lift the rocks up and throw them around (you can get a few rupees and also a few hearts to recover yourself from the earlier ordeal). After you are done rock-breaking, head north. You will not be able to enter the actual northern house, but you can go right and up the stairs, after which you will get a short cutscene. --------- OVERWORLD --------- Once aboard, listen to your mentor and touch and drag the gear level up one level to increase the trains speed. Make sure to keep your focus on in front of the train at all times; the camera may seem a bit difficult to adapt to, but it is basically an inverted form of control (drag the stylus right to turn the camera left and vice versa). Shortly after you make it past the first curve on the track, you will come to a cow that is laying on the tracks; pull the whistle to make it move. A short while later, you will come to a split in the railway track. When you get through the text, touch and drag the gear on the bottom to cause your train to go on the right track. Turn the gear to the left on the next intersection, then right again at the next intersection. After that, it is smooth sailing from there; do not touch the gear for the next two track intersections, and instead continue to go straight. After the short scene introducing the Tower of Spirits and Hyrule Castle is probably the most annoying part in this sequence; braking. Turn it down from the highest gear down to the second-highest gear (the next gear in sequence is to stop, while the bottom on causes you to go in reverse). Once you get just a short amount of distance before the red sign, turn the gear to the stop gear. You will have a small amount of momentum, so you need to time it right. If you throw yourself too far, use the bottom gear to reverse a bit. ----------- CASTLE TOWN ----------- When you have successfully stopped in front of the castle, you will automatically move into the Castle Town. After you disembark from your train, feel free to walk around and talk to people and smash some pots. You will not find anything really interesting at the moment, although for reference the shop is the building just east of the northern gate (with a Tingle easter egg, too!). Once you are done, head on north through the gates at the top of the screen to get another scene. Check your mail after (Menu -> Collection), but it is not anything special. Head north into the Hyrule Castle area afterwards. ------------- HYRULE CASTLE ------------- There is not much you can do in the surrounding environment at the time. If you want another Bee Larvae, head to the southwest corner then go straight north to come to a few trees. Roll into the tree, grab the Bee Larvae, then quickly run away. There are a few boulders around that you can throw to recover your hearts after that. Once you are done fooling around, head up through the gates. Talk to the guards and answer "Yes Sir!" to head inside. On the 1st Floor, as the two side hallways have guards to block you off from going down that way, head up. Do not talk to the guard here just yet; instead go right and up to break open some of the pots, one of which contains a Star Fragment. Talk to the man now, and after the scene head north up the stairs to watch a cutscene, in which you will obtain your royal engineer's certificate, as well as a letter. Read the letter once the cutscene is over, then go to the 1st Floor. The two hallways leading to either side of the castle are now open, so explore a little bit if you want, then head up the staircase in the lower-right corner to go up onto the outside second floor. Out here, loop right around the building that has the staircase you just came out of, and go onto the ledge on the side of the castle. Walk along the ledge north, then hop off the ledge at the end and go through the door into the second floor area. In here, head left and go up the staircase onto the third floor. Watch another scene take place. Accept her request and you will get Link's classic green tunic. Go outside and listen to her explain how to escort her; basically, click on the green symbol underneath her and draw the path she should walk, and press the Call button to call her back to you. Use the left D-Pad button to switch between the two characters; this allows you to have Link out of Zelda's view, but still guide her line. The first room is not too bad; wait until the second guard starts moving, then draw a line to go through the middle of the two blocks and out to the door. Do not let your stylus leave the screen until both of the guards are moving away from the door, and are not in close range to the center area or near the hallway to the staircase. Once you get outside, have Zelda jump off the ledge, then draw her a path going down the left side to the center of the two small hedges on the right side. When she does this, go to the right side of the first guard and talk to him multiple times to constantly have his attention focused towards you, away from Zelda. For the second guard, you should repeat the same strategy; draw Zelda's path-line to go down the right edge of the wall and end up underneath the narrow strip of hedge to the right of the castle grounds entrance. Have Zelda move to the left edge of the underside of the brush. The last guard will be a bit tricky. Move north and go behind him, and pick up a rock and throw it. Once he hops and runs back to investigate, quickly switch views and draw Zelda a pathline to go around the last hedge to the entrance. You may want to switch views back north and throw another rock (they respawn) just to keep the guard's attention focused north. Once you do this successfully, the guard at the front should not be a problem due to his limited sight, so go south into the Castle Town, where you from then on have a series of cutscenes that set the plot for the game. Once the cutscenes are open, you will be put back into Hyrule Castle. Talk to the elder man, then leave the room. Go south and watch another short scene. After, head to the center of the area and go upstairs into the royal chamber. Head up and go through the right door, then go upstairs again into Zelda's bedchamber. You will then be given the Spirit Flute. Try to leave the room for another quick conversation, then actually go downstairs. Take the lower door back into the royal audience chamber, then head left and take the other door up. Head west and south a bit to go outside onto a terrace, and open a chest for a treasure item. Go back inside, then take the northern door upstairs. Talk to the guard standing in front of the lone door here, who will refuse you entrance. Head right to the end of the hallway and open up a chest that contains a Red Rupee, then head back downstairs. Go to the southwest corner of this floor and open the chest for a Red Rupee, then go outside the southern entrance. Go down the right staircase to go back inside to the first floor, then go north to enter a training room. Inside here, talk to the Guardsman to get a Recruit's Sword. He will teach you how to do three techniques; the regular attack, the sidestep, and the spin. The first two may be somewhat difficult to adjust to, so try sliding your stylus forward to start a slash. Once you are done, head out of the room, then go to the back area. Talk to the guard and then head outside. Out here, go north and kill off the three enemies that are hitting away at the guard. Talk to him, then go up a pair of staircases to the top ledge. You should notice that there are two trees on this top cliff here; go far right to find a bomb flower, pick it up then go slightly to the left of the right tree and throw the bomb up against the wall. It will explode, revealing a hole in the wall. Head inside the cave. ______________________________________________________________________________ ______________________________________________________________________________ The Tower of Spirits ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [SPRT] ------------------- TUNNEL TO THE TOWER ------------------- After a short scene, head north, dealing with a Keese on the way. Once you get inside the open area of the tunnel, four enemies will pop out of the ground. You can deal with them using a Spin Attack or just continue running on past them. Head to the lower right section of the cave to find a black block. Tap it to move it, and move it left, up, right again and up onto a button panel to lower the blue wall to your right. Open the chest formerly guarded by the wall to get a Small Key, then head west and open the locked door with your newly-obtained key. Head upstairs. Head up and go right, jumping across the gaps of water. The plaques on the side here are clues that will help you out in the next little puzzle if you wish to solve it on your own (in which case you should not be reading this paragraph!). Open the chest at the end of the small hallway for a Red Rupee, then pick up a bomb from the bomb flower and throw it at the blocks to clear a way for you going up. Kill off the enemies in here if you want, then turn your attention to the crystal orb. As the signs earlier indicated, you need to hit them in a certain order; specifically, start with the right one, then the top one, then the bottom one, and finally the left one. If you take too long, the orbs will time out, and you will have to start all over again. After, head up the now-open staircase. Take care of the Keese in here, then head up for a quick scene. Eliminate the rats, then continue on and up the stairs. Outside, you will automatically enter the Tower of Spirits. ---------------- TOWER OF SPIRITS ---------------- Watch a fairly lengthy cutscene. Once it is done, circle around to the north end of the room, and go up the stairs to the second floor. Up one floor, loop around counterclockwise up the stairs. There is not anything threatening in this room, so do not worry about getting ambushed by enemies. At the top, enter the "1st Floor" proper of the Tower of Spirits. Inside, head north and watch a brief scene. As soon as you are given free reign of the screen again, head south back into the previous room and watch another scene. Once it is done, go back upstairs, and head up the long spiralling staircase again into the 1st Floor. Back here again, watch another scene. Look on the mini-map on the touch screen to see how the Phantom is patrolling around. When it is out of sight, run up and go left, and enter the left room. Grab the Tear of Light from the room. Head back into the outer hallway (as the Phantom only patrols the inner hallway, you are from now on safe) then go and get the Tear of Light from the northern sanctuary. Continue on down east and hit the orb in the northeast corner. This causes a bridge to extend across the gap in the right sanctuary. Run into the inner hallway and run around to the east hallway, and go across the bridge to claim the third Tear of Light (if the bridge falls before you get there, head back up to the orb, and make sure the Phantom is on a part of its patrol where you need not encounter it when running around). Go into the small space between the inner and outer hallways. When the Phantom goes past you, run out behind it and hit it in the back with your sword. Watch the scene which occurs. You will thereafter be placed in front of the door in the middle. Draw the Phantom's path-line to press up against one of the doors, then, as Link, go up to the other door and move forward against the door to open it. Head up to the 2nd Floor. In this room, go right. Switch your view to the Phantom, and draw a path line to go across the spikes, and right to the orb. You need to end the line on the orb, where it will have a cursor over it with the path line. This will cause the Phantom to go over and strike the orb, causing the ground spikes to lower. Switch your view to Link, then head up and regroup with the Phantom. Go south from here, and you should find a door in the wall, with two button panels, one to either side of it. Direct the Phantom onto one of the buttons and have Link stand on the opposite to open the door. Cross through into the hallway, leaving the Phantom behind, and kill off the rodents that are scurrying around in here. Push the block against the wall in front of the rat hole to prevent any of them coming out, then call the Phantom back to you. Head left slightly. Direct the Phantom north across the spikes and engage with the other Phantom. Head past the guard Phantom and hit the orb at the end, which will allow Link to run past the spikes. Once he has done so, have your Phantom talk to the guard Phantom from the north side, so its back is exposed. Hit its back with Link's sword, then tap it again for a quick scene and you get a new Phantom body. Head up to the top floor and watch a scene. Go up the staircase and examine the map to obtain the Forest Rail Map, then watch another scene. Go into the blue light after to be warped to the ground floor. Head south and talk to Anjean for a scene, then you will be put out onto the overworld map. ______________________________________________________________________________ ______________________________________________________________________________ Through the Woods ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [WOOD] --------- OVERWORLD --------- Direct your train route to go to the center of the map. On the way there, you will not have to deal with running into other trains by accident, but you will still have animals on the track you need to be chasing off, as well as a new element; occasionally, Keese-like enemies will try to swoop in to hit the train. When they come close, pull the whistle to scare them off. After some time, you should make it into the Lost Woods. ---------- LOST WOODS ---------- Head right when you are prompted to (if your route is not drawn that far), then after a short while you will be warped back outside. --------- OVERWORLD --------- Outside, change directions and head east to the forest icon near the middle of the map. After some time, you will make it to said location. ---------- WHITTLETON ---------- Inside of the town, check to see if you have 80 Rupees. If not, run around through town and raze some grass and through the rocks around until you accumulate 80 Rupees. Once you have, head into the shop, which is the building in the lower left area, and buy the Shield for 80 Rupees. After that short task is done, head north and go into the top-most hut. Talk to the man inside. Go outside again and talk to all the villagers both outside and inside the remaining two huts, then go back to your train. Tap Princess Zelda to hop back onto the train. --------- OVERWORLD --------- Head back west into the Lost Forest. ---------- LOST WOODS ---------- As the villagers told you earlier, you need to follow the directions that the tree branches point you towards; you should know what they are talking about when you see a tree without any leaves and a branch pointing either right or left. For the first three trees and tracks, this means to go right, right again, then left. However, the fourth tree has no sense of direction, which means to go the opposite of where it pointed. In this case, head left at the fourth track and into the Forest Sanctuary. ---------------- FOREST SANCTUARY ---------------- Head north under the overhanging bridge at the beginning, and go left to a flight of staircases. You should notice that there are some blocks impeding your progress here. Head right from here and go up another pair of staircases, and then go down a bit to find two bomb flowers. Pick a bomb from the plant, then jump down the ledges, run west, and throw it at the blocks on the left staircase to blow them up. Now, head back up the right staircases, then go south, and go left across the bridge to find a crystal orb. If you slash the orb, the bridge between here and the gap to your left will go up, but it will go down after a time. You have to grab a bomb and run across the bridge before it goes down, then throw it at the blocks that cut you off from the left half of the screen. Unfortunately, hitting the orb with your sword will not give you enough time to make it across, so here is what you must do; take one of the bombs from the bomb flowers, then go left and lay it in front of the orb. Go back right and pick up the other bomb, then go and head west across the bridge once the first bomb explodes, triggering the crystal orb. Continue west and throw the second bomb, the one Link should now be holding, at the second line of blocks to destroy it, allowing you through. Head up the plaque in the center here, and it tells you to connect the two statues that are 'facing each other'. If you go around and look at the statues, you will see that the top left and the second from the bottom on the right are both lined up diagonally to face each other, so connect those two on the plaque by drawing a line between them. This will open the door, allowing you to continue your trek. Inside, head up the stairs and talk to Gage. Talk to him again to get instructions on how to play the Spirit Flute. It may seem a little awkward at first, but the amount of breathing you need to do to play a note is minimal; you can keep your head about eight inches away from the Nintendo DS system and blow and that should still be sufficient enough. To succeed in playing it, you need to breath into the mic, and quickly left to right from orange, to yellow, to purple, and repeat it three times after Gage does his part each time. After you succeed, head back outside. When Zelda prompts you to stop, examine the statue. Take out your Spirit Flute, then breath into the mic with first the blue note and then the orange in tandem with the blue and orange lights. After, you will get some information on the stone statues littered around the land. When you are finished, continue east and south and hop onto the train. ---------- LOST WOODS ---------- Direct your train to go to the northern end of the Lost Woods. On the way there, you will occasionally have Skulltulas drop down from above onto the tracks. When this occurs (andd the music will change when it does), wait until you get close, then pull the train whistle to scare it into retreat upwards. Eventually, after a long train ride, you will be able to make it into the Forest Temple. ______________________________________________________________________________ ______________________________________________________________________________ Forest Temple ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [FRST] ------------- FOREST TEMPLE ------------- Inside, after the short sccene, head north and go to the stone sculpture on the left hand side of the door. Examine it for lights to come out. Take out your Spirit Flute via your menu, and play green, then silver, and then green again in tandem with the lights coming out. You will then learn the Song of Healing, which you can use once per time in a Temple or the Tower of Spirits (you can just exit the temple or tower and then re-enter it for your one-time use to be replenished). Afterwards, go through the door into the 1st Floor room. Smash open the pots at the beginning if you want, then go north up the hallway, then east and north a bit until you see a gap to your right. You cannot hop over this gap, but you should see a crystal orb on the opposite end. Go and grab an acorn from the plant to your left up against the wall, and throw it over the gap at the crystal orb. Once you succeed in hitting it, a bridge will extend itself over the gap, so quickly run over it. Do NOT head north on the right side of the room, as there are poisonous clouds in that direction that will damage Link as soon as he walks into them. Instead, head south into a small chamber. Defeat the three enemies that pop up out of the ground, then open the chest that appears for a Big Green Rupee, worth 100 Rupees. Head to the southeast corner and go upstairs to the 2nd Floor. Proceed north from the stairs, but be careful when walking; navigate your way around the poisonous clouds to avoid getting hit. In the northern chamber, the doors will close and you shall have to fight four spiders. A single hit will take each of them out of the fight. However, when you hit one, get away from it, as it will swell up and then explode, leaving behind a poisonous cloud. After you have defeated all four spiders, go to the northeast corner and open the chest that appears for the Whirlwind item. You can equip and de-equip it by tapping on the circle in the upper-right corner of the touch screen. By lining up your aiming angle, you can blow into the mic and send out a cyclone. This is able to blow away the poison clouds that are around. Do not bother going downstairs for the poison-covered room, but do go south a room on the 2nd floor. Blow away the poison clouds surrounding the upper left part of this area and open the chest for a Treasure. Go north back into the room where you got the Whirlwind, then head up to the fenced off area. Equip your Whirlwind and aim at the statue, then send a gust of wind at it to turn it around, opening the door to your left. Head left into the next room, then go all the way left and blow away the poisonous gas surrounding the doorway. Head down the stairs back to the 1st Floor. Down below again, go over to the fenced out area here. Line up your Whirlwind with the key sitting on the platform in the center, and send a cyclone out to carry the key over the fence. Go and grab the Small Key, then go right and step on the panel to cause the door to slide down. Head south down the hallway. Head right across the bridge, then go north and blow away all the poisonous clouds in this room. Head left, until you hit the Stamp Station, then blow away the mist to the left of it to unveil a button panel. Press down on it for a chest to appear in the west. Go back across the bridge and open the chest for a Big Green Rupee. After that, head to the center of the room, just north of the entrance, to where the locked door is. Open the door with your newly-gotten Small Key, then go left and south into the chamber. You will have to deal with two more enemies in here, basically Poisonous Bubbles. Move away from them as quickly as you can, and equip your Whirlwind. As soon as one comes into your view, quickly line the Whirlwind aiming system up with them and send out a whirlwind. This will knock its poison aura away and temporarily stun the Bubble, so deequip your Whirlwind and go and kill it with a strike of your sword. Repeat for the other Poisonous Bubble, then head back up to the 2nd Floor. Go straight north upstairs and up another flight of stairs to the 3rd Floor. Head up a bit here to take notice of a crystal orb over a gap in the floor. Go left and get behind the acorn, and line yourself straight up with both the acorn and the crystal orb. Take out your Whirlwind and blow into the mic to send out a gust of wind that shall carry the acorn across the gap, hitting the orb, and causing a chest to appear at the end of the hallway to the side. Go up and open it for a Small Key, then head downstairs. Back here, go down and east a bit to find a locked door. Use the Small Key from before to open it, then head up into a chamber for a Miniboss fight. ----------------- MINIBOSS: MOTHULA ----------------- In this chamber area, the miniboss will fly around occasionally, but she will never directly attack you unless you get yourself stunned, so do not be rolling around a lot or be performing multiple Spin Attacks. You will not be able to hit her directly with your sword either unless she has eben stunned. That said, Mothula has a single attack; she will glow red a bit, then summon a Bubble, which she will then throw at you. If you dodge it, it will crumble to pieces once it hits the wall. This is her weakness; equip your Whirlwind, then line yourself up with her. Once she summons the Bubble, and begins to send it at you, send a whirlwind back at her, and it will carry the Bubble with her, stunning her. If you hit too soon, she will deflect the cyclone attack right back at you. If this is the case, run away quickly, or else you will get hit by the cyclone, leaving you open to Mothula's attack. Hit her with a cyclone + Bubble, then go and hit her with your sword. Repeat this once to finish the miniboss off. If you ever need to restore your health, just go and raze the grass in the room for some hearts. After you have successfully felled the miniboss, pick up the Red Rupee she leaves behind, then go upstairs. Up on the third floor again, loop around left and go down south to the chamber at the bottom. Head right, and you will encounter some sort of blue worm creature. Go right a bit more, luring it over to the blocks that prevent you from continuing onwards, and hit the blue worm to cause it to turn into a spiked ball. Line up with the spiked ball with your Whirlwind and send a cyclone to carry the ball into the blocks, blowing them up. Continuing on right, go and use the Whirlwind item to blow away all the poison mist in this room. Once you have cleared a path out, go up and right and step on the button panel to cause a chest to appear. Head left and up and open the chest for a treasure item, then go and hit the orb. This causes the door to the lower left room to open. Head back down and go all the way west into the corner room. Hit one of the blue worms when it is lined up in the center of the room, then use a whirlwind to carry the bomb over the gap. The first time will be to blow up the blocks that are stopping the bomb from reaching the orb. Send a second bomb over to hit the orb, then go to the northeast room from here. Examine the map at the back of the room; the two skulls indicate security guards (or hands) that will pop up to try and take back the key if you trip any of the security switches. Tripping the security is done by walking on any of the floor panels that have a swirl on them, so the red line is the safe path; this basically means that once you have the Big Key in your possession, walk north above the two columns at the top, then to the right of the upper left two columns, then to the left of the lower left two columns, and finally in between the bottom two columns, before throwing the Key into the lock to open it. Head upstairs. Examine the plaque at the top of the stairs for a blue warp point if you want to head back to the entrance, otherwise continue upstairs for a boss fight. -=-=-=-=-=-=-=-= ARMORED COLOSSUS STAGNOX =-=-=-= The first part of the battle with this giant kabuto beetle is pathetically easy. As soon as the battle starts, guide Link in either the clockwise or counterclockwise direction, constantly trying to run around Stagnox. Stagnox will keep pace with Link for a short while, but after a while, it will move forward and try to hit Link with a headbut from its pincers. The thing is, Stagnox is pathetically slow when it tries to do this, so the possibility of getting hurt during this time period are slim. When Stagnox moves forward with its headbutt, guide Link quickly around to the kabuto's rear end, where it is exuding a poison mist. Quickly take out your Whirlwind, and fire a cyclone at Stagnox to stun it and temporarily rid the poison mists from the outside of its body. Hit the rear with your sword several times until Stagnox regains control. Repeat this once more, and Stagnox will then take to the air, before letting out some of the blue worms that you fought previously in the Temple. This is where it gets a bit more tricky: Stagnox will, after a while come back down and try to swoop at Link with its pincers again. When it does this, it is vulnerable again, since it is close to the ground. To hit the beetle again, knock out the blue worms, then quickly take out your Whirlwind and line up your aim with one of the blue spiked balls. Once Stagnox comes down, let lose with a cyclone to carry the bomb into its sternum, injuring it. Once the beetle is on the ground, attack its weak point again with your sword. Repeat this once or a couple more times to finally finish off Stagnox. If at any time during the battle you need to heal up, smash open the pots to any side of the platform for some hearts. After the battle, watch a few cutscenes. Open the chest for a Heart Container to increase your hearts total by one, then go into the blue warp to return to the temple entrance. Go out onto the overworld via the train. ______________________________________________________________________________ ______________________________________________________________________________ Into a Land of Snow ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [SNOW] --------- OVERWORLD --------- Draw a train route to the Forest Sanctuary. ---------------- FOREST SANCTUARY ---------------- In here again, head directly left from the train station, and you should see a small island platform with a Cuckoo on top of it as well as a chest. Go left a bit more and up the stairs to another cliff. Face the right side, and take out your Whirlwind. Blow a cyclone to carry the Cuckoo off the island. Jump off the ledge and go and grab the Cuckoo, then walk back up the left steps. Go jump off of the ledge again and float over to the opposite platform, then open the chest here for a Big Red Rupee, worth 200! After, head back out to your train and onto the overworld again. --------- OVERWORLD --------- From the Forest Sanctuary, head along to the Tower of Spirits. It is a fairly long ride, but it is where you need to go next. Once you go out onto the main overworld map, there will be two trains on the tracks that will get possessed and will start going around the map. In general, just be sure to avoid running into these trains, so change track routes if you have to, though you can generally get a good idea of whether or not you can attempt a route or note given the distance between you and other trains. Eventually, you should make it to the Tower of Spirits again. ---------------- TOWER OF SPIRITS ---------------- Talk to Anjean, then head north up into the spiralling staircase room. You will have a much longer spiral this time around, so run around counterclockwise until you hit the second door, and enter the 4th Floor. In here, watch a short scene, then go right and up and into the small niche in the wall, which is the sanctuary. When the Phantom on patrol goes south past you (on a counterclockwise patrol), quickly run up and over to the stairs. Do NOT go onto the lava; rather, take out your Whirlwind and send a gust of wind to carry the Tear of Light over to the right side. Run around counterclockwise, making sure to stay out of the first Phantom's patrol, then grab the first Tear of Light. Go right into the small niche area and open a big chest for a treasure. Go north from here; before turning right, make sure the stone statue is not breathing flames out of its mouth first. Once you can run past it, head into the northeast corner for the second Tear of Light, then go all the way left (again making sure to dodge the flame-breathing statue near the end) and then south a bit for the third Tear of Light, all the time making sure to dodge the second Phantom's line of sight. You can, I believe, attack either Phantom statue. However, I would recommend getting the southern Phantom, as the northern Phantom barely moves around, and does not expose his back much. For the southern Phantom, pop into the sanctuary where the first Tear of Light was, then when it walks past you, go out and hit its back. Once you grab control of the Phantom, head right along the lower half of the area. Send the Phantom just down the stairs into the lava. Switch to Link, then jump onto the Phantom's back, and cross the lava pool and up to the other side. On the right side of the room, tap the floor for Link to hop off, then head right and up the stairs onto the 5th Floor. Upstairs, head down to another lava pool. Send the Phantom into the lava, then have Link hop on. Make sure to tap the screen to get him to take his sword out, then walk around to the north end of the pool. If any of the Keese get close, perform a Spin Attack to kill it with Link's sword. At the north end, take out your Whirlwind and shoot a cyclone at the fan statue, then go south and west for another fan statue. Once both have been activated, the nearby door will open. Do not go that way just yet, however; instead, head southwest in the lava pool to a small island. Once you get onto it, have Link hop off the Phantom and open the chest for a Big Green Rupee, then get the Phantom back into the lava pool and Link on top of the phantom. You can finally go north from here, up the stairs and onto solid ground again. Head left down the open hallway, and go south into the room at the end. Here, you have one of the small mole-like enemies you have been facing off against for quite a while, but this one is a coward, and will run away from you. Direct your Phantom to one of the four cardinal directions, then use Link to trap the enemy in between him and the Phantom. Kill it to obtain a Small Key. Call the Phantom to you, then go out of the room and north, and open the Locked Door. Use the Phantom to carry Link across the small pool of lava, then head up to the 6th floor. ----------------- MINIBOSS: GEOZARD ----------------- This can get frustrating, really quick. Basically, you need to direct the Phantom to attack Geozard, and while they are clashing swords, sneak in behind the miniboss and hit him on his back several times. The problem is your Phantom will only hit once, maybe twice, before needing more directions again. So yeah. In any case, as mentioned, you need to draw your Phantom's path line to the miniboss assassin. Make sure that you get a yellow cursor around the miniboss or else the Phantom will not attack him. While the Phantom is busy distracting the miniboss, go and hit him in his back several times with your sword. Do not be discouraged if he shows no sign of getting hit or losing health; he will not do such a thing, so be assured that hitting him on the back does get you results. It will be after a while of hitting his back that Geozard finally succumbs. Other than that, when drawing your path line, it is best if Link stays behind the Phantom, as the Phantom offers a sort of defense against the miniboss; he cannot easily hit Link when he is hiding behind the Phantom. After the battle is over, head over into the right hallway, then go south, left, and around into a large chamber. Ignore what appears to be a sort of monkey hopping around on a statue, and go down and right. Direct the Phantom to go in front of the stream of fire, blocking