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Walkthrough

by Banjo_2553

                                  The Legend of
                          __  / ____| |     __ \    \
                             /  __|   |     |   |  _ \  
                            /   |     |     |   | ___ \ 
                          ____|_____|_____|____/_/    _\

                            S P I R I T  T R A C K S
    *
*     FAQ/Walkthrough by Banjo2553     For DS      Copyright 2010
_______________________________________________________________________________
*/ \ *\   /  / \  \   /  / \  \   /  / \  \   /  / \  \   /  / \  \   /  / \  \
/*  \  \ /  /   \  \ /  /   \  \ /  /   \  \ /  /   \  \ /  /   \  \ /  /   \
������������������������������������������������������������������������������� 
 *    Welcome to my Spirit Tracks FAQ! I decided to make this as my next Zelda
   *  guide. This game is the second Zelda title to hit the DS market, and is
    the first one to take a different approach in the time it's set in. This is
a sequel to the first DS title, Phantom Hourglass. It is, however, set 100 
years after PH, in the new land that Link and Tetra found. They named it Hyrule
and established a new kingdom there. So yes, no more boating. In exchange,
technology has advanced since then, and the transportation system is now by
train. Some fans have expressed discontent at this new era for a Zelda game, 
but for all intents and purposes, technology has to advance sometime, and it's
actually quite an awesome theme.

For most who have played it, Spirit Tracks is considered a vast improvement
over Phantom Hourglass. It retains the same stylus controls, but is fine-tuned.
It has a much better soundtrack, better dungeons, and a better overworld. It 
also is the darkest toon Zelda out there, as far as story content is concerned. 
It is also considered by some to be the best handheld Zelda in a long time, so 
if you're a fan, this is a must-have. Of course, if you're reading this, you 
most likely already have the game and want help. So...

Anyway, you should know the drill for my guides by now. Main walkthrough,
spoiler-free walkthrough, and seperate sections for various things like items 
and upgrades. At the end of each section in the walkthrough, there's an item 
summary to help you know what you should have at that time. Keep in mind that
this guide was written with the NTSC (US) version in mind, so a lot of names 
will be different if you're playing the UK version of the game. This guide uses
ASCII art for some things, so it's advised to view this guide with a 
fixed-width font, like Lucida Console.

CURRENT VERSION: The guide is considered complete. Full, in-depth walkthrough,
spoiler-free walkthrough, and various lists and subsections for those who want
help in specific areas. The only thing not completed is the Multiplayer 
section. It will be updated in time as I have more experience with Battle.

===============================================================================
===============================================================================
                        T A B L E  O F  C O N T E N T S

I. Legal Notices
II. Controls
III. Walkthrough
  a. A New Era
  b. Forest Winds
  c. Helping Hyrule
  d. Chuggin' Through Snow
  e. Helping Hyrule 2                      . .$+?8D+:~:=,::=?::,Z+==ZMM.
  f. Sunken Memories                     MOO8Z,::=+,:::::,:~::,,::,,~?~+ID
  g. Helping Hyrule 3                   NOOO88$+,=::,,~,::~~,,::::,:?788OOZN.
  h. The Hot Stuff                     MOOO8O$Z88$=:,:~:::~::,,=?7$888Z$ZOOZ.
  i. Sands of Light                   DO8O8ZD88ZZO8O8OOI+=7ZOO888O8OZODDZOOZ8M
  j. Cleaning Up Hyrule              OZ8OOO8OOZZ8OO88888OOO8OOO8OOODO8OODZZZZ8N
  k. Vanquishing Darkness            8DDZ$ZZOZ8OOOZ8N8OZO88OOZDDOOO8OOZZZ$7$8NM
IV. Spoiler-Free Walkthrough         MOODND7ZDDND$OO=$OOO+OOOO$?8ZONNO$ZODDD8N
V. Heart Container List              O?+88ONDOII?Z?=Z888O7Z8DD$IO8$8+O8$NZOZOM
VI. Stamps List                    NOO88MMD:,,?I~:~?$ZOO$$7$ZI,,:,~~:::::ZOO~=I
  a. Rewards                     MZ$$$88 N=:::=:,,:~,,:=?::::=~~::=,,.,:=O7ZZ88
  b. Locations               MMDOZO88M   Z,,,~~,::~=:::~~::~::::::~I$Z$7~Z7Z$88
VII. Rabbits          DOOO88$ZZZO88M    M:,::=:,::=~:::=~,,,~+II??+ZZOOZ7.NO?78
VIII. Sidequests      Z77ZZOD888N       ?,,:~=:::=~::::+I7I?=II7$+O888N..OOZ88$
  a. General Quests   777$O8DDDN       .,:::==:::+=:::=7ZOOZ?..MNM.. .D8OOO8M
  b. Force Gems       Z77DD8M          .:::==~:::+$$77?MDOZ8M  .DO8ZO8OZOO8M
VIX. Train Parts       NDNNM          .N:::+=::,~7$OZZ7     .8OOO888O88O8
  a. List by Type                     .I~::==~::=NN88M      MZZZZZZ8D8N
  b. List by Set                      N,::~=?7I?=.          $I7ZO888DD
  c. Requirements                    .I:::=?++?+O          .8777ZDD
X. Spirit Flute Songs                8+7I?+.                 M$?ON
XI. Inventory                        8?7Z$?.
  a. Normal Items                     NDNM.
  b. Collection
  c. Upgrades
  d. Letters
  e. Treasure
  f. Common Pick-ups
  g. Dungeon Items
  h. Bottled Items
XII. Enemies
XIII. Bosses
XIV. Multiplayer
  a. Tag Mode
  b. Battle
XV. Credits

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    *
*                              S E C T I O N  I
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������������������������������������������������������������������������������� 
 *                          L E G A L  N O T I C E S
   *  
-------------------------------------------------------------------------------

The words in this FAQ are copyrighted. Do not copy this FAQ and claim it as
your own, or else you'll meet severe penalties. ONLY GameFAQs, Neoseeker, and 
SuperCheats are allowed to host/display this FAQ, no exceptions. Nothing 
personal, it just gets confusing to keep track of which FAQ is up-to-date and 
which is not, so I will decline any requests to put my FAQ on your site. Again, 
nothing personal.

My e-mail address is [email protected] . You can email me for questions, 
comments, or even suggestions, just make sure your emails are coherent. I will 
not accept spam or hate mail, as they will get deleted. Make your emails as
coherent as possible as well.

-------------------------------------------------------------------------------
    *
*                              S E C T I O N  II
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*/ \ *\   /  / \  \   /  / \  \   /  / \  \   /  / \  \   /  / \  \   /  / \  \
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������������������������������������������������������������������������������� 
 *                              C O N T R O L S
   *  
-------------------------------------------------------------------------------

The controls are pretty much the same here, so I'll copy-paste the descriptions
used in my Phantom Hourglass guide.

As mentioned in the intro of the guide, this game is completely controlled by
the DS's stylus. From moving, attacking, to using items. I'll detail the game's
HUD (Heads-Up Display) and how to do various actions outside of how to use the
game's items. If you want to know how to use the items, check the items 
section. (NOTE: The HUD description is for when the "right-handed" option is
picked, everything is on the opposite side for left-handed.)

Hold the stylus at a place on the touch screen and Link will follow it. How far
the stylus is from him determines how fast he goes. To slash, simply slide the
stylus a direction in front of him. To stab, slide the stylus away from Link.
You can specifically target enemies with slashes by tapping them. If you're far
away and do the target slash, Link will most likely do the powerful jump 
strike. Slide the stylus around Link quickly to do a spin attack. To roll,
double tap in any direction. Don't roll or do spin attacks too many times, or 
Link will become dizzy for a second or two.

ON-LAND HUD:
On the top left of the screen, you'll see your health. Just below that, you 
will see your current Rupee count. On the top right, a button shows your 
current equipped weapon, including ammo for certain items. Press the Menu 
button to see a list of your weapons and bottled consumables, a save option, 
the Collection screen, and the Map. The Collection screen lets you see all 
kinds of stuff as far as your quest progress is concerned. Bringing up the map
will let you write clues on it, just like in Phantom Hourglass.

ON-TRAIN HUD:
On the upper left corner, you'll see a timer (if applicable). Top right, you 
will see your train whistle rope. Putting the stylus on it and pulling down 
will blow it, which can move any wildlife that may be on the tracks. Just below
that is the gearbox, which is basically where you change your speed. Just tap
the handle and push it on any speed. It can be either normal speed, fast, 
stopped, or reverse. While on the train, you can tap and drag the stylus 
anywhere on the screen to look around. The Menu button from when you're on land
is also here. To switch directions on the track (a bell will ding and the track
will turn red when you're close to a fork), a small interface will appear on
the bottom of the screen with two arrows. Tap the arrow you want and you'll
make the switch when you arrive at the fork. Be vigilant on the top screen, be
watchful of other trains, and don't run into them!

-------------------------------------------------------------------------------
    *
*                             S E C T I O N  III
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 *                           W A L K T H R O U G H
   *  
-------------------------------------------------------------------------------

Welcome to the walkthrough for The Legend of Zelda: Spirit Tracks! Ready to get
on board? Well, first you have to start up a file. There's nothing to it, 
really. Just pick one of the two files, type in a name (whatever you type is
what Link will be called in the game), then confirm if you are right-handed or
left-handed. After that, pick your newly-created file, enter it, and you will
have four choices:

Adventure: Play the main game.
Battle: Play against three other friends in wireless local multiplayer.
Tag Mode: Trade items with other friends in local wireless.
Options: Display and change options, such as message speed, sound settings,
 and hand settings, when desired.

Those should be fairly self-explanatory. You might've guessed from the Battle
and Tag Mode descriptions that multiplayer isn't online in this game. It's a
shame, it was actually pretty decent in Phantom Hourglass, and the local 
multiplayer here is even better. Anyway, pick Adventure when you're ready to 
start.

                     ______________________________________
                    |\____________________________________/|
--------------------||              A New Era             ||-------------------
                    |/������������������������������������\|
                     ��������������������������������������
The game starts off with telling of the settlers of New Hyrule, 100 years ago.
At that time, an evil entity simply called the Demon King inflicted terror upon
the land. The settlers fought the Demon King alongside the spirits of the land,
shedding much blood. Eventually the good side has won, sealing the Demon King
beneath the land with the use of Spirit Tracks, building the sacred Tower of
Spirits at the epicenter. Peace has reigned for many years, but recently, some
of the Tracks have started to disappear...

Oh hey, it's Niko! So he told the story just like in Phantom Hourglass...wait,
Niko? Holy crap dude, you must be insanely old! Sorry for sleeping over that...
Anyway, eventually your mentor arrives, named Alfonzo. He's a big guy...he 
tells us that we're gonna meet Princess Zelda to get our engineer's 
certificate. Well that explains the outfit. Anyway, he's gonna be expecting us
at the train station, so we'll head over there.


Aboda Village
----------------
Get used to the controls, then exit the house. This is Aboda Village, a quaint
little seaside town with very few people living around. Follow the path right
and up, and you may get called over by a girl. Talk to her by tapping the 
stylus on her (you do that to talk to anybody). She'll then tell you to remove
the rocks in front of her house and tell you how to do it. Well, do so, then
talk to her again. She'll give you a Red Rupee for being so nice. Head up and
you'll see Alfonzo's house with a bee's hive in a tree nearby. There's also a
guy there. He tells you how to roll and to test it out on the tree. Well, go
ahead. Unfortunately the hive falls down and the bees start swarming. Enter a
house quickly before they sting you to death. Exit the house and approach the
train station in the upper right. That same guy is there. Talk to him, and as a
consolation for being a jerk, he gives us a Treasure. Well, real nice of him. 
Walk up onto the station.

Alfonzo brings out the train you're going to be using. Talk to him and board 
the train. He tells us that we need to get to the Castle in 300 seconds. Seems
easy enough. Look at the top screen to see the Rail Map. It's a fairly 
straight-forward way, we're at the bottom and we just need to head to the upper
right corner. Let's take off! He also tells you that there are other trains on
the tracks, so don't hit them. He'll tell you everything you need to know about
the train, so I don't need to help you with that. Just remember to get on your
fastest speed (tap and hold the gearbox handle in order to move to different
speeds). You'll eventually get to a fork in the tracks. He'll tell you how to
switch for you. Also, keep an eye on the Rail Map on the top screen. There are
other trains moving about as well. Just change the tracks in the way you need 
to in order to avoid collisions. Just make your way to Hyrule Castle Town, and
slow your train speed to a halt when at the station to stop there.


Castle Town
----------------
Castle Town is a pretty interesting place. There's lots of places to check out,
but you can't do much in any of them at the moment. The shop near the center
holds some interesting items, including a shield, but we don't need it right
now, plus we don't have the money. Just head north up towards the castle, and
you'll meet with the game's Postman. Instead of like in Phantom Hourglass, he
just hands you letters so you can read them yourself. That's a bit better, so
your private life won't be read out loud. Continue to the castle. Follow the
path to some guards. Talk to them until they'll let you in for the ceremony.
Keep going and talk to the guard. He'll tell you to get lost, then someone will
arrive. This Chancellor Cole fellow tells the guard to let you through, and 
also leads the way. Follow him, then watch the scene as Zelda gives you your
engineer's certificate!

She also hands you a letter in secret, and tells you to beware of the 
Chancellor. Huh. Well, Cole sends you off and says with a fanged grin that your
train will become useless soon anyway...eugh..that guy gives me the creeps.
Anyway, now that you have your certificate, read the letter. She wants to meet
you in secret, and gives you a little piece of map with the letter to tell you
where to go. Tap the map icon and draw what's on there onto your map. Now head
down to the first floor, and take a right. Make sure not to get spotted by the
guard, and take the nearby staircase up. A guard will be up here and notice 
you, but there's nothing to worry about, just don't let him see you cross the
thin ledge to the north. So, cross that, and enter the door on the other side.

Once inside, we can make your way upstairs to the third floor, where Zelda is. 
First, navigate this seemingly empty floor. In the southwest corner is a
treasure chest. Open it for a Red Rupee. Now head outside on this west side to
find another chest! Open it for a piece of Treasure. Now backtrack and enter
Zelda's room. She's playing a pan flute and a really catchy tune, then proceeds 
to talk with you. She says that the tracks that used to be scattered across the 
land are vanishing, and thinks something might've happened at the Spirit Tower 
nearby. She wants to go there to investigate, but as a Princess, she's not 
allowed to leave the castle. So, she wants to help you escape. She'll give you 
a Recruit Uniform, which helps you get disguised like the guards to trick them. 
Nice, they look just like the Hero's Clothes. Exit the room with her.

Now for a little bit of sneaking. You'll have to distract the guards so they
don't see Zelda. She'll walk behind you, but if you need her to walk by 
herself, tap the swirl icon at her feet and trace a path for her. There's a
switch button to see where Zelda is if you two get split up, and a Call button
to call her to you. For now, take her to the outside here, to the exit to the
south and right. To do this easily, just walk behind the lower guard and move
Zelda so she's in the south hall. When the guard passes to the left, move Zelda
over to the exit and follow her out.

Now there's even more guards outside. Thankfully they aren't moving. Drop down,
and get to the bush. Move Zelda to the right of the bush, and talk to the guard
on the left side. Stay there and move Zelda right past him. Now for the next
guard. Move Zelda to the nearest bush as possible, and talk to the guard while 
on his northwest side. Move Zelda to the next bush so she's hiding from that
guard. The next guard doesn't want to concern himself with small talk, so we
have to get him to move someplace. He's very vigilant, so we need to make some
sound so he'll get distracted. Grab a rock, and throw it while north of him. He
will come to you, so switch to Zelda and move her behind the bush where you are
quickly. Now while that guard is still distracted, move over to the guard at 
the front entrance, make him look west, and take Zelda out of the castle 
grounds.

You'll automatically take Zelda to the train when you follow her out. After 
some talk with Alfonzo, we'll be back on the train. This is also automatic, so
don't worry. On the way, the Spirit Tracks leading to the tower will vanish.
Watch the scene, the Tower of Spirits has been blown apart, and its pieces are
floating on top of each other. Suddenly, the black clouds above the tower 
billow, and a ghost train will appear from it. Then, Chancellor Cole will show
up and show himself to be a demon with horns! Wow. Alfonzo tries to protect the
Princess, but Cole's assistant, Byrne, takes him out pretty easily. As Byrne
goes to get Princess Zelda, Link tries to protect her. Sadly, Link is tossed
away like a ragdoll. Cole comes up and blasts Zelda with energy, which 
separates her spirit from her body. ...Oh no. Byrne takes Zelda's body away.

You wake up in a room in Hyrule Castle with Alfonzo, and an old man simply 
called Teacher is there. Talk to him. Pick the top option, then the bottom 
option. Exit the room, and walk south. You'll see Zelda's spirit appear, and
float to the next floor up. Follow her. She'll float into a room, wondering why
no-one can hear her. Follow her, open the door, go through, and head upstairs
to her room. After Link confirms that he can see her, she apologizes for what
happened, and tells you that she wants to go back to the Tower of Spirits. 
Before we go, she tells you of the Spirit Flute that she played before. She'll
ask you to carry it for her, as it may just help protect her. So now you've got
the Spirit Flute! This magical instrument can play songs of mysterious power,
but first we need to learn a song for it!
                              __________  ________
                              |         |/       |
                              |   SPIRIT FLUTE   |
                              |      FOUND       |
                              '\                 |
                                ������������������
Let's exit the Castle. Zelda mentions that there's a secret passage to the 
Spirit Tower from the Castle, so let's take it. Head out of her room, open the
door, exit, and go through the other door. You're at the other side of the 2nd
floor now, so head downstairs. Talk to the guard and he'll let you through 
after some training. We do need a sword first before we can train, so talk to
the guard again and he'll point out where the guard captain is. Mark that spot
on your map and backtrack until you're back in the 1st floor on the other side
of the back room. Head over to the guard captain's training room. Talk to him,
and after a little bit, he'll give you the Recruit's Sword! He'll give you a
__________  ________  little training now. He teaches you the targeted attack.
|         |/       |  Just tap an enemy (guard in this case) to do one. Hit
| RECRUIT'S SWORD  |  each guard twice. Next is the side slash. Just draw a
|      FOUND       |  line that divides the enemy. Last, the spin attack. Just
'\                 |  draw a circle quickly around Link. Some pretty easy
  ������������������  training. The Recruit's Sword is yours to keep! Now head 
back to the back entrance. You should know the way. Once there, talk to the 
guard and he'll let you through.


Behind the Castle
----------------
There's some Spinuts here harrassing a guard. Help him out by defeating them.
Talk to him and he'll tell you to investigate the wall up ahead. Head north,
climbing the ledges, and carry a bomb flower to the walls. Keep trying the 
walls until one of them blows up. Head through.


Tunnel to the Tower
----------------
I'm starting to get Phantom Hourglass deja-vu here. Head forward and right,
killing the Keese and Red ChuChus. You'll see your first locked door, so time
to find a Small Key. There's a switch here that opens a door to a chest, but it
doesn't stay down. Move south to find a block. To push or pull a block, tap it
then choose the arrow you want. Move that block onto the switch, then grab the
Small Key inside the chest. Unlock the door and head upstairs.

Head up, kill the ChuChus, then jump right across a series of small pools. Kill
the ChuChus, open the chest for a Red Rupee (should have around 100 now), and
use bomb flowers to clear the obstruction up north. Clear the Spinuts where the
switches are, and note where they are. Put dots on the map where they are if
you have to. Now, we have to hit these in a specific order. Go back to those
small pools you jumped over, and read each sign. They'll tell you the order. Go
back to the switches and hit them in the right order to open the door. (It is
right, top, bottom, left) Head through.

Kill the Keese and move forward. You'll hear squeaking, and Zelda will go to
investigate. Then suddenly, RATS! Oh wow, Zelda's afraid of mice, how typical.
Kill them, and Zelda will thank you, saying she never wants to see them again.
Pfft. Keep moving upstairs again and you will emerge at the foot of the Tower
of Spirits, floating precariously piece by piece. Link and Zelda will enter, 
and find a train. It's the Spirit Train, and the Lokomo Anjean tells you about 
it. She watches over the Tower of Spirits, and tells Zelda about her family. 
She also mentions that Cole is going to use Zelda's body as a vessel to 
resurrect Malladus. Uh...Zelda? You okay? Hellooo? OH HOLY HELL, ZELDA! Stop
scaring me! After that...rather feisty pep talk, Anjean suggests that Zelda 
come with you to help ascend the Tower of Spirits. She'll reluctantly agree.

-------------
ITEM SUMMARY
������������
COLLECTION (top screen):
Recruit's Sword
Recruit Uniform
Engineer Certificate

COLLECTION (bottom screen):
Spirit Flute

ITEMS:
Spirit Flute

FORCE GEMS: 0

RABBITS: 0

STAMP STATIONS: 0

NEW HEART CONTAINERS: 0

Total Health: 3 Hearts
-------------
                     ______________________________________
                    |\____________________________________/|
--------------------||            Forest Winds            ||-------------------
                    |/������������������������������������\|
                     ��������������������������������������
Alright, so we're at the base floor of the Tower of Spirits. Head north, up the
stairs, and into the spiral staircase. After Zelda points where we can go, head
up and enter.


Tower of Spirits
----------------
As soon as you enter, walk forward and a Phantom will appear, immediately
spotting you and chasing after you. Hurry back to the exit. The next scene will
be of Link and Zelda escaping and talking to Anjean. Anjean assures them that
the Phantoms that guard this tower are good, but that they might be possessed
by an evil force if they think you're enemies. She says that hitting the 
Phantom in the back with your sword should stop it after gathering three Tears
of Light to power up your sword. So we'll have to go back and collect them
without getting spotted. Let's go.

Floor 1
-----------
After Zelda reiterates what Anjean said (c'mon, don't treat us like we have
short term memory loss!), head up to the central room with the big door in 
front of us. The three Tears of Light are already here, and the ones to the 
west and north are easy to get. As you approach one though, you may get stopped
by Anjean speaking to you through a distance. Didn't really know you had a cell
phone...anyway, she talks about those purple spots on the floor, saying those
are safe zones. They make you invisible to Phantoms so they can't see you. 
Pretty helpful.

After you've collected two Tears of Light, there's one more left. To the right
where you got the north Tear, there is a switch. Hit it and a bridge will 
extend to the last Tear temporarily. There are spikes in the way, so you'll 
have to go the long way. Be careful of the Phantom as you go around. After
collecting the last Tear, your sword will glow gold. Now sneak up on the 
Phantom here and strike its back. Watch the scene, and Zelda will learn that
she can possess Phantoms! Yay! So now whenever you strike a Phantom's back 
after collecting the Tears, Zelda will possess the Phantom. Anyway, now that we
have a Phantom for Zelda, you should know that controlling the Phantom is the
same as when we snuck Zelda out of the castle. So...

Since we're at the big door, press Link up against one side of the door, then
move Phantom Zelda to the other side of the door, making sure you get a 
crosshairs on the door. You'll both push the door open, revealing a staircase 
to the next floor. Take it.

Floor 2
-----------
You'll come across some spikes near where you came up from. Link obviously 
can't cross 'em, but how about Phantom Zelda? Have her move north past the 
spikes and hit the switch on the other side. This will lower the spikes so Link
can follow. Once on the right side, go south to find a door and two switches.
Have Link stand on one, then Phantom Zelda on the other to open the door. These
are pretty simple puzzles so far.

Be careful when passing this southern passage. There are Rats here, and Zelda 
is still afraid of Rats even when in that hulking suit of armor. So kill any
Rats that may try to annoy you and push/pull the nearby block in front of the
rat hole so no more Rats will come. Have Zelda cross the spikes and she will
notice that there's another Phantom on this side. It's just standing in place,
looking around, so it'll be easy to distract it. First, have Zelda hit the
switch behind it, then have her talk to the Phantom on either the left or right
side, and have Link sneak behind and up to the staircase. Call Zelda so you can
ascend to the next floor.

Floor 3
-----------
That's it for this runthrough of the tower. Zelda will escape the Phantom's 
body, killing it in the process. Link's sword will also run out of the Tear's
power. No worries, what we're looking for is right here. Walk up to the altar 
to pick up the Forest rail map! Now the Spirit Tracks are coming back! Yay! A
blue light will appear. Step into it to be warped back to Anjean. Talk to her 
to start a scene. Anjean will tell you to go to the first temple that's nearest
here, and that is in the Forest Realm, where we were this whole time. She says
that a fellow Lokomo is stationed (pardon the pun) south of the temple in the
Forest Sanctuary, and points it out on your Rail Map. She then also gives us 
the sacred Spirit Train to help us on our journey. Nice, considering we lost 
our original train...
----------------

So now that we restored part of the Spirit Tracks and have ourselves a shiny
new train with an awesome-sounding whistle, let's head over to the Forest
Sanctuary. Before that though, we need to head to Whittleton Village, which is 
the stop between here and Aboda Village...so make a trail to that place. Along 
the way though, you'll have to deal with some Snurgles and Moinks. Not much of 
a problem, just use your whistle on both.


Whittleton
----------------
This is a nice little area for carpenters. Anyway, now that we're here, if you
have 80 Rupees or more, enter the shop just left of the station and purchase 
the Shield. It'll be helpful. We need to talk to the chief of this village, and
he's living in the biggest house to the north. So enter it, and talk to him. He
will mention that if you're going to the Forest Sanctuary to find Gage, you'll
need to first traverse the Lost Woods west of this village, and he says to ask
the locals about the Lost Woods for some tips. Well, talk to them. After 
gathering enough info, you'll learn that the branches of the trees point the 
way you're supposed to go, but the fourth tree always lies. Nice to know...

Anyway, we could explore Whittleton further north, but we can't do much even if
we did, so head back to the train station and take off. Trace a path to the
Forest Sanctuary, where that lone track in the middle of the forest ends. Once
you enter the Lost Woods, remember the advice given! Just so that the trees 
don't throw you off, you're looking for the naked brown trees (ones with no
leaves) with a huge branch. If the branch points right, you go right. Go left
if it points left. The train goes faster each time you get the path right, so
prepare to have good reflexes at the final (fourth) tree, since it always lies, 
you'll have to take the path it's not pointing towards.


Forest Sanctuary
----------------
We're here at Gage's home. However, we must go through a couple of trials 
before we can reach him. Head up north, kill the Spinuts and the Crow, and 
climb up on the right side. Head south to find bomb flowers. Now we can do two
things with these. First, take one, then head up near the top left of this area
to find some blocks at the top of a ramp. Blow them up with the bomb flower to
open a bit of a shortcut up there. Now head back, pick up a bomb flower, and
cross the bridge. See the switch? Well, place the bomb beside the switch, then
run to get another bomb flower. Rush back and the switch that activated should
create a bridge temporarily. Run across that and use the bomb flower to blow up
the blocks to the left, allowing the way further into the Sanctuary to open.

Move left and you'll find a stone that looks like a space shuttle with a hole 
in the middle. Check it and you'll hear it makes noise along with colored 
bubbles of light emitting from it. Bring out your Spirit Flute. Now, to use 
this Flute, you have to have the stylus held onto the Flute so you can switch
which pipe you want to blow out of. As a help, there's a line on the center of
the top screen to tell you where you need to line up the pipe. To blow, just 
blow at the DS. The microphone will pick up the noise and play it. Notice how
each pipe is colored differently? Also, notice the color of the light bubbles
from the sound stone? Play the color of the corresponding pipes in order, which
is light blue and red. Play these and you will have learned the Song of 
Awakening! This song can be used to awaken sleeping statues, as the statue says
that emerges from the sound stone.
   _ _  _  _  _  _  _  _  _  _  _  _  _  _  _
  /
O/  SONG OF AWAKENING LEARNED
  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
This is just practice to prepare for what's coming up. Move ahead to find a
circle of statue heads. Draw a line in the direction each of them are facing, 
then read the sign in the middle. It says, "Connect the two stone statues that
face each other." Well, that should be simple. Just in case you don't want to
waste time, you connect the lower rightmost statue to the uppermost left 
statue. Head through the door that opens to arrive at Gage's domain. Talk to
him and he will say that the way to the Forest Temple will be opened if you 
play the Spirit Flute with him and his instrument. Now, these Lokomo duets seem
to be a problem area with a lot of players. There's just a few things to know:

- Only play your notes when the top screen focuses on Link. (Should be obvious,
 but I have to say it.)
- Don't blow too hard or too soft.
- Keep the rhythm as close to the background tone as possible.
- The game doesn't register a note being played if it lasts less than a second,
 so if you have to skip over a pipe, you can keep blowing but skip right over
 the note.

You likely won't need these tips right now, but when the duets become harder,
keep them in mind. That said, the notes you need to play are Red, Yellow, and
Purple. You need to play your notes after Gage does his number and switches to 
you. Don't let his number confuse you, just stay with the notes on the top 
screen. After you have completed the duet, your Forest rail map will start 
glowing, showing some new Spirit Tracks! Now you can enter the Forest Temple! 
Exit the room and return to the train station so you can take off.

Just draw a path to the giant tree icon to the north, towards the Forest 
Temple. Along the way you may come across Skulltulas hanging down from trees.
Just sound your whistle to scare them away. Once at the temple's station, head
north and you'll find another sound stone. Check it and it will play a green
note, a white note, then a green note. Play those pipes on your Spirit Flute to
learn the Song of Healing! No, it's not the same song from Majora's Mask, 
sadly. This one lets you use a fairy when played, which restores your health.
However, it can only be used in temples, and it can only be used once in a 
given temple at that. Think of it as using your last bottled fairy when in a 
temple, and you can't get another fairy until the next temple. Anyway, enter 
the Forest Temple now.
   _ _  _  _  _  _  _  _  _  _  _  _  _  _  _
  /
O/  SONG OF HEALING LEARNED
  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -

Forest Temple
----------------

Floor 1
-----------
Once you walk north you'll spot a locked door. Time for a small key already.
Follow the path around it to find some nuts growing. Hitting them gives you
some pickups, but there's another purpose for them. See the pit on the right?
There's a switch on the other side. Pick up one of those nuts and throw it at
the switch to extend a bridge across the pit. Cross it then head south to get
locked in a room with yellow and green Spinuts. No problem. After they're 
killed, a chest will appear, and the doors will open back up. Open the chest
for a Big Green Rupee, worth 100 Rupees! Wow. Head upstairs.

Floor 2
-----------
There's a lot of poison mist down here, and if you touch it you take damage.
Just head north, walking around the poison mist, until you get locked into a
room with four Vengas. A Vengas is a spider-ish enemy that is filled with 
poison. Kill them, and they explode in a small cloud of poison mist. Kill them
all, and a chest will appear. Open it to get the Whirlwind item! Now you can
blow gusts of wind with this bad boy!
                              __________  ________
                              |         |/       |
                              |    WHIRLWIND     |
                              |      FOUND       |
                              '\                 |
                                ������������������
This item uses the DS's microphone like the Spirit Flute does, along with the
stylus to aim. Just aim yourself, and blow a small gust to create a whirlwind
that moves forward rapidly. It can blow away mist, stun enemies, and solve
puzzles, of course. Use your new item and blow a whirlwind at the wind catcher
at the top of this room to open a door to the left. Don't head that way yet
though. Instead, head back south and blow away all the poison mist to reveal a
chest in the corner. Open it for a piece of Treasure! Now head back and 
continue west. Ignore the Gossip Stone (we got all the treasure chests on this
floor, and that's all it does is tell you where you can find them) blow away
the poison mist blocking the staircase, and go back down to Floor 1.

Floor 1
-----------
We're now on the northern part of this floor. There's a giant abyss in the
center here, and in the middle of the abyss is the small key we need. Use the
Whirlwind to blow it off its pedestal and to a place where we can reach it. Go
and grab it, then head east and step on the ground switch to open the door back
to where we were at the beginning. Now this place is filled with Vengas! 
Dispose of them properly, then head to the mist-filled northeast corner of this
floor. Blow them away and you'll find a structure called a stamp station. We
can't do anything with it, but mark it on your map for later. There's also a
ground switch here. Step on it to make a chest appear to the south, but you'll
have to go around to get it. Open it for another Big Green Rupee!

Now use your small key to open that locked door, and follow the hall to get
locked into battle with some Poison Bubbles! These floating skulls are 
invulnerable while poison mist is surrounding them, so target them with the 
Whirlwind and blow them away. Now strike them with the sword to end them. Head
upstairs.

Floor 2
-----------
Head right while killing Vengas to find another locked door. Head back then
north to go upstairs once more.

Floor 3
-----------
You'll notice immediately a nut in front of a large pit, and a switch on the
other side of the pit. Stand behind the nut and blow a whirlwind straight to
the switch. A chest will appear. Open it for that small key we need! Head back
downstairs.

Floor 2
-----------
Return to the locked door, open it, then enter the room to fight a Mothula
enemy! This thing disappears when you get near it, and it uses its wings to
blow away any whirlwinds you blow at it. Don't get caught in the reflected
whirlwind, because if you do, Link will get dizzy and the Mothula will take the
opportunity to ram into you. So what to do? Well, it also spits out Poison 
Bubbles. Keep your Whirlwind aimed at it, and when it spits out a Poison 
Bubble, blow it right back at the Mothula to stun it. Head over to it and slash
it a few times. Repeat once more to kill it. The doors will open now, so head
upstairs.

Floor 3
-----------
You'll emerge in a large room with some weird-looking tiles strewn about. Head
south to another room where you'll see a blue worm. This Blastworm curls into a 
spiky ball when hit, and blows up when hit again. You can use this to your 
advantage. Hit a Blastworm, then blow it towards the blocks to the right to 
blast them away. Blow away all the poison mist here and cross the pit. Step on 
the ground switch along the way to make a chest appear on the other side. Open 
that for a piece of treasure. Hit the switch to make a door open down on the
southwest side. Head over there.

There's some blastable blocks on the other side of the pit to the north here.
Thankfully there's also a couple of Blastworms. Make sure to hit them first
before blowing them. ...That's your own dirty mind, stop that. Anyway, once the
blocks are clear, hit the switch with another curled-up Blastworm. This will
open the door to the Boss Key in the northeast corner. Head all the way over
there, and before picking it up, read the sign behind it. It's a little map to
show you a path you must take. Trace that path onto your own map on this floor,
as it's the path you must take so that no enemies named Key Masters will take
the Boss Key.

After having taken the path, open the gate by throwing the Boss Key onto it.
Head upstairs. Break open the pots if you need health, head up to the stone
tablet and read it to make a blue portal appear that will return you to the
temple entrance if you wish to. When you're ready, head upstairs again into the
boss chamber.

-----------
BOSS: Stagnox, Armored Colossus
�������������������������������
This ugly-looking, giant stag beetle has its abdomen as its weakness. It covers
it with poison mist, so it won't be that easy to reach it. It starts off the
battle by constantly facing you no matter where you move. Just keep still until
you see it move forward, as it will attempt to knock you around with its horns.
Move away and quickly get behind it. Blow away the mist with the Whirlwind, 
then strike its abdomen until it turns around. Repeat the process, and Stagnox
will change its strategy.

It will start flying around the room now, and will eventually stop in front of
you on the top screen. After a while, it will spawn three Blastworms and throw
them down towards you. Kill them all except for one, and make sure it's curled
up. Keep the Whirlwind aimed at that Blastworm, and wait for Stagnox to come
flying down towards you. Blow a whirlwind towards the Blastworm while aiming at
Stagnox and it will blow up in its face, making it fall on its back. Slash the
abdomen until it gets up and flies away. Repeat until it's finally dead.
-----------

For defeating it, a giant green Force Gem appears in its wake! Watch the scene
as a structure appears from the ground, and the giant Force Gem rests on the
structure. The new power from the forest will rush to the Tower of Spirits,
restoring a section of the tower! Looks like we can explore the Tower 
further...open the chest that appears for a brand new Heart Container (four
hearts of health now, yeah!), and enter the blue light to teleport back to this
temple's train station.

-------------
ITEM SUMMARY
������������
COLLECTION (top screen):
Recruit's Sword
Shield
Recruit Uniform
Engineer Certificate

COLLECTION (bottom screen):
Forest Temple Clear!
Spirit Flute
 |- Song of Awakening
 |- Song of Healing

ITEMS:
Whirlwind
Spirit Flute

FORCE GEMS: 0

RABBITS: 0

STAMP STATIONS: 0

NEW HEART CONTAINERS: 1

Total Health: 4 Hearts
-------------
                     ______________________________________
                    |\____________________________________/|
--------------------||           Helping Hyrule           ||-------------------
                    |/������������������������������������\|
                     ��������������������������������������
Take the train out. We're heading straight back to the Tower of Spirits. Along
the way though, stop at the Forest Sanctuary. Remember that high ledge with the
Cucco? Well, kill the Spinuts first, then got on the ledge to the left. Use the
Whirlwind to blow the Cucco off its ledge. Grab it, climb back up, and jump off
towards that treasure chest the Cucco was with before. Open it for a Big Red
Rupee, which is worth a super nice 200 Rupees! Get back on the train and head
to the Tower of Spirits. Thankfully we don't have to traverse the Lost Woods
again.

Along the way though, you know those trains at the beginning of the game? Well,
they get possessed by evil magic and turn into Dark Trains. These train enemies
move just slightly faster than you can and chase after you when they spot you.
You have a right to fear these, as they can kill you in one hit! Ouch! The map
is extremely helpful against these invincible Dark Trains, as it shows where
they are and which way they'll turn at forks in the Tracks. For the most part,
they always stay in one area, so if you go out of their little patrol area, 
(which, here, is the top right and center tracks) they'll leave you alone. I
wish you luck on your journey to the Tower of Spirits.


Tower of Spirits
----------------
Talk to Anjean and she will tell you that the next Temple awaits in the Snow
Realm, but we must first find the Snow rail map within the tower. Alright. Head
up the stairs and enter the spiral staircase. Now, you know what's cool? We can
actually head up this staircase, past the previous entrance, into a new one.
This way, we don't have to go through the floors we just cleared. Neat.

Floor 4
-----------
A couple of Phantoms will appear on this floor. The three Tears of Light we 
need to collect are also on this floor. Head right, being careful of the flame-
thrower, and enter the safe zone. Wait until the Phantom passes by and is out 
of your way, and go to the south of the lava pit where the Tear of Light is.
Blow it out of the lava pit with the Whirlwind, then go around cautiously and
pick it up. Now simply pick up the other two which are in the other two safe
zones. (The one on the left is blocked by a constant stream of flame. To get
past, stay on the bottom path, and wait until the Phantom starts moving right.
Its body will block the flame, allowing you to pass briefly.) Once your sword 
is powered up, strike a Phantom in the back, then tap it to have Zelda possess 
it.

A new thing we can learn on this visit to the Tower is that Phantoms are immune
to lava, so Zelda can walk in lava without getting hurt! Not only that, but if
Phantom Zelda is below Link, you can have Link ride on top of Zelda with her
shield, to transport Link around and over lava pits. She can also block streams
of fire. Move yourselves out of this area, and open the chest by the small lava
pit for a piece of treasure, then head to the large lava pit on the south. 
Trace a path for Zelda so that you can hop onto her and cross the lava pit. Get
off by double tapping anywhere and follow the path upstairs.

Floor 5
-----------
Follow the hall to an even larger lava pit. Get Zelda into the lava and have
Link hop on. Move to the northern side and use the Whirlwind on the wind 
catcher there. Move to the western side now and use the Whirlwind on that wind
catcher, being careful of the Keese there as well. This will open the door just
to the north. Get off Zelda and open the chest nearby first for a Big Green
Rupee before moving to that door. Follow the hall, ignore the turn to the 
north, and you'll see a locked door. Head south into a room with a single 
Spinut.

This Spinut's a coward, but for good reason. It has the small key we're looking
for. It runs fast, so we need to corner it. Chase it into a corner and quickly
have Zelda at one end while you head to the other side. The Spinut will have
nowhere to run, so you can kill it for the key. Use that to open the locked 
door. Have Zelda carry you across the lava pit, then head upstairs.

Floor 6
-----------
Right as you enter, you'll be locked in with a Geozard, which looks like the
Zora Warrior from Phantom Hourglass. With Phantom Zelda though, this Geozard is
easier to deal with. Have Zelda distract the Geozard (since it mainly goes 
after you) by attacking it (trace a path into the enemy so there's a 
crosshairs). Once Zelda attacks it, both she and the enemy will go into a 
little sword fight. While the Geozard is distracted, get behind it and slash
its back. Repeat until it's dead. Zelda and Link make great teamwork, don't
they?

Follow the hall past the now-opened door into a room with a Mounted Miniblin.
Those annoying things got even more annoying. Best part? Can't deal with them
unless you're riding Zelda. Seriously. Thankfully, there's a high ledge to the
right here that you can use. It's blocked by a constant flamethrower stream
though. Just trace a path for Zelda across the flames and use her as a shield
and walk with her so you don't get flamed. Now get on Zelda and kill the 
Mounted Miniblin with a slash. Head east, being careful of the flamethrower on
your level. If you need to stop Zelda in the middle of her path, just tap the
icon at her feet. While still on Zelda, use the Whirlwind to knock the small 
key off its perch. Walk Zelda to it and you'll somehow pick it up. Head back
west and then north into the center room. Kill the Mounted Miniblins, then hop
off Zelda. Unlock the door, then go upstairs.

Floor 7
-----------
We've reached the end! The Snow rail map is here. Go grab it, then take the
blue light back to Anjean. Talk to her and after some speech, you'll take the
train back to the Forest Realm.
----------------

Before heading on to the Snow Realm, let's take care of some things first. Stop
at Castle Town from here. You'll encounter new enemies called Bullbos along the 
way, but these ones are not scared of your whistle, and will ram you a few 
times. Zelda will chime in and say that if we keep getting hit, the train's
going to explode, and suggests to go see Alfonzo for something to defend our
train with. Alfonzo was resting at Hyrule Castle the last time we left him, so
good thing we're heading there. Stop at Castle Town.


Castle Town
----------------
Before heading up to Hyrule Castle, enter the building in the lower right
corner. This is the Take 'Em All On challenge, where you go through floors
fighting all kinds of enemies, eventually reaching a boss at the end. There's
no hearts to heal with and you can't use potions. Now that you finished the
Forest Temple, Level 1 is unlocked here. You can play for 50 Rupees. Sounds
reasonable, so head on in. Don't worry about Level 1. It's really easy. The 
boss you fight at the end is Stagnox again. For clearing this, you get yourself
a Heart Container for your efforts! Awesome.
                              __________  ________
                              |         |/       |
                              | HEART CONTAINER  |
                              |      FOUND       |
                              '\                 |
                                ������������������
Now that you have some money, we can indulge for a little bit at the shop. Buy
yourself a potion, as you're gonna need one for the Snow Temple's boss. Also
get yourself some Prize Postcards. These things, once sent in using a mailbox,
can help you win prizes, usually just treasure. What kind of treasure that is
given away is shown on the bulletin board of any town, including this one. The
more Prize Postcards sent in, the higher your chances of winning! Twenty is all 
you can send in one real time day. You'll find out if you won by turning the 
game on the next day, so buy at least 10 and put them in the mailbox. Speaking 
of which, there's a letter for you. It's from Alfonzo, and he's ready for you 
to pick him up and transport him back to Aboda. Convenient, we were just 
heading over to him anyway.

Enter Hyrule Castle, first floor, and enter the room to the left, where the 
rest room is. Alfonzo is there, so talk to him and he will go to the train
station. Head back, and talk to Alfonzo to get on with him. Simply trace a path
to Aboda Village, but just beware of the Dark Trains!


Aboda Village
----------------
Once you dock, Alfonzo will tell you that he's gonna outfit your train with
something neat that'll help you defend your train much better...but it'll take
a while. He suggests stopping by Niko's, so let's do that. Talk to him and he
will say that you in that soldier's garb reminds him of a friend of his way 
back when...I bet I know who's he's talking about. Anyway, he asks a favor of
you, to document your travels by finding stamp stations and stamping them onto
a Stamp Book that he's giving to you. There are about 20 stamp stations in the
game, and if you have enough stamps, he might give you something 
awesome...can't wait, actually!
                              __________  ________
                              |         |/       |
                              |    STAMP BOOK    |
                              |      FOUND       |
                              '\                 |
                                ������������������
Since we're here, there's actually a stamp station right here in Aboda Village!
It's right beside Alfonzo's house near the pen, so check it so you can stamp it
__________  ________  on any page. Yay! You can talk to the locals if you want
|         |/       |  to, but they don't really have anything interesting to
|   ABODA STAMP    |  say. Just head back to the train station and Alfonzo will
|     PRINTED      |  have your cannon ready! Yep, you can now attack enemies
'\                 |  while on the train. To use it, just tap anywhere on the
  ������������������  screen. Awesome. You can slow down Dark Trains now if you
hit them with the cannon enough times, but they still can't be destroyed. 
Anyway, it's time to go back to some areas we've been to and start filling our
stamp book. Stop at Whittleton.


