A train engineer, learning to go...
 X-\/-X-\/-X-\/-X-\/-X
 |   The Legend of   |
 |   Zelda: Spirit   |
 | Tracks Walkthrough|
 |  by SpyroCrashJak |
 X-\/-X-\/-X-\/-X-\/-X
 ...but soon enough, he'll be a hero.
 Ok then, I've made better rhymes.

  _____ _     _____   _     _____ _____ _____ _      ____    ____  _____
 /__ __X \ /|/  __/  / \   /  __//  __//  __// \  /|/  _ \  /  _ \/    /
   / \ | |_|||  \    | |   |  \  | |  _|  \  | |\ ||| | \|  | / \||  __\
   | | | | |||  /_   | |_/\|  /_ | |_//|  /_ | | \||| |_/|  | \_/|| |   
   \_/ \_/ \|\____\  \____/\____\\____\\____\\_/  \|\____/  \____/\_/   
                                                                       
  ____  _____ _     ____  ____ 
 /_   \/  __// \   /  _ \/  _ \
  /   /|  \  | |   | | \|| / \|
 /   /_|  /_ | |_/\| |_/|| |-||
 \____/\____\\____/\____/\_/ \|

  ____  ____  _  ____  _ _____    _____ ____  ____  ____ _  __ ____ 
 / ___\/  __\/ \/  __\/ X__ __\  /__ __X  __\/  _ \/   _X |/ // ___\
 |    \|  \/|| ||  \/|| | / \      / \ |  \/|| / \||  / |   / |    \
 \___ ||  __/| ||    /| | | |      | | |    /| |-|||  \_|   \ \___ |
 \____/\_/   \_/\_/\_\\_/ \_/      \_/ \_/\_\\_/ \|\____X_|\_\\____/

 for Nintendo DS

 ------------------------------------------------------------------------------
 Username: SpyroCrashJak
 E-mail: ross(at)anderweb(dot)com
 Version: 1.20
 Type: FAQ/Walkthrough
 Game: The Legend of Zelda: Spirit Tracks (Nintendo DS - Europe Version)
 ------------------------------------------------------------------------------
 -------------------------------Table of Contents------------------------------
 ------------------------------------------------------------------------------

 The numbers before the titles are shortcut codes. Press Ctrl/Apple and F to
 bring up the find box. Now type in the code and press enter until you reach
 the section you desire.

 [0000] Intro
 [0001] Version History
 [0002] Copyright
 [1000] Walkthrough
 [2000] Boss Overview
 [3000] Sidequests
 [4000] Multiplayer
 [5000] Closing
 [5001] Credits

 ------------------------------------------------------------------------------
 [0000]-------------------------------Intro------------------------------[0000]
 ------------------------------------------------------------------------------

 Welcome! This is a walkthrough to the storyline of Zelda: Spirit Tracks, and I
 want to get that out of the way immediately - it's straight to the point.
 These intro sections, straight to the walkthrough, and then the guide ends.
 And what's more, as I say it is only for the game's storyline. I'll show you
 everything between the train tutorial and the final battle, and nothing else.
 No side quests, just the main storyline, until further notice.

 UPDATE: Sidequests are now included in a seperate section after the
 walkthrough.

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

 UPDATE 3: Multiplayer section added.

 ------------------------------------------------------------------------------
 [0001]--------------------------Version History-------------------------[0001]
 ------------------------------------------------------------------------------

 All dates are dd/mm/yyyy.

 Version 0.00 - 15/01/2010
 Started the Guide.

 Version 1.00 - 14/02/2010
 Finished the guide. This is the non side quest version. Later updates may
 include sidequests.

 Version 1.10 - 24/02/2010
 Boss & Sidequest section added. An explanation also added in the main table of
 contents.

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

 Version 1.20 - 02/04/2010
 Included a new section before the closing about the multiplayer features of
 the game.
 ------------------------------------------------------------------------------
 [0002]-----------------------------Copyright----------------------------[0002]
 ------------------------------------------------------------------------------

 The usual terms apply:

 If this guide is directly copied then it will be reported and you will be in
 deep, deep trouble. There are two key ways of avoiding this from happening and
 also get to copy this site: Permission and Credit, You MUST do those two laws
 before letting off the guide. If you do ask for permission but don't give any
 credit you'll be in trouble, and if you copy the guide without permission then
 you'll be in deep trouble no matter how much credit you give, and if you do
 neither, you'll be in seriously deep trouble. However if you do both then you
 will be fully allowed to copy the guide, demanding you copy excactly.

 ------------------------------------------------------------------------------
 [1000]----------------------------Walkthrough---------------------------[1000]
 ------------------------------------------------------------------------------

 Ok, if you read the intro, you'd know that this time I'm cutting right to the
 chase, and that also this is currently only a guide to the main storyline, no
 sidequests. So, without further but the contents ado, let's play The Legend of
 Zelda: Spirit Tracks!

 *THE FOREST SOURCE* [1100]
 [1101] Beginning
 [1102] Hyrule Castle
 [1103] Route to the Tower
 [1104] Tower of Spirits
 [1105] The Lost Woods
 [1106] Woodland Sanctuary
 [1107] Wooded Temple

 *THE SNOW SOURCE* [1200]
 [1201] Tower of Spirits II
 [1202] Getting the cannon
 [1203] Anouki Village
 [1204] Snowfall Sanctuary
 [1205] Path to Temple Two
 [1206] Blizzard Temple

 *THE OCEAN SOURCE* [1300]
 [1301] Tower of Spirits III
 [1302] Bridge Repairs
 [1303] Island Sanctuary
 [1304] Carben
 [1305] Marine Temple
 
 *THE FIRE SOURCE* [1400]
 [1401] Tower of Spirits IV
 [1402] Goron Village
 [1403] Mega Ice
 [1404] Valley Sanctuary
 [1405] The Mountains
 [1406] Mountain Temple

 *THE BOW OF LIGHT* [1500]
 [1501] An Extra Item
 [1502] Tower of Spirits V
 [1503] Dune Sanctuary
 [1504] The Three Trials
 [1505] Desert Temple

 *THE FINALE* [1600]
 [1601] Tower of Spirits VI
 [1602] The Dark Realm
 [1603] Finale

 ------------------------------------------------------------------------------
 [1100]-------------------------The Forest Source------------------------[1100]
 ------------------------------------------------------------------------------

 [1101] Beginning
 [1102] Hyrule Castle
 [1103] Route to the Tower
 [1104] Tower of Spirits
 [1105] The Lost Woods
 [1106] Woodland Sanctuary
 [1107] Wooded Temple

 -------------------------------
 [1101]-----Beginning-----[1101]
 -------------------------------

 Outset Village
 --------------

 After the beginning cutscene, you'll gain control. Tap and hold in the
 direction you want to move, the further away from Link you do so the faster
 you'll run. Head south out the door. A small cutscene will occur, showing the
 area around. Look at the map. Go north toward the dotted line and white
 rectangle. Go up the steps. After the mini-cutscene, talk to the guy that
 appears, by tapping him. You'll soon get the choice to go on the train. When
 you're ready, tap 'Yeah!'. A rail map will appear, showing the tracks you've
 uncovered. You're heading from here, the southern icon, to the castle, the
 northern one. Ignore the middle icon for now. After some more conversation,
 you'll automatically jump aboard.

 Train Tutorial
 --------------

 The train will start up and you'll soon take control. A five minute timer will
 start - this is how long you have to reach the castle. Don't worry, you'll
 make it in half that time. Just let the train chug along for a bit, and the
 other guy will talk. He'll explain how to drive the train, so thankfully I
 won't need to. As soon as you can, crank the gear lever up to full speed.
 After the first corner, you'll soon come across a moink on the tracks. Quickly
 pull the train whistle until it moves. A railroad switch will then pop up as
 we approach the first turn. It's currently pointing left, so that we'll go
 straight ahead rather than turn right. Quickly crank it right, as there's
 another train on the tracks ahead, and we don't want a collision. If you
 accidently pass the turn going left, quickly set the gearbox to reverse and
 move back into the turn to try again. You'll then pass by a stop, but keep
 going since this isn't the right one. Also, if you look at the other trains on
 the map, you can see the direction they're about to turn with arrows, so use
 that to decide your route. As you come up to the next turn, a train should be
 about to pass it, so quickly brake so as not to crash. Once it passes, crank
 up to full speed again, and also make a turn to the right. At the next turn,
 do the same - brake to let it pass, then, carry on at a right turn. Now follow
 the train the rest of the way to the castle, slow down to normal speed so as
 not to rear end it. Once you reach the castle, you can quickly stop by
 cranking into reverse until you stop and then using the brake. If you stop
 anywhere beside the station area, you'll have made it!