it off and allowing Link to pass safely. On the other side of the fire stream, go north and up the stairs. Call over the Phantom and put it on the ground floor, then hop onto its back from the top of the ledge. Continue on right, and proceed past the first of three statues spitting out fire through their mouth. For the second statue, wait for it to stop breathing fire before directing the Phantom past it, as this one is on a higher elevation that will hit Link as opposed to the Phantom. Continue on over to the southeast room, then head over to the island platform with the Small Key on it. Use the Whirlwind to push it off the top, then direct the Phantom over to the Small Key. Link will automatically pick it up. Backtrack west past the three fire-breathing statues. Hop off the Phantom once that is done, then go north into the center room of this floor. Run north past the two patrolling monkey-statue enemies, then unlock the door. Head north and go up the stairs onto the 7th Floor. Up here, go up the flight in the middle to get the Snow Rail Map. Go into the blue warp light to be brought back to the ground floor. Talk to Anjean to head back out onto the Overworld. --------- OVERWORLD --------- Head wherever on your route, but make sure to pass by Castle Town in doing so. While on your way to wherever, you will get rammed by some boars. Stop off in front of the Castle Town area. ----------- CASTLE TOWN ----------- !!!HEART CONTAINER ALERT!!! If you are up to getting another full Heart Container right now, go to the lower right house in the Castle Town. In here, you can play a gauntlet mini-game called Take 'Em All Out. The first level consists of ten floors of enemies and the admission cost is 50 Rupees. Once you win it you can get the Heart Container. See the section Take 'Em All Out in Minigames from the table of contents for more information. Afterwards, head north up towards the Hyrule Castle courtyard. Examine the postbox at the top of town to get a letter. Read it, then continue on north. ------------- HYRULE CASTLE ------------- Enter the inside of the castle. Go through the left hallway at your first available opportunity, then head north and into the door at the end. Inside the infirmary, talk to Alfonzo. Head back out into the Castle Town area, then go south and onto the train. --------- OVERWORLD --------- Draw a route to head back to Aboda Village, all the way south at the bottom of the screen. As always, watch out for other trains and make sure you do not run into them, changing directions from your original route as required, as well as whistling at animals on the tracks and bats swooping in from above. ------------- ABODA VILLAGE ------------- After you get into the village, head south and west to your hut at the southwest end of the village. Inside, talk to Niko, and he will give you a Stamp Book, which allows you to get stamps from all the stamp platforms you have been seeing around the place. !!!STAMP STATION ALERT!!! Go outside and head back up north to the train station. Get your first stamp from the Stamp Station right next to the trains station, then go back out onto the overworld map. --------- OVERWORLD --------- Draw your route to proceed north to Whittleton Village. ------------------ WHITTLETON VILLAGE ------------------ !!!STAMP STATION ALERT!!! In Whittleton, head east from the train station and go north up to the northeast exit into the next screen. In this area, just head up a bit and you should easily spot the stamp station. Once you fill up your stampbook with a second stamp, head out back to your train. --------- OVERWORLD --------- Head west to the Forest Sanctuary next. On the way there, you should try out your new Cannon, and use use it on any of the bats or Skulltulas that pop up. It is also a very satisfying guilty pleasure to use it on the cow as well. ---------------- FOREST SANCTUARY ---------------- !!!STAMP STATION ALERT!!! Once you disembark from the train, head down the stairs. Go north across the field, and head left up the staircase at the top to the cliff in the middle. The stamp station will be right next to the stairs. Once you have that, leave the Sanctuary and head back out onto the Overworld map. --------- OVERWORLD --------- Outside again, head north, and return to the Forest Temple. ------------- FOREST TEMPLE ------------- !!!STAMP STATION ALERT!!! In here, head up into the main room, then go to the northeast corner of the agora. Take out the Whirlwind and blow away the purple poison gas until you can get to the Stamp Station, then stamp your book. --------- OVERWORLD --------- Eventually, when you make it out of the Lost Forest, slow down to first gear, and tap the boulder three times with your cannon to destroy it. Stop off at the first station you see to enter the Rabbitland Rescue area. ----------------- RABBITLAND RESCUE ----------------- Inside, after a short conversation, head right and talk to the man who is dressed up in a rabbit costume. The basic gist of it is that he wants you to capture rabbits that can be found in the wilderness on the overworld. Rabbits tend to hide behind the grey boulders you see scattered all over the place; if you are near a boulder, sometimes you may see its ears. Use the whistle to get them to jump, use the cannon to blow up the boulder that they are hiding behind, and finally use the Rabbit Net to capture them once they are vulnerable. To get the Rabbit Net you must give the first answer to both of his questions. After you get the Rabbit Net, head north up the stairs, then head onto the bridge in the center of the area here. If you look on your minimap, you will see that there is a small island to the south of you. You ARE able to jump onto the island from here; however, the spot you need to jump off is on the land to the right of the bridge, in the diagonal corner section. It may take a couple of times, so do not feel burned if you miss it the first time. Once you successfully complete the jump, open the treasure chest on the island for a treasure item. A bridge will automatically extend out to the mainland for you after you have opened the chest, so head over and go to the train station, then exit back out onto the overworld map. --------- OVERWORLD --------- Head north after leaving Rabbitland Rescue. You shall soon encounter two of the boar enemies, officially called Bullbo; hit each of them once to knock them down, and again to kill. After, continue north some more to make it to the Snow Realm. Here, go north, and turn right at the first available opportunity. Slow down and put your gear to first gear. You should see an arc. Aim the cannon at the green triangle above the arch to make it turn yellow and light up the entire arc. If you blow your whistle and keep it on when you go through this arc, you can warp to an arch just north of Whittleton Village. These are called Warp Gates, and there are eight sets of them in the game; the Warp Gate set must be activated by hitting the green triangle on one specific side of the set first, so you could not have activated this set via the Whittleton Village arch. In any case, after that, proceed further around the track until you hit the area on the map that has a mountain icon representing it, then disembark. -------------- ANOUKI VILLAGE -------------- Go up the main road; do NOT go off to the side, as there are monsters who will pop up and freeze Link (requiring you to rub the screen with the stylus). Instead, go into the town area, then go to either side house on the lower area. Go up the first staircase, and examine the stone statue. Blow into the mic in the order of the colours the light shows you (Orange-Yellow-Orange- Blue) to obtain the Song of Discovery. Open the chest that is left behind for a Red Potion. After, head up two more flights of stairs to the top level of the village. Inside, talk to Honcho, and you will have a mini-quest slash puzzle of talking to the Anoukis and trying to find which have the best personality mould and fit together for pairing. The following information should help; Yeko - Nobody wearing blue with wimpy horns (NOT Noko) Kofu - Nobody else with big horns (NOT Bulu, NOT Yeko) Bulu - Nobody with facial hair (NOT Kofu, NOT Honcho, NOT Yefu) Noko - Nobody wearing yellow (NOT Yeko, NOT Yeko) Yefu - No Flashy Horns After you have finished talking to the Anoukis, go back to Honcho. The pairings should be Noko (lower middle) - Kofu (upper right), Yeko (upper left) -Bulu (lower right), and Yefu (lower left) - Honcho (upper middle). Afterwards, you shall get a Red Rupee. Once the Honcho is done, leave his hut, then head south. !!!STAMP STATION ALERT!!! If you want the stamp from Anouki Village, then go all the way south to the train station (at least outside of the fenced-off area), then go right and up into the northeast corner. Go through the tree cover at the end to find the Stamp Station. After, go back to the train, and head off onto the Overworld. --------- OVERWORLD --------- Draw your route to head left and loop around clockwise. !!!RABBIT ALERT!!! Shortly after leaving Anouki Village, going left from the area, look up to your right side at the boulders. You should see the distinct bunny ears behind approximately the second rock to your right. Blow up the boulder to initiate the rabbit capturing mini-game. The rabbit mini-game can be best described as merely tapping the spot on the screen where you think the rabbit will be in about a second's time. Tapping will cause the net to automatically come down. If the rabbit does not move at all or barely moves and is caught in the field of range by the net, then you will have automatically captured the rabbit. Continue along, where you will encounter some Bullbos on the way. Once you get into the tunnel, get ready. Inside the tunnel, you will have a sort of mini-boss enemy, a giant bug -like enemy called Rocktite, who will constantly crawl along the tunnel walls and ceiling towards you. The Rocktite is somewhat like Queen Gohma in several of the Zelda games; it has a single eye that is constantly open which you need to fire your cannon at, as it is the only weak point on its body. For the most part, just tap constantly at its eye whenever it comes on screen, and try to do it fast enough to blow it back. It is for the most part fairly easy, thankfully, but for those who are having trouble, I cannot really offer any better advice than to improve your accuracy and rate of fire. Eventually, once you finish it off, you shall arrive in the Snow Sanctuary. -------------- SNOW SANCTUARY -------------- !!!STAMP STATION ALERT!!! Head down the staircase. Go right if you want to enter a shop, but otherwise go left, killing the Snow Wolves if they get to be too much of a nuisance, and head up the stairs at the end. Loop around to the platform up here to find a stamp station and stamp your book if you want, then continue on going east, then loop around and head up the stairs. Quickly run west across the stairs; if you run into one of the snow moles and get frozen, quickly rub your stylus across the screen to melt the ice, and continue on west, and through the door at the end. Inside, go up to the plaque. What the plaque basically means is that when you press the button nearby to open the door, you have to head up there without being in the line of sight of any of the statues. This means that you should start by going up between the bottom-left and bottom-middle statues, up between the middle-left and center statues, but not too far north (thanks to diagonal viewlines), then go right and down through the center and middle-right statues, around the middle-right statue, then go diagonally northwest to the door. An alternative but simpler route is to hug the left end of the bottom- center statue, then go up, hugging the left end of the center statue, and continue north, hugging the right side of the top middle statue (of course make sure to press down on the panel first to open the door). Go up the stairs in the next room and talk to Steem. The song operates on the same mechanism as when you played with Steem, except the notes go from blue to silver back to blue and then to orange. Afterwards, go back outside and hop onto the train again. --------- OVERWORLD --------- Draw your route map to head north to where the temple is, in the northwest area of the Snow Realm. For the first stretch, you will encounter a snowman enemy, who will throw its head at you; launch a cannon first at the head to destroy it and then at the body. Later on, you will encounter a blizzard, and the train will be stopped. Technically, if you want, you can sequence break the next about 15 minutes or so of the game and go straight on to the Temple. If you do so, however, you will not be able to trigger a sort of sidequest. If you do not care about, then imagine the small area to your right, the northern area, and the western area with the Anouki Village and Snow Sanctuary. There is a spot on the tracks in the middle of the map where the three tracks intersect. From there, go north, then left, the north, then left, then north, then left, then south, then left again, and straight north from there onwards to the Temple. Skip to the Snow Temple section of this walkthrough. If you do not want to sequence break, then ignore the last two paragraphs and continue onto the next bit here. !!!RABBIT ALERT!!! Turn around and draw a route to Anouki Village, and take the south track to the east of Anouki Village as opposed to the west track going south (do not know why you would go around the long way, though...). When you are first headed south, look to your right and the first boulder will have the rabbit behind it. Afterwards, continue on to Anouki Village. -------------- ANOUKI VILLAGE -------------- In here, head north through the village up to the top hut, and talk to Honcho in his hut. He shall redirect you to a person named Ferrus on solving the blizzard, so exit the village and go back out onto the tracks. --------- OVERWORLD --------- Look to the east end of the Snow Realm map. You should see a train here. Draw a route to shortly before the train is to get going on your way to the eastern plains. On the way there, you will encounter a heavy number of snowmen, so stay on your guard and knock them down as soon as you spot them with your cannon to keep your train in good condition. Eventually, you should come to a station. Stop here and disembark. ------------------ WELLSPRING STATION ------------------ After you get off, go up and east into the lone hut in the area. Examine the yellow parchment on the table to see a rough outline of the east plains and three spots circled on the map. As you can guess, you will need to travel to these three spots on the map to find Ferrus. You can also read the paper on the north bookcase. After, exit out of the hut, then go down to the train station and hop aboard again. --------- OVERWORLD --------- Trace your route around the east plains. I am not sure if it is randomized or not, but I found Ferrus on the bottom circle, my first stop, so try going there first. Make sure that the possessed train on the tracks is not going in the same direction you are headed though; you do not want a colission. Once you find Ferrus on the side of the track, slow down and break in front of him for a scene. Say that you are going to the temple, then he will show you a map. Blow into the mic to get rid of the dust, then trace the Spirit Tracks on Ferrus' map onto your map; this is the route you will have to follow if you wish to get to the Snow Temple. Once Ferrus lets you go, hop back into your train, trace your route, and get ready for a LONG train ride. Make sure to stop off at the Wellspring Station first if your train is going backwards, however, so that you can reverse directions and go forward instead. Although you no longer have the blizzard to worry about, you will still have some snowmen intercepting on your route. Eventually, you should make it to the Snow Temple. ______________________________________________________________________________ ______________________________________________________________________________ Snow Temple ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [SNWT] ----------- SNOW TEMPLE ----------- Watch the scene as you first come in, then go north and into the 1st Floor area. In here, kill the Keese at the beginning, then continue up into the next room. In here, get rid of the first two enemies in the room by hitting them with a cyclone from your Whirlwind item first then slashing at them with your sword. Now, the plaque in the middle has two bell notes. Later on it has more meaning, but the two bell notes in the center line means that you need to hit the center bell twice, so do that with your sword to open the southeast door. Go through the door. Inside this room, head onto the ice, and push the block south, left, north, right, then north again. Go up the staircase, jump onto the block, jump over to the right side, then head down the hallway and into the next area. In here, go down, then turn to face the left side. You should see a crystal orb across the water here. Take out your Whirlwind. Wait for the sea monster to spit out a blue rock going south, then send a cyclone at the orb that brings the blue rock with it to trigger the orb, causing two bridges to extend. Head left across the two bridges then continue up to the next floor. Upstairs, head right and push the block on the ice into the water. Jump onto the block, then take out your whirlwind and blow a cyclone at the statue to the right to cause the door to your northeast to turn aroud. While still on the block, turn around and aim southwest; the propulsion will push Link on his box backwards to the northeast. Jump onto the platform and head through the door, then push the block on the ice here left into the water. Jump onto the block, then immediately whip out the Whirlwind and send a blue rock back at ol' Nessie to take the sea monster out. Turn around and blow some whirlwinds right a bit. Turn around to face the north, then try to get yourself into the little cubby hole to the south. It will be a bit tricky, but once you get in there, you can open the chest up for a red Rupee. Hop back on and go north, and take out another sea monster on the way up. Go right from there, and hop off at the ledge at the top. You will not be able to trigger the crystal orbs just yet, so instead head left into the next room, where you will have a small fight with three Ice Keese. Take each one out individually by equipping your Whirlwind, then sending a gust of wind at the Ice Keese. This will send it back into the wall, stunning it and getting rid of its ice aura. While it is stunned, go and slash at it before it has a chance to reignite itself in the torch. Repeat with the other two Ice Keese, then open the chest that shall appear for the Boomerang. Head out into the previous room, and equip the Boomerang via the menu. Aim by tapping on one of the orbs, then drag the stylus around to the other orb for the boomerang's return path. Once you successfully hit both orbs in tandem, a bridge will extend across the gap. Cross it and head back down to the first floor. Down below, another plaque. Head south across the ice and go right to the gap. Take out your boomerang and aim it to circle around counterclockwise to hit the orb to the north, opening the left door. Kill the Keese as well to make chest appear in the northeast corner with a Treasure in it. Go back up to the ice, and push the block down south, then left into the main room. In here, push it north, left, south, right, south, left, then south again into the nook in the floor. Now, this is the tricky part; what the plaque from before was telling you was that you have to hit the center bell first, then the southeast one twice in a row, then the center one again. Take out your boomerang and trace a path so it hits the bells in that order. Once it does, the lower left door opens up. Go outside. Out here, go to the center of the screen with five torches. Now, if you throw the boomerang through the center torch and have it fly around, it will melt the snow over the floor. Do so, and you will see that the four unlit torches each have a panel next to them with a dot or dots in them. You need to throw the boomerang through the lit torch, then on a route so that it lights the four remaining torches in the order indicated by the number; upper-right, lower -right, upper-left, lower-left. Once you have succeeded in doing that, head west and go back inside down to Basement 1. In here, head right. You can use the Song of Awakening at the statue if you want to get a map of the treasure chest locations in this room. After, head to the edge of the ledge, and throw the boomerang at the ice torch. As you can see, it will create an icy path for you to cross over. While the ice _WILL_ break, it tends to take a long time, so you have a lot of leeway. Start off by creating a path for you to cross to the island to the right, and open the chest here for a Small Key. Make another pathway of ice to go back left to the beginning part of the basement, then use the Small Key to open the locked door. You will have to fight four Ice-covered Octoroks. To beat them, send your Boomerang through the torch in the middle and around the room to hit the Octoroks. After you have melted their shell, you will still have to hit them once to take them out. Also be wary, as they can still spit out rocks after their shell is melted. Once you have defeated the Octoroks, go to the eastern door. Send your boomerang through the torch, then up northeast into the frozen wind statue on top of the water. Send your boomerang through the ice torch again and carve a path across the water, but stop partways and turn around to the wind statue. Take out your Whirlwind and send a cyclone at it to turn it around, causing another door to open. !!!STAMP STATION ALERT!!! Now, go north, and take out one of the sea monsters. Carve a path straight north into the niche at the northeast with the nearby ice torch to get to a stamp station. After grabbing your stamp, start using the five ice torches to make your way west across the room and into the northwest corner. Throw the Boomerang through the first two ice torches to keep the other three lit with ice fire, and when you encounter the sea monsters, you can surround them with ice and hit them with your sword. Take out all the sea monsters in the water, and a chest will appear on the northwest niche. Open it for a Big Green Rupee, then head north upstairs. Here, go south and outside. Out here, get into one of the corners, then kill of the Fire Keese through judicious use of your Boomerang. Once that is done, melt the snow between the two torches to reveal a five-note sequence for when you go back to the center chamber of the first floor. Head back inside. In here again, go down to the bottom of the room, then face east. Throw a boomerang to the ice torch, then around and back, and walk across the ice to come to a small cubby hole with a button panel. Stand on it to open the door. Now, go up to the bell, and push it right, south, left, and north. This will leave it horizonatally aligned with the patch of ice that goes into the main room. Go and throw the boomerang into the ice torch to create an ice path across the water, then push the bell right, where it will then slide into the center room. Cross the ice, then head north and open the chest for a Red Rupee. Go south slightly, then throw your Boomerang through the ice torch, and have it curve around to light the torch in the center room. Go into said central room, then freeze a path south across the ice for you to push the bell over south, then left, then south again. Once the bell makes its successful journey across the water, push it left, up, and north. Now, the sequence for this last clanging of the bells, based on what you saw on the floor outside, should be left-center-center-right- center bells. Once you execute it, the last door, the one to the north, shall open. Head north and light the torch to the right by using the one to the left as a fuel source, and a chest will appear right above you containing a Red Rupee. Go left and up the stairs to the second floor. Up on this floor, ignore the left room for now, and instead take out your Whirlwind and go south for two of those ice mole enemies to show up. Get them out of their protection with the Whirlwind, then kill them. Examine the sign on the wall, then head back up and go into the left room. The sign obviously meant that you need to light those respective unlit torches with the corresponding type of fire. This is a bit tricky, as you need to light all of them at ONCE to get it correct. Since the ice torch has a closer distance to its three unlit torches than the fire torch does, stand next to the ice torch and send the Boomerang through the lit ice torch, then the upper right torch, upper middle torch, and lower middle torch, before going up left through the lit fire torch, through the upper left torch, then the lower left torch, before coming back to light the lower right torch. When you have succeeded, head right into the hallway and continue right through the now open door. In here, you will have to face off against four Snow Wolves. My recommendation is just to let them close in on you, then repetitively use the Spin Attack to hit as many as you can. When they are down to only one or two left, then you can go and hunt them down individually. Once you are done, continue on right through the next door. Go south a bit and then west, and step on the button panel to cause a bridge to extend across the gap. Walk onto the center of the bridge, then turn around and aim north with the Whirlwind. Send a cyclone at the Big Key to send it north. Go back around the ice and pick up the key, then head back down and west across the bridge. Finally, throw the Big Key into the lock to the Boss Room and go up into the next area. -=-=-=-=-=-=-=-=-= MASTER OF ICY FIRE FRAAZ =-=-= At the beginning of the battle, Fraaz shall float around, bloating himself up and deflating every so often. During this time period, he will either gain an icy coat or a fiery coat, which can freeze and burn. When he dons either aura, Link must throw his boomerang through the _opposite_ element of torch; therefore, throw the torch through the fire torch when he has his ice aura on, and vice versa. The boomerang must then hit Fraaz. This will stun him for a bit, so go in and hack away at him with your sword. Repeat this once or twice (depending on how many strikes you get in), and Fraaz will split into two and remain stationary. When this happens, throw your Boomerang through one torch, have it hit one of the halves of Fraaz, then have the boomerang continue its journey through the opposite torch and hit the other half of Fraaz. Of course, you are supposed to hit a certain one with each element, so check the top screen to see which one is the fire-aligned half and which is the ice-aligned half. After you do this, Fraaz shall destroy the torches. He will then bloat himself up, and start floating around. He will take on either an icy or fiery coat, and spit out fire of his according element; if he is red fire, he will spit out six fireballs that will create fires on the ground. If he is blue fire, he will spit out one fireball that will create a radius blast once it hits the ground and leave some fire behind. He will then switch to the opposite element. When he does this, throw your Boomerang through the fire and then at him, and hit him while he is stunned. Once you have done that a couple of times, Fraaz will split apart again. Run around and they will spit small fireballs out that leave fires. Make sure to keep track of which element each half is, then throw your Boomerang through one fire, hit one half, then keep it going on the same flight through the other fire and hitting the other Fraaz. Fraaz will then merge back together and start bloating himself up again and spitting fireballs. This time around, however, he becomes a real pain in the rear end; he will often stick with the same element twice in a row, spit out more fireballs or a bigger fireball radius, and takes two hits with the opposite element before he can be stunned. My reommendation is to take advantage of when he is close to the opposite element fire and quickly hit him with the boomerang once, and then twice to stun him. If he is too far away from a fire of the opposite element, do not bother trying, as you will just likely end up getting hit by a fireball in the process. Hit him twice after he has been stunned to finally finish off the master of fire. If at any time during the battle you need to get some health, either use the Song of Healing or smash the pots to the side. Once you have finally won the battle, open the chest for a Heart Container, then step into the light to be teleported to the front entrance. Watch a scene before exiting out of the Snow Temple. ______________________________________________________________________________ ______________________________________________________________________________ Intermission One ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [INT1] An intermission is just that, an intermission in the walkthrough. This is the part of the walkthrough where I detail in good detail the stuff that you can now do having completed the Snow Temple and gotten the Boomerang that is OPTIONAL, but will help to your overall quest. A lot of it is a walkthrough version of getting all the rabbits, stamp stations et al, which I find can be a lot more helpful than a locations section in the sidequests. Some of it is general chest-opening and so forth, and a few mini-games and other short sidequests (longer sidequests get their own section within the walkthrough). First and foremost, it should be noted that from now on you will see the face of a brown-skinned black-haired person moving around the overworld map. This person is Beedle, a shopkeeper who travels around the land in a hot air balloon. Call him down when you are near him by blowing your whistle, and he will ground his balloon for you to stop at and shop. Make sure you have AT LEAST 600 Rupees before trying to get to him. This is because Beedle will sell the Bomb Bag, which costs 500 Rupees (but comes with 10 Bombs in it already for those wondering), which of course gives you more to find and get during the intermission. The extra 100 Rupees is to buy yourself a Beedle Membership Card, which you can get after you buy the Bom Bag and exit the shop menu. This will allow you to eventually get a few nice items, in particular a Heart Container. You will also be able to pick up two letters from a postbox whenever you head into a town, though you will have to enter and exit a house for the second letter to show up. After you buy something from Beedle, a third letter along with a Beedle Club Card will come for you. That said, there are five rabbits that you can pick up now that the blizzard around the Snow Temple has cleared up. !!!RABBIT ALERT!!! Head slightly south from the Snow Temple, then turn east at your first opportunity. Continue on east, but brake your train and come to a stop at the turn-off to the triangle (though you should be turning to go south). Straight east from the triangle, you should see a boulder; shoot at it with a cannon to expose the rabbit hiding behind it. !!!RABBIT ALERT!!! From there, head south until you have the opportunity to go west, then take it. After you make it to the next wye, go south. When the track curves to go east, face the west and you should see a boulder near the track curve that has the hidden rabbit behind it. !!!RABBIT ALERT!!! Turn to go back north when you hit the next three-way intersection, then turn east again. Look to the south side of the track to spot the stone hiding a Snow Rabbit. !!!RABBIT ALERT!!! Keep going on, and turn north the next chance you have, then turn east at the next track triangle. It should be the second boulder to your north. !!!RABBIT ALERT!!! Ignore the next north track, and instead head south. Continue straight south until you are almost at the curve going west, then look to the east end to spot the last rabbit for the area. With five Rabbits in hand, head down to Anouki Village, and go south into the Forest Realm. Here, head south until you hit Rabbitland Rescue, and enter. ----------------- RABBITLAND RESCUE ----------------- !!!HEART CONTAINER ALERT!!! Inside, go and talk to the rescue manager. In addition to some Rupees he will give you, you will also get a Heart Container for having captured five Rabbits already. Exit back out onto the overworld now. --------- OVERWORLD --------- !!!RABBIT ALERT!!! Go south from here, and head down until you hit the part where the track begins to curve east. Look to the southwest and you should see the familiar pair of bunny ears hiding behind a rock. Blow open the rock and capture the rabbit. After you get the Bomb Bag, there are two locations that you can go to to put your newly-bought bombs to full use. You could technically go first to whichever location you are closest to, but I will detail what to do in the order of Anouki Village, Wellspring Station, and Hyrule Castle, partially because there is more to do than just using the bombs at Hyrule Castle, and because it is nearby the Tower of Spirits, with Hyrule Castle being the last stop for this intermission chapter. So in that case, head to Anouki Village first. -------------- ANOUKI VILLAGE -------------- In here, head to the back of the screen, onto the third floor where Honcho's hut is. Go right of his hut, and plant a bomb at the base of the crack in the wall. Enter. Inside, you will find an ice floor puzzle and a block. Push the block in the following directs; west, north, east, north, east, north, east, south, east, south, west, and then north. After, go up the staircase, and hop across the platforms and box to get to the chest. Open up the chest for a Big Red Rupee. Once you are done here, make your way to the Wellspring Station for something you can do with the Boomerang. ------------------ WELLSPRING STATION ------------------ !!!STAMP STATION ALERT!!! From the train station, head right, and go behind Ferrus' hut. Go up to the north west edge of the ice field, and take out your Boomerang. Trace a path going up north to the ice torch, then back down to make a path for you to cross. Go up north, then create some more ice going west to the stamp station in another niche. Once you are done here, leave, and go to Hyrule Castle