Whittleton
----------------
All around Whittleton, you may have noticed leaves scattered all around the
village. Well, you can blow these away with the Whirlwind item. Sometimes you
can find Treasure underneath them, so it's good to try it. The main reason we
are here, though, is to find the stamp station. Just head north using the 
wooded path east of the village itself. You'll arrive in a new area behind 
Whittleton. You can't explore much here until we have ourselves the right item,
but the stamp station is reachable just up ahead. Get your stamp (remember, you
only need to stamp the book once for each station) and head out. Next stop, the 
Forest Sanctuary!
                              __________  ________
                              |         |/       |
                              | WHITTLETON STAMP |
                              |     PRINTED      |
                              '\                 |
                                ������������������
Forest Sanctuary
----------------
Just a quick stop here, again for a stamp station. Just move north until you
see a ramp. Go up it and the stamp station will be there. Now head to the 
Forest Temple.
                              __________  ________
                              |         |/       |
                              |FOREST SANC. STAMP|
                              |     PRINTED      |
                              '\                 |
                                ������������������
Forest Temple
----------------
Enter the first floor, then head right to the northeast corner. You may have
to blow away the poison mist again. Go to the stamp station, get your stamp, 
and head back to your train.
                              __________  ________
                              |         |/       |
                              |FOREST TEMP. STAMP|
                              |     PRINTED      |
                              '\                 |
                                ������������������
Trace a path for your train up the northwestern tracks leading up to the Snow
Realm. You'll encounter a large boulder on the tracks. Use the emergency brakes
(just go reverse until you stop, then put the speed marker on stop) and hit it
with the cannon until it's gone. Keep going, you'll come to a station. Stop 
here.


Rabbitland Rescue
----------------
This area is a haven for rabbits to stay and enjoy life without the harm from
other wildlife out there. This rabbit enthusiast wants you to find rabbits,
catch them, and bring them here. There are 50 rabbits in all, and if you get
them all, you'll be rewarded. He gives you a Rabbit Net for use! They're found
all over the overworld while you're riding your train, and are usually hiding
behind things like rocks. You can spot them more easily by sounding your 
whistle: they jump pretty high in the air. Destroy the rock or object the 
rabbit is hiding behind, and you will go into a little catching minigame. You
have 10 seconds to catch the rabbit before it hops away. Just tap the screen to
swing the net down. We're gonna find the rabbits that are available in the
Forest Realm before finally heading off to the Snow Realm, so I'll give you a
map. It's better than trying to tell you through text.
                              __________  ________
                              |         |/       |
                              |    RABBIT NET    |
                              |      FOUND       |
                              '\                 |
                                ������������������
-------------------------------------------------------------------------------
F O R E s T  R E A L M  R A B B I T  R A I L  M A P
____________________________________________________________
Key:                                                        |
                                                            |
A = Tower of Spirits   E = Forest Sanctuary     X = Rabbit  |
B = Aboda Village      F = Forest Temple                    |
C = Castle Town        G = Rabbitland Rescue                |
D = Whittleton                                              |
������������������������������������������������������������

  .  To Snow Realm
 /|\
  |          F
  |          |X                     A
  |          |           X          |
  |_         |            ____C_____|
    |        |           |      |   |
    |G       |           |      |   |
    |________|___       _|______|___|
   X       |     |     |      |
           |     |     |      |
           |     |_____|______|
           | E   |   |      |
            �����|   |      |
                 |   | D    |
                 |___|������
                     |
                     |
                     |
                     |X
              B      |
              �������
-------------------------------------------------------------------------------
                              __________  ________
                              |         |/       |
                              |     4 RABBITS    |
                              |      FOUND       |
                              '\                 |
                                ������������������
After you've gotten those wascally wabbits, make your way to the Snow Realm.

-------------
ITEM SUMMARY
������������
COLLECTION (top screen):
Recruit's Sword
Shield
Recruit Uniform
Engineer Certificate
Rabbit Net

COLLECTION (bottom screen):
Forest Temple Clear!
Spirit Flute
 |- Song of Awakening
 |- Song of Healing

ITEMS:
Whirlwind
Spirit Flute

FORCE GEMS: 0

RABBITS: 4

STAMP STATIONS: 4

NEW HEART CONTAINERS: 2

Total Health: 5 Hearts
-------------
                     ______________________________________
                    |\____________________________________/|
--------------------||       Chuggin' Through Snow        ||-------------------
                    |/������������������������������������\|
                     ��������������������������������������
Once you arrive at the Snow Realm, take a right in the first fork. You'll spot
a strange stone arch with a green triangle above it. This is actually a 
warpgate. You first activate it by hitting the triangle with your cannon. Next,
when you approach the gate, blow your whistle and a portal will appear on the
tracks. As long as the whistle blows, the portal will stay open. Drive through
it and you will appear at another spot. This warpgate takes us back to the
Forest Realm, but we don't need to go back there. Just hit the triangle to 
activate it, and make your stop over at Anouki Village, the only stop you see
on the map right now.


Anouki Village
----------------
So the Anoukis from Phantom Hourglass return in this game! We have to do a
little bit of stuff here before we can make our way to the Snow Sanctuary, so
__________  ________  let's get started. First off, there's a stamp station
|         |/       |  here. Walk over to the northeast corner of this village,
|   ANOUKI STAMP   |  outside the village boundries, behind some trees, guarded
|     PRINTED      |  by White Wolfos. Now that you have that, we can also
'\                 |  learn a new Flute song, as there's a sound stone here
  ������������������  too! It's located just south of the Anouki Honcho's 
house. The bubbles that come from it are Red, Yellow, Red, Light Blue. Play
them to learn the Song of Discovery! This is basically the Shovel from Phantom
Hourglass. Play it and a treasure box may rise from the ground!
   _ _  _  _  _  _  _  _  _  _  _  _  _  _  _
  /
O/  SONG OF DISCOVERY LEARNED
  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
In this case, one does show up. Open it for a Red Potion! Nice. We have two of
those now, unless you didn't buy the first one at a shop or used it already.
Anyway, let's talk to the Honcho of the village, which is the northernmost
house here, if you couldn't tell. Talk to him, and whatever you pick as a 
response, you'll ask him how to reach the Snow Sanctuary, but he'll say the
road is blocked because a ginormous monster is in the caves. Explains that lock
on the tracks as we were getting to this village...oh, he's asking us a favor.
He's forming a "neighborhood watch" group so they can stand up against any
monsters, and wants you to help pair up each Anouki. However, they're pretty
picky, so we'll have to talk to each of them.

If you've talked to them, the information written down should lead to these
results (listing Anoukis by number, left to right, top ones first; 1 is top 
left, 6 is bottom right):

- 1 should pair up with 6
- 2 should pair up with 4
- 3 should pair up with 5

Go back to Honcho and connect each Anouki to form 3 groups of two. He gives us
a Red Rupee for helpin' out! He also opens up the way to the Snow Sanctuary,
once you remind him, of course. That's about all we can do in the village right
now, so get back on the train. Once back out on the tracks, start heading west
from the village. You'll spot another Rabbit! Catch it, and that'll make it
your fifth one! Before headng to the Snow Sanctuary, stop off at Rabbitland
Rescue back in the Forest Realm. Talk to the guy there and as a reward for
rescuing 5 Rabbits, he gets you a Heart Container! Awesome! Head back to the
Snow Realm and take the path to the Snow Sanctuary.
                  __________  ________   __________  ________
                  |         |/       |   |         |/       |
                  |    5 RABBITS     |   | HEART CONTAINER  |
                  |      FOUND       |   |      FOUND       |
                  '\                 |   '\                 |
                    ������������������     ������������������
Once you enter the cave, prepare for...

-----------
BOSS: Rocktite
��������������
This scary enemy constantly chases after you. The cave never seems to end 
unless the monster is defeated as well. Its weakpoint is the eye in the center,
and it's best to fire at it whenever you see the eye. Even if you don't see its
body, just aim at its eye whenever you see it. It takes multiple hits to stun
him so you can gain some leeway. The thing gets faster every time it's stunned,
and it seems like it takes forever to kill it. Eventually, it does die.
-----------

Snow Sanctuary
----------------
After that harrowing experience, you'll arrive here. There's an Anouki shop
right nearby in case you need to stock up on some things. A Heart Container is
also sold here, but it's priced at a hefty 2,000 Rupees. We'll have to come 
back later...exit the shop and follow the path northward while avoiding/killing
any White Wolfos in your way. Once you get on a higher ledge, look for a small
__________  ________  staircase leading up to a stamp station. Get the stamp
|         |/       |  for this area, and keep moving onward, east this time.
| SNOW SANC. STAMP |  Keep following the path to the highest area, and move
|     PRINTED      |  west while dealing with Ice ChuChus. Enter the cave at
'\                 |  the end. Yep, there's one more puzzle here. See all the
  ������������������  statues? Go around and draw lines to show where they're
facing. Once that's done, read the stone tablet next to the ground switch on
the south. It says, "When the door opens, head to the far room without being
seen... And do it before the time runs out..." So, look at what you drew and 
you can decipher a path to take! Hit the ground switch, take that path, and
finally enter Steem's domain. Here's a little map of this puzzle just in case.

       -------------
       |      F    |
       |      \    |
       |  o  o \o  |
       |     _  \  |
       |  o |o\ o| |
       |    |  ��  |
       |  o |o  o  |
       |    \      |
       |     S     |
       -------------

Agree to do the duet with Steem. As you may expect, this one's a little harder.
Keep in mind the tips I explained back with Gage's duet, and your notes are:
Light Blue, White, Light Blue, Red. After the chilling duet is played, your 
Snow rail map will start glowing, showing lots of Spirit Tracks appearing in 
the Snow Realm! Now we can head to the Snow Temple! Oh...wait, Steem says that
blizzards have been surrounding the temple, so it's easy to get lost. Alright,
guess we have to find someone to give us the right path. Get back on your train
and set off towards the east area. Along the way, be careful of some new 
enemies, like Sir Frosty. Along the way, after shortly passing through some
trees, you'll see a station. Stop there.


Wellspring Station
----------------
There's an icy spring here, a few platforms, and a house. Enter the house, it's
the only interesting thing as of now. Walk around inside and Zelda will notice
a note on the desk. "Need to get good shots of these hot new trains. I'll try
these spots today." The drawing on there is similar to the tracks just east of
this quaint little area, and three spots are circled red. Mark down those spots
on your Rail Map, and go back to your train. Head out and inspect those spots,
being ever careful of the Dark Train roaming around. If you find a guy on the
side of the rails snapping pictures, stop in front of him. This guy is named
Ferrus. Tell him you're headed to the Temple here, and he says that the Spirit
Tracks that connect from the Tower of Spirits to the Temple are safe from the
blizzard, so we'll take that path. He gives us a really dusty map. Just blow 
off the dust, and your rail map will come up right as Ferrus's map is cleared 
off. Trace the correct path needed, and there you go! We'll take that path. 
After talking to him, we get right back on our train. Follow the path you drew
and we're practically there at the Snow Temple!


Snow Temple
----------------
Phew, that was harrowing. How can Link bear that frigid blizzard? Ah well, 
we're here anyway, so head north, prepare your stuff, and head inside.

Floor 1
-----------
This place looks cold too...even the shrubbery is frozen solid...
Kill the Keese and move northward into a room after breaking the frozen grass.
Zelda will notice a block with a bell on it. There are also three tiles with
bell symbols on them. Not only THAT, there are also Ice ChuChus. Get rid of the
ChuChus first, then push this block north into a bell tile. The sign just north
of it shows two bells on a musical staff. This is a clue. Just hit the bell
twice with your sword and a door will open to the east. Take that passage.

We need to get across here, but the ledges are too far apart. That block seems
like it might help us. Since blocks slide along ice, push this block south, 
west, north, east, then north. Now use it to hop across. Follow the passage
outside to some new enemies named Octives. These enemies reside in icy water 
and spit out spiky rocks. Kinda like Octoroks in the 3D-style games. There's a
switch across the water too. Use the Whirlwind to blow one of those Octive's
rocks right at the switch, creating a bridge across this whole room. Cross it,
being careful of the second Octive, and head downstairs.

Basement 1
-----------
There's a block here. Push it onto the water, then hop on the block. To move
around while on this block, take out the Whirlwind, face the opposite direction
you want to go to, and blow. There's a wind catcher to the right. Make it move
with the Whirlwind, then head north onto some land...where a Freezard is. These
things ricochet across the room at high speeds when hit, so hit it in a way so
that it flies right into the water. Move north to another block. Push it onto
the water, and move left, hugging the south wall, until you see a turn. Go 
south down that to find a chest containing a Red Rupee.

Get back on the block and move back to the main watery area. There's lots of
Octives here. Kill them all by blowing their rocks back at them and a chest 
will appear at the north end. Head over there and open it for a piece of 
Treasure. Head north, then west to get locked into a room of three Ice Keese! 
These cold bats freeze you on contact, so use the Whirlwind to stun them first 
before killing them. For defeating them, a chest will appear. Open it to get
the Boomerang! Ah, it feels good to have this item. Now you can switch between
items using the Menu button on the screen. Head back east to where the pit is 
and you'll see two switches. Hit them with one throw of the Boomerang by 
tracing the Boomerang's path over the switches, and a bridge will extend. Cross
it, then head upstairs.
                              __________  ________
                              |         |/       |
                              |    BOOMERANG     |
                              |      FOUND       |
                              '\                 |
                                ������������������
Floor 1
-----------
Head west to find a block with a bell on it, and a sign behind it. Read the 
sign to see four bells: two on the bottom, two on the top. The top ones are
between the bottom ones. Seems like a series of bells you have to hit. The 
lower the bell, the deeper the bell's noise is. Alright. Head south and around
to see a pit, two Ice Keese, and a switch around the corner. Use the Boomerang
to hit the switch, opening a door to the left. Kill the two Ice Keese with the
Boomerang and a chest will appear back where you came up here. Go open it for a
piece of Treasure. Now, push the bell south, then west to get it into the 
central room with the other bell.

Push the bell north, west, south, east, south, west, south to get it into the
bell tile. Now, remember the bells on that sign back there? Medium, high, high,
medium? Well, trace a path for the Boomerang in such a way that it hits the big
bell, then the small bell twice, then the big bell again. A hint that the Boomy
is gonna hit the bell is when you see a yellow "impact" icon over the bell.
This will open a door to the west. Take it, follow it outside.

There's five torches here, the middle one is lit. Obviously, they need to all
be lit to unlock the way, but they have to be lit in a certain order. How to
figure that out? Trace a Boomerang path into the lit torch, then all around the
snow. The Boomerang will catch on fire and melt the snow that it hovers over.
Melt enough snow, and you'll see tiles next to each of the four unlit torches.
The dots in the tiles tell you which torch should be lit first, then second,
then third, then finally fourth. Have the Boomerang light them in that order
with one throw, and a door will open. Head downstairs.

Basement 1
-----------
You'll immediately see a locked door. Head east from it to find some water and
an icy torch. Now, this is a really cool feature, pun intended. Have the 
Boomerang become icy by targeting the torch, and have it hover over the water.
It creates a temporary sheet of ice! Nice! Make an ice bridge to the ledge on
the right and open up the chest for a small key. Run back across, unlock the
door, and head inside to get locked in an icy room with four Freezards. Instead
of attacking them with your sword, melt them by lighting up your Boomerang with
the fiery torch. They melt into simple Octoroks, so kill them.

The doors will open, including the east one. Head over to the east door but
don't fall into the water. There's a frozen wind catcher to the north. Unfreeze
it using the fiery torch you used before, with the Boomerang. Now use the
Boomerang on the icy torch to the south, create a sheet of ice, stand on it,
and use the Whirlwind on the wind catcher to open the door to the north. Head
over there to arrive in a LARGE room filled with water. There's also some unlit
torches and Octives that need to be defeated. They can be stunned with the
Boomerang before you can walk over and kill them, but it's just as easy to use
the Whirlwind to blow back their rocks. Create a sheet of ice so you reach the
northeast corner of this room, where a stamp station awaits. Get stamped!
                              __________  ________
                              |         |/       |
                              | SNOW TEMP. STAMP |
                              |     PRINTED      |
                              '\                 |
                                ������������������
Now proceed by lighting all the torches here with ice using the Boomerang, and
kill all the Octives. Once every Octive is killed, a chest will appear on the
northwest corner, near the staircase we need to go up. Head there, open the
chest for a Big Green Rupee, then head upstairs.

Floor 1
-----------
There's a block here with a rather large bell. Ignore it for now and head out
south to a room filled with Fire Keese. You'll have to kill these things with
the Boomerang, or deal with them the same way you did the Ice Keese: Whirlwind,
then strike. Melt all the snow on the floor in this room with a lit Boomerang
to find a mural of a musical staff with some bells on it. Low, medium, medium,
high, medium. Either remember this pattern or write it down on your map with 
"L", "M", and "H" to represent the bells. Exit this room.

Use the icy torches and your Boomerang here to create an ice sheet so you can
step on the ground switch in the alcove to your right. This opens up the door.
Create an ice sheet so you can go around, and open the chest for a Red Rupee.
Now, let's get this bad bell where it belongs. Push it north, east, south, 
west, then north. Before pushing it east, create an ice sheet to bridge the gap 
for the bell, then push it.

Now, before pushing the bell anymore, use the icy torches here, and use them to
"light" the two torches in the north of the central room. This makes a chest
appear in the next room to the north, we'll get that soon. Back to the bell.
There's a pool of water that it needs to cross. Make an icy sheet on that water
with the Boomerang and quickly push the bell south, west, then south. Now that
it's safe, push the bell west, north, then east onto the bell tile. Now, we
need to hit the bells in the correct order like we learned in that Fire Keese
room. Trace a Boomerang path to hit the large bell, the medium bell twice, the
small bell once, and the medium bell once again. If you don't optimize the 
Boomerang's path, the path may stop before you can finish it, so you'll have to
be careful here. Once done correctly, the door to the north will open. Head
through, open the chest for a Red Rupee, then head upstairs, ignoring the 
Freezard.

Floor 2
-----------
Almost done with this temple! To the left raised room is a bunch of torches on
a purple carpet. Ignore them and head south, killing the Ice ChuChus, passing
the boss door, and north to a sign. It shows three ice symbols and three fire
symbols, in a circle much like those torches were. Mark three of the torches on
your map so you'll know which ones to light for a certain type, then head over
to that torch room. Light the torches in the proper way, (you can have the
Boomerang change from on fire to icy in a whim while it's still flying, 
remember) and a door will open to the east. Head over there.

Oh no, you're locked into a room with some White Wolfos! Remember, to defeat
them easily, corner them. After they're gone, head east and south down a hall.
Step on the ground switch to create a bridge, then use the Whirlwind to blow 
the Boss Key onto the bridge. Pick it up, then use it to unlock the boss door
up ahead. Head upstairs, fill up with the pots, read the stone tablet for a 
blue light portal if you need it, and head up to the boss room when you're
ready.

-----------
BOSS: Fraaz, Master of Icy Fire
�������������������������������
This is practically the same character as Blaaz from Phantom Hourglass. 
However, the way to defeat this boss works differently, and he's also 
surprisingly hard...at least for the time you face him. Right now, Fraaz uses
two forms of power: ice and fire. He'll bloat up and charge up either power,
and you can tell which power depending on the color. (Blue or Red) Whichever
color he is, light up your Boomerang of the opposite color and have it hit him.
If he's still the same color but smaller, do it again quickly. Fraaz will be
stunned, so get some hits in. Repeat until he splits into two.

Look at the top screen. See the color that the split up Fraaz bodies are? With
one Boomerang throw, have it touch each body with its weakness. If done 
correctly, Fraaz will become whole again. If not, both bodies will spew fire
and ice around, so don't get hit. Now that Fraaz is joined up again, he will
destroy both torches. So how do we deal with him now? Use his own attacks
against him. Whatever he fires, will stay on the stage for a while afterwards.
Use the element that's against him when you can, and attack when he's stunned.
He will eventually split up again. Do the same: wait for the Fraaz bodies to
fire their elements, then target them with their weaknesses. Fraaz will once
again become whole. Repeat until he's dead.
-----------

Phew! Fraaz will explode, revealing a large white Force Gem. The Snow Temple's
power has been restored, providing enough power for the Tower of Spirits to
restore another part of it! Just two more and the Tower will be complete...
some Spirit Tracks leading back to the Tower of Spirits has also appeared. Grab
the Heart Container from the chest and use the blue light portal to get back to
this Temple's station.

-------------
ITEM SUMMARY
������������
COLLECTION (top screen):
Recruit's Sword
Shield
Recruit Uniform
Engineer Certificate
Rabbit Net

COLLECTION (bottom screen):
Forest Temple Clear!
Snow Temple Clear!
Spirit Flute
 |- Song of Awakening
 |- Song of Healing
 |- Song of Discovery

ITEMS:
Whirlwind
Boomerang
Spirit Flute

FORCE GEMS: 0

RABBITS: 5

STAMP STATIONS: 7

NEW HEART CONTAINERS: 4

Total Health: 7 Hearts
-------------
                     ______________________________________
                    |\____________________________________/|
--------------------||          Helping Hyrule 2          ||-------------------
                    |/������������������������������������\|
                     ��������������������������������������
Get back on your train, and make a trail to the Tower of Spirits. You'll notice
that the blizzard is gone! The bad part though, Dark Trains are surrounding the
tracks nearby, so be careful. You'll come to a new station as you near the 
Tower, but mark it on your map since we have no need to stop there just yet.


Tower of Spirits
----------------
Speak with Anjean and she'll tell you that the next temple is in the ocean, and
as usual, we need to get the Ocean rail map. So enter the spiral staircase,
climb as far as you can go, and enter.

Floor 8
-----------
Oh wow, a pitch dark room. The only light we have are these two torches by us.
Since this floor is pretty dark, and the top screen doesn't show a map, I'll
show one here.

-------------------------------------------------------------------------------
F L O O R  8  M A P
__________________________
Key:                      |
                          |
A = You                   |
B = Destination           |
��������������������������
            _
           | |
           | |__
           |    |
           | |��
  _________| |
 |           |
  �A�������| |
           | |
           | |
           | |               B
           | | |��������----- -.
           |  �                |
           |                   |
            �������������������
-------------------------------------------------------------------------------

Nothing too complicated. There's two bombable walls here, one at the far north
side, and one at the middle of the northern wall's little indent on the south
side near the staircase. Head north, lighting torches, and you'll see a bomb
flower in the notch near the northern part. Grab it, then place it between the
two torches to the north. Head inside for a rare piece of Treasure! Return, 
just head along the halls, lighting torches with your Boomerang if you wish, 
and be careful of the Nocturns. When you reached your destination, go upstairs.
(The other bombable wall can wait.)

Floor 9
-----------
Dang, another dark floor! There's two Torch Phantoms and two Tears of Light
here. There's also some pesky Nocturns around. Here's a map. (Nocturns infest
the top left area)

-------------------------------------------------------------------------------
F L O O R  9  M A P
__________________________
Key:                      |
                          |
A = You                   |
B = Destination           |
C = Tear of Light         |
��������������������������
   ____  _________________________
  |    ||   _                     |
  |    ||  | |  ||   | '---  ---' |
  | |�� |  | |  ||   | ||��  ��|| |
  | | _ |  | |  ||___| ||  __  || |
  | ||C||  | |  ||���     |C |    |
  | ||      �   ||  _  ||      || |
      ���������� | | | ||__  __|| |
  |������������| | | | .---  ---. |
   ����| |���| | | | |____________|
       | |   | | | |____________
     |�  |   | | |              |
   B |   |   |  �               |A
 |� �    |    ���|                |
  �������         ����������������
-------------------------------------------------------------------------------

Head west from where you are, lighting torches along the way. Stop at around 
the middle, where there is a pit, and head north to a safe zone. Two Torch
Phantoms are patrolling the area to the east, with a Tear of Light in the 
center. Grab it, then make your way to the northwest side. This place is 
infested with Nocturns, so it'll be easier on you if you just try to kill them.
(They solidfy and become killable when exposed to sudden light, so light a 
torch as they pass near one. Remember, you can blow out torches with the 
Whirlwind so you can use them again.) Once all the Nocturns are taken care of,
make your way to your second Tear.

Now, head back to the south side. If you read that stone tablet, you'd know
that there's a secret in the northeast corner of the area that the Torch 
Phantoms guard. You may also have come across a bomb flower in a nearby safe
zone. Wait until it's clear, pick up the bomb flower, and head to that 
northeast corner, placing the bomb flower by the torch. An opening will be
discovered, so head through. Inside is the last Tear! Now that your sword is
powered up, go back and have Zelda possess one of those Torch Phantoms. Head
over to the pit, light any torches that may need to be lit with a slash from
Zelda, and carefully follow the path across the pit.

Get to the far left, light the torch, and you may catch a glimpse of a ledge
just to the north. Line Zelda up to it, and use the Whirlwind to blow her 
across. Move her up this secluded area, and step on the ground switch to create
a bridge so Link can cross. Go up to Zelda and open the chest for a rare piece
of Treasure. Head back to the pit, and get to the southwest corner, where your
destination is. Light the two torches with Zelda to open the door, then head
upstairs.

Floor 10
-----------
Wow, how many pitch dark floors are there? Once again, here's a map. Keep in
mind that not everything is to scale on these maps, but I try to be as accurate
as I can.

-------------------------------------------------------------------------------
F L O O R  1 0  M A P
__________________________
Key:                      |
                          |
A = You                   |
B = Boss Door             |
C = Boss Key              |
��������������������������
   _  __________B_________
  | ||                  |#|
  | ||  __               �|
  | || ||#|  __           |
  | || ||�  |##|    __    |
  |    ||   |##|   |##|   |
  |    ||    ��    |##|   |
  |    ||           ��    |
  |    ||    _________   _| ____
  |    ||   |  ______ | |#|| C  |
   ���� |   | |      ||  �| �||�  
         �| | |      ||   ||�  �|
  A_|�����   �       ||         |
 |                   ||         |
 |                   ||         |
  �������������������  ���������
-------------------------------------------------------------------------------

The #'s represent a pitfall, to let you know. Alright, so on this floor, we 
have to find the Boss Key and take it to the Boss Door. Seems like we'll have 
to prepare for something...head east in this area, chase down the Nocturns and 
kill them with Zelda, then find two switches. Have Zelda stand on the one on 
the northeast corner, and have Link stand on the other one near the door. It 
will open, so head on through. In this large room, go north, being careful of
the pitfalls ahead, and go around the corner into the secluded area. A few Rats
are here, so kill them. Move t the northwest corner to find a chest. Open it
for a piece of treasure.

Head to the southeast corner of this floor to find a red door. Upon checking 
it, it wants you to draw out the symbol that you can find in this room. Just 
draw anything to get out of it. Now, where to find the symbol? The key to get
that Boss Key is found in the large room with all those pitfalls. There are a
number of weird tiles that are spread out in lines. Follow them, and you might
notice they form a kind of symbol. Actually, the symbol is a letter, the letter
"Z". Head back to that door, draw a "Z", and it will open! Now, this Boss Key
is electrified, so only Zelda can carry it. Upon her picking it up though, a
bunch of scary Key Masters come up. Now you have to protect Zelda from the Key
Masters as you two head over to the Boss Door. Thankfully the floor is lit up
during this time, making it easier to find the pitfalls and get over there. To
have Zelda throw the key onto the door, just trace a path for her into the door
until you see a crosshair. Once it's open, the Key Masters will disappear. Go
upstairs.

Floor 11
-----------
Finally, no pitch dark floor here. Uh...but we get locked in with a Mighty
Geozard though. Remember that Geozard from the last visit here? Well this red
one is much tougher, has more stamina, and breathes fire. Use Phantom Zelda's
body as a shield against the fire, and take out the Mighty Geozard like you do
a regular one. After killing it, a big chest will appear, as well as a way 
forward. After Zelda congratulates us, take the rare piece of treasure from the
chest, then head upstairs.

Floor 12
-----------
That's the end of this visit. Pick up the Ocean rail map, then take the blue
light portal out of here. Talk to Anjean, then you'll set off towards the 
Forest Realm, the quickest way to the Ocean Realm.
----------------

Before we head over to the Ocean Realm though, let's take care of some 
sidequest business. First off, we need to get us some bombs. If Beedle isn't
here, find him in the Snow Realm. Either way, you'll notice that Beedle's shop
is in a hot-air balloon. To shop, get near Beedle and sound your whistle. He
will fly down next to the tracks as near you as possible. Stop in front of him
to shop. Buy the Bomb Bag for 500 Rupees, if you have the money, that is.
                              __________  ________
                              |         |/       |
                              |      BOMBS       |
                              |      FOUND       |
                              '\                 |
                                ������������������
Beedle will also notice that you haven't joined the Beedle Membership's Club,
and offers to sign you up for a mere 100 Rupees. Go ahead and do so, if you 
have the money. Basically, this membership works in such a way that you gain a
point on your card with every 10 Rupees you spend. The more points you have, 
the cheaper the items will be, and your membership might be upgraded. There are
five levels to your membership: the regular level, Silver (get 200 points), 
Gold (get 500), Platinum (get 1000), and Diamond (get 2000). Obviously that
requires a lot of spending. Anyway, we're looking to get the Gold Membership,
but that can wait. Right now, exit his shop, then make a stop at Castle Town.


Castle Town
----------------
First thing we're gonna do is catch up on our mail. There's a total of three
letters and a package for us at the mailbox! To get them all, just enter a
house then exit after getting a letter. One letter is from Beedle, telling us
he's opened shop. Second letter is from the guard captain in Hyrule Castle,
wanting us to check out a new training regimen he came up with, and the third
is another letter from Beedle about our joining his Membership Club. Packaged
with the letter is your own Club Card so you can start gaining points on it.
Now let's head inside Hyrule Castle.
                              __________  ________
                              |         |/       |
                              |    CLUB CARD     |
                              |      FOUND       |
                              '\                 |
                                ������������������
Hyrule Castle
----------------
Now, remember where the guard captain's room is? It's the room on the right in
the first floor. Take a visit and talk to him. His training regimen pits you
against his three men, and you must hit them with your sword many times. If you
manage over 60 hits, he gives you a Heart Container! Sweet. Head back to Castle
Town.
                              __________  ________
                              |         |/       |
                              | HEART CONTAINER  |
                              |      FOUND       |
                              '\                 |
                                ������������������
Castle Town
----------------
At the northeast area are some stairs leading up onto the walls surrounding the
town. There's some blocks in the way though, but we can get rid of them with
our Bombs! Walk along the walls, opening chests at either side for Red Rupees,
and stamping your Stamp Book at the stamp station here. Get back on your train,
we're gonna do some snow business.
                              __________  ________
                              |         |/       |
                              | CASTLE TOWN STAMP|
                              |     PRINTED      |
                              '\                 |
                                ������������������
To get to the Snow Realm easily, take the west tracks from here. You may see a
stone archway, apparently already activated. Sound your whistle and race 
through the portal that appears. You will re-appear at the Snow Realm, where
you activated that one warpgate before. Yay. For future reference, mark both of
these gates with the symbol of your choice (and maybe a short arrow pointing to
which Realm it takes you to) so that we'll know offhand where to go. Anyway,
head over to Anouki Village.


Anouki Village
----------------
Head toward Honcho's house. Along the way, an Anouki might call out to you. He
will tell you that they're trying to build a fence to keep monsters out of 
their village, but need more lumber. Well, there's nothing we can do about that
right now. Keep heading to Honcho's house. You'll see a crack in the wall 
behind his house. Blast it with a Bomb, then walk inside. Hoo boy, an ice block
puzzle. You'll have to push this block across the ice so that it sits between
the two platforms that are too far apart. Instead of doing the guesswork, you
can just follow these instructions: push it west, north, east, north, east, 
north, east, south, east, south, west, and north. Now hop across to the east 
and open the chest for a well-deserved Big Red Rupee. Exit this cave.

There's something else to get here as well. Head to the west of the village. 
You'll find a pool of water. Use your Boomerang to make an ice sheet on the
water with the icy torch, and move up to the alcove at the north. Open the 
chest for a Big Green Rupee. Now get back on your train, and haul your butt 
over to Wellspring Station.


Wellspring Station
----------------
Get behind Ferrus's house, and use the icy torch on the other side of the 
spring to create an ice sheet with the Boomerang. There's a stamp station we
can reach by doing this. Once stamped, leave the train. We're now gonna do some
rabbit hunting. Here be a map.
                              __________  ________
                              |         |/       |
                              | WELLSPRING STAMP |
                              |     PRINTED      |
                              '\                 |
                                ������������������
-------------------------------------------------------------------------------
S N O W  R E A L M  R A B B I T  R A I L  M A P
_______________________________________________________________
Key:                                                           |
                                                               |
A = Tower of Spirits      E = Snow Sanctuary       X = Rabbit  |
B = Anouki Village        F = Snow Temple                      |
C = Wellspring Station                                         |
D = Bridge Worker's Home                                       |
���������������������������������������������������������������
     F
     |   ______
     |__|X    X|
     |  |______|_
     |__|  |     |       __
     |  |__|_____|      |  |
     |  | X  |   |X     |  |
    X|__|____|___|      |__|_
  _            |      C |    |
 | |__E________|_    |��|    |
 |         X|    |   |   ����
 |  _____B__|     �����|  D
 | |        |           �������|
  �|        |                  |
   |��������                   A
  \|/
   '  To Forest Realm

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

There are a total of five rabbits we can catch here. Be extremely vigilant for
the far northern ones, the rabbits seem to blend in with the trees very well.
Snatch 'em, then use the warpgate to head back to the Forest Realm.
                              __________  ________
                              |         |/       |
                              |    11 RABBITS    |
                              |      FOUND       |
                              '\                 |
                                ������������������
See the southeast Spirit Tracks leading out of the Forest Realm? Head over 
there. As you near the ocean, you'll see that the bridge we need to cross is
out. Thankfully there's a station right here, so stop.


Trading Post
----------------
There's just a lone house here. I wonder who lives here? Let's go take a look.
Just head east, south, then back west and enter the house. Huh, looks like a 
shop of some sort. Approach the counter, and someone will make an appearance...
Linebeck!? Oh, a descendant of his. He's the spitting image of his grandfather
though... This Linebeck III will buy any treasures you possess. In return, you
can get new parts for your train, or just some Rupees. I suggest keeping your
treasures until you don't need them for parts before selling them. But on other
matters, after humoring him with your answers, you ask him about the broken 
bridge and he says he can't fix it. However, he knows a carpenter in the Snow 
Realm that could help. I guess we have to find him. It's fairly easy to spot 
him though, he lives at the only available station we haven't stopped at yet in 
the Snow Realm! If you haven't marked it, look at the map above.


Bridge Worker's Home
----------------
Follow the snow-patched path, killing or avoiding Red ChuChus and Crows, and
enter the house. The carpenter is there! Talk to him and he'll make his way to
your train so you can take him there. May have to talk to him twice, the first
time he introduces himself. Before heading back yourself, notice the four rocks 
just to the east of the house? Pick 'em up and throw them, then play the Song 
of Discovery to reveal a secret treasure chest! Open it for a Big Green Rupee! 
Now head to your train station and you'll find Ferrus.

He says that the carpenter is a bit picky and wants you to follow what the 
signs on the Tracks say. If there's a yellow sign, you have to use your whistle 
as you pass it. If there's an orange sign, you have to be at normal speed 
before you pass it. If there's a purple sign, you have to be at top speed 
before you pass it. Don't use the emergency brake (reverse when moving) under 
any circumstances, as it makes the passenger's ride very uncomfortable. Last 
but not least, don't get hit by enemies. That said, make your way to Linebeck 
III's Trading Post back at the Forest Realm. Remember, the Tower of Spirits 
can't be used as a shortcut. You can use the warpgate though.


Trading Post
----------------
Once you've taken the carpenter there safely, head over to the bridge and talk
to him. After a bit of conversation with you, him, and Linebeck III, you'll
learn that it'll cost 5,000 Rupees to fix this bridge! Uh...we don't have that
kind of money...let's go talk to Linebeck III about this. Once you do, he tells
you to relax, saying that he's got a plan to pay the bill. His grandfather, the
original Linebeck, has buried a very valuable treasure here. He gives you his
grandfather's letter so we can get tips on how to find it. Those tips are:

1. To enter the hiding spot, sound the light and follow its beam.
2. Inside, go 4 steps north and 6 steps west from where the lights cross.

So, to head over there, exit the shop and go west into a cave. There's Like 
Likes here! These things can permanently eat up your shield if they suck you 
into their mouths, so try to keep your distance. The best way to kill them is
to stun them with the Boomerang, then slash them until they're dead. Keep 
heading north until you see an exit out of this watery cave, but don't head out
just yet. Walk to the west side to find some small platforms, with one being
blocked by a...block. Throw a Bomb so it lands right next to the block, blow it
up, then hop across to the stamp station. Once you've got your book stamped,
take the north exit out of this cave.
                              __________  ________
                              |         |/       |
                              |TRADING POST STAMP|
                              |     PRINTED      |
                              '\                 |
                                ������������������
We've got 10 stamps now! Just 10 more to go to complete it. Anyway, out here,
you'll find a sound stone. Check it to see the notes are: Purple, Yellow, Red,
Light Blue, White. That's actually pretty easy. Play those notes on your Spirit
Flute to learn the Song of Light! Playing this unearths light crystals hidden
in the ground, and they shine a beam of light at an important location. And it
does just that, a light crystal comes out and shines a beam toward the sea. 
Wait, this is the first clue! "Follow its beam"... Look out to the sea with the
Boomerang to find a switch. Hit that, and a bridge will extend to the small 
islet to the north. Head over there and blast open the crack in the wall. 
Enter.
   _ _  _  _  _  _  _  _  _  _  _  _  _  _  _
  /
O/  SONG OF LIGHT LEARNED
  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
Kill the Octoroks, and avoid the treasure chest to the north, it's a Like Like
in disguise. Play the Song of Light next to the crystals to make them shine
beams, then get on the tile where the beams intersect. Now for the second clue:
"...go 4 steps north and 6 steps west..." Once you do that, play the Song of
Discovery and a chest will appear. Open it for your pricy Regal Ring! Now let's
take it back to Linebeck III! Talk to him and tell him you've got it. The 
carpenter will come by, say he's finished, take the ring after some talk, and 
leave. Oddly enough, we don't have to take the carpenter back to his home. Hey,
wasn't the Regal Ring worth 8,000 Rupees? Shouldn't we have gotten 3,000 
back...? *checks treasure screen* ...Eheheh...it wasn't enough...hopefully the
guy won't find out for a while...

Before you leave, you can trade some of your treasures for Train Parts right 
now if you want to. If you lost your Shield to a Like Like, don't bother buying
one from Linebeck III just yet, we're gonna get a better one in just a minute.
Get on the train. Before heading on to the Ocean Realm, make your way to Aboda
Village and visit Niko. For having 10 stamps on the Stamp Book, he gives you 
the Shield of Antiquity. This is the same shield that Link from long ago (Wind
Waker, Phantom Hourglass) used. What's so special about this one? You can't 
lose it! To actually switch to it, approach the shield that's on the ground and
tap it to pick it up. Yay! Now get back on your train and make way for the 
Ocean Realm!

-------------
ITEM SUMMARY
������������
COLLECTION (top screen):
Recruit's Sword
Shield/Shield of Antiquity
Recruit Uniform
Engineer Certificate
Rabbit Net

COLLECTION (bottom screen):
Forest Temple Clear!
Snow Temple Clear!
Spirit Flute
 |- Song of Awakening
 |- Song of Healing
 |- Song of Light
 |- Song of Discovery

ITEMS:
Whirlwind
Boomerang
Bombs (10)
Spirit Flute

FORCE GEMS: 0

RABBITS: 10

STAMP STATIONS: 10

NEW HEART CONTAINERS: 5

Total Health: 8 Hearts
-------------
                     ______________________________________
                    |\____________________________________/|
--------------------||           Sunken Memories          ||-------------------
                    |/������������������������������������\|
                     ��������������������������������������
Once you've arrived at the Ocean Realm, there's a station right close to you.
Well, skip it for now and continue along the length of the track until it stops
at a station on a small island. Stop here, obviously.


Ocean Sanctuary
----------------
Here already? Well, this might go a lot smoother than last time. Yep, 
definitely. Nothing will hinder us. Anyway, head on northwest to find a 
Lobarrier. It's a lobster that acts as a barrier. Clever name. To get around 
it, trace a Boomerang path so that it hits the lobster's back and stuns it. You
can kill it then, or just pass it and enter the cave.

Head through, kill the next Lobarrier, and eventually you'll come to a gap with
a switch surrounded by bombable blocks. There's some bomb flowers nearby, so
you can save your Bomb ammo. Throw the bomb flowers across the gap near the
blocks to destroy them. Once you've got a clear shot, use the Boomerang to hit
the switch, extending a bridge to let you cross. Kill the next Lobarrier as you
make your way back outside.

There are six statue faces around here, and you must draw lines showing where
each are facing. To reach the western one, you must stun the line of Octoroks
with your Boomerang, then use the Boomy to hit the switch where the Octos are.
To reach the eastern one, get up on the high northeastern ledge with two 
Cuccos. Pick one up, then jump toward the island with that statue. Step on the
ground switch to make a bridge back across. Pick up that same Cucco you used
and jump to the next island. Open the chest for a piece of treasure. Now that
you drew those lines, head to that red door. It says to "follow the gazes of
the statues. Trace their paths to open the door." The statue's gazes form two
diamonds right by each other, or pretty much, a sideways, sharp-edged 
figure-eight. The door will open! Head inside.

Alright, let's make a duet with Carben and be on our...aw crap, he's not here.
His sign says that he visited Papuchia Village...ah, that must be the station
that we passed before. Exit. Now, to get back to your train easily, go to the
southeast side of this area and move down to the train station area. Step on
the ground switch to make a bridge extend. Now you have a shortcut! Get back on
your train and make your way to Papuchia Village, the only other available stop
here.


Papuchia Village
----------------
Walk through Papuchia and Zelda will spot Carben up and carried along the
sky by the birds. Apparently he can't hear us, so we have to figure out how to
get him down. Talking to the villagers reveals to us that the village leader
and clairvoyant may know the answer. Head into the clairvoyant's house (the
biggest one on the map) and talk to her. After giving some information about
you through the DS's mic, she tells you that there is a secret beside the 
lonely tree where the birds fly. So, head just south from the clairvoyant's
house, stand near that tree, and play the Song of Discovery. A sound stone will
appear! The notes playing from it are: Purple, Yellow, Purple. Follow those
notes with your flute to learn the Song of Birds! With this, you can call birds
of any kind to you! This is also your last Flute song that you learn!
   _ _  _  _  _  _  _  _  _  _  _  _  _  _  _
  /
O/  SONG OF BIRDS LEARNED
  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
Since you've already played this song, it will call the birds down to you, and
Carben will be back on land. After some explanation, he boards your train. 
Before getting back on ourselves, head to the northeast corner of this village
and hop along the islands to the west. Open the chest that you see for a piece
of treasure. Now get on your train and make your way back to the Ocean 
Sanctuary. Such pretty scenery...wait, is that a pirate ship? Oh no, it's
boarding our train!

The next thing you'll see is Link with Carben in the passenger car as the train
moves to the Ocean Sanctuary. You'll have to protect Carben from the Miniblins
that break through the windows. After a while, a huge creature with a giant 
club makes its appearance...

-----------
BOSS: Big Blin
��������������
This hulking monstrosity sort of looks like a Moblin. It is apparantly a pirate
leader of sorts. In this boss fight, you have to protect Carben from it. 
However, he seems to be invincible, never flinching when you attack it. 
Thankfully, it walks very slow. It has a powerful swinging arm though, so when
you see it get ready to attack, get away quickly. If you get hit, you'll be
dizzy for a little bit. Rub the stylus on the screen quickly to shake yourself
out of it.