 -------------------------------
 [1102]---Hyrule Castle---[1102]
 -------------------------------

 Castle Town
 -----------

 After being congratulated, head north across the area straight to the castle.
 Before you pass through, tap the bouncing letterbox. You'll get your first
 letter from the postman. You can open it by pressing SELECT then tapping the
 letter icon. This particular one is pretty pointless but later letters will
 come in handy throughout the game.

 Graduation Ceremony
 -------------------

 Continue north into the castle yard. Head north and talk to one of the guards
 blocking the entrance. Realising you're here for the graduation ceremony,
 they'll move to let you in. Go ahead. Go straight north and speak to another
 guard. Eventually you'll be allowed past. Again, go north. A cutscene will
 occur, where Link gets hits graduation ceremony. You'll recieve a letter from
 Zelda. It'll ask that you come meet her in her private quarters, and supply
 pointers showing where to go. Tap the map icon and draw them on it with the
 stylus. This can be done anytime by pressing the Down or B button during game
 play. Head south and go downstairs and then head for the right-hand corridor.
 Go to the steps at the southeast and head up onto the castle roof. Follow the
 arrow you drew onto a thin ledge around the side of the castle. Jump down at
 the end and go downstairs. Head for the stairs just northwest of here.

 Sneaking Out - Inside
 ---------------------

 You'll arrive at Zelda's secret quarters. After some talking, you'll recieve
 the soldier's clothes, and you'll automatically change into them from your
 normal engineer outfit. Go south out of the room, only to find the area around
 now filled with guards. You'll need to make it out the door you came from.
 The idea is to get Zelda there unseen, but you can be seen since you're
 disguised as a soldier now. You'll be explained to how to do everything. For
 this part keep Zelda following you. Head east when the coast is clear and go
 for the other corridor south. Notice the yellow triangles coming from the
 guards. This is their line of sight. If Zelda gets caught in it, you'll have
 to start over. Don't go too far down the corridor or another guard will spot
 you. Wait in this safe spot until both guards to the north are going away, and
 then run over to the exit east.

 Sneaking Out - Outside
 ----------------------

 Leave Zelda up here for now and go alone towards the first guard. Approach him
 from the east and talk to him, making sure he's facing east. After chatting
 stay there and he'll stay facing east. Quickly switch to Zelda and set a route
 past the guard but to the other side. Leave Zelda between the two small bushes
 then go and join her. Head alone towards the second guard and get him facing
 west. Get Zelda to go past him and get the bushes between her and the guard.
 The next guard won't be so easily distracted. This time, get Zelda ready at
 the edge of the bushes and then switch to Link, grab a rock and go north of
 the guard, then throw it at him, so that he'll face north. Quickly switch to
 Zelda and get her to go past to the bottom-left corner of the next bush. With
 the next guard guarding the door, wait until he's facing as west as possible
 then rush south with Zelda back into Castle Town.

 To the Tower of Spirits!
 ------------------------

 After the cutscene you'll automatically be on the train. The route will
 already be set for the Tower of Spirits so let the train go. Very soon a
 cutscene will occur which will reveal the story plot. At the end you'll be
 back in the castle in a resting room, without a train teacher, train, a
 scattered Tower of Spirits and Zelda in spirit form. But you must
 still reach the tower! So let's get there another way!

 --------------------------------
 [1103]-Route to the Tower-[1103]
 --------------------------------

 Zelda's Spirit
 --------------

 Head out of the room and go down the corridor to a small scene of Zelda
 floating around asking if anyone can see her. Go up the steps in the middle
 where she went to another scene of her going into her quarters. After the
 cutscene she'll join you permanently. Walking out of the room, she'll hint
 about another route to the tower. Open the door just south and go down again,
 then go over to the western door and go through. Go down the stairs north and
 talk to the guard by the door. He says you'll need a sword.

 The Sword
 ---------

 Go back upstairs and south through the door again then south down the stairs,
 and go to the right-hand corridor, and north into the training room. Talk to
 the big guy and you'll soon start sword practise. First, the targeted attack.
 Tap each of the guards until they bend down. Next up is the side slash. Draw
 a quick line with the stylus when close between you and your target to stab or
 slash them. Finally, the spin attack. Draw a quick circle around Link to
 perform this powerful attack. Once you're done the sword is yours to keep.

 The Alternative Route
 ---------------------

 If you have at least 80 rupees, you can buy a shield from the Castle Town,
 which I'd recommend to get ASAP as it basically protects you from light
 attacks completely if they hit your front. Once you're ready, return to the
 door being guarded and go through. Immediately you'll see a small enemy run at
 you called a yellow spinut. A simple hit with your sword will take care of it.
 You'll see another three attacking a guard up ahead. Slice 'em up. The guard
 will tell you to look for clues in the walls up ahead for how to get through
 to the tunnel. Head up there, killing a spinut on the way. Grab a bomb from
 the bomb plant and take it to the second wall to the right and throw it
 against it before it blows up in your hands. If you fail, simply grab another
 bomb from the plant and try again. Once a hole in the wall appears, head in.

 Tunnel to the Tower
 -------------------

 1F
 --
 Kill the bat up ahead after speaking with Zelda. They're just like spinuts
 but faster. Four red chuchus will be up ahead. They are like spinuts only
 slower. Stand in the middle of them and wait for them to get close then spin
 to take them all out in one go. Head east to find a stone block in the corner.
 The stone beside will explain how to move it. Move it north into the little
 slot to push it on the button. This will hold the door east open. Open the
 chest in there and get the key and take it west to the locked door. Tap the
 door to open it and go up the stairs.

 2F
 --
 Go north and kill a couple of chuchus. Jump over the small streams to the east
 and head north to the switches. You'll need to hit the eastern switch first,
 then the nothern, southern and western. This'll open the door up. Head
 through.

 3F
 --
 Kill a couple of bats up ahead and then a couple of rats will run out of a
 hole. It seems Zelda has a fear of rats, so kill them as they run around her
 to set her free. Continue north and you'll reach the tower!

 --------------------------------
 [1104]--Tower of Spirits--[1104]
 --------------------------------

 Entrance
 --------

 Once you get there, you'll see the spirit train and meet Anjean, and find out
 that to restore the spirit tracks you must retrieve the glyphs from within the
 tower. Go north up the stairs to reach the lobby. It's a winding of stairs
 that'll grow throughout the game. Go to the top of it so far and head through
 the door. Your first tower dungeon!

 The Forest Glyph
 ----------------

 1F
 --
 Go north to come across a giant door. An armoured being will then appear. You
 can't kill it so run south back to the entrance. You'll then find out from
 Anjean that it's a Phantom. Head back to 1F. The Phantom will now be at the
 north of the area. Remember sneaking out of the castle earlier? These work
 much like the guards there, although when spotted the Phantom will chase you
 instead of send you back a bit. To start head towards the purple space to the
 west, quickly before the Phantom reaches you. You'll find out then that it's a
 safe zone, a place where Phantoms can't see you. Use them often. Continue west
 to find your first tear of light (1/3). Now head for the northern one in the
 same way. Make sure not to get spotted by the Phantom (2/3). When best
 oppurtune, run east down this outer corridor near some spikes and hit the
 switch. Quickly head for the eastern tear. Use the bridge the switch made to
 reach it (3/3). Now that you have all three, wait in an inner safe zone for
 the Phantom to pass. When it does, strike it in the back. A cutscene will
 occur in which Zelda willpossess the Phantom. Now with her working with you,
 tap the giant door. Then, switch to Phantom Zelda control and set a path to
 the other side of the door. You'll then both force it open. Continue upstairs.

 2F
 --
 Go ahead to find some floor spikes. Switch to Zelda and get her to walk across
 them, as she can within taking harm (unlike Link). Make her hit the switch
 ahead so that Link can pass too. Call Zelda to you and continue south, kill a
 couple of spinuts and step on the pressure platform. Switch to Zelda and send
 her to the other. The door will open. Continue west to face some rats.
 Remember that Zelda is scared of them, so if they get to near to her she'll
 get frightened. They'll continue to come out of the hole ahead so pull the
 block over it to cover it up. Some floor spikes ahead guarding the next room
 which contains a Phantom. As Zelda head to the safe room just north of it and
 hit the switch to lower the floor spikes. Now get Zelda to the west of the
 Phantom and then make her talk to it to turn it west. Switch to Link and
 approach from the east. Stab it in the back, and tap the light that appears to
 move Zelda into it. The old Phantom will disappear. Continue upstairs.