Town. ----------- CASTLE TOWN ----------- Head northeast up to the northeast corner, and go up the stairs. Plant a bomb at the base of the boxes to blow them up, then head down and around clockwise to come to a chest that contains a Red Rupee. !!!STAMP STATION ALERT!!! Backtrack to the northeast corner, then go up a bit, then head west all the way to the northwest corner to finally find the Stamp Sation for the town. After you get your stampbook filled up, head south from here, then go east to come to a final chest, one which contains a second Red Rupee. Once you are done, head north, and go into the Hyrule Castle area. ------------- HYRULE CASTLE ------------- !!!HEART CONTAINER ALERT!!! In the first floor of the inside of the castle, head down the right hallway, then go up and north into the training room for the land's finest soldiers. You can view the Minigames --> Training Session section for more information, but basically you have to pay 20 Rupees to go into a mini-game, then hit the soldiers 60 times or more. Avoid getting hit by their spears by watching out for when they begin to twirl them, and run to either end of the room often to avoid getting ganged up on. Once you get 60 hits or more, you will get a Heart Container. Once you are done, head back out to the Castle Town, and go to the train. On the overworld, make the short trip to the Tower of Spirits. ______________________________________________________________________________ ______________________________________________________________________________ Under the Sea ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [USEA] A note for this chapter is that you MUST have the Song of Discovery to continue on. If you have not yet obtained it, go to Anouki Village, and play the Spirit Flute at the stone in the middle of the village, going from orange yellow orange blue. ---------------- TOWER OF SPIRITS ---------------- Talk to Anjean inside, then head up the northern door. Go up three stories of spiralling staircases and go into the door at the top to enter Floor 8. Floor 8 is a fairly dim, dark place, and so you will have to stumble around a bit. Thankfully, there are some unlit torches about the place; head right from the beginning to find a third torch, and then to the northeast, an unlit torch. Use your boomerang to bring some fire from the lit torch to light up the unlit torch, illuminating a bigger section of the room. Head up and light another torch to the northeast, which will show a bomb flower in the eastern niche. Pick up a bomb, and go to the northern wall, and lay the bomb down between the two lit torches up here. Go through the hole in the wall into a small chamber, where there will be a chest that holds a treasure in it. Exit back out into the main corridor, and go directly south, lighting two more torches. The ghosts will attack you if you run into you, but they also dislike the light, so as long as you stay near the torches you will be fine. Notice the stone tablet in the southern hallway. Go right a bit, and south to the nearby torch. Walk a couple of steps right from the torch, then take out your bomb bag, and bomb the wall directly north of here to open a hole. Head into another room, and open the chest for a Treasure. Head back outside, then go all the way right and head up the stairs onto the ninth floor. Up here, head left a bit, and light up a torch. Continue left. You should see another torch next to a plaque. You will have to wait for the ghosts to move past and edge out left into the darkness to get enough range to light the next torch. After, continue on to the plaque. Go north from here (the left side is just a giant pit beyond the torch), then light up another torch from the sanctuary area. Now, for the Tear of Light to your immediate right in the center area of the large area, you should know ahead of time that the Tear of Light is protected on three sides by walls; you can only enter from the southern end (that is an inner layer; you can go in past the two walls from the left side from your sanctuary, then loop around counterclockwise to the southern part of the passage and then go up into the sanctuary niche that contains the Tear of Light). With the first Tear down, wait until the Phantoms are in the northwest, west or south corridors, then run east and go up to the northeast corner. Take out the Whirlwind and blow a cyclone into the torch to extinguish the flame, revealing light streaming through a crack in the wall. Plant a bomb next to the wall to blow it (if you do not have the Bomb Bag then head west to a sanctuary that has a bomb flower in it), and enter. Inside, grab the second Tear of Light. Back outside, head all the way west until you cannot go west anymore, then go south, then west a bit more and north up into another sanctuary with the last Tear of Light. From here, head back to the sanctuary in the approximate center of the room (the hallway left of the area where the Phantoms are patrolling by) or the sanctuary in the northwest of the patrol range, and wait for one to walk by, then hit it in the back to take control of it. Once you have the Torch Phantom, head back into the beginning area to the floor, and go to the left side. Go to the southwestern end of the hallway and light the torch if you have not already to show a small bridge going across a high gap. Direct the Phantom to slowly walk across the narrow bridge, with Link following behind. When you get to the split in the bridge, go south. Once you make it back onto solid land, head left and have the Phantom hit both torches to light them up, opening the doorway. Head onto the next floor. On the tenth floor, go east a bit until you come to a door with a button panel next to it. Direct Link to stand onto it, then continue east with the Phantom. Once it hits near the end, go north a slight bit to find a button panel. Have the Phantom stand on it, and with both button panels being pressed down on, the door to the next section of the floor will open. Switch back to Link's perspective and call the Phantom over. Go north down the hallway. Read the tablet if you want for a clue for later, then when you hit a gap in the floor to the north, go right slightly, then up again, then head left, down and around clockwise to the northwest corner of the floor, where you shall find a chest that contains a Treasure. Backtrack around counterclockwise until you hit the northern wall, then go right until you hit the boss door. Go south, and keep an eye at what the shape is that the brown tiles in the center of the room here form. Go east once you near a pit, then south again, and east into the southeast corner of the room. Here, examine the red wall, which tells you to draw out a certain symbol. This symbol is what said brown tiles earlier formed, which is a capital Z, so draw one (nothing fancy, just two straight lines connected by a diagonal line). You will need the Phantom to pick up the key, as it is being protected by an electrical charge. Once you do this, the lights will turn on, and three Key Masters will spawn into the room to protect the Key. Do not bother trying to kill them before escorting the Phantom, as they will respawn. Instead, call the Phantom towards you, and guide it up to the keyhole, taking care of any Key Masters that come towards you (they will take three regular attacks, or two sliding attacks). Once you get the Boss Door unlocked, head upstairs to the eleventh floor. ----------------------- MINIBOSS: GEOZARD CHIEF ----------------------- You may have recollections of fighting a Geozard the last time you were here. There are two things to keep in mind when you are fighting the Geozard Chief; first is that he can breathe fire from his mouth in a streaming attack. This can be guarded against by staying behind the Phantom whenever he decides to spit out some heat. Secondly, there are four square gaps in the floor that you most definitely want to avoid. That said, the general strategy remains the same. Stay behind the Phantom at all times to avoid sword attacks against Link. Once you have directed the Phantom's path line to attack the Geozard Chief, get behind him and swipe at his back. It is best if you wait until he is on the edges of the room, where if you get pushed back you get pushed back into a wall, not a gap. Once the Phantom stops attacking and the Geozard Chief gets out of the double-team, run over to the Phantom and defend yourself, and repeat. The Geozard Chief is more resilient than the Geozard, so it will take at least three hits to take him out completely. After the battle is over, open the chest that appears in the northwest corner for a Treasure, then head upstairs. Up here, examine the Ocean Rail Map to extend the tracks in the land going southeast. Go down to the blue warp point and go to the bottom floor. Talk to Anjean. Now, you COULD go straight to the Ocean Realm, but if you got the Bomb Bag from Beedle's Shop, then there is some more stuff here in the Tower of Spirits that you can get, so go back inside the Tower of Spirits (if you do not have the Bomb Bag or just do not want to traverse the Tower again, then skip to the next Overworld section in this walkthrough). There is also some stuff you can get with the Boomerang and Whirlwind. Once you get back inside, go into the spiralling staircase, and head up and go into the first floor room. On the first floor, go to the northern end of the room, and head left to the gap. Throw the Boomerang across the gap to hit the orb in the northwest corner, causing a chest to drop down in the niche to the north. Open it up for a treasure. Grab the three Tears of Light and take over the Phantom. Go up to the second floor. Up here, head east and north to the northeast corner. Direct the Phantom to stand right at the edge of the gap, then take out the Whirlwind. Blow a cyclone at the Phantom to push it over to the opposite edge of the gap. Have the Phantom stand on the button panel, then Link can walk over and grab another piece of treasure from the chest. Continue on left and have the Phantom drop down the ledge. As Link, jump onto the armor's back, then go down a bit and then east again into another niche with a ledge. Jump off of the Phantom's back and open the chest for another treasure piece. Jump down from the ledge. Send the Phantom to distract the other Phantom, then head to the northwest corner. Call the Phantom to you, then plant a bomb at the base of the wall to blow it open. Head inside and open the treasure chest for another piece of treasure. Go back outside, defeat the enemy Phantom, then head upstairs. Go into the blue light to return to the ground floor of the Tower. Go back into the spiralling staircase area, then take the second door up onto the Fourth Floor. Here, grab the Tears of Light and take possession of another Phantom, then head east across the lava pool using your Phantom as a carrier. Go upstairs to the fifth floor. Up here, go west across the large lava pool, then go up north and head into the right-most of the two northern lava pools. Hop on the Phantom's back. Now, take notice of the orb in the northern niche. You will not be able to climb off the Phantom onto the ledge, but you can use the Boomerang. To do so, get the Phantom to stand on the island platform in the middle of the lava pool, then send the Boomerang around counterclockwise to hit the orb, opening the door to the east. Go east now into the next hallway. Ignore the northern stairs for the moment, and instead continue on east through the lava pool to safe ground again. Have Link get off the Phantom's back here, then direct the Phantom into the top bridge to block off the first statue's line of literal fire. Have Link walk across past the first statue and the middle statue (as the second one's line of fire is too high up to affect Link) then use the Phantom again to block the third statue for Link to continue on to the northeast corner. Once you successfully make it over, go north and examine the wall to see the crack in the wall. Plant a bomb at the base of the crack to blow it up, and go inside the room. Open the chest in here for a treasure, then head back outside. Go south from here, and head downstairs to the fourth floor. Here, go up, and have the Phantom stand at the edge of the gap. Use the Whirlwind to push the suit of armor over the gap, then direct it to stand on the button panel. This will light the torch on Link's side. Equip the Boomerang, then send it through the lit torch and then the unlit torch on the opposite side of the gap to cause a bridge to open up. Head over, then go straight up to the wall of fire. Equip the Bomb Bag, and have Link put a bomb right on top of the Phantom. Quickly send the Phantom up and left to a row of blocks, then drop the bomb at one of the boxes (you need to have the yellow cursor for that to work). Once the boxes are destroyed, continue the Phantom onto the button panel, which shall cause the flames to drop. As Link, go north and west and open the chest for a Treasure. Take both Link and the Phantom and go back south, and upstairs agian. Back on the fifth floor, head north, and go west past the three statues breathing out fire. Get into the lava pool, then take the northern staircase and go upstairs to the sixth floor. Up here, you will face two Geozards at once. As you might expect, the Phantom will be pretty useless since it will attack whichever Geozard you target one, then continue doing whatever it does, and it will stop if it gets hit. Your best bet is to lure the two Geozards away from the Phantom as Link, then, once they start hitting you with your swords, run out of their attacking range, and quickly trace a line for the Phantom to move and hit one of the Geozards. Keep your focus on attacking one of the lizards to quickly reduce their numbers; once they are down to one, the fight becomes far easier. After you defeat the two Geozards, go south and open the four chests for four tresaure items. My personal recommendation to get to the bottom from here is to just save and quit the game, and then reload to play again. Talk to Anjean to go out onto the Overworld into the Forest Realm. --------- OVERWORLD --------- Head south from the Tower of Spirits, and go to the southeast portion where you will hit the river. On the way there, you will see a couple of Bulldos; also make sure to evade the Dark Trains. Once you get close to the bridge, slow down, and stop once you see that it is boarded up. Reverse directions and stop at the nearby train station. ------------ TRADING POST ------------ Inside, head east, south and west in a clockwise fashion, and enter the lone house in the Trading Post. Inside, go up a bit for a short scene in which we get another character introduced. Agree to fetch the bridge builder. Exit out of the hut. The stone statue to the west does not offer anything useful, and the cave to the west is currently boarded up, so go back north and onto the train station and out onto the Overworld again. --------- OVERWORLD --------- From the Trading Post, go back north to the Tower of Spirits, and enter. Inside, talk to Anjean and go out into the Snow Realm. From here, head west. Shortly before the curve turns northwards, there will be another train station that you can stop at, so stop there. -------------------- BRIDGE WORKER'S HOME -------------------- Head north and east up the first staircase from the train station. Do not go up the second staircase just yet; instead, go right a bit, then up north to find four boulders that are lying around. Throw them aside, then take out the Spirit Flute and play the Song of Discovery for a chest to appear. Open it up for a Big Green Rupee. Afterwards, go north up the stairs and enter the house. Inside, talk to the bridge worker and he will go ahead of you onto the train. Go back outside, and head down to the train station. Talk to Ferrus and he will tell you about the bridge builder and how you need to drive the train properly. After, hop onto the train. --------- OVERWORLD --------- During the duration of the ride to the Trading Post, there are several things you must do to prevent the bridge builder from hopping off the train; -Avoid getting hit by any enemies. If you have the music on the music will change as soon as any enemies come into range. -When you see the yellow signs, blow your whistle. -When you see the blue signs, speed down to the faster of the two gears. The reverse is true; for the orange signs, slow down. -When you need to stop, slow down first, then brake. The same goes for if you need to reverse directions for a Dark Train; if you can, slow down, then stop, then reverse. -When you come to the Trading Post, do not go past the stop sign. When going from the Bridge Builder's Home to the Tower of Spirits, watch out for a yellow sign. When you see it, whistle with the train's horn. After, you will have to encounter a couple of Bulldos, so take them out quickly. Once you pull into the Tower of Spirits, head into the Forest Realm. Change your route around as needed according to where the Dark Trains are, and keep an eye out for the slow and speed up signs and enemies both. Shortly after you get onto the track leading to the Trading Post, you will have another whistle sign, followed thereafter by a couple of Bulldos. Once you get to the Trading Post, slow down shortly before you get there, then brake again so that you drift and come to a stop right in front of the Post. ------------ TRADING POST ------------ After you disembark, head down around clockwise and enter the hut. Talk to Linebeck, then go back outside. Head to the northeast corner and talk to the bridge worker. Watch a scene, then head back south andwest and into Linebeck's shop. Talk to Linebeck, and you will get Linebeck's Letter. Read the letter, then head outside and go west to the cave. Inside, take note of what the sign says; in this cave, there are several Like-Likes, a staple enemy to the series that most players should be familiar with. You can kill them by throwing a Bomb into their 'mouth', but for the most part just hit them with the Boomerang to stun and then slash at them with your sword. They will also suck in the air around them, trying to draw Link in; just keep running in the direction opposite from them until they tire out. If you get swallowed, quickly rub the stylus along the screen to get spit out without losing your shield. !!!STAMP STATION ALERT!!! From the entrance, head north, dodging the Like-Likes and staying out of their range. Once you hit the northern end (do NOT break the right-most pot here), go left and jump across the few platform islands. Plant a bomb at the box, then jump back a bit. When the box has been destroyed, head up for the Stamp Station. After your rendevouz with your stampbook, head back east onto solid land and go up the stairs to go outside. Back in the open again, take out the few crows that are on the treetops, then go to the Air Stone. Take out your Spirit Flute, and start at the purple colour (the one all the way to the right) and continue left up to the silver (the second colour from the left). Doing so, you will learn the Song of Light, and reveal a crystal that shoots a concentrated ray of blue light off to the northeast. Follow the light northeast until you hit the edge of the ledge. Take out your Boomerang and throw it northeast to hit a crystal orb. This shall cause a large island to the northeast to have a bridge extend out to the mainland. Head east and north across the bridge, and you should see the crack in the wall. Go back south and then east a bit to pick up a bomb from a bomb flower (or just use your Bomb Bag) and throw the bomb at the crack in the wall to blow it up. Enter another cavern. Inside, clear out the Octoroks in the cave. Do NOT open the chest to the north as it contains a Like-Like inside. Instead, play the Song of Light next to each of the two crystals in this cave to cause them to shoot out beams of concentrated light. From the intersection point, you are supposed to go six steps west and four steps north; this is measured in the stone tiles, so you just need to go to the northwest corner of the stone tiles. Play the Song of Discovery. Open the chest that appears for the Regal Ring. After, head back out to the front area, and talk to Linebeck for a scene. Once done, head into Linebeck's house. You can sell your treasure to him for Rupees, or trade treasure for new train parts. After you are done here, head out onto the overworld map again. --------- OVERWORLD --------- Head east across the bridge, and continue chugging along a ways until you get into the Ocean Realm. In this part of the world, stop off at the first train station you see to enter Papuchia Village. ---------------- PAPUCHIA VILLAGE ---------------- Here, explore around the area and talk to the denizens of the village. If you want, go to the hut on the center-right island, and talk to the Wise One inside. After, go to the northeast island, and jump to the west two islands. Open the chest for a treasure, then make your way back to the train and out onto the overworld again. --------- OVERWORLD --------- Head east from Papuchia Village along the bridge going over the water. For pure charm, ring the whistle for some dolphins to jump over the bridge. Once you hit the end, slow down and stop at the train station on the small island. --------------- OCEAN SANCTUARY --------------- Head west from the train station, and then go north a bit. You will encounter a new crab-like enemy that has a rock in front of it that it drags around with itself. If you get too close, it can bring the rock up and smack you with it. It will also move around rapidly, preventing you from moving further. To take it out, throw the Boomerang behind the Lobarrier enemy to hit it from the backside, then finish it off by striking flesh once with your sword. In any case, take out the first crab enemy, then go north and head inside the cave. Inside, continue on upwards and take out another Lobarrier, then continue on east and south. Once the screen shows the gap, go up and grab a bomb from the bomb flower. You COULD try to throw it across the gap, but an easier way to do this is to line up with the blocks, go slightly southwards, DROP (NOT THROW) the bomb, then use the Whirlwind to send the bomb over the gap and hit the blocks on the opposite end. Once the blocks are destroyed, use the Boomerang to hit the crystal orb in the small niche, causing a bridge to extend over the gap. Cross the bridge east, and then head north. You will have to deal with another one of the crab enemies (Lobarriers), but after you take it out it is smooth travelling north and west a bit to the stairs going up. Outside again, head north and examine the red door going into the central building to get a riddle; the riddle you are presented with basically means that you must figure out what a symbol that can be had by drawing the lines that the statues gaze in. To that end, the southeast and southwest statues should be traced from where they are up to the center door in a diagonal line. Go to the west end of the map, and use your Boomerang to stun a few Octoroks. While they are stunned, move up a bit, and use the Boomerang again to hit the crystal orb on the island, giving you a bridge. Cross over, take out the Octoroks, then take note of the statue's gaze (aka draw a line southeast). Head back onto the mainland, then go north again, taking out a Lobarrier. The statue's gaze here goes southwest. Go back to the center of the map, then head right and north. Take out two Lobarriers, then draw out the northeast statue's gaze (southeast). Go right up the stairs, take a Cuccoo, and fly south down to the larger island. Step on a button panel to cause a bridge to open up to the mainland, then look at the statue's line of sight here (southwest towards the center). Grab hold of your Cuccoo, then jump off the high ground south to the next island, and open the chest here for a treasure. Continue south again, then head left and up to the center door. If you drew the gaze of the northeast and northwest statues far enough, then you should have the shape of two diamonds (squares turned on a 45 degree angle) side by side to each other. Draw it into the door, then enter the cavern once it opens up. If you are having troubles, try drawing the symbol for infinite, as that should register as well. Examine the sign in here, then head back outside. Go to the southeast corner of the area, and go south back into the first outside area. Go down and press down on a button to cause a bridge to extend south, then go south and west across the islands. Head onto the train, then go west a bit on the overworld and disembark at Papuchia Village. ---------------- PAPUCHIA VILLAGE ---------------- Here, go south to the center-right hut, which is the Wise One's place. You will get a scene shortly before you head there. Continue on to the Wise One's place, and inside talk to her. Go back outside, and head down to the southern island. Play the Song of Discovery right next to the palm tree for an Air Stone to appear, then examine it. Play the notes it shows you (purple yellow purple) to learn the Song of Birds. After the scene that follows, head back up to your train. Now is a good time to save your game. Once you have done that, go out onto the overworld. --------- OVERWORLD --------- Head east towards the Ocean Sanctuary. On the way there you shall have a cutscene take place. You will be taken to the inside of your carriage. As Link, you must defend Carmen from any and all of the pirates that come in. A good way to tell where the Miniblins will come in from is by looking at the top screen; the enemy skull icon will show up a few seconds before they actually come on-screen. During the first bit, be aggressive and proactive and take them out before they have a chance to get to Carmen. Once pairs and trios of Miniblins begin to come in at an alarming rate, stick to Carmen, and abuse the Spin Attack three times in a row to clear out the Miniblins (do NOT do four times in a row, as the fourth one will cause Link to become stunned for a second), then attack, then Spin some more. Eventually, you will hit a mini-boss fight. ------------------ MINIBOSS: BIG BLIN ------------------ This is somewhat different from most miniboss fights. Big Blin will wander right across the screen at a very slow pace, trying to reach Carben. To stop him, you need to hit him several times, and then retreat when he begins to swing his club. The thing is, the Big Blin is very resilient. It will take you probably over a dozen in-and-outs to take him out. However, there is a neat trick you can use; at the beginning of the battle, hit him from the front a couple of times, then go behind him. Hit him from behind as much as you can. The reason why you should hit him from behind is that he will not be able to attack you right away. Instead, he needs to turn his upper body ninety degrees to face Link somewhat before he can swing his hammer. This gives you a lot of extra time to hack and slash at him. That said, the primary key to winning this battle is this: do NOT overextend. If you overextend and get hit by his club, it will not hurt that much (only a half a heart), but it will take you time to recover from being stunned (and you need to rub the screen with your stylus to do so). In the meantime he will be able to make a significant stride down the carriage. Also, occasionally a Miniblin will come onto the screen to try and capture Carben all on its lonesome. The first time, it will be one Miniblin, the second time, two, and then four Miniblins. Always, always, always go and stop them as soon as they come on screen, as it is very easy to take too long to run across the carriage to Carben if you daddle around. The Miniblins are also an indicator of the Big Blin's general health; the first Miniblin will come on when he is at about half health, and the four-pack when he is very close to being defeated. After you finally finish up the mini-boss battle, continue on east to the Ocean Sanctuary. --------------- OCEAN SANCTUARY --------------- A short scene will occur in which you will get your first Force Gem. These are highly highly useful in this game, as each one will open up an additional few Spirit Tracks. In this case, the tracks unlocked will allow you to activate an Arch that can bring you to the tracks northeast of the Wellspring Station. Once the scene is over, go east and north onto the next screen, then enter the cave. Talk to Carben and go through the notes (blue orange purple). To skip the yellow note, do not put the Spirit Flute down; instead, stop breathing in the mic at the orange note, then skip over to the purple note and breath in again. You will get Carben's Letter after. Read it, examine the rail map and mark the spots on your own map, then head back out to the train station and onto the overworld again. --------- OVERWORLD --------- !!!RABBIT ALERT!!! Head east from the sanctuary all the way to the southeastern island. On the water between the Ocean Sanctuary and the first island, look to the south to see a Rabbit in the water, hiding behind a barrel. Destroy the barrel to lure it out. On the first island east, if you have the music on, you should hear clicking. Once you see Ferrus on the right side of the road, slow to a stop, and he will give you some advice that will be useful in the next few minutes; some sculptures in the realm react to loud noises. !!!RABBIT ALERT!!! Get the train going again, then continue on east. Shortly before reaching your destination, look to the north; just before you hit the island, you should see another Rabbit hiding behind a barrel. Continue on now until you hit the southeast island, then go north one island. Shortly before you get to the island, look up to your left, and on top of one of the large spires of rock you should see a statue holding up a red orb. Pull the whistle to make the orb turn blue. After that, head to to the center north island in the archipelago area, the island marked 2. You will probably encounter a few pirate ships on the way there; hit the cannonballs that come at you with your own cannonballs to stop them, then fire at the ships themselves. Once you make it to the island, the orb is on the ground to the north end of the statue, which you can see coming in from the west or east sides. Go south from there and then west and north a bit to the spot of water marked 3. The red orb is within obvious site, so brake and whistle at it once you get near it to turn it blue. Go inside the mouth of the fish statue that pops up to head underwater. Under the sea, mark your route to the Temple located in the northeast area. While wandering there, you will face some smaller jellyfish-like enemies that you may have seen on the surface; blast them multiple times for Rupees. Also make sure to take out the Octoroks when you see them, as they will spit ink at your train, fogging up your vision (although thankfully they do not damage you). It should also be noted that as you are underwater, the mechanics of shooting your cannon shot changes; your shot no longer goes in a projectile, but rather slowly drifts up to where you shot at. Once you near the Temple, an Armored Train will come out and pursue you. Go up the left side, and rotate around in the loop. Another regular Dark Train will come out around this time. Rotate around in your loops until the Dark Train turns to go west to where you are now, then head south with both Armored Train and Dark Train behind you, and stay ahead of them. Shoot the two trains occasionally to keep them slowed down, until you make it into the Ocean Temple. ______________________________________________________________________________ ______________________________________________________________________________ Ocean Temple ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [OCNT] Once you disembark from the train, head north into the next area, into the 1st floor area. Inside, head up and left a bit into a room with four tablets. You can disable the Yellow ChuChus by either waiting until they power down their electric field to attack them, or else use a Boomerang to stun and then kill them. Take note of the numbers the tablets give; basically, 1 to the left, 2 to the right, 3 is to the north, and 4 is the southern tablet. Head north up the left end. Run east down the hallway (do not walk) to avoid getting hit by four arrow traps (staying near the bottom helps as it takes the arrows longer to reach you), then go up the staircase at the end up onto the second floor. Upstairs, go down south, and hop onto the block. Walk to the northwest corner of the block. You SHOULD have the shield by now; if you do, then the arrows will automatically bounce off your shield as you go by, but you will need to walk back up a bit as it will push you back. If you do not have the shield, then you basically need to dodge the arrows. When you make it to the opposite end, head south and onto the next block, which will move southeast. As you go down that way, take a notice of the four orbs, and that they are lined up in a cross formation. The order you need to hit them in corresponds to the order of the tablets downstairs; therefore, hit it in the order of left, right, north, and then south. This will open the door at the end of the block's trip. Once you make it to the southeast, head down the corridor, and go up a bit. You should see a Crystal Orb; if you hit it, the gap in front of you will be replaced by a floor, while a gap will open up to the south. However, do not do that right next to the orb; instead, go down to the south corridor, and hit the orb from around the corner with the boomerang so the southern part of the corridor has the gap. With that in mind, backtrack across the two blocks and go back to the first floor. Down here again, go back past the arrow traps and the room with the tablets to the front entrance, then go north and head east, where there are no longer any boulders blocking you from exploring (if you tried to go here earlier). Ignore the southern portion of this half of the first floor, and instead head back up to the second floor. Up here again, go south and stun a pair of Yellow Chuchus with your Boomerang, and then kill them. Head up the stairs to the third floor. Up here, go left and into the central chamber for a mini-boss fight. ----------------- MINIBOSS: SNAPPER ----------------- Snapper is basically a joke and probably the easiest miniboss in the game. At the beginning of the battle, he will have you captured in his whip in an automatic