As long as you constantly distract the Big Blin, it'll never get close to 
Carben. Eventually, it finally keels over after taking such a beating. Be 
vigilant on the top screen though! A Miniblin may approach Carben while you're
busy with the Big Blin, and if it's given enough time, will cage Carben and
take him away, meaning you'll have to start over.
-----------

After that ordeal is over with, make your stop at Ocean Sanctuary. Remember,
make a smooth stop since you have a passenger on board.


Ocean Sanctuary
----------------
Now that we're here, Carben will thank you, and a Force Gem will appear. Carben
will explain that these things are the embodiment of a person's energy, and 
they appear when a person's heart is happy or grateful. As they consist of the
same energy that make up the Spirit Tracks, when you get one of these Force
Gems, new Spirit Tracks materialize! This particular Force Gem opened a small
section of Tracks in the southeast corner of the Forest Realm. We'll get to 
those soon.
                              __________  ________
                              |         |/       |
                              |   FORCE GEM #1   |
                              |      FOUND       |
                              '\                 |
                                ������������������
Carben will return to his domain. I suggest you follow him. The shortcut that
we opened up here is your best option. Once you get there, talk to him to start
your duet with Carben. The notes you must play are: Light Blue, Red, Purple.
Seems simple, but this is the first time you have to skip a note. (The yellow
one.) Make sure you practice this well before you go on to the actual 
performance. Again, keep the tips I gave back with the Forest Lokomo in mind.
Once you've finished the duet, your Ocean rail map will glow, and tons of new
Spirit Tracks will show up!

Carben mentions that the entrance of the Ocean Temple is deep underneath the
sea, and yes, the Spirit Train CAN go underwater. He gives you a letter 
containing the way to get underwater. Open this once you get to the train
station. It has a map with "1", "2", and "3" placed at certain spots of the
Ocean Realm's map. Copy it down, then trace a path that follows those numbers.
Along the way, you'll see Ferrus. Stop in front of him. After some talk, he 
says that he found out that some weird stones in this realm react to loud 
noises. Hm...

Trace your path again, and when you approach the first number on your map, look
high for a stone structure with a red sphere. Sound your whistle until the 
sphere turns blue, activating it. Continue until you reach "2." This structure
is on the north side of the island. Sound your whistle to activate that. Now,
once you turn the corner while on the island, watch your left side. Pirate 
ships will appear. Destroy them with two cannon shots each before they're able
to wreck your train, then proceed. The last stone structure is right where the
three is, before a dead-end. Once all three of those are activated, a fish head
will appear from the water. Get your train through there, and you will be taken
underwater.

This is really breathtaking down here! Kinda scary since we can't see the 
bottom though. Just make your way to the Ocean Temple. Beware of the Ocean
Octoroks that swim around you. If you don't kill them fast enough, they may 
spray ink on you that blocks both your screens, and is hard to get rid of. 
There are also harmless Octomines here that usually drop Rupees when shot at 
with the cannon. Once you approach the Ocean Temple, an Armored Train will 
appear to cut you off. So, you'll have to go the long way around. Armored 
Trains are basically smarter Dark Trains, with armor. So you can't even slow
them down with cannon fire. Once you get to the north of the Ocean Temple,
a Dark Train will appear, heading towards you. You'll come near at a circle in 
the Tracks. Whichever path the Dark Train takes (watch your map for arrow 
signs), take the other path. Now quickly make your way inside the Ocean Temple!


Ocean Temple
----------------
Phew, that was slightly invigorating. Head up, and enter the temple.

Floor 1
-----------
Head north. You'll see two ways to go. The right way is blocked by constant
boulders rolling down, and the left has Yellow ChuChus. Go left. Kill these by
either waiting for their electric current to pass, or stun them then kill them.
There are four tablets here. They say that whatever's above each, must be hit 
in the order it says. Write down the proper order on your map (should be left,
right, top, bottom), then head north. Run past the arrow shooters, then head
upstairs.

Floor 2
-----------
Ignore the crack in the wall for now, and head south. Get your shield out (just
slash) then stand on the block. It will carry you west. Just face to the north
so you can block the arrows that come flying at you. Once across, head south to
another block. This takes you around a pit to the other side, and you'll spot
four switches. These are what you need to hit in a proper order. Use the 
Boomerang to hit them in that order, and the door on the other side will open.
Get off the block when you can.

Head north and you'll see those boulders that you saw falling down at the first 
floor. There's also a switch here, that when hit, changes the trap door in the 
boulder hall. Stand to the south of the switch and use your Boomerang to hit
the switch. What does this accomplish? You'll see. Backtrack to Floor 1.

Floor 1/2/3
-----------
Head back to the entrance and take the right path. No more boulders in your 
way! Make your way to the east side of this floor, then go north upstairs.

Go south, kill some Yellow ChuChus, then head upstairs once again.

Head west and you'll be locked into combat with a Snapper. This human-ish enemy
wears a mask and some...suggestive wear. It attacks with a whip made of a Rope.
(You know, the snake enemy from Zelda games) It uses the whip to...well, whip
you, and to grab ahold of you, pull you in, and suckerpunch you. If it manages
to grab ahold, make sure to slash it before it can punch you. You may also 
stun it with the Boomerang before going in to kill. Once it's dead, a chest 
will appear. Open it for your own Whip!
                              __________  ________
                              |         |/       |
                              |       WHIP       |
                              |      FOUND       |
                              '\                 |
                                ������������������
Ugh...I feel dirty after that battle. Anyway, now that we have this, let's go
back and get some things with this item while we're thinking about it. Head 
back downstairs the way you came.

Floor 2
-----------
Head south to find some wooden bars high above. Get your Whip out, then swing
across them by tapping them. On the other side, open the chest for a piece of
Treasure. Swing back, then head downstairs.

Floor 1
-----------
Head south. See the spiky vines arching over a passage to a chest? Tap the 
thorns on the vines while your Whip is out to snatch them. To throw them, tap
anywhere else. To set them down, just unequip the Whip. Remove both thorns, 
then walk through and open the chest for another piece of treasure. Continue
south, then swing across west, passing the temple entrance, to a fish head. 
Pull the fish head's tongue out with the Whip to make a chest appear on the 
north end of this floor. Head on over and open it for another piece of 
Treasure. Head upstairs right here.

Floor 2
-----------
Blast open the crack in the wall to reveal a hole in the wall. Don't take this
just yet. Blast open the wall on the right of the staircase to reveal a secret
opening. Head through this one. Pull off the thorns from the vines, and 
continue until you can't. Hit the switch around the corner with your Boomerang,
and a wooden pole will appear on the west side. Return, then take the left hole
you blasted open. Swing across, then pull the fish head's tongue to open a door
to the right. Time your swing on the first pole so that you land on the block,
and have it take you to the ledge on the right. Head north to find a stamp
station! Get your stamp, then return to the third floor.
                              __________  ________
                              |         |/       |
                              | OCEAN TEMP. STAMP|
                              |     PRINTED      |
                              '\                 |
                                ������������������
Floor 3
-----------
You have two choices here: the south is closed off for now. Head north, swing
across, and head east. Watch the map and wait for the block to line up to you,
then swing to it. Ride it, then open the chest in the alcove for a piece of
Treasure. Head back to the central room, then go west, swinging across, and
heading upstairs.

Floor 4
-----------
The stone tablet tells you how to solve your next puzzle up ahead. Keep it in
mind, and follow the hall, swinging across a gap, to some Yellow ChuChus. Just
Whip them to death, then pull the fish handle to open the door ahead. Head on
through to find a long room with three "piers" over an abyss. There is a fish
handle on the north wall lined up to each of them. Stand on the smallest pier
and pull the fish handle to create a bridge so you can head south. That was the 
puzzle! Head south, then go downstairs.

Floor 3
-----------
Head west to find two fish heads, with something in the left one's mouth. It's
a sword. Pull it out with the Whip, and while still gripping it, throw it into
the other fish head's mouth. A chest and wooden pole out of here will appear.
Open the chest for a small key! Now swing to the north side of this room and 
take a left. Kill the Yellow ChuChus then use the small key to open the locked
door. Head upstairs.

Floor 4
-----------
Pull the fish handle to the left to open a shortcut door over here. Swing east
across three wooden poles, then head south into a room where you must fight
Helmet ChuChus. These are simple. Just snatch the helmets off their heads with
your Whip, then kill them. Head upstairs.

Floor 5
-----------
Head west to fight two Snappers. Now that you have your own Whip, these are
easier to beat. Revenge time! Just whip them to stun them (helps to stun both)
and then go in for sword slashes. At least this time they can't whip away your
stunning device! Once they're gone, head to the west along the narrow path. Get
rid of the Helmet ChuChu, and reach the end to see a weird device. Pull it to
set off a propeller! Use your Whip to grab onto it and HOLD the stylus on the
screen so that you'll stay hanging on. Once you get to your destination, head
upstairs.

Floor 6
-----------
You'll have to fight two Blue ChuChus. These are constantly electrocuted and
can't really be stunned. How to kill them then? The fish head here has a 
constant supply of those swords, so snatch one then throw the sword at a Blue
ChuChu to kill it. Once both are gone, a wooden pole will appear in another 
part of this floor. We can't go anywhere else from here, so head back 
downstairs.

Floor 5
-----------
To get back, just use the propeller mechanism here. Now see the fish heads 
here? Pull out the swords from all three of them and you will now be able to
swing across to the northwest corner. Head towards the northeast side, pull the
thorns out of the vines, then swing across. Head upstairs.

Floor 6
-----------
Swing east across, being a bit careful of the last pole, as it's a bit lower.
Once on the other side, hit the switch to make it easy to swing back. Kill the
Helmet ChuChu to the south. Head west to find a stone tablet. It tells you to
"remember the placement of the blades." So, look around the room and mark the
fish heads that have swords in them on your map. Walk along the west thin path,
pull the thorns out, then pull the fish handle past those vines to make a chest
appear. Head over to it and open it for a piece of Treasure. Now walk along the 
east thin path, swing across, and open the chest for a small key. Make your way 
downstairs the only way you can.

Floor 5
-----------
Remember the blades you marked down? Well, we have to place the blades here in
the same spots as they were in the floor above. This will open a door, allowing
you on the southeast part of the floor. Unlock the door to the south, then 
swing across to the east. Go upstairs.

Floor 6
-----------
Almost done with this Temple! Pull a propeller out, and hang onto it. Drop onto
the block, then get off on the Boss Key's platform. Step on the ground switch
to create a bridge across to the north. Now it's a simple path to the Boss 
Door, right? WRONG. Once you cross the bridge, a bunch of neverending Key 
Masters will show up, so be prepared to defend the Boss Key with your life! You
can lure 'em by placing the Boss Key on the ground so they won't focus on you,
then kill any nearby ones. Once you've unlocked the Boss Door, they will 
disappear. Just head up.

Floor 7
-----------
Swing across, break the pots for any health, pull the thorns out, then head
outside. The boss is at the top, but first you have to climb up there. Just
swing along until you see a tentacle with an eye. Pull one of the tentacle's
thorns off, then throw it at the eye to make it go away. Keep swinging up, 
repeat the strategy on the next tentacle, then use a propeller to fly up to the
arena itself.

-----------
BOSS: Phytops, Barbed Menace
����������������������������
This boss is like...a barbed green octopus. Its head is covered in purple gunk,
and shoots it at you. It blocks your path left and right with its barbed 
tentacles. What to do? Well, the preliminary to this boss gave you a clue. Pull
out a thorn from one of the tentacles, and throw it at the head. Some of the
gunk will disappear, partially revealing an eye. Keep pulling off thorns and
throwing them at the head until the eye is fully revealed. Pull off one more
thorn and throw it at the eye.

Phytops will screech, then lay its head against the side of its pool. Head over
there and slash its eye as much as you can. After attacking it, it will retreat
into the water, and out comes four tentacles. Two of them trap you in, and two
of them try to whip at you. Avoid them. Phytops' head will re-surface, so 
repeat. After taking enough damage, Phytops will use its whipping tentacles
while you have to expose its eye, making it more difficult. Eventually, Phytops
will be downed.
-----------

The boss will explode, revealing a giant blue Force Gem! Watch as the Force
Gem's energy is transferred to the Tower of Spirits, joining another section to
it. Yay! Spirit Tracks heading to the Tower of Spirits from the Ocean Realm has 
appeared. Grab the Heart Container from the chest before using the blue light 
to warp out of here.

-------------
ITEM SUMMARY
������������
COLLECTION (top screen):
Recruit's Sword
Shield/Shield of Antiquity
Recruit Uniform
Engineer Certificate
Rabbit Net

COLLECTION (bottom screen):
Forest Temple Clear!
Snow Temple Clear!
Ocean Temple Clear!
Spirit Flute
 |- Song of Awakening
 |- Song of Healing
 |- Song of Birds
 |- Song of Light
 |- Song of Discovery

ITEMS:
Whirlwind
Boomerang
Bombs (10)
Whip
Spirit Flute

FORCE GEMS: 1

RABBITS: 10

STAMP STATIONS: 11

NEW HEART CONTAINERS: 6

Total Health: 9 Hearts
-------------
                     ______________________________________
                    |\____________________________________/|
--------------------||          Helping Hyrule 3          ||-------------------
                    |/������������������������������������\|
                     ��������������������������������������
Get on your train. Take a path straight to the Tower of Spirits! Might as well
get this visit out of the way. If you come across Beedle, go ahead and buy
something from him if you need it/feel like it.


Tower of Spirits
----------------
Talk to Anjean, and she'll say that the next temple to go to is in the Fire
Realm. 'k. Take the spiral staircase as high as you can go, and enter.

Floor 13
-----------
Thank goodness there's no dark floor here! However, this floor introduces a new
enemy: Warp Phantoms, and Phantom Eyes. These Phantom Eyes act as...the eyes
for Warp Phantoms. If they catch you, the Warp Phantom will warp to you and
chase you down. Yikes! Unlike in Phantom Hourglass though, these Phantom Eyes
cannot be permanently killed...most of them, anyway. There are two Tears of
Light we need to pick up here. First, take a right, then head north. Before
letting the Phantom Eye guarding a Tear see you, stun it with your Boomerang,
then kill it. Grab your first Tear.

Now, there are two torches to the south. You must light the southeast one with
your Boomerang and the help of the lit torch. This makes a chest appear to the
north. Head over there, not getting spotted by the Phantom Eye, and open it for
a small key! Awesome. Hit the switch on the right up here to make a bridge
extend between two platforms on the southwest corner. Get up on this high 
ledge. Now, see the three fish heads? The middle one has a sword. Pull it out
with the Whip, then throw it into the head on the right, making a chest appear
also in the southwest corner. If you put the sword in the left head, an extra
Warp Phantom would've appeared, and you don't want that.

Swing across to the west, making sure a Phantom Eye isn't below. If it does,
you're screwed. Keep swinging west, then south, then head east. Before swinging
north, stun the Phantom Eye around the corner with your Boomerang, then swing
across, kill it, and collect your second Tear. Swing back, then head on over to
the southwest corner. Get up on one of the platforms, then cross the bridge.
Open the chest for a small key. Use it on the locked door here to open a switch
for later. Head to the northeast corner carefully, and open the locked door.
Head upstairs.

Floor 14
-----------
Head south, take a west when you can, and follow the hall. Stun and kill the
Phantom Eye. Keep moving, and stun and kill the next one. Now, get near the
Warp Phantom (he doesn't have to be on-screen) and clank your sword against a
wall. The Warp Phantom will move away from its guarding spot (in front of the 
last Tear of Light) to inspect the noise. Hurry over there without getting 
spotted, grab your last Tear, and wait for the Warp Phantom to warp back. 
Strike its back and let Zelda possess it.

Now that Zelda's a Warp Phantom, she can warp to any Phantom Eye that you trace
her path into! Neat, huh? Trace her path through the walls to the Eye in the
enclosed southern room. She'll warp there and kill the Eye. Have her step on
the switch to open the door for Link. Now just keep her on the Eye's spawn 
point so she'll keep killing the Eyes, and get Link over there. Open the chest
that Zelda is now guarding for a rare piece of Treasure. Take Link and Zelda
back downstairs.

Floor 13
-----------
Get on a high ledge, move Zelda below you, and hop onto her. Move over to the
pit on the east side, and swing across with your Whip. Open the chest for a
rare piece of Treasure. Swing back, get on Zelda's back again, then move her
to a non-fenced side of the southeast high ledge. Jump off, open the chest for
another rare piece of Treasure, then have both of them head to the southwest
corner. Have Link stand near the switch here, then warp Zelda to the west side
past the door using the Eye. Trace a path for her to hit the switch, then have
Link hit his switch immediately afterwards. The door will open for Link, so get
him over there, and have both go upstairs.

Floor 14
-----------
Follow the halls until a Blue ChuChu pops up. Zelda can kill these, so let her.
Keep going, kill another Blue ChuChu, then you'll see a pit of sand. Now, Link
can walk across sand pits, but Zelda can't, due to the Phantom's weight. So, 
have Zelda stand on the ground switch here, then cross the sand pit with Link
and stand on the other one. This'll create a bridge for Zelda. Get her across,
and move east. You'll see some spikes on the floor. Have Zelda cross them, then
have her stand on the weird, red, glowing tile. Have Link follow the rest of
the hall, and stand on the same tile on your end. Link and Zelda's positions
will be switched! Now that Link is here, snatch the sword from the left fish
head and put it in the right. This will open the door to upstairs, so get Zelda
to you, then head upstairs.

Floor 15
-----------
This floor can be a bit confusing. First off, move Zelda over the spikes to the
east, then down and around to a triangle glowing tile. There's another on 
Link's side, so stand him on his, and both characters will switch positions.
Move east, then north across the sand pit, and you'll fight a Geozard. But what
about Zelda? Well, now with the Whip, we aren't as dependant on her as we used
to be. Snatch away the Geozard's shield with your Whip, and it will be 
defenseless! Just dodge its attacks, then slash until it's killed.

Move west to see a block. Push it west, then north onto one of the ground
switches. Now stand on the square glowing tile, and get Zelda to stand on the
same tile on the other side and switch positions. Have Zelda stand on the other
ground switch to lower the spikes that we crossed with Zelda earlier. Get Link
over and reunite the two. Have them push open the big doors, and behind it, is
a small key inside a chest! Grab it, then head back to the center via the 
drop-off ledge nearby. Move them through the west corridor, and hit the distant
switch across the pit with Link's Boomerang to make a bridge extend...across
the sand pit.

Warp Zelda to the nearest Phantom Eye, then walk her south, west across the
bridge, and south, past some spikes, into a secluded hall. Stand her on the
circle glowing tile, then move Link to the identical one in the central room
to switch positions. Before moving Link, warp Zelda back across using the same
Eye, and move her to the most southern switch, which lowers the spikes. Move
Link out of there, then use Zelda as a shield for Link against the boulders so 
he can reach the two switches here. Have them step on both to extend a bridge
across the gap. Now for the two switches across the sand pit in the far 
northwest corner.

Get Link over there first of all. Now, here's a tricky part. First, get Zelda
as close as possible. Next, get caught by the Phantom Eye (wait for it to 
appear if you killed it), then stand on the sand pit. The Warp Phantoms will
appear and stupidly try to chase after you, sinking themselves in the sand pit.
Now while they're out of commission briefly, warp Zelda to you since the Eye is
still on you, kill the Eye, then have Zelda and Link stand on each switch.
(Alternatively, I just found out, is to use the Boomerang to stun the Eye, then
blow it across the sand pit with the Whirlwind before warping Zelda there. 
Either way works fine.) This will open the door in the north central corridor. 
Get both over there (just warp Zelda to the Phantom Eye right near the 
staircase) and head upstairs after unlocking the door.

Floor 16
-----------
Kind of a tricky floor. Warp Zelda to the left room with all the tiles. Now...
watch the Phantom on the right side of the floor. When it gets to the top left,
start tracing the same path it takes for Zelda. Basically, we need to follow
that Phantom's trail from our green tile to our red tile over here. If you need
to, draw the path down on your map first. Doing this, the door will open to
upstairs. Didn't take as long as the other floors, eh? Head upstairs once you
reunite Zelda and Link.

Floor 17
-----------
Well, that's it! The Fire rail map is in front of us. Grab it! Before we can
leave though...Byrne shows up to try to foil our progress. Before he's able to
fight, Anjean shows up and breaks it up. After the revealing conversation about
Byrne, they start to fight each other, and Anjean warps both of you back down
to the base of the tower.

Uh...maybe you were a little off, Anjean? Ow...my back. Anyway, talk to Zelda
and she will ask which Realm we want to go to. Pick the Forest Realm and you'll
head out.
----------------

We've got a lot of things to do now, mainly Force Gem sidequests. Make a stop
at Castle Town first.


Castle Town
----------------
A new level to Take 'Em All On has opened up! Be prepared for a harder fight 
through Level 2, including some bosses. For beating this, you get a Bomb Bag 
upgrade! Yay! (You can use potions here without consequence, so if you're 
running low, don't be afraid to use one!)
                              __________  ________
                              |         |/       |
                              |   BOMB UPGRADE   |
                              |      FOUND       |
                              '\                 |
                                ������������������
Now to get those chests on the roofs of buildings that have been tempting you
for so long. On one of the roofs is a Cucco. Play the Song of Birds while near
it, and the Cucco will fly to you and follow you around. Lead it onto the walls
of the town, go to the west side, pick it up, then jump down to the roof here
with a chest. Open it for a piece of treasure. Now use the Song of Birds again,
lead the Cucco to the north wall, and jump south with Cucco in hand towards the
wooden building. This is a Cucco pen. Go ahead and throw a few out of the pen 
if you mess up. Now bring a Cucco onto the south wall, and jump down onto the
Take 'Em All On building. Open the chest for a rare piece of Treasure, then get
the Cucco in your hands.

Jump north onto the next building, then north again, then west. Now this is
where it gets tricky. You must jump onto the lion statues with the Cucco in 
hand in order to reach the building by the Cucco pen. It takes precision jumps,
but if you made it, open the chest on that building for a rare piece of 
Treasure! Now to get some sidequests done. Teacher is disguised and waiting at
the station. His guise is that he wants to see the world, but in actuality, 
the poor soul is worried sick about Zelda and wants to find her. He'll want to
go to Aboda Village, so take him. Remember the rules for a safe train ride!


Aboda Village
----------------
Once arrived, he'll pay you a lot of Rupees for making a safe ride here. Hey,
I think I'm liking this engineer business! Get off the train station and the
deliquent who tricked us with the bees will call you. He says that he wants to
see the world from way up high, like a bird. Tell him that you know where such
a place is, and he'll get on the train. Might as well do something nice for the
little weirdo. Get on the train with him.

We're looking for Beedle's Air Shop. Again, follow the train driving rules as
you head over to Beedle's. And as tempting as it may be, don't use reverse to
emergency brake. If you overshot Beedle's place, just stop your train normally,
reverse, then stop in front of Beedle's. The boy will be grateful for bringing
you here, so you'll get a Force Gem out of it! This will open up a bit of 
tracks west of Castle Town so that you'll have more room to dodge the Dark 
Trains. Speaking of Castle Town, we'll need to head over there now to finish up
our business.
                              __________  ________
                              |         |/       |
                              |   FORCE GEM #2   |
                              |      FOUND       |
                              '\                 |
                                ������������������
Castle Town
----------------
There's a woman in one of the houses (the one south of the Cucco pen) who is
worried about where her husband may be. So worried that she wants to find him.
Agree to take her on the train. Now where her husband may be? She says that he
has an abnormal obsession over rabbits. That should be a big enough clue that
you must take her to Rabbitland Rescue. Thanks to the new Spirit Tracks 
shortcut we just opened up, we can cut right through the forest from here! 
Again, when transporting passengers, follow the train driving rules.

Once at Rabbitland Rescue, watch the funny and somewhat depressing conversation
between the two. The wife gets mad and wants you to take her back to Castle 
Town. Ugh...after all that? Fine...let's take her ba--why isn't she on the 
train? Talk to her, and she says she changed her mind. She says that her 
husband's big heart is what drew her to him in the first place, so she'll give
him another chance and to take care of the rabbits with her hubby. You'll get a
Force Gem out of this! Some tracks starting west from Rabbitland Rescue and 
ending at Forest Sanctuary will open up!
                              __________  ________
                              |         |/       |
                              |   FORCE GEM #3   |
                              |      FOUND       |
                              '\                 |
                                ������������������
Take your train and follow these new tracks. As you pass through one forest and
go through a valley, keep a lookout for a rabbit to your left. Capture it, then 
keep going. There's another rabbit on your right before you enter the forest.
Capture that one. Now make your way to Whittleton.
                              __________  ________
                              |         |/       |
                              |    13 RABBITS    |
                              |      FOUND       |
                              '\                 |
                                ������������������


Whittleton
----------------
Head straight up to the northern area. Once there, make your way to the north
pit and swing across. Remember you can blow away all the leaf piles with your
Whirlwind for hearts, Rupees, and Treasure. Kill the Yellow Spinuts and open 
the chest for a piece of Treasure. Swing back, and approach the middle gap.
Swing over it to the east, then head north to find one of the villagers by a
blocked off dirt path. Talk to him and he says that he holds a whip race 
minigame here. For 50 Rupees, he'll let us give it a shot. Go ahead. What we
have to do here is use our Whip to swing across to the finish line. We get a 
good prize if we make it within a good time.

It's a fairly easy minigame, at least for me. You have to make it within 1 
minute and 30 seconds, just a tip for you though: Don't wait for your swing 
animation to end before you swing again. You can swing again as long as the 
next wooden pole is visible. There are some thorny vine arches along the way 
that you'll have to pull away in order to pass, just be quick on those. For 
clearing the whip race in under a minute 15 seconds, you get a Heart 
Container...if you didn't fall! Try it again, and if you get a time under 1:30, 
but not below 1:15, you get the second Bomb Bag upgrade of the game! Any 
successful future attempts will net you some of the more valuable Treasure 
pieces.
                  __________  ________   __________  ________
                  |         |/       |   |         |/       |
                  | HEART CONTAINER  |   |   BOMB UPGRADE   |
                  |      FOUND       |   |      FOUND       |
                  '\                 |   '\                 |
                    ������������������     ������������������
Get on the train, and go south towards the Trading Post. Instead of stopping
there though, continue south down those new Spirit Tracks. Keep an eye on your
left for a rabbit as well. Capture it, then follow the tracks. You'll see a 
warpgate. Hit the triangle up top to activate it, then sound your whistle and
get warped away...
                              __________  ________
                              |         |/       |
                              |    14 RABBITS    |
                              |      FOUND       |
                              '\                 |
                                ������������������
We're at the east side of the Snow Realm! Mark this warp for later, and stop at
Anouki Village. Head over to the west near the pool and talk to the Anouki. He
says that this village is made famous for its Mega Ice import, but as of late,
a ChuChu got into the pool and made it grimy and filthy. They can't make Mega
Ice out of water like that! So this Anouki asks you kindly if you could take
him some place where there's fresh, cool, spring water. Agree to take him, then
get back on the train. Make a safe ride to Wellspring Station.


Wellspring Station
----------------
Go talk to the Anouki and as thanks for getting him to a prime, Mega Ice-making
spot, you'll get a Force Gem! This opens up tracks to the south, and a new path
to the Forest Realm! Awesome. He'll make the Mega Ice over time, but we 
actually needed to take him here in order to progress to the Fire Temple later
on. Before exiting out of here, get up on the west end, dealing with White
Wolfos, and swing across to a chest. Open it for a Big Green Rupee! Now get on
your Train and take those new Spirit Tracks. Instead of heading south back to
the Forest Temple though, go west. There's another warpgate here. Activate it
and take the warp...
                              __________  ________
                              |         |/       |
                              |   FORCE GEM #4   |
                              |      FOUND       |
                              '\                 |
                                ������������������
You're now in the Ocean Realm! Mark this warp, then head west and stop at the
Ocean Sanctuary.


Ocean Sanctuary
----------------
Head north so you're at the cliff and facing the island to the north. Play the
Song of Birds and a bird carrying a wooden pole will fly over. Hang on with the
Whip as it flies you to the island. Open the chest for a piece of Treasure,
then have the bird fly you back. Head to the north part of the Sanctuary now,
and head towards the west island where the Octoroks are. Use the Song of Birds
to call another one of those birds to you. Grab on with the Whip and release
when you're over the small island to the north. Open the chest for a piece of
Treasure, then call the bird back to take you off of here.

Get near the entrance to the Lokomo's domain and play the Song of Birds again
to call another bird. Have it carry you up on top of the domain entrance, where
a stamp station rests! Stamp your Stamp Book, then head back to your train.
Next stop, Papuchia Village.
                              __________  ________
                              |         |/       |
                              | OCEAN SANC. STAMP|
                              |     PRINTED      |
                              '\                 |
                                ������������������
Papuchia Village
----------------
Head over to the east side, and while facing the island to the south, and on
the edge, play the Song of Birds. Another of those pole birds will come. Hitch
a ride, then head south into an area south of the village. Here, play the Song
of Birds and hitch a ride to the south island. Get to the end, play the Song
of Birds again, and hitch a ride to the middle long island. Head along north,
kill the Lobarriers, then open the chest at the end for a Big Green Rupee.

Now go back, play the Song of Birds, hitch a ride to the right, then play it
again and hitch a ride from the bird that appears to the left, carrying you to
an island west of "long island." Open the chest for a piece of Treasure, then
play the Song of Birds again and hitch a ride to the south island with a stamp
station! Collect your Stamp, play the song again, and make your way out of 
here, back to the village itself.
                              __________  ________
                              |         |/       |
                              |  PAPUCHIA STAMP  |
                              |     PRINTED      |
                              '\                 |
                                ������������������
Play the Song once more, then hitch a ride back onto the village part. Enter
the house you get dropped off nearby. Talk to the woman, and say that yes, you
do know someone who could be a nice husband for her. Sidequest start! Head on
over to Whittleton back in the Forest Realm. Take the chief of the village onto
the train, as he matches the woman's description of her ideal man. Transport
him to Papuchia Village, and we'll automatically be at the woman's house with
him. They seem to connect! Job well done. In exchange, a Force Gem! This 
unlocks Spirit Tracks on the east side of the Forest Realm, gaining access to
two Grass Rabbits. Go ahead, get back on your train, then take those Tracks, 
watching your right for the two rabbits.
                  __________  ________   __________  ________
                  |         |/       |   |         |/       |
                  |   FORCE GEM #5   |   |    16 RABBITS    |
                  |      FOUND       |   |      FOUND       |
                  '\                 |   '\                 |
                    ������������������     ������������������
Now head over to the Ocean Realm. We're gonna be looking for as many rabbits
there as we can.

-------------------------------------------------------------------------------
O C E A N  R E A L M  R A B B I T  R A I L  M A P
_______________________________________________________________
Key:                                                           |
                                                               |
A = Tower of Spirits      D = Ocean Sanctuary      X = Rabbit  |
B = Papuchia Village      E = Ocean Temple                     |
C = To Underwater                                              |
���������������������������������������������������������������
  A
  |__
     |                           ____
     |                 _________|    |
     |__             _|X   |    X  E |
        |           |  C   |         |
        |           |__|___|         |
       X|_______    |      |     __X_|
                |___|__X___|____|    |
                         |           |
 /     B         D       |       X   |
 \�������������������X���������������
 To Forest Realm

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

A total of seven rabbits can be found here! Nice. Catch them all (if you failed
to catch one, just stop at a station and uncaught rabbits will reappear. If 
your train ever gets low on health, you can sound your whistle near the golden
dolphins. Three or four whistles will give you a free heart for your train to
heal with. After catching the rabbits, make your way to the Fire Realm, so we 
can continue the main quest. Fastest way there is to go to the Tower of 
Spirits, then take off again to the Snow Realm.
                              __________  ________
                              |         |/       |
                              |    23 RABBITS    |
                              |      FOUND       |
                              '\                 |
                                ������������������
-------------
ITEM SUMMARY
������������
COLLECTION (top screen):
Recruit's Sword
Shield/Shield of Antiquity
Recruit Uniform
Engineer Certificate
Rabbit Net

COLLECTION (bottom screen):
Forest Temple Clear!
Snow Temple Clear!
Ocean Temple Clear!
Spirit Flute
 |- Song of Awakening
 |- Song of Healing
 |- Song of Birds
 |- Song of Light
 |- Song of Discovery

ITEMS:
Whirlwind
Boomerang
Bombs (30)
Whip
Spirit Flute

FORCE GEMS: 5

RABBITS: 22

STAMP STATIONS: 13

NEW HEART CONTAINERS: 7

Total Health: 10 Hearts
-------------
                     ______________________________________
                    |\____________________________________/|
--------------------||            The Hot Stuff           ||-------------------
                    |/������������������������������������\|
                     ��������������������������������������
As you enter the Fire Realm, a volcano will erupt! Now you'll have to watch out
for molten rocks and shoot them down as you make your way as far east as you 
can to Goron Village.


Goron Village
----------------
Well, this place could look better. Those lava geysers certainly don't look
like tourist attractions. Talk to the Gorons here, and they'll say that Kagoron
should be able to help you find the Lokomo for this region. Head west, up some
stairs, and into the next area. Climb the stairs here, talk to the Goron and 
get around the piles of steel, and open the chest for a piece of Treasure. Get 
back down and head west along this area, dodging boulders the best you can. 
Watch for falling molten rocks as well. You'll soon get to a pit of lava. Swing 
along to the northwest corner and move quickly before you get devoured by Lava 
Babas. These enemies can be downed easily with Bombs. After they're gone, get 
your Stamp Book stamped at the stamp station, then swing back south.
                              __________  ________
                              |         |/       |
                              |   GORON STAMP    |
                              |     PRINTED      |
                              '\                 |
                                ������������������
Hit the switch to create a temporary bridge leading east. Quickly swing north,
then cross the bridge. Head north into the next area to find Kagoron. After
speaking with him, he'll tell you to return to Goron Village, and he'll meet
you there. He's got something for our train. So head back south. Instead of
going the way we came, head east. Swing across the lava pit, open the chest for
a rare piece of Treasure, and walk south up here. Before dropping down here, 
follow this high ledge west until you're around the center of the area. Drop 
down south one tier, then follow this to find a chest. Open it for a piece of
Treasure. Now head back to the village.

Walk until you approach a Goron, and a scene showing Kagoron will occur. He 
will have one of his fellow Goron people to attach a Freight Car to our Train.
Now we can haul stuff around in our Train. How exciting. Kagoron says that we
need to bring something really cold in order to subside the lava geysers. Get
on your train. Haven't we helped an Anouki find a new place to make Mega Ice?
I think that's what we need. Head over to the Snow Realm, then to Wellspring
Station. Talk to the Anouki, and ask for Mega Ice. He'll be happy to give you
some for 25 Rupees. In actuality, if you keep declining, he'll keep lowering 
the price until it's free. This is the only time you can make it free, but why
bother if it's so cheap?

Now, it's tricky to haul stuff, especially Mega Ice. You need to make sure the
train doesn't tip when taking corners, so be slow on those. Also, getting hit
makes you lose part of the Mega Ice. Finally, when in any place other than the
Snow Realm, the Mega Ice gradually melts. We need to get to Goron Village with
at least some Mega Ice, and we get 20 to start with. Seems reasonable enough.

As soon as you enter the Fire Realm, look at your map. There's a Dark Train
stationed near Goron Village, which will try to intercept us if we take that
path. So, we've gotta head around north. Just be careful of the two other Dark
Trains as you make your way to Goron Village from the north. Keep an eye on
your Mega Ice, and don't dawdle just to wait for Dark Trains! Once you've
arrived safely, talk to Kagoron and the Mega Ice will be used to gain access to
the village! Yay. Now we can speak with the elder about the Fire Sanctuary. 
Head to the northernmost house and enter. Speak with the elder, and for your
helpful deeds, he allows passage towards the Fire Sanctuary. Head on through.

Follow the tunnel, killing Fire Keese with the Whip (easier than using the
Boomerang), and going north until you can't. Swing left, then step on the 
switch to create bridges where you swung and over the first lava pit you 
passed. Head back, cross the bridge, and follow the narrow path to a bunch of
pots. Break these from afar, as a few of them are Like Likes in disguise. Once
they're gone, go north, then west, past the exit, and to a chest. Open it for a
piece of Treasure, then go back and take the exit. Head north to the Fire
Sanctuary.


Fire Sanctuary
----------------
This is the first time we get to an actual new area without using the train.
Head north, killing Fire Keese and Fire Babas, then go around and south to some
torches and more Fire Babas. Kill those, and light the unlit torches, making a
bridge extend above. Head south into the grassy area, kill the Fire Babas, and
light these torches as well. This will make two more bridges extend to help
reach something secret. Head back north, take the stairs, then cross the bridge
to the west. Head north, open the chest for a piece of Treasure, then cross the 
nearby bridge. At the end is the stamp station! Get your stamp, drop off to the 
south, then head east into a stone head puzzle area.
                              __________  ________
                              |         |/       |
                              | FIRE SANC. STAMP |
                              |     PRINTED      |
                              '\                 |
                                ������������������
Take not of the direction each stone head is facing. Notice that all except two
are facing the center one, whereas the center one is facing the north one, and
that the two not facing the center one are looking at each other. Now read the
stone tablet. It's a love story about a man who was the center of attention 
loving this one woman, but alas, the woman has eyes for another man. 
Eventually, the two men become friends, and a spark of light shows the way. 
This story is actually a hint to solve the puzzle. Stand between the center one 
and the one to the right, and play the Song of Light. A light crystal will show 
up, shining a light onto the door ahead, opening it. Head through to be at
Embrose's domain! The notes to play here are: Purple, Yellow, Purple, Yellow,
Light Blue. Keep in mind the tips and you'll do fine. For a successful duet,
the Fire rail map will glow, revealing a bunch of Spirit Tracks surrounding the
Fire Temple. Now let's head back to Goron Village...there's a few things we 
need to learn on how to actually enter the Temple.


Goron Village
----------------
Once you return, the elder will tell you that the Temple is protected with
three locks, and that some monsters stole the keys. That's one piece of 
information. Talk to other Gorons and you'll find out that these monsters fly
away if you try to sneak up behind them, and are sensitive to a certain sound,
your whistle. It has to be sounded right though, which is "CHOO-CHOOOOOOOOO!"
One short whistle and one long one. After that, then you can attack them and
retrieve their key. Seems complicated, but it's actually pretty simple. Before
leaving, move to the east, take some stairs up, then move west. Go around, 
cross the bridge, and open the chest for a piece of Treasure. Head to your 
train, and make your way to the Fire Temple. You'll see the three monsters 
(Snurglars), so take 'em down and take their keys. Keep in mind that once their 
keys are taken, they'll try to chase you down, so if they get up to you, do 
that whistle sound they don't like, then shoot them to stun them. After all 
keys are gotten, just head into the Temple.


Fire Temple
----------------
Well...we're here. Let's get started. Just head north into the temple itself.

Floor 1
-----------
Ooh, new music for this temple. Walk north, kill the Fire Keese, then head 
left. Follow the hall, killing Fire Keese and dodging fire bars, and you'll 
face some Stalfos. These things love to hop away from your sword strikes, so
feed them some Bombs. Once those are gone, move south to a new room. See the
special tiles here? These are pitfalls. Might want to mark them down, since 
they aren't visible on the map. You'll see why later. Get through the small
maze-ish area, dodging the electric Moldolas, then go upstairs.

Floor 2
-----------
Oho, a minecart! Get on it and ride it to a treasure chest. Open it for a small
key, then take a ride back. Go back downstairs.

Floor 1
-----------
Go down, around, then up the stairs. Stop, throw the Boomerang at the switch to
drop a rock panel, then jump down. Pick up the rock, then carry it east, past
the locked doors. See the tiny geyser here? Throw the rock at it, then you can
use it to hop across. Pull this rock south until you can get to the left of it,
push it east, then push it back north, then east against the flame current.
There's another of these mazes here, except the pitfalls aren't marked. 
However, the pitfalls here mirror the ones in the room on the other side. So
using that, go around the maze, get the red potion from the chest on the south
side, then head upstairs.

Floor 2
-----------
The other side of the room, and there's another minecart! Be ready to have the
cart switch rails at any time. Slash the first switch you see to switch the
first rail, then get to a dead-end. Open the chest for a piece of Treasure, 
ride back, then try the ride again, this time hitting both switches, getting 
you to a room with a Stalfos and a chest. Kill the Stalfos, open the chest for
a small key, then ride back. Go downstairs.

Floor 1
-----------
Take the stair exit out of here, then open the two locked doors here to reveal
switches. Place a Bomb near one, then get near the other one. As soon as the
Bomb activates the one switch, slash yours. This will open the middle door,
allowing you to head upstairs. Do so. (You can also use your Boomerang to hit
the other as you stand near one, to save Bomb ammo.)

Floor 2
-----------
In here, you'll have to face a new enemy, named the Heatoise. Just pronounce it
like "tortoise" but with heat in front of it. This enemy loves to hide in its
shell and ram you with it. It always spins in one direction, and even hits the
wall. There are Moldolas here as well...make the Heatoise spin right into a
Moldola to electrify it, stunning it. Slash its head until it retreats. Repeat
until dead. As a reward, a chest appears. Open it for the Bow and Arrows! Nice.
Now you can shoot arrows by holding the stylus, moving it around to change the
direction, then releasing to fire. Head east. Fire an arrow at the eye switch
across the gap to make a bridge extend across. Cross it, then head downstairs.
                              __________  ________
                              |         |/       |
                              |       BOW        |
                              |      FOUND       |
                              '\                 |
                                ������������������
Floor 1
-----------
Shoot an arrow at the arrow director (the blue orb) and it will redirect your
arrow east to another one, redirecting it north, hitting an eye switch. This
extends a bridge, so cross it, then jump east and open the chest for a piece of
Treasure. Move back, attack the first arrow director so it's pointing north,
then pick it up and throw it at the small platform to the left. Fire an arrow 
at it to redirect an arrow to fly north, hitting an eye switch and extending a 
bridge.

Head over to the arrow director, attack it until it faces west, then pick it up
and throw it onto the small platform to the north. Fire an arrow at it and it
will fly west, hitting another eye switch, extending another bridge the rest of
the way. Cross it, head downstairs.

Basement 1
-----------
There's a way further downstairs, a locked door, and a stone tablet that says..
we need a key to open ths locked door. *facepalm*
Head downstairs.

Basement 2
-----------
In here, you'll be locked in with some Stalfos, but you can't attack them with
sword slashes. Use arrows, as there is a regenerating nut here that constantly
has arrow refills. After they're gone, refill your arrows, then head south out
of here. Face left, fire an arrow at the arrow director and it will shoot an
eye switch, temporarily subsiding the lava geysers to the right. Swing across
there with the Whip before the time runs out.

Head north and west, kill the Stalfos, then hop on the covered lava geysers so
you can get onto a high ledge. Open the chest for a piece of Treasure, then 
swing south. Step on the switch to open the door here, allowing free access to
this room. Now pass the path here without getting hit by the Blade Traps, over
to the southernmost part of this path. Open the chest for a piece of Treasure,
then use the Boomerang to hit a Fire Keese so it'll light up, and light the
two torches here. This is a bit tricky, but thankfully the Fire Keese respawn.

Once the two torches are lit, a rock panel will fall onto a geyser to the west,
allowing you to cross over to the staircase. Head upstairs.

Basement 1
-----------
Inside, you'll face two more Heatoises. There are no Moldolas here though, so
shoot two arrows at their heads to kill them. So simple now... A way will open
up back upstairs using another staircase, and a chest will appear. Open the
chest for a piece of Treasure, then read the signs. They say something about
the order in which you should hit some eye switches above. You can see them 
too, but of course not reachable. Write the order down (should look like 2, 1,
4, 3 on your map, the placement of the number showing which switch must be hit)
then head downstairs using the left staircase.

Basement 2
-----------
Follow the hall, killing Stalfos, and head north to find an arrow director. 
Pick it up and carry it south, placing it against the wall north of the ground
switch. Have it face west, then stand on the ground switch to open the door.
Shoot an arrow at the arrow redirector to hit the eye switch behind that door,
dropping a rock panel. Pick up that rock panel, and place it on the lava geyser
to the north. Pick up the arrow director, stand on the rock panel, let it carry
you up, then step onto the northwestern room. Put down the arrow director and
hit the nearby switch to create a wooden pole to the east, allowing a shortcut.