 3F
 --
 As you enter, Zelda will automatically leave the Phantom and your sword will
 uncharge. Go up the steps in the middle to collect the Forest Glyph! Yay!
 You'll then see a cutscene showing the spirit tracks reappearing. A blue light
 will then appear. Step into it to return to the entrance. Talk to Anjean to
 learn that you must go find Gage in the Woodland Sanctuary. He'll then give
 you the spirit train.

 --------------------------------
 [1105]---The Lost Woods---[1105]
 --------------------------------

 As you board the train, you'll learn that the glyph has given you the ability
 to trace your desired route on the tracks. This means that rather than
 deciding which direction to go at every turn, you'll be able to make each turn
 automatically decide istelf. Draw a path which gets you from here to the newly
 discovered strip of track. Crank up to full speed (I'll stop reminding you to
 do this from hereon) and watch as this time the train drives itself around
 each turn. On this trip you'll be attacked by several weird flying creatures
 that'll swoop down and damage your train. Just keep on blowing your whistle
 until they fly away. Same with moinks you encounter on the tracks. Eventually
 you'll reach the Lost Woods. If you don't know what you're doing, you'll end
 up back where you started. The game says to go ask for help in the nearby
 village Mayscore, but here's the solution: follow the trees that hang over the
 tracks more than the others. Their branches point the correct direction to go
 in next. Follow them exactly to get it right. However, the fourth tree is
 wrong, so go in the opposite direction to where it says, and you'll end up at
 the Woodland Sanctuary.

 --------------------------------
 [1106]-Woodland Sanctuary-[1106]
 --------------------------------

 Outside
 -------

 When you arrive, head north out of the station. Go straight ahead, past some
 spinuts and a new foe, the bird. They perch on trees and wait for you to get
 close, then swoop down to attack you. Swipe them with your sword before they
 hit you and steal a rupee. Alternatively, run away so as to dodge them.
 They'll then fly away. Head up the steps east and continue south. Grab a bomb
 and stand in the middle of the bridge ahead, throw it at the switch ahead, and
 immediately rush back to grab another, carry it over the bridge that appears
 as it'll disappear very soon. Before it blows up, throw the bomb at the rocks
 west to clear the path. Continue west to find an area full of statues and
 chuchus. Take out all of the chuchus first then approach the pillar in the
 centre. Look at the sign. You'll need to connect two of the statues on it that
 are facing eachother. The correct answer is the one just west of the north
 and the one just south of the east. The door ahead will open up. Head on.

 Forest Restoration Song
 -----------------------

 You'll appear inside to a sannctuary. Walking ahead you'll meet Gage and talk
 with him for a bit. Then talk to him again to start to learn to play the
 spirit pipes. At first you practise. Wait for Gage to play his part, then it's
 your turn. Tap and hold the screen, and slide over so that the orange pipe
 lights up. Play the orange note by blowing into the DS' microphone. You'll
 then need to play yellow straight after, so slide it over without stopping
 blowing, and then over to purple. That's your part for this song. Once you
 think you understand, tap the return arrow and select to start the proper
 performance. This first one is easy enough. Remember, after Gage has stopped
 playing, start playing yourself. Get the timing and rhythm right. To have the
 most accuracy, hold the DS about 30cm from you and blow lightly into the mic.
 Heavy blowing won't help it to register at all. You'll need to play it three
 times in a row with almost perfect accuracy to pass. If you fail, you can try
 again. Once you've got it right, the rail map will pop up and new tracks will
 be added to it. Head back to the train. On your way, you'll be stopped by a
 stone making a sound. Tap it and a blue light and an orange one will pop out.
 Get out your spirit pipes by tapping Menu and play blue, orange. You'll then
 learn the Song of Awakening, which wakes up stone statues. It will come of use
 throughout the game. Continue to the station and board the train.

 To the Temple!
 --------------

 Back on the train, trace a path from here to the temple north. You'll pass
 through woods again, this time not lost, so don't worry about looking out for
 trees. If you see a sign showing to switch to normal speed or full speed,
 follow it, as in this bit spiders will drop down on webs from the sky. Quickly
 yank down the train whistle to frighten 'em off. Carry on like this and you'll
 soon arrive at the temple.

 -------------------------------
 [1107]---Wooded Temple---[1107]
 -------------------------------

 Entrance
 --------

 Your train will drive right inside the temple, and stop. After some talk with
 Zelda, head north to see a stone just like the one you just saw in the
 sanctuary. Tap it, get out the Spirit Pipes and play green, white green to
 unlock the Song of Healing. This is a one-time song that will refill all of
 your hearts. However, it is, as said, only one use and can only be used in
 temples or the tower of spirits, so reserve it for later in the game at a
 crucial point when you're about to die. With that gotten, continue into the
 temple.

 Temple
 ------

 1F
 --
 Go ahead to find a locked door, so continue east only to find another door
 blocking the way. Backtrack to the brown glass thingy plants just south. Pick
 one up and look over the gap to the east. A switch is on the other side. Throw
 it at the switch to create a bridge across. Go across it. The north is full of
 toxic gas at the moment so continue south into the room only to get locked in.
 Your first ambush! It's two yellow spinuts and a green one. The green one just
 takes one extra hit to kill than the others. Once they're all dead, the door
 that trapped you in will open as will another one just east, and a chest
 containing 100 rupees will as well. Continue up the newly revealed stairs.

 2F
 --
 You'll immediately notice toxic gas scattered around the area. Just don't step
 into it and you'll be fine. Walk around it and go north only to be ambushed
 again. Four "vengas" this time. They scuttle around and are killed as usual
 with a simple hit of the sword, but when they die they explode into that toxic
 gas you've been seeing. Once they're dead, the door will open again and a
 golden treasure chest will appear. Open it to recieve the Whirlwind! To use
 it, tap the icon in the top-right corner to equip it and blow into the mic to
 send a gust of wind from it straight ahead. You can use it to clear away all
 that toxic gas, then use it to operate the blow switch north. This'll open the
 door west. Go through and continue to the steps. Blow out the toxic gas
 blocking them and then go down.

 1F
 --
 Go ahead to see a key on a platform in the middle of a pit. Stand at the south
 end of the pit and blow the key north over the gap onto accessible land. Grab
 it and continue east. Step on the switch to open the door and go back to that
 locked door from earlier, passing a couple of vengas on the way. Unlock the
 door and go along the corridor into the next ambush. Two fog skulls. They
 float around the area randomly. Use the whirlwind to blow out the fog from
 them then slash 'em dead with your sword. The door upstairs will open up.

 2F
 --
 Search around this area and kill any vengas. The door into the centre of the
 floor is locked at the moment so go up the other set of stairs north.

 3F
 --
 Go ahead to see a large gap between a switch and a glass. Stand just behind
 the glass and blow it over the gap straight ahead to hit the switch. Go open
 the chest that appears to get a key. Take it back downstairs.

 2F
 --
 Return to the locked door and open it. Head in to an ambush. A single being
 Mothula. It will float around and soon throw a fog skull at you. Whip out
 your whirlwind and blow it back to him. Now stunned, go get him with your
 sword. If you whirlwind him without there being a fog skull inbetween, he'll
 reflect it back and stun you. Quickly run off before it hits you. Do this
 twice to defeat him. Continue upstairs.

 3F
 --
 Go south from here to notice a giant lock block the staircase up. This is a
 boss lock. You'll need a boss key to unlock it. Continue south and go east
 along the corridor and slash the blastworm to turn it into a spikebomb. Blow
 it just east at the rocks to blow them up. There's a lot of fog in the area
 ahead, so a lot of cleaning to do. Once it's gone, head for the switch
 revealed. Hit it to open a door in the southwest corner of 3F. Head over there
 to find a couple of blastworms and a switch protected by some rocks and a pit.
 Hit a blastworm and blow the spikebomb over to the central rocks to uncover
 the switch. Lure the other one closer to the switch then hit it and blow it
 over to the switch. You'll get there eventually. A door in the northeast
 corner will open. Head over there to find the boss key. Before picking it up,
 take note of the map behind it. Copy the arrow onto your map. Follow it as you
 carry the key to the lock. Basically, don't step on any floor with the special
 tiles with the key. If you do, the alarm will sound and two key masters will
 appear. If this happens, still head for the lock. You may still make it. If
 one of the key masters catch you, they'll return the key to where it was. Once
 you reach the lock, chuck the key in. Continue upwards.