sequence. Do not bother trying to go forward to hit him or trying to escape his grasp; instead, wait until he tries to pull you towrads him. When he does this, go straight at him and hack and slash away. When he pushes you away after, aggressively push towards him and hit him some more, and if he gets you in his whip's grasp again, then just continue waiting until he reels you in to hit him some more. Truthfully, this is painfully easy and he dies after only three rounds. After you defeat the Snapper, open the chest that is left behind for the Whip. Afterwards, head back east and go downstairs to the second floor again. Here, head south all the way to the bottom-most part, then turn to face left. Take out the whip and target the branch to the left. At the apex of each swing, swing over to the next branch, and land on the ledge at the end. Open the chest here for a treasure, then return back across the gap. Go north and head down to the first floor. Here, head south a bit and go right to the door blocked off by some vines. Whip the vines twice for Link to remove the lower thorns, then go through the doorway to open a chest for another treasure. Head south and use the whip to go west to the entrance, then west again to go into a niche on the west. Whip the tongue of the statue to pull it back, causing a chest to appear in the northern section of the room. From the entrance, go west and north and open the chest for another treasure. !!!STAMP STATION ALERT!!! Go right up the stairs, then head left on the second floor to find a crack in the wall. Blow it open, but do not go inside just yet; instead, head right of the doorway going downstairs and plant another bomb at the wall here to blow up a hidden faulty wall, then go inside. In here, go up, and use your Whip to dethorn the vine. Continue on, and equip your Boomerang. Throw it around clockwise to hit the Crystal Orb in the niche to the right, then go back south into the previous room. Here, go inside the left end of the room. Whip your way across the three branches to the north end of the room, then pull the tongue of the statue back. Face south, and watch for the moving block on the mini-map on the top screen. When it is moving left, whip onto the first branch, then fall down onto the block. When it moves to the right side, jump off, and head north to find the Stamp Station. Now, once you are done stamping, head back to the first floor, and go east, and up to the second floor. Continue on up to the third floor, and go back west into the room where you earlier fought the Snapper, this time with all the chests from the first two floors liberated. Use your Whip to go across to the west room, and head up the stairs to the 4th Floor. Up top, read the stone tablet for a message if you want, then continue on east and south, then west across a gap, and down and east again. You can aim at the Yellow ChuChus with your whip now to kill in two hits. Pull back on the sculpture's tongue to open the nearby door, then head north and go into the narow corridor. Go to the far right and pull the tongue of the statue at the end of this path. This will trigger a bridge to extend across the south gap. Go across the gap, then go right and take the door to head downstairs. Down here, head west all the way to the opposite end, where there are two statues. Take the whip to pull out the tongue of the first one, which will end up being the handle of a giant sword, then tap the other statue to throw the sword in there, causing a chest to appear. Open it for a Small Key, then go to the center of this corridor and swing north back into the Snapper chamber. Here again, head north, and whip your way north across the gap. Ignore the door to the west, and instead go east for a quick detour; wait until the block is moving upwards to whip onto the branch, then fall down onto the block. Go onto the floor once the block heads south and open the chest for a treasure. Make your way back west, then go to the northwest corner. Open the locked door using your Small Key from earlier, and head back up onto the 4th Floor. Upon entering, go left and pull the tongue out from the statue to open the door right to your south. After, head east, and use the Whip to navigate your way over the lengthy gap. Once you have successfully made it over east, continue south. In the large chamber, you will be forced to do battle with two Helmet ChuChus; use your Whip to pull their helmet off, then hit them once to kill. After, continue up the staircase onto the fifth floor. Up here, pull the thorns away from the vine and go up to read a tablet. Head back south, and go west. Nearing the center of the room, you will face two more Snappers, who patrol independently of each other. Once you encounter one of them, take out your Whip and hit him with it to stun him, then hack and slash away at him, then take out the other Snapper. After, continue south, then head down the west corridor. Ignore the statues, and instead go north at the end. Pull the switch on here to cause a propeller to fly up into the sky, then whip the propeller for Link to latch on; at the same time, keep your stylus on the screen for Link to stay on. You need not guide the propeller, however, as it will automatically take you to the southwest corner of the room. Drop down once you get onto solid ground, and head upstairs to the sixth floor. Head east from the staircase; in the small chamber, you will have to take on a pair of Blue ChuChus. These foes have an electric field around them, which never goes down, and cannot be stunned by the Boomerang, Whip, or Whirlwind items. You can only damage them with two items; either take out some bombs from your Bomg Bag and throw them directly at the Blue ChuChus, or else use your Whip to take a sword out from the statue's mouth to the north, then aim the sword at the ChuChus. Once you win, a hook branch for the whip will appear in the far east of this room. Back downstairs, whip open the propeller in the corner, and then grab onto it to fly back to the main area. From where it drops you off, pull the three handle-swords out of the three statues to your direct north to cause some extra branches to appear in the northern section of the room. Head over to the northeastern corner of the room, and do some Tarzan action over the five hooks to the opposite end of the gap. Upstairs, go back east. On the fourth branch, wait until you hit your apex, and you will have to drop a bit. Target the fifth, lower branch quickly to get back onto ground. Hit the orb here to cause the fourth branch to lower somewhat, allowing you to tread back west if you needed to. That said, continue south, take out a Helmet ChuChu, then go west. Read the tablet; basically, you need to keep an eye out on what statues have and do not have swords in them, as that will become integral a bit later on. That said, while you are documenting which statues do and do not have swords, take the lower corridor going west. Head all the way to the end, then destroy the thorns on the vines. Head up and pull on the switch with your Whip for a chest to drop down; go back to the center of the room then head west along the northern path for a chest which contains a treasure item. Next, take the lower right path, and follow along the narrow stretch, throwing a bomb at the ChuChu if you have any. Go north using the branch, and open the chest for a Small Key. Now head back to the northeast corner, then use your Whip to go back to the northwest corner, and back downstairs. Down here, you will need to rearrange the swords in the four corridors to match what the sword positions were like on the sixth floor by taking swords out of mouths and putting them in others. For the lower left corridor, there should be no swords in mouths. For the lower right corridor, the center mouth should not have a sword, while the left and right do. For the upper left corridor, the far right and center mouths should be the only ones with swords. Finally, the upper right corridor should be like the upper left corridor; only the far right and center statues should have swords in them. If you have troubles with moving the swords around, once you grabbed one, put away the Whip and Link will automatically let go of the sword; move closer to the statue you need to put the sword in and grab the sword from there. Once you have done that, the door in the lower right corner will automatically open. Head south from the center of the room and open up the locked door, then proceed right across the gap via another branch. Head up the giant staircase, then go back up to the sixth floor. Up here again, head left and hit the propeller with your whip to launch it up into the air. Grab hold of the propeller and let it guide you around until you have the chance to drop on the block. Drop down, then head left onto the southern platform island. Step on the switch for a bridge to extend north. Pick up the key, then go north. You will have to face some Key Masters; drop the key and kill any that come your way, then pick up again and head north. Throw the key into the lock to open the door into the boss area. Go left and then head east using the two branches. Up top, examine the plaque for a blue warp point, then throw the thorns away from the vine. Head up for a boss battle. -=-=-=-=-=-=- BARBED MENACE PHYTOPS =-=-=-= Before you can start the boss fight proper, you will have to ascend to the top of the fighting arena. At the same time, Phytops will be throwing some toxin down from the top of the battlefield at you. If you have music on, you should hear Phytops' cry before it throws anything down, so make sure to run around when it does that. Make your way past the first two flights of hooks. When you come to the edge of the third platform, take your whip and snap one of the thorns off the vine enemy, before whipping it back into its eye (by tapping on the eye). Once you hit the top, smash the pots to recover whatever HP you lost, then set off the propeller. Grab onto the propeller for it to carry you up to the top. When you have made it to the top, Phytops will make its reveal proper. Phytops is slightly like Arrghus from A Link to the Past; at the beginning of the battle, the plant enemy will slam two vines down, one to either side of Link, restricting your movement area to about an eighth of the circumference of the area. Following that, Phytops will spit out the same toxin that it was spitting out earlier; you can tell when it is going to do this, as some rods will poke out of its 'head' area and spit out the toxin from there. That said, Phytops weakness is its two vines. Use your Whip to take one of the thorns off of either vine, then take the vine and throw it at Phytops, destroying one of the pink parts on its 'head'. Do this until its eye is exposed, then thrown the vine at its eye to stun it. Run up to Phytops and hit it while it is stunned using your sword. Once Phytops has recovered, it will go back underwater. Four vines will come back up; two will slam down to the sides, cutting you into a small area again, while the other two will slam down at Link a couple of times. Quickly run out of the way when these are coming down to keep your hearts meter up. After, the second pair of vines will retreat back underwater, and Phytops will reappear, with four vines instead of two. From there on in, it is the exact same strategy as before; expose its eye while dodging the second pair of vines (they do not attack that often), stun it, hit it, then dodge the vines that try to hit Link. Overall, it should take you somewhere around three to four series of attacks on the vine monster to take it out for good. Once you win the battle, watch the scenes. Open the chest up to get the ever-so-obvious prize of a Heart Container for defeating Phytops, then go into the blue warp point and watch some more scenes. Afterwards, leave the Ocean Temple. ______________________________________________________________________________ ______________________________________________________________________________ Intermission Two ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [INT2] This is the same drill as the last intermission chapter; this is merely a section where I detail the things that you can catch up on with the rest of the map outside of more main dungeons. This once starts out from the Ocean Temple. --------- OVERWORLD --------- !!!RABBIT ALERT!!! Loop around the archipelago clockwise, going up to the northwest most island, just northwest of where you are right now. Once you leave the islands, look to the south and the rabbit will be hiding behind the first barrel that you see. !!!RABBIT ALERT!!! After capturing the rabbit (or falining to capture it), continue on east to the upper middle island, then continue on east. At the curve where the track begins to go north, look to the east towards the big tower structure and the rabbit will be hiding behind the first of two barrels. !!!RABBIT ALERT!!! Go down to the center east island, and head west. The Rabbit will be in the first barrel to the north. !!!RABBIT ALERT!!! Head west after that until you hit the center bottom island, then continue on west. Go on straight at the track triangle, and the barrel with the rabbit in it will be to your north shortly after that. After, back up a bit to the center island, then go south, and west, until you hit the Ocean Sanctuary, and stop here. --------------- OCEAN SANCTUARY --------------- From the start, head north so that you are on the edge of the mainland and parallel to the island to your north. Wait for a bird to come by, and play the Song of Birds to attract said bird. Use your whip to snap onto the pole it is carrying around, and let it carry you over to the small island. Remember to hold your stylus on the screen to stay hanging. Disconnect from the bird once you make it over to the northern island, and open the chest here for a treasure. Play the Song of Birds again to attract the attention of the bird again, and go back to the mainland. Now, head east and north up onto the next screen. On the second half of the Sanctuary, go to the northwest corner of the area, to where the statue is; you can take the Lobarrier out by snapping the whip at it to steal its stone arm, then sending the stone right back at it. Play the Song of Birds to get the attention of another bird, then snap your whip at it to grab a hold of the pole. Let it carry you to the northwest island, and drop down. Open the chest for a Treasure. !!!STAMP STATION ALERT!!! Make your way back to the mainland via Song of Birds and the Whip again, then head in front of the entrance that leads to Carben's place. Play the Song of Birds for another bird to appear. Grab onto it via the Whip, and it will drag you upwards onto the top of the cliff. Drop down and head left to find the Stamp Station for the Ocean Sanctuary. Now that everything that can be done here has been done, head south a screen, and go to the train. On the overworld, head west and enter Papuchia Village. ---------------- PAPUCHIA VILLAGE ---------------- Here, head east and south down to the southernmost hut. Go east and latch onto a bird (if there are none, call one with the Song of Birds) and it will take you to the southeast island. Go down south onto the next screen of Papuchia. Down here, head south and go to the southwest corner, and use the Song of Birds to call a bird. It will take you down to the southeast island. From here, go to the southwest corner again, and call another bird, which shall take you to the southern tip of the long, narrow central isle. Head north, and use the Whip to take away the stones that the Lobarriers are using to defend themselves, then throw it right back at them to kill. Once you hit the northern end of the island, open the chest up here for a Big Green Rupee. You are not quite done yet, so head to the southern end of the island, and go west. Play the Song of Birds, and latch onto the bird that comes from the northwest (NOT the East), which will carry you to the northwest isle. Head down to the southwest tip, and play the Song of Birds again to get a bird that will take you to the center isle (after wandering over to the southern part of the center island). Open the chest here for a treasure item. !!!STAMP STATION ALERT!!! Go west and play the Song of Birds one last time, and latch onto a bird coming from the south to go to the southwestern island. Drop down here and examine the stamp station to get your stamp. Once you get it on, you COULD call on the birds again to make your way back into the main screen of Papuchia; however, it is far more convenient just to save your game, and reset, and be placed at the northeast entrance here. !!!FORCE GEM ALERT!!! (Force Gem #2) In any case, once you make it back into main Papuchia, go to the southern-most hut and talk to the lady inside. Answer with a positive to begin a slightly lengthy quest for a Force Gem. After she is done, head out onto the overworld, then go west all the way to Whittleton Village in the Forest Realm. ------------------ WHITTLETON VILLAGE ------------------ In here, head north from the train station and enter the northernmost hut. Inside, talk to the village chief, and if you accept to bring him on the train, you will be able to initiate the sequence for the Force Gem. Head outside and board the train. --------- OVERWORLD --------- Head outside and draw a line to go south and east towards the Ocean Realm. The process is the exact same as when you first had to transport the construction worker from his home to the Trading Post. If you go east, then south and east into the Ocean Realm, and from there directly to Papuchia Village, you shall face in order a whistle sign, a slow sign shortly before the Trading Post, a Speed Up sign on the bridge, and then another whistle sign in the Ocean Realm. -Avoid getting hit by any enemies. If you have the music on the music will change as soon as any enemies come into range. -When you see the yellow signs, blow your whistle. -When you see the blue signs, speed down to the faster of the two gears. The reverse is true; for the orange signs, slow down. -When you need to stop, slow down first, then brake. -When you come to Papuchia Village, do not go past the stop sign. ---------------- PAPUCHIA VILLAGE ---------------- Once you enter Papuchia, after a short story sequence you will get Force Gem #2, which opens up tracks to the east of Whittleton Village (see jekoln's helpful map at:) http://www.gamefaqs.com/portable/ds/file/959019/58651 Afterwards, head back onto the overworld map, and return to Whittleton Village. ------------------ WHITTLETON VILLAGE ------------------ !!!BOMB BAG UPGRADE ALERT!!! !!!HEART CONTAINER ALERT!!! Back here, head up into the northeast area. From where the Stamp Station is, run east and then cross the northern pit via the use of the Whip on the branch, then continue left to open the chest for a Piece of Treasure. Head back south, then go south all the way and then east again over the southern chasm. Go north and talk to the man standing next to the fence, and he will allow you to enter a mini-game for the prohibitive cost of 50 Rupees. The basic gist of the game is that you need to cross through around the side of a mountain via branch hooks. You can see a more detailed strategy in Minigames --> Whip Race, but there are four tips you can keep in mind to shave your time off: once you are on the bottom swing of one branch, tap on the next repeatedly, press and hold the L or R buttons to activate your Whip instead of touching the icon, roll instead of running along the ledges, and take out only one thorn from each vine and run through the vine. If you manage to get under 1:30:00, you will get a Bomb Bag Upgrade. If you get under 1:15:00, you will get a Heart Container. Should you get 1:05:00 or under (which is really difficult), you get a permanent 50% discount on the game (so 25 Rupees per playthrough) and a Super Rare Treasure. After you are done with the mini-game here, exit out onto the Overworld, and go north to Hyrule Castle Town. ----------- CASTLE TOWN ----------- In here, head north and west to the center-west house, and you should see a Cucco Bird on top. Play the Song of Birds to call the Cucco down from the rooftop, then tap it to grab it. Run to the northeast corner and head up the stairs onto the battle ramparts. Walk around clockwise until you get to the south part of the ramparts, and jump off to the north to land on top of a blue-roofed house. Open the chest for a Treasure. Go back up the ramparts, and this time head to the southwest portion, and jump north for another treasure chest. Take your Cucco again, and head to the northeast end of the ramparts. Jump onto the nearby house roof, then head west another roof. This here is the trick part. Look to your west, and you should see two lion statues in the main agora. You need to fly off the roof you are on at present and land on the right lion statue. That one is easy, but people tend to have trouble with the left one, as they will end up slipping off the first statue or land and slip off the second statue. What you need to do is specifically tap and hold the top of the second statue so Link will jump off without losing the Cucco. Once Link lands, quickly slide the stylus slightly to the right so you do not fall off. After you make it over successfully, tap and hold the position onto the roof with the chest. Glide over, then ditch the Cucco and head up. Open the chest for a Rare Treasure. !!!BOMB BAG UPGRADE ALERT!!! As you have cleared the Ocean Temple out, you can now play the second level of 'Take 'Em All Out' in the southeast building. For more detail and help on Level Two, refer to Mini-Games --> Take 'Em All Out. Remember to take some potions along if you choose to play. Should you succeed in Level Two, you will get a (second) Bomb Bag Upgrade. !!!FORCE GEM ALERT!!! (Force Gem #3) The previous explorations cleared out most everything in Castle Town for you to do right now, which leaves you with one thing left. Go into the center west house of Castle Town, and talk to the lady inside. Answer 'Yes' and 'OK' to her questions, and she will hop onto your train. Go outside and onto the train to go to the Overworld. --------- OVERWORLD --------- Given the fairly obvious hint that the lady dropped about rabbits, draw a route going west to the Rabbitland Rescue. Keep the following rules in mind again: -Avoid getting hit by any enemies. If you have the music on the music will change as soon as any enemies come into range. -When you see the yellow signs, blow your whistle. -When you see the blue signs, speed down to the faster of the two gears. The reverse is true; for the orange signs, slow down. -When you need to stop, slow down first, then brake. The same goes for if you need to reverse directions for a Dark Train; if you can, slow down, then stop, then reverse. -When you come to the Trading Post, do not go past the stop sign. ----------------- RABBITLAND RESCUE ----------------- In here, head right and watch a scene, then go back to the train station and talk to the lady. This will restore some tracks going from just north of Rabbit Land Rescue west and around to the Forest Sanctuary. This is Force Gem #3 using jekoln's Force Gem map at: http://www.gamefaqs.com/portable/ds/file/959019/58651 Afterwards, head out onto the Overworld Map. --------- OVERWORLD --------- It is time to head to somewhere you have not been in a while: make your way to Aboda Village. !!!RABBIT ALERT!!! At the last turn in the tracks before you get back to Aboda Village, look to your east. You should see a Rabbit hiding behind a rock next to a tree. Shoot a cannon at the rock to expose the rabbit. ------------- ABODA VILLAGE ------------- !!!ITEM ALERT!!! First thing is first: if you have been following this walkthrough or a Stamp Guide, you should have at least ten stamps in your Stampbook by now. Head over to Niko's House and talk to Niko, and he will give you the Shield of Antiquity. This Shield cannot be destroyed, so you no longer need to fear replacing it should you fall prey to Like-Likes. After, head back outside. !!!FORCE GEM ALERT!!! (Force Gem #4) Talk to the kid who is standing next to the train station, and he will ask you to take him somewhere he can see the world up from high. Go out onto the overworld with him in haul. --------- OVERWORLD --------- This can actually be a fairly tricky Force Gem to get. This is because you cannot take the kid to any static location, but rather must find Beedle's Shop. Depending on your luck, this could be a short trip or a long trip. Beedle's position on the map resets if you save and restart your game, but if he is in the Forest Realm when you first enter Aboda Village, he will still be in the Forest Realm if you exit. This at least narrows down the areas where he is, and he will start off in the exact position he was in when you first entered Aboda Village. This means that if he was near Aboda Village when you first went there, you are in luck. Otherwise, you are in for a fairly length trip (though nothing actually is stopping you from just stopping the train, doing something else for a while, and waiting until Beedle shows up in the Forest Realm). Once you successfully call Beedle down and enter his shop, you will have to actually move Link to pick up the Force Gem the kid gives you. This is a fairly useful Force Gem, which opens up a track in between the Forest Sanctuary, Forest Temple and Hyrule Castle. With that, most of the loose ends are tied up for what you can do right now at this point in the game. There are a couple of things that can be done in the Snow Realm, but those fit perfectly for the trip that you will need to take to the Snow Realm in the next chapter anyways. ______________________________________________________________________________ ______________________________________________________________________________ Through Fire and Ice ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [TFAI] ---------------- TOWER OF SPIRITS ---------------- Talk to Anjean, then head north up the stairs. In the spiralling staircase room, go around all the way to the top, and enter what will be Floor 13. On this floor, you will have enemies that resemble eyeballs that are aptly called "Phantom Eyes". To kill them, you must first stun them from out of their range using either the Boomerang or the Whirlwind; the Boomerang is far more useful in this regards as you can hit them from behind a corner, then finish them off with Link's sword. Killing them is imperative because if one spots you, then one of the Phantoms on the current floor can instantly teleport to the Phantom Eye and chase after Link. Thankfully, the Phantom Eyes are marked on the map along with the Phantoms, and their range of sights are marked by the yellow rings that expand outwards from them. With that being said, head to the southeast corner (make sure the Phantom is ahead of you so you have some leeway), then go up and left a bit. Kill the Phantom Eye with your Boomerang and sword, then retrieve the Tear of Light from the sanctuary. Now, while making sure you do not fall into the Phantom's patrol, go to the southern corridor, and head to the middle. Go down away from the northern wall, then throw the Boomerang through the west torch, back to the center and through the eastern torch to light it up. It is vital that you step away from the northern wall, because if you accidentally hit it with the Boomerang, it will attract the notice of the Phantom. Once you light up the eastern torch, a chest shall appear in the northeast. Go north into the northeast chamber of this room. Go and enter the sanctuary niche on the right side and hit the orb to cause a bridge to extend over two of the platforms in the southwest. After, head around clockwise to open the chest for a Small Key. Go down and head up the stairs on the southern portion of the platform. Up top, go north, and take the sword out of the middle sculpture's mouth, and throw it into the RIGHT; do NOT put it into the left or else it will summon a Phantom to you. This will cause a chest to appear on one of the platforms in the southwest area. Now, while still on top of the platform, head west and swing west across two branch hooks onto the next high floor. Go up and head west again, then go south across another pair of hooks. Continue east and turn to face the north, but do not actually cross over just yet; instead, take out your Boomerang and throw it around to stun the Phantom Eye on the opposite side of the gap, then switch to the Whip. Swing over using the overhead branch (it may be difficult to see), then take out the Phantom Eye. Collect the Tear of Light. After, go back across the branches, then head to the front entrance to the area. Go west, and head up the stairs to the left of the two platforms. You should have activated the bridge and gotten a chest to appear earlier, so cross east to the right platform and open the chest for a second Small Key. Jump off to the west and open the door in the southwest corner with a Small Key. You will not be able to do anything with the orb here, but for now opening the door itself is sufficient. Go to the northeast corner of the room, and open up the locked door. Head upstairs to the fourteenth floor. Up a floor, go south, and then head into the western corridor. Continue west and hit the the Phantom Eye from long range with your Boomerang, then stun it. Continue on west and north and take out another Phantom Eye, then walk into the corridor right before the Phnatom, with the square walls in the middle. Go to either the north side or the south side, and plant a bomb here, then run around to the opposite side. When the bomb goes off, it will attract the Phantom's attention, allowing you to run past it and grab the last Tear of Light. If you do not have the Bomb Bag, then go to the west end of the corridor and throw the Boomerang at either the north or south wall. Stay in the sanctuary, then when the Phantom comes back, hit it in the back to take control of it. In this area of the tower, you can direct the Phantom to teleport to where there happens to already be a Phantom Eye (though you need to make sure the cursor appears when targeting a Phantom Eye to teleport to). Draw the line down southeast to the Phantom Eye in the small locked room, then have the Phantom stand down on the button panel in the room to open the door. As Link, wander down to said southeast room. You no longer need to worry about the Phantom Eyes as they have no Phantom to summon to them. Open the chest in the room to get a treasure item. After that, go back down to the previous floor. Down on the thirteenth floor again, head down and west a bit, and go up the stairs on the northeast platform. Direct the Phantom in front of the ledge, and have Link jump on top of the suit of armor's shield. Go down a bit then east to the floor pit. Since you are now on top of the Phantom, Link can swing over using the branch. Open the chest for a treasure, then head back south. Go into the southeast area of the floor and take out the Phantom here with your sword. Afterwards, walk up onto the northeast platform again to get back onto the Phantom's shield. Head south and go into the southern corridor again, and go to the bottom of the south side for a ledge Link can jump off onto. Open the chest to the left for another Treasure Item. Hop back on, then teleport to the southwest corner using the Phantom Eye. Have Link hop off and go into the niche here with the orb. While Link is there, have the Phantom teleport to the northwest corridor. Go south and into the west corridor to hit the orb. Switch your perspective to Link and hit approximately the same time as the Phantom does. This will open the door to the northern corridor. Head north and go up to the fourteenth floor again. Upstairs, head south down the corridor. On the occasion, a Blue ChuChu will pop up; get behind the Phantom when they appear, as it will automatically kill them off once the ChuChus approach. Once you hit the southwest corner of the room, take Link across the sand, but leave the Phantom behind, standing on the nearby panel. When Link crosses the sand, stand on the button panel on the right side as well, to cause a bridge to appear across the sand. Direct the Phantom over the bridge, then continue on east. At the spikes, send the Phantom across them and northeast to stand on a red glowing square. Switch to Link and continue on east and north up the next corridor and stand on the opposite square. This will cause the two characters to trade places. Direct the Phantom back over the spikes, then go west. Use the Whip to pull the sword out of the mouth out of the left side Zora sculpture, and put it back into the right side sculpture to open the nearby door. Head up to the fifteenth floor. Up here, move right a bit and then south and have Link stand on the tile that will glow yellow once he does. Switch perspective to the Phantom, and direct it to go north slightly, then east across a bed of spikes. Once you can no longer go east, have the Phantom go south and then head west to stand on another blue glowing tiles to switch the places of the two characters. Go to Link's perspective, and head east and north across another bed of sand, making sure to watch out for any Blue ChuChus that may unexpectedly pop up from the ground. Ignore them and once you get past the sand, you will face off against another Geozard. Use the Whip on the lizard to pull its shield away, then move in and hit it constantly with a flurry of sword strikes. After the battle is over, head left, and push the block you find here west and north, and onto one of the two button panels. Go down to the southwest corner, and have Link stand on it to make it glow blue. Switch back to the Phantom, and have it go north onto another blue tile to have the two switch places. Keep the Phantom's perspective, and have it go north and stand on the button panel that you did not push the block onto. This shall cause the first spike bed in the lower east corridor to lower, so switch back to Link and run around counterclockwise down the corridor and back up to join with the Phantom again. Call the Phantom over, and head to the northeast corner, where there is a large stone door. Direct the Phantom to push against one side, while Link pushes against the other side, opening the doors. Inside open the lone chest for a Small Key. Get both characters back into the center of the room; you can do this by going west and south a bit to a staircase, and going west some more and