Now kill the Fire Keese here and pick up the arrow director in the northeast
corner of this room. Place it on the southern geyser here, and make it face
northeast. Place the other arrow director on the east geyser, making sure it's
facing west. Now, get near the geyser that got us up here, and pick up the rock
panel on it when you can reach it. Move over and place it on the west geyser,
then stand on it. Fire an arrow at the switch and all the geysers will burst 
up. Shoot the eye switch on your right, then shoot an arrow at the arrow 
redirector on your southeast side, making the arrow fly and hit the other eye 
switch. This will open the door here! Head through and open the chest for a
small key.

Hit the switch to make the lava geysers go back down, then pick up the rock
panel and place it back on the geyser that got us here. Drop down, swing across
then go north to head upstairs.

Basement 1
-----------
Open the locked door here and follow the hall to a mine cart. Start riding it,
and when you approach the south side, ready your Bow, and take aim at the eye
switches. Shoot them in the order you need to: the second-from-the-left first,
the left one second, the right one third, and the second-from-the-right last.
Don't worry, there's no time limit, so you can take a couple of go-arounds to
get them all. Once you've done this, part of the rail will redirect so that you
can reach a new staircase. Before heading down, get back on the minecart and
get out your Bow. As you approach the southwest corner, the Bow's sight should
let you see a switch. Shoot it to redirect the rail up ahead, so that you can
reach an alcove with a stamp station. Get your stamp, then ride back to where
you were. Head downstairs. Head downstairs once more.
                              __________  ________
                              |         |/       |
                              | FIRE TEMP. STAMP |
                              |     PRINTED      |
                              '\                 |
                                ������������������
Basement 3
-----------
Now we're in a lava-filled room. Blast away the rock here with a Bomb, 
revealing a rock panel. Throw it at the lava geyser. Now, look at the sign 
here. It shows "blast marks" on some places in this floor. Mark those down, as
those are switches we need to slash in order to redirect us to the right rails.
Hop east across onto the mine cart. Slash the first switch on your ride, ignore
the second, then slash the third one. Safe ride! The stone tablet here tells 
you to carry the Boss Key by cart. Move to the south edge. See the Boss Key? 
Use the Whirlwind to blow it onto the cart there, then go around. Go down,
swing across, and open the chest for a piece of Treasure. Swing back, then get
on your cart.

Both will start moving, get your Bow out, and shoot the switches that you need
to hit as you pass them. This will keep redirecting the Boss Key's cart out of 
danger. If successful, you'll make it to the other side with the Boss Key. Pick
it up and throw it at the Boss Door. Head downstairs. Go north, refill your
hearts and arrows, read the stone tablet to summon the blue light portal if
you wish, then head upstairs...

-----------
BOSS: Cragma, Lava Lord
�����������������������
This monstrosity is our boss? Well, it's pretty imposing, but don't lose your
composure! Its main attack is lifting itself up, then slamming its fist down 
onto the ground. This does a full heart of damage if it hits, but also makes 
molten rocks fall down to try to hurt you even more. Some of them contain arrow 
refills though, so it's not all bad. Your objective here is to shoot an Arrow
at the glowing spot at Cragma's belly when it lifts up to attack. Cragma will
get angry, then plunge both its fists onto the ground. Be careful and dodge
this. This will make a larger boulder fall down. Blast it away with a Bomb, or
have Cragma crush it, to find a rock panel. Pick it up and throw it at one of
the geysers to the right, and use the rock panel lifted by a geyser to hop onto
the mine cart. Looks can be deceiving, so you may fall into the lava a few
times.

Once on the mine cart, you'll ride along rails surrounding Cragma. You're 
supposed to shoot its glowing spots, including the ones on its hands. As you 
shoot the glowing spots, you'll get higher and higher until you're at Cragma's 
eye level. Shoot its eye with an arrow to finally stun Cragma, sinking it down 
to the floor. The mine cart will drop you off so you can slash its head to 
damage it. Repeat this elongated process until Cragma is defeated! Remember, 
the falling rocks that fall when Cragma slams its fist down sometimes drop 
Arrow pickups, so use that to your advantage.
-----------

Cragma will explode, revealing a large red Force Gem! This will connect Spirit
Tracks to the Tower of Spirits, and the final section of the Tower will 
connect! Looks like we're done! Grab the Heart Container from the chest, then
take the blue light portal back to this Temple's train station.

-------------
ITEM SUMMARY
������������
COLLECTION (top screen):
Recruit's Sword
Shield/Shield of Antiquity
Recruit Uniform
Engineer Certificate
Rabbit Net

COLLECTION (bottom screen):
Forest Temple Clear!
Snow Temple Clear!
Ocean Temple Clear!
Fire Temple Clear!
Spirit Flute
 |- Song of Awakening
 |- Song of Healing
 |- Song of Birds
 |- Song of Light
 |- Song of Discovery

ITEMS:
Whirlwind
Boomerang
Bombs (30)
Whip
Bow (20)
Spirit Flute

FORCE GEMS: 5

RABBITS: 22

STAMP STATIONS: 16

NEW HEART CONTAINERS: 8

Total Health: 11 Hearts
-------------
                     ______________________________________
                    |\____________________________________/|
--------------------||           Sands of Light           ||-------------------
                    |/������������������������������������\|
                     ��������������������������������������
Make your way out of the temple, and train your way over to the Tower of 
Spirits. We're gonna reach the top and get Zelda's body back!


Tower of Spirits
----------------
Still no sign of Anjean...hope she's okay. Take the spiral staircase as high as
you can go, and enter.

Floor 18
-----------
After Zelda says a few words, take a look at this room. First, there's a new
Phantom type here, and there are three of them. These are Wrecker Phantoms, and
if they spot you, they roll up into a ball and wreck anything that's bombable.
They're quite a bit faster than you too, so you'll have to do some fancy 
footwork to dodge them if you get spotted. Your first Tear of Light is in the
southeast corner, so let's work on getting that.

Move over there, and destroy the blocks with Bombs. Be careful though, the
Wrecker Phantoms may hear the noise and investigate. Once those are bombed,
bomb the blocks in the way of the Tear. Grab the Tear once you can. If you need
bomb and arrow refills, there's nuts that respawn at the floor entrance that
drop those pickups. Return to where the entrance is, refill, then head west,
destroying any blocks in the way. Get to the northwest corner when you can.
Pull the block west, then pull it north from the north side when you can, then 
push it north the rest of the way and east the rest of the way. Move east, pull
the next block west, then pull it south. Keep moving and step on the ground
switch to make a chest appear in the northeast corner.

Head on over there. You'll have to swing to it. Open it to get a small key.
Swing back, then make your way to the door in the top center. Unlock it, then
head upstairs.

Floor 19
-----------
There's another Tear of Light in this floor. Head east, then go up the stairs
and pick up the arrow director. Head back and go to the west and south, passing
a Mounted Miniblin and a ground switch. Place the arrow director on the 
decorated tile, face it west, then stand on the ground switch to lower a nearby
door. Use the Boomerang to hit the arrow director behind the door (as if you
step off the switch, the door closes) until it points north, then shoot an 
Arrow into the arrow director near you and it will hit an eye switch, extending
a bridge on the east side. Make your way over there and cross it. A Wrecker
Phantom will appear, leaving you right in its eyesight. You have no choice but
to run and hide. Try getting it to maul over some of the blocks though, 
especially the ones surrounding the Tear of Light. Once it's not after you,
open up the southwest corner with Bombs, then head upstairs.

Floor 20
-----------
Your final Tear of Light is on this floor! You're also secluded in a room with
a Wrecker Phantom and a ton of things to wreck. First, get on the high ledge
here and use the Boomerang to turn the arrow director so it faces north. Next,
get to the northeast corner of this room, and push the block so that it's 
between the sandy ledge and the ledge with a decorated tile. Next, use Bombs to
wreck the blocks stacked on top of each other in the southeast corner to get an
arrow director. You can be risky and have the Wrecker Phantom do it for you,
but yeah.

Grab the arrow director, take it to the northeast corner, jump across to the 
decorated tile, and place it there. It should already be facing south, so jump
off. Now, we need to get rid of the central block structure, so the easiest way 
to do that, is to make the Wrecker Phantom get rid of it. Just be careful. Once 
that's taken care of, head back to the northeast corner and step on the ground 
switch to open a door, revealing an eye switch. Shoot an arrow into the arrow 
director you just placed and watch it fly every which way, eventually into the 
eye switch. This opens the door leading to the last Tear of Light! Grab it, 
then strike this Wrecker Phantom's back to have Zelda possess it. Now we have 
some new puzzles with the Wrecker Phantom! Now whenever you trace a path for 
Zelda, she automatically rolls around, wrecking anything she comes into contact 
with. She can even stun other Phantoms! Head back downstairs.

Floor 19
-----------
Have Zelda stay behind, and when the coast is clear, hit the Wrecker Phantom in
the back. Zelda will change Phantom bodies. This feature will become important
later. Wreck the blocks if you want to, then head up on the east side. Wreck 
the Mounted Miniblins here, then wreck the statues blocking a path to the 
center. In this center room, get on the ledge with the ground switch and use 
the Boomerang to turn the arrow director so it points north. Shoot an arrow at 
it and it will hit an eye switch, revealing a chest. Open it for a rare piece 
of Treasure. Head downstairs.

Floor 18
-----------
Now for a doozy of a block puzzle. As you probably have figured out, Zelda can
move the large blocks with ease. Once you trace a path into one of these 
blocks, some arrows will appear. Trace a path towards the arrow. How far she
moves the block determines how far the path is beyond the arrow. Head towards
the southeast corner. Pull the small block north, go around it and push it
north again, then push it west so it's out of the way. Now have Zelda pull the
large block west (there's only one large block in this corner that can be moved
west), then have her pull it north. Finally have her pull it west again. Now, 
have Link push the small block south along the little hall, then pull it east. 
Go around, push it east, go around again, and pull it north about three 
notches. Pull it east until you can't. Have Zelda move the other large block
here north, then push the block east against the wall, then south onto the
ground switch.

Phew. Have Zelda pull the large block beside her west so that we can access the
rest of this floor from here. Now let's work on the northeast switches. Have 
Zelda pull the northeast large block west about two notches. Get to the small
block in the middle and have Link push it east until it's a tile from the east
wall. Push it north now all the way, then east. Push it onto one of the 
switches and leave this be for now.

Northwest corner now. Move the small block here completely out of the northwest
corner, then get Zelda to move the large block onto the two ground switches.
Easy. Southwest corner. Have Zelda pull the large block east until she can't.
Now move the small block to the ground switch on the southwest corner. You'll
have to go around and push the block so you can get it on the switch. Now, have
Zelda stand on that remaining ground switch that wasn't pressed down and some
spikes will go down. Pass them with Link and open the chest for a small key.
Before heading back upstairs in this center room, head out of it, both Link and
Zelda. Head over to the west of the floor entrance to find a large block. Get
Zelda to pull it north, leaving a path for Link. Move through there and open
the chest for a rare piece of treasure. Head upstairs from the center room.

Floor 19
-----------
Go over and unlock the door, proceeding upstairs. We'll get the remaining 
puzzle down here in a minute.

Floor 20
-----------
Head south and around. You'll notice the floor has changed. This means boulders
are rolling against you. It's best to let Zelda move ahead and hit the switch
on the other side to stop the flow of boulders. Move on, and then west, and you
will see a lava pit. Since both Link and Zelda need to get across, and Zelda
can't carry Link while she's a Wrecker Phantom, we need to change Phantoms.
Wreck through the blocks in the south hall, then make your way upstairs, after
possibly refilling with the pots and nuts.

Floor 21
-----------
Walk inside, and have both Link and Zelda stand on the two switches. You'll get 
trapped into battle! First, you fight four Stalfos. Just use Bombs. Next, you 
fight Geozards. Just wreck them, but be careful of the Rats. The battle will be
over, but four Phantoms will appear. Yikes! Make your way to the safe zone here
and strike one of the Phantoms' backs to have Zelda switch. Get outta here, 
then return to floor 19.

Floor 19
-----------
Head to the northeast corner, grab the arrow director there, then take it to
the center room. Have Zelda pick it up, make sure it points north, then stand
on the ground switch to open the door. Move Zelda past the door and onto the
decorated tile, then shoot an Arrow at the arrow director, hitting the eye
switch. This makes a treasure chest appear on your side. Hold on there tiger,
before getting what's inside, move Zelda out of that room so she won't be
trapped when you step off the switch. Open the chest for a rare piece of 
treasure. Now, the only way to get Zelda to drop something she's holding...you
have to hit her. Why Nintendo didn't program a command for her to drop what
she's holding, I have no idea. So just use the Boomerang or the Whip on her to
make her drop the arrow director. Don't hit her too many times though: she'll
get angry and start chasing after you. Head upstairs here after getting Zelda 
to possess the Wrecker Phantom.

Floor 20
-----------
Make your way to the floor where Zelda can possess a regular Phantom, then 
return to the lava pit. Move Zelda onto the lava pit, and hop onto her. Move to
the other side, get off, pick up the arrow director, then get back on her. Move
to the right until you see a ledge with stairs and two of those decorated 
tiles. Hop off there, place the arrow director on the right of those two tiles,
make it face east, then get back on Zelda, emerging from the lava pit on the
east side. You'll find, while on Zelda, some wooden poles you can swing across
that you couldn't reach before since they were so high. Swing across, pick up
the arrow director, then drop onto Zelda when you move her below. Place it on
the small ledge to the south, make it face west, then get back onto the 
platform you swung to before. Make sure you stand on the decorated tile.

Get Zelda over to that second arrow director, pick it up, and stand her on one
of the decorated tiles. Now, as Link, fire an Arrow at the arrow director to
the southeast. This should hit the eye switch on the other side, opening a door
to the west briefly. Fire an Arrow at Zelda's arrow director and it will hit an
eye switch on the other side of the newly opened door, opening another door
leading upstairs. Yay! Have Link swing back, move Zelda to Link, make her drop
the arrow director, then move both across the lava pit and head upstairs.

Floor 21
-----------
You're in the room north of where the Phantoms are in that battle room. Just
follow the hall and head upstairs again.

Floor 22
-----------
Boss Key and Boss Door...this must be the last floor. Move Zelda north past the
flames, then west, south, and over to the Boss Key, picking it up. This means
Key Masters will show up. Move Zelda west out of here, having Link protect 
Zelda from Key Masters. Move her north, then all the way east onto the large 
circle tile, having Link snipe the Key Masters with Arrows along the way. Once 
she is on that tile, move Link quickly onto the adjacent tile, switching 
positions. Move Zelda quickly over to the Boss Door and throw the Key in. Now 
that the Key Masters are gone, a bridge will extend across a sand pit, and all
the flames will dissipate. Move Link over to Zelda, then head upstairs.

Floor 23
-----------
In here is just some big doors. Refill anything you need by breaking the pots,
then have both Link and Zelda push open the door. Head through. You'll get
locked into a room, and Byrne will welcome you. He says something about being
"almost on time", then proceeds to fight us!

-----------
BOSS: Byrne
�����������
This fellow is extremely quick and agile. He hops around the arena, 
occasionally stopping to shoot some energy waves. You can have them hit Zelda:
she won't be harmed, and each shot drops a heart. Eventually, Byrne will yell,
the camera angle will change, and a purple crosshairs will appear on you. Move
around so that Byrne's gauntlet will miss you. Once it's caught onto the floor, 
move Zelda to the hand and pull it, causing Byrne to fall off. Go over and 
slash him as Link.

At this point, Byrne will try something new. After sending his energy waves,
he'll attempt to charge up an energy ball. This is aimed right at Zelda, so 
move her around to dodge it, as if she gets hit with it, she gets stunned just
long enough for Byrne to throw his gauntlet at you without any danger. Once he
starts his gauntlet throw, call Zelda so she'll move with you, as Byrne will
try to hit Zelda with his gauntlet as well. Once the gauntlet is stuck, pull it
as Zelda again and slash Byrne.

Now Byrne will try to get up close and personal, using his gauntlet to beat up
Link and Zelda. He mostly focuses on Link though, but if you use Zelda to try
to slash him, he jumps to dodge. What you have to do is slash Byrne 
relentlessly with Link. He won't be able to block every attack, so you can deal
some damage. Eventually, Byrne will start up an attack in which he charges 
straight at you. Get behind Zelda, and when Byrne charges, Zelda will hold 
Byrne in place, leading for you to slash his back. That's about all of Byrne's
tricks, so keep dealing damage in that way until the fight is over.
-----------

Watch the scene as Zelda and Link high-five each other. The touching scene is
interrupted by Byrne just walking out. After it's over, follow him. You'll be
outside the Tower! Follow the staircase up to the roof, where Zelda's body,
Byrne, and Cole are. Watch the scene as Zelda's body gets possessed by 
Malladus! Oh no...we were too late! Cole and possessed Zelda board the Demon
Train and head off to the Dark Realm. Huh...Byrne was left behind. Seems he
was just a tool. Oh, Anjean is here! She says that there's no hope to defeat
him now...
----------------

Link, Zelda, Anjean, and Byrne all come back to the Spirit Train's passenger
car. After some talk, Anjean says that there might be hope of defeating 
Malladus if we obtain the Bow of Light. Sounds great! Uh...but Anjean also says
that even if we do exorcise Malladus out of Zelda's body with the weapon, 
there's a chance that her spirit may not be able to re-enter...well, that 
doesn't sound good. We still have to try though, there's that chance that Zelda
can come back! The Bow of Light can be found in the Sand Temple. Anjean will
also give you a Force Gem, which opens up Spirit Tracks throughout the Sand
Realm, which is a sub-area of the Ocean Realm. We'll head automatically to the
Ocean Realm.
                              __________  ________
                              |         |/       |
                              |   FORCE GEM #6   |
                              |      FOUND       |
                              '\                 |
                                ������������������
Make your way to the Sand Realm from here. Move your train all throughout the
Sand Realm, taking in the scenery and defeating Malgyorgs. You may have noticed
that there are some large stone faces. Drive around, finding four of these
things. Draw lines to show how they're facing, then stop at the Sand Sanctuary.


Sand Sanctuary
----------------
Look around this place. You'll notice that it's shaped exactly like the Desert
Realm. Now take a look at the Rail Map. See the lines you drew? Go to the 
general area where the lines should cross. It's not always exact, but what you
need to do is to Bomb the northeast corner of the square of sand where the 
lines are intersecting. This should create a staircase! Go down it. Follow the
tunnel and you'll be at Rael the Lokomo's domain! Time for another duet! The
notes you have to follow are: Green, Silver, Light Blue, Silver, Light Blue,
Green. Those are a lot of notes, but just remember the tips and you'll be fine.
For completing this duet, the Ocean rail map will start glowing, revealing new
Spirit Tracks! These lead to the Sand Temple, but first you have to go through
three trials to reach it.

These three trials are: encounter the big eye that looms in the shadows, 
navigate the twisted tunnels, face the impenetrable temple. Get back to your
train and let's take off. You'll notice the path to the Sand Temple isn't
directly to it, rather we'll have to navigate through part of the Fire Realm
first. Take the Tracks up to the Fire Realm to face your first trial: another
Rocktite enemy in the caves. This is defeated the same way as the Rocktite in
the Snow Realm, except there are some explosive barrels you can shoot to make
the Rocktite open its eye.

Once the first trial is taken care of, you'll have to navigate the twisted
tunnels. Without a guide, this is simply a matter of trial-and-error, marking
off which tunnels send you back to the beginning. However, since this is a 
guide, I'll tell you. Go forward until you see a fork in the tracks. Go reverse
back through the tunnel you just came through. When you re-appear, go reverse
again. Finally, when you re-appear at another fork, take a right. You'll be out 
of the twisted tunnels and back in the Ocean Realm part of the Sand Realm. Now 
for the third trial: Approach the Sand Temple and you'll find various cannons 
guarding it. Shoot them all down from all four sides, and the Sand Temple will 
open. Drive in.


Sand Temple
----------------
This is it, the final temple. It's also the hardest one so far. Psyche yourself
up and head north inside the actual Temple.

Floor 1
-----------
Head north, and you'll find that you may have a lot to do. Nothing to worry
about though, we can't do much here except head east to a boulder hall. Now,
you'll have to cross this hall while dodging the boulders. It's really simple
though, easy to read the boulders' pattern. Just don't step into the supposed
safe area on the left, as it's a pitfall. Once at the other side, you'll come
to a gap and more boulders rolling east. There's an eye switch on the north
wall. Simply shoot the eye switch when you have enough room between the 
boulders to activate it, opening a room to the west. Open the chest for...a
Green Rupee? Must be a trap.

And indeed it is! Three Stalfos will come up from the sands. Now, these Stalfos
keep showing up if you take too long to kill them all. You shouldn't really
worry about that if you use Bombs though. Open the chest that appears to get a
small key! Head back east, then south down the boulder hall, into the central
room. Head north, unlock the door, then head upstairs.

Floor 2
-----------
Jump off here, then head south. You'll see a new enemy named Gerune. There are
two of them here, but they cannot be defeated right now. Head east, then north
to a sandy area. There are three rolling spike logs here, just squeeze your
way through to the north, heading upstairs.

Floor 3
-----------
Head south into a room of Stalfos Warriors. These upgraded Stalfos enemies use
swords for combat, and swing it wildly as they approach. However, still a 
single Bomb can disintegrate them. Once they're gone, a door will open. Head
west through it, then follow the shrine to a chest. Open it for the Sand Wand!
With this, you can manipulate the sand and allow you to reach high areas!
                              __________  ________
                              |         |/       |
                              |    SAND WAND     |
                              |      FOUND       |
                              '\                 |
                                ������������������
Since you took it, rumbling will happen in the lower floors. I wonder what's
changed? Let's head back to where we fought the Stalfos Warriors, get under the
left ledge, then use the Sand Wand to raise the sand you're on, allowing you to
exit back downstairs.

Floor 2
-----------
Head south to find that the rolling spike logs are now completely side-by-side,
blocking passage. Use the Sand Wand to raise the sand and stop some of the
spike logs, allowing passage. Before you move on out of this room though, first
use the Sand Wand to raise the sand under Link and by the left alcove, allowing
you to open the chest for a Red Rupee. There's another chest here too, but it's
a little trickier. Keep the sand raised by hovering the Sand Wand's orb, and
stop the rightmost spiked log so it lines up with the right alcove. Walk along
the log and open the chest for a rare piece of Treasure. Exit this room 
southward, then back west.

Now for those Gerunes. With the Sand Wand, you can now kill them. Use the Sand
Wand on them to harden them and make them brittle. They'll try to run away, but
just keep it at 'em. Once they're fully brittle and stop moving, slash them to
defeat them. For killing them, the doors will open. Head north, avoid the 
rolling spiked log, and raise yourself onto the north ledge. Now, see the 
ground below to the south that doesn't have sand? We need to stop this spiked
log on there, so we can cross it and head downstairs. Do so.

Floor 1
-----------
Now we're getting somewhere. Head to the west side of the sand pit here to see
another level of sand, and a chest on another higher level. Use the Sand Wand
to get you up there, and open the chest for a piece of Treasure. Now, get back
down, and head west. Roll both pillars west into pits. Raise yourself up to
where the higher one was, then head north, then west into a sandy room with
eye switches. Now, we'll have to shoot all three of these eye switches in a
limited time. First, raise yourself so you can shoot at the two eye switches
above, then drop down to the north and shoot the last one.

The door to the east will open up, so head through. You'll see another of those
pillars. Get into the alcove in the right, and push the pillar south. Head 
north, raise yourself up to the northwest ledge. Now, to get across, push the
pillar back north so it creates a bridge for you. Cross it, then push the 
pillar south again so it creates another bridge. Cross it, then head west into
a room with two Gerunes. Take them down, and a chest will appear back east.
We'll get over there in a minute. Head north, and use the Sand Wand to get you
into the room with the map. Take a look at it.

"Between one and three...is where...the key...hides..." Hm. This weird diagram
actually shows us something. Remember those three eye switches we hit? Mark 
that place. Now, remember the eye switch in the northeast corner in which we
had to shoot between boulders? Mark that. Draw a line between those two marks,
and in the middle, somewhere in the sand, is where the small key should be. Use
the Sand Wand to get you out of here (via south way), then cross the pillar and
open the chest for a Red Rupee. Fall down south, then head towards the boulder
hall.

The boulders roll almost next to each other, so we can't squeeze between them 
like we could before. Instead, get on the small sand pit and raise yourself up
to the long ledge on the right. Follow it, then wait for an opening. Rush
through to the other side. Now you'll have to shoot the eye switch again to
open the door ahead. Boulders are in the way though. Just push them aside with
the Sand Wand before you shoot the eye switch. Continue west, and you'll face
new enemies. These are Ergtoroks. They're just like Octives and they attack the
same way, but defeating them is different. First, they dig around in the sand,
and it's visible as sand kicks up where they are. Use the Sand Wand where the
sand is kicking up and it will raise the Ertorok up, trap it, and stun it. Get
up on the Ergtorok's level using the Sand Wand on yourself, then slash it to
kill it.

Killing all three of them makes a chest appear on the upper ledge to the west.
Get up there using the Sand Wand, then open the chest for a Red Rupee. Now, 
start raising sand up here in the general area where the small key should be,
and you should find it! Grab it then fall down the south way with the Sand 
Wand. Now for the final puzzle of this room, and it's rather simple. Just push
the boulder onto the catapult, then hit the switch to fling the boulder at the
cracked wall, breaking it apart. Head downstairs.

Basement 1
-----------
Use the Sand Wand on the quicksand pit here to create a safe "bridge" across,
then cross, open the locked door, and head through to find more Gerunes. You
don't need to kill these though. See the two ground switches here? There needs
to be something to keep them pressed down...harden the two Gerunes, then pick
them up, placing one on each switch. Now you can head east out of this room,
into a river of quicksand. You'll have to be careful here. Use the Sand Wand to
create a place to walk on, and head west. Move around north and east, dodging
the arrow shooters, to a stamp station! Get your well-deserved stamp, then head
back, going east this time.
                              __________  ________
                              |         |/       |
                              | SAND TEMP. STAMP |
                              |     PRINTED      |
                              '\                 |
                                ������������������
Keep your eye out for the arrow shooters, we don't want your progress hindered
and fall into the quicksand. Once at the other side, you will come to a block
pushing puzzle. Ugh. There are two sides to this block: a pointed blue side,
and a circle-ish pink spot. We need to push the block using the Sand Wand so
that its blue side sits on the blue panel in the center. There's many solutions
for this, but this seems to be the fastest way (thanks to ZeldaDungeon for
providing this solution): south, east, south, east, north, west.

This opens a door to the south, so head through. You'll spot a boulders rolling
to the south, a catapult pointing south, and a ground switch. Step on the 
switch to extend a bridge...for as long as Link is standing on it. Now, stop
the boulder using the Sand Wand, then move it onto the catapult. Shoot the 
switch with an Arrow from here and the boulder will fly south, destroying the
cracked wall ahead. Now...stop another boulder, and move it carefully onto the
switch, so that Link can cross. Head west.

You'll see a block-moving puzzle here, with four panels here and two of those
blocks. We need to move the blocks' pointed blue sides onto the blue panels
first. Here's the best solution, thanks to ZeldaDungeon:

Left Block: east, east, south, west, south, east, east (on the panel), east,
 south.
Right Block: west, west, south, east, south, west, north, west.
Left Block: north, west (back on the panel)

Move west through the newly-opened door, using the alcove to help you pass by
the rolling spiked log, to the western side of the floor. Kill the Stalfos
Warriors, and open the chest that appears for a piece of Treasure. Head north
to find two rolling spiked logs. Stop the southern one so it's in line with the
ledge to the south, then raise yourself and cross along the log. Step on the
ground switch to open the door to the north. Now stop both spiked logs so that
they're even with each other, providing a bridge over to the newly-opened door.
Cross it.

You'll be locked in a room with Ergtoroks. Nothing to it, just defeat them, and
move northward into a seemingly empty room. Raise all the sand here. You'll
find various goodies (including a Big Green Rupee), but above all, you find the 
Boss Key! Pick it up then start heading back to the southern block-pushing 
room. This time, we have to push each block's jutted pink side onto the pink
panels. Once again, here's the best solution, thanks to ZeldaDungeon:

Left Block: west, south, east, north, west, south, and east
Right Block: north

Pick up the Boss Key, head over to the quicksand river to the north, place it
beside you, then quickly create a bridge with the Sand Wand, pick up the Boss
Key, cross with it, and throw it onto the Boss Door and open it. Head 
downstairs.

Basement 2
-----------
Head north, using the Sand Wand to reach the pots to refill if you wish, read
the stone tablet to make a blue light portal appear just in case, then head
inside. Approach the structure in the center.

-----------
BOSS: Skeldritch, Ancient Demon
�������������������������������
This giant skull on a tower of armored bones awakens! It uses two attacks: 
throws a boulder at you, and uses a piercing laser attack. Just constantly roll
(but not so much that you get yourself dizzy) to avoid the laser attack, and
stop the boulder with a big barrier of sand using your Sand Wand. While the
boulder is stopped, move it onto one of the catapults. Take care to move away
when you see Skeldritch summon another boulder, as when two boulders collide,
both disintegrate. When the boarded catapult is lined up, hit the switch and 
the boulder will fly into Skeldritch, breaking apart a section. Repeat this
again for the next section, just make it known that he throws three boulders
this time.

Skeldritch's next section does not have its weak spot in the front like the
previous two this time: it's on Skeldritch's right side, with armor covering
the rest. Take note that Skeldritch always faces you...stop a boulder, place it
on a catapult, then move until you see the boarded catapult on the right of
Skeldritch. When the coast is clear for you, shoot that catapult's switch with
an Arrow, flinging the boulder and breaking apart that section.

Skeldritch's next section has its weak spot behind him. Do the same thing you
did before: board a catapult with a boulder, move until it's behind Skeldritch,
then hit the switch with the Boomerang this time, so you can get it around
Skeldritch. Take note though, Skeldritch now fires three super fast boulders. 
You'll have to create an extremely thick wall of sand to stop these boulders.
The next section has its weak point on the left. Again, use the same strategy
as you used for the previous section, Boomerang and all. This time, Skeldritch
fires four of those super-fast boulders, so take heed.

Now that only a skull remains, Skeldritch's helmet has fallen off, revealing 
its vulnerable head. It will now chase after you relentlessly. Use the Sand
Wand to create a wall of sand in front of it to stop it momentarily, then 
quickly get behind it, raise yourself, then do a series of slashes. Repeat this
until Skeldritch is finally bested.
-----------

Skeldritch explodes into a gust of smoke, and a staircase leading down appears.
Open the chest for a Heart Container, then head downstairs. Hop down, then head
north through the shrine. Open the chest to get the sacred Bow of Light! Now
you can charge up your Arrows with light! Simply hold the stylus on the screen
until light charges up, then fire. A blue light portal will appear, but it's
out of our reach. Fire a Light Arrow at the large eye switch to extend a 
bridge. Head into the portal to get warped back to the train station. Enter the
train.
                              __________  ________
                              |         |/       |
                              |   BOW OF LIGHT   |
                              |      FOUND       |
                              '\                 |
                                ������������������
----------------

Zelda will come rushing in, happily telling Anjean that they have the Bow of
Light. Now we can find Malladus and be on our way! ...Unfortunately Anjean
can't help us there. Byrne wakes up, and says we need the Compass of Light to 
find the Dark Realm where Cole and Malladus are stationed. Har har, get it? 
"Station"ed? ...Eh. He says it's hidden deep within the Tower of Spirits, so it 
looks like it hasn't been fully explored yet! Before we move on, Anjean gives 
us another sacred weapon: the Lokomo Sword. This was also used to best Gano--I 
mean Malladus long ago. Well, awesome! Now we got us a new, more powerful 
sword!
                              __________  ________
                              |         |/       |
                              |   LOKOMO SWORD   |
                              |      FOUND       |
                              '\                 |
                                ������������������
But seriously, a bow that uses Light Arrows, and a sword, both being the only 
weapons needed to kill Malladus? Doesn't that sound too much like Ganon? Meh. 
It's probably unoriginality on Nintendo's part. Anyway, you'll be heading out
of this area of the Desert Realm. Instead of going through all that hoopla
again though, when you get to the turn-off towards the Fire Realm, go straight.
There's a warpgate here. Activate it, then take the warp. You'll appear on the
west side of the Desert Realm! Now just make your way back to the Tower of
Spirits.


Tower of Spirits
----------------
Head up the spiral staircase until you reach a blue light portal. Take it, and
you will appear at floor 23. Head upstairs, through the room where you fought
Byrne, out to the outer staircase. Climb to the top. There's a stamp station
all the way up here. Get your stamp, then shoot the large eye switches with
Light Arrows. The center will rise, revealing a staircase. Head downstairs.
Refill anything you need in this room, then head downstairs once more...
                              __________  ________
                              |         |/       |
                              |   TOWER STAMP    |
                              |     PRINTED      |
                              '\                 |
                                ������������������
Floor 30
-----------
Yep, we're not done yet here! A Phantom will appear in the lava pit to the
northeast. Zelda mentions that since the Lokomo Sword is filled with energy,
we don't need to collect Tears of Light. Well that's a relief. Anyway, we can't
do much of anything on this floor, so head north, then go downstairs.

Floor 29
-----------
Good grief, another dark floor. I'll give you a map of it, as accurate as I
can.

-------------------------------------------------------------------------------
F L O O R  2 9  M A P
__________________________
Key:                      |
                          |
A = Door Block            |
B = Stairs Up             |
C = Stairs Down           |
��������������������������
  ______________     ______________
 |              |   |  ___   ___   | B|
 |  _   _    _  | B | |   | |   |   � |
 | | | | |  | |  � ||  ���   ���      |
 |  �   �    �   __||_____            |
 |___           | ______  |           |
     |  _    _  ||      |_|     __    |
     | | |  | | ||   _   A     |  |   |
   C | | |  | | ||  | | |�|     ��    |
 |�A�   �    �  ||   �  | |           |
 |____________  ||  ____| |___________|
              |A|| |___________
  ____|�|__|��      A          |  ___C
 |           ||    |�|         | |    |
 |   _   __  ||  __| |         | |    |
 |  | | |  | || |    |         | |    |
 |  | | |  | || |    |         | |    |
 |   �  |  | || | C  |          �     |
 |      |  | ||  � | |                |
 |   _   ��  ||    | |                |
 |  | |      ||    | |                |
  ��   ������  ����   ����������������
-------------------------------------------------------------------------------

As you can see from the game, you're in the northwest area of this floor and
can't go anywhere else. There are two Phantoms here, so be careful. There's two 
torches in the far southern corner from here, but as there are no other sources 
of light except for here, you can't access that just yet. Instead, sneak up on 
one of these Phantoms, strike its back, and have Zelda possess it. Move back
upstairs.

Floor 30
-----------
Move south and have Zelda cross the spikes on the east, stepping on the floor
switch to lower them for Link. Now for a puzzle in this lava room. Get on 
Zelda, head east and kill a Fire Keese, then head to the north side, killing 
more of them. Make sure you don't get spotted by the Phantom walking around 
here. Move to the east safe zone so you don't get spotted, and get right on
the southwest corner. Use the Boomerang, and you'll be able to juuust hit the
south switch. Before hitting it, move Zelda beside you on the lava so you can
hop on her. When the Phantom isn't nearby or approaching, use the Boomerang to
hit the south switch. Now you need to hit the north switch in a short time, 
but you can't reach it from the safe zone. Hop on Zelda move her a little bit
west, and that should be enough. Use the Boomerang to hit the north switch and 
the door nearby leading downstairs will open. Head down.

Floor 29
-----------
Back at the dark floor, refer to the map above. You're in the northeast area of 
the floor, with some Nocturns guarding the area. However, Nocturns can be 
killed with Light Arrows, now that we have the Bow of Light. Makes 'em easy, 
huh? Move to the far northern corner here to find a torch beside a stone 
tablet. It says that sometimes darkness can open a path. Blow out all the 
torches around here with the Whirlwind, and a door will open, leading to the
Torch Phantom just west of this place. Head over there, strike its back, and
get Zelda to switch to the Torch Phantom. Phew, now getting around this place
will be much easier. Light the torch around here, then head south towards the 
center, near a door. Light that torch, then return east and go upstairs the way
you came in.

Floor 30
-----------
Get on Zelda, move to the other side of the lava pit, then go to the north,
downstairs once again.

Floor 29
-----------
Head to those two torches in the far southern corner, being careful not to get
seen by the Phantoms, and light them with Zelda. This will open another 
staircase, this one leading downstairs. Take it.

Floor 28
-----------
Time to use our Sand Wand for a little bit. Climb up and to the north. Drop
down (leave Zelda behind) and kill the Stalfos Warrior. Now, trace a path for
Zelda to one of the torches in the corners up here, using the Sand Wand to
create a safe path for her as she moves. She'll light the torch you got her to,
so draw another path for her to the other torch and use the Sand Wand to make
her a path. Once both torches are lit, two chests will appear to the south. Get
both characters out of this room, then head south, killing all the Stalfos
Warriors.

Get back north, and move to the highest spot. Get on Zelda, then use the Sand
Wand to create a path for Zelda to carry you. We need to move to the southwest
corner. Once you do, get off Zelda while near the chest and open it for a
piece of Treasure. Get back on her, then make a path east. Once you get to that
east ledge, hop off onto the chest's level and open it for a small key! That's
one of three we need to get. Get back on Zelda, trace a path back to the 
staircase, and make the sand path as you go. Head upstairs.

Floor 29
-----------
Now, there's a secret we can find out here. Have Zelda talk to the Phantoms and
you'll find out there's a weak wall in the northwestern corner of this room.
Blast it away to find the way! This passage takes us to the west section of
Floor 30, but we'll get to that soon. Right now, just head to the other side 
and go upstairs.

Floor 30
-----------
Take the downstairs staircase past the lava pit.

Floor 29
-----------
Now to switch Phantoms. Next for us is a Warp Phantom. Follow the floor 
southwest until a Warp Phantom shows up. Use the map above as a reference if
you need one. Light the torches here, then read the stone tablet that's near
the Warp Phantom. It says to shoot the eyes in the dark with light. First, we
need to have Zelda possess this Warp Phantom. Have her get on the Phantom's
left side and get her to strike a conversation. Meanwhile, sneak up behind,
strike, and Zelda will switch.

Now that Zelda's a Warp Phantom, we're free to hit this large eye switch with a
Light Arrow. Do it, and a torch will light in the southeastern area of this
floor, revealing another large eye switch. That's for later. Right now, we need
to head to the northwestern area of this floor. You should know how by now. 
Just be wary that the Torch Phantom here has re-appeared, you'll have to get
around it. Once you're there, take that path you blasted open, through some
halls, and emerge at...

Floor 30
-----------
This seems like a pleasant little room. Head south to find a stack of blocks.
Blast them apart with Bombs to find a chest. Open it for a rare piece of 
Treasure. Now, get on the sand pit, raise yourself up, and hop on Zelda. Move
to the north upper ledge, hop off there, and step on the switch. This makes two
Phantom Eyes and a Warp Phantom to appear on this floor. Move south and have
Link stand on the circle tile. Now, trace a path for Zelda to the Phantom Eye,
but don't release the stylus until the Eye is above the other circle tile.
Release to warp, and both of you will switch positions. Move Link to the right
quickly before he gets spotted.

Warp Zelda over when the Phantom Eye is over solid ground east of the sand pit,
then move her to Link. Now get Link onto the sand pit here, raise him up, then
get on Zelda. Move north past the spikes, then jump off. Head north towards the
Warp Phantom. Get spotted, then run onto the sand pit. The Warp Phantom will
stupidly follow you and sink down. Hurry back to where it was stationed, and
shoot the large eye switch with a Light Arrow. This opens a door far to the
south, so hurry back south. Get on Zelda using the Sand Wand on the sand, then
move south past the spikes. (Didn't even need those triangle tiles...)

Move east to another part of this floor, while still on Zelda. Kill the Mounted
Miniblin, then look towards the pit here. Use the Boomerang to hit the arrow
director until it points north, then fire a Light Arrow at it to hit a large 
eye switch, opening the door here. Hop off Zelda, then go downstairs.

Floor 29
-----------
We're now at the southeastern area of this floor. Refer to the map above to
get your bearings straight. We're gonna switch Phantoms for Zelda yet again,
this time it being a Wrecker Phantom, which is patrolling this small area. Just
head right over, strike the Phantom's back, and switch. Now shoot the large eye
switch here with a Light Arrow to make a chest appear. Before heading back to
get it, light the only unlit torch here. This will open up the other two doors,
allowing free access through the whole floor. Head back east, open the chest to
get a small key, then head upstairs.

Floor 30
-----------
Wreck the stacked blocks to the north to find another chest. Open it for a 
third small key. Move west, then north when you can. Wreck the statues so that
you now have full access throughout this floor. Head back downstairs the way
you came in.

Floor 29
-----------
Just head downstairs from the southern center staircase.

Floor 28
-----------
We have three locked doors here to choose from. Zelda will ask you which one to
take, but it doesn't matter what you choose. As Zelda's already a Wrecking
Phantom, unlock the right door and follow the hall downstairs.

Floor 27
-----------
You'll be shown three large eye switches that you have to shoot at. They're all
in different places in this floor, so we'll have to tackle stuff at a time.
Head south to find boulders rolling from the north. Move Zelda through the
boulder hall, northward, and hit the switch at the other end to stop the
boulder flow. Move her back south, past the hall where we entered, up to a high
room with some blocks. Wreck them, then kill the Phantom Eye. Get Link over
there, and read the stone tablet. It says: "Light them in this order. The
undefended flame, the flame surrounded by sand, the flame surrounded by the
abyss, and finally, the guarded flame."

Where are these torches you must light? In a room just west of here. Observe it
(you can trace a path for Zelda over to it to look around, though you can't get
her there), then mark down the torches you see with numbers, showing the order
you have to light them in. Move north through the empty boulder hall, then 
west. Go south in this new room, and have Zelda wreck the statues and blocks.
That's all we can do now. Backtrack and head upstairs back to Floor 29.

Floor 29/28
-----------
Pick up a Warp Phantom, then head back downstairs. Unlock the left door, then
follow the hall downstairs.

Floor 27
-----------
Three Phantom Eyes will appear. Warp Zelda to the Eye on the south, move Link
along the sand as well. Step on the switch to raise some ground from the sand,
in case you brought another Phantom here. Get on Zelda using your Sand Wand,
and move south to find a wooden pole over a pit. Swing west across, then step
on the switch to extend a bridge for Zelda. Move north to a big sand pit. A
Warp Phantom and a new Phantom Eye will appear.

Kill the Stalfos Warrior, then get on the south side of the ledge where the 
Warp Phantom is. Once it faces north, use the Sand Wand to get you up there,
strike its back, and have Zelda possess it. Now move Link onto the little 
raised platform, to keep that Phantom Eye from annoying you. Now trace a path
for Zelda west to the arrow director, making sure to create a Sand Wand path
for her. Once she's picked it up, Boomerang it until it points north, then 
shoot a Light Arrow at it to hit a large eye switch. Two more of those to go.

Move Zelda back to where Link is with the help of the Sand Wand, then make her
drop the arrow director. Now drop down to the sand pit to the east, kill the
Stalfos Warrior, then have Zelda cross this pit with the use of the Sand Wand.
Get Link to stand on the circle tile, then warp Zelda to the eastmost Phantom
Eye. Once she's there, walk her to the other glowing tile, and they'll switch
positions. Move Zelda onto the floor switch and a door will open near Link's
position. Approach the pit and look to see an arrow director. Shoot a Light
Arrow at it to hit a large eye switch! One more to go, but now we need to
switch Phantoms. Warp Zelda over here, then move to the northeastern staircase.
Head upstairs.

Floor 29/28
-----------
Head back to Floor 29, switch Zelda to a Torch Phantom, then get her back down
to Floor 28. Unlock the middle door, then follow the hall downstairs.

Floor 27
-----------
You'll be right at the torches here. Have Zelda light the first one (the 
undefended flame), then use the Boomerang to light the lower right then the
upper right torches (the flame surrounded by sand, the flame surrounded by the
abyss), then have Zelda light the final one (the guarded flame). This makes a
door open. Head over there and shoot a Light Arrow at the final big eye switch
and a door leading downstairs will open. Have Zelda kill the Phantom Eye in the
way first, then head north to go downstairs.