 4F
 --
 Go straight ahead north and read the tablet at the end to make a blue light
 appear. This is a quick way to get between here and the temple entrance. Head
 upstairs.

 BOSS: Stagnox, Armoured Beetle
 ------------------------------

 You'll be shut in and Stagnox will fly in from above and land. Once it has,
 its weak point will immediately be revealed, but then covered up with fog.
 Now in control, start running around Stagnox in circles. Eventually, he'll
 swipe forward to attack, but if you stay running you'll easily dodge it. With
 him slowed down by this attack you can reach the weak point at the back of
 him. Whip out the whirlwind and blow out the fog on it to stun Stagnox. Hit
 the weak point as much as possible. Do this three times and he'll take to the
 skies and spit out three blastworms. Two of them will usually be close
 together, so kill those two, as you'll probably blow both up because of the
 explosion radius. Keep the last one ready as a spikebomb, and Stagnox will
 fly down. Get out the whirlwind, and blow the bomb towards Stagnox just when
 it's about to reach the ground. Unless if you're too early or late, they'll
 collide and Stagnox will be stunned again. Continue to hit his weak point as
 much as possible. Repeat this twice more to win!

 Aftermath
 ---------

 After a cutscene showing the spirit tracks sending power back to the Tower of
 Spirits and adding a section of it back, a golden chest will appear. Open it
 to get a heart container, raising your maximum health to four hearts. Leave
 through the blue light. Get on the train and head back to the Tower of
 Spirits.

 Congratulations! Defeating Stagnox has activated the Forest Source!

 ------------------------------------------------------------------------------
 [1200]--------------------------The Snow Source-------------------------[1200]
 ------------------------------------------------------------------------------

 [1201] Tower of Spirits II
 [1202] Getting the cannon
 [1203] Anouki Village
 [1204] Snowfall Sanctuary
 [1205] Path to Temple Two
 [1206] Blizzard Temple

 ---------------------------------
 [1201]-Tower of Spirits II-[1201]
 ---------------------------------

 Train Possession
 ----------------

 On the way back to the tower, you'll pass the trains that were abandoned
 earlier when the tracks vanished. Suddenly, they'll be possessed and turned
 into evil Phantom Trains! These travel twice as fast and will use strategetic
 routes to try and trap your train between them. Remember to look out for
 arrows on the map showing the routes of the trains, so that you can be ready
 to change course to avoid them as much as possible. Soon enough you'll arrive
 at the tower. Talk to Anjean then go into the lobby. You'll now see that the
 stairs go higher than before, so head to the new top of the stairs and through
 the new door.

 The Snow Glyph
 --------------

 4F
 --
 The moment you enter, two Phantoms will appear, and Zelda will comment on the
 heat of the room. Start by heading for the nearest safe room before the
 Phantom turns the corner. Wait for it to go past and then run east. There is a
 flamethrower so wait for it to stop then run past. The first tear of light is
 on a platform in the middle of some lava just north. Blow it over north with
 the whirlwind. Continue east past another whirlwind, then northeast to the
 next tear in the safe room (1/3). There's another flamethrower in the way so
 don't rush. Go back through the flamethrower (the same one, there's a Phantom
 west that might spot you go through the other). Continue west, grabbing the
 tear of light you blew over here earlier (2/3), until you come to a
 flamethrower which has a long flame that spreads down to rows and won't stop
 flaming. To get past, wait here for the Phantom at the north row to pass
 through it. He'll block it, giving you a moment to go through and go to the
 safe room just south. Grab the tear of light from here (3/3). Now wait for the
 Phantom to be walking back through the flame, and strike him in the back while
 he's walking. Yay! Now you have a Zelda Phantom that can block fire for you.
 Go back past this flame with the help of her and wait just outside the other
 Phantom's patrol area. Wait for it to pass then continue south and east
 towards the large lava pool on the map. Send Zelda in and she'll be able to
 withstand the heat. As Link, tap Zelda to jump on! Ride her across the lava
 and jump off then continue upstairs.

 5F
 --
 Go along the corridor and jump on Zelda in the lava. Head up to the switch
 just north and blow into it, still on Zelda's back. Continue towards the door
 and jump off at it, then blow the switch just southwest to open the door. Go
 west and south into the room with the corridors. There is a spinut here, but
 this one is too fast to catch alone. You'll need to corner it off with Zelda.
 Leave Zelda just outside the room and wait until the spinut is heading east
 past Zelda. Then position Link at the east point, and move Zelda into the
 room, all very fast. The spinut will then be cornered, so close in on it and
 kill it. Grab the key. Go north of the room and unlock the door with it. Head
 across the lava and upstairs.

 6F
 --
 You'll immediately be ambushed by a Zora. It has a shield so can't be attacked
 head on, so start by sending Zelda to have a little sword fight with it. While
 it's distracted, approach as Link from behind and stab it a few times. Do this
 once more to defeat it and open the door east. Continue along to come across a
 Statue Miniblin. It'll ride around on a statue, so you can't reach it from
 this low. Let Zelda block the flamethrower ahead to go past and continue to
 the perch up north. Call Zelda over and jump on her from here. Now go back to
 the miniblin on her and now at an able height, slash it off to defeat it and
 its statue. Continue east up to the second flamethrower. This one is higher up
 so stop by it for a bit as it may knock Link off Zelda. Wait for it to stop
 and then pass. Blow the key off the platform ahead, collect it, then return
 back west past the three flamethrowers. Continue north and kill the statue
 miniblin, then go ahead and unlock the door. Continue upstairs.

 7F
 --
 Your sword will power down and Zelda will leave the suit, meaning this is the
 glyph room! Go ahead and collect the snow glyph! Some extra tracks will add on
 to the forest glyph, connecting up to the new snow realm. Leave through the
 blue light, talk to Anjean and board the train.

 ----------------------------------
 [1202]--Getting the cannon--[1202]
 ----------------------------------

 Detour
 ------

 Set a course to Castle Town, as soon after you start driving you'll be
 attacked by a new enemy, the bullbo. These creatures aren't afraid of loud
 noises, so your whistle won't help. They'll damage your train down halfway so
 Zelda will point out that you should stop at Castle Town. Do so.

 Alfonzo's Ride
 --------------

 Go north through Castle Town into the castle yard, then inside, then go down
 the western corridor towards the northwestern door. Talk to Alfonzo in this
 room. He'll ask for you to take him back to Outset Village. Head back to the
 train, talk to Alfonzo to board. Set course for the village. Remember to
 change direction according to the Phantom Trains. Eventually you'll get there
 and Alfonzo will tell you to go see Niko while he works on an attachment for
 your train, so head southwest to his house. Talk to him and he'll explain
 stamp stands to you and give you a stamp book. This is a sidequest that you
 can do as you explore the world. Return to the station and Alfonzo will come
 out with your train, though now with a cannon attached! Now you can blast down
 those baddies with it while you ride your train! With that to help you, you
 can now finally continue to the snow glyph. Board the train.

 Moving On
 ---------

 Set route for the new tracks past the temple and up off the map. Soon enough
 you'll learn how to fire the cannon, simply tap your target. Soon enough one
 of those yellow things will fly over, so test this thing out by blasting it
 to oblivion! At the first turn, don't shoot the moink or it'll get angry,
 whistle it off as usual. Through the forest you can shoot down a few spiders,
 and then coming out the other side some large boulders will be blocking the
 tracks. Shoot them away before you crash. Up ahead will be a new station,
 Rabbit Haven. Here you can get a rabbit net which is used while train driving
 for another sidequest. You can stop here if you like, but once you're done,
 continue the short amount of track left to the snow land! With it already set
 to go to Anouki Village, just continue along until you get there.

 ----------------------------------
 [1203]----Anouki Village----[1203]
 ----------------------------------

 Pairing Puzzle
 --------------

 Head up to the northermost house. Just before it, you'll see another song
 stone. Tap it and play orange, yellow, orange, blue. This will teach you the
 song of discovery. Play it in certain spots to find hidden treaure. It will
 bring up a stone chest containing a red potion which heals six hearts. Since
 you don't even have that many, keep it for now. Continue to the house and talk
 with the guy in purple. He's Honcho, village chief. He'll ask you to help him
 pair together the people in the village for his hunting party. Since some of
 them don't like eachother, this is makes a little puzzle. You have to go
 around and ask what features people like and don't like on someone else in the
 village. Use trial and error for all of them, and it turns out the answer is:
 the one in this house (Honcho) to the one in the southwestern house (Yefu),
 northeastern (Kofu) to central south (Noko) and northwestern (Yeko) to
 southeastern (Bulu). He'll give you 20 rupees and unlock the path to the
 Snowfall Sanctuary. Head back to the train.