jumping off the ledge. Take the lower west corridor, then go on until you hit the gap. Equip the Boomerang and throw it up to the northwest at an orb, which shall cause a bridge to extend across the sand. Take control of the Phantom again, and direct it to teleport north, to the left of the two Phantom Eyes. Send the Phantom south and west across the sand, then go directly south into the southernmost corridor. Turn right inside the corridor and onto the glowing tile. Switch back to Link, and head east a bit and south onto the other red tile to make the two switch places. Go back to the Phantom, and again warp to the left northern Phantom Eye. Go down south past the spike bed, but stop short of the southernmost corridor; instead, have it go east into a small niche and stand on the button panel here to lower the spike bed preventing Link from leaving the southern corridor. Have Link go up and regroup with the Phantom, then go west. Have the Phantom go up the west end here as north as it can, to prevent the boulders from rolling past it. This allows Link to go north without running over a spike trap. Once Link makes it north and then east slightly, get both characters to press down on one of the two button panels here to extend a bridge east. As Link again, go north and east a bit alone, and stun the Phantom Eye from around the corner before continuing on. Use the Whirlwind to blow the Phantom Eye north, then west across the sand. Change perspective to the Phantom and have it teleport up to the Phantom Eye, then kill it. Have your avatar Link follow the suit of armor across the sand, then have each character stand on one of the button panels. This will open the door in the center middle of the area, which will allow you to head upstairs. Have the Phantom teleport to the Phantom Eye patrolling back and forth there, then as Link go south and east across the bridge following the Phantom. Unlock the door, then head upstairs to the sixteenth floor. Proceed south once you get upstairs and read a tablet that tells you to move from 'the green tile to the red', so this is basically another area where you have to trace lines across the screens. If you warp your Phantom over to the right Phantom Eye and talk to the other Phantom, it will tell you its patrol path has a special meaning. Warp your Phantom to the left Phantom Eye, where you will have a square floor with tiles that lights up as you walk across. The walking from the green to the red titles should be fairly obvious; just walk from the northwest green tile to the southeast red title. You then have to combine this to go along with the Phantom's patrol path, which is to go from southwest diagonally to northeast, west to the northwest, diagonally southeast to the corner and then back up northwest, then south, which it restarts the patrol path all over again. In layman's terms, you must walk the path the patrolling Phantom does, starting with the green title, and copying the patrol path so that you do not reach the red title until the end. This means you need to start in the part of the patrol where the Phantom goes directly south from the northwest (green) tile down to the southwest tile, then diagonally to the northeast tile, west to the northwest tile, and finally diagonally southeast to the red tile. Once you successfully complete the puzzle, have the Phantom go back into the center corridor and reunite with Link. Loop around south, east and north and up the staircase to the seventeenth floor. Up here, grab the Fire Rail Map, then watch a series of cutscenes take place. Once the scenes are over, talk to Zelda's spectre and go to the Snow Realm. --------- OVERWORLD --------- From the Snow Realm, go up north slightly, and then take a train track going east into the Fire Realm. In the Fire Realm, you will have to be prepared to deal with falling boulders that smash down into the ground near or on the tracks. Especially be sure to take out the ones on the tracks, but the ones close by should also be dealt with; they net you a blue Rupee each time you destroy one. After you head east for a while, ignore going north to the black rock icon. Instead, head east some more into a cave, onwards to the symbol in the southeast corner of the Spirit Tracks that you currently have available. Outside, stop off at the train station to enter the Goron Village. ------------- GORON VILLAGE ------------- After a short scene, head down the train station steps and go up to the entrance to the village. Talk to the Gorons, then continue on west. Walk up the steps and head west into the next screen. In this area, go north up the nearby staircase, and walk past the Goron behing the rods of iron to find a chest that contains a collectible treasure. Jump back down the ledge, and continue on running west. Stop short of going north and watch how the boulders roll; one boulder, followed by two boulders close together. You can head up a small bit and press against the eastern wall to avoid getting hit. When you have more space again, right after one of or the pair of boulders come through, run up to the west end and stay underneath the stairs, then run around onto the stairs when you have breathing room again. Once you go up the stairs, you will run into another obstacle in the form of flying rocks randomly hitting the ground. If you see a shadow appearing underneath you, then run away to dodge the falling rock. Head south, and then go west a bit. Try waiting for the rocks to roll by, then do a roll and a run northwest. After you make it past the second line of boulders, loop around counterclockwise down the stairs in the southwest. !!!STAMP STATION ALERT!!! Ignore the crystal orb for now, and instead head to the west end. Take out and use your Whip to go north across the lava flow via the two branch hooks, then go up the stairs and go north another branch hook. Quickly run north once you get up here to avoid the Fire Babas that will try swallowing you up if you are too slow. Once you have made it up the stairs, throw a Bomb at the other two Fire Babas or do a Jump Slash at it to kill. Head west slightly to find the Stamp Station. Once you are done, go back south the three branch hooks. Take your Boomerang out here and then throw it at the crystal orb to activate a bridge to the north, which will only stay up for a certain period of time. Go back up the first two branches, then quickly run north and east across the bridge. Go north once you have made it across, and go north at the sign. Watch a scene. Once the scene is over, go back south to the previous screen. Continue on east, and down the stairs. Go east across a couple of branches, then up the steps to the top ledge. Open the chest for a piece of treasure. Go south, STAYING ON THE TOP LEDGE, then head up to the west. Drop down onto the lower ledge in the relative middle of the scene (south of the near west end of the top ledge) and go south to open another chest for another treasure. Drop down to the east, then go south and back into town. Walk east and watch another scene. After, go to the train and head out onto the overworld. --------- OVERWORLD --------- You will be requested to bring something cold to cool down the lava, so obviously you will need to head to the Snow Realm. Once there, make your way to the Snow Sanctuary for an item, IF and ONLY if you have 2000 Rupees. -------------- SNOW SANCTUARY -------------- !!!HEART CONTAINER ALERT!!! If you have gathered together 2000 Rupees by this time of the game (mostly from selling some common treasures to Linebeck), enter the nearby shop and buy the expensive Heart Container from the Anouki to increase your heart count by one. After you are done here, make your way over to Anouki Village. -------------- ANOUKI VILLAGE -------------- In here, go down the train station, then wander up to the southwest house. Go west a bit more and talk to the Anouki in blue standing next to the lake. Agree to take her out to a fresh water source. Go to the train station, and head out onto the overworld. Make your way to the Wellspring Station, but keep in mind that as the Anouki is a passenger, you need to whistle at the yellow signs, slow down at orange signs, speed up at blue signs, and slow down and brake normally when you come to Wellspring Station to keep the Anouki from leaving. ------------------ WELLSPRING STATION ------------------ Go down the stairs and head up and talk to the Anouki here to get a Force Gem. Go into Ferrus' hut, then head back outside. Continue talking to the Anouki and tell her the price of the Mega Ice is far too high until you get it for free. After, head west, then run north across the field, avoiding the wolves until you get to the ledge at the top. Go east, and use your Whip to scale your way across to the northeast platform. Open the chest here for a Big Green Rupee. Now that you are done at the Wellspring Station, head onto the train and go out to the overworld map. --------- OVERWORLD --------- Outside, chart your route to the Fire Realm. While going there, make sure to watch out for tanks and Snowmen alike, and take both of them out before anything can hit your train. Other than enemies, you should have nothing to worry about destroying your cargo in the Snow Realm. Once you make it into the Fire Realm, however, it will be a totally different story. First and foremost, while in the Fire Realm the ice will slowly melt, so you have to crank the speed up to First Gear. Secondly, notice that there is a third train here, which is in front of the black rock. If you get close to it, it will move forward and block your way to Goron Village, so simply head north at the first opportunity, and go along the tracks counterclockwise north, east, and south to get to Goron Village. In the meantime, make sure to dodge the two regular Dark Trains, as well as taking out any enemies and falling boulders that might appear. Braking sharply and reversing will not affect your cargo, and you need only one piece of Mega Ice available once you reach the Goron Village, so do not sweat it too much. ------------- GORON VILLAGE ------------- Once you dismebark from the train, head west and talk to Kagoron for a short scene. Go east and head up the stairs at the end, then go north and west and loop around to the west end of the high ledge. Go across the bridge west some more, and open the chest at the end for a treasure. Jump off to the east, and go straight up two stairs. Head inside and watch a scene. After, go up through the north door. In here, use your Boomerang to disable the Fire Keese that are flying around in one shot, and continue on. When you hit the lava pool, ignore it and instead continue on straight north, then west across more lava using a branch. Step on the panel for two bridges to extend across the lava pool, then head back east, down, and then east across the main lava pool. Continue on east across the small ledge until you make it out to the other end. Wait and watch the pots, and do not break the three that are shaking as they contain Like-Likes (for that matter, do not even approach those three pots). After you are done, run up the stairs, then head west. Ignore the northern set of stairs and continue west and open a chest at the end for a piece of Treasure. Go back east, and then head up the northern stairs to go outside and north again to the Fire Sanctuary. -------------- FIRE SANCTUARY -------------- First thing is first; you will still have flaming rocks coming down from above, hitting the ground, so watch the ground around you to make sure that there are no shadows which indicate the approach of a falling rock. Secondly, there are still several Fire Babas around; approach them so they expose their vine, then retreat and hit them with the Boomerang to cut their 'heads' off or else Jump Slash or Spin Attack to kill in one hit. You can also use bombs, of which there are several bomb flowers around, to kill them. In any case, go north up the first corridor, killing or bypassing two Fire Babas on the way. Once you go all the way north, head east and then go south a bit. Notice the two unlit torches; use your Boomerang to go through the lit torch and then through the other two torches. Go south a bit more to spot another unlit torch. Get it lit up for a bridge overhead to extend across the gap. Continue on south down to the end, and clean up the area of three Fire Babas. Use the Boomerang to light a torch in here using the southernmost torch from above, then light the other two torches to cause two more bridges to go up. Head north a bit and go west up a pair of staircases. Go west across the first bridge, and head north. In the northwest corner you will find a treasure chest that contains a treasure. !!!STAMP STATION ALERT!!! Head east along the north end of the sanctuary past the long, narrow bridge. When you hit solid ground again, go down south a bit and examine the Stamp Station and put your stamp in your stampbook. After, jump down to your right onto the lower part of the cliff, then continue east. Read the stone plaque at the bottom here if you want to solve the riddle for yourself. If you just want to continue playing, here is what the riddle means; the two men are glaring at each other, and then a light of friendship shone between them. This means to find the two statues that are looking at each other, which is the upper center and middle right. In between the two, play the Song of Light for a hidden light crystal to appear, pointing at the north door, which will then open up. Inside, go down the stone bridge to the left or right, then head up the stairs and talk to the Lokomos. Embrose's duet is fairly tricky; you need to shift back and forth from purple to yellow to purple to yellow again quickly, and then stop breathing, then go over to the light blue and breath in there. Do this three times to perform the duet successfully. Do not get too frustrated if you cannot perform it easily; take a deep breath and let loose. The most important thing is that you do not accidentally breath while skipping over the orange pipe, as doing it even once screws the entire sequence up. After, walk your way back to the Goron Village. ------------- GORON VILLAGE ------------- In here, listen to the Goron Elder, and you will end up having to do another thing before you can go to the Fire Temple. Go outside and talk to the other Gorons to gather some more information, then head out onto the overworld. --------- OVERWORLD --------- From the Goron Village, head east into the eastern section of the Fire Realm. Inside the cave that follows shortly, quickly make work of the bug enemies that are crawling around the place. Once you get outside, take a look at your mini-map to see three birds going around the maze in the north. Now, this is a mini-game that I personally dislike. You have to travel around the maze and hit the three bird enemies. To get to one, you must watch where they are going, and try to move around to corner them from the front. Once you encounter one, pull your whistle, and they will be temporarily stunned, which you can notice is when they begin to stop moving around, their wings outwards and their body exposed. When this happens, quickly tap at them to shoot the cannon. If they move to the side, pull the whistle again, then turn your camera around and try to hit them again. It is imperative that you keep adjusting your camera around when fighting the birds, as it is far too easy for them to move out of your view and, while you are busy changing your camera view, run away. At the very least keep it pointed up and not facing down. When you hit a bird, you will automatically get its key. Afterwards, the keyless bird will start chasing you, so keep an eye on the map and whistle and hit the bird with another cannonball if it starts stalking you. Once you get all three keys, which can take frustratingly long, head south and around and into the Fire Temple. ______________________________________________________________________________ ______________________________________________________________________________ Fire Temple ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [FRET] ----------- FIRE TEMPLE ----------- Go north from the train. Inside the actual Temple, go north down the front entrance corridor, taking out the Fire Keese along the way via use of your Boomerang. Go west at the split all the way to the end, then continue along north up until you get to the spike beds and spinning walls of fire. Time the west flame for when it just goes past Link, then start running east and north, then west across the top corridor. The brown rocks are safe spots for you to duck into if you need to get some breathing room. Once you have made it around the spike beds, head left a bit and then south to be locked into a small chamber, where you will be forced to fight two Stalfos. There are two ways that you can go about fighting them; you can either throw a bomb at one and kill it instantly, or you can use your sword, push one into a corner and then hack and slash away at it (if you try to fight it out in the open), then continue attacking until the pile of bones is extinguished. You could also try hitting them with your whip, but that takes too long to be feasible. In any case, once you defeat the Stalfos, both doors will unlock. Go south and read the plaque; mark the pits that are in this southwest chamber (between the northwest and middle west boxes, between the southwest and south bottom boxes, and between the south central and central boxes) and between the southeast and middle east boxes. Ignore the wall crawlers for now, as you will be unable to kill them as of yet, and instead navigate around the boxes east. Go up the first staircase in between the north center and northeast boxes, and throw a Boomerang across the floor to hit a Crystal Orb across from you. This will cause a stone disc to fall down on the ground. Go back down, and continue east, and take the set of stairs up to the second floor. Watch a short scene and ignore the statue to your right. Tap on the object to hop into what happens to be a mine cart, which will take you around the screen to the northwest corner. Open the chest at the end for a Small Key, then hop back into the cart to return southeast. Head downstairs. Back on the first floor, head west and go back to the corridor just west of the entrance. Tap on the stone plate, and Link will lift it up. Walk east, and throw it on top of the volcano in the gap. Jump over the plate and head up. Pull the block down south twice, then push it right once, then north twice, then push it right to block off the stream of fire until you cna head south and into the southeast chamber. Now, keep in mind what the plaque in the southwest chamber said; there are hidden pits in this chamber that mirror the pits in the southwest chamber. Go down in between the middle right and lower right pits, go up and then left past the upper middle and central blocks, then head all the way south. Go east for a chest that contains a Big Green Rupee, then head all the way west and north to get to the staircase going back up to the second floor. Upstairs, hop into the mine cart, and it will take you around. Hit the first crystal orb you see but not the second, and it will drop you off at a small isolated ledge with a chest. Open the chest for a Treasure, then go back to the entrance to the room. Go around again and hit both the first and second orb, and you will be carried all the way to the northwest corner of the room. Quickly take out the Stalfos, then open the chest for a Small Key. Get back into the mine cart, and go back downstairs to the first floor. Head to the center of the room, and open the locked door on either side of the main door to expose a pair of crystal orb switches. Back away from the main door, and take out your Boomerang to hit both orbs on the same flight path. This will cause the door heading to the staircase in front of you to open up. Head north and up to the second floor. Up top, you will enter a mini-boss battle. ------------------ MINIBOSS: HEATOISE ------------------ This is actually a pretty nice, easy battle. When the Heatoise first appears, hit it on its head, and it will retreat into its shell. It will then slide towards Link, intending to hit your green tunic clothed avatar. When it does this, it will continue on until it hits either Link or the wall. Note that around the wall, there are two of the electric wall wasps; move in the direction of one of these so that Heatoise runs into one of them, and it will be shocked temporarily, letting its head come out, and be stunned. Hit Heatoise over the head when it does this. Once it recovers, hit it in the head to make it retreat into its shell, and repeat this pattern until the battle is over. After, grab the Red Rupee from the fallen Heatoise, then open the chest for the Bow and Arrow. Head into the east corridor, and use your new Bow to shoot an arrow across the gap into the red eye to turn it blue, making a bridge extend across the gap. Head north and go back downstairs. On the first floor again, head south and shoot what seems to be a stone arrow statue (and what I will be referring to them as) to reflect your arrow east and north into another eye. Go down the bridge and jump east and open the chest for a treasure. Return to the stone arrow and hit it with your sword to cause it to rotate clockwise. Shot it three more times to make it face north. Have Link lift it up, then go and throw it west; tap the small island platform to make it an accurate throw. Aim an arrow at it to reflect the arrow north, which will hit another eye. This causes a bridge to extend from where Link is west to the stone arrow. Go west, smack it three more times to turn its aim west, then throw it up north onto another small island platform. Send an arrow at it to reflect off into another eye to extend the bridge further. Continue west, then go downstairs into the 1st Basement area. Down below, there is not much to do here yet. Read the plaque for one of the more humourous statements in the game, then continue on downstairs to the 2nd Basement floor. You will quickly be sieged by Stalfos on either side of you when you get downstairs. Take out your Bow and quickly notch an arrow at each Stalfos, then killing them off when they are in a pile with a second arrow. Once you take out the Stalfos, go south into the next room. Here, go west and shoot an arrow at the stone that will be redirected north into an eye, temporarily stopping the geysers to the east. Before the clock runs out, equip your Whip, and swing over the hooks to the east end Tarzan style (you can actually shoot the arrow from long range if you want to cut down on your running time). When you make it onto solid ground again, head north. Kill off the two Stalfos that pop up here, then go east. Jump across the stone plates once they are low enough, and wait for the third one to have the geyser spit it up before hopping over to the fourth one. Jump onto the northeast ledge and open the chest for a treasure. Now go south, Whip in hand, and swing south across three branch hooks. Once you land, press down on the nearby panel to cause the door to lower itself. Head west and you will encounter a staple of the Zelda series; spike traps. For the first three spike traps, run past them when they go up or down, and stay in the safe spot while waiting for the next one to pass. For the fourth and last spike trap, wait until it goes up, then run down south and go west the first chance you have. Go south and east after it heads back up north again, and open the chest for a tresaure. Look to your right from here to see several Keese flying around. Specifically, Fire Keese; throw a boomerang through one of them to light the two torches in the area. After you light up both torches, a stone weight will fall nearby onto the volcano to your west. Head back up to the west, dodging the spike trap, and jump across the stone weight north. Go upstairs to the first Basement room. Up here in the southern room, you will be forced to face off against two Heatoise. Thankfully, they are far easier now; all you have to do is notch your bow and fire two arrows at each one's head to kill. Divide them by attracting only one towards you before taking it out, then eliminate the other. If you need more arrows, destroy the wood heart in the southwest corner. After finishing off the two Heatoise, open the chest that appears for a treasure item. Read the tablets if you want as hints for the next puzzle, then go west and back downstairs. Head west and run past the two Stalfos, ignoring them in here. Go north and step down on the bitton panel; unfortunately, this only keeps the door open while you are standing on it, so head north some more and pick up another arrow stone. Drag it back down and put it in front of the door, and aim it west. Have Link stand on the button panel again, then aim north so it reflects into the eye. This causes a stone weight to drop down near you. Pick up the stone, then go north. Throw it onto the volcano to the west. Go back south and pick up the stone arrow, then go back north and hop on. Wait for the geyser to spew out, then jump left onto the ledge. Up top, drop down the stone arrow, then hit the nearby crystal orb to cause a branch to appear in the east end of this basement floor. Take out the Keese, then go to the northeast part of this area to find another stone arrow. This one does not point in the four cardinal directions, but rather in the four diagonal main directions. Smack it around so that it faces northeast, then take it south and put it into the bottom of the three lava geysers. Take the straight-pointing arrow and strike it so it faces west, and put it into the east geyser. Now, walk over to the ledge, where the stone weight is, and pick it up when the geyser shoots it up. Put it on the west geyser. Stand on top of the stone disc, then shoot an arrow at the orb to your north to cause all three geysers to spew lava into the air, causing you to hover off the ground. As Link, shoot the western eye, then aim at the arrow stone to your southeast, which will bounce off the other arrow stone, which will bounce it into the eastern eye. Jump off after you have completed this sequence and go up the stairs to your northwest and open the chest for a Small Key. Head back down, and go east, and jump off the ledge at the end. Continue east and whip your way across to the center of the room. Go back north and up the stairs to the 1st Basement floor again. Head west and open the locked door, then go left and up the stairs. Hop into the mine cart. You will swing around counterclockwise in a loop for awhile. You can get back to the northeast corner by hitting the orb to the north. Now, when on the south side, look up and you should barely see four red eyes. If you recall reading the four tablets earlier, then you need to shoot them in the order that the tablets said to; this means to shoot the middle left one first, then the far left one, then the far right one, then the center right one. !!!STAMP STATION ALERT!!! Once you activate all four in the correct order, you will be deposited in the center of the room. Do not go down the stairs quite yet, however; instead, hop back into the train station. When it goes around clockwise, and to the southwest corner, take out your bow. Touch and hold your bow on the southwest corner to force the camera to focus over there, then hit the crystal orb when you see it. If you miss, go back to the center, then head back again. When you succesfully pull it off, you will be thrown into a small niche in the northwest corner. Examine the stamp station to get your stamp put in the stampbook, then head back into the mine cart and go back to the center of the room. Go south and downstairs to the second basement area, then go downstairs again into the third basement area. Down here, throw a bomb at the rock to your right (go west across the small island platforms to secure a bomb from a bomb flower if you do not have the Bomb Bag). Once the rock is blown up, pick up the stone weight and throw it onto the geyser. Examine the map on the wall first, and mark the spots it shows on your own map. Head east and jump into the mine cart. Now, there will be several crystal orbs along the mine cart ride, but you only hit some of them; those indicated by the map. This means to swipe at the first orb, ignore the second one, and hit the third one to make it safely north. If you do not do it properly, the cart will run into a lava geyser, and you will be thrown to the beginning. After you get past the first cart ride, go down south and west a bit, and take out the Whirlwind. Use it to blow the Boss Key into the south cart. Go north and down the stairs, and use the Whip to go west past the lava. Open the chest for a treasure, then head back east. Go up the stairs and head west and hop into the north cart. Again, remain mindful of which orbs you have to hit; this means to hit the first and second orbs, and ignore the third orb. Take out your Bow and Arrow shortly after, and when you get to the southeast dip of your path, aim northwest to hit the fourth orb here. If you fail to make it across successfully, you will have to go and use the Whirlwind to push the Boss Key back into the cart before you can reenact the journey. Once both Boss Key and Link make the journey successfully, throw your key into the lock to open it up. Downstairs, go around and read the plaque to make the blue light appear, then head north up the stairs. =-=-=-=-= LAVA LORD CRAGMA -=-=-= During the first part of the battle, Cragma will seem to be fairly slow and harmless. He will rotate his body a bit, and then bring his arm and fist down in slow motion to hammer the ground, causing a few rocks to hit the ground. When he first raises his arm, look at the lower section of his body to see a bright light on his rock skin; aim an arrow at it to make him recoil. When this occurs, quickly run to either direction as he will bring his arms together and slam the ground where Link is. When he slams the ground with both arms together for the first time, a larger boulder will hit the floor. Look around for it, and plant a bomb at the base of it. If you do not have a Bomb Bag, wait for him to smash his arm down again, and go over to where the boulder is for him to destroy it. Once the boulder is gone, pick up the stone plate that was underneath it. Go east and drop it on top of one of the volcano geysers. Jump onto the plate, then into the mine cart from there. Make sure you have about a dozen arrows before you hop in, though a full satchel is best. While in the mine cart, you will rotate around the battlefield counterclockwise. Look for the glowing spots on Cragma's skin; every time you locate one, notch your bow and shoot an arrow at the spot to stun him. Occasionally, he will bring his hand up close to Link; hit the spot on his hand, or else he will swat you out of the cart, forcing you to restart. Once you get near the top of the rotation, shoot him in the eye to stun him. You will be dropped off on the ground shortly after that, so go and hit him several times with your sword. Collect up some more arrows, and then repeat the sequence once more; this includes having to hit him on the weak point on his lower body, getting the larger boulder destroyed, and dragging the stone plate over to the geyser. Repeat the mine cart sequence again, although this time he will bring up both hands instead of one, requiring you to hit him both, then hit him in the head after shooting his eye, to finish him off. After the boss battle, watch the various scenes, then open the chest for a Heart Container. ______________________________________________________________________________ ______________________________________________________________________________ Intermission Three ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [INT3] This will be a massive section: you can acquire more Force Gems, which opens up multiple new areas, as well as a few extra non-essential dungeons. ______________________________________________________________________________ ______________________________________________________________________________ Arabian Nights ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [ARBN] ---------------- TOWER OF SPIRITS ---------------- Go north from the bottom of the tower, and go up the long spiralling staircase to the top. Enter to get onto the eighteenth floor. Watch a short scene. Alright, for this level of the tower, the Phantoms you encounter will have a new ability; they can roll up into a ball and roll forward in their goal to attack Link. Where this comes in handy is that you can lure them in and make them roll at you to get them to destroy the large crates that could only previously be destroyed by using Bombs on them. Really now, though, you should try to have the Bomb Bag by now. In the case of the eighteenth floor, there are several of these bombable crates. In the case where I say to lure a Phantom in, you can also use Bombs to destroy them. The wood hearts at the entrance will also give off a lot of bombs if you need them. That said, from the entrance, go right to the southeast corner of the inner wall. Lure the Phantom in on patrol to roll at you and get it to break the crates down here. Move back into the sanctuary at the entrance until the Phantom on the outer wall on the right side is in the southern corridor (as opposed to in the north or coming down from the north end). Slip back to where it is, and trick it into breaking the blocks in the southeast corner. Quickly get into the area behind it, which is a a sanctuary, and grab the Tear of Light. Move back into the inner wall, and go up to where the northern sanctuary is. Wait for the Phantom to patrol past you on its clockwise patrol. When it is to your east, do something to get its attention (throw a boomerang at it, hit the wall with your sword), then run west, and get it to destroy the blocks to your northwest. Loop around north into the sanctuary. Pull the first block back all the way west, then head along the path and pull the second black west, then south to allow you access to a button panel. Press down on it for a chest to appear in the northeast corner of the room. Get back into the inner wall of the eighteenth floor, dodge the patrol, then go east. Head south and get the middle wall destroyed going east or go down the southeast hole between the inner and outer walls. Go up to the northeast corner, then head west, using the Whip to go across the gap via a branch, and