Floor 26
-----------
You'll have to battle your way through this floor. First, you face 9 Blue 
ChuChus. You'll have to let Zelda take care of these. Next, you'll face 8 
Stalfos, 4 of them being Warriors. Just use Bombs. Zelda can help too. Next,
you'll face three Mighty Geozards. Snatch their shields away with the Whip 
first, then have Zelda take on one while you take care of another. Kill the
last one, and you'll have cleared this floor! Phew. Head downstairs.

Floor 25
-----------
There's one more floor we have to clear! Four Phantoms will appear, one of each
type. Have Zelda possess a Phantom (Preferably the Torch Phantom) to eliminate
a Phantom here that we have to worry about. Move to the south, have Zelda light
the two torches here, and the door to the Warp and Normal Phantoms will open. A
Phantom Eye will also appear. Hurry to a safe zone, and get Zelda to talk to
the Normal Phantom on either side. Once the coast is clear, head over there,
strike the Warp Phantom's back, and have Zelda switch bodies. Again, rush Link
to the west safe zone.

Once you can, get spotted by the Phantom Eye, then head to the area beyond the
sand pit to the west. Cross it, then have Zelda warp to you. Get Zelda to stand
on one switch, then Link to stand on the other. This will make the door behind
the Normal Phantom open. Now, find the Wrecker Phantom, strike its back, and
switch Zelda to that. Move her so that she gets behind the Normal Phantom and
wrecks the statues there. To get Link over there, move Link close by, then have
Zelda run over both the Normal and Warp Phantoms. While they're stunned, rush
Link to that safe zone behind the Normal Phantom. Get Zelda back there too,
then have both push the big door open. Head north.

Floor 24
-----------
Phew, we finally made it. Walk north and open the chest to get...the Compass of
Light! Yay! Your Forest rail map will glow, revealing Spirit Tracks leading to
a portal to the Dark Realm. Wow, it's surprisingly close to Aboda, your home
village. That's a bit creepy... A blue light portal will appear, so take it to 
warp back to the base of the Tower.

-------------
ITEM SUMMARY
������������
COLLECTION (top screen):
Lokomo Sword
Shield/Shield of Antiquity
Recruit Uniform
Bow of Light
Engineer Certificate
Compass of Light
Rabbit Net

COLLECTION (bottom screen):
Forest Temple Clear!
Snow Temple Clear!
Ocean Temple Clear!
Fire Temple Clear!
Sand Temple Clear!
Spirit Flute
 |- Song of Awakening
 |- Song of Healing
 |- Song of Birds
 |- Song of Light
 |- Song of Discovery

ITEMS:
Whirlwind
Boomerang
Bombs (30)
Whip
Bow (20)
Sand Wand
Spirit Flute

FORCE GEMS: 6

RABBITS: 22

STAMP STATIONS: 18

NEW HEART CONTAINERS: 9

Total Health: 12 Hearts
-------------
                     ______________________________________
                    |\____________________________________/|
--------------------||         Cleaning Up Hyrule         ||-------------------
                    |/������������������������������������\|
                     ��������������������������������������
Before we head off to face Cole and Malladus for the final battle, let's clean
up, get the sidequests done with and upgrade Link to his fullest. Talk to Zelda
once you're up to the train, then go to the Forest Realm. Take a stop at Castle
Town.


Castle Town
----------------
Check out Take 'Em All On to find out that level 3 of the place has opened up!
Take a spin through there if you'd like, you get rare Treasure for winning. 
Here's what to expect on each floor.

Floor 1: 4 Blue ChuChus, 4 Helmet ChuChus here. Use Bombs on the Blues.
Floor 2: 16 Green Spinuts. Icy floor here too!
Floor 3: 6 Stalfos
Floor 4: 7 Fire Keese, 6 Ice Keese
Floor 5: 3 Big Blins
Floor 6: 6 Stalfos Warriors
Floor 7: 5 Gerunes
Floor 8: 5 Ergtoroks
Floor 9: 4 Heatoises
Floor 10: 12 Freezards. Use Light Arrows!
Floor 11: Stagnox, Armored Colossus (BOSS)
Floor 12: Fraaz, Master of Icy Fire (BOSS)
Floor 13: Phytops, Barbed Menace (BOSS)
Floor 14: Cragma, Lava Lord (BOSS)
Floor 15: Skeldritch, Ancient Demon (BOSS)
Floor 16: Dark Link (BOSS)

-----------
BOSS: Dark Link
���������������
Well this is certainly a surprise. You face your dark replica here. Make sure
you break the pots before the battle to heal up. Dark Link uses the Bow, Bombs,
sword slashes, sword spin, and a fancy jumping slash. It always blocks your 
attacks unless you slash it when its guard is down, like when it's holding a 
Bomb, firing Arrows, or landing from a jump slash. For a final battle in this 
minigame, it's actually pretty easy to dodge the attacks. The only challenge 
comes in striking Dark Link when it's open. Once it's taken enough hits, it'll
use a Great Spin, where it spins around fast with sword extended.
-----------

So yeah, you get a rare Treasure for beating this. Doesn't really seem like
much, but hey, encountering a new boss is reward enough! At least for me. For
getting other rare treasures, you can try the guard captain's training game.
Every time you beat your high score, you get a piece of Treasure. For reaching
999, the castle guards bow down to you when you pass them. Kind of a nice 
little touch. Teacher is at the train station, he wants to go to another place.
Get him a safe ride over there for some money, then head on over to Aboda 
Village...unless he wanted there again in the first place.


Aboda Village
----------------
You may have something in the mailbox. It should be a letter from Niko, and a
letter from Ferrus. Niko's letter just basically tells you that he can't wait
to see you again, but also includes a map of this village, with X marks beneath
two trees. Ferrus's letter tells you that he's in the Snow Realm (judging by 
the picture he sent), trying to catch some "killer pics" of the Armored Train.
We'll get to him in a minute. For now, mark the X spots on Niko's map on your
map, then get next to the trees and play the Song of Discovery by each. Both
contain pieces of Treasure. Now visit Niko. For having 15 stamps, he'll reward
you by allowing you to switch between the Recruit Uniform and Engineer's 
Clothes! Just talk to him if you ever want to switch.

Now there's one last thing here. There's a guy over by a pen who wants to raise
some Cuccos, and he'd like 10 of them. Sure thing! Ride over to Castle Town, go
to the Cucco pen, and purchase 5 Cuccos for 50 Rupees. They'll be put on your 
freight car. Now just take them back over to Aboda Village, being careful not
to get hit or let Bulblins try to snatch your Cuccos. Once you've arrived with
5 Cuccos and talked to the guy, you'll have to ride back, purchase 5 more (you 
can only hold 5 of them in your freight car), then ride them to Aboda safely. 
In exchange for your hefty work, you get a Force Gem! This opens up Spirit
Tracks just west of here, on the path leading to the Dark Realm. It's a cave
shortcut to the northwest side of the Forest Realm, as well as holding a 
warpgate!
                              __________  ________
                              |         |/       |
                              |   FORCE GEM #7   |
                              |      FOUND       |
                              '\                 |
                                ������������������
Delivering Iron
----------------
Take off to Whittleton next. You'll find that the residents there need some
steel to forge into new axes. Didn't we see steel a while ago? Yeah, it was in
Goron Village, on the mountainpath. To head over there, though, we can take a
warp. That warpgate we just opened some Tracks to takes us right to the Fire
Realm. Just be prepared to stop once you enter the cave from the forest, as you
will need to activate the warpgate first. Once you get to the Fire Realm, make
your way to Goron Village. Once stopped there, go west to the next area, talk
to the Goron to purchase some iron for 100 Rupees. Now warp your train back,
and take it slow as you head back to Whittleton, as if you take the left turn
at the fork after the warpgate, you'll have to deal with three Orange 
Skulltulas right after another. Once you deliver the iron and speak to the
right person (the guy beside the stack of lumber), you'll get a Force Gem! This
opens up Spirit Tracks between the Forest Temple and Rabbitland Rescue.
                              __________  ________
                              |         |/       |
                              |   FORCE GEM #8   |
                              |      FOUND       |
                              '\                 |
                                ������������������
Carrying Fish
----------------
Now head to Castle Town. There's a person here who wants some fish, 10 to be
exact. Ride over to Papuchia Village at the Ocean Realm. There's a woman by the
shop who sells fish! She happens to want some ice for her fish, but decline for
now. Buy 20 fish for 50 Rupees (can only buy in increments of 20), then safely
transport them to Castle Town. In other words, don't keep them in the sun for
too long, and sound your whistle to scare any birds away so they don't pick up 
any of the fish. You'll get a Force Gem for helping this person out! This opens
up Spirit Tracks south of here, making a new path to the Ocean Realm. This also
gets us to the last grass rabbit, so take the Tracks there and capture that
bunny. The tracks end at a dead-end in the Ocean Realm, but there's an ocean
bunny there as well, so capture that one too.
                  __________  ________   __________  ________
                  |         |/       |   |         |/       |
                  |   FORCE GEM #9   |   |    25 RABBITS    |
                  |      FOUND       |   |      FOUND       |
                  '\                 |   '\                 |
                    ������������������     ������������������
Building Fences
----------------
You may remember the Anouki in Anouki Village who wants both lumber and a
carpenter to help build it. Head to the Trading Post to find the carpenter.
After some talk, the carpenter decides to go with you. Now that he's on your
train, safely ride to Whittleton. Purchase 20 logs of lumber for 100 Rupees,
then get back on your train. Haul both the carpenter and the lumber to Anouki
Village. It helps to use the warpgate north of Whittleton. Once there, talk to
the Anouki beside the carpenter. He'll give you a piece of Treasure for 
bringing the carpenter, and a Force Gem for the lumber! Yay! This Force Gem
opens up Spirit Tracks west of the Snow Temple, supposedly leading to a 
dead-end...
                              __________  ________
                              |         |/       |
                              |   FORCE GEM #10  |
                              |      FOUND       |
                              '\                 |
                                ������������������
Transporting Ferrus
----------------
Remember that letter we got from Ferrus? Yeah. Time to find him. He should be
around where the Armored Train enemy is moving around. If there aren't any 
enemy trains on the tracks, then just look around on the tracks that are north
of Anouki Village and the Snow Sanctuary. Stop in front of him when you find 
him. He says he's looking for the Armored Train, but then says that he's a big
fan of Alfonzo, and wouldn't mind if you took him to Aboda Village to see him.
Go ahead and agree. Take a safe trip over there (warpgates are helpful), 
following the driving rules. Once at Aboda, go and speak with Alfonzo and you
will get a Force Gem! This opens up Spirit Tracks west of Castle Town, leading
to another way to the Snow Realm.
                              __________  ________
                              |         |/       |
                              |   FORCE GEM #11  |
                              |      FOUND       |
                              '\                 |
                                ������������������
Lokomo Vessel
----------------
Take a stop at the Snow Sanctuary, and you'll find Steem the Lokomo waiting for
you right at the station. Talk to him...he says he wants a really fancy vessel
to help redecorate his domain. Agree to do it, then head off. We need to head
to Papuchia Village. Speak with the Wise One, the clairvoyant. Whether you take
your fortune or decline, she may ask if someone in your life is feeling 
unlucky. Say yes, and she will give you one of the village's precious vessels,
normally 10,000 Rupees, a mere 50 Rupees. By all means, take it.

Now, this vessel is extremely fragile. If you get hit even once while on the
train, it'll crack, making it useless. It may be best to just save here in case
you mess up. Take the vessel safely back to Steem, and you will get a Force 
Gem! This will open up Spirit Tracks east of the Snow Temple, seemingly 
stopping at a dead-end...
                              __________  ________
                              |         |/       |
                              |   FORCE GEM #12  |
                              |      FOUND       |
                              '\                 |
                                ������������������
Let's start taking those Spirit Tracks that showed up. First, the one west of
the Snow Temple. As you're heading north that way, catch the rabbit here. At
the end is a new station! Stop here.
                              __________  ________
                              |         |/       |
                              |    26 RABBITS    |
                              |      FOUND       |
                              '\                 |
                                ������������������
Snowdrift Station
----------------
Well, we've reached a new station. This is actually an optional dungeon. We're
gonna have some fun here. Navigate your way through all the fencing, killing
or dodging White Wolfos, and enter the actual dungeon. Once you enter, read the
stone tablet. It reads, "Those who get the order wrong will fall into 
darkness." Order? Oh yeah, there's five switches to the north that you can
reach with the Boomerang once you step onto the perch here. Anyway, I guess we
have to explore this dungeon to find the correct order. There are four 
staircases around here. Let's take them on clockwise, starting with the 
southwest staircase.

Once in this room, step on the ground switch to open a door. Rush along the
winding river of ice, rolling after you make a turn to take them faster, then
pass through the door before it closes. If you don't make it. there's some 
stairs by the door that takes you back to the switch. Once past the door, read
the stone tablet. It reads, "The first and the last are on the ends." Well,
keep that in mind. Take the stairs, go south, and exit this small room back to 
the main one. Take the northwest staircase next, being cautious of the 
Freezards.

In this room, you'll have to deal with a block pushing puzzle to get the block
to the body of water to the east. This is the quickest solution: north, east, 
south, west, south, east, north, then east. Now that the block is in the water,
hop on it, using the Whirlwind to move along it. Kill the Octives here (best
way is to just use Arrows) while moving yourself east. After each Whirlwind 
blow, make sure to face north with your shield up to block the arrow directors.
At the other side is another stone tablet. This one reads, "The second one and
fourth one are next to each other." Head up the stairs here and take the 
passage back west. Head out of this room, then move to the northeast staircase.
You can kill Freezards with Light Arrows, just to let you know.

This room is dark, but it's small, and it's lit fairly decently with the icy
torches, so there's no need for a map. Head west until you see an unlit torch.
Stop there, as it's in water. Light it, then create a sheet of ice on the water
so you can head west. Keep lighting torches, creating an ice sheet for you to
move along the water, and you'll eventually get to a stone tablet. Thus it 
reads, "Don't hit the false one in the middle." Take the stairs up, and go east
and south back to the exit. Now go down the final staircase, the southeastern
one.

Head east, then north. You'll get locked into a watery room with icy torches,
Ice Keese, and Octives. After they're killed, you'll be allowed entry to the
north. The final stone tablet has written on it, "The second switch from the
left is the third switch to hit." Backtrack to exit this room.

Having gotten all the clues, get back to the perch south of the switches. Look
over the clues, and you should have your answer. From the left, the switches 
are in this order that you have to hit: 1, 4, *skip*, 2, 5. So trace a careful
Boomerang path to hit them in that order. A bridge will extend. Head north to
face Freezards! If you have enough ammo, you can use Light Arrows to kill them.
Otherwise, slash them and hide in a corner facing towards the center to block
the Freezards when they fly at you. Keep slashing them when you can until they
are dead. As a reward for clearing this dungeon, your treasure awaits in a 
chest. Open it...and you'll get an Alchemy Stone! This is super-rare Treasure,
like the Regal Ring. It can be sold for 2,500 Rupees, but I actually suggest
saving it if you want to work on getting the coveted Golden Train Part set from
Linebeck III.

Head back to your train, we're gonna check out the other Tracks that lead to a
dead-end that we opened up. There's another new station here! Stop here.


Slippery Station
----------------
Interesting...head north, killing Ice ChuChus, then enter. This is yet another
optional sub-dungeon! However, this sub-dungeon is a virtual skating rink. Read
the stone tablet to the right to learn about it. Basically, we have to pick a
course, step on the switch, then gun it to the treasure. Start with the Amateur
course first, then make your way up the higher ranks, getting even better 
prizes. Just some tips, roll whenever you turn, as this will speed up your
turning. It especially helps to roll at the solid ground spots as you get back
on the ice. Doing so will help you boost forward at tremendous speeds. Now for 
the prizes.

Amateur Course: Big Gold Rupee (worth 300 Rupees)
Pro Course: Rare Treasure
Champion Course: Alchemy Stone

Phew! That's it for that. Get all the treasures and leave back to your train.
We're gonna head to the Fire Realm next.


Fire to Snow
----------------
Stop at Goron Village. There's a Goron here who will call you. He wants to take
a ride to see what Anouki Village is like. Board him on, then take him to 
Anouki Village safely. He'll give you a Force Gem! This opens up Spirit Tracks
connecting Wellspring Station to the gaggle of tracks southeast of the Snow
Temple. The last two Snow Rabbits and a warpgate are made available here! Now,
we can get another Force Gem right off the bat. Head to Honcho's house, where
the Goron is. This Anouki posing as Honcho wants to go to Goron Village since
the Goron has been talking about it. Take the Anouki safely back to Goron 
Village to get another Force Gem! This opens up Spirit Tracks east of 
Wellspring Station, making another trail to the Fire Realm.
                  __________  ________   __________  ________
                  |         |/       |   |         |/       |
                  |   FORCE GEM #13  |   |   FORCE GEM #14  |
                  |      FOUND       |   |      FOUND       |
                  '\                 |   '\                 |
                    ������������������     ������������������
Now that both Force Gems have been acquired, make your way towards Wellspring 
Station, but pass it, and head north, taking those new Spirit Tracks from Force
Gem #13. The last two Snow Rabbits are first on your left, then on your right.
Activate the new warpgate here after they're captured, and let it warp you to
the Fire Realm. Now, we're going to find the majority of rabbits here in the
Fire Realm before we move on. Here's a map as always.
                              __________  ________
                              |         |/       |
                              |    28 RABBITS    |
                              |      FOUND       |
                              '\                 |
                                ������������������

-------------------------------------------------------------------------------
F I R E  R E A L M  R A B B I T  R A I L  M A P
_______________________________________________________________
Key:                                                           |
                                                               |
A = Tower of Spirits      D = Fire Temple          X = Rabbit  |
B = Goron Target Range                                         |
C = Goron Village                                              |
���������������������������������������������������������������
                    ___
           ___     |  _|_________
       ___|   |    | |___|___|_ X|
 /    |   |  X|    |X| |   X   | |
 \����|   |�|���|   �| |�| D |�| |
     _|___| |   |    |�| |_|_| |�|
    |   |    ���|    | |X|___|_| |_
    |___|   B   |    |  �  |     | |
      |  X  |   | C   �������|��� X|
 /    |     |����������������������
 \������|���
    |���X
    |
    A

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

That's a lot of them, almost 10! Once you capture them, make a stop at the 
Goron Target Range.
                              __________  ________
                              |         |/       |
                              |    36 RABBITS    |
                              |      FOUND       |
                              '\                 |
                                ������������������
Goron Target Range
----------------
Talk to the small Goron here and pay 20 Rupees to play. We have to ride along
a set path with our train, and shoot targets. There are three kinds of targets
set on point values. The blue ones give you ten points, the red ones take three
shots to destroy, but each shot gives you 30 points, and the Goron target takes
away 30 points. Basically, just make your way to the end, getting as many 
points as possible. At the end, you choose your treasure. If you reach 1000
points as a record, you can play again with an extended track to get even more
points. Basically, the more points you get, the better Treasure you'll get.
That's basically all this place is for, is getting Treasure. When you've had
your fun, exit.


Helping Gorons
----------------
If you head to Goron Village, you'll notice that there are still some lava
geysers around. Go back to Wellspring Station and ask for some Mega Ice, then
carry it to Goron Village. Once there, if you have at least 10 Mega Ice pieces,
then talk to the Goron by the lava geysers and it will be used to clear them
away. You'll get a Force Gem! Spirit Tracks leading to the Sand Realm will 
appear. There's also a warpgate along there. We'll be using that shortly. Head 
towards the elder's house. There's a Goron kid there who wants to see Castle 
Town! Take him safely over there, and follow the Goron kid wherever he goes.
Eventually, you'll get a Force Gem from him. This opens up Spirit Tracks 
leading from the Fire Realm's west side to the myriad of Tracks surrounding the
Fire Temple. A new station is available there, as well as a Mountain Rabbit.
                  __________  ________   __________  ________
                  |         |/       |   |         |/       |
                  |   FORCE GEM #15  |   |   FORCE GEM #16  |
                  |      FOUND       |   |      FOUND       |
                  '\                 |   '\                 |
                    ������������������     ������������������
Ferrus Trouble
----------------
While you're here, check the mailbox, as you may have something there. It's a
letter from Ferrus. Read it, and he says that he's lost! He's somewhere in the
Fire Realm. Well, let's head over there. Best way to do so is to start off from
Goron Village west, and go north as soon as you can. Keep going north when you
can and you'll find him. After talking to him, you'll find out he wants to go
to the Ocean Temple. Yeah...let's go. Best way to do this is to go down the
Spirit Tracks just east of the Tower of Spirits. There's a warpgate here which
gets us pretty close to the underwater transporter in the Ocean Realm. For
safely taking Ferrus to the Ocean Temple, you get a Force Gem, which connects
the myriad of the Fire Temple Tracks to the Sand Realm tracks to the south.
Awesome sauce.
                              __________  ________
                              |         |/       |
                              |   FORCE GEM #17  |
                              |      FOUND       |
                              '\                 |
                                ������������������
Time to make our way to those Spirit Tracks on the northwest side of the Fire
Realm. There's a station there, but capture the Mountain Rabbit nearby first
before stopping.
                              __________  ________
                              |         |/       |
                              |    37 RABBITS    |
                              |      FOUND       |
                              '\                 |
                                ������������������
Disorientation Station
----------------
Quite a mouthful of a name. Zelda spots a Hyrule Castle guard way up top. I
wonder why he's here...find a bird around here, call it with the Song of Birds,
and hitch a ride using your Whip. Get off on the high west platform and open 
the chest for a piece of Treasure. Get back on the bird, then drop at the high
east platform. Swing across, then start climbing. At the west side, open the
chest for a Red Rupee. Approach the guard there, and he says that he and his
friend were searching for a golden treasure (wonder what that could be...) when
they got attacked by a giant plant monster. He escaped, leaving his friend 
behind. He hopes his friend is safe down there, but is too scared to go back
down there. Since the cave is a maze, take heed of his tips:

"From a room that knows no south, follow the rocky trail north and north...
There in the north lies the treasure, waiting to be discovered." Before heading
down there, head east, open up the chest for a Big Green Rupee, then head back
and enter. Now, this is a bit of a maze in that every room looks the same. Just
head north and east, kill the Fire Babas, then play the Song of Discovery by
the stone tile. Open the chest for an Alchemy Stone! This is the treasure they
were looking for. Head south, and you'll find a stone tablet. Read what it 
says...it's the guard's friend's last words. How sad...head west and exit. Talk
to the guard, tell him "Well..." and he will give you a Big Green Rupee for
relieving his worry. Though his friend may be dead, the fact that he wasn't
angry relieves him. Let's leave him be for now and get back to our train.


Cool Your Fish
----------------
Remember back when you were getting fish for that woman in Castle Town? The
person who was selling fish at Papuchia Village wanted some Mega Ice to keep
the fish cool. Head to Wellspring Station, buy some Mega Ice, then head over to
Papuchia Village. The quickest way over there is to head west from Wellspring,
immediately south, east, and skip the two turns. Go through the warpgate there
to appear...almost close to Papuchia Village. Still much better than traversing
the Forest Realm though. Once you get to Papuchia, talk to the woman and you
will get a Force Gem, opening up Spirit Tracks connecting those stray Tracks
from the Forest Realm. This also opens up a new station.
                              __________  ________
                              |         |/       |
                              |   FORCE GEM #18  |
                              |      FOUND       |
                              '\                 |
                                ������������������
Check the mailbox and you may have yet another letter from Ferrus. He says he
found something neat at the Ocean Temple, and says he'll give it to you if you
find him. A picture of where he may be found is there. Let's see...it's in a
forest, there's a whistle sign nearby, and it looks like there's a fork in the
tracks. The biggest clue however, is the fact that the rails of the tracks are
blue. Blue rails means they are tracks that connect the Tower of Spirits to a
temple. So, best way to find him is to start by the Tower of Spirits and follow
the blue tracks to him. He gives you what he found: a rare Treasure! Thank him,
and we'll be on our way. This time, take the new tracks on the west side of the
Ocean Realm, making a stop at the new station.


Pirate Hideout
----------------
Head east, looking at the high ledges, and you'll spot the stamp station for
this area up there! How do we reach it? Use the Song of Birds to call a bird
over. Hitch a ride to it, and get your stamp! Jump off, and enter the cave.
                              __________  ________
                              |         |/       |
                              |   PIRATE STAMP   |
                              |     PRINTED      |
                              '\                 |
                                ������������������
Uh oh, there's someone trapped in here. We can't reach him, but we have to 
defend him from Miniblins using our Bow. We have an unlimited supply of Arrows,
so don't worry about running out. Next part, we have to take the person along
with us in a cart, while sniping down more Miniblins. At the end, you'll have
to face a Big Blin as you slowly approach it. Use Arrows once more to take down
the Big Blin. If you take him safely out of there, congrats...but it's not over
yet. We still have to give him a safe ride to Papuchia Village. Just be wary of
those Pirate Ships, they may try to board your train to take back the passenger
if you take too long in destroying them. For taking him successfully to the
village, he gives you a Force Gem! This opens up a line of Spirit Tracks 
connecting the Pirate Hideout to the underwater transporter. A warpgate and
Ocean Rabbit are available on this path!
                              __________  ________
                              |         |/       |
                              |   FORCE GEM #19  |
                              |      FOUND       |
                              '\                 |
                                ������������������
Now make a return trip to Pirate Hideout, and you'll find a Goron kid. Talk to
him to find out his friend has been captured. Head on in there and play the
game again. This time, we're looking to get as many points as possible. You get
more points by not missing a single shot with your Arrows. Think of it as a
"combo point system". By beating the 3000 point "record", you get an upgrade
for your Quiver, allowing you to carry more Arrows! Try again and get over 4000
points. By doing so, you get yourself a Heart Container! Subsequent attempts
gives you treasure of varying rarity depending on the points you get.
                  __________  ________   __________  ________
                  |         |/       |   |         |/       |
                  |  QUIVER UPGRADE  |   | HEART CONTAINER  |
                  |      FOUND       |   |      FOUND       |
                  '\                 |   '\                 |
                    ������������������     ������������������
Sandy Chickens
----------------
Take the Tracks that newly opened up, capture an Ocean Rabbit, activate the
warpgate, then head to the Sand Sanctuary.
                              __________  ________
                              |         |/       |
                              |    38 RABBITS    |
                              |      FOUND       |
                              '\                 |
                                ������������������
Oh! Rael is here. He says he wants some Cuccos, as he has heard that when they
are threatened, they summon an incredible power to defend themselves (Ha!). He
wants to use this power for the good of mankind. So...he wants 5 Cuccos. 
Purchase some at Castle Town, then take them safely to the Sand Sanctuary. As
thanks, you'll get a Force Gem! This opens up some Spirit Tracks in the 
northeast corner, apparently leading to a dead-end. You can actually keep
giving Rael more and more Cuccos for 150 Rupee treasures. However, that's not
really important. What IS important is that, with Cuccos here, we can reach the
final Stamp Station! Grab a Cucco and jump towards the islands here. The 
farthest island has this final stamp. Now that we have that stamp, you can head 
over to Niko's at Aboda Village. As a reward for getting all the Stamps, he 
gives you Swordsman's Scroll 2, which allows you to do the Great Spin Attack.
Simply do a spin attack three times in quick succession to perform this. While
spinning, you can move around freely.
      __________  ________   __________  ________   __________  ________
      |         |/       |   |         |/       |   |         |/       |
      |   FORCE GEM #20  |   | SAND SANC. STAMP |   |    GREAT SPIN    |
      |      FOUND       |   |     PRINTED      |   |     LEARNED      |
      '\                 |   '\                 |   '\                 |
        ������������������     ������������������     ������������������
Dark Ore Delivery
----------------
Now...we're gonna work on getting the last Force Gem. It's also possibly the
hardest one to get as well. Linebeck III wants some precious Dark Ore. What he
wants it for, we'll never know...but he wants it. It melts in the sunlight, but
is harder than steel when in caves. Five blocks of Dark Ore will do. So, where
to find Dark Ore? The Spirit Tracks on the east side of the Fire Realm leading
down to the Sand Realm is the spot to look for. Stop at the station once you
find it. (Best to use the warpgate near Aboda, in the forest and caves)

Once here, enter any cave and talk to a Goron. Purchase 10 blocks of Dark Ore
for 200 Rupees. That's really pricy... Before heading out, it's a good idea to
save...just in case you mess up, you know. Get on your train, and follow the
tracks leading south. Prepare for trouble...you'll have to face a Rocktite boss
again! This is the toughest one so far, and you must be careful to not get hit
at all. This one also has some Tektite buddies to give you extra trouble. If
you have at least 9 blocks of Dark Ore when you finish it, you're good.

You've gone through the worst of it, to be honest. Head south to the Ocean
Realm part of the desert. When you get there, take a left and use the warp.
After that, go west, then south, skip the first turn, go east, and use the 
warp. You'll be right near the Trading Post, so get over there. If you have at
least 5 blocks of Dark Ore left, then great! Go see Linebeck III and he will
give you the final Force Gem. This opens up Spirit Tracks surrounding the 
island in the southeast side of the Ocean Realm. The last Ocean Rabbit is 
there, along with a new station...wonder what's up there.

Before you leave, you might have a letter in the mailbox. It's from Kagoron. He
says there's some neat treasure we can get at Dark Ore Mine. Included with the
letter is a map he drew as a kid. Well, let's head back to Dark Ore Mine. Take
the center entrance to the mine, and look at the map. Doesn't that look similar
to Kagoron's map? So head to the northeast section of the mine, and play the
Song of Discovery to uncover a treasure chest. Open it to get a rare Treasure!
Head back to your train and follow the tracks up to the north that lead to a
dead-end. Capture the last Mountain Rabbit along that path, then stop at the
new station.

(I just found out that you can do the Rocktite boss before carrying the Dark 
Ore to make it easier on you. So yeah. >_>)
                              __________  ________
                              |         |/       |
                              |    39 RABBITS    |
                              |      FOUND       |
                              '\                 |
                                ������������������
Ends of the Earth Station
----------------
There's three cave entrances here. Each cave holds a block pushing puzzle. The
middle one is the easiest, so head on through. These are probably the hardest
puzzles around, but you probably want the solutions, huh?

Brainteaser
-----------
Well, the first puzzle you get to, you have to push a block onto the blue tile, 
with its pronged blue side down. Here's the best solution: east, east, south, 
south, west, north, and west. You must use the Sand Wand on these. Head on to 
the next puzzle. This one is actually pretty easy, the same puzzle, but some 
fences to block movement. The solution is: east, east, east, south, south, 
south, west. Now for the final puzzle. This last puzzle gives you a very 
limited space to do this, so it's harder. The solution is: south, east, north, 
west, west, south, east, north, east, south, west. Head on through the door 
that opens, and open the chest for a rare piece of Treasure. Follow the hall, 
cross the bridge, and open the other chest for a Big Green Rupee. Awesome!

Braintwister
-----------
Puzzle 1:
Right Block: north, west, south, west, south, west.
Left Block: north, east, north, east, down, east, south, south.

Puzzle 2:
South Block: north, east, south, west, north, west, north.
North Block: south, east, south, west, north, east (push the other block back
 south).

Puzzle 3:
Right Block: south, west (push the two blocks west and east), north (push the
 right block south), east, north, east.
Left Block: east, south, east, north, west, north, west.
Center Block (assuming it's in the southeast corner): north, west, south, west, 
 north, east, south

For solving them all, head forward and open the chest for a Heart Container!
Follow the hall, cross the bridge, and open the other chest for another Big 
Green Rupee!
                              __________  ________
                              |         |/       |
                              | HEART CONTAINER  |
                              |      FOUND       |
                              '\                 |
                                ������������������
Brainmasher
-----------
For these, it's best to use labels. The block on the left is labeled A, B is 
the center block, C is the right block. For Puzzle 2, the bottom block is X,
the top block is Y.

Puzzle 1:
Block A: east, south, east
Block B: east, south, east
Block A: north, west, west, south

Block C: west, south
Block B: north
Block C: west, north, east
Block B: south, west
Block C: east, south

Block B: north, west, west, south
Block A: north
Block B: east, north, east, south
Block C: north
Block B: west, west, north
Block A: south
Block B: east, south
Block C: south

Puzzle 2:
Block Y: west, south
Block X: north, east, south, west
Block Y: north
Block X: west

Block Y: east, south
Block X: north
Block Y: east, north, west
Block X: south, east
Block Y: west, south
Block X: north, west
Block Y: east, east, north, west, south, east, north
Block X: east, south, west
Block Y: south

Puzzle 3:
Block B: south, east
Block C: west
Block A: south
Block C: west
Block B: north, west, south
Block C: east, east
Block A: north
Block B: west
Block A: east, south
Block B: north
Block A: east
Block C: west, south
Block A: north
Block C: west
Block A: south
Block B: east, south

For finishing this, you are awarded a Regal Ring! Follow the hall, cross the
bridge, and open the other chest for yet another Big Green Rupee. Exit, then
get back on your train. We're gonna explore one more location before we get to
finding the remaining rabbits in the game. And this place is...the southeast
side of the Ocean Realm, the tracks surrounding that island. There's an Ocean
Rabbit there to the west of the station. Capture it, then stop at the new 
station.
                              __________  ________
                              |         |/       |
                              |    40 RABBITS    |
                              |      FOUND       |
                              '\                 |
                                ������������������
Lost at Sea Station
----------------
Hm...there's a very tall platform here, and two inactivated crystals. Play the
Song of Light near both, activating them and creating beams of light. Go to 
where they intersect and play the Song of Discovery to uncover a chest. Open it
for a rare Treasure! Now play the Song of Birds and hitch a ride using your 
Whip, so you can reach the top. Kill the Crows up here, and find the light
crystal. Play the Song of Light near it and it will shine a beam towards a spot
in the north wall. Blast that part of the wall with a Bomb and head inside. 
There are some pots and nuts here to refill your stuff. Play the Song of 
Awakening near the Gossip Stone to awaken it. It says. "This temple is a
replica of a legendary temple in a distant kingdom. Many treasures are hidden
within. And to protect these treasures are many Phantoms. If you wish to enter,
you cannot use your sword or your bow. Do you wish to proceed?" Pick yes, and
we will enter.

Floor 1
-----------
This is supposed to be the Temple of the Ocean King from Phantom Hourglass! 
Wow. Obviously things are changed around, such as the environment, but the 
music and some floors are the same. Anyway, two Phantoms show up here. One 
guards the outer halls, another guards the inner halls. The stone tablet by us
tells us to light all the torches. Head to the west safe zone and open the 
chest for a common Treasure. Head to the center when it's safe to find a lit
torch and an unlit torch. Use your Boomerang to light the unlit one. There's
unlit torches in the northern corners as well. Use the lit torches by the 
staircase as a fire source. This will open up the staircase. Head downstairs.

Floor 2
-----------
Bah, a dark floor. Two Torch Phantoms appear here, and the stone tablet says to
put out all the lights. I'll provide a map, with locations of said torches.

-------------------------------------------------------------------------------
F L O O R  2  M A P
__________________________
Key:                      |
                          |
A = You                   |
B = Destination           |
X = Torch                 |
��������������������������
  ____________|A|____________
 |X           X X           X|
 |    ___________     ___    |
 |   |           |   |   |   |
 |   |_________  |   |   |   |___
 |X           X| |   |   |       |
 |             |_|   |   |    ___|
  ���������|    X    |   |   |
  _________|    _    |   |   |
 |X            | |   |   |   |
 |    ___    __| |   |___|   | 
 |   |   |  |    |     X     |
 |   |   |  |    |           |
 |   |   |  |     �������|   |
 |   |___|  |_|B|________|   |
 |X           X X           X|
 |                           |
  ���������������������������

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

First of all, that little alcove jutting out on the east side looks suspicious.
Get over there and tap around to open a chest. Inside is a 150 Rupee Treasure.
Now blow out all the torches here with the Whirlwind and the door to downstairs 
will open. Go downstairs.

Floor 3
-----------
Two Warp Phantoms and a Phantom Eye will appear on this floor. Looks like we'll
have to be careful. The stone tablet says that one switch is correct in each
pair. Well, there are four pairs of two fish heads, in each of the four corners 
of this floor. Pulling the wrong one of any of them using the Whip causes more 
Phantom Eyes to appear, and we don't want that. First, go to the northeast 
corner and open the chest for a 150 Rupee Treasure, to get that out of the way. 
Now, since we're over here, pull the right fish head. Go to the northwest 
corner and pull the left one. Go to the southwest and pull the right one, then
go to the southeast and pull the right one. This opens a door to downstairs, so
take it.

Floor 4
-----------
Four Wrecker Phantoms appear down here. The stone tablet tells you to smash all 
the rocks on this floor. Well, that seems pretty self-explanatory. First up 
though is the treasure on this floor. There's two of them this time, one in the 
southwest corner and one in the northeast corner. Open them both for pieces of 
Treasure. Now just Bomb all the rocks and the way upward will open. Head 
downstairs.

Floor 5
-----------
There's one of every Phantom here. The stone tablet tells you to open all the
treasure chests. Head to the northeast side, as it seems the easiest. Open the
chest for some Treasure, then pull the left fish head to lower the spikes to 
the northwest chest. Head over there and open the chest for some Treasure. Now,
on the north side of the floor are two torches, one of them unlit. Light that
one and the southwest side will have its spikes lowered. Get over there and 
open the chest for some Treasure. Last is the chest in the southeast corner.
You could bring the Wrecker Phantom over there and destroy the rocks, but that
would be WAY too risky. Instead, just use Bombs. It'll take a while, since the
Phantom will hear the noise almost every time, but it's the safest option. Open
the chest for some Treasure, and the door to the north will open. Head through, 
and open the chest for a Regal Ring! Exit through the blue light portal.

Ah...so good to be back with our sword and bow. Go ahead and refill again 
before you leave. You can also keep doing this sub-dungeon over and over to 
keep getting Treasure: true to Phantom Hourglass's Temple of the Ocean King,
treasure chests are reset whenever you leave. Yes, this even means you can get
the Regal Ring again. This provides an endless repertoire of Regal Rings, if
you ever are strapped for money. Now we need to get the last remaining rabbits. 
The last 10 rabbits are in the Sand Realm, and said Realm shares both the Ocean 
and Fire Realms. I'm gonna provide a map as usual, but it'll be a little 
different.

-------------------------------------------------------------------------------
S A N D  R E A L M  R A B B I T  R A I L  M A P
_______________________________________________________________
Key:                                                           |
                                                               |
A = Dark Ore Mine               D = Sand Temple    X = Rabbit  |
B = Ends of the Earth Station                                  |
C = Sand Sanctuary                                             |
���������������������������������������������������������������

                             /  B
                             \���

                              __A_
                             |    |
    REST OF FIRE REALM      \|/   |
                             '    |
                                __|
                               |
                                �|
                                 |
                                 |
                                 |
        ,     _        __   ___  |
       /|\   | |_______      | X |
     ___|    |___        _|_X  __|
    |    X       |       X       |
   \|/          \|/             \|/
    '            '               '

Fire Realm Side
- - - - - - - - - - - - - - - - - - - - - -
Ocean Realm Side

    ,            ,              ,
   /|\          /|\            /|\
    |            |              |
    |_____X____  |      ________|_
    |   |  C   |_|_    | D |   X
    |___|__|   |  X|  X| | |
   X  |    |   |   |    ���
      |____|�������
     \|/    X
      '
REST OF OCEAN REALM

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

If you forgot how to get through the twisted tunnels, scroll back up to the
Sands of Light section of this walkthrough. Once you have all 50 rabbits in the
game, visit Rabbitland Rescue in the Forest Realm. You'll get a bunch of 
prizes, but most of all, you get Swordsman's Scroll 1! Now with this handy, 
your sword can shoot out beams when you're at full health! Imagine that...
                  __________  ________   __________  ________
                  |         |/       |   |         |/       |
                  |    50 RABBITS    |   |    SWORD BEAM    |
                  |      FOUND       |   |     LEARNED      |
                  '\                 |   '\                 |
                    ������������������     ������������������
Now, there's a hidden treasure chest that we can get while we're here in
Rabbitland Rescue. See that tiny island in the middle? Well, get up on the
mountain area with all the red rabbits you rescued, then take a leap of faith
towards the island. If you made it, open the chest for a piece of Treasure! A
bridge extends so you can get out of here. Now, get back on your train. If you
have at least 2,000 Rupees (you should have a lot more than that if you haven't
been buying much), then head to the Snow Sanctuary. There's an Anouki shop here
that sells a very important item: a Heart Container. It's available for said
2,000 Rupees, so purchase it. Where's the last Heart Container? Well, it's the
reward for getting to Gold Membership at Beedle's Air Shop, so you'll have to
spend, spend, spend! Finally, there's a Quiver upgrade available at the shop in
Goron Village for 2,000 Rupees. Wow. You may need to sell some Treasure if you
aren't looking to get any train parts for now.
                  __________  ________   __________  ________
                  |         |/       |   |         |/       |
                  |2 HEART CONTAINERS|   |  QUIVER UPGRADE  |
                  |      FOUND       |   |      FOUND       |
                  '\                 |   '\                 |
                    ������������������     ������������������
Now, for the last thing to do. We skipped some treasures between Floor 1 and
10 of the Tower of Spirits, and now that we have every item, we can access 
them. So, drive back to the Tower of Spirits...


Tower of Spirits
----------------
Head up the spiral staircase and enter the first door you see to get onto the
first floor.

Floor 1
-----------
Head up to the west side and you will see a gap. Use the Boomerang to hit the
switch in the far corner. This makes a chest appear by the north Tear of Light.
Go over and open it for a rare Treasure. Head upstairs.

Floor 2
-----------
Follow the path to where the Phantom is stationed, make some noise so he'll
investigate, then stab him in the back, letting Zelda take over. Now approach
the northwest corner to see a crack in the wall. Blast it open with a Bomb,
then head through. Open the chest for a rare Treasure, then exit. Now take both
of you to the northeast side, facing the gap. Have Zelda face the gap, then get
behind her and use the Whirlwind to blow her across. Get her to step on the
floor switch to extend a bridge for Link. Cross it, open the chest for a rare
Treasure, then have Zelda walk off the edge to the left so that Link can hop 
on. Move south and east to the little room, and get off on the chest's ledge.
Open it for yet another rare Treasure.

Head upstairs, warp back to the train, then continue up the spiral staircase
again. Enter the second door you come to.

Floor 4
-----------
Not anything you can do here, so have Zelda possess a Phantom, then cross the
south lava pit with both of them, then head upstairs.

Floor 5
-----------
Cross the lava pit to the north end, follow the hall west, then go north when
you can. Hop on Zelda, then move her onto the raised platform. Use the 
Boomerang to hit the switch on the raised floor around the corner to open the
door to the east. Head through, but don't go upstairs. Just pass the next pit
of lava. Now, have Zelda move along the top narrow path here so that she acts
as a shield to protect you from the flamethrowers. Obviously you must follow so
that you're "behind" her on the south path.

On the other side is a cracked wall. Bomb it and head inside. Open the chest
for the rare treasures, then exit. Head south along the hall, then go 
downstairs.

Floor 4
-----------
NOW we can do something here. Blow Zelda across the pit with the Whirlwind, 
then have her step on the floor switch to light one of the two torches. Have
Link light the other one, and a bridge will extend for Link. Now, give Zelda a
Bomb by throwing it at her, then have her cross the fires over to the blocks.
She'll place the Bomb if you drew a path into a rock, creating a crosshairs.
Now that it's open, have her step on the floor switch to lower the fires for
Link. Get to Zelda and open the chest for a rare Treasure. Head back upstairs.

Floor 5
-----------
Go upstairs from the small lava pit you crossed earlier ago.

Floor 6
-----------
You'll have to face two Geozards. Snatch their shields then have Link and Zelda
take on both of them. After they're gone, go through the south door that opens
for a myriad of treasure chests! Open them all for some Treasures. Return
downstairs.

Floor 5/6/7
-----------
Go upstairs from the northwest corner. Follow the floors until you reach the
end. Warp back to the train, then go up the spiral staircase once more, heading
in through the third door you see.