 ----------------------------------
 [1204]--Snowfall Sanctuary--[1204]
 ----------------------------------

 Train Ambush
 ------------

 Set course for the new strip of track. Soon enough you'll enter a cave and a
 huge one-eyed monster called a gohma will drop down from the ceiling behind
 you. It'll now start chasing you through the tunnel! Its obvious weak point
 is its massive eye in its mouth. Immediately blast away at the eye with your
 cannon before it gets too close and pounces on you. Continue to do this
 basically all the way through. It'll take more and more hits to knock him out
 each time, but if you keep a solid flow of shots at him you'll pass it
 unscaved. Once he's dead you'll arrive at Snowfall Sanctuary.

 Outside
 -------

 Start by going northwest only to be attacked by a wolfo. These enemies pop up
 from the snow and surround you. They'll jump away when you attack, just keep
 trying until you kill them. Continue up the steps and easto some more wolfos.
 After them, go up some more steps to come across an ice chuchu. Unlike the
 pink ones, if you attack it normally, you'll freeze and have to rub the stylus
 up and down the screen to break out before you take too much damage. Instead,
 use the whirlwind on it to stun it, then you can attack it without freezing.
 Do the same with the one west then go through the door.

 Snow Restoration Song
 ---------------------

 Before you can go play the song, you'll need to do a puzzle. You have to step
 on the switch and head north through the door before time runs out. However,
 you can't step in the way of where the statues are facing. To find a way past,
 approach each statue, see the way it's facing, and draw an arrow from them in
 that direction. Eventually you'll find a passage through the arrows. Basically
 it's north to just past the middle one, east to the eastern one, 180 degrees
 around it, north to the northwest and north to to the door. Activate the
 switch and follow this path. In here you'll find the guy you need, Steem. The
 next song of restoration is blue, grey, blue orange. This isn't much harder
 than the first one. Go to the actual performance when ready. Play it three
 times with good accuracy to pass like before. Remember to play once his part
 is over. You'll then see a massive load of spirit tracks open up, some of them
 connecting to the next temple. Head back to the train and board.

 ----------------------------------
 [1205]--Path to Temple Two--[1205]
 ----------------------------------

 The Blizzard
 ------------

 Head off to the temple. Once you reach the mass of tracks before it, a
 blizzard will suddenly pick up. Continue on a little bit and you'll find
 yourself back where you started. So, we'll obviously need to find a clue about
 how to get past. Head for the other new tracks east where the Phantom Train
 is. Just before the part with the train, you'll find a new station to stop at.
 Do so. It's the Icy Spring. Head east to find a small metal house. Head in to
 find it empty. However, there is a note on the table. Tap it. It says that the
 owner of the house has left to go take photos of the Phantom Train east. It
 has three circles showing where he could be. Copy them onto your rail map and
 head back to the train.

 The Secret Route
 ----------------

 Go onto the other set of tracks and explore where the three circles are. I
 usually find he's at the south one, but I'm not sure if it's random or not.
 Once you do find him, you'll know as he's on the side of the track taking
 photos of you. Stop beside him to unboard and talk with him. He'll soon show
 you a map with the route to the temple on it, but it's covered in dust. Give a
 solid blow into the mic to clear it. Copy the arrow onto your map, then finish
 speaking to Ferrus and set a route across the arrow to the temple. On the way
 there, you'll come across a new enemy, the snowman. It'll take off its head
 and lob it at your train. Shoot it before it hits, then shoot its body before
 the head respawns. Continue along to the blizzard. Just stay on the arrow and
 you'll keep on going. Take care of a few snowmen on the way and you'll soon
 arrive at the temple.

 ---------------------------------
 [1206]---Blizzard Temple---[1206]
 ---------------------------------

 Entrance
 --------

 In this starting area there's not much that's interesting, so head straight
 in.

 Temple
 ------

 1F
 --
 Take care of the bat straight away. There's some frozen grass, which is just
 like normal grass only you can't run right through, so simply slice your way
 through. In the area ahead, defeat the two ice chuchus. Then grab the block
 with the large bell on just north and push it along the ice into the hole. 
 Hit it twice to open a door to the southeast. Head through it to find a block
 we need to push into place. Push it east, then south, then west, then north,
 east and finally north. If you go up the steps you can use it to jump across
 the gap. Continue downstairs, to see your first water shooter. It shoots spike
 bombs south of it across the water, between you and the switch ahead. Blow it
 over to the switch as it passes your line of fire. Once it hits, two bridges
 will open across the water. Pass by the two shooters and go downstairs.

 B1
 --
 Push the block east into the water. Jump on and blow onto the blowswitch east
 to open the door ahead. Turn around and blow to send the block along the water
 as if it were a float and your whirlwind is a propeller. Get to the other side
 to see a freezard, which will only scatter across the ice, when you hit it,
 but thankfully there's a nice lot of water for it to bounce into so it's
 short-lived. Continue onto the next water block and blow it west to find
 another water shooter, which now aims straight for you! Simply wait for it to
 shoot and blow it back to it. Continue to the next piece of land and go north
 then west into an ambush room. Three ice bats, just like ice chuchus, only
 bats. blow them stunned then swipe. Once they're all dead, a treaure chest
 will appear containing a new item, and my personal favourite, the boomerang!
 To use this baby, equip it like the whirlwind and draw a path with your stylus
 where you want it to go, then let go and it'll follow that exact path and
 return to you, affecting or affected by anything in its path, so it'll be
 stopped in its tracks by walls and will take out enemies and hit switches.
 Very useful indeed. Go back to the last room and use the boomerang to hit the
 two switches over the gap. It'll bring up a bridge to cross. Head back
 upstairs.

 1F
 --
 Another bell-block to get into a hole. Push it south. Then, go down the east
 path. Send the boomerang around the corner to the switch which will open the
 door west. Push it west, then north, west, south, east, south, west, south
 into the hole. To open the next bell door, equip the boomerang, and set a path
 to hit the large bell, then the small one twice, then the large one again in
 one go. It'll open the southwestern one. Head through. This next area is
 covered in snow. Use the boomerang and pass it through the torch just ahead to
 set it on fire. Then, as it travels around, it'll melt the snow underneath
 revealing a solution. Relight the boomerang and then use it to light the other
 four torches in this order: northeast, southeast, northwest then southwest.
 Continue downstairs.

 B1
 --
 Go east to the water. You'll see an ice torch on it. Freeze the boomerang
 with it then pass it across the water. The water under the boomerang will
 freeze as it passes over, to make a way across. Go over the ice to the other
 side and get the key from the chest. Go back over the ice, noting that it
 melts soon, so be quick. Unlock the door west and go north into an ambush on
 ice. Four freezards. Rather than bashing them around with your sword, make use
 of the torch with your boomerang. Use it to melt through the freezards to
 reveal an octorock, which looks like a chuchu but instead shoots cannonballs
 at you, nothing your shield can't handle. Melt them all then finish 'em off.
 The door east will now open, right where the water is. A blowswitch is here
 that's frozen. Stand in the doorway and boomerang the torch west, then
 continue the path to the frozen switch to thaw it. Now send the boomerang
 southeast to the ice torch and make a path between here and the northeastern
 door. Go along it, stopping on it to blow the blowswitch and open the door
 ahead, then go ahead to see a water shooter. Defeat it then make ice out of
 the torch northwest. Go along until you can see an unlit torch. Light it with
 the ice torch, and defeat two water shooters. Continue making ice and lighting
 torches and head to the northwest, defeating the water shooter on the way. Go
 back upstairs.

 1F
 --
 Another bell block. Push it north, east, south, west, north, then make some
 ice on the water east from here to the door east, then push the bell across it
 before it melts. Go to the southeast corner of the room by making some ice to
 it, and press the switch to open the door north. Head over to it and push the
 bell the rest of the way east. Stand in the doorway and use the torch west to
 light the one east, and use it to freeze the water south, and all of it, then
 quickly push the bell south, west, south, west, north, east into the hole.
 Now stand in the middle of the three bells and use the boomerang on them in
 this order: west, north, north, east, north. The northern door will open. In
 here there's a freezard. Either slip past it or hit it around until it lands
 in the water southwest. Continue upstairs.