open the chest for a Small Key. Ignore the center area of the room for now, and instead go to the center-north sanctuary. Open the locked door here and head upstairs to the nineteenth floor. Make your way east up top and grab the stone arrow from the top of the stairs. Walk down west to the northwest corner, then go south into the next corridor, ignoring the enemy hopping around (it will stay in the northwest room and not follow you south). Throw the stone arrow onto the bird-like symbol, then whack it so that it aims west. Stand on the tile to the north to make the door open. Take out your boomerang and throw it at the stone arrow on the inside room to make it aim north, then shoot an arrow at the stone arrow to redirect the flight of your arrow, which will end up hitting a red eye, turning it blue. This has the effect of making a bridge appear in the eastern corridor. Run up back to the entrance to this room, then go east to the corner, and finally head south. Go past the enemies and down south along the bridge. Be careful once you head west across the row of stone tiles. Once you do, a Phantom will appear to your east. Thankfully, you can use it to help you out in this area; let it catch you in its sights, then run to the northern part of the corridor. When the Phantom comes close, run south while it destroys the blocks, one of which has a Tear of Light inside of it. Grab the Tear of Light, then play possum again until you can get to the southwest corner. Either let the Phantom destroy the blocks preventing you from getting to the sanctuary, or use bombs to blow them up. Once the crates are gone, head up to the twentieth floor. Up top, you will be in another large chamber with a Phantom, and two large towers of stacked boxes. Get the patrol's attention and lure it into the southeast corner to destroy the entire tower. Get it to destroy the central tower of blocks as well. While the Phantom's attention is elsewhere, go to the northeast corner of the room you are currently in, and you should find a block up against the eastern wall. Pull it back west a bit, then push it north in between the two platforms, in the middle. Go to the southeast corner, pick up the arrow stone, go up the stairs in the northeast, and jump across the block to the next platform. Set the stone arrow down on the bird-like tile. If it is not already facing south, then hit it until it turns to face south. Hop down and go to the western wall, and go up the stairs on the platform here. Throw the boomerang at the south to make the left stone arrow face north and the right stone arrow face west. With the arrow redirectors set up, go onto the northeast platform, and stand on the button panel to make one of the blue doors to the northwest open up. Shoot the northern stone arrow to hit an eye, which will open the most northwest door. Go and collect the third Tear of Light from behind the now-open door. With that done, wait for the Phantom to walk past the sanctuary on its clockwise patrol, then hit it on the back to take control of it. Once you have succeeded, return to the previous floor. Down on the nineteenth floor, send the Phantom ahead of you, and draw its path line to run into the other Phantom. It will not kill the Phantom; however, it will stun the Phantom, allowing Link to run past and go north across the bridge. Once you get out of the southern corridor, use your Phantom to roll into the hopping enemies (Mounted Miniblins), then turn your eye left to the center of the floor. Send the Phantom inwards, and smash all the plant-pod-like objects. On the inside, go up the platform to the south. Do not bother trying to open the door to the left, however; instead, take out your boomerang and whack the stone arrow to your northeast until it faces north, then hit it with an arrow for it to bounce off and hit the eye to the north, dropping a chest on the floor nearby. Go down and open the chest for a rare treasure, then head down to the eighteenth floor. You will face a block puzzle here, in which you must move several blocks around to fit on six button panels. You only have three smaller blocks, so you shall have to innovate. Start off by going to the northwest corner and pull the smaller block left and down a square. Next, have the Phantom push and pull the big block west and up so that it presses down on the northwest two buttons. Next, bring the Phantom down to the southwest corner, and have it pull the large block here east so that Link can get in and out of the corner through two different spaces. With Link, pull the smaller block from earlier west and south down the western corridor into the southwest corner, then go out the space the Phantom created earlier to fully push the block onto the lone button in the southwest. This next part is a bit tricky; as Link, move to the southeast corner, and move the small block here left a few spaces, and then north. Take the Phantom and maneuver in between the purple blocks, and pull the big block west a space, then go around and push it west another space from the south. Link should then move the small crate east and south until you can fit it on the button in the southeast. The last part is the easiest of all; take the lone remaining crate in the middle of the room and move it northeast, and put it on the northeast corner panel. Direct the Phantom to stand on the other panel. This lifts up the spikes that are in the southwest section of the room. Send Link down and past the spike trap and open the chest for a Small Key. Proceed back up to the nineteenth floor. Go right and open the locked door, and go up to the twentieth floor. Up here, go south, but do not go into the right corridor; you will see why, as there will be two rows of boulders coming south. Instead, send the Phantom up north up the left row to the top, with Link following in behind. The Phantom will smash the boulders and stop them from hitting Link, but be mindful of the fact that the Phantom can and will be pushed back after every boulder. In any case, once you make it into the northern corridor, head west. Ignore the pool of lava for the moment, and instead go north. Direct your Phantom to go south ahead of Link, smashing through the block tower in the process, then follow along after it. Head east and go up the stairs to the twenty-first floor. Up top, head west into a large chamber, but refrain from breaking the blocks with your Phantom. Instead, have each character stand on one of the panels. This will cause four Stalfos to appear; however, they will not actively hunt our either of your characters, so send Link off to the side and take out his respective foe, then use the Phantom to hunt down and kill the remaining three Stalfos. After the Stalfos have been dealt with, three Geozards will appear. Hopefully you still have a lot of the blocks left, as it will make being able to take them on individually far easier. Keep the Phantom in the relative center to distract any of the Geozards (it will be relatively useless during the battle anyways thanks to the presence of a Rat) while you use Link to go around and fight them one-on-one. Remember to use the Whip to pull their shields away at the beginning of each duel, and you will easily be able to slaughter them. When you defeat the Geozard, try to stay close to the southeast, as four regular Phantoms appear, one in every corner. Quickly run into the southeast sanctuary, then wait for a Phantom to pass you by before running back down the stairs. Strike it in the back to take possession of it. Now, return to the twentieth floor. Hit the crystal orb in the northeast to stop the boulders from coming out, then go south and down to the nineteenth floor. Here, go up to the northeast corner. Swat the stone arrow at the top of the platform until it faces north, then pick it up and throw it off the platform. Have the Phantom pick it up, then go back to the center room. As Link, go stand up on the southern stairs and stand on the switch to open the door to your left, then direct the Phantom in to stand on the bird tile. Have it face north so the stone arrow also faces north, then shoot an arrow at said stone arrow to redirect it into an eye. Open the chest that appears for a rare treasure, then go back up to the twentieth floor. Here, go north and west to the lava pool, send the Phantom into the lava, have Link jump on, and head west all the way to the end. Pick up the arrow redirector next to the door, and hop back onto the Phantom's shield. Go east, and have Link jump off onto the southeast platform, then go up the stairs and put the aimer on either eye switch. Hit the stone arrow so it is facing east, then get back onto the Phantom's back and head to the northeast section of the lava. Use the Whip for Link to go west across two branch hooks and land on the western high ledge. Pick up the stone arrow, then after making sure the arrow faces west, call the Phantom over. Go east onto the solid ground again, then have Link throw the stone arrow onto the ground. Go back into the lava, and have Link whip his way onto the high platform again. Have the Phantom pick up the stone arrow, then go to the southwest platform in the lava. Make sure it stands on the bird tiles. Now, on the southwest and southeast platform, you should respectively have the Phantom standing with an arrow aimer pointing west and a stone arrow pointing east. If the directions are not correct, use the Boomerang to change them. Hit the east stone arrow and it will open the western door. Hit the west arrow with your own arrow to hit a second eye switch, which will open the door blocking off the staircase. Have Link Whip his way back to the east mainland, and call over the Phantom once you succeed in doing this. Hit the Phantom to get rid of the stone arrow, then direct it into the lava. Have your avatar jump on its back, then head west and to the northwest corner. Go up the stairs to the twenty-first floor. On this floor, there is nothing much to do except to break some pots and wood hearts. However, this is one thing to do: you should throw a bomb at the northeast corner to unveil a hole in the wall. Go inside and open the chest for a rare treasure. Head back outside, and then go south and upstairs to the twenty-second floor. Here, direct the Phantom to move north to your right and around counterclockwise through the two flame defenses. Go south down the western corridor with the Phantom then east at the end of the hallway. Link can run west across the sandpit while the Phantom is doing that, and stop short of the flames that protect the Boss Key. Send the Phantom through the flames to pick up the (electrified) boss key. Once you do that, the alarm will blare and you shall have to face off against several more Key Masters. Call the Phantom to Link, and move west and north to the northwest corner, taking out the two Key Masters on this side of the room. Once the Phantom makes it past the first wall of flame, head to the east end of the middle corridor as Link. Shoot the two Key Masters to death with your Arrows, then direct the Phantom east into the teleporter tile. Switch to Link and also go into the nearby teleporter tile to switch places. As the Phantom, go south and throw the key into the boss lock. This will also get rid of all the flames, so as Link, run around down to where your Phantom is, and head upstairs to the twenty-third floor. Up here, have the Phantom push open one half of the door while Link does the other half. Now would be a good time to save, as the blue teleporter light comes in. Head up to the top floor once you are ready. Watch a scene and then prepare for a boss battle. -=-=- BYRNE =-=-= The fight with Byrne is split up into two parts, so pay attention. During the first half of the battle, Byrne will leap around the columns that surround the perimeter of the hexagonal fighting area. During this time, he will fire three attacks; the first of them is a simple somewhat quick energy beam that he will shoot out most often. This does not really do much damage; a quarter of a heart if you have a Shield, and it does not do anything other than give you temporary invincibility. However, it can be rendered null if you just hide behind the Phantom every time the attack comes at you. Byrne's second attack, which he rarely uses, is to fire a larger, but much slower moving blue ball of energy. This causes more damage, a half a heart of damage, but is far slower, and more easily dodged. However, this will knock both Link and the Phantom suit down for a few seconds, so it should in general be avoided. In any case, if he fires this attack, quickly call the Phantom to you to get it out of the way. Byrne's final attack involves a red cursor being placed over either Link or the Phantom. Do not bother with doing anything if it is on the Phantom, just run around as Link, as most of the time, Byrne will switch his target to Link. After a short period of time, he will fire his gauntlet out at his target. If it hits Link, you will have to quickly trace a line for the Phantom to come over to Link and remove the gauntlet. If it hits the Phantom, Link will have to go over to the Phantom and slash at it. If the gauntlet misses, quickly draw a pathline for the Phantom to go over to the gauntlet, and it will tug on said gauntlet, bringing Byrne down to the floor. When this happens, as Link, go and hit Byrne with your sword several times. Repeat this process once more after Byrne gets back up, and you will go to the second half of the fight. During the second part of the battle, Byrne will go onto the ground, though he will occasionally leap up onto the columns again for a single series of the quick blue energy balls. During this time period, he will move around and try to corner Link, and occasionally swat at Link with his gauntlet. For the most part, just wail away at him with your sword strikes, non-stop; after a while, he will jump back and give off a purple aura. Once he does this, get behind the Phantom, and when Byrne charges at you, the Phantom will stop him and hold him off for a bit. Use this opportunity to hit Byrne's exposed side. When he backs off, repeat the sequence once more to end the battle. After the fight, watch a scene, then go out the northern doors. Go around the side of the building up the stairs some more and watch a few more cutscenes. Afterwards, you shall be placed out onto the overworld in the Ocean Realm. --------- OVERWORLD --------- From the Tower of Spirits, head east into the desert; in particular, go into the center area where the track has a dead end. On the way there, you will likely face a new type of enemy unique to the desert; sand sharks. These guys will burrow under the sand, and you can only identify them by the moving mounds of sand. You cannot damage them while they are underground. Instead, you must wait until they resurface and leap at your train before rapidly firing a cannonball at them. After a while, when you get to your destination, slow down and stop at the train station to enter the Sand Sanctuary. -------------- SAND SANCTUARY -------------- The Sand Sanctuary is a pretty basic area, with only two Statues of Awakening, two bomb flowers, and a plaque. Read the plaque and awaken the two statues, and they will all give you some hints. If you do want to figure out the puzzle for yourself, then skip the next two paragraphs, and once you figure it out, start from the paragraph with "Underground" being the first word. That said, if you do not care to do it yourself, then roughly what the three clues mean are that the map of the Sand Sanctuary strongly resembles the map of the outside world of the desert, with the roads in the Sanctuary matching up with the Spirit Tracks, and the lake with the ocean. The giant stone statues you may have seen on the way here all have their gaze pointing towards the same spot, which is slightly southwest of the Sand Sanctuary. Considering that there are bomb flowers here, it is pretty obvious you need to bomb a certain spot in this area. From where the plaque is here, go down to the road to the split between left and down. Go southwest into the sand rectangle, and plant a bomb slightly left of the northeast corner. Once it blows up, it will reveal a staircase going down, so head inside. Underground, go west and through the door. Inside the chamber, go up the stairs and talk to the Lokomos, Rael. Rael's duet is a bit vicious, going from green to silver to blue back to silver to blue again and then skipping over silver back to green. Once again, making sure you do not add an extra note or skip one is imperative. Try to quickly go between the blue and silver notes if you are having trouble, as well as dragging the second silver note out a bit before going on to the second blue note. After you successfully complete the song, watch a bit more of a scene, then head above ground again and go out onto the overworld. --------- OVERWORLD --------- Make your next destination to the northeast, going into the Fire Realm. After a while, you shall eventually make it into a cave. In here, you will face against another Rocktite enemy. The Rocktite for the first part of the battle is similar to the one you fought in the tunnel in the Snow Realm; just hit it in the eye repeatedly to stun it and push it back whenever it tries to approach you. Later on, you will come by some barrels stuck in the ceiling, sides of the wall and the ground. When you go by these, the Rocktite will come by with its eye shut, and will only open it up when struck by an explosion. It can be a bit tricky timing it, but for the most part pay attention to where the last two barrels are and shoot at each of them when the Rocktite comes on to get its eye open. If you are having trouble, consider upgrading your train parts as well to increase your train's health. Once you make it outside, continue on until you make it into the next cave. Now, this is a bit of a screwed up area, as if you take the wrong path, you go back to the beginning, ala the Forest Realm here or the Lost Forest in Ocarina of Time or Majora's Mask. When you first enter, stop, and reverse as if you want to leave, and you will end up to the north instead. Reverse again in the next area to head back the way you came from, and you will end up in the east instead. Go right at the triangle and head south. Once you emerge back into the Ocean Realm, head west, and get your cannon prepped, as you will have to face about a dozen guardian turrets on the side of the fortress. Try to quickly take them out, and if they fire a cannonball, eliminate the cannonball with your own shot. Circle around the fortress once to eliminate all of the turrets to cause the door to the south to open. Once you have done that, head into the Sand Temple. ______________________________________________________________________________ ______________________________________________________________________________ Sand Temple ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [SNDT] ----------- SAND TEMPLE ----------- Go up into the first floor. From the entrance, head east into a vertical corridor with two rows of boulders. You will notice that the boulders are coming in at staggered times, so slip in between each set of boulders while going north, and get into the western corridor near the top. Take out your Bow and Arrow, and stand on the central bird tile. Face north, and shoot at the red eye to make it turn blue. It will obviously take a bit, so do not get frustrated if you keep hitting the boulders. Once you successfully hit the eye, the door to your left will open, so head in through. Open the chest for a single green Rupee, which will cause six Stalfos to emerge from underneath the sand, although only three of them will be out at any given time. Use Bombs or Arrows to take them out while trying to stick to one at a time. After you successfully kill all of them, open the chest that appears for a Small Key. Head back east and south down to where the entrance is, then go north and east a bit to find a locked door. Head up to the second floor. Up top, go north past the narrow bridge, then drop down from the ledges onto the lower floor. For the time being, you will not be able to defeat the enemies that rise from the floor, so ignore them. Head south and then east, and then go north into the main eastern chamber. You will encounter three large spike rollers that roll up and down the room. Get around one of them then run north, and head upstairs. At the top, in the southeastern chamber, you shall have to fight off three Stalfos Warriors. Use Bombs and Arrows to cripple them one at a time. If you run out of both, then push one back until it gets pushed into a corner, then slash away at it as it cannot hop back any further. Once the battle is over, head through the lower west door, and go up several flights of stairs to open the chest for the Sand Wand. Head back into the eastern chamber, and you should notice that the door you came in through here is now locked. Go up to the northwest ledge, and stand right next to it. Use the Sand Wand to draw a line underneath your feet, which will cause the sand to rise, Link along with it. Run over to the solid ground platform and hop off to the north, then go back downstairs. Head south here and you should see that the rolling cylinder spike traps are now all together. Use the Sand Wand to push forward with the sand, and slowly block them off south. Make your way west, and use the Sand Wand underneath Link's feet to get up to the platform up here which has a Red Rupee. There is also another treasure chest to the east, but this one is a bit more tricky; you must stop the eastern spike trap in its tracks so the east end of it is right next to the ledge with the treasure chest on it. You must then create a block of sand to the direct left of the eastern spike trap so Link can walk over it and grab the treasure. Once you are done here, exit out the southern door. Loop around clockwise, and you will be trapped in the room and forced to fight the two sand creatures from earlier. Take out your Sand Wand and tap on one of the sand creatures, and hold your stylus on the sand creature until it turns to solidified sand. Do the same to the other creature. Pick up one of them and throw it at the other, and repeat two more times to destroy both. After you have finished the battle, head north into the sandy area. Stop the spike trap so that it is in the center of the area, then make a wall underneath Link's feet to climb onto the northern ledge. Run south across the spike trap, then head downstairs. Down below, head south and west a bit to the center sand pit. Go to the northwest bit, north of the boulder, and use the Sand Wand to push yourself up, and go up to the ledge. Use the Sand Wand again to go up even higher and open the chest at the top for a collectible treasure item. Next, go into the southeastern corridor. You can use the sand ledge to go north part of the ways and duck the boulder, but inevitably you must make your way to the north center room where you fought some Stalfos earlier. Use an arrow on the eye to the north (the boulder is blocking it off, but for some strange reason it should still work) and head inside the room. Here, you will fight a trio of creatures known as an 'Ergtoroks'. For most of the time, they will be burrowed underneath the sand, though you can tell where they are by the telltale movement of the sand. You can stun them by casting the Sand Wand underneath them. However, once the wall falls underneath them they will get out of their stunned status, so you will also have to raise Link up and have him hit them while they are on top of a wall. Once you defeat all three Ergtoroks, a chest will appear on the northwest ledge. Use a wall of sand to raise yourself up and open the chest for a red rupee. You are not quite done here yet; take your Wand and use it on the sand south of you in the small corridor. This shall reveal a Small Key previously buried underneath the sand. Grab the Small Key, then head south, raise yourself up from the ground with the Sand Wand, and jump over the fence back into the central area of the first floor. Proceed to the southwest portion of the room, then take out the Sand Wand again. Use it to raise some sand blocks to push the stone cylinder west (specifically make the sand blocks under the right side of the cylinder to push it left) towards the corner and down into a pit. Go back east a bit, and use the Sand Wand to do the same with the cylinder up on the higher ledge. Take out the Whip and swing east across a couple of posts over the pit in this area, then move north until you hit another room with a sandbar. Look to the north of this area and you should spot three red eyes that are meant to shoot arrows at; however, two of them are on a raised elevation. Take out your Sand Wand and push yourself up, and shoot the higher two arrows, then notch an arrow and aim at the lower one; let the arrow fly true when you are dropped down to the ground. If you do this in reverse order it will not work, as the lower one will deactivate after a period of time, and taking the time to use the Sand Wand takes away from the allotted time you have. Once you successfully hit all three within the given time, the door to your right shall open up. Go into the new hallway and duck into the niche in the wall. Use the Sand Wand and push the stone cylinder south past Link's location, then continue north. Use the Sand Wand underneath Link's feet and go onto the left ledge. Go up the stairs and head south, but do not try to cross the higher set of stairs with the Sand Wand; instead, push the stone cylinder from before back up, and cross over it to the opposite ledge. When you have successfully made it over, push the pin back south again to the second set of high-placed stairs, then continue west. In the small room here, you shall face off against a set of sand creatures much like from a while back. Go into the small strip of sand in the north section of the room, as they will not be able to cross from normal floor onto the sand bar. From this vantage point, hit them with the Sand Wand until they freeze up, then slash at the both of them until they are destroyed. Afterwards, go east out in the hallway again across the stairs, then go north and open the chest for a Red Rupee. With that side-venture done, go back into the central area of the room, with the large sand pit, just north of the entrance. Here, use your Sand Wand and push the boulder east and south onto the small brown pad. Hit the crystal orb next to it to set off a chain reaction that will destroy the stone wall to the north, allowing you to head downstairs to the first basement floor. From the stairs, head left and use the Sand Wand again to create some blocks in the sand pit, then cross over and open up the locked door with the Small Key from earlier. Inside the chamber, you will face off against two more of the sand creatures (Sandmen). Use your Sand Wand to freeze up the both of them, but instead of destroying them, pick each Sandman up and put one on each of the panels on the west end of the room to open the western door. Head out into the next hallway. !!!STAMP STATION ALERT!!! This will be a bit of a difficult trial, as you will have to go along a long stretch of sand (three times, if you want to get to the Stamp Station) while pulling out your Sand Wand several times to continue creating some more passageway in the sand pit, all while avoiding falling into the sand yourself. That said, carve out a path going left, then once you reach the end, carve out some more going left, but stop just before you go past the wall lest you get hit by an arrow from the wall. Carve out a path going up and then right onto the safe platform at the end, as this way your shield will block any arrows that strike you. Once you successfully make it over, stamp your stamp book. Return to the beginning platform, then carve out a whole path at the same time going north and east past some arrows and into a safe niche. From here, head south with one usage of the Sand Wand, then right past another pair of arrowheads, then north and finally out of the sand pit. In this next chamber, you will get a short puzzle where you have to push a block around into the blue panel in the middle; the trick to this is that you have to get the top part of the block (with the blue spike) inside the blue panel. To achieve this, push the block south, east, south, east, north and then west. When you successfully complete the puzzle, head south into the next room. Take a minute to survey this area; you should notice a panel to the south with a stone door across the gap, another hammer mechanism near the northern door, and a boulder falling down and rolling into a pit on the west end. Take out your Sand Wand and stop a boulder in its tracks, then guide it east onto the brown tile, but do not hit the crystal orb just yet; instead, go south and stand on the small panel to extend a bridge across the southern gap, then take out the Boomerang or Bow to hit the crystal orb, sending the rock across the bridge and destroying the stone door. Use your Sand Wand again to get another boulder, then guide it to settle on top of the small panel, keeping the bridge extended, then head south across the bridge into the southeastern room. Break open the pots here if you want, then head west into the next room. Ignore the blocks for the moment, and instead proceed to the northeast end of the room; use the Sand Wand to carve some sand blocks across the pit into a small niche, and open the chest for a Red Rupee. Cross back into the main section of the room, and you will have two blocks that you must push around. Start with the LEFT block first and push it east twice, then south, west, south and east twice more. With the Sand Wand, do the same to the right block, starting off by pushing it west twice, then south, east, south, west, north and finally west to put it into the northwest blue tile and successfully complete the puzzle. Continue on west into the southwest chamber; in the corridor along the way, use the little carve-out in the wall to avoid getting hit by a large spike trap, then continue on left after it goes past you heading east. In here, you will face off against two Stalfos Warriors. Use either Bombs or Arrows to take the both of them that, or, failing a lack of inventory in both, use your sword to dispatch of them. Open the chest that appears after your victory for a Treasure item, then continue on up. Here, you will spot two obvious spike traps; however, you will need to get onto the southern platform first before you can do anything else. Stop the southern spike trap in the middle of the sand bar, then as Link go onto the sand and elevate yourself up, then cross the spike cylinder onto the southern platform. Press down on the button panel to open the door to your north. With that done, use the Sand Wand again to trap both Spike Traps in place and aligned with each other, and cross the two cylindrical objects north into the next, penultimate section. Here, you will face off against another host of Ergotoroks. Again, to beat them you need to cast the Sand Wand on their location to propel them up to the top of a sand block, then follow suit and hit them while they are paralysed on the higher ground. Once you have eliminated the host of foes, the door north into the northwest corner will open for you. In this final chamber, swing the Sand Wand around to your left side for a Big Green Rupee, then to the right side for a Red Rupee and the Boss Key. Pick up the Boss Key, and backtrack down to the south-central chamber (there are no Key Masters in this dungeon, so no need to worry about them). Set down the Boss Key here, then focus on the block puzzle again; this time around, you need to push the blocks around so the red spikes fill up the two red panels. If you used the directions I gave earlier, push the right block north once, and push the left block west, south, east, north, west, south and finally east. Otherwise, you will have to figure out the solution on your own, sorry. Once you successfully redo the puzzle, the door blocking the boss door to the north will slide down. Take the Boss Key north, create a path across the sand pit, then take the Boss Key with you and open the door up. Inside the next area, head north and use the Sand Wand to get onto the northern ledge. Read the plaque to return to the start of the dungeon if you wish, then head on north into the next area. Inside, walk up to the skeleton in the middle to initiate the boss battle. =-=-=-=-=-=-= ANCIENT DEMON SKELDRITCH =-=-=-=-=- At its core, the fight with Skeldritch is all about knocking out the vertebrare that make up his 'spine' before you can get at his head. If you take a look at the battleground, then you should easily see the hammer mechanisms that you used a couple of times in the dungeon. When the battle starts, Skeldritch will rotate its spine around, and a small chute at the bottom vertebrae will open up, spitting out a boulder at your avatar. To avoid getting hit by the attack, use the Sand Wand once you stop Link from running around to form a protective wall around you. Not only does this protect Link, but it also stops the boulder cold in its tracks; when you have the chance, push the boulder around onto any one of the hammer mechanisms, then hit the crystal orb next to it to send the boulder flying at Skeldritch. Do not bother trying to stockpile a bouldern up on each mechanism, as they will be automatically destroyed after a time. Repeat this once for a total of doing it twice from the side or back or once on the front (when Skeldritch opens up the hatch in its bottom vertebrae) to shatter Skeldritch's first vertebrae, and it will pick up the pace of the battle significantly thereafter. Once you start working on the second vertebrae and above, the first thing to note is that Skeldritch will often fire out two boulders close together; this means you can no longer stay in one spot, or else when you trap one boulder, Skeldritch will spit another one or two in the exact same direction, breaking the first. Also when you start working on the second vertebrae, Skeldritch will begin using a laser attack from its eye. This is fairly easy to spot; as soon as its eyes begin to glow red, simply run away from wherever you are, doing some rolls along the ground for speed if required, and Skeldritch will not be able to keep up with you. Once the second vertebrae is broken, a new element will come into the boss battle; Skeldritch will have a protective metal