Floor 8
-----------
This is the last floor where we missed treasure, so we're nearly done. Head
east, then south, then east again to the southernmost hall. Somewhere on the
north wall is a weak section that can be bombed. To find it easily, clank your
sword around until you hear a different noise. Place the Bomb there, blast it
away, then head in. Open the chest for a rare Treasure, then just head back to
where you entered the floor, back in the spiral staircase. Just take the 
elevator in front of you to return to the train. Exit to the Forest Realm.

-------------
ITEM SUMMARY
������������
COLLECTION (top screen):
Lokomo Sword
Shield/Shield of Antiquity
Recruit Uniform/Engineer's Clothes
Bow of Light
Swordsman's Scroll 1
Swordsman's Scroll 2
Engineer Certificate
Compass of Light
Rabbit Net

COLLECTION (bottom screen):
Forest Temple Clear!
Snow Temple Clear!
Ocean Temple Clear!
Fire Temple Clear!
Sand Temple Clear!
Spirit Flute
 |- Song of Awakening
 |- Song of Healing
 |- Song of Birds
 |- Song of Light
 |- Song of Discovery

ITEMS:
Whirlwind
Boomerang
Bombs (30)
Whip
Bow (50)
Sand Wand
Spirit Flute

FORCE GEMS: 21

RABBITS: 50

STAMP STATIONS: 20

NEW HEART CONTAINERS: 13

Total Health: 16 Hearts
-------------
                     ______________________________________
                    |\____________________________________/|
--------------------||        Vanquishing Darkness        ||-------------------
                    |/������������������������������������\|
                     ��������������������������������������
Only one thing left to do...drive over to the Dark Realm. Whenever you're 
ready, do so. You'll gain sight of the place as soon as you emerge from the
tunnels. Man, this place is huge...keep following the tracks to the black
portal...


Dark Realm
----------------
This is the Dark Realm, and there's a series of Spirit Tracks strewn around 
this place, with six Armored Trains patrolling around. Also scattered around
the Tracks are Tears of Light--when you drive over one, a wave of light 
surrounds your train for about 20 seconds, making you invulnerable. While in
this state, you can blow the whistle to go super fast. You must go and destroy
the Armored Trains with the Tears of Light, but don't worry, they respawn. The
more Armored Trains you destroy, the faster your train will be in general.

The northeast section of the Tracks has two Armored Trains and one Tear of 
Light. To take them easily, watch their patrol area, and wait just beyond that
patrol area (south side is good), as they can't get past it. When both of them 
are to the north, quickly head to the Tear of Light, as they'll turn around to
try to get you. Once you grab the Tear, reverse and ram into both Trains (or
at least one). To reach the Armored Train in the northwest side, you have to
take the middle portal to the east. You'll appear on a secluded piece of Track
with a single Tear. You have to use this Tear as you appear where the Armored
Train is and destroy it before the Tear's power runs out.

After defeating them, you will encounter...

-----------
BOSS: Demon Train
�����������������
Yes, a battle between two trains, and obviously the Demon Train is a lot bigger
than you. It takes place on four Tracks, and the Demon Train always takes up
two. Dark fires may sometimes be on the track, so you'll have to be vigilant 
and switch Tracks when necessary. The objective is to destroy each section of
the Demon Train before it escapes, and it's obviously done in phases.

The first phase has you dealing with the cargo car. This constantly drops 
exploding barrels on your path, so you have to destroy them. To actually damage
the car, you have to shoot the barrels when they're still in the process of
being launched. If the Demon Train yells, then immediately go reverse. You 
won't actually go reverse, but you'll slow down tremendously. When the Demon 
Train yells, that means it's going to switch Tracks in an attempt to ram into
you. Once you dodge that, switch Tracks yourself so you don't run into it. 
After the cargo car is destroyed, move on to phase two.

This time you'll have to deal with laser cannons. Get even with the Demon Train
and shoot the guns of the lasers to damage them. Each laser gun requires two
shots to destroy. Again, watch for dark fires on the tracks and whenever the
Demon Train tries to change Tracks. After the laser cannon car is destroyed,
phase three will come into effect.

More lasers here, except there's a LOT of them. There's not much you can do as
far as dodging them goes (unless you want to be cool), just hit the pegs that
fire lasers from the car. Once you've destroyed them all, the Demon Train will
slow down and get behind you. Fire at its face until it decides to switch 
Tracks. Get behind it quickly, and try it once more. Once the lasers are gone
again and the Demon Train gets behind you, it will switch Tracks so that it's
actually behind you, and will slowly catch up. You can't escape it at this
point, so just shoot the face until the fight is over.
-----------

Link and Zelda will prepare for the final battle that awaits. After some talk,
engineer and princess will agree that they can make it without Anjean's or
Byrne's help, as both are still rather injured. Anjean gives Zelda a Phantom's
armor so that she may help. Before they go, Zelda asks you what you want to do
when this is all over. The after-credits scene changes slightly depending on
your choice, just to let you know. I'll give scene descriptions at the end of
this walkthrough. But for now, it's boss time!

-----------
BOSS: Malladus
��������������
We're on top of the Demon Train, and it has started moving, leaving our train
behind! We need to head over to Malladus, in Zelda's body, at the other end of
the train. However, Cole is going to be rather irritating here. As he knows 
Zelda's "weakness", he'll constantly spawn ghost rats to Zelda so she'll get
scared. If they're not gone fast enough, they'll shock her, and Cole will 
control Zelda's Phantom body with ghost strings. Use the Boomerang to cut those
strings if this happens. Otherwise, trace a path for Zelda towards Malladus,
while you keep Cole at bay.

You can keep him from summoning ghost rats if you slash at him. He'll disappear 
for a second, giving you some time. When you get close enough, Malladus will
attempt to fire a strong laser at Link to push him back. Stay behind Zelda to
avoid this. Even further, and parts of the Demon Train will twist and sway,
making it difficult to get over there. Once Zelda has reached Malladus, she 
will grab ahold of her body to pin him down. It's not helping much, but at
least it's distracting Malladus and Cole. Shoot a Light Arrow straight at
Malladus to end this battle.
-----------

Watch the scene as the energy from the Light Arrow starts to weaken Malladus.
Suddenly, the Demon Train derails, throwing everyone off...
Link awakens back at Hyrule, in the ruins of the Dark Realm's temple, but still 
apparently injured. Zelda's spirit is still with him. Suddenly, Malladus 
escapes Zelda's body. Her spirit rushes to try to join back into her body...but
it doesn't work. As she keeps trying, Malladus attempts to possess Zelda's body
again, but is stopped by a magical force. It's Byrne! He's giving Zelda a 
chance to focus her power so she can safely join her body.

It's a success! ...But she can't float while she's living, so Link gets up to
try to catch her...unsuccessfully. Zelda wakes, sees she's in her body, and 
hugs Link. I think she's happy she's back in her body, eh? Uh oh, Byrne is in
trouble...crap, he's dead! As Cole tries to get Malladus to get rid of Link and
Zelda, Malladus devours Cole, possessing his body instead. This mutates 
Malladus into a giant, horned demon. Time for battle!

-----------
FINAL BOSS: Malladus
��������������������
For the first phase of this battle, Zelda will attempt to focus her power so
that we can have a better chance of defeating Malladus. During this, you have
to defend her from the fireballs Malladus tries to fire at her. Just use sword
slashes. It's simple at first, but quickly gets harder with the more power 
Zelda focuses. Eventually, Malladus will attempt to fire multiple fireballs at 
once. To protect Zelda from them, just get close to her and do a spin attack at 
the right time to deflect them all. You have unlimited tries, so long as Link 
is alive. After this phase is done, time will stop briefly, protecting Link and
Zelda.

Second phase really doesn't have to deal with Malladus at all. In fact, to 
summon the full power of the spirits and Lokomos to help you win the battle, 
you have to perform a sacred duet with Zelda. The notes for you to play are:
Red, Purple, Yellow, Light Blue, Red. Keep the tips in mind, this is the 
hardest thing to do with the Spirit Flute! After having done it, the Lokomos
will join in the epic duet, creating a beautiful song. This starts the third
phase of the battle.

Malladus now has a weak spot revealed on his back. Zelda takes your Bow of 
Light and asks you to distract Malladus so she can fire at Malladus's back. You 
can control both Link and Zelda now. The top screen shows an over-the-shoulder 
view of Zelda. You have a new button on the bottom screen. Tapping this makes 
Zelda fire a Light Arrow. Basically, get Link behind Malladus and slash his 
arms and legs to distract him. It doesn't hurt him, only distract him. Once 
Malladus has his back faced to you, strafe Zelda around by tracing a path for 
her so that she can get a clear shot of Malladus's back. When the crosshairs on 
the top screen turn yellow, you have a clear shot! Fire that Light Arrow.

Fire two more successful shots, and Malladus will collapse...but it's not over 
yet. We need to drive the Lokomo Sword through Malladus's skull to kill him, 
but we need to cut off his horns. All you can do right now is slash at one of 
the horns until it's cut. Now that one horn is cut, Malladus will be on to your
games. You can no longer fire a Light Arrow just any time you get a clear shot,
as he'll dodge it. Instead, you have to distract him long enough until he 
roars. Once he's roared, immediately shoot a Light Arrow at his back, assuming
you have a clear shot. Fire two more and Malladus will collapse again. Cut the
other horn off.

He hasn't changed his pattern at this point. Keep firing Light Arrows at his
back once you have a clear shot and while he roars. After just one Light Arrow,
he'll collapse again. He must be getting weak. Slash the gem on his head. Now
you must rub the stylus and keep the Lokomo Sword in there as long as possible
while Zelda runs over to give you a hand. Once she's there, continue moving
the stylus rapidly, and the fight...will be over. Malladus has been killed,
once and for all...
-----------

Watch the resulting ending scene. Hyrule is safe, and the Lokomos are no longer
needed. Byrne is revealed to be one of the Lokomo, and will be reborn years
after. Anjean, Byrne's spirit, and the rest of the Lokomos ascend to the 
heavens as Link and Zelda look to the glistening, orange sunrise. As the two
take in the surroundings...rolling mountains, dense forests, the graceful waves
of the ocean...Link extends a hand to Zelda. The hand of a hero, and the hand
of a princess, join together. Their relationship has grown to far more than 
just friends...

And so the credits appear! I love that ending. It's probably the best ending in
a Zelda game to date...tied with Ocarina of Time's, of course. Enjoy the 
sketches of after-game scenes, such as Link returning Zelda to Hyrule Castle,
and Teacher being relieved and shocked to see Zelda back safely, to Niko 
telling two children of Link's brave adventure of restoring the Spirit Tracks
and killing Malladus. After the credits, you'll see another scene afterwards.
Here's the scene depending on what you picked.

Engineer:
Zelda is at her desk, working papers and important bills, when she hears a
distant train whistle. She rushes to her window, and sees Link driving by. She
waves at him and giggles, then the camera pans up to the sky, showing "The 
End". The train whistle goes off once again.

Warrior:
Zelda is at her desk, working papers and important bills, when she hears some
swords clanking. She rushes to her window, and sees Link. She yells and waves
at Link, but it distracts him so that he gets hit. Zelda cringes a little bit,
then smiles, and half-heartedly waves. The camera pans up to the sky, showing
"The End".

Dunno:
Zelda is at her desk, looking at a picture of her and Link. She looks toward a
window for a moment, smiles, then continues working on some paperwork. The
camera pans out, through the window, and turns to face the sky. "The End."

So that's that! I hope you enjoyed the game or enjoyed reading this guide. 
Catch you next time, guys!

-------------
ITEM SUMMARY
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COLLECTION (top screen):
Lokomo Sword
Shield/Shield of Antiquity
Recruit Uniform/Engineer's Clothes
Bow of Light
Swordsman's Scroll 1
Swordsman's Scroll 2
Engineer Certificate
Compass of Light
Rabbit Net

COLLECTION (bottom screen):
Forest Temple Clear!
Snow Temple Clear!
Ocean Temple Clear!
Fire Temple Clear!
Sand Temple Clear!
Spirit Flute
 |- Song of Awakening
 |- Song of Healing
 |- Song of Birds
 |- Song of Light
 |- Song of Discovery

ITEMS:
Whirlwind
Boomerang
Bombs (30)
Whip
Bow (50)
Sand Wand
Spirit Flute

FORCE GEMS: 21

RABBITS: 50

STAMP STATIONS: 20

NEW HEART CONTAINERS: 13

Total Health: 16 Hearts
-------------

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*                              S E C T I O N  IV
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 *              S P O I L E R - F R E E  W A L K T H R O U G H
   *  
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This is a spoiler-free version of the walkthrough above! This is for those
Zelda players who want a general direction of where to go, but don't want 
puzzles or story elements spoiled for them. This is set up as a type of 
checklist.

 _____________________________
/          A New Era          \________ _ _ _  _
�������������������������������
[ ] - Exit Niko's house and head to Alfonzo's house to the north.

[ ] - Drive the train to Hyrule Castle Town.

[ ] - Walk through Hyrule Castle to the throne room, get Engineer Certificate.

[ ] - Visit Zelda at her room.

[ ] - Help her escape to the Tower of Spirits.

[ ] - Return to Zelda's room, following her spirit.

[ ] - Find secret passage to Tower of Spirits after getting Recruit's Sword.
                               ________ _ _ _  _
\_____________________________/

 _____________________________
/        Forest Winds         \________ _ _ _  _
�������������������������������
[ ] - Climb through floors 1 through 3 of the Tower of Spirits, getting Forest
      rail map.

[ ] - Visit Whittleton to find clues to get through the Lost Woods.

[ ] - Traverse the Lost Woods.

[ ] - Solve the Forest Sanctuary puzzles, learn Song of Awakening.

[ ] - Successfully play the duet with Gage to open up the Forest Temple.

[ ] - Drive to the Forest Temple, learn the Song of Healing.

[ ] - Clear the Forest Temple, defeating Stagnox, and restoring a section of 
      the Tower of Spirits.
                               ________ _ _ _  _
\_____________________________/

 _____________________________
/       Helping Hyrule        \________ _ _ _  _
�������������������������������
[ ] - Go through floors 4 through 7 of the Tower of Spirits, getting Snow rail
      map.

[ ] - Visit Castle Town, play Take 'Em All On: level 1 for a Heart Container.

[ ] - Pick up Alfonzo, transport him to Aboda Village. Get Stamp Book and
      Practical Cannon for train.

[ ] - Collect Aboda Village Stamp, Whittleton Stamp, Forest Sanctuary Stamp,
      and Forest Temple Stamp.

[ ] - Get Rabbit Net at Rabbitland Rescue.

[ ] - Catch 4 Grass Rabbits.
                               ________ _ _ _  _
\_____________________________/

 _____________________________
/    Chuggin' Through Snow    \________ _ _ _  _
�������������������������������
[ ] - Visit Anouki Village, help group Anoukis for village watch program.

[ ] - Collect Anouki Village Stamp, learn Song of Discovery.

[ ] - Capture 1 Snow Rabbit. (5 Rabbits total)

[ ] - Return to Rabbitland Rescue to get a Heart Container.

[ ] - Visit Snow Sanctuary, collect Snow Sanctuary Stamp.

[ ] - Solve the stone face maze riddle, successfully play the duet with Steem
      to open up the Snow Temple.

[ ] - Visit Wellspring Station, find Ferrus to get tips to navigate the 
      blizzard.

[ ] - Drive to the Snow Temple through the blizzard.

[ ] - Clear the Snow Temple, getting the Snow Temple Stamp, defeating Fraaz,
      and restoring a section of the Tower of Spirits.
                               ________ _ _ _  _
\_____________________________/

 _____________________________
/      Helping Hyrule 2       \________ _ _ _  _
�������������������������������
[ ] - Go through floors 8 through 12 of the Tower of Spirits, getting Ocean
      rail map.

[ ] - Purchase Bomb Bag from Beedle.

[ ] - Visit Hyrule Castle, get Heart Container from guard captain Russell.

[ ] - Collect Castle Town Stamp, visit Anouki Village for hidden prizes, and
      Wellspring Station for the Wellspring Station Stamp.

[ ] - Capture 6 Snow Rabbits. (11 Rabbits total)

[ ] - Head to the Trading Post in Forest Realm, bring Bridge Worker over.

[ ] - At Trading Post, find Regal Ring, learn Song of Light, and collect 
      Trading Post Stamp.
                               ________ _ _ _  _
\_____________________________/

 _____________________________
/       Sunken Memories       \________ _ _ _  _
�������������������������������
[ ] - Visit Ocean Sanctuary, solve the puzzles.

[ ] - Head to Papuchia Village, learn Song of Birds.

[ ] - Take Carben to Ocean Sanctuary (Force Gem #1).

[ ] - Successfully play the duet with Carben to open up the Ocean Temple.

[ ] - Find Ferrus, use whistle to help get underwater to enter Ocean Temple.

[ ] - Clear the Ocean Temple, getting the Ocean Temple Stamp, defeating 
      Phytops, and restoring a section of the Tower of Spirits.
                               ________ _ _ _  _
\_____________________________/

 _____________________________
/      Helping Hyrule 3       \________ _ _ _  _
�������������������������������
[ ] - Go through floors 13 through 17 of the Tower of Spirits, getting Fire
      rail map.

[ ] - Clear Take 'Em All On: level 2 for a Bomb Bag Upgrade.

[ ] - Help the boy in Aboda Village (Force Gem #2).

[ ] - Help the woman in Castle Town find her husband (Force Gem #3).

[ ] - Capture 3 Grass Rabbits. (14 Rabbits total)

[ ] - Play Whittleton's Whip Race minigame for a Heart Container and Bomb Bag
      Upgrade.

[ ] - Help the Anouki who sells Mega Ice in Anouki Village (Force Gem #4).

[ ] - Collect the Ocean Sanctuary and Papuchia Village Stamps.

[ ] - Help the woman at Papuchia Village find a nice, rugged man for a husband.
      (Force Gem #5)

[ ] - Capture 2 Grass Rabbits. (16 Rabbits total)

[ ] - Capture 7 Ocean Rabbits. (23 Rabbits total)
                               ________ _ _ _  _
\_____________________________/

 _____________________________
/        The Hot Stuff        \________ _ _ _  _
�������������������������������
[ ] - Visit Goron Village, get Goron Village Stamp, meet Kagoron to get Trusty
      Freight Car.

[ ] - Deliver Mega Ice to Goron Village.

[ ] - Talk to Goron Elder to gain access to Fire Sanctuary.

[ ] - Travel through Fire Sanctuary, collect Fire Sanctuary Stamp, successfully
      play the duet with Embrose to open up the Fire Temple.

[ ] - Gather information about how to reach Fire Temple, get all three keys
      from Snurglars to open Fire Temple.

[ ] - Clear the Fire Temple, getting the Fire Temple Stamp, defeating Cragma,
      and restoring the final section of the Tower of Spirits.
      
                               ________ _ _ _  _
\_____________________________/

 _____________________________
/       Sands of Light        \________ _ _ _  _
�������������������������������
[ ] - Go through floors 18 through 23 of the Tower of Spirits, fighting Byrne,
      and reaching the top.

[ ] - Gain access to the Sand Realm (Force Gem #6).

[ ] - Solve the Sand Sanctuary's riddle, successfully play the duet with Rael
      to open up the Sand Temple.

[ ] - Survive the three trials to reach the Sand Temple.

[ ] - Clear the Sand Temple, getting the Sand Temple Stamp, defeating 
      Skeldritch, and getting the Bow of Light.

[ ] - Get Lokomo Sword from Anjean, go through floors 30 through 24 of the 
      Tower of Spirits to find the Compass of Light.
                               ________ _ _ _  _
\_____________________________/

 _____________________________
/     Cleaning Up Hyrule      \________ _ _ _  _
�������������������������������
[ ] - Help the Cucco enthusiast at Aboda Village (Force Gem #7).

[ ] - Deliver iron for the Whittleton villagers (Force Gem #8).

[ ] - Deliver some fish for the woman at Castle Town (Force Gem #9).

[ ] - Capture 1 Grass Rabbit and 1 Ocean Rabbit. (25 Rabbits total)

[ ] - Deliver some lumber and the Bridge Worker to Anouki Village to help build
      a fence (Force Gem #10).

[ ] - Take Ferrus to see Alfonzo (Force Gem #11).

[ ] - Deliver a vessel to Steem (Force Gem #12).

[ ] - Capture 1 Snow Rabbit. (26 Rabbits total)

[ ] - Clear the Snowdrift Station sub-dungeon.

[ ] - Clear the Slippery Station sub-dungeon.

[ ] - Take a Goron from Goron Village to Anouki Village (Force Gem #13).

[ ] - Take an Anouki from Anouki Village to Goron Village (Force Gem #14).

[ ] - Capture 2 Snow Rabbits and 8 Mountain Rabbits. (36 Rabbits total)

[ ] - Deliver 10 blocks of Mega Ice to Goron Village on the remaining lava
      geysers (Force Gem #15).

[ ] - Take a Goron kid to Castle Town (Force Gem #16).

[ ] - Take Ferrus to Ocean Temple (Force Gem #17).

[ ] - Capture 1 Mountain Rabbit. (37 Rabbits total)

[ ] - Solve Disorientation Station's maze.

[ ] - Deliver Mega Ice to the fish woman in Papuchia Village (Force Gem #18).

[ ] - Visit Pirate Hideout, get Pirate Hideout Stamp, Force Gem #19, a Quiver
      Upgrade, and Heart Container.

[ ] - Capture 1 Ocean Rabbit. (38 Rabbits total)

[ ] - Deliver 5 Cuccos to Rael (Force Gem #20), collect Sand Sanctuary Stamp.

[ ] - Visit Niko to get your Stamp prizes.

[ ] - Deliver Dark Ore to Linebeck III (Force Gem #21).

[ ] - Capture 1 Mountain Rabbit. (39 Rabbits total)

[ ] - Clear Ends of the Earth Station for Treasures and Heart Container.

[ ] - Capture 1 Ocean Rabbit. (40 Rabbits total)

[ ] - Clear the Lost at Sea sub-dungeon.

[ ] - Capture 10 Desert Rabbits. (50 Rabbits total)

[ ] - Visit Rabbitland Rescue for your prizes.

[ ] - Clean up any skipped Treasures from various places and Tower of Spirits.

[ ] - Purchase Heart Container for 2,000 Rupees at Snow Sanctuary.

[ ] - Purchase Quiver Upgrade for 2,000 Rupees at Goron Village.

[ ] - Buy things at Beedle's Air Shop until you get Gold Membership for the
      Heart Container.
                               ________ _ _ _  _
\_____________________________/

 _____________________________
/    Vanquishing Darkness     \________ _ _ _  _
�������������������������������
[ ] - Make your way to the Dark Realm.

[ ] - Destroy all Armored Trains.

[ ] - Defeat the Demon Train.

[ ] - Exorcise Malladus from Zelda's body.

[ ] - Destroy Malladus once and for all.
                               ________ _ _ _  _
\_____________________________/

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*/ \ *\   /  / \  \   /  / \  \   /  / \  \   /  / \  \   /  / \  \   /  / \  \
/*  \  \ /  /   \  \ /  /   \  \ /  /   \  \ /  /   \  \ /  /   \  \ /  /   \
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 *                   H E A R T  C O N T A I N E R  L I S T
   *  
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Following in Phantom Hourglass's trail, Spirit Tracks retains strictly 
collecting Heart Containers to increase your health, doing away with the Piece
of Heart system. As there are only five dungeons in the game (thus 5 Containers
collected from bosses), there's a lot more Heart Containers available through
sidequests. Starting with the three you start with, and the five boss 
Containers, there are eight other Heart Containers to find, bringing the total
amount of health to 16 Hearts. I'll only list the eight with how to get them 
and when, as the boss Heart Containers are obvious. There are checkmark boxes 
to keep track of which ones you've gotten if you decide to print this out.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Heart Container #1 [ ]
������������������
Location: Forest Realm, Castle Town
Items Needed: Whirlwind

How to get: After clearing the Forest Temple, a little game is available at
 Castle Town called "Take 'Em All On!" In this game, you go through an enemy-
 infested dungeon, clearing room after room of enemies with no health recovery,
 not even potions. Level 1 consists of very basic enemies, mainly from the
 Forest Temple. For clearing it, you get this Container. Here's the enemy 
 count.

Room 1: 6 Yellow Spinuts
Room 2: 7 Octoroks
Room 3: 5 Rats, 4 Bubbles
Room 4: 6 Red ChuChus
Room 5: 6 Blastworms
Room 6: 6 Keese
Room 7: 2 Mothulas
Room 8: 3 Yellow Spinuts, 3 Octoroks
Room 9: 4 Yellow Spinuts, 4 Octoroks, 4 Red ChuChus
Room 10: Stagnox, Armored Colossus (BOSS)

You get other prizes for clearing Level 2 and 3, and can go back to them to try
for a new record time.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Heart Container #2 [ ]
������������������
Location: Forest Realm, Rabbitland Rescue
Items Needed: Rabbit Net

How to get: Once you visit Rabbitland Rescue, you can get yourself a Rabbit 
 Net, used to catch Rabbits hidden in the overworld while riding on the train.
 Catch 5 rabbits, type doesn't matter, and come back. You'll be rewarded this
 Heart Container!

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Heart Container #3 [ ]
������������������
Location: Forest Realm, Hyrule Castle
Items Needed: None

How to get: After clearing the Snow Temple, you'll get a letter in a mailbox
 sent from Russell, Hyrule Castle's guard captain. He's asking you to come by
 the Castle's training room whenever you have time. Do so, and play a little
 training minigame, at the cost of 20 Rupees. You must hit the guards up to 60
 times without getting hit three times to win this Container. It's easy to spot
 when a guard will attack, just be easy on the attacks and be ready to move at
 any time.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Heart Container #4 [ ]
������������������
Location: Forest Realm, Whittleton
Items Needed: Whip

How to get: Once you get the Whip, the area north of the village in Whittleton
 can be accessible. Swing over to the northeast corner to find a villager 
 holding a whip race. If you clear this whip race (use nothing but the Whip to
 swing across wooden poles and remove obstacles) in under 1 minute 15 seconds,
 without falling, you get this as a prize.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Heart Container #5 [ ]
������������������
Location: Ocean Realm, Pirate Hideout
Items Needed: Bow

How to get: After getting the Force Gem from rescuing the first guy here, a
 pair of Goron kids appear here and seem to keep getting kidnapped. Now this is
 basically a minigame. You need to get 4000 points, best done by not missing a
 single shot. In other words, hit as many as you can, but don't let any Arrow
 miss. You get a hidden "combo point bonus" for doing this. By getting 4000
 points, this is rewarded to you. Light Arrows go through multiple targets, so 
 use that when Miniblins form a line in the first part and for the Miniblin 
 lines at the Big Blin part.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Heart Container #6 [ ]
������������������
Location: Fire Realm, Ends of the Earth Station
Items Needed: Sand Wand

How to get: Once this place is opened up, you can go here and try your hand at
 some difficult block-pushing puzzles. These are the same kind from the Sand
 Temple, except harder, of course. By beating the Braintwister challenge, you
 get this as a prize. If you want the solutions to the puzzles, check the
 "Cleaning Up Hyrule" section of the Walkthrough.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Heart Container #7 [ ]
������������������
Location: Snow Realm, Snow Sanctuary
Items Needed: None

How to get: The Anouki shop here has this Container in stock for 2,000 Rupees.
 I list this as one of the last ones, considering it may be a while before you
 get to 2,000 Rupees.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Heart Container #8 [ ]
������������������
Location: Any Realm
Items Needed: None

How to get: You may have caught your eye on the Heart Container up on the shelf
 of Beedle's Air Shop. Well, you get this as a prize for reaching Gold 
 Membership status, by collecting up to 500 points. How to get them? Spend,
 spend, spend!

-------------------------------------------------------------------------------
    *
*                              S E C T I O N  VI
_______________________________________________________________________________
*/ \ *\   /  / \  \   /  / \  \   /  / \  \   /  / \  \   /  / \  \   /  / \  \
/*  \  \ /  /   \  \ /  /   \  \ /  /   \  \ /  /   \  \ /  /   \  \ /  /   \
�������������������������������������������������������������������������������
 *                            S T A M P S  L I S T
   *  
-------------------------------------------------------------------------------

Sometime after clearing the Forest Temple, you'll be advised to stop at Castle
Town and pick up Alfonzo. Do so and take him back to Aboda Village. While he
outfits your train with a cannon to defend yourself with, visit Niko and he 
will give you a Stamp Book! With this, you must find stamp stations all around
Hyrule and stamp onto the book to mark places that you've been to. There are
20 stamp stations in all, and Niko will give you secret prizes depending on how
many stamps you've placed in the book once you visit him again. The prizes are
shown below. This section also tells you where to find the stamp stations. 
There are checkmark boxes beside each, like in other sections of this guide,
that you can use to mark off what you've gotten.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Rewards            /
�������������������
------------------------
Shield of Antiquity [ ]
�������������������
Rewarded: Collect 10 stamps. Switch between shields at Niko's house.

------------------------
Engineer's Outfit [ ]
�����������������
Rewarded: Collect 15 stamps. Switch between outfits at Niko's house.

------------------------
Sword Scroll 2 [ ]
��������������
Rewarded: Collect all 20 stamps.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Locations          /
�������������������
------------------------
Stamp Station #1 [ ]
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Location: Forest Realm, Aboda Village
Where: To the left of Alfonzo's house on the north side.

------------------------
Stamp Station #2 [ ]
����������������
Location: Forest Realm, Whittleton
Where: Take the wooded path east of Whittleton north to a new area. This 
 station is near a beehive.

------------------------
Stamp Station #3 [ ]
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Location: Forest Realm, Forest Sanctuary
Where: Near the shortcut stairs in the bomb flower puzzle area.

------------------------
Stamp Station #4 [ ]
����������������
Location: Forest Realm, Forest Temple
Where: On the first floor, in the northeast room filled with poison mist. Use
 the Whirlwind item to clear away the mist.

------------------------
Stamp Station #5 [ ]
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Location: Snow Realm, Anouki Village
Where: At the northeast corner, beyond the village boundries, behind trees,
 guarded by White Wolfos.

------------------------
Stamp Station #6 [ ]
����������������
Location: Snow Realm, Snow Sanctuary
Where: Around the middle western part of the area, on a small hill.

------------------------
Stamp Station #7 [ ]
����������������
Location: Snow Realm, Snow Temple
Where: In Basement 1, in the largest room with water, torches, and Octives. The
 station is in the top right corner of this room, use the Boomerang and the icy
 torches to create a sheet of ice to walk over there.

------------------------
Stamp Station #8 [ ]
����������������
Location: Forest Realm, Castle Town
Where: On the northwest corner, on the walls surrounding the town. You need
 Bombs (bought at Beedle's) in order to reach it.

------------------------
Stamp Station #9 [ ]
����������������
Location: Snow Realm, Wellspring Station
Where: At the north side of the spring. Get behind Ferrus's house, then use 
 your Boomerang on the icy torch to make an ice sheet over the water. Use it to
 reach the stamp station.

------------------------
Stamp Station #10 [ ]
�����������������
Location: Forest Realm, Trading Post
Where: In the watery cave infested with Like Likes. The stamp station itself is
 on a small island west of the north side of the cave, but is blocked by a 
 rock. Throw a Bomb so it lands beside the rock to blow it up, then hop to it.

------------------------
Stamp Station #11 [ ]
�����������������
Location: Ocean Realm, Ocean Temple
Where: In the second floor, there's a cracked wall on the north side. Blast it
 open, as well as the weak wall to the right of the staircase. Head through the
 right hole, pull the thorns from the vines with the Whip, and hit the switch 
 with the Boomerang. Head back and take the left hole. Swing across with the 
 Whip, pull the fish head's tongue out, then swing onto the block to take you
 to the stamp station.

------------------------
Stamp Station #12 [ ]
�����������������
Location: Ocean Realm, Ocean Sanctuary
Where: Stand near the entrance to the Lokomo's domain, and play the Song of
 Birds to call a bird over. Use the Whip to hang onto the wooden pole the bird
 is carrying, and it will carry you over to the top of the domain entrance.
 The stamp station is here.

------------------------
Stamp Station #13 [ ]
�����������������
Location: Ocean Realm, Papuchia Village
Where: On the east end of the village, play the Song of Birds to call a bird
 over. Latch onto it with the Whip and hang on as it carries you to the island
 just south. Head on to the area south of the village. Here, use a series of
 playing the Song of Birds and riding birds to the island on the southwest,
 where this stamp station is. (HINT: On the east side, go to the ends of each
 island and play the Song of Birds. On the southeast island, when the Song is
 played, two birds will come. Ride the one coming from the northwest. It'll
 take you to the middle island on the west. Play the Song of Birds here on the
 south side of the island and the bird that comes will take you to the 
 station.)

------------------------
Stamp Station #14 [ ]
�����������������
Location: Fire Realm, Goron Village
Where: Head to the area west of the village, and move to the west side of that.
 Swing north to the northwest corner, quickly kill the Fire Babas with Bombs,
 then get your stamp here.

------------------------
Stamp Station #15 [ ]
�����������������
Location: Fire Realm, Fire Sanctuary
Where: From the Goron City entrance (only way to it), follow the path until
 you get to a lot of grass, a couple of torches, and Fire Babas. Kill the Fire
 Babas, then work on lighting the torches here by lighting the other torches
 farther back. This makes two bridges appear. Go upstairs, cross the bridge
 leading west, then go north and east across another bridge to this.

------------------------
Stamp Station #16 [ ]
�����������������
Location: Fire Realm, Fire Temple
Where: In Basement 2, after you've shot the eye switches in the right order,
 get on the minecart from the center, and look towards the southwest to find a
 switch when you get to the southwest corner of the floor. Shoot it with an
 arrow to redirect you to this stamp station.

------------------------
Stamp Station #17 [ ]
�����������������
Location: Sand Realm, Sand Temple
Where: In the northern part of Basement 1, there is a river of quicksand you
 have to pass through using the Sand Wand. If you go west instead of east, 
 going around a corner, you can find this stamp station.

------------------------
Stamp Station #18 [ ]
�����������������
Location: Tower of Spirits
Where: On the very top of the tower. Self-explanatory to get there, and it's
 easy to see.

------------------------
Stamp Station #19 [ ]
�����������������
Location: Ocean Realm, Pirate Hideout
Where: You might spot this in the outside area on the high ledges. To reach it,
 use the Song of Birds and hitch a ride on one of the birds by using the Whip.

------------------------
Stamp Station #20 [ ]
�����������������
Location: Ocean Realm, Sand Sanctuary
Where: After delivering Rael some Cuccos, grab one and jump towards the islands
 in the southeast corner. The stamp station is on the farthest island.

-------------------------------------------------------------------------------
    *
*                             S E C T I O N  VII
_______________________________________________________________________________
*/ \ *\   /  / \  \   /  / \  \   /  / \  \   /  / \  \   /  / \  \   /  / \  \
/*  \  \ /  /   \  \ /  /   \  \ /  /   \  \ /  /   \  \ /  /   \  \ /  /   \
������������������������������������������������������������������������������� 
 *                      R A B B I T  L O C A T I O N S
   *  
-------------------------------------------------------------------------------

Throughout the overworld, while riding the train, you'll find rabbits hiding
behind rocks and barrels and the like. Visit Rabbitland Rescue at the northwest
side of the Forest Realm and you will get the Rabbit Net, which allows you to
catch rabbits. To catch them, destroy whatever the rabbit is hiding behind with
your train's cannon, then you'll go into a 10 second minigame. You must tap the
screen to swing down the rabbit net to catch the rabbit before it runs away.
There are 50 in all, and if you return 5 rabbits back to Rabbitland Rescue, you
will get a Heart Container, while if you return all 50, you learn a sword 
technique! This shows where you can get the rabbits in the form of maps, 
including the rewards you get for finding all of each kind. I do not recommend
viewing this unless you have all the Force Gems, as these maps show ALL the
Spirit Tracks revealed from Force Gems.

------------------------
5 rabbits

Prize: Heart Container

------------------------
1 of each type

Prize: Rare Treasure

------------------------
All 10 of a rabbit type

Prize: Rare Treasure

------------------------
All 50 rabbits

Prize: Swordman's Scroll 1

-------------------------------------------------------------------------------
F O R E s T  R E A L M  R A B B I T  R A I L  M A P
_____________________________________________________________________
Key:                                                                 |
                                                                     |
A = Tower of Spirits   E = Rabbitland Rescue      I = Dark Realm     |
B = Aboda Village      F = Forest Sanctuary                          |
C = Castle Town        G = Forest Temple          X = Grass Rabbit   |
D = Whittleton         H = Trading Post                              |
                                                                     |
���������������������������������������������������������������������
    .     .           .       .
   /|\   /|\         /|\     /|\
    |_____|   G    ___|_______|
    |     |___|X  |         |       A
   _|_        |___|______X__|_C_____|
  |   |E      |     |     |     |   |
  |   |_______|_____|    _|_____|___|
  |  X      |     |     |     |     |
  |_        |     |_____|_____|_____|___\
    |_X_____|_F___|   |     |   |X      /
    |_ X          |   | D   | X |
      |_     _____|___|���|���������|
        |___|         |   |         |X
            |_____    |X  |___H_____|___\
   I________|   B |   |   |             /
                ����������|X
                           �����

-------------------------------------------------------------------------------
S N O W  R E A L M  R A B B I T  R A I L  M A P
_____________________________________________________________________
Key:                                                                 |
                                                                     |
A = Tower of Spirits      E = Snow Sanctuary      X = Snow Rabbit    |
B = Anouki Village        F = Snow Temple                            |
C = Wellspring Station    G = Snowdrift Station                      |
D = Bridge Worker's Home  H = Slippery Station                       |
                                                                     |
���������������������������������������������������������������������
  G   F    _________________H
  |   |___|X      |
  |   |   |______X|_____     ___     ___\
  |   |___|   |     |   |   |   |   |   /
  |___|   |___|_____|   |X  |   |   |
   X  |   | X   |   |X  |___|   |   |
      |___|_____|___|   |   |___|___|
   _ X            |    X|_C_|     |
  | |___F_________|_    |   |_____|_
  |          X|     |___|_          |___\
  |  ___X_B___|           |_D_______|   /
  |_|         |___________|   |     |
    |_________|       |       |     |
    |     |           |       |     A
   \|/   \|/         \|/     \|/
    '     '           '       '

-------------------------------------------------------------------------------
O C E A N  R E A L M  R A B B I T  R A I L  M A P
_____________________________________________________________________
Key:                                                                 |
                                                                     |
A = Tower of Spirits      F = Ocean Sanctuary     X = Ocean Rabbit   |
B = Papuchia Village      G = Ocean Temple        Y = Desert Rabbit  |
C = To Underwater         H = Sand Sanctuary                         |
D = Pirate Hideout        I = Sand Temple                            |
E = Lost at Sea Station                                              |
                                                                     |
���������������������������������������������������������������������
         ,            ,              ,
        /|\          /|\            /|\
         |            |              |
         |_____Y____  |      ________|_
     A   |   |  H   |_|_    | I |   Y
     |_  |___|__|   |  Y|  Y| | |
       |Y  |    |   |   |    ���   __
       |   |____|������� _________|  |
       |___|     Y     _|X    |   X G|
  /__  |D  |          |   C   |      |
  \  | |   |��������X�|   |   |      |
    X �|  X|          |�������|    X |
       |    ����|     |   X   |   |��|
       |         ���|�������|�����   |
  /    |B          F|       |     X  |
  \������������������X��������|��������|
                              |X     E |
                               ��������

-------------------------------------------------------------------------------
F I R E  R E A L M  R A B B I T  R A I L  M A P
______________________________________________________________________________
Key:                                                                          |
                                                                              |
A = Tower of Spirits      D = Disorientation Station      X = Mountain Rabbit |
B = Goron Target Range    E = Ends of the Earth Station   Y = Desert Rabbit   |
C = Goron Village         F = Dark Ore Mine                                   |
D = Fire Temple                                                               |
                                                                              |
������������������������������������������������������������������������������
       _D______________     _X________E
      |   X___     |  _|___|_____
      |___|   |    | |___|___|_ X|
 /    |   |  X|    |X| |   X   | |  __F_
 \����|   |�|���|   �| |�| D |�| | |    |
     _|___| |   |    |�| |_|_| |�| |    |
    |   |    ���|    | |X|___|_| |_|    |
    |___|   B   |    |  �  |     | |  __|
      |  X  |   | C   �������|��� X| |
 /    |     |����������������������   �|
 \������|���|                          |
        |   |      _         __   ___  |
    |��� X  |     | |________      | Y |
    A       |     |            _|_Y  __|
        |��� Y     ���|        Y       |
       \|/           \|/              \|/
        '             '                '

-------------------------------------------------------------------------------
    *
*                             S E C T I O N  VIII
_______________________________________________________________________________
*/ \ *\   /  / \  \   /  / \  \   /  / \  \   /  / \  \   /  / \  \   /  / \  \
/*  \  \ /  /   \  \ /  /   \  \ /  /   \  \ /  /   \  \ /  /   \  \ /  /   \
������������������������������������������������������������������������������� 
 *                            S I D E Q U E S T S
   *  
-------------------------------------------------------------------------------

Quite an improvement over Phantom Hourglass, this game has tons of sidequests 
to do. Some of them are just general favors, others give you Force Gems when
the sidequests are completed, which open up new Spirit Tracks on the Trail Map.
As such, sidequests will be split up into two categories here: general, and 
ones that give Force Gems.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
General Quests     /
�������������������
These are just general sidequests. They are either minor, or give something 
other than a Force Gem for completing them.

------------------------
Help Thy Neighbor
�����������������
Location: Forest Realm, Aboda Village
When: Start of the game

Description: The little girl by the house near Link's and Niko's house has 
 rocks blocking the entrance. Help her by just picking up the rocks and tossing
 them.

Prize: Red Rupee

------------------------
Gullible Engineer
�����������������
Location: Forest Realm, Aboda Village
When: Start of the game

Description: A boy stands near Alfonzo's house. He says that he can't believe
 that you're going to be a proper engineer if you can't roll properly, and says
 to test it on the nearby tree if you can. Do so and the bees will get angry.
 Run away and hide in a house to avoid the bees, then come back out and talk to
 the boy, who is now at the train station. As consolation for being a jerk, he
 gives you your prize.

Prize: Random Treasure item.

------------------------
Take 'Em All On!
����������������
Location: Forest Realm, Castle Town
When: After Forest Temple is cleared

Description: Moreso a minigame than anything, this place opens up in Castle
 Town after you clear the Forest Temple. The game is about traversing a set of
 rooms and defeating all kinds of enemies without any health restoration. For
 clearing it, and in a good time, you get prizes.

Level 1: Unlocked after clearing Forest Temple
Level 2: Unlocked after clearing Ocean Temple and buying a Bomb Bag at Beedle's
Level 3: Unlocked after clearing Sand Temple

Prize: Heart Container, Bomb Bag Upgrade, Treasure

------------------------
Travel the World
����������������
Location: Forest Realm, Aboda Village
When: After returning Alfonzo to Aboda Village

Description: After returning Alfonzo to Aboda Village, Niko will give you a
 Stamp Book if you visit him. All he asks of you is to travel through Hyrule
 and print down stamps onto the book at stamp stations in many areas of Hyrule.
 There are 20 in all, and depending on how many you collect, you get some 
 prizes!

Prize: Shield of Antiquity, Engineer's Clothes, Great Spin Attack

------------------------
Rescue the Rabbits
������������������
Location: Forest Realm, Rabbitland Rescue
When: Anytime after Forest Temple is cleared

Description: Upon visiting Rabbitland Rescue, you'll be given a Rabbit Net once
 you talk to the guy who runs the place, if you agree to help catch rabbits.
 There are 50 rabbits found in the overworld while riding the train, and you
 catch them by destroying the object they hide behind, then tapping the screen
 to throw down your net onto the rabbit in a 10 second minigame. Catch enough
 rabbits and bring them back to Rabbitland Rescue and you'll get various 
 prizes!

Prize: Heart Container, Sword Beam Attack, Rupees, Treasure

------------------------
Hyrule's Best Training
����������������������
Location: Forest Realm, Hyrule Castle
When: Anytime after Snow Temple is cleared

Description: After clearing the Snow Temple, you'll get a letter in any mailbox
 from Russell, the Guard Captain. He says to come meet up with him and his boys
 back at Hyrule Castle if you ever need some training. Head there and you'll
 play a little minigame in which you try to hit the Captain's men as much as
 possible. You get a prize each time you beat your personal record.