 2F
 --
 Go straight south right to the end to see a boss lock. There are three ice
 chuchus, which can now be stunned easier by your boomerang. Past them you'll
 see a map on the wall. Copy it onto your map, it shows three fires and
 three ice fires. Go back to the start of 2F and go west to see a fire torch
 and an ice torch surrounded by six unlit torches. Draw a boomerang path
 through the fire and light only the northwestern, southwestern and
 southeastern ones with it, and continue the path through the ice torch and use
 that to light the other three. Do this all in one boomerang path. It'll open
 a door east. Go through to be ambushed by four wolfos. Defeat them and
 continue east down to the ice. Step on the switch to open a bridge up across a
 gap. Stand in the middle. The boss key is north. Blow it across onto the ice
 and grab it. Take it over the bridge and chuck it into the boss lock. Go
 upstairs.

 3F
 --
 Go north and read the slate to bring up the blue light. Continue upstairs.

 BOSS: Frazz, Master of Icy Fire
 -------------------------------

 A fire and ice torch will light, and the flames will combine to make Frazz.
 Frazz will start to inflate, going either red or blue as he does. If he goes
 red, use the ice torch on him with your boomerang. If he goes blue, use the
 fire torch on him. He'll be stunned, so give him a few swipes of your sword.
 If he fully inflates before you hit him, he'll shoot either several fires or
 a large icy patch at you depending on his colour. Repeat this again and he'll
 split into two. If you look on the map, one is red and one is blue. You'll
 need to use the ice torch on the red one and vice versa. If you get one, it'll
 split into fire or ice, so you can use that onn the other one if you want.
 They'll then recombine into Frazz and he'll smash both of the torches, making
 life a lot harder. He'll inflate, so wait for him to shoot fire or ice at you.
 You can then use this on him to stun him. If he's the opposite colour of what
 he shot at you, use it on him. You'll need to do it twice now for some reason
 though. Do it again and he'll split in two again. Wait for both of them to
 fire. Use each of their weapons on them - fire on blue one, ice on red one.
 He'll reform again. Now do everything the same again once more, only you'll
 need to hit Frazz thrice to stun him. Instead of splitting into two, he'll
 explode and you'll win the battle.

 Aftermath
 ---------

 After a cutscene showing the spirit tracks sending power back to the Tower of
 Spirits and adding a section of it back, a golden chest will appear. Open it
 to get a heart container, raising your maximum health to five hearts. Leave
 through the blue light. Get on the train and head back to the Tower of
 Spirits.

 Congratulations! Defeating Frazz has activated the Snow Source!

 ------------------------------------------------------------------------------
 [1300]--------------------------The Ocean Source------------------------[1300]
 ------------------------------------------------------------------------------

 [1301] Tower of Spirits III
 [1302] Bridge Repairs
 [1303] Island Sanctuary
 [1304] Carben
 [1305] Marine Temple

 ----------------------------------
 [1301]-Tower of Spirits III-[1301]
 ----------------------------------

 Crossing the Tundra
 -------------------

 Set a route from here all the way over to the Tower of Spirits on the other
 corner of the map. Yep, there's more than one track leading to it. Note now
 that there are a couple of Phantom Trains in this area, so make sure do plan
 your route carefully. The blizzard has now cleared up, so you no longer need
 to worry about following any arrows. Remember that if you feel the other
 trains are too close for your liking, you can shoot them a few times to stun
 them for a bit. The rest of the journey is comfy besides a couple of snowmen.
 Just before the tower you'll find another unvisited station. A few enemies,
 that guy called Ferrus you saw earlier with the camera, and most usefully, a
 guy called the bridge worker. He says that if you ever need a bridge fixed he
 would be happy to help. We don't need him yet though, so finish your journey
 to the tower. Talk to Anjean and guess what... we need to get another glyph
 from the tower. Head to the lobby and up to the new top of the staircase.

 The Ocean Glyph
 ---------------

 8F
 --
 Zelda will immediately point out that it's very dark in here. Your only hope
 is the various torches about. The map is blank so that's hopeless too. Go east
 to find an unlit torch. Use the torch next to it to light it. Do the same with
 the one just south. You'll then see a ghost. You can't defeat it, so just
 avoid it. It only stays in the dark so stay in the torch light for safety.
 Continue along, lighting the torches all the way along the path to the stairs.

 9F
 --
 You can now see two tears of light and two Phantoms on the map. However,
 they're red, and Zelda will point out their swords light up. These are Torch
 Phantoms, they're like normal but the area around them lights up. Head west,
 lighting the torches on the way, then north to the safe room. You may soon
 notice that the Phantom tunnels are a square within a square. Wait until the
 first one goes past, then stand and wait for the inner one to go past, and go
 into the middle. Grab the tear (1/3). Head back to the other safe room then
 north to another. Light up the two torches west, and stand on the westmost one
 at the very edge. You should be able to just light a torch south from here. Go
 down there then west to another tear (2/3). Now return to the other safe room
 and wait for the outer Phantom to pass, then grab a bomb from the plant and
 take it east to the torch in the northeast corner. Chuck it against the wall
 there and it'll blow up, revealing a secret area. Head in to find the last
 tear (3/3). Head back to the last room and sneak up behind one of the
 Phantoms. Possess it. Now in control of a Torch Phantom, you no longer need to
 worry about the dark! Now go down to the southwest saferoom of this area and
 south alongside the chasm west until you see a bridge. Go along west until you
 see it end, then go north until it stops, and west to the end. Get Zelda to
 whack the unlit torch to light it. Go east until you see a path going south,
 and go down there and head for the door in the southwest corner. Hit both of
 the unlit torches to open it. Upstairs.

 10F
 ---
 Go east to see a door, continue east to find a ghost. You'll now find that if
 you trap it in Zelda's light, it'll be stunned. You can then kill it. You'll
 find a floor switch just north of here. Leave Zelda on it and return as Link
 to the door. Step on the other switch beside it. It'll open. Go north and then
 you'll need to head right to the opposite corner of the floor. Go slowly as
 there are ghosts and pits everywhere. Just keep in Zelda's light and you'll be
 fine. Down here you'll find a red door. You'll need to draw a "Z" on it and
 it'll open, revealing... a boss key? In the Tower of Spirits! It's
 electrified, so get Zelda to pick it up as it'll only hurt you. Three
 keymasters will appear. Basically send Zelda on a path from here to the boss
 lock. You'll need to guard her on the way. Whenever a keymaster is coming up,
 run ahead and give it a couple hits of your sword. Just keep them off her and
 you'll hopefully reach the lock with the key. She'll chuck it in. Upstairs.

 11F
 ---
 You'll walk into a square ambush room with four pits. A red zora will jump
 out. This is a bit stronger than a normal zora. It'll spit out some fire at
 you, so stand back, and send Zelda to attack. Be quick in getting behind to
 flank as it'll soon beat Zelda and be undistracted. After a few swipes it'll
 jump somewhere else, so no cornering it or anything. After about three flanks,
 it'll collapse dead. Upstairs.

 12F
 ---
 Ah, the glyph room. Go ahead to find the ocean glyph, which connects from the
 southeast corner of the Forest Glyph. Go out through the blue light and talk
 to Anjean to go on the train.

 ----------------------------------
 [1302]----Bridge Repairs----[1302]
 ----------------------------------

 Close call
 ----------

 Set a route for the new tracks leading to the Ocean Land. You should now be
 used to the kind of things you'll encounter on the train, so I needn't explain
 them anymore. Once you reach the new tracks, just after you see a new station,
 there'll be some wood blocking the tracks. Quickly hit the emergency brake and
 reverse back to the station, called the Trading Post. The obvious thing is to
 head to the house south. It's a clear path there. Go in and walk up to the
 counter.

 Deja Vu?
 --------

 If you played Phantom Hourglass, the upcoming character will seem very
 familiar. It seems that Linebeck from that game has a grandson, Linebeck III,
 therefore proving that this game must to be set two generations after PH!
 Anyway, you'll soon find out that to reach the Ocean Land you'll need to get a
 bridge worker. Remember the Bridge Worker's House from just before the last
 visit to the Tower of Spirits? Well, the solution is obvious. Jump on the
 train. Go to the tower as a shortcut to the Snow Land. When then, talk to
 Anjean and she'll now ask which land you wish to visit. Choose snow. Continue
 the rest of track to the Bridge Worker's House. Head up to the house and talk
 to him inside. Mention the bridge and he'll go wait in your train.