brace around its bottom vertebrae, but part of it will have been broken off. The break in the protective brace is the only part where Skeldritch is vulnerable, so you will have to trick it into moving around to expose its weak point, and hit a crystal orb with an arrow from afar to hit exposed bone. At this point, Skeldritch's vertebrae will also begin to glow red; this indicates that the boulders it begins to spit out are going much faster. Once you get down to the last vertebrae, you will need to draw an initial wall of sand blocks to slow down the first boulder, then another layer to stop it from rolling off the arena. Do this three time to destroy Skeldritch's last three vertebrae, and you will be left with its head, which will then begin to hop around. When this occurs, use the Sand Wand and call up blocks of sand around the skull to prevent it from hopping around, then use the Wand to raise Link up to the higher elevation, then go and hit the red jewel on Skeldritch's skull. You will have to repeat the sequence, but Skeldritch will become far quicker with each attack. After you do this a couple of times, Skeldritch will finally cease to be a challenge. Once the battle is over, claim your Heart Container, then head downstairs. Down below, go up the stairs to your north to grab the Bow of Light. Take your bow out and aim at the eye on the wall, but hold the stylus on th escreen until the Bow charges up with energy, then let go to shoot a Light Arrow at the eye. Head across the bridge into the blue light. Down below, head into the train to watch some cutscenes, in which you shall also obtain the Lokomo Sword. --------- OVERWORLD --------- For an easy Warp Gate, go north from the Sand Temple, then head all the way east, ignoring the path going back up. Hit the triangle on the arch with your cannon then pull the train whistle to activate the warp. This will deposite you just southwest of the Sand Sanctuary, where you can easily make your way back to the Tower of Spirits if you wish to skip the next intermission. ______________________________________________________________________________ ______________________________________________________________________________ The Final Battle ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [FNLB] It is time for the final showdown with the game's villains. Head to the Tower of Spirits. ---------------- TOWER OF SPIRITS ---------------- Inside, head north and into the stairway area. Run up around the stairs until you hit the top floor, but do not go inside the door; instead, step into the nearby blue warp point. Head north up the staircase up top and head across the platform in the next room to go outside. Run up some more staircases until you hit the top. !!!STAMP STATION ALERT!!! You should easily spot the stamp station as you come to the top of the stairs. Grab a stamp and put it in your stamp book, then face north. You should easily spot the two blue eyes. Take out your bow, notch an arrow and wait for it to charge, then fire an Arrow at each eye to make it turn orange. Head down the stairs into the inside of the tower. Inside, head up and smash the Wood Hearts to either side to replenish your arrow (and bomb) supply, then continue on down a floor. After the short conversation, if you survey the east and southern paths, you should notice that you will not be able to go in either direction. For the time being, take the northern staircase down another floor. Down below, listen to Zelda, then head left slightly. Wait for one of the Phantoms in the left side of the map to come around, then strike it in the back with the Lokomo Sword to gain control of it. Once you have the possessed Phantom, return upstairs to the thirtieth floor. Up here again, head right, and direct the Phantom to go across the spikes and stand on top of the button panel, lowering said spikes. As Link, cross the now-safe floor, then send the Phantom down the staircase into the lava. Jump on top of the suit of armor's back. Take a look at the map and survey the area a bit: you should notice a Phantom patrolling either half of the lava area, and a sanctuary in the northeast corner. Additionally, there are two crystal orbs: each of them must be hit in a close time span or else they shall reset. Make your way to the northeast corner while dodging the Phantom patrol, but do not actually head up onto the sanctuary safe floor. Once the oppposing Phantom is out of the way, use your Boomerang to hit the northern orb, then move south a bit to then again use the Boomerang to hit the southern crystal orb. This shall open the doorway going downstairs. Head onto the floor, and head back down to the twenty-ninth floor. Move up a bit into the northern corridor, then head west until you hit a stone tablet. Read it for the hint: turn around and equip the Whirlwhind, and use it to blow out the torch next to the tablet. Backtrack east along the north corridor of this partitioned section of the room, and extinguish another flame. Continue along to the sanctuary where you came down from and blow out the torch here. Go west and south a bit to unlight another torch. Move back to the sanctuary, and this time go directly south to come to another torch. Extinguish the flame, then head straight west from here until you come to one last lit pire, standing next to a locked door. Use the Whirlwind one last time to blow out the fire, causing the door slightly to the north to open up. Now that you have access to another large portion of the room, take a look at the map on the top screen, and you should see that there is a Torch Phantom wandering around on the left side of the door. Wait for it to cross past the now-open door, then strike it in the back to take control of the Phantom. With a Torch Phantom under your control, you can now use it to relight torches and light up dark hallways. That said, return to the northeast corner of the area, and head back up to the thirtieth floor again. Back upstairs, head across the lava again using the Phantom as a piggy-back ride to the central chamber of the room. Go down to the twenty-ninth floor again, this time via the central-north staircase. Down here again, head south and west from the corridor, either dodging the Phantom patrols, drawing their attention elsewhere or stunning them with just one hit, and you will come to a pair of torches next to a locked doorway. Direct the Torch Phantom to slash at both of them, causing the door to slide open. You will finally be able to escape the drudgery of the two floors you have been wandering around so far, so make your way downstairs to the twenty-eighth floor. On floor twenty-eight, keep the Phantom on solid ground, and as Link go south. Equip the Bomb Bag, and take out a bomb as you approach the first skeleton. Once a Stalfos Warrior rises up from its grave, quickly throw the bomb at it to destroy it. Repeat this process twice more with two more Stalfos Warriors as you head south and east. If you do not have a Bomb Bag, use Arrows. Failing a lack of arrows, use the Whip. Once you have eliminated the three Stalfos Warriors on the south side, head back up to the entrance, proceed up the stairs, and jump off the north end. Take out another Stalfos Warrior here, then look around. Switch your perspective back to the Torch Phantom, and have it climb right up the staircase and go north up to the fence. Switch back to Link, and use your Sand Wand to start calling up blocks of sand going from where the Phantom is to the northeast ledge. Quickly direct the Phantom north across the sand blocks, then switch back to Link and keep the Sand Wand active and going (by drawing back and forth over the sand blocks you can keep them up longer). You could also call the Phantom over and then quickly get it to go over to the northeast ledge. Once you make it over successfully, have it swing at the torch on the platform to light it up. Draw another path going west to the northwest corner, and send the Torch Phantom over. Once that is done, two chests will appear in the southwest part of the floor. Use the Sand Wand again to redirect the Phantom east and then south back to the regular ground in the middle of the room. Have Link climb up the second staircase here to jump on top of the Phantom, using it as a piggy-back ride. This next part is tricky now. Direct the Phantom back north a bit to give you a running start, then send it to go south and onto the southwest corner ledge. Switch control back to Link and use the Sand Wand to create the path for the Phantom to walk along as you go, and keep the sand blocks up and sturdy. Once Link has successfully made it over, jump off onto the high ledge to open the chest for a treasure item. Get Link to jump back onto the Phantom's back, then head east and north a bit to the northeast corner of the sand pit, again using the Sand Wand. When you have made it over, jump off again for Link to get a Small Key. From here, go back to the center of the room once again, and this time head back up to the twenty-ninth floor. Head northeast from where you are at to the sanctuary area, and go back up to the thirtieth floor. At the tower's top, head east again back across the lava, and head down to the twenty-ninth floor from the northeast corner. In the northeast area of the twenty-ninth floor, go south and west to where the previously locked door was, and head out west into the new corridor. Move north around counterclockwise to light up one torch, then head south and west a bit for a second torch. Stop here and take a look around, and you should notice that there are two locked doors around here. Proceed west from your current location, and a Warp Phantom will warp in to guard a door to the far west. Light up another torch, then continue west and south, lighting up some more torches. Once you hit the western end, either send your own Phantom to talk to the other Phantom, diverting its attention away from the front or right side, or else attract the Warp Phantom's attention. In any case, do something to make it expose its back, then hit it to take possession of it. When you finally gain control over the Warp Phantom, head to where it was originally standing to see a giant blue eye. Take out an arrow, notch it, and let it charge up before letting lose an Arrow of Light into the eye. This will light up another torch on the opposite end of the room, exposing another eye, but that will take a little bit of work. First, head back northeast, making sure to avoid the attention of the revived Torch Phantom, and go back up to the thirtieth floor. Up top, head to the center of the room and go down the north entrance to floor twenty-nine again. Down below, head north and west until you can hit the northwest corner, then plant a bomb up against the wall, moving a couple of steps to the right of the corner (if for some reason you still have not acquired the Bomb Bag, or are out of bombs, head south and west a bit for a bomb flower that is inside a small carve-out inside a wall). Doing so shall blow up a hole in the wall. Inside, head up the flight of stairs to the left end to go back up to the thirtieth floor once more, and continue through the hallways and head south out the doorway back into the main section of said floor. In here, head south and plant a couple of bombs at the foot of the tower of crates. If you lack a supply of bombs, backtrack a bit and break open the Wood Hearts until you get some. This will enable you the chance to get a treasure item. Afterwards, direct the Phantom to the edge of the sand. As Link, raise yourself up to a higher elevation via usage of the Sand Wand, then jump onto the Phantom's back. Head north of the sand bar and jump off onto the high ledge here. Step on top of the button panel up here. Doing so will cause a pair of Phantom Eyes to appear in opposite sides of the room. Switch your perspective to the Phantom and draw the cursor line going south to the southwest corner, until the cursor locks onto the Phantom Eye. However, the Phantom Eye will be moving around so follow it with your line until it is over top of the purple circular warp. Let go for the Phantom to teleport over to where the Phantom Eye is once it goes over the circle. Switch back to Link, and jump off the ledge. Head south and stand on top of the circle for the two to switch positions. Stay in control as Link and quickly run east and into the sanctuary in the middle south (as the Phantom Eye will respawn and call down the wrath of the other Warp Phantom in the room if you get caught). After, wait until the Phantom Eye respawns if you killed it, then switch your perspective back to the Phantom. Draw a line onto the Phantom Eye, and wait until it gets to the northeast part of the southwest chamber (where the non-sandy section of the floor is) before letting go and teleporting. Once that is done, send the Phantom north over the spikes to stand on the triangular panel. Send Link to stand on the southern panel, and the two shall once more trade places. Leave the Phantom be for now right where it is. As the train engineer once again, head north across the sand pit, and take out a bomb or the Bow or Boomerang. Hit a wall or the Warp Phantom guard up here to draw its attention, then lure it around the corridors and into the sand bar, where it will sink underneath on account of its weight. With the guard eliminated, go back up and around the corridors into the room the Warp Phantom was guarding. Shoot an Arrow of Light at the eye to open the door blocking the southeast and southwest corners of the room off from each other. If by this time the Warp Phantom guard has respawned, hit it in the back to take control of it; otherwise, quickly run back south and trade places with your own Warp Phantom again, until the both of you can get into the southern sanctuary zone. Go up from the sanctuary, and use the sand provided to raise Link up to a higher elevation, and jump onto the Phantom's shield. From there, head right and continue on east into the southeast room. Take out the Mounted Miniblin in this room from afar with the Boomerang or an arrow, then go left to the gaping maw in the floor. From the edge of the pit, take out your Boomerang, and throw it at the arrow redirector stone west of the pit until it faces north. Take out your bow and notch an Arrow of Light (you must charge it) to shoot at the stone arrow, which shall redirect it north, hitting a blue eye and opening the door to your right. Hop off the Phantom's back and go downstairs to the twenty-ninth floor again. Down below again, leave your Phantom at the sanctuary zone, and start running around. Sneak up behind the black-armored Phantom, and slash its back to take control of it. Once you have possession, go back up to the thirtieth floor, clearing out any mice that serve to distract Zelda on the way. Up top, direct the new Phantom north to smash into the blocks, allowing you to collect a Small Key from a chest. After you have grabbed the Small Key, go to the center of the room, and smash open the statues with your Phantom's rolling smash attack, and this will allow you to move about this floor more easily from now on. That said, head back down to the twenty-ninth floor via the southeast staircase again. Down below, head west and stumble around until you find the blue-eye next to a torch. Charge up an Arrow of Light to shoot at the eye, causing it to turn orange. Move back to the entrance to open the chest that appears for a second Small Key, then go back to where the eye was. Move west a bit and you should notice an unlit torch. Use the Boomerang on a lit torch and then the unlit torch to light the latter one up, which will cause the two remaining locked doors in the floor to open up, finally giving you the ability to roam around the floor freely. Head into the central corridor, then proceed west a bit, before going south into a sanctuary area. Head down to the twenty-eighth floor, finally again escaping the drudgery of the top two floors. Here, you will have three locked doors; you will, however, have to go through all three of them at one point or another. Since you currently have the wrecker Phantom, take the right door. RIGHT PATH: Once you go downstairs, the three eyes present on the twenty-seventh floor will first be exposited. Take the Phantom and roll it down, then west into a narrow corridor with a rolling boulder, before continuing south and then west up some stairs. Destroy all of the crates, then have Link come along in behind the Phantom. Read the stone tablet for your clue. After having read the clue, take control of the Phantom and send it north up the narrow corridor with the boulders. It will roll right through the boulders, allowing you to control Link and follow in behind. Once you make it to the sanctuary at the top, hit the switch to stop the rolling boulders from popping out, then call the Phantom back to Link. Head left and south again, and direct the Phantom to break open the statues and crates. Backtrack to the twenty-eight floor, and then head up to Floor Twenty-Nine again. Take control of either a Warp Phantom or one of the regular ones (a Warp Phantom would make it easier though), then head back down to Floor Twenty-Eight. This time, take the left locked door. LEFT PATH: If you have a Warp Phantom, simply teleport him over to the Phantom Eye south of the entrance, otherwise have Link cross the sand and stand on the button panel to activate a bridge for your Phantom to cross. Once both of you are across the pit, have Link use the Sand Wand to raise his elevation up, then hop onto the top of the Phantom's back. When you are on the Phantom, head south a bit, then west to the pit, where you should notice a branch hook hanging over the gap. Take out your Whip and use it to swing across the chasm to the opposite end. Step on the button panel off in the corner to cause a bridge to extend over the gap, then call the Phantom over to where Link currently is. Walk up north to the vast sand bar, and a Warp Phantom and Phantom Eye shall both appear to the north. Leave Zelda behind where she is, and cross the desert floor, taking out the Stalfos Warrior via bomb, arrows or Whip. After, go to the bottom of the right platform, where the Warp Phantom is patrolling around. Once it begins to move north from the southern end, use your Sand Wand to raise Link up, then hit the Warp Phantom in the back to take control of it. Once the Warp Phantom is out of the way, you need to get the newly-possessed Phantom to the lower left ledge. There are two manners of actions you can do this by: either you can draw up a bridge using some sand blocks with your Sand Wand for the Phantom to cross over, or you can wait for the Phantom Eye to respawn, then lock the Phantom's path onto the Phantom Eye and let go of the stylus when the Phantom Eye is over the platform. That said, once the Phantom has made it over, have it lift up the stone arrow over its head. As Link, on the right-hand platform, go up the high staircase so that you are level with the arrow redirector, and throw the Boomerang at the redirector until it is facing north. Take out the bow, and charge up an Arrow of Light before letting loose. The redirector shall send the arrow north, and should cause the blue eye to turn orange. Nothing will happen, but that is because you still have a second eye that needs to be hit. As Link still, jump off the platform to the right side, and continue east, taking out a Stalfos Warrior on the way, and go onto the circular panel in the center north section of the room. Switch back to the Phantom, and draw a line to the far right Phantom Eye (not the center one, but the one to the right of it) to teleport over. Send the Phantom to the left end of the wall here onto the other circular panel for the two to switch places. Where the Phantom comes out, send it up the stairs to stand on top of a button panel, and stay on top. This will keep the door on Link's side open. With Link, head south and right a bit to the dark abyss, and glance to the right over the pit to see another arrow redirector. Use the Boomerang to redirect its direction north, then shoot another Arrow of Light at the arrow redirector to hit the second eye. Again, this will not cause any visible change here, but you have one final eye that must be hit. For now, have Link run up and east into the sanctuary area, then bring the Phantom over via the Phantom Eye. Head upstairs via the northeast corner to Floor Twenty-Eight. From the 28th Floor, head up to Floor Twenty-Nine again. Here, go into the central corridor and take control of the Torch Phantom. After, head downstairs again, and this time go down the central path. CENTER PATH: In here, head down and examine the four torches. You may recall that at the one stone tablet earlier, it said that you needed to light the torches in the order of the undefended torch, the one surrounded by sand, the one surrounded by the abyss (pit, gap, darkness, etc.) and finally the guarded torch. Have the Torch Phantom strike the northwest torch, then take out your Boomerang. Throw the Boomerang through the northwest torch, then southeast, and then northeast. The Boomerang will not be able to go past the spikes in the southwest, so make sure that its flight path does not get interrupted. After the first three torches are lit, send the Torch Phantom southwest to hit the last torch. This shall open the wall to the lower left, so head west and south. Shoot an Arrow of Light over the abyss into the third eye: this shall trigger the central door opening up. Send the Phantom ahead of Link to take out the Phantom Eye, before going north and finally going down to the twenty-sixth floor. After you have finally made it down into a new floor, you will face off against a couple of waves of enemies. The first one is fairly easy, with eight Blue ChuChus. You cannot hit them with Link's sword, as they have an electrical field about them. However, you can keep the Phantom out in front of Link and it shall automatically slay any Blue ChuChu that gets close. You can also use your own Bow to take the enemies out. Following that shall be eight Stalfos, which significantly ups the ante. Keep the Phantom in front, while you either hit Stalfos from afar with Boomerang, Whip or Bow. The Boomerang will not do any damage, but it still counts as a kill if you can push a Stalfos into a pit (though this is hard, so I recommend you just stick to straight-out killing them). There are Wood Hearts in the upper left corner, which you can slash for spare arrows or bombs. The final wave shall consist of three Geozard Chiefs. Let the Phantom draw the attention of any one that comes close, while Link should use his Whip to take away the Chief's shield before slashing away. If a Chief begins to stop doing anything, run behind the Phantom before the Chief lets loose with a flame attack, and use the Phantom as a shield against the flames. Once the battle is over, head down the northeast stairs down to the twenty-fifth floor. Here, your ultimate goal is to make it down to the twenty-fourth floor via the stair case at the back of the center door, but you have four Phantoms in your way. Start off by rushing into the right-side sanctuary, and wait for the Torch Phantom to come around. Once it comes around, strike it in the back: it will be the exact same type of Phantom as you previously had, but at least this way you only have three wandering statues to deal with. After, head down around to the south-central part of the room. The first locked door will have two unlit torches in front of it: use the Torch Phantom to light up both of the torches. This will open up the door, but will also cause a Phantom Eye to spawn. Do not worry about that Phantom Eye too much. Instead, direct the rolling Phantom to roll into the inner chamber and roll over both of the guard Phantoms, as this shall temporarily stun them, and then take control of the Warp Phantom. While doing this, also make sure the rolling Phantom destroys the statues behind the regular Phantom. As a result, the inner chamber only has one Phantom guarding it, as opposed to two. Also importantly, you can use the Phantom Eye to teleport the Warp Phantom to wherever the Eye is. Wait until the Eye comes around the left side, then throw the Boomerang from the safety of the sanctuary at it to stun it, then head out and use the Whirlwind to blow it north past the small bar of sand. Again, alternatively, if you have trouble doing this, just let the Eye latch onto you by attracting it, run north of the sand bar, then rub the screen to shake it off. Direct the Warp Phantom to teleport across the bar of sand, and have it stand on one of the panels, while Link stands on the other panel. The last doorway before the staircase headed downstairs will open as a result. Kill the Phantom Eye, and teleport the Warp Phantom back to wherever it respawns. Continue moving the Phantom around to the central chamber, and have it enter dialogue with the regular Phantom so that its attention is focused away from one direction. Go into the central zone as Link, and hit the standard Phantom in the back to take it out, and open up the path to go north. With the guardian out of the way, open the big door with one person on either side, then head downstairs to the twenty-fourth floor. Down below, head up the staircase and open the chest for the Compass of Light. Head into the nearby blue warp light to go back down to the first floor of the Tower of Spirits. Down below, head to the train, and talk to Zelda to go out onto the overworld. --------- OVERWORLD --------- Travel south and west from the Tower of Spirits through the Forest Realm near where Aboda Village is, then head west. After the first patch of land, you shall enter a cavern: although you do not fight a mini-boss in this area, you will have to kill off a few spider enemies that are lurking around, so watch out for them. After, continue along until you enter the warp portal at the end which transports you to the Dark Realm. ---------- DARK REALM ---------- Take a look at the top screen when you first enter, and you should notice six Armoured Trains. Unlike the Armoured Trains you have faced off in the past, however, you need not run away from them: in fact, you will actually have to destroy all six to continue on the game. How? Also notice that there are several Tears of Light scattered across the map, including one that you will automatically obtain when you first come in. Once you have a Tear of Light, your train will begin to glow and resonate with energy. When you are charged up by a Tear of Light, pull the whistle down, and while the whistle is going, your own train will blast forward at top speed, which is a significant enough speed boost to destroy an Armoured Train when you run into it. This speed also carries to going in reverse, so if you have an Armoured Train coming up behind you and you just snagged a Tear of Light, throw the train into reverse gear to pick off a foe. To hit the Armoured Train in the northwest quadrant, you will need to go through a couple of the warp portals. You can either take the center-right or upper-right portals to get to the quadrant. The Tears of Light shall also respawn after a period of time, so do not worry too much about running out of them before you have managed to take out all six Armoured Trains. The real snag will come in the northeast area, where you will have two Armoured Trains and only one Tear of Light. My recommendation is to take the center-right portal onto the center-left side of the screen, grab the Tear of Light here, backtrack, then travel north and west to where the Armoured Trains are: you should then replenish your charge with the Tear of Light up here before demolishing both Armoured Trains. When you are down to one Armoured Train is where it shall begin to get somewhat frustrating, however: the last Armoured Train will break off from its regular route and start moving all around the map. Keep an eye on it at all times and make sure not to get caught in one of the northern areas where there are big swathes of tracks without a triangle split, and instead wait for it to get close before grabbing a Tear of Light and approaching it at light speed. After you successfully defeat the last train, a short sequence will play before you take on the first of three boss battles here. -=-=-=-=-=- DEMON TRAIN =-=-=-=-=-= The battlefield is composed of four straight tracks that go north: the Demon Train will always be in between any two of the tracks, giving it three possible positions of being on the left, center, and right side. As the train tracks go on, there will be the occasional triangle in the road that allows you to head left or right to another train track. When the Demon Train switches positions, you should try to get away from it: rule of thumb is to never be on one of the two train tracks that surround the Demon Train. During the first phase of the battle, the back car on the Demon Train will open up, and you should see that it has four distinct hatches. Occasionally, a hatch will open up, and an explosive barrel will be spit out of the hatch at your own train, which you need to destroy before it hits you to prevent from being damaged. To win this segment of the battle, you must hit the explosive barrel with the cannon while it is still in the hatch or shortly after it has left the hatch. Doing so will destroy that quarter of the car. Repeat this to destroy the other three hatches, and it will total the entire car, reducing the Demon Train down to the front and a single car. However, right before you destroy the last cart, make sure that your controls are set so that the train is going STRAIGHT if you happen to be near a wye (split), because if you do not, after a short cutscene you will miss the portal that you need to warp through, and end off driving off the tracks. In any case, once the first part of the battle is over, the second car of the Demon Train will open up. This time, instead of shooting out explosive barrels, there will be a weapon in each hatch that can fire lasers. For the most part, this segment may actually be easier than the prior one: so long as you stay back a bit from being parallel with the Demon Train, you can avoid the lasers, which have a limited firing range. Each laser will take two cannon shots to destroy, however, so it will take a little longer than before. The final third of the game may seem a little intimidating at first, as the front part of the Demon Train will have five blue lasers firing all at once. Again, do not let it get to you, as the lasers move about fairly slowly: just tap each of them quickly to destroy them. If one or two of them is on the other side of the Demon Train, just wait for the lasers to rotate around to come to your current side before hitting them. After all five lasers are destroyed, throw the train gear into full speed, and rush ahead of the Demon Train's face. Shoot the face with your cannons several times until the lasers begin to reactivate, then slow down to be parallel with the Demon Train, and repeat hitting the lasers. Continue smacking the Demon Train around in the face until finally the battle is over. Once you have won, a series of story scenes shall play before the penultimate battle begins. =-=-=-=- MALLADUS -=-=-=-= The goal of this battle is fairly simple: you must draw the pathline of the Phantom to be going north, where it will capture the possessed Princess Zelda. Cole will be trying to stop the Phantom from getting there, however. Throughout the duration of the battle, he will constantly be sending out white rat spectres, up to four at a time, that will circle around the Phantom and try to attack it. Stop the rats before they have a chance to get to the Phantom by attacking them with your sword, or use your Whip. Do not bother with Arrows or the Boomerang, as they tend to take too long to attack with. Should you fail in this task, Cole will be able to control the Phantom via the use of some strings, much like a puppeteer. When this occurs, quickly take out the Boomerang and throw it around the puppet Phantom at the strings to cut off Cole's puppeteering. Once you regain control over the Phantom, send it lumbering back north to the possessed Zelda. Once the Phantom has made it about halfway up the top of the train, the possessed Zelda will fire a red laser down the battlefield at the Phantom. This means that, as Link, you can no longer run around quite as brazenly while killing off rats, so do not run right in front of the Phantom. Shortly thereafter, the separate compartments of the train will also rotate around, so do not be caught off guard if the rooftop suddenly moves so they are not aligned perfectly. When the Phantom has finally made it to the top, it will grab Zelda's body, then start flying around. Take out the Bow, and charge up an Arrow of Light. Look at the top screen to see the Phantom floating around. When Zelda's body is exposed, try shooting it with an Arrow of Light, and keep trying up until you succeed. When you successfully hit Zelda's body with an Arrow of Light, the battle ends. Watch the following five minutes or so of cutscenes until the next and final battle begins. =-=-=-=-=- DEMON KING MALLADUS -=-=-=-= Much as seems to be a popular trend with Zelda games these days, you will get a tennis match: more specifically, Malladus, in his new beast form, shall spit out several fireballs in Zelda's general direction. At first, these will go straight for Zelda, but then Malladus will begin to spit fireballs out to the site that will curve in. You need to guard the Princess by swiping at each fireball which comes your way using your sword. Malladus' attack will reach fruition when he spits out four fireballs at once: when this occurs, let them come for you, and use a Spin attack (or Greater Spin Attack if possible) to deflect and destroy all four at once. There is no actual batting the fireballs back at Malladus. Instead, you must keep Zelda safe for a period of about two minutes before a short cutscene will occur. Once this starts, play the Spirit Flute. This one will be difficult, as you will have to go from red to purple, skipping orange on the way, then orange, then to teal (skipping red) and then end off with red. Again, lower your DS system or stop breathing whenever you need to bypass one of the notes on the Flute. Once you succeed in your endeavour, the next part of the battle begins. Here, Zelda will take the Bow of Light, and the top screen will be an over-the-shoulder perspective from Zelda's view. As Link, you will have to run around and strike Malladus with the Lokomo Sword, and retreat and move in constantly. By doing so, Malladus will turn his body around. When his back is to Zelda, touch the symbol of the Arrow on the bottom of the screen for Zelda to shoot an Arrow of Light at Malladus' back, stunning him temporarily. Repeat this three times, and Malladus will fall to the ground, leaving his head vulnerable. Slash and hack away at him, and his left horn will fall off. When he gets up, he will be far more aggressive, and shall also try to attack Zelda. If you let him stay idle for too long, he will also spit out fireballs again. Keep his attention focused towards Link by hitting him some more, and repeat the earlier sequence with attacking his weak point on his back. When he falls over, hit his head again until his right horn shatters, Malladus will be even tougher for the third bout, but when he falls over, a single hit will take him out. Rub the stylus back and forth across the touch screen until Zelda runs over. After you win, cutscenes occur, credits roll, etc. The End. Thank you for reading my guide, whether it was for the entire duration of your playthrough, only for a few sections, or just the final boss fight and you happened to see this short paragraph. - Darkstar Ripclaw Finir ______________________________________________________________________________ ______________________________________________________________________________ SIDEQUESTS & COLLECTIBLES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This section details the various sidequests, short and long, that Spirit Tracks has to offer, as well as the locations for every (fixed location) collectable item in the game. ______________________________________________________________________________ ______________________________________________________________________________ Stamps ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ After you complete the Forest Temple, there will be a short sequence of events that occur, after which you will be able to acquire the Stampbook from Niko. Scattered over the various realms of the land of Spirit Tracks are rectangular stamp stations that you can visit and put a stamp in your Stampbook at. Once you acquire a certain amount of Stamps, and visit Niko again, he shall give you a reward for it. There are twenty stamps in all, and their locations are below. You can collect three different prizes; 10 Stamps - Shield of Antiquity 15 Stamps - Engineer's Outfit (You can switch outfits at any time) 20 Stamps - Sword Scroll 2 (Gives you the ability to use the Great Spin Attack) ------------ Forest Realm ------------ 1. Aboda Village ¯¯¯¯¯¯¯¯¯¯¯¯¯ When: As soon as you first get the Stampbook This can be found right next to the staircase that heads up to the train station at the northern end of the screen. 