Prize: Heart Container, Treasure

------------------------
Show Teacher the World
����������������������
Location: Starts at Forest Realm, Castle Town
When: Anytime after Ocean Temple is cleared

Description: Teacher has been worried sick about Zelda ever since she came up
 missing, and so he disguises himself as a person who wants to see the world
 and visit many stations. He's first found at Castle Town. Take him to various
 places that he wants to go to, follow the train driving rules (follow the 
 signs, don't get hit, make safe stops, don't use reverse as an emergency 
 brake) and he will pay you lots of Rupees for the safe driving!

Prize: Lots of Rupees

------------------------
Whittleton Whip Race
��������������������
Location: In the area north of the village in Whittleton
When: After clearing the Ocean Temple

Description: One of Whittleton's villagers has always been bored of the 
 carpenter's life, always wanting to see some action. After the Ocean Temple is
 cleared, he decides to host his own Whip Race, just north of the village in
 the wooded area. For 50 Rupees you can play his game. You must use your Whip
 to swing across wooden poles, and remove obstacles. If you clear it under a
 certain time, you win a prize!

Prize: Heart Container, Bomb Bag Upgrade, Treasure

------------------------
Goron Target Range
������������������
Location: West of Goron Village
When: After clearing the Fire Temple

Description: Once the Fire Temple is cleared, the Goron Target Range officially
 re-opens. Here, you go through a set track on your train and have to hit 
 various targets to gain points. Blue gives you 10, Red gives you 30 a shot,
 and the Goron target takes away 30. If you reach 1,000 points, you'll unlock
 a longer track for you to win even more points. This is mainly just a minigame
 to get treasure.

Prize: Rupees, Treasure

------------------------
Treasure from Ferrus
��������������������
Location: Just south of the Forest Temple
When: After getting both Force Gems from Ferrus

Description: After you've gotten both Force Gems from Ferrus, you'll get 
 another letter from Ferrus, saying he wants to give you something. Head over
 towards the Forest Temple following the blue tracks, and you'll find him.

Prize: Rare Treasure

------------------------
Kidnapped Goron
���������������
Location: Pirate Hideout
When: After getting Force Gem 19

Description: After having rescued the fellow from Pirate Hideout and getting
 his Force Gem, subsequent visits shows that a Goron kid is kidnapped there.
 Play the minigame to get as many points as possible. You get more points than
 usual by chaining hits with the Arrows without missing, so tune up your aiming
 skills and let those Miniblins have it. Depending on your points, your prize
 varies.

Prize: Heart Container, Quiver Upgrade, Treasure

------------------------
Can't Get Enough Cuccos
�����������������������
Location: Sand Sanctuary
When: After getting Force Gem 20

Description: After you've gotten the Force Gem from Rael by giving him Cuccos,
 he says that he'll accept any more Cuccos that you bring him. If you bring him
 five at a time, he gives you 150 Rupee treasures. Anything less, you get some
 of the more common, lesser treasures.

Prize: Treasure

------------------------
Snowdrift Station
�����������������
Location: West of Snow Temple
When: After getting Force Gem 10

Description: Snowdrift Station is an optional dungeon that you can traverse, 
 once opened with a certain Force Gem. For clearing this dungeon, you get a
 very special prize...but just once.

Prize: Alchemy Stone

------------------------
Slippery Station
����������������
Location: East of Snow Temple
When: After getting Force Gem 12

Description: Slippery Station is an optional dungeon you can reach, once opened
 with a certain Force Gem. This dungeon is a virtual skating rink. You pick a
 course and have to rush to a treasure chest. There are three courses, and
 obviously they range from easy to hard. Just a few tips: roll. Rolling is your
 best friend. Just don't do too many close together or you'll get dizzy. 
 Rather, space your rolls in two to three second intervals. Rolling keeps your
 speed up. The solid ground spots can also act as "boost pads" if you use them
 properly. When you're on solid ground, roll so that half of your roll is used
 to speed up, and the rest of your roll will be on the ice. This will 
 tremendously boost your speed, so practice the boost well.

Prize: Big Gold Rupee, Rare Treasure, Alchemy Stone

------------------------
Disorientation Station
����������������������
Location: Northwest corner of the Fire Realm
When: After getting Force Gem 16

Description: Climb to the top once you get there. Talk to the guard, he says
 that he left his friend in the caves after facing giant plant monsters, and is
 nervous about what may have happened. Head in. Now, this isn't so much a 
 dungeon, as it is a maze. Your main objective is to find the Alchemy Stone
 hidden here, but you have to use the Song of Discovery near a stone tile to
 find it. The guard did give a hint though: if you find the room that has no
 south, go north, then north. Taking the first north, you'll find a stone 
 tablet of the friend's last words...sad.

Prize: Rupees, Treasure, Alchemy Stone

------------------------
Ends of the Earth Station
�������������������������
Location: Northeast corner of the Fire Realm
When: After getting Force Gem 20

Description: Ends of the Earth Station is a place for block puzzle enthusiasts.
 You need the Sand Wand to solve these puzzles, and you get various prizes for
 completing each of the three difficulties. If you want solutions to the 
 puzzles, they're given in the walkthrough, but what's the fun in that?

Prize: Rare Treasure, Heart Container, Regal Ring, Big Green Rupees

------------------------
Lost at Sea Station
�������������������
Location: Southeast corner of the Ocean Realm
When: After getting Force Gem 21

Description: Lost at Sea Station is a sub-dungeon designed after Phantom 
 Hourglass's Temple of the Ocean King, except there isn't a curse to drain your
 health, thank God. After actually finding the entrance to it by making heavy
 use of the Spirit Flute, you go through five floors infested with all kinds of
 Phantoms, doing the different objectives the stone tablets tell you to do, and
 grab some Treasure along the way. You get a super rare prize for beating it.
 You can keep doing this sub-dungeon over and over to get all the Treasure 
 again, as every chest, including the end one, resets when you exit.

Prize: Treasure, Regal Ring

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Force Gem Quests   /
�������������������
These are the sidequests which yield Force Gems as rewards. Force Gems are 
items that open up new Spirit Tracks, most of which lead to new sidequests and
things to do. There are checkmark boxes beside each to keep track of them in
case you print this out.

------------------------
Force Gem #1 [ ]
������������
When: Arriving at the Ocean Realm

How: This is a required Force Gem in order to pass through the story. You get
 this after safely transporting Carben back to the Ocean Sanctuary from 
 Papuchia Village. It's not that easy though, you have to defend him from a
 Miniblin pirate attack!

Unlocks: Small Spirit Tracks section south of Trading Post in Forest Realm.
 Makes available a Grass Rabbit and a warpgate to the Snow Realm.

------------------------
Force Gem #2 [ ]
������������
When: After clearing the Ocean Temple

How: In Aboda Village, there's a boy who wants to go flying and see the world
 from far above. Take him to a Beedle Air Shop after a safe ride to one. After
 the funny conversation, you'll get this Force Gem.

Unlocks: Small section of Spirit Tracks west of Castle Town. Gives more room to
 escape Dark Trains. Also a shortcut through the forest.

------------------------
Force Gem #3 [ ]
������������
When: After clearing the Ocean Temple

How: There's a woman in the house just south of the Cucco pen in Castle Town,
 and she's concerned about her husband being gone for so long. After clearing
 the Ocean Temple, she loses her patience and wants to go find her 
 rabbit-loving husband. Take her to Rabbitland Rescue, watch the scene, and 
 talk to her again at the train station. She'll give you this Force Gem!

Unlocks: Section of Spirit Tracks which leads west from Rabbitland Rescue and
 ends by the Forest Sanctuary. Two Grass Rabbits are found along this path.

------------------------
Force Gem #4 [ ]
������������
When: After clearing the Ocean Temple

How: There's an Anouki in Anouki Village who wants to find a new place to make
 and sell Mega Ice, as his previous source became soiled because of a ChuChu.
 Take him to Wellspring Station, and you will get this from him after talking
 to him.

Unlocks: Spirit Tracks south of Wellspring. It's a shortcut to Anouki Village,
 a new path to the Forest Realm, and has a warpgate.

------------------------
Force Gem #5 [ ]
������������
When: After clearing the Ocean Temple

How: There's a woman in Papuchia Village who wishes for a husband, after the
 clairvoyant said that she would be married soon. She wants a rugged, burly 
 man, with a large beard and nose. Head to Whittleton and talk to the chief,
 who fits this description. Take him over to Papuchia Village and you will get
 this Force Gem.

Unlocks: Spirit Tracks on the east side of the Forest Realm, as an alternate
 route to the Trading Post/Ocean Realm. Two Grass Rabbits can be found along
 the Tracks.

------------------------
Force Gem #6 [ ]
������������
When: After visit to Tower of Spirits after Fire Temple is cleared

How: Once you proceed through the Tower of Spirits after the Fire Temple is
 cleared, just watch the series of cutscenes and Anjean will give you this 
 story-required Force Gem.

Unlocks: Majority of the Spirit Tracks for the Desert Realm, sub-area of the
 Ocean Realm. Sand Sanctuary is available there.

------------------------
Force Gem #7 [ ]
������������
When: After getting the Trusty Freight Car from Kagoron in Goron Village

How: There's a guy on the west side of Aboda Village who has always wanted to
 raise Cuccos. Agree to help him, and he'll say he wants 10 of them. Head over
 to Castle Town to find a Cucco pen! Purchase 5 Cuccos for 50 Rupees. As your
 freight car can only hold 5, and not 10, you'll have to make two trips to and
 from each location. Make sure you don't get hit, and kill the Bulblin riders
 before they can steal Cuccos, and you won't lose any.

Unlocks: Spirit Tracks connecting the path to the Dark Realm to the forest, and
 to the northwest side. Contains a warpgate.

------------------------
Force Gem #8 [ ]
������������
When: After getting the Trusty Freight Car from Kagoron in Goron Village

How: The men at Whittleton want some iron to forge new axes with. Head to Goron
 Village, then walk west to the next area. Talk to the Goron and buy 20 iron
 bars for 100 Rupees, then drive safely back to Whittleton to get your Force
 Gem. This is much easier when you open the warpgate from Force Gem #7.

Unlocks: Spirit Tracks connecting the Forest Temple and Rabbitland Rescue. Also
 makes a new path to the Snow Realm.

------------------------
Force Gem #9 [ ]
������������
When: After getting the Trusty Freight Car from Kagoron in Goron Village

How: There's a woman in Castle Town who wishes to have fish. Ten fish to be
 exact. Where to find such fish? Why, at Papuchia Village, where fish abound.
 Purchase 20 fish for 50 Rupees, then protect the fish from birds and sun as
 you transport them to Castle Town, where you get this Force Gem for helping
 this fishy fellow. It helps to have Force Gem #5's Spirit Tracks unlocked for
 this.

Unlocks: Spirit Tracks leading east into the Ocean Realm. Makes available a
 Grass Rabbit and Ocean Rabbit.

------------------------
Force Gem #10 [ ]
�������������
When: After getting the Trusty Freight Car from Kagoron in Goron Village

How: There's an Anouki at Anouki Village who wants to build a fence around the
 village to protect it from enemies, but he has neither lumber nor a carpenter.
 Head to the Trading Post at the Forest Realm to find the carpenter, then pay
 100 Rupees for the lumber at Whittleton. Make a safe trip back to Anouki 
 Village and you'll get this. Helps to use the warpgate north of Whittleton.

Unlocks: Spirit Tracks west of the Snow Temple, leading to Snowdrift Station
 and a Snow Rabbit.

------------------------
Force Gem #11 [ ]
�������������
When: After getting the Trusty Freight Car from Kagoron in Goron Village

How: Once you've gotten the freight car and cleared some lava in Goron Village
 by bringing Mega Ice, you may receive a letter from Ferrus. He gives you a
 picture packed with the letter, showing where he may be. Find him in the Snow
 Realm, somewhere in the gaggle of tracks north of Anouki Village. He wants to
 go see Alfonzo, so take him to Aboda Village. Pay Alfonzo a visit once you
 arrive to get this!

Unlocks: Some Spirit Tracks just west of Castle Town, leading to another path
 to the Snow Realm.

------------------------
Force Gem #12 [ ]
�������������
When: After getting the Trusty Freight Car from Kagoron in Goron Village

How: Visit the Snow Sanctuary and you might spot Steem right at the train 
 station waiting for you. Talk to him and agree to help get him a vessel to
 redecorate his domain. Head over to Papuchia Village and speak with the 
 clairvoyant. When she asks if you are feeling unlucky, agree and buy a vessel
 for 50 Rupees. Safely carry it back to the Snow Sanctuary without getting hit
 once (and as luck would have it, Snurgles constantly show up during the ride)
 to get this.

Unlocks: Spirit Tracks on the north side of the Snow Realm, leading to Slippery 
 Station.

------------------------
Force Gem #13 [ ]
�������������
When: After getting the Trusty Freight Car from Kagoron in Goron Village

How: There's a Goron in Goron Village who stands near the train station. He's
 heard about this stuff called snow, and there's lots of it at Anouki Village.
 Obviously he wants a ride over there. Get him a safe ride to Anouki Village
 to get this.

Unlocks: Opens up Spirit Tracks around and north of Wellspring Station. Two 
 Snow Rabbits and a warpgate can be found along these new rails.

------------------------
Force Gem #14 [ ]
�������������
When: After getting Force Gem #13

How: Once you get the above Force Gem, you can immediately start this one. The
 Goron heads to see the village honcho. At this point, Honcho is out on a trip,
 so another Anouki is posing as Honcho. Talk to this Anouki and he'll say that
 he's interested in going to Goron Village ever since the Goron mentioned what
 all's there. Take him a safe ride over there and you'll get this Force Gem.

Unlocks: Spirit Tracks on the east side of the Snow Realm, opening a new path
 to the Fire Realm.

------------------------
Force Gem #15 [ ]
�������������
When: After getting the Trusty Freight Car from Kagoron in Goron Village

How: Even after gaining access to Goron Village by bringing in Mega Ice, 
 there's still some lava geysers blocking passage to a Goron's home. We need 10
 blocks of Mega Ice to clear these, so head over to Wellspring Station, get
 some Mega Ice, and return. Talk to the Goron by the lava geysers and you will
 get this.

Unlocks: Spirit Tracks on the southwest side of the Fire Realm, opens a 
 warpgate and a way to the Sand Realm.

------------------------
Force Gem #16 [ ]
�������������
When: After clearing the Fire Temple

How: In Goron Village, there's a Goron kid by the elder's house who wants to
 visit Castle Town. Take him there safely, then follow him around until you get
 this Force Gem.

Unlocks: Spirit Tracks linking from the northwest side of the Fire Realm to the
 myriad of Tracks surrounding the Fire Temple. Makes available Disorientation
 Station and a Mountain Rabbit.

------------------------
Force Gem #17 [ ]
�������������
When: After clearing the Sand Temple (after getting Force Gem 11)

How: You may get another letter from Ferrus by the time you finish the Sand
 Temple, assuming you already taken Ferrus to see Alfonzo. This letter shows a
 section of Tracks where he is. In this case, he's in the Fire Realm, in the
 roundabout tracks north of Goron Village and the Goron Target Range. Pick him
 up, and he says he wants to see the Ocean Temple. After safely taking him 
 there (made easier with Force Gem 15's warpgate), you'll get this. (NOTE: The
 way this appears is actually a little weird. If it's not available, go through
 the last visit of the Tower of Spirits and/or visit Wellspring Station.)

Unlocks: Spirit Tracks on the east side of the Fire Realm. This links up the
 Sand Realm to the rest of the Fire Realm. Dark Ore Mine is along these tracks
 as well.

------------------------
Force Gem #18 [ ]
�������������
When: After clearing the Fire Temple

How: The woman who sells fish in Papuchia Village wants Mega Ice to keep her
 fish fresh and cool. Head on over to Wellspring Station, purchase some Mega
 Ice, and make your way to Papuchia Village. You need 10 blocks of Mega Ice, so
 the best way to get there is to use the warpgate opened by Force Gem 4.

Unlocks: Spirit Tracks just a bit north of Papuchia Village. Opens up the 
 Pirate Hideout, and allows access to the Forest Realm with Force Gem 9.

------------------------
Force Gem #19 [ ]
�������������
When: After getting Force Gem 18

How: After getting the above Force Gem, you can visit the Pirate Hideout. 
 Inside is a three-part minigame in rescuing this guy. Shoot down Miniblins
 from across the gap with your Arrows for one part, then ride along a minecart
 sniping more Miniblins, also riding in minecarts. The final part, you face a
 Big Blin. Shoot it with Arrows until it keels over, and you're safe! Next, you
 take the guy safely to Papuchia Village. Be careful, as Pirate Ships may try
 to board your train and try to take the guy back...if you don't destroy them
 quickly enough. Once safely at Papuchia, you get this.

Unlocks: Spirit Tracks linking the Pirate Hideout to the east side of the
 Tracks around the underwater transporter. A warpgate and Ocean Rabbit are 
 found here.

------------------------
Force Gem #20 [ ]
�������������
When: After clearing the Sand Temple

How: Rael in the Sand Sanctuary has started a study on Cuccos, on how to 
 harness their power that they exhibit when threatened. For the good of 
 mankind, of course. So, go to Castle Town, purchase 5 Cuccos, and safely take
 them to the Sand Sanctuary. Don't lose any, he wants exactly 5. You get this
 for a successful delivery.

Unlocks: Spirit Tracks in the northeast area of the Fire Realm, leading to Ends
 of the Earth station and a Mountain Rabbit.

------------------------
Force Gem #21 [ ]
�������������
When: After clearing the Sand Temple

How: After getting Force Gem 17, Dark Ore Mine will become available. Linebeck
 III wants 5 blocks of Dark Ore. Well, we can get some here. Ten blocks for
 200 Rupees. Yikes. You'll have to go through a mess of stuff to get the Dark
 Ore to Linebeck III. First, you have to fight off a Rocktite boss and its
 Tektite buddies. Second, you have to use the warp on the northeast side of the
 Ocean Realm. Finally, you have to use the warp that was opened with Force Gem
 19. You should make it with 5 blocks, or 6 if you're lucky. This means you
 can't get hit...at ALL. I suggest saving before and after the Rocktite part,
 as it's the hardest part. If you get hit, you can just restart the game. After
 that, you can save at the Ocean Realm in case you messed up getting to the
 warps.

Unlocks: This Force Gem unlocks the Spirit Tracks surrounding the island in the
 southeast side of the Ocean Realm. This makes available the Lost at Sea 
 Station and an Ocean Rabbit.

-------------------------------------------------------------------------------
    *
*                             S E C T I O N  VIX
_______________________________________________________________________________
*/ \ *\   /  / \  \   /  / \  \   /  / \  \   /  / \  \   /  / \  \   /  / \  \
/*  \  \ /  /   \  \ /  /   \  \ /  /   \  \ /  /   \  \ /  /   \  \ /  /   \
������������������������������������������������������������������������������� 
 *                           T R A I N  P A R T S
   *  
-------------------------------------------------------------------------------

In the Forest Realm, there's a place called the Trading Post. Linebeck III owns
the place, and makes a living buying and selling Treasures. You can sell any
Treasures you've gotten for Rupees, or you can trade them in for special Train
Parts! Depending on how many Train Parts you've gotten in a set, your train's 
stamina will increase. The maximum is six hearts for any train part set 
completed, but there is a legendary Gold part set, which if you get them all,
your train's stamina will reach eight hearts! Not bad. Keep in mind that you 
have to have the parts put on your train for the stamina to change. To put on
or change train parts that you have, head to Aboda Village and talk to Alfonzo.

This section has three lists: Parts listed by type, parts listed by set, and 
the Treasure you need to trade for each part. There are checkmark boxes beside
each part in the Requirements list which you can use to mark off if you choose
to print this out.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
List by Type       /
�������������������
------------------------
Engine:
������
Spirit Engine
Wooden Engine
Steel Engine
Skull Engine
Stagecoach Engine
Dragonhead Engine
Sweet Engine
Golden Engine

------------------------
Cannon:
������
Practical Cannon
Wooden Cannon
Heavy Cannon
Skull Cannon
Tower Cannon
Dragon Cannon
Honey Cannon
Brawny Cannon

------------------------
Passenger Car:
�������������
Solid Passenger Car
Wood Passenger Car
Sturdy Passenger Car
Skull Passenger Car
Quaint Passenger Car
Dragon Passenger Car
Cake Passenger Car
Royal Passenger Car

------------------------
Freight Car:
�����������
Trusty Freight Car
Wooden Freight Car
Efficient Freight Car
Skull Freight Car
Garden Freight Car
Dragon Freight Car
Pie Freight Car
Golden Freight Car

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
List by Set        /
�������������������
------------------------
Normal:
������
Spirit Engine
Practical Cannon
Solid Passenger Car
Trusty Freight Car

------------------------
Wooden:
������
Wooden Engine
Wooden Cannon
Wood Passenger Car
Wooden Freight Car

------------------------
Steel:
�����
Steel Engine
Heavy Cannon
Sturdy Passenger Car
Efficient Freight Car

------------------------
Skull:
�����
Skull Engine
Skull Cannon
Skull Passenger Car
Skull Freight Car

------------------------
Garden:
������
Stagecoach Engine
Tower Cannon
Quaint Passenger Car
Garden Freight Car

------------------------
Dragon:
������
Dragonhead Engine
Dragon Cannon
Dragon Passenger Car
Dragon Freight Car

------------------------
Dessert:
�������
Sweet Engine
Honey Cannon
Cake Passenger Car
Pie Freight Car

------------------------
Gold:
����
Golden Engine
Brawny Cannon
Royal Passenger Car
Golden Freight Car

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Requirements       /
�������������������
------------------------
Normal:
������
The normal part set, for those who like the look of the original Spirit Train.
Most consider it the best design overall, or at the very least, having the best
whistle. You can also stick to this for slightly harder train rides...

---------------
Spirit Engine
�������������
Description: This esteemed train has a long history of keeping evil at bay.

When: Second visit to Tower of Spirits to get the Forest rail map.

---------------
Practical Cannon
����������������
Description: You can be sure that any shot fired from this cannon will hit 
 home.

When: After Forest rail map, pick up Alfonzo from Castle Town and bring him to
 Aboda Village.

---------------
Solid Passenger Car
�������������������
Description: Whoever crafted this well-made carriage must have been a true
 master.

When: Second visit to Tower of Spirits to get the Forest rail map.

---------------
Trusty Freight Car
������������������
Description: There's no need to worry about damaged goods with this car.

When: In Fire Realm, meet Kagoron, then return to Goron Village.

------------------------
Wooden:
������
This is the train for those who don't like to be too fancy. Everything is made
in simple materials and is a small train. In actuality, this style of train is
the same style used for your train at the beginning of the game, before getting
the Spirit Train.

---------------
Wooden Engine
�������������
Description: The retro style of this train is popular with the younger crowd.

Requirements:
2 Wood Hearts
2 Star Fragments
1 Dark Pearl Loop

---------------
Wooden Cannon
�������������
Description: This wooden cannon resembles a stately tree.

Requirements:
2 Wood Hearts
1 Stalfos Skull
1 Ruto Crown

---------------
Wood Passenger Car
������������������
Description: The natural wood of this carriage puts passengers at ease.

Requirements:
1 Wood Heart
1 Bee Larvae
1 Dragon Scale

---------------
Wooden Freight Car
������������������
Description: This wooden car catches your eye, but it's easy on the wallet.

Requirements:
1 Wood Heart
2 Demon Fossils
1 Pearl Necklace

------------------------
Steel:
�����
A bulky but sturdy train design. For the train buffs, this design is a slight
bit realistic for this game's art style. The whistle provides a low, haunting
noise. Hearing the whistle may bring you back to the days of waiting at the
station on foggy mornings...

---------------
Steel Engine
������������
Description: This steam train appeals to strong, silent types everywhere.

Requirements:
1 Pearl Necklaces
1 Ruto Crown
1 Goron Amber

---------------
Heavy Cannon
������������
Description: This steel cannon has unmatched accuracy. Its only hurdle is its
 weight.

Requirements:
2 Pearl Necklaces
2 Dragon Scales
1 Mystic Jade

---------------
Sturdy Passenger Car
��������������������
Description: There may not be much room in this carriage, but it's incredibly
 safe.

Requirements:
2 Pearl Necklaces
3 Pirate Necklaces
1 Ancient Gold Piece

---------------
Efficient Freight Car
���������������������
Description: The sleek, black luster is reminiscent of trains from the good old
 days.

Requirements:
2 Pearl Necklaces
2 Dark Pearl Loops
1 Goron Amber

------------------------
Skull:
�����
A highly unconventional train design. The primary color being red, it catches
the eye but feels unnatural. The technology is certainly far-fetched. Perhaps
a mad scientist with a fondness for skulls built this. The whistle is...rather
strange, yet provides the user with musical creativity.

---------------
Skull Engine
������������
Description: Created by a gearhead, it's unclear whether it can even go 
 underground.

Requirements:
4 Stalfos Skulls
3 Bee Larvae
2 Ruto Crowns

---------------
Skull Cannon
������������
Description: This cannon might be brightly colored, but it packs quite a punch.

Requirements:
2 Stalfos Skulls
3 Demon Fossils
1 Dragon Scale

---------------
Skull Passenger Car
�������������������
Description: This car has all the bells and whistles technology experts could
 cram in.

Requirements:
3 Stalfos Skulls
2 Star Fragments
1 Pearl Necklace

---------------
Skull Freight Car
�����������������
Description: It's not clear how this car floats. Maybe there's a magic carpet
 inside?

Requirements:
2 Stalfos Skulls
4 Wood Hearts
2 Pirate Necklaces

------------------------
Garden:
������
A rather homely train design, though it feels moreso like a personal train fit
for a rather large garden. I guess that's where the name comes from. Fans of
Epona may love this design simply for the sound of its whistle.

---------------
Stagecoach Engine
�����������������
Description: This train is sure to get people's attention.

Requirements:
1 Ancient Gold Piece
3 Dragon Scales
8 Bee Larvae

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

Requirements:
1 Ancient Gold Piece
3 Dark Pearl Loops
2 Pirate Necklaces

---------------
Quaint Passenger Car
��������������������
Description: Passengers like this carriage for its homey feel.

Requirements:
1 Ancient Gold Piece
3 Ruto Crowns
5 Star Fragments

---------------
Garden Freight Car
������������������
Description: While very pretty, this mobile garden might not be the best for
 hauling.

Requirements:
1 Ancient Gold Piece
2 Pearl Necklaces
7 Stalfos Skulls

------------------------
Dragon:
������
Straight from China, this train makes you feel like you're riding an actual
dragon! Complete with a moving head for the engine! Your enemies will think
twice about confronting you when they see this scary monster! Now if only the
whistle was a dragon's roar instead of a China gong...

---------------
Dragonhead Engine
�����������������
Description: This train was created in the far past and seems to harbor a great
 spirit.

Requirements:
2 Pirate Necklaces
1 Mystic Jade
12 Demon Fossils

---------------
Dragon Cannon
�������������
Description: It's hard to tell which part of the dragon this comes from. The
 chest?

Requirements:
2 Pirate Necklaces
1 Goron Amber
9 Wood Hearts

---------------
Dragon Passenger Car
��������������������
Description: The strange design of this carriage is appealing, but would you
 ride in it?

Requirements:
1 Pirate Necklace
3 Dark Pearl Loops
8 Demon Fossils

---------------
Dragon Freight Car
������������������
Description: Mythical beasts are great--especially when they haul your stuff.

Requirements:
2 Pirate Necklaces
2 Ruto Crowns
6 Bee Larvae

------------------------
Dessert:
�������
For the gluttons of train life. Sure to attract anyone with even a slight sweet
tooth. The strawberry-filled Swiss Roll design of the engine looks particularly
scrumptious. As an added touch, the whistle is reminiscent of toy train 
whistles.

---------------
Sweet Engine
������������
Description: This train looks good enough to eat! But that would be a bad idea.

Requirements:
1 Palace Dish
2 Mystic Jades
1 Ancient Gold Piece

---------------
Honey Cannon
������������
Description: Even if you can't eat it, this cannon is sure to satisfy.

Requirements:
1 Palace Dish
5 Pearl Necklaces
1 Goron Amber

---------------
Cake Passenger Car
������������������
Description: Anybody would be happy to ride in a car this sweet!

Requirements:
1 Palace Dish
3 Dragon Scales
4 Ruto Crowns

---------------
Pie Freight Car
���������������
Description: This car is designed to make train enthusiasts drool.

Requirements:
1 Palace Dish
1 Goron Amber
3 Dark Pearl Loops

------------------------
Gold:
����
A luxurious train set. Simply magnificent. Everything is gold, certainly not
with cheap gold paint. Lower-class people would kill to have a train this 
trendy. Even the whistle sounds like it's spraying gold dust everywhere to
share the wealth.

---------------
Golden Engine
�������������
Description: Even the smoke on this spectacular wonder seems to have some gold
 in it.

Requirements:
1 Alchemy Stone
2 Ancient Gold Pieces
3 Mystic Jades

---------------
Brawny Cannon
�������������
Description: This cannon might look fancy, but it's strong enough for heavy
 jobs!

Requirements:
1 Alchemy Stone
3 Palace Dishes
2 Goron Ambers

---------------
Royal Passenger Car
�������������������
Description: This car is opulent enough for a king!

Requirements:
1 Regal Ring
4 Dragon Scales
2 Ancient Gold Pieces

---------------
Golden Freight Car
������������������
Description: This freight car can double as an extravagant bathtub.

Requirements:
1 Regal Ring
4 Pearl Necklaces
1 Mystic Jade

-------------------------------------------------------------------------------
    *
*                              S E C T I O N  X
_______________________________________________________________________________
*/ \ *\   /  / \  \   /  / \  \   /  / \  \   /  / \  \   /  / \  \   /  / \  \
/*  \  \ /  /   \  \ /  /   \  \ /  /   \  \ /  /   \  \ /  /   \  \ /  /   \
������������������������������������������������������������������������������� 
 *                     S P I R I T  F L U T E  S O N G S
   *  
-------------------------------------------------------------------------------

Throughout the game, you can learn up to five songs for the Spirit Flute,
acquired fairly early in the game. To learn a Spirit Flute song, you must find
a sound stone. These are kinda like the sound stones in Twilight Princess. They
are shaped like a space shuttle, and have a hole in the middle in which wind
blows through. Check it to see colored light bubbles emitting from the stone as
the wind blows through it. These light bubbles tell you which notes to play in
which order. Just bring out the Spirit Flute while you're checking a sound 
stone and follow the light bubbles.

This will list the songs, where to get them, how to play them, and what they 
do. There are checkmark boxes beside each song to mark off what you got in case
you print this out.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Song of Awakening        / [ ]
�������������������������
Where to get it: Forest Realm, Forest Sanctuary

Notes: Light Blue, Red

What it does: Wakes up sleeping things, such as Gossip Stones. Gossip Stones
 can be found in Temples and will usually act as a Compass and tell you where
 to find treasure chests for a mere 20 Rupees. Of course, you can mark your
 dungeon map to show where the chests are.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Song of Healing          / [ ]
�������������������������
Where to get it: Any temple's train station

Notes: Green, White, Green

What it does: Summons a healing fairy to restore all your health. Can only be
 used in temples, and can only be used once in each temple.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Song of Birds            / [ ]
�������������������������
Where to get it: Papuchia Village, after revealing the sound stone with the
 Song of Discovery

Notes: Purple, Yellow, Purple

What it does: Calls birds of any kind over to you, usually to help you find
 secrets.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Song of Light            / [ ]
�������������������������
Where to get it: North side of the tracks at the Trading Post

Notes: Purple, Yellow, Red, Light Blue, White

What it does: If played near a specific spot, this song will reveal a light
 crystal from the ground, and shine a beam of light at an important area. Not
 used too much, to be honest.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Song of Discovery        / [ ]
�������������������������
Where to get: Snow Realm, Anouki Village

Notes: Red, Yellow, Red, Light Blue

What it does: If played near a specific spot, this song will reveal something
 hidden beneath the ground! This is pretty much the game's Shovel.

-------------------------------------------------------------------------------
    *
*                              S E C T I O N  XI
_______________________________________________________________________________
*/ \ *\   /  / \  \   /  / \  \   /  / \  \   /  / \  \   /  / \  \   /  / \  \
/*  \  \ /  /   \  \ /  /   \  \ /  /   \  \ /  /   \  \ /  /   \  \ /  /   \
������������������������������������������������������������������������������� 
 *                             I N V E N T O R Y
   *  
-------------------------------------------------------------------------------

As usual, I will list the items you get in the game. They're quite varied. 
Uh... not much to say, really. There's checkmark boxes beside each item to keep
track of your progress in case you decide to print this.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Normal Items       /
�������������������
These are the equippable items you find in dungeons.

------------------------
Whirlwind [ ]
���������
Description: A unique little item made with leaves. When you blow at the DS,
 the item creates a whirlwind that moves quickly away from you. This swirling
 gust of wind can turn small windmills, stun enemies, and blow away poisonous
 mist.

Gotten: In the second floor of the Forest Temple, after clearing a room of
 Vengas.

------------------------
Boomerang [ ]
���������
Description: A staple item for Zelda games since day one, has been innovated as
 an even better item in the DS Zelda games. To use the Boomerang, take it out,
 then trace a path for it. The Boomerang can catch on fire or get icy when it
 hovers over fire or ice torches, allowing for some interesting puzzles.

Gotten: In the basement floor of the Snow Temple, after clearing a room of Ice
 Keese.

------------------------
Whip [ ]
����
Description: A whip item. It's no ordinary whip, though! It's designed off a
 Rope enemy, and can not only whip enemies to death (which is fun, but takes a
 while to kill them), but can also grab onto things and pull them towards you.
 You can also use it like the Grappling Hook in Wind Waker, by latching on to
 high wooden perches and swinging across.

Gotten: In the third floor of the Ocean Temple, after defeating a Snapper 
 enemy.

------------------------
Bow [ ]
���
Description: The classic bow and arrow item, been a staple since the original
 Zelda. To fire arrows, tap the stylus in any direction. Once you obtain the
 sacred Bow of Light, you can fire both normal and light arrows. To use light
 arrows, hold the stylus onto the screen. The bow will transfer energy to the
 arrow and you'll hear a ding, letting you know that the arrow has turned into
 a light arrow.

Gotten: In the second floor of the Fire Temple, after defeating a Heatoise 
 enemy.

------------------------
Bombs [ ]
�����
Description: Another staple item to the Zelda series, these can be bought first
 at Beedle's Air Shop, found while on the train. You need a hefty 500 Rupees to
 buy them though. For being a staple item, they actually seem pretty...useless.
 They're pretty much not used in the main story progression. Nonetheless, to 
 use them, get one out, then tap anywhere on the screen to throw it. At first
 you can only carry 10 Bombs at a time, but you can upgrade its capacity...

Gotten: Bought at Beedle's Air Shop for 500 Rupees, available after Snow Temple
 is beaten.

------------------------
Sand Wand [ ]
���������
Description: A wand used by the ancient people of this land. When used, 
 manipulates sand in ways to help you rise to new heights, and to move heavy
 things with ease. Simply hold the stylus onto the screen while it's equipped,
 and it will work its magic.

Gotten: In the third floor of the Sand Temple, after defeating three Stalfos
 Warriors.

------------------------
Spirit Flute [ ]
������������
Description: A sacred pan flute instrument that Zelda's grandmother gave her.
 It possesses mystical power and can play multiple songs. To play it, blow at
 the DS and use the stylus to drag to whichever pipe on it you want to play.
 You can learn up to five songs that can be played at any time, and it is also
 used six times through the story as a duet with other characters. To review 
 any songs you've learned and how to do them, check the Collection screen.

Gotten: Zelda lets you carry it after revisiting her room when she's a spirit.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Collection         /
�������������������
This is basically your Quest Status screen that details the key items you 
collected. The items here will be ordered left to right, first on the top 
screen, then the bottom screen.

------------------------
Recruit's Sword [ ]
���������������
Description: Your first sword of the game! You get this from the guard captain
 of Hyrule Castle shortly after Zelda's body is taken by Cole and Byrne.

------------------------
Lokomo Sword [ ]
������������
Description: A sacred sword that has felled many beasts, once used by the 
 spirits of the land. This has double the attack power of the Recruit's Sword,
 and is given to you by Anjean after clearing the Sand Temple. As this sword is
 already filled with energy, Tears of Light are not needed to power up the
 sword to stun Phantoms.

------------------------
Swordsman's Scroll 1 [ ]
��������������������
Description: A scroll that teaches a sword user how to do the Sword Beam 
 Attack. Fill up your hearts so you can shoot your sword with power! But when
 you're feeling all down, a potion will come around, so you'll be brave, and
 not a sissy coward! You get this from the guy at Rabbitland Rescue when you
 rescue all 50 rabbits in the game.

------------------------
Swordsman's Scroll 2 [ ]
��������������������
Description: A scroll that teaches a sword user how to do the Great Spin 
 Attack. Simply perform three spin attacks in quick succession to perform this.
 While you're in the Great Spin Attack, you can move around freely. You get 
 this from Niko for getting all 20 stamps in your Stamp Book.

------------------------
Shield [ ]
������
Description: A sturdy shield that protects from minor attacks. It can be 
 purchased at most shops for a mere 80 Rupees.

------------------------
Shield of Antiquity [ ]
�������������������
Description: The shield used by an ancient hero who controlled the winds. This
 hero lent Niko the shield as remembrance. The best part about this shield is 
 that it can't be eaten by Like Likes! You can't lose it whatsoever!

------------------------
Engineer's Clothes
������������������
Description: You start off the game with these. Link has always dreamed of 
 being a train engineer, and you finally get your certificate at the game's
 start! You can also get these back a certain way...

------------------------
Recruit Uniform [ ]
���������������
Description: Princess Zelda gives you these so you can help escort her to the
 Spirit Tower. You'll have this clothing for the rest of the game.

------------------------
Bow of Light [ ]
������������
Description: A sacred bow that can charge Arrows into Light Arrows. You get
 this as a reward for clearing the Sand Temple.

------------------------
Engineer Certificate [ ]
��������������������
Description: The certificate that allows you to be a full-fledged engineer!
 Princess Zelda gave you this, so take good care of it!

------------------------
Compass of Light [ ]
����������������
Description: This special item has the power to reveal the location of a portal
 that leads to the Dark Realm. This can be found in Floor 24 of the Tower of
 Spirits.

------------------------
Quiver [ ]
������
Description: Once you get the Bow from the Fire Temple, this appears. It shows
 how many Arrows you have currently, and how many you can hold. This can be
 upgraded.

------------------------
Bomb Bag [ ]
��������
Description: Once you purchase the Bomb Bag from Beedle's shop, this appears.
 It shows how many Bombs you have currently, and how many you can hold. This
 can be upgraded.

------------------------
Rabbit Net [ ]
����������
Description: This handy little item lets you catch rabbits in the overworld
 while riding on the train. You use it automatically when you destroy the 
 object a rabbit was hiding behind with the cannon. Beside the net is shown how
 many rabbits you've caught. You get this from the guy running Rabbitland 
 Rescue the first time you talk to him. The place is located in the northwest
 area of the Forest Realm.

------------------------
Prize Postcard
��������������
Description: This shows up in your Collection screen whenever you buy a pack of
 Prize Postcards in any shop. Each pack holds 10 postcards. You use them to win 
 a contest over the mail. Simply insert however many Prize Postcards into a 
 mailbox (20 is the max you can send at any day), and check it the next day 
 (real day) to see if you've won a prize! (Usually high-priced Treasure items.)

------------------------
Club Card [ ]
���������
Description: When visiting Beedle's shop, you may sign up to Beedle's 
 Membership Club for a mere 100 Rupees. In doing so, you get this delivered to
 you in the mail. It shows your Membership status and how many points you have.
 You gain a point with every 10 Rupees you spend, so get to spending!

------------------------
Silver Card [ ]
�����������
Description: Once reaching Silver Membership at the Beedle Air Shop by 
 purchasing 200 points worth of items, you get this in the mail later on. This
 Silver Card allows you to purchase items at a 10% discount and replaces your
 regular Club Card. Can only work in the Beedle Air Shop!

------------------------
Gold Card [ ]
���������
Description: Once reaching Gold Membership at the Beedle Air Shop by purchasing
 500 points worth of items, you get this in the mail later on. This Gold Card
 allows you to purchase items at a 20% discount and replaces your current Card.
 Can only work in the Beedle Air Shop!

------------------------
Platinum Card [ ]
�������������
Description: Once reaching Platinum Membership at the Beedle Air Shop by
 purchasing 1,000 points worth of items, you get this in the mail later on.
 This Platinum Card allows you to purchase items at a 30% discount and replaces
 your current Card. Can only work in the Beedle Air Shop!

------------------------
Diamond Card [ ]
������������
Description: Once reaching Diamond Membership at the Beedle Air Shop by 
 purchasing 2,000 points worth of items, you get this in the mail later on.
 This Diamond Card allows you to purchase items at a 50% discount and replaces
 your current card. Can only work in the Beedle Air Shop!

------------------------
Freebie Card
������������
Description: A card that can only be used once at the Beedle Air Shop. Use this
 to get any item for free. It's smart to use this on an expensive item. This is 
 given to you as a prize for reaching Silver Membership.

------------------------
Quintuple Points Card
���������������������
Description: A card that can only be used once at the Beedle Air Shop. Use this
 to get five times the normal amount of points on a certain item. Use it on an
 expensive item to rack up the points! This is given to you as a prize for
 reaching Platinum Membership.

------------------------
Progress Chart
��������������
Description: In the middle of the bottom screen, this shows you which Temples
 you have cleared in the game. There are five temples in all.

------------------------
Train Parts Tab
���������������
Description: The top left tab on the bottom screen shows you your current set
 of train parts that you have. To get Train Parts, you must trade your 
 Treasures in at the Forest Realm's Trading Post.

------------------------
Treasures Tab
�������������
Description: The bottom left tab on the bottom screen shows you how many of 
 each type of Treasure you have collected so far. They can be sold or traded in
 for Train Parts.

------------------------
Stamp Book Tab
��������������
Description: The top right tab on the bottom screen shows you how many stamps
 you've placed on your Stamp Book, gotten from Niko sometime after clearing the
 Forest Temple. When selected, flip through pages by tapping on the crimp on
 the page and slide either left or right. The top screen shows a rough map and
 checkmarks at places you've already stamped.

------------------------
Letters Tab
�����������
Description: The bottom right tab on the bottom screen shows you how many 
 letters you have gotten from the Postman. There are 17 in all, including ones
 from sidequests.

------------------------
Spirit Flute [ ]
������������
Description: The sacred instrument handed down from Zelda's ancestors who 
 founded New Hyrule. This instrument can play mystical songs and do various 
 powers. You learn up to five songs for the Flute, and all of them are recorded
 on the musical staff next to it on the Collection screen. Highlighting them
 shows you how to do the song. For more info, see the Spirit Flute Songs
 section.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Upgrades           /
�������������������
In the game are capacity upgrades for your bombs and arrows. Well, this shows
you where to get them all. I also figured to give this a separate section 
instead of mixing them with the Collection items.

------------------------
Bomb Bag Upgrade #1 [ ]
�������������������
When: After beating Ocean Temple and purchasing Bomb Bag from Beedle

How: Once above criteria is met, head to Castle Town and play level 2 of the
 Take 'Em All On challenge. Your goal is to run through an enemy-infested 
 dungeon, clearing rooms of them, without healing (though you can use potions). 
 You get this Bomb Bag upgrade for beating it. Below is the enemy count for 
 each room. For tips on some of the enemies, just check the enemies section.

Room 1: 6 Yellow Spinuts, 6 Keese
Room 2: 4 White Wolfos
Room 3: 6 Freezards
Room 4: 5 Ice ChuChus
Room 5: 2 Geozards
Room 6: Stagnox, Armored Colossus (BOSS)
Room 7: 20 Rats
Room 8: 4 Octives
Room 9: 1 Mighty Geozard
Room 10: Fraaz, Master of Icy Fire (BOSS)
Room 11: 2 Snappers
Room 12: 16 Green Spinuts
Room 13: 11 Octoroks
Room 14: Phytops, Barbed Menace (BOSS)

------------------------
Bomb Bag Upgrade #2 [ ]
�������������������
When: After beating Ocean Temple

How: At Whittleton, head over to the area north of the village. Use the Whip to
 swing over to the east side, then move to the northeast. Talk to the guy there
 and pay 50 Rupees to play the Whip Race. Get a time of under 1:30 (but above
 1:15) to get this upgrade!