 Taxi Train
 ----------

 Head out
 and just before train you'll see Ferrus. He'll tell you a few rules about when
 you have a passenger on board. Always remember to: blow your whistle at the
 yellow signs, go into first gear at the orange ones, and go into second at the
 purple ones. You'll need to stop right at the platform at a stop, and don't
 get hit by an enemy or emergency brake. Board the train and you'll notice a
 face showing how the passenger is feeling. The more mistakes you make, the
 angrier he'll get, and the more things you do right, the happier he'll get.
 If you make a mistake when there's a red angry face, he'll jump off and head
 back to his house and you'll need to try again. Head out and head to the
 tower. On the way you'll see a yellow sign, so pull the whistle BEFORE you
 reach it. In the tower head out to the forest. Continue to the post, and
 remember all the rules. Once you reach it, you'll need to stop slightly
 differently to normal. Slow to first gear as you approach, and to the brake
 once you're just about to enter the station zone. If you think you'll pass
 over the line, crank to reverse then brake.

 Five THOUSAND?!
 ---------------

 Assuming he's still with you, the worker will get off the train and head to
 the bridge. Go east to him and Linebeck will join you. Eventually it'll turn
 out the bill for the repair is 5000 rupees. Of course, this being a ridiculous
 amount of money, we need to find another way around. Go talk to Linebeck and
 he'll say you need to get a treasure buried somewhere here by his grandad.
 He'll give you a clue letter. Go west and down the stairs.

 Treasured Memories
 ------------------

 Go through this cave to come across a Like-Like. If you have a shield, I'd
 suggest keeping away from these. They suck you inside them and you have to rub
 the screen to get free, and they'll eat your shield in the process. Run past
 them whilst keeping a good distance away and head straight upstairs. Go past
 Linebeck I's grave to find a song stone. Play purple, yellow, orange, blue,
 grey on the pipes and a stone will appear and light up and point northeast.
 This is the Song of Light, play it next to these special stones to make them
 light up. Follow the light to the edge, and take the boomerang further along
 the light to a switch. Hit it to open a bridge to an island. Go east and
 across it. Bring a bomb from the plant back across the bridge and chuck it at
 the wall on the island. Go through the secret passage. Clear the area of
 enemies, don't open the treasure chest north and go to the northwest corner of
 the tiled area. Play the Song of Discovery here and a chest will appear
 containing the Regal Ring. Ah, the regal ring. Good memories of Phantom
 Hourglass.

 Greed
 -----

 Now with the treasure, head back to Linebeck. Remember to watch out for the
 Like-Likes. Talk to Linebeck and the bridge worker will come over and claim
 his prize, which turns out to be worth 3000 more rupees than we owed, but
 he'll still take it all. Anyway, with the bridge repaired, head back on the
 train. Come back here again to sell treasures to Linebeck or swap them for
 new train parts, which a good combination can increase your train's health.

 ----------------------------------
 [1303]---Island Sanctuary---[1303]
 ----------------------------------

 Riding Water
 ------------

 Set a route straight ahead to the Ocean Land. You'll now go onto the bridge
 and across. The tracks in the Ocean Land so far are straight forward, so no
 point in route-making at the moment. You'll pass by a stop Papuzia Village,
 but keep on going ahead. The tracks will go onto water, which is cool, and
 a stop will be where the tracks end - the Island Sanctuary.

 Outside
 -------

 Go ahead towards the cave at the northwest corner of the island where you'll
 find a lobarrier. It's a sort of crab with a stone claw defending itself with
 it. It'll try to stop you from getting behind it, so a good method would be
 to send the boomerang to its back to stun it then finish it off. Continue into
 the cave. Past another lobarrier, go around the corner and pick a bomb from
 the plant. There's a gap ahead with a switch on the other side, but it's
 protected by a rock wall. Chuck the bomb over the gap so that it lands next to
 the wall and destroys it, then send the boomerang over to hit the switch.
 Continue to another lobbarier then through the cave exit. Go ahead to the
 centre of this island. There's a red door here. You have to draw two rhombi
 adjacent to each other on it (a rhombus is a square on its diagonals if you
 didn't know). Go through.

 Ocean Restoration So-- Wait, no it isn't
 ----------------------------------------

 It's the song room but it seems Carben isn't here. Read the sign here. So,
 we'll need to head back to the train. Rather than taking the cave route back,
 head outside and go to the southeastern island and off the map south.
 Step on the switch south to open a bridge. Jump over the other islands and
 back to the station. Jump aboard.

 ----------------------------------
 [1304]--------Carben--------[1304]
 ----------------------------------

 Fortunes Bring Fortune
 ----------------------

 Drive the train back along to the tracks to the other Ocean Land stop,
 Papuzia Village. Stop here and travel south across the village to reach a
 house. Continue just a bit east and Zelda will spot Carben, in the grasp of a
 bird flying above. We'll need to get him down, so go north to find another
 building. Head in. The Wise One, a fortune teller, is here. Ask her to tell
 you your fortune. She will, you'll need to answer three questions: your
 gender, eye colour and star sign. Speak them into the mic. It doesn't matter
 what you answer, you'll end up with the same fortune, hinting how to get
 Carben down. Head outside and back to the birds. Stand next to the palm tree
 and play the Song of Discovery. This'll bring up a song stone, this time it's
 purple, yellow, purple. This will send the bird down with Carben, apparently
 he was having a talk with the birds that you interrupted. He'll ask to go on
 your train, let him. Head back and board. Head back to the Island Sanctuary.
 However, halfway there, a pirate ship will appear. It'll go up to you and
 board.

 Pirates!
 --------

 Ambushed! You'll go inside the train's carriage with Carben, and a miniblin
 will jump through the window. Carben will sulk in fear so you'll have to
 defend him. Basically stand by Carben all of the time and swipe away the
 miniblins as they get close. It'll start off only one at a time, but soon
 enough more will come at once and from different windows. By the end twelve
 will come at once. The good method for this is to spin attack, taking out
 several at once. If anyone gets near Carben, quickly kill it. Soon enough,
 Carben will move to the right side of the carriage and the captain of the
 ship will appear. He's a huge monster, carrying a large club as a weapon.
 Basically, he'll swipe it across and if it hits you, it'll be such a hit
 you'll be stunned and have to rub the screen to get out of it. So, when he
 lifts his club, run away quickly. When he's not attacking, he'll be walking,
 very slowly, towards Carben, so you'll need to defeat him before he gets to
 him. While he is, hit him as much as possible. Some miniblins will burst
 through as well, so when this happens, focus on them instead. If you keep
 pressure on the captain, he'll barely make it halfway. Once he's dead, it'll
 be over and you can continue your journey.

 Ocean Song of Restoration
 -------------------------

 Once you arrive, a yellow triangle will appear beside triangle. He'll explain
 this is a force gem, which appears when you do big favours for other people
 in the game. They open up new spirit tracks, some connect other tracks, some
 reveal new stations. In this case, some tracks will appear in the forest
 realm, south of the Trading Post. Anyway, Carben will head to the sanctuary,
 so head there yourself, taking the shortcut you made preferrably. This time
 it's blue, orange, purple. This is more difficult as there's a jump in the
 notes, since yellow is between orange and purple. You need to stop blowing
 when you go past yellow. You'll need to do it all quickly, without at all
 playing yellow, so it may take a few tries. I found this very annoying, but
 some good practise will get you there soon enough. A series of tracks will
 open up around the ocean glyph. Carben says to reach the temple you need to
 go underwater, but you'll need to find a way to reach the underwater tracks.
 Carben will give you a letter with instructions. It mentions three points on
 the tracks to do something, so head back to the train.

 Sound Orbs
 ----------

 Start to drive onto the new tracks then bring up the letter Carben gave you.
 Copy the three numbers onto your rail map. #1 is on the eastmost island, where
 there is a turn. #2 is on the northmost island where there's another turn. #3
 is on that little bit of track sticking out near the middle. Set a route that
 goes past each of them in the order #1, #2, #3. As you pass over a large
 island, you'll pass by Ferrus the train photographer. Stop by him if you want,
 he hints how to reach the temple. You may see a rupee jellyfish on your way.
 These don't attack you, but if you keep shooting them, you'll get a rupee for
 each hit, until you don't hit enough and they sink in the ocean. It'll follow
 you around until you lose it. Anyway, as you reach #1, you'll see a red orb
 on top of a pillar on the island. Blow your whistle as you pass and it'll turn
 blue. Continue to #2 doing the same, and finally #3. As you do you may be
 attacked by pirate ships. These ones won't board you, but will shoot at you.
 Shoot their shots out of the air and shoot them. Two shots sink them. As you
 get #3, a huge stone fish head will open up at the end of this bit of tracks.
 Continue into it.