2. Castle Town ¯¯¯¯¯¯¯¯¯¯¯ When: As soon as you obtain the bombs Once you obtain the bombs, go to the northeast corner of the Castle Town, and bomb the blocks preventing you from going up the nearby stairs. Head up, then go west to the northwest corner of the battlements to find it. 3. Whittleton ---------- When: As soon as you first get the Stampbook Go to the northeast corner of the area, and tread the pathway onto the next screen. In this second section of Whittleton, head north a bit and the stamp station will be in plain sight. 4. Forest Sanctuary ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ When: As soon as you first get the Stampbook From the entrance, head north and go left at the top. The stamp station will be right at the top of the stairs. 5. Forest Temple ¯¯¯¯¯¯¯¯¯¯¯¯¯ When: As soon as you first get the Stampbook From the entrance, go east and up to the northeast room. Blow away the poisonous clouds in the room with the Boomerang to reveal the stamp station. 6. Trading Post ¯¯¯¯¯¯¯¯¯¯¯¯ When: After completing the third portion of the Tower of Spirits (Pre-Ocean Realm) and bringing the Bridge Builder to the Trading Post Prerequisites: Bomb Bag Go west in the Trading Post and enter the cave at the end. Inside, go north, and jump west across some platforms and up to a block. Place a bomb to blow up the block, then jump north again to come to the Stamp Station. ---------- Snow Realm ---------- 7. Anouki Village ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ When: As soon as you first visit Anouki Village Head to the area in front of the train station, and outside of the fenced-off area. Go east and then head north to the northeast corner. Slip through the tree cover to find the stamp station. 8. Snow Sanctuary ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ When: As soon as you first visit Snow Sanctuary Head west from the train station. At the western end, loop around the staircases, and go south from the staircase going east to spot another staircase going up to a small platform with the stamp station on top. 9. Snow Temple ----------- When: As soon as you first visit Snow Temple (must clear part of the temple first) When the center room on the first floor has at least two bells and you can go southwest, head out that way and go down to the basement floor. When you get to the room with a big pool and five icy fire torches, the stamp station is in the niche in the northeast corner of this room. You can use the Boomerang to freeze a path over to the stamp station. 10. Wellspring Station ------------------ When: After you obtain the Boomerang From the train station, head right, and go up past the hut. On the northwest edge of the ice field on the eastern side of the area, take out your Boomerang and trace a path north to go through an icy fire torch, and create an ice path to walk north. Use the Boomerang again to be able to walk east a bit and into a second niche that contains the Stamp station. ----------- Ocean Realm ----------- 11. Papuchia Village ---------------- When: After you obtain the Whip Go down to the southernmost island with the hut, then head right to the palm tree. Play the Song of Birds to grab the attention of a bird, then latch onto it to fly over to the southeast corner. Go down south from there. From there, head progressively down, then west and south again via the birds until you hit the southwest corner, where you shall find the Stamp Station. 12. Ocean Sanctuary --------------- When: After you obtain the Whip Head up to the northern part of the Ocean Sanctuary, and stop in front of the cave to where Carben resides. Play the Song of Birds, and use the whip to grab a hold of a bird, which will carry you to the top of the cave cliff. Up there, you can easily find the stamp station. ---------- Fire Realm ---------- 15. Goron Village ------------- When: First visit to Goron Village Go west to the western screen of Goron Village. Cross through the obstacles along the lower half of the area until you get to the western edge. Cross the first bit of lava across the two hooks, then go north and past another hook. Run past the two Fire Babas up the stair, and the Stamp Station will be in the northwest of this small hideaway. ------------ Desert Realm ------------ ---------------- Tower of Spirits ---------------- 20. Tower of Spirits ---------------- When: Visiting the Tower of Spirits after clearing the Sand Temple In the central room of the tower where you go around the giant spiralling staircase, head around up to the top, but instead of going through the door at the top, take the nearby blue warp light. After, head north a couple of rooms until you come out, then continue up the staircase. At the top of the stairs is your twentieth and final stamp station. Ocean Realm: -Pirate Hideout: (Snake Rope + Bird Song needed) On the center of the map, on the hill. -Ocean Temple: (Snake Rope + Bombs needed) Bombing the north walls on 2F. Inside the new room. Fire Realm: -Fire Sanctuary: (Boomerang needed) Unlock the bridges (turning on the torchs) North part of the area. -Fire Temple: (Bow needed) The room with 4 eyes next to each other, a switch is hidden on the SW corner. Hit it with an arrow. Desert Realm: -Sand Sanctuary: After doing Sand lokomo's sidequest (unlocked after passing Sand Temple) pick a cucco and fly to the island in the SE corner of the area. -Sand Temple: (Sand wand needed) On the west side of the sand river on 2F. ______________________________________________________________________________ ______________________________________________________________________________ Heart Containers ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [HCON] Much like The Legend of Zelda: Phantom Hourglass, but unlike basically every other Zelda game, you do not acquire pieces of Hearts in Spirit Tracks. Instead, you can only get whole hearts at a time. Each Heart Container fills your heart meter up by one, so they are quite obviously useful. You get one Heart Container from defeating the boss of each Temple, so those locations are fairly obvious; this list details the remaining ones that you can collect elsewhere in the game. 1. Snow Sanctuary ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ When: As soon as you first visit Snow Sanctuary Buy it from the shop on the right side of the train tracks for 2000 Rupees. 2. Castle Town ¯¯¯¯¯¯¯¯¯¯¯ When: As soon as you clear the Forest Temple Complete the first level of the Take 'Em All Out mini-game in the castle town area to receive the Heart Container. 3. Hyrule Castle ¯¯¯¯¯¯¯¯¯¯¯¯¯ When: As soon as you clear the Snow Temple Get 60 hits or more in the Training Session mini-game in Hyrule Castle for the Heart Container. 3. Rabbitland Rescue ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ When: As soon as you clear the Snow Temple You can technically start capturing rabits before the Snow Temple, but it is only after clearing the Snow Temple that you can capture enough rabbits. Once you have five rabbits, go to the man at the Rabbitland Rescue area and talk to him to get a Heart Container. ______________________________________________________________________________ ______________________________________________________________________________ Rabbits ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [RBBT] After you make it into the Snow Realm, you will be able to stop off at a place called the Rabbitland Rescue. The manager of the place will give you a Rabbit's Net that you can use to capture stray rabbits on the map for rewards. The stray rabbits will always be found hiding behind a boulder. You can pick them out by their distinct bunny ears being too long to be totally concealed by a stone, or else use your whistle to startle them. When you do this, you will be thrust into a short little game; the rabbit will run around a field, occasionally stopping them. You have to tap a spot on the ground, and the net will come out, taking about a second and a half to hit the ground. The trick is figuring out where the rabbit will be when the net finally hits the ground. You can either try to anticipate where it is running to, or wait until it stops and hope that it stays stopped. Please keep in mind the location that I use as a relative neighbor; that is to say, if I give a location as being west of a location, then it is best to start off from the location as opposed to trying to trace the same steps while coming in from elsewhere. When you get the following number of rabbits, you shall get the following rewards; 5 Rabbits - Heart Container ------------ Forest Realm ------------ 1. South of Rabbitland Rescue -------------------------- When: As soon as you acquire the Rabbit Net Go south from Rabbitland Rescue. At the first turnoff going east, face the west end and you should see the rabbit behind a lone rock. 2. East of Aboda Village --------------------- When: As soon as you acquire the Rabbit Net From Aboda Village, go east until you make your first turn. Look to your east, and you should see the Rabbit hiding behind a rock next to a lone tree. ---------- Snow Realm ---------- 11. West of Anouki Village ---------------------- When: As soon as you acquire the Rabbit Net From Anouki Village, head west. The rabbit is on your right side, approximately the second boulder. 12. East of Anouki Village ---------------------- When: As soon as you acquire the Rabbit Net From Anouki Village, head east, then go north when you get to the intersection. From there, shortly before you get to the next intersection, look over to your left side, and off in the distance you should see a boulder with the bunny ears. 13. South of Snow Temple -------------------- When: Once you clear the Snow Temple From Snow Temple, head straight south until you hit the end and begin to curve east. Turn to face the southwest from the 'corner' of the curve to see the rabbit behind a rock. 14. Southeast of Snow Temple ------------------------ When: Once you clear the Snow Temple From Snow Temple, go east at the first triangle. Once you get to the next triangle, brake your train, and look directly east of the wye to see the rabbit behind a boulder. 15. Southeast of Snow Temple ------------------------ When: Once you clear the Snow Temple From Snow Temple, go east at the first triangle, then south, and then east again at the first available opportunity. Ignore the next south, then look to the north for the boulder hiding the rabbit. 16. Southeast of Snow Temple ------------------------ When: Once you clear the Snow Temple From Snow Temple, go east at the first triangle, then south. Ignore the first intersection going east, and take the next track down east instead. Look to the south quickly to spot your Rabbit. 17. Southeast of Snow Temple ------------------------ When: Once you clear the Snow Temple From Snow Temple, go all the way south until the track curves east, then go all the way east until the track curves north. Shortly after the curve, look to the east, and the Rabbit will be there amongst several other boulders; braking during this portion is advised. ----------- Ocean Realm ----------- 21. East of Ocean Sanctuary ----------------------- When: After defeating the Pirates From the Ocean Sanctuary, head east. In between the Ocean Sanctuary and the first island, look to the south to spot the rabbit hiding behind a barrel. 22. East of Ocean Sanctuary ----------------------- When: After defeating the Pirates From the Ocean Sanctuary, head east to the first island. Continue east and stay east on the path to the Ocean. 23. Ocean Realm Archipelago ----------------------- When: After defeating the Pirates In the archipelago, head west from the center-east island. Shortly after you leave land and start going ocean, look to the north to spot the rabbit. 24. Ocean Realm Archipelago ----------------------- When: After defeating the Pirates From the center island in the archipelago, head west. Between the center island and the next triangle in the tracks, look to your north to spot the rabbit hiding behind a barrel. 25. Ocean Realm Archipelago ----------------------- When: After defeating the Pirates From the northwestern island in the archipelago, head east. At the turn that leads you to go north, face southeast to spot the rabbit and its barrel in the water. 26. Ocean Realm Archipelago ----------------------- When: After defeating the Pirates From the archipelago's center-north island, head out east. At the curve that goes east to north, look to the southeast to see your rabbit. xx. East of Ocean Sanctuary ----------------------- When: After obtaining Force Gem 19 From the Ocean Sanctuary, head east to the first island. Continue east and then south and east to the southeastern island of the archipelago. At the corner before you get to the island, look to the east to spot the rabbit. ______________________________________________________________________________ ______________________________________________________________________________ MINI-GAMES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A listing of and how-to-play and in-depth walkthrough of all the mini-games that can be found in the game. ______________________________________________________________________________ ______________________________________________________________________________ Take 'Em All Out ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [TEAO] Take 'Em All Out is a gauntlet exercise where you have to go through a certain number of floors per level and fight several monsters each level, topped off by a boss on the top floor. The mini-game can be found by going to Castle Town, and going to the lower-right house in the front area. Inside, talk to the Gerudo-like female, and you can play for 50 Rupees. During the marathon, you will be able to get Rupees from your enemies, but they will never drop Hearts. Furthermore, you cannot use the Song of Healing during this time period. Therefore, the only way you can heal yourself is by buying a Red, Purple or Yellow potion beforehand and using it when Link gets low on hearts. Level One: Reward is a Heart Container Ten Floors Can Only Play After Clearing Forest Temple Level Two: Reward is a Bomb Bag Upgrade Fourteen Floors Can Only Play After Clearing Ocean Temple -------------------------------------------------------------------------------- LEVEL ONE -------------------------------------------------------------------------------- Floor One --------- The first floor of your first time through will have six Spinuts walking around individually. Isolate them one by one and quickly hack and slash at them to take each one out. Floor Two --------- In this area, you will fight eight Octoroks. Each Octorok needs to attacks to take it down, so you can use a sliding attack to take one out. Keep an eye on the rest of the screen at all times, however, for any stray rocks another Octorok might spit at your avatar. If you have the Boomerang, I do not recommend you use it, because an Octorok might look in your direction and spit a rock at you. Floor Three ----------- The annoyance factor gets jacked up a factor with four Poison Bubbles and four Rats. The Rats move around a lot quicker, so take them out, using Spinning Attacks to keep them from getting too close to you and damaging you. Once rodent extermination has been done, go to one of the walls and hit a Poison Bubble with your Whirlwind, then go and kill it. Repeat for the other three. If you have the Boomerang, then just trace a line to hit all four of the Poison Bubbles. Floor Four ---------- Floor number four has six Red ChuChus. Let one or two get in clse, then take them out with a Spin Attack to kill them in one hit. They move fairly slow so let them come to you and be patient. Floor Five ---------- Six Blastworms (the blue worm creatures that turn into rocks that explode) make their floor on the fifth floor. My recommendation is that you only hit one of them, wait for it to turn into a bomb-rock, then take out your Whirlwind. Aim and send a cyclone at the bomb so that it smashes into another Blastworm and blows that one up as well. Your cyclone will not stop once it hits another Blastworm, so you could potentially pull off a combo of hitting two or even three other Blastworms. Repeat again, then eliminate whatever ramining Blastworms there are in the area. If you visit after the second Temple, the Boomerang works wonders in taking them out, however, particularly as they move very slowly. Floor Six --------- You must be careful when moving the avatar around on Floor Six, as there are several Keese around. If you are visiting after completing the first Temple, you will need to slowly and carefully edge around and take each one of them out by hand with your sword. If you are coming in after obtaining the Boomerang from the Snow Temple, then just quickly trace your throwing path through two or three targets at once and repeat until all of the Keese are dead. Floor Seven ----------- Two Mothulas are the inhabitants of this floor. You may recognize each Mothula as a replica of the miniboss from the Forest Temple. The same general strategy as when you fought her there remains the same here, except that there are now two of them. The best way you can fight them is to stay out of the way of one of them while confronting the other; a Mothula will only summon a Poison Bubble if she is within range of you. Once you hit a Mothula for the first time, if the other Mothula joins up to fight, just run away from them until they split up again, and repat until you can take one of them out, then eliminate the other. Floor Eight ----------- This floor offers an easy break from the last pair, with three Spinuts and three Octoroks. The Spinuts will approach Link right from the get-go, so let them approach and hit them with a Spin Attack, then go and attack each Octorok individual, making sure to avoid any stray fire. Floor Nine ---------- The ninth floor is a literal mess, with over a dozen enemies, spread out between Spinuts, Octoroks, and Red ChuChus that will pop up from underground as you approach. Go right as soon as you get onto the floor to avoid the fire of the Octoroks and the approach of the Spinuts, then clear out any enemies that continue to approach with a couple of Spink Attacks. Once you have gotten the place calmed down a bit, go around and start attacking any of the enemies that remain. Floor Ten --------- Floor Ten is a repeat of your fight with Stagnox, the boss of the Forest Temple. There is not a SINGLE difference between this fight and that except for the lack of pots with hearts in them; down to the amount of hits it takes to defeat each form, Stagnox is otherwise the exact same. Once you defeat Stagnox, go down to the bottom floor via the blue light, and you will get a Heart Container. -------------------------------------------------------------------------------- LEVEL TWO -------------------------------------------------------------------------------- Floor One --------- The first floor has about a half a dozen Spinuts and a half dozen Keese. Let the few enemies that are near link come to him, and use a Spin Attack to kill them. With them out of the way, take out your Boomerang, and throw it around the room: this will kill the Keese, and stun the Spinut. Slowly clear out each part of the room, without letting the Spinuts or Keese getting close to you and trying to get into your face. When a Spinut is stunned, be sure to follow up on that and kill said monster. Floor Two --------- Here, you will face four Wolves who will quickly converge in on you. Be aggressive right from the start and use a Spin Attack to damage them. Follow up on that and quickly try to hit all four of them again, and do not let up until they are all dead. Floor Three ----------- You shall face six ice-covered Octoroks on this floor. Quickly get out of the way of any nearby Ice Octoroks, and take out your Boomerang. Throw the Boomerang through one of the lit torches, then scribble around the Octorok: you want the Boomerang to hit it twice as opposed to once, with the first being to melt the shell, the second being to stun the Octorok. Kill the Octorok after that, then tackle the next one until all six are done. Floor Four ---------- Five Ice ChuChus make their home here. Be aggressive at the start and use your Boomerang to stun any that are chasing after link, before killing them. After that, you can be a bit more cautious, and slay the remaining Ice ChuChus. Floor Five ---------- In here, you will have to take on two Geozards, who can be fairly annoying as they tend to have coordination between themselves. Take out your Whip and hit both of them with it to get rid of their shields. From there, you can try throwing Bombs at them, or striking them with your swords. You can also keep one away from the other by whipping one to keep him away from you while you let the other approach you before taking him out. Floor Six --------- Floor Six is a repeat of your fight with Stagnox, the boss of the Forest Temple. There is not a SINGLE difference between this fight and that except for the lack of pots with hearts in them; down to the amount of hits it takes to defeat each form, Stagnox is otherwise the exact same. Floor Seven ----------- You will face an absolute mob of approximately two dozen Rats in this room. Use your Spin Attack right away to kill off all the nearest Rats, then let the rest come to you and continue using Spin Attack. Just make sure not to overuse it too quickly or else you will stun yourself. Floor Eight ----------- Four of the water enemies from the Ocean Temple will be present in the water in this room. You will not be able to use your sword to hit them, so instead take out your Whip and use it twice on each of them to kill. Keep an eye out and avoid the rocks any other of them might spit out. Floor Nine ---------- In here, you shall face off against a Geozard Chief. Without a Phantom to defend you against its flames, you will either have to run away from the flames or try to slip in between the separate flames. However, unlike the one you fought in the Tower of Spirits, you will actually have the Whip this time. Disarm it from its shield by using the Whip, then quickly move in and hack away at it. As soon as you initiate your attack, if it was preparing to belch out some flames, it will stop and be stunned until you finish it off. Floor Ten --------- Floor Ten is a repeat of your fight with Fraaz, the boss of the Snow Temple. There is not a SINGLE difference between this fight and that except for the lack of pots with hearts in them; down to the amount of hits it takes to defeat each form, Fraaz is otherwise the exact same. Floor Eleven ------------ You will encounter two Snappers on this floor: take on only one at a time, and stun it with your Whip before killing it with your sword. Repeat with the other one to wrap the floor up. Floor Twelve ------------ A massive horde of upgraded Spinuts who take another hit of damage to kill occupy this area. Let them close in on your before hitting them with a Spin Attack. Once a significant amount of the retinue has been slain, detain them one by one while sticking to a safe spot so you do not get overwhelmed with sheer numbers again. For this floor you cannot use any of your items, so you will have to stick with your sword. Floor Thirteen -------------- In here, you will have a bit of a unique battlefield: ten boxes line the center corridor, while five Octoroks are on either side, sniping you from across a gap. Take out your Boomerang draw a line down each row of snipes to push them around. This will make running down the corridor considerably easier as some shots will be blocked by the outside of a box as opposed to an inside. After, run down the hallway, then take care of all ten Octoroks. Floor Fourteen -------------- Floor Fourteen is a repeat of your fight with Phytops, the boss of the Ocean Temple. There is not a SINGLE difference between this fight and that except for the lack of pots with hearts in them; down to the amount of hits it takes to defeat each form, Phytops is otherwise the exact same. ______________________________________________________________________________ ______________________________________________________________________________ Training Session ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [TRNS] After completing the Snow Temple, you will get a mail in the postbox from Russell inviting you to come to the training room at Hyrule Castle. Here, you will get the chance to play a training mini-game; basically, you have to hit the three soldiers in the room a certain amount of times, and you can only suffer three hits before the game ends. The mini-game costs 20 Rupees per play. ----------- How to Play ----------- To avoid getting hit, the telltale notice of a soldier attacking is when he begins to twirl his spear. As soon as you see it, get out of the range of his attack. Do not try going around him, as he will be able to rotate around, just get out of his range. To your advantage, usually there only ever happens to be one soldier who will try to attack you at a time, and oftentimes if you stay inside the three soldiers range they will still take a bit before one tries to attack you. Also, it should be noted that the game counts a 'hit' as you merely attacking a soldier. It matters not whether he guards against it, if you attack him, you go up a point. That said, there are a couple of strategies you can use to rack up a high score, and they both involve running back and forth. The first one is to run back and forth frantically, hit a soldier, and then run back the other way. This is to keep all three soldiers from zoning in on you, so you will only have to worry about one soldier at a time when attacking. The other is a bit less liberal. When you run to one side of the room, wait for a single soldier to come to you, then hit him multiple times. Once you estimate your safe period to be over before he comes at you with your spear, start running back in the opposite direction. ------ Prizes ------ That said, the following number of hits will give you the following prizes; 60 hits - Heart Container ______________________________________________________________________________ ______________________________________________________________________________ Whip Race ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [WHPR] After completing the Ocean Temple, head to Whittleton Village. Here, go up to the northeast corner and out onto the next screen. Use the Whip to go across the southern gap, then talk to the man standing by the fence in the northeast, and he will allow you to play the Whip Race game for 50 Rupees. ----------- How to Play ----------- The basic gist of the Whip Race game is like the prelude to the Phytops battle in the Ocean Temple: you are given a giant column-shaped mountain that has several branch hooks installed in the side, and as Link you need to use the Whip to swing around the branch hooks. That said, to perform well at it, there are a couple of things that you should get used to: being able to quickly tap branches as soon as they come within range, and rolling as opposed to running. If you tap the next branch once you hit the bottom part of your swing (and repeatedly tap it for good measure so you do not fall down and waste time unnecessarily, but not too many times), you will be able to change branches quicker, which shaves off time for every branch you do this with. Rolling is faster than running: it is not quite as significant a time-shaver, but it can be the game-breaker for you. Of course, to achieve 1:15 and even 1:05, this may not be enough, so there are a few additional things to do to minimize time. The first is that you can press and hold either shoulder button for Link to actively equip whatever item he is holding at the moment (which would be the Whip), and let go of the shoulder button to deactivate it. For right-handed players, you should press the L button (since you would be holding the stylus in your right hand) and R for left-handed players. This cuts down time a bit further as you no longer need to tap the icon in the upper right corner. The final thing you can do regards the three vines you come across during the race: to get through a vine, you only need to rip off ONE thorn. Once you do, you will be damaged trying to run through the vine, but it saves a couple of seconds as you can still make it through with one vine in place, and in the Whip Race game you basically have infinite health. That said, I hate to say it, but really, practice makes perfect here. ------------- Watch Out For ------------- Some things to watch out for: •On the fourth set of branches, there will be a branch that is way down after the first three or four branches. Make sure to tap this one right away lest Link fall down into the abyss. •After the fourth set of branches is when you will encounter your first vine. After the fifth set, you will encounter two more vines, but there will be no more after that. •Make sure you are at the edge of the ledge before casting your Whip. Even if you are only slightly short the distance will end up being far too long for the Whip to reach. ------ Prizes ------ Getting below the following times will give you the following prize reductions: 1:30:00 - Bomb Bag Upgrade 1:15:00 - Heart Container 1:05:00 - Permanent reduction to 25 Rupees for playing the game, plus a Super Rare Treasure ______________________________________________________________________________ ______________________________________________________________________________ Version History ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ V1.2 02/01/10 -Filled out Intermission 2 -Added Whip Mini-Game -Extended Take 'Em All Out Mini-Game V1.0 01/23/10 -Main walkthrough complete. V0.8 01/20/10 -Walkthrough up through and including Sand Temple V0.7 12/11/09 -Walkthrough up through and including Fire Temple -Added Intermission Two, expanded Intermission One -Updated Stamps, Heart Containers, Rabbit locations V0.5 12/10/09 -Walkthrough Up through Ocean Temple -Added Training Session Mini-Game V0.38 12/09/09 -Added section on Rabbits -Update to Stamps, Heart Containers locations -Walkthrough up through Intermission One -Started Mini-Games Section V0.35 12/08/09 -Added section on Stamps -Added section on Heart Containers V0.3 12/07/09 -Walkthrough up through Snow Temple ------- CREDITS ------- -GarroGX off of the GameFAQs Spirit Tracks forums for allowing me to use his Stamp Locations list ________________________________________________________________________________ Please keep in mind that this project is CURRENTLY INCOMPLETE, so do not be harassing me with questions on stuff that has not yet been documented and posted. If you have a question with what is already available, or have something to contribute, such as a missing attack or item dropped by a foe, however, feel free to drop me a line at darkstar DOT ripclaw AT gmail DOT com If you are reading this document from a site that is NOT GameFAQs.com, please go and examine the version on GameFAQs.com and see if it is the same version as the one you are reading. If it is not, then you may yet be able to find the answer you are looking for in the GameFAQs.com version. If you wish to ask whether or not you can host this on your site, go right ahead in hosting it. The only thing that I ask you to do is to keep the 'The most recent version of this FAQ may always be found at GameFAQs.com' line at the top completely intact as well as the paragraph right above this one, as that is the main site that I always update to. If your site's version gets even one version out of date, I would like for people to be aware of a more up-to-date version. 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