------------------------
Quiver Upgrade #1 [ ]
�����������������
When: After getting Force Gem 19

How: After freeing the first guy at the Pirate Hideout and getting his Force
 Gem, two Goron kids appear here and keep getting kidnapped, forming this place
 as a glorified target range minigame. Get 3000 points to get this Quiver 
 upgrade. There's a hidden "combo point bonus" system in this, as the more you
 hit without missing a shot, the more points per Miniblin you kill. You also 
 get the same points when facing the Big Blin at the end for every shot, so he
 acts as a bit of "catch up" for your points. Light Arrows go through multiple
 targets, so use that when Miniblins form a line in the first part and for the
 Miniblin lines at the Big Blin part.

------------------------
Quiver Upgrade #2 [ ]
�����������������
When: Anytime after visiting the Fire Realm

How: This quiver is available for purchase at the Goron Village shop for 2,000
 Rupees. Pretty simple, you just need to farm for Rupees if you want it.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Letters            /
�������������������
Unlike in Phantom Hourglass, and much like Twilight Princess, you get letters
from the Postman, and you're free to read them at any time. Well, this lists 
the letters you can get, by order of availability.

------------------------
From the Postmaster [ ]
�������������������
Dear Link,
Our new postal system has started running today. If you're reading this letter,
it means my new postman is doing his job right. He's as hardworking and 
efficient as they come! So be nice to him, won't you? We'll be in touch if
anything new comes up.
          -- The Postmaster

------------------------
From Princess Zelda [ ]
�������������������
I have a great favor that I must ask of you in person. Follow this secret path
at the top of the castle. Tap the map icon to copy the location to your map.
Please come to my quarters as soon as you can, and don't let anyone see you.

------------------------
From Alfonzo [ ]
������������
Dear Link,
I'm sorry I wasn't able to help you more. That guy really did a number on me,
so I was feeling pretty rough for a while. Luckily, I'm feeling better now.
Would you mind coming to get me at the castle and taking me back to Aboda 
Village? Thanks!
          -- Alfonzo

------------------------
From Beedle [ ]
�����������
Greetings! There's a new shop in town--Beedle's Air Shop! We're having a bomb-
bag blowout, so keep your eyes peeled for our hot-air balloon! Whenever you see
me, drive up close and blow your train whistle. Hope to see you soon!

                                    Beedle

------------------------
From Russell [ ]
������������
Hello, Recruit!
How's the sword training going? You should consider testing your skill against
more experienced swordmen. If you want to take your technique to the next 
level, stop by the training room in the castle. We're waiting for you!
          -- Guard Captain Russell

------------------------
Beedle Club Mailing [ ]
�������������������
Thank you for joining the Beedle Members' Club! Please take a look at the club
rules below.

Earn a point for every 10 Rupees you spend. Get a Silver Card for 200 points,
a Gold Card for 500 points, and a Platinum Card for 1,000 points. At 2,000
points, you get a Diamond Card. Every time your status improves, you get a 
bonus gift! But remember, you can't use the cards at other stores. These cards
are for Beedle shops only!

Finally, remember that shopping is most enjoyable when it's done responsibly.
Keep to those simple rules and we'll both be happy! See you soon!

                                    Beedle

------------------------
From Linebeck [ ]
�������������
My dear boy,
Even though I'm no longer with you, I'm sure you're faring well. But just in
case you run into some hard times...I've buried the Regal Ring in a safe spot
for you to claim. It wouldn't be fun if I told you exactly where, though, would
it? Use these clues to find it.

1. To enter the hiding spot, sound the light and follow its beam.
2. Inside, go 4 steps north and 6 steps west from where the lights cross.

And that's where you'll discover the treasure! Best of luck to you! HA HA!

          -- Linebeck Senior

------------------------
From Carben [ ]
�����������
Dear Self,
I know you'll forget, so I'm leaving you instructions to get to the ocean 
floor.
          -- Carben

------------------------
From Niko [ ]
���������
How are your travels going? Are you collecting stamps for me? I hope to see
your smiling face back in Aboda Village soon! Oh, when I was cleaning up the
other day, I found this map. Why don't you check it out?

                                    Niko

------------------------
From Ferrus [ ]
�����������
Tell me, does this place look familiar to you? I'm over here trying to snap
some shots of an awesome armor-plated version of that new train! I'll be around
here for a while, so come pay a visit if you get a chance. That would be sweet.

Your buddy,
Ferrus

------------------------
From Ferrus (2) [ ]
���������������
Tell me, you ever seen this place before?

I was so caught up snapping trains in action that I got lost! I love me some
alone time with my camera, but I'd like to go home. Could you pick me up?

Your wandering pal,
Ferrus

------------------------
From Ferrus (3) [ ]
���������������
Tell me, do you recognize this locale? You remember the Ocean Temple you 
brought me to before? I found something NEATO there! If you want to come visit
me, I'll give you this thing I found. Stop by when you can!

Your aquatic pal,
Ferrus

------------------------
From Kagoron [ ]
������������
Hi, little engineer! How has your freight car been holding up? Things here have
been peaceful, and the mountain is silent. Thanks for all your work! Here is a
map I drew as a young Goron. Use it to find some treasure I hid in the Dark Ore
Mine as a young one. I cannot remember where I hid it. he hints on the map 
might help you find it though. Hope to see you soon!

                                    Kagoron

------------------------
Silver Membership [ ]
�����������������
Thank you for shopping at Beedle's Air Shop. You now have 200 points! Here is a
Silver Card, which gives you a 10% discount on all items! Save up those points,
and we hope to see you at the shop again soon!

                                    Beedle

------------------------
Gold Membership [ ]
���������������
Thank you for shopping at Beedle's Air Shop. You now have 500 points! Here is a
Gold Card, which gives you a 20% discount on all items! Save up those points,
and we hope to see you at the shop again soon!

                                    Beedle

------------------------
Platinum Membership [ ]
�������������������
Thank you for shopping at Beedle's Air Shop. You now have 1,000 points! Here is
a Platinum Card, which gives you a 30% discount on all items! Save up those
points, and we hope to see you at the shop again soon!

                                    Beedle

------------------------
Diamond Membership [ ]
������������������
Thank you for shopping at Beedle's Air Shop. You now have 2,000 points! Here is
a Diamond Card to commemorate this monumental occasion! From now on, all our
merchandise is available to you for half off! Wow!

We always appreciate your business. See you again soon!

                                    Beedle

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Treasure           /
�������������������
Treasure is various little items that you can collect, such as rings, rock 
artifacts, and the like. They can be sold at certain places at varying prices,
but they can also be used to get parts for your Train. Your current Treasure
can be found in the Collection screen, under the tab that has all the gems. The
rarity of treasures varies on each playthrough.

------------------------
Demon Fossil
������������
Description: Fossil of an ancient demon. Sounds rare, but it turns up all over
 the place.
Price: 50 Rupees

------------------------
Stalfos Skull
�������������
Description: This artifact's eerie aura makes it the ultimate collector's item.
Price: 50 Rupees

------------------------
Star Fragment
�������������
Description: A sparkly stone that fell from the sky. It's said to be a piece of
 a star.
Price: 50 Rupees

------------------------
Bee Larvae
����������
Description: Readily found in beehives. These energizing larvae sell for quite
 a bit.
Price: 50 Rupees

------------------------
Wood Heart
����������
Description: Whether this acorn is a treasure is debatable, but it does have 
 its fans.
Price: 50 Rupees

------------------------
Dark Pearl Loop
���������������
Description: Rare dark pearls, strung together into a stunning necklace.
Price: 150 Rupees

------------------------
Pearl Necklace
��������������
Description: Pure white pearls, strung together into a luminous necklace.
Price: 150 Rupees

------------------------
Ruto Crown
����������
Description: Some say this regal crown was worn by generations of Zora 
 princesses.
Price: 150 Rupees

------------------------
Dragon Scale
������������
Description: It's said that this scale came from a dragon, but no one really
 knows its origin
Price: 150 Rupees

------------------------
Pirate Necklace
���������������
Description: Once worn by a pirate captain who raided the seas. It has an evil
 aura.
Price: 150 Rupees

------------------------
Palace Dish
�����������
Description: Priceless dish used by past royalty for eating dessert.
Price: 500 Rupees

------------------------
Goron Amber
�����������
Description: This tasty Goron treat is valuable because it contains a bug!
Price: 500 Rupees

------------------------
Mystic Jade
�����������
Description: Captivating and very valuable because of its beautiful form and
 color.
Price: 500 Rupees

------------------------
Ancient Gold Piece
������������������
Description: This ancient artifact makes you feel like you've stepped back in
 time.
Price: 500 Rupees

------------------------
Alchemy Stone
�������������
Description: Desired by many, this artifact is said to bring riches to its 
 owner.
Price: 2500 Rupees

------------------------
Regal Ring
����������
Description: A princely ring handed down by royalty for generations.
Price: 2500 Rupees

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Common Pick-ups    /
�������������������
These are just items that appear from the ruins of defeated enemies, such as
hearts and Rupees.

------------------------
Rupee
�����
Description: The game's currency, comes in all kinds of colors. The color 
 depends on the value, with green being the most common and cheapest. Here's
 what you'll find. Keep in mind that the big valued Rupees are usually only
 found in treasure chests, even moreso with the Big Gold ones.

Green = 1
Blue = 5
Red = 20
Big Green = 100
Big Red = 200
Big Gold = 300

------------------------
Recovery Heart
��������������
Description: Recovered from fallen enemies or nuts and pots, these red hearts
 restore a single heart of your health bar. They seem to be plentiful in this
 game, but you'll still likely take a few damaging hits in the game anyway.

------------------------
Bombs
�����
Description: Pick up these to receive 3 more Bombs. They're usually found in
 pots, but in this game you don't really need to use Bombs all that often...

------------------------
Arrows
������
Description: Pick these up to receive 5 more Arrows to your Quiver. They're
 usually found in pots, and you have to use the Bow quite a bit...so look for
 them.

------------------------
Treasure
��������
Description: Sometimes treasure pieces can be found within common pots. They're
 all usually the cheapest treasure pieces however, but still. Whenever you see
 some pots, don't be afraid to break them. They may also be under leaf piles
 which can be blown away with the Whirlwind item.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Dungeon Items      /
�������������������
These are items that can only be found in dungeons, all of them used to solve
puzzles or open passageways to continue further.

------------------------
Small Key
���������
Description: One Small Key allows you to unlock a single locked door. For the 
 most part, they are abundant in the dungeons/temples, but they can also appear 
 in random caves.

------------------------
Tear of Light
�������������
Description: Only found in the Tower of Spirits, these items are used to power
 up your sword enough to stun Phantoms by attacking their backs. Three are
 needed to power up, and when a Phantom is stunned, Zelda possesses it.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Bottled Items      /
�������������������
Like in Phantom Hourglass, you can purchase bottled items, but once the item is
used, so is the bottle. This just lists what's available.

------------------------
Red Potion
����������
Description: Drink this to restore six hearts! This is usually found for 100
 Rupees at shops.

------------------------
Purple Potion
�������������
Description: This refills hearts just like the Red Potion, but is used 
 automatically when your health is drained to 0, reviving you. It's like 
 bottled fairies.

------------------------
Yellow Potion
�������������
Description: A cure-all potion. One swig of this restores all your hearts! It
 is sold only at some stores, but is usually very pricy.

-------------------------------------------------------------------------------
    *
*                             S E C T I O N  XII
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This is a list of enemies in the game. Pretty much. There will be strategies 
for each one if applicable, and will tell the general location they're found 
in.

------------------------
Bee
���
Description: Simple bees, really. They're usually found in hives and can't be
 defeated. As long as you don't knock the hive around by ramming the tree it's
 on, you'll be fine. If bees do end up chasing you, enter a house quickly.

------------------------
Bellfish
��������
Description: Found in the Ocean Realm, these purple jellyfish spring from the
 water and float gently downward. If hit with the cannon, they hover upward a
 bit, make a sound like a little bell, and drop a Rupee. Keep attacking the
 Bellfish and it will split up, meaning you have to "juggle" even more of them.
 Up to three Bellfish can be around at a time. Since they really don't even 
 harm you, they're more just Rupee reservoirs.

------------------------
Blastworm
���������
Description: This blue worm, usually found in the Forest Realm, have explosive 
 tendencies. When struck, they curl up into a spiky ball. Hit them again and 
 they'll blow up. Since you can't carry spiky things, the Whirlwind makes these 
 enemies a great blasting tool when there are no other explosives around.

------------------------
Bullbo
������
Description: Returning from Twilight Princess, these giant boars sport a new
 look, and are found mainly in the Forest Realm while riding the train. Unlike
 other enemies, these are not budged by the whistle, and will actually actively
 ram into your train. The only way to deal with these misfits is to use the
 cannon to kill them. Occasionally a Bulblin (once again from Twilight 
 Princess) will ride a Bullbo and attempt to fire bomb arrows at you to deal
 distant damage. Either way, a Bullbo is killed with two cannon strikes.

------------------------
ChuChu
������
Description: ChuChus are basically creatures made of jelly. They come in a wide 
 variety, but the Red ones are the most common and easiest ones. Yellow ChuChus
 occasionally electrify themselves, so attack when they're not. Blue ChuChus 
 are always electrified, and they cannot be stunned or killed by conventional
 means. Helmet ChuChus are just Red ChuChus with a spiky helmet on, so use the
 whip to snatch the helmet before killing the ChuChu. Finally, there's a new 
 type of ChuChu called the Ice ChuChu. These freeze Link upon contact, thus 
 they need to be shot from afar to be killed.

------------------------
Crow
����
Description: A crow enemy that resides on the tops of trees. It swoops down 
 onto Link and attempts to steal money. Don't let that bird peck your head, it
 can be painful!

------------------------
Dark Train
����������
Description: Evil trains whose sole purpose is to run right into you when 
 riding on the train. Use the map to help you avoid these suckers, because they
 are invincible. They can be slowed down a bit if hit enough times with the
 cannon, but can never be destroyed. Some Dark Trains come in an armored 
 version which can't even be hit with the cannon, so watch out for those. Did I
 mention they kill you in one shot if they run into you? Yeah...

------------------------
Ergtorok
��������
Description: A creature that dwells in the sand. Apparently related to the 
 Octive, this one pops out of the sand and tries to shoot spiky rocks at Link.
 However, they sink back into the sand when Link approaches. To defeat these,
 use the Sand Wand on an Ergtorok, rising the sand up, trapping it and stunning
 it. Get Link to the Ergtorok's level using the Sand Wand, then slash it to 
 kill it.

------------------------
Fire Baba
���������
Description: A Baba plant from Wind Waker that only grows in dry soil. These
 flowers spring to life when approached, and attempt to swallow you whole. Rub
 the stylus back and forth rapidly to escape their grasp if you get caught. You
 can cut off their stalks with the Boomerang, leaving their head to kill, but
 they still try to eat you. If you have Bombs, then use those, as they die in
 one hit from those.

------------------------
Freezard
��������
Description: Returning as its Twilight Princess incarnation, these shards of
 ice slide along icy floors and rapidly ricochet around the room when hit. The
 only way to kill them is to either make them ricochet into water or use the
 Boomerang while it's caught on fire. When melted, they actually appear to be
 simple Octoroks! How odd...

------------------------
Geozard
�������
Description: A creature covered in scales. It looks like the Zora Warrior from
 Phantom Hourglass (heck, maybe they're called Geozards in Phantom Hourglass),
 and attacks the same way. They're much tougher to beat however. To remedy 
 this, they're only found in the Tower of Spirits, and as such, you can use
 Zelda to help you. Trace a path for Zelda into a Geozard for her to initiate
 combat. Get behind the distracted Geozard and slash its back. Repeat until it
 is dead. There's a special kind of Geozard which is red, has more health, and
 spews a deadly stream of unblockable fire all around the room. This Mighty
 Geozard is tougher, obviously, but is defeated the same way. You can use Zelda
 as a shield to block the Mighty Geozard's flames. If facing either of these
 alone, the Whip can be used to snatch their shields.

------------------------
Gerune
������
Description: An enemy made of sand. These sand blobs move along the ground in
 an attempt to swallow Link up. Attacks prove useless, unless you use the Sand
 Wand first to dry them up, making them brittle and immobile. Afterwards, just
 a single sword slash will break them apart, killing them.

------------------------
Heatoise
��������
Description: A giant, tortoise-like enemy which uses fire and shell spins to
 attack. The first time you fight it, you have to make it shell spin into an
 electric Moldola to stun it, then you go in and slash its head to damage it.
 Once you have the Arrows, you can just shoot their heads with two Arrows to
 kill them.

------------------------
Keese
�����
Description: Keese are the stock bat enemies in the Zelda series, and this one
 is no exception. They usually just fly around, but may dive toward Link to
 attack. A simple slash kills them. There are two other types of Keese as well:
 Fire Keese and Ice Keese. The Fire Keese are, well, on fire, and light Link on
 fire when they're touched. Ice Keese freeze Link in a block of ice when 
 touched, so be careful of these elementals and use a long-range weapon. As
 usual, most Keese are found in caves.

------------------------
Key Master
����������
Description: A special kind of Floormaster-ish enemy that guards the Boss Key
 of the temple from being returned to its respective door. They appear from
 portals and walk around with their fingers. Once they appear, they never stop
 appearing, but they can be killed with a few sword slashes. Fighting against
 Key Masters is usually the final puzzle before having to fight the boss.

------------------------
Like Like
���������
Description: A really, really disgusting enemy. It's like a moving tube of...
 something, with an opening at the top, most likely its mouth. Anyway, they 
 slither and slosh around to move, and if they spot you, they try to inhale you
 into their mouths. If you get caught, quickly slide the stylus left and right
 to escape! Just be careful, they loooove shields.

------------------------
Lobarrier
���������
Description: A lobster-like enemy with a giant, impenetrable, stone claw. As 
 its name implies, it acts as a barrier, preventing anyone from passing through
 its territory. To get past it, use the Boomerang so that it hits the 
 Lobarrier's back and stuns it. You can kill it by striking its back 
 afterwards.

------------------------
Malgyorg
��������
Description: A shark that swims under the sand. These sand sharks come in 
 groups of three and attempt to surround the train. Keep watch on them: when
 they jump out of the sand to attack you is the perfect time to shoot them
 with the cannon. Each Malgyorg takes only one shot to kill.

------------------------
Miniblin
��������
Description: A regular Miniblin from Phantom Hourglass and Wind Waker. They
 seem to have never changed their wish to be pirates, even after 100 years. You
 first meet these guys during a pirate ambush while taking Carben back to the
 Ocean Sanctuary. These little guys don't hurt much, and don't take much to
 defeat, but they are usually really numerous. And as they say, there's power
 in numbers.

------------------------
Moink
�����
Description: A weird animal that is a mix between a pig and a cow. It is 
 normally harmless and is found grazing in the fields alongside the Spirit 
 Tracks, but some may simply sit on the Tracks. Don't hit them with the cannon,
 as they'll get aggravated and attack back. Instead, just use the whistle to
 scare 'em away.

------------------------
Moldola
�������
Description: An electric, segmented enemy that moves along the walls like a
 snake. These black and red creatures cannot be defeated, merely avoided. Be
 cautious when in narrow passageways.

------------------------
Mothula
�������
Description: A winged creature that looks like the Mothula of Wind Waker, but
 yet is also different at the same time. You can't attack it while it's flying,
 as it disappears in a cloud of fairy dust. It will also reflect any whirlwinds
 blown at it, just don't get caught in your own reflect whirlwind. Its main
 attack is spitting out Poison Bubbles. Blow one of its Bubbles back at it with
 the Whirlwind to stun it, then go in and slash it.

------------------------
Mounted Miniblin
����������������
Description: A Miniblin on a statue that hops around. This annoying enemy likes
 to chase you around endlessly and stick you with the statue's spikes. Only
 found in the Tower of Spirits, you can only defeat them with the help of Zelda
 by riding on her back. That way you can slash them or knock them off with the
 Whirlwind.

------------------------
Nocturn
�������
Description: A really annoying ghost enemy that appears in pitch dark areas.
 While they're in the dark, they cannot be killed: if you slash them, they
 disappear in smoke and re-appear a second later to come after you. The only 
 way to kill them is to expose them to light. As they leave you alone when 
 you're in light, you either have to chase them with a light source, or light
 a torch when they're near it. Once they're solidified, they cower to the 
 ground, leaving you to slash them once to kill.

------------------------
Octive
������
Description: A weird-looking enemy that resides in icy water. It sticks its 
 body out, looks at you, and then spits out a blue spiky rock at you. It can be
 stunned and killed, but most of the time they can't be reached while just on
 the ground...

------------------------
Octorok
�������
Description: Returning as usual in a Zelda game, this time acting as a land
 creature. This red creature walks around and spits rocks at Link. Sometimes
 they're stationed alongside each other in a row and constantly spit a wall of
 rocks. Land Octoroks aren't the only ones in this game though...you encounter
 Ocean Octoroks while underwater in the Ocean Realm, as you're heading to the
 Ocean Temple. They swim around in front of your train before spraying you 
 with hard-to-get-off ink. There are also harmless Octomines that drop Rupees 
 when destroyed, when underwater.

------------------------
Phantom Eye
�����������
Description: These creatures are simply floating blobs covered in "eyes." They
 can see all around them, and if they spot you, Phantoms will become aware of
 you and try to track you down. If spotted by a Phantom Eye, eventually it will
 try to slow you down. Shake it off then kill it. Most of the time, Phantom
 Eyes can't be permanently killed, but temporarily killing them is often needed
 to pass by. Like Phantoms, they're only found in the Tower of Spirits.

------------------------
Phantom
�������
Description: Returning from Phantom Hourglass is the invulnerable Phantom. It
 is designed very similarly to the ones in Phantom Hourglass and have the same
 role, except they're guards of the Tower of Spirits, instead of guards of the
 Temple of the Ocean King. You need to collect three Tears of Light and strike
 one in the back so Zelda can help you through the Tower. Getting struck by
 them means you'll reset back at the floor's entrance. Like before, there are
 different types. Aside from the normal ones, there's also Torch Phantoms, 
 which have flaming swords that can light dark areas and ignite torches; Warp
 Phantoms, which warp to Phantom Eyes when you're spotted; and Wrecker 
 Phantoms, which roll into a ball and wreck almost everything in their path.

------------------------
Pirate Ship
�����������
Description: They appear sometimes in the Ocean Realm. These ships, straight
 from Phantom Hourglass, try to bombard your ship with cannon fire. They're
 pretty easy this time though: two hits from your cannon will sink them. They
 come in threes however, and usually try to rain bombs onto you, so you'll have
 to be quick in destroying them.

------------------------
Pirate Tank
�����������
Description: Pirates have also acquired mobile tanks to use to harass train
 drivers. They move around in clunky ways, but are pretty quick. It takes two
 cannon shots to down these weak wooden tanks. They're found in any realm other
 than the Ocean Realm.

------------------------
Poison Bubble
�������������
Description: The classic Bubble enemy returns in this game, but only in one
 form. These flying skulls are surrounded by purple poison mist and are 
 invulnerable to most attacks. Use the Whirlwind item to knock them out and
 blow out their mist, then strike them once to kill them. They're usually found
 in the Forest Temple.

------------------------
Rat
���
Description: An actually very annoying rodent. They appear from holes and are
 especially a nuisance in the Tower of Spirits, as Zelda is still really afraid
 of them even when in a Phantom's armor. They also seem to be the brunt of some
 of the game's puzzles.

------------------------
Sir Frosty
����������
Description: A snowman enemy that is exclusively at the Snow Realm. They appear
 alongside the tracks as you ride your train, and will throw their heads right
 at you, growing a new one shortly afterwards. Just use the cannon to destroy
 the head. The enemies themselves take two hits to defeat, unless they already
 threw their head.

------------------------
Skulltula
���������
Description: A giant spider with a skull as its back. It resides in the forest
 while riding in the train and comes down from its web to try to hit you. It
 can be scared away with the whistle, but can also be killed with the cannon.
 It's hard to hit though, so perhaps the whistle is the better choice. Aside
 from regular Skulltulas, there are also yellow Skulltulas which take more 
 damage to kill.

------------------------
Snapper
�������
Description: A humanoid, male-ish enemy that almost looks like it's wearing
 bondage clothing. It attacks using its Rope whip, snapping you with it, 
 grabbing you with it, pulling you in, and suckerpunching you. You can defeat
 it two ways: Let it grab you, but attack as it pulls you in; or use the 
 Boomerang to stun it, then slash it.

------------------------
Snurglar
��������
Description: A large version of the Snurgle below, you face these only one 
 time, carrying keys that unlock the Fire Temple. They fly away when approached
 from behind, so take 'em head on. Second, they dodge your cannon fire unless
 you stun them with a short whistle then a long whistle, which is basically
 "CHOO-CHOOOOOOOOOOOO". Then, hit them with a cannon strike to down them and
 take the key.

------------------------
Snurgle
�������
Description: A flying enemy that has a trunk and sounds much like an elephant.
 Only found when riding on the train, it is quite the enemy and rams into 
 anything it doesn't like. They're easily scared away by the whistle, but can
 be killed with the cannon.

------------------------
Spinuts
�������
Description: The Spinut is a creature shaped much like a Goomba from the Mario
 games, but are yellow and have a dog face. Once they spot Link, they'll hop
 and chase after him. Takes two strikes to defeat them. There are two types:
 Yellow and Green. The Yellow Spinut is normal, but the Green one takes more
 hits to kill.

------------------------
Stalfos
�������
Description: The Stalfos is an animated skeleton enemy that throws its bones at
 you. They hop away from sword strikes, so it's hard to slash them. However,
 they disintegrate with a Bomb thrown in their face. There are special Stalfos
 Warriors that use swords and wear a special hat, but with the Bombs, they're
 not that much different.

------------------------
Tektite
�������
Description: These rock monsters only live in caves, and are a smaller version
 of the Rocktite train boss. Just shoot them with the cannon before they fall
 onto you and damage you.

------------------------
Vengas
������
Description: A yellow spider-like enemy that is filled with poison gas. All it
 does is crawl around and try to ram you, but when it is defeated, it explodes
 in a cloud of poisonous gas. You can use the Whirlwind to get rid of the gas
 cloud.

------------------------
White Wolfos
������������
Description: A snowy white enemy that appears in areas of the Snow Realm. If
 you walk into their territory, they appear from the snow itself and surround
 you. If you slash them, they jump back. To prevail against them, it's either
 corner them or be cornered. If you run away, they just viciously try to attack
 you, just like real dogs. Pretty tough enemy, really.

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*                             S E C T I O N  XIII
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������������������������������������������������������������������������������� 
 *                                B O S S E S
   *  
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Like any Zelda game, there's bosses at the end of each dungeon. However, there
are also other boss-like enemies that you must face in places outside dungeons.
These will be listed as well. Overall, the bosses will be listed in the order
you face them in-game.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Stagnox, Armored Colossus
�������������������������
Encountered: End of Forest Temple

This ugly-looking, giant stag beetle has its abdomen as its weakness. It covers
it with poison mist, so it won't be that easy to reach it. It starts off the
battle by constantly facing you no matter where you move. Just keep still until
you see it move forward, as it will attempt to knock you around with its horns.
Move away and quickly get behind it. Blow away the mist with the Whirlwind, 
then strike its abdomen until it turns around. Repeat the process, and Stagnox
will change its strategy.

It will start flying around the room now, and will eventually stop in front of
you on the top screen. After a while, it will spawn three Blastworms and throw
them down towards you. Kill them all except for one, and make sure it's curled
up. Keep the Whirlwind aimed at that Blastworm, and wait for Stagnox to come
flying down towards you. Blow a whirlwind towards the Blastworm while aiming at
Stagnox and it will blow up in its face, making it fall on its back. Slash the
abdomen until it gets up and flies away. Repeat until it's finally dead.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Rocktite
��������
Encountered: Overworld

This massive, quadriped rock monster shows up in caves and chases after your
train. Your first encounter with it is in the Snow Realm when reaching the Snow
Sanctuary. Its weakpoint is the eye in its body. Just shoot its eye with the
cannon until it gets knocked back. Repeat the process as it gets faster and
faster to eventually defeat it.

The second time you encounter a Rocktite is when traveling to the Sand Temple.
This Rocktite takes more to kill, and sometimes keeps its eye closed. To make
it open its eye, shoot an explosive barrel by it. This will damage it and make
it open its eye. Keep shooting until dead.

The third and final time you encounter this boss is actually an optional 
encounter. It is in the cave next to Dark Ore Mine. This Rocktite takes even
more hits to kill, but is also accompanied by Tektites to also chase you down.
You'll have to deal with the strategy used in the second fight, as well as kill
any Tektites you see to prevent any added damage.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Fraaz, Master of Icy Fire
�������������������������
Encountered: End of Snow Temple

This is practically the same character as Blaaz from Phantom Hourglass. 
However, the way to defeat this boss works differently, and he's also 
surprisingly hard...at least for the time you face him. Right now, Fraaz uses
two forms of power: ice and fire. He'll bloat up and charge up either power,
and you can tell which power depending on the color. (Blue or Red) Whichever
color he is, light up your Boomerang of the opposite color and have it hit him.
If he's still the same color but smaller, do it again quickly. Fraaz will be
stunned, so get some hits in. Repeat until he splits into two.

Look at the top screen. See the color that the split up Fraaz bodies are? With
one Boomerang throw, have it touch each body with its weakness. If done 
correctly, Fraaz will become whole again. If not, both bodies will spew fire
and ice around, so don't get hit. Now that Fraaz is joined up again, he will
destroy both torches. So how do we deal with him now? Use his own attacks
against him. Whatever he fires, will stay on the stage for a while afterwards.
Use the element that's against him when you can, and attack when he's stunned.
He will eventually split up again. Do the same: wait for the Fraaz bodies to
fire their elements, then target them with their weaknesses. Fraaz will once
again become whole. Repeat until he's dead.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Big Blin
��������
Encountered: Train ride to Ocean Sanctuary

This hulking monstrosity sort of looks like a Moblin. It is apparantly a pirate
leader of sorts. In this boss fight, you have to protect Carben from it. 
However, it seems to be invincible, never flinching when you attack it. 
Thankfully, it walks very slow. It has a powerful swinging arm though, so when
you see it get ready to attack, get away quickly. If you get hit, you'll be
dizzy for a little bit. Rub the stylus on the screen quickly to shake yourself
out of it.

As long as you constantly distract the Big Blin, it'll never get close to 
Carben. Eventually, it finally keels over after taking such a beating. Be 
vigilant on the top screen though! A Miniblin may approach Carben while you're
busy with the Big Blin, and if it's given enough time, will cage Carben and
take him away, meaning you'll have to start over.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Phytops, Barbed Menace
����������������������
Encountered: End of Ocean Temple

This boss is like...a barbed green octopus. Its head is covered in purple gunk,
and shoots it at you. It blocks your path left and right with its barbed 
tentacles. What to do? Well, the preliminary to this boss gave you a clue. Pull
out a thorn from one of the tentacles, and throw it at the head. Some of the
gunk will disappear, partially revealing an eye. Keep pulling off thorns and
throwing them at the head until the eye is fully revealed. Pull off one more
thorn and throw it at the eye.

Phytops will screech, then lay its head against the side of its pool. Head over
there and slash its eye as much as you can. After attacking it, it will retreat
into the water, and out comes four tentacles. Two of them trap you in, and two
of them try to whip at you. Avoid them. Phytops' head will re-surface, so 
repeat. After taking enough damage, Phytops will use its whipping tentacles
while you have to expose its eye, making it more difficult. Eventually, Phytops
will be downed.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Cragma, Lava Lord
�����������������
Encountered: End of Fire Temple

This monstrosity is our boss? Well, it's pretty imposing, but don't lose your
composure! Its main attack is lifting itself up, then slamming its fist down 
onto the ground. This does a full heart of damage if it hits, but also makes 
molten rocks fall down to try to hurt you even more. Some of them contain arrow 
refills though, so it's not all bad. Your objective here is to shoot an Arrow
at the glowing spot at Cragma's belly when it lifts up to attack. Cragma will
get angry, then plunge both its fists onto the ground. Be careful and dodge
this. This will make a larger boulder fall down. Blast it away with a Bomb, or
have Cragma crush it, to find a rock panel. Pick it up and throw it at one of
the geysers to the right, and use the rock panel lifted by a geyser to hop onto
the mine cart. Looks can be deceiving, so you may fall into the lava a few
times.

Once on the mine cart, you'll ride along rails surrounding Cragma. You're 
supposed to shoot its glowing spots, including the ones on its hands. As you 
shoot the glowing spots, you'll get higher and higher until you're at Cragma's 
eye level. Shoot its eye with an arrow to finally stun Cragma, sinking it down 
to the floor. The mine cart will drop you off so you can slash its head to 
damage it. Repeat this elongated process until Cragma is defeated! Remember, 
the falling rocks that fall when Cragma slams its fist down sometimes drop 
Arrow pickups, so use that to your advantage.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Byrne
�����
Encountered: After Floor 23 of Tower of Spirits

This fellow is extremely quick and agile. He hops around the arena, 
occasionally stopping to shoot some energy waves. You can have them hit Zelda:
she won't be harmed, and each shot drops a heart. Eventually, Byrne will yell,
the camera angle will change, and a purple crosshairs will appear on you. Move
around so that Byrne's gauntlet will miss you. Once it's caught onto the floor, 
move Zelda to the hand and pull it, causing Byrne to fall off. Go over and 
slash him as Link.

At this point, Byrne will try something new. After sending his energy waves,
he'll attempt to charge up an energy ball. This is aimed right at Zelda, so 
move her around to dodge it, as if she gets hit with it, she gets stunned just
long enough for Byrne to throw his gauntlet at you without any danger. Once he
starts his gauntlet throw, call Zelda so she'll move with you, as Byrne will
try to hit Zelda with his gauntlet as well. Once the gauntlet is stuck, pull it
as Zelda again and slash Byrne.

Now Byrne will try to get up close and personal, using his gauntlet to beat up
Link and Zelda. He mostly focuses on Link though, but if you use Zelda to try
to slash him, he jumps to dodge. What you have to do is slash Byrne 
relentlessly with Link. He won't be able to block every attack, so you can deal
some damage. Eventually, Byrne will start up an attack in which he charges 
straight at you. Get behind Zelda, and when Byrne charges, Zelda will hold 
Byrne in place, leading for you to slash his back. That's about all of Byrne's
tricks, so keep dealing damage in that way until the fight is over.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Skeldritch, Ancient Demon
�������������������������
Encountered: End of Sand Temple

This giant skull on a tower of armored bones awakens! It uses two attacks: 
throws a boulder at you, and uses a piercing laser attack. Just constantly roll
(but not so much that you get yourself dizzy) to avoid the laser attack, and
stop the boulder with a big barrier of sand using your Sand Wand. While the
boulder is stopped, move it onto one of the catapults. Take care to move away
when you see Skeldritch summon another boulder, as when two boulders collide,
both disintegrate. When the boarded catapult is lined up, hit the switch and 
the boulder will fly into Skeldritch, breaking apart a section. Repeat this
again for the next section, just make it known that he throws three boulders
this time.

Skeldritch's next section does not have its weak spot in the front like the
previous two this time: it's on Skeldritch's right side, with armor covering
the rest. Take note that Skeldritch always faces you...stop a boulder, place it
on a catapult, then move until you see the boarded catapult on the right of
Skeldritch. When the coast is clear for you, shoot that catapult's switch with
an Arrow, flinging the boulder and breaking apart that section.

Skeldritch's next section has its weak spot behind him. Do the same thing you
did before: board a catapult with a boulder, move until it's behind Skeldritch,
then hit the switch with the Boomerang this time, so you can get it around
Skeldritch. Take note though, Skeldritch now fires three super fast boulders. 
You'll have to create an extremely thick wall of sand to stop these boulders.
The next section has its weak point on the left. Again, use the same strategy
as you used for the previous section, Boomerang and all. This time, Skeldritch
fires four of those super-fast boulders, so take heed.

Now that only a skull remains, Skeldritch's helmet has fallen off, revealing 
its vulnerable head. It will now chase after you relentlessly. Use the Sand
Wand to create a wall of sand in front of it to stop it momentarily, then 
quickly get behind it, raise yourself, then do a series of slashes. Repeat this
until Skeldritch is finally bested.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Dark Link *OPTIONAL*
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Encountered: End of Take 'Em All On level 3

Well this is certainly a surprise. You face your dark replica here. Make sure
you break the pots before the battle to heal up. Dark Link uses the Bow, Bombs,
sword slashes, sword spin, and a fancy jumping slash. It always blocks your 
attacks unless you slash it when its guard is down, like when it's holding a 
Bomb, firing Arrows, or landing from a jump slash. For a final battle in this 
minigame, it's actually pretty easy to dodge the attacks. The only challenge 
comes in striking Dark Link when it's open. Once it's taken enough hits, it'll
use a Great Spin, where it spins around fast with sword extended.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Demon Train
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Encountered: Dark Realm

Yes, a battle between two trains, and obviously the Demon Train is a lot bigger
than you. It takes place on four Tracks, and the Demon Train always takes up
two. Dark fires may sometimes be on the track, so you'll have to be vigilant 
and switch Tracks when necessary. The objective is to destroy each section of
the Demon Train before it escapes, and it's obviously done in phases.

The first phase has you dealing with the cargo car. This constantly drops 
exploding barrels on your path, so you have to destroy them. To actually damage
the car, you have to shoot the barrels when they're still in the process of
being launched. If the Demon Train yells, then immediately go reverse. You 
won't actually go reverse, but you'll slow down tremendously. When the Demon 
Train yells, that means it's going to switch Tracks in an attempt to ram into
you. Once you dodge that, switch Tracks yourself so you don't run into it. 
After the cargo car is destroyed, move on to phase two.

This time you'll have to deal with laser cannons. Get even with the Demon Train
and shoot the guns of the lasers to damage them. Each laser gun requires two
shots to destroy. Again, watch for dark fires on the tracks and whenever the
Demon Train tries to change Tracks. After the laser cannon car is destroyed,
phase three will come into effect.

More lasers here, except there's a LOT of them. There's not much you can do as
far as dodging them goes (unless you want to be cool), just hit the pegs that
fire lasers from the car. Once you've destroyed them all, the Demon Train will
slow down and get behind you. Fire at its face until it decides to switch 
Tracks. Get behind it quickly, and try it once more. Once the lasers are gone
again and the Demon Train gets behind you, it will switch Tracks so that it's
actually behind you, and will slowly catch up. You can't escape it at this
point, so just shoot the face until the fight is over.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Malladus
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Encountered: After Demon Train

We're on top of the Demon Train, and it has started moving, leaving our train
behind! We need to head over to Malladus, in Zelda's body, at the other end of
the train. However, Cole is going to be rather irritating here. As he knows 
Zelda's "weakness", he'll constantly spawn ghost rats to Zelda so she'll get
scared. If they're not gone fast enough, they'll shock her, and Cole will 
control Zelda's Phantom body with ghost strings. Use the Boomerang to cut those
strings if this happens. Otherwise, trace a path for Zelda towards Malladus,
while you keep Cole at bay.

You can keep him from summoning ghost rats if you slash at him. He'll disappear 
for a second, giving you some time. When you get close enough, Malladus will
attempt to fire a strong laser at Link to push him back. Stay behind Zelda to
avoid this. Even further, and parts of the Demon Train will twist and sway,
making it difficult to get over there. Once Zelda has reached Malladus, she 
will grab ahold of her body to pin him down. It's not helping much, but at
least it's distracting Malladus and Cole. Shoot a Light Arrow straight at
Malladus to end this battle.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Malladus *FINAL BOSS*
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For the first phase of this battle, Zelda will attempt to focus her power so
that we can have a better chance of defeating Malladus. During this, you have
to defend her from the fireballs Malladus tries to fire at her. Just use sword
slashes. It's simple at first, but quickly gets harder with the more power 
Zelda focuses. Eventually, Malladus will attempt to fire multiple fireballs at 
once. To protect Zelda from them, just get close to her and do a spin attack at 
the right time to deflect them all. You have unlimited tries, so long as Link 
is alive. After this phase is done, time will stop briefly, protecting Link and
Zelda.

Second phase really doesn't have to deal with Malladus at all. In fact, to 
summon the full power of the spirits and Lokomos to help you win the battle, 
you have to perform a sacred duet with Zelda. The notes for you to play are:
Red, Purple, Yellow, Light Blue, Red. Keep the tips in mind, this is the 
hardest thing to do with the Spirit Flute! After having done it, the Lokomos
will join in the epic duet, creating a beautiful song. This starts the third
phase of the battle.

Malladus now has a weak spot revealed on his back. Zelda takes your Bow of 
Light and asks you to distract Malladus so she can fire at Malladus's back. You 
can control both Link and Zelda now. The top screen shows an over-the-shoulder 
view of Zelda. You have a new button on the bottom screen. Tapping this makes 
Zelda fire a Light Arrow. Basically, get Link behind Malladus and slash his 
arms and legs to distract him. It doesn't hurt him, only distract him. Once 
Malladus has his back faced to you, strafe Zelda around by tracing a path for 
her so that she can get a clear shot of Malladus's back. When the crosshairs on 
the top screen turn yellow, you have a clear shot! Fire that Light Arrow.

Fire two more successful shots, and Malladus will collapse...but it's not over 
yet. We need to drive the Lokomo Sword through Malladus's skull to kill him, 
but we need to cut off his horns. All you can do right now is slash at one of 
the horns until it's cut. Now that one horn is cut, Malladus will be on to your
games. You can no longer fire a Light Arrow just any time you get a clear shot,
as he'll dodge it. Instead, you have to distract him long enough until he 
roars. Once he's roared, immediately shoot a Light Arrow at his back, assuming
you have a clear shot. Fire two more and Malladus will collapse again. Cut the
other horn off.

He hasn't changed his pattern at this point. Keep firing Light Arrows at his
back once you have a clear shot and while he roars. After just one Light Arrow,
he'll collapse again. He must be getting weak. Slash the gem on his head. Now
you must rub the stylus and keep the Lokomo Sword in there as long as possible
while Zelda runs over to give you a hand. Once she's there, continue moving
the stylus rapidly, and the fight...will be over. Malladus has been killed,
once and for all...

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 *                           M U L T I P L A Y E R
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This game, like Phantom Hourglass, has a multiplayer feature! This is improved
on from PH's system, in my opinion. It now supports up to four players in
battle. The only problem? There's no online capability! So, if you really want
to play Battle mode, you'll have to find some of your local friends who have
the game too and battle with them...if they're willing. This section details
the game modes available for multiplayer, along with a few tips.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Tag Mode           /
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Tag Mode is something you can use to trade Treasures with someone else. It's
actually pretty simple: pick a Treasure and drag it onto one of the packages on
the right. There are three packages and only one Treasure can fit in each. So
you can trade up to three Treasures. When you're ready, tap Send and you will
send your Treasures to someone else who is also in Tag Mode. In return, you 
will get whatever Treasures that other person stowed away in his three 
packages.

This is simply useful for getting Treasures that may be rare on your game, but
plentiful on another's. Getting these rare Treasures on your file can be used
for finishing up your Train Part collection, or to use them to sell. I actually
used this mode just a few days ago to complete my train collection, so I was
able to release this guide ahead of time.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O
Battle             /
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Battle Mode is a place where you can play against up to three other friends in
local wireless battle. As I have not played this as of now, this section will
be devoid of information. This will be updated when I have played Battle mode 
enough times, however, so if you want to see what all Battle Mode has to offer
or for any possible tips, keep my guide bookmarked and check occasionally.

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*                              S E C T I O N  XV
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 *                               C R E D I T S
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Nintendo - For making a great franchise and an awesome DS Zelda game.
You - For reading this.
Garro - For providing a great list of various things.
ZeldaDungeon - For providing the enemies of the game, and helping me to find
 every Force Gem.

O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O

Well, that's about it. I hope you liked this guide as much as I enjoyed making
it. I have no idea what Zelda game I will cover next, but keep a close eye on
my progress! I may even throw a curveball and release something not expected!
Anyway, see ya next time!