 Waterbourne!
 ------------

 You'll be underwater! And your train will still work! Underwater driving is
 just like normal, only the tracks are a bit more of a rollercoaster ride, the
 cannon is now a torpedo, and other stuff. There are enemy octoroks down here,
 which take three shots to kill. Wait until they're still or you'll miss. If
 you take too long, they'll spray ink on you which not only harms you but
 blinds you. Rub the screen to remove it. Set course for the temple. As you
 approach a train will appear in the entrance! This isn't a normal Phantom
 train though! This is an armoured train. Rather than strategetically trying to
 corner you off, these will directly chase your train! So keep at full speed
 and away from it. Quickly head the long way to the temple. You'll notice than
 it will change direction it's about to go as you do. You'll get half way there
 and... oh no! Another will appear! Thankfully this one is a normal Phantom
 train, but it'll head over to the bit in the northeast corner. Circle around
 this square for a bit until it gets there. As you go up to where the second
 train is, it'll be turning, so follow it past it. Once you pass the second
 train, you can easily finish your journey to the temple.

 ---------------------------------
 [1305]----Marine Temple----[1305]
 ---------------------------------

 Entrance
 --------

 Nothing much here. Head in.

 Temple
 ------

 1F
 --
 Go ahead then left. In here are a couple of yellow chuchus. These are like
 pink ones but they're electrified, so you'll need to stun them or wait for
 them to be non-electric before attacking. There are four stone tablets here.
 Read them and mark them on the map in the position they're in, 1 is west, 2 is
 east, 3 is north and 4 is south. Go ahead to see some spike traps in the wall
 north. They'll shoot at you as you pass. Just run past them quickly and
 they'll miss. Go upstairs.

 2F
 --
 Step onto the block hovering over the pit ahead and it'll automatically go
 west. Ride it. You'll pass some spike traps as you go. A way to avoid them is
 to equip the shield and face in their direction. The shield will absorb the
 hit. Go onto the next block going southeast. The spike trap here will only
 trigger if you hit the switches with the boomerang in the wrong order. (See
 1F for correct order). If you get it right the door ahead will open. Stand
 just behind the little short wall here and send the boomerang around the
 corner to hit the switch. This will close the pit north and open the one next
 to you. The boulders will now roll into this pit. Head back along the way you
 came and downstairs again.

 1F
 --
 Go back to the start and this time go to the right. With the boulders dropping
 down in a different place, you can now pass. In the next area, go north up the
 stairs.

 2F
 --
 Go south and kill a couple of yellow chuchus. Continue upstairs again.

 3F
 --
 Go west into the ambush room in the centre of the floor. It's a snapper. This
 guy carries a whip. He'll latch it onto Link, leaving you in his grasp and
 almost powerless. If you try and attack him, he'll whip you away. Wait until
 he pulls you towards him, and before he hits you, hit him as you get close.
 You'll break free from the whip. Quickly send the boomerang to his back to
 stun him and inflict pain. He'll then latch back onto you. Repeat this and
 you'll win. The four doors around you will open and a golden treasure chest
 will appear. Open it to get the third item, the whip! You can use this to
 swing across certain gaps, attack enemies from a distance, and grab hold of
 certain objects. Go through the western door to see a gap with a grapple pole
 over it. Use the whip on it to swing across to the other side. Upstairs.

 4F
 --
 Head east and then across the gap south with the whip, and south to a yellow
 chuchu. You can kill it with a couple of whips. Another one east next to do a
 pull statue. Use your whip on this to pull it out and open the door. In the
 next area, head along the eastmost strip and pull the statue. It'll open a
 bridge south. Go along it and go downstairs.

 3F
 --
 Go west to find two statues: one with a sword in its mouth and one without.
 Grab it out of its mouth and chuck it into the other one. A chest and a swing
 pole back to the centre of the room will appear. Get the key from the chest
 and swing back to the centre, then go north and swing over there. Go west,
 kill a pair of yellow chuchus, and unlock the door to go upstairs.

 4F
 --
 Pull the statue here to open the door south if you want to go that way again.
 Go east to come across a gap with three swing poles. As you swing the first
 one, quickly tap the second before you fall, and then the third. Go south into
 an ambush of two spike chuchus. To defeat these, use the whip to pull the
 helmets off them, revealing a pink chuchu, and chuck his helmet at him to
 kill. Same with the other and you can go upstairs.

 5F
 --
 Go west and then south when you can. In this bit are two snappers, rather than
 latching onto you, they'll only try and whip you. Whip them to stun them and
 slash away, or just continue whipping. Go west along the narrow path to see
 three statues all with swords in them. Take all of them out to open up four
 grapple poles at the north. Go back to the stairs you entered in where you'll
 find a spike gate. Grab the spikes off it and chuck them away, then head
 through. Whip across all five poles and go upstairs.

 6F
 --
 Man, this temple is tall! Whip across the five poles east. The last one is
 lower than the others, so you'll need to drop a bit before you can swing
 across it, but not too much or you'll fall into the pit. You can hit the
 switch here to lower the fourth pole so that you can go back. Go south to
 find that this is similar to 5F. Take note of the positions of the swords
 here, in all four sections. Head back to 5F.

 5F
 --
 Now copy the positions here. There should be a sword in the middle and one at
 the right in the top-left bit, and same top-right. No swords in the
 bottom-left and one on each end in the bottom-right. Now head west at the
 bottom-left bit and whip the propellor through the spike gate. Whip it again
 and hold down on the screen as it carries you up to another bit. Go upstairs
 here.

 6F
 --
 Go through to get ambushed by two blue chuchus. These are made of metal and
 are constantly electrified, even when stunned. You'll need to grab a sword out
 of the statue and chuck them at them. Once both are dead, a wooden pole will
 appear elsewhere in the room. Go back downstairs.

 5F
 --
 Take the propellor back down and go back to the other bit of 6F.

 6F
 --
 Head over to the bottom-right bit here to the new swing pole. Whip across and
 get a key from the chest. Go back to 5F yet again.

 5F
 --
 Head to the middle of the floor and down south. Unlock the door and whip
 across to the east. Run up the large staircase and upstairs yet again.

 6F
 --
 Launch the propellor here and ride it across. As soon as your shadow is over
 the block below, let go and land on it. Ride the block back to solid ground
 where the boss key is. Step on the switch to open the bridge to go straight
 north to the boss lock. Carry the key across the bridge where five keymasters
 will appear - one in each section of the room, and the other guarding the
 lock. Drop the key on the bridge and let the masters crawl over. They won't
 quite be able to reach the key, so stand here and kill them all. Keep an eye
 on which one was guarding the lock, as you'll want to kill that one as one of
 the last. As soon as they're all dead, immediately grab the lock and go as
 fast as you can to the lock. Reach it before the main one respawns, and carry
 it up the steps and chuck it in the lock. Go upstairs.

 7F
 --
 Swing across the pair of poles ahead then go along to the stone tablet. Read
 it to spawn the blue light. Clear the spike gate and go upstairs.

 Above Water
 -----------

 This being the only part of the temple above the surface, you may have passed
 it earlier when you were turning the orbs blue. You'll need to reach the top
 before you can fight the boss. Swing across right and then again. Ahead on the
 next swingpole will be a spiked tentacle. A blob of goo will drop down here,
 avoid it. You'll need to grab a spike off the tentacle with the whip, and
 chuck it at the eye on the tentacle to destroy the whole thing. Swing across.
 As you near the next pole, a tentacle will appear on it, and dodge left as
 some goo will drop down. Defeat the tentacle and swing across. Quickly, or
 you'll get gooed again. On this bit is a propellor. Release it and ride it up
 to the top.

 BOSS: Cactops: Barbed Menace
 ----------------------------

 Cactops will burst out of the pool in the middle. You'll drop down into the
 fight. Cactops will swing his tentacles out and tubes will sprout from his
 head. They'll fire goo everywhere, so dodge that. Grab a spike from one of his
 tentacles and chuck it at one of the pink things guarding his eye. Once both
 of the things guarding his eye are destroyed, his eye will be revealed. Throw
 another spike at it to stun him. He'll lean over at the poolside. Hit him as
 much as you can. He'll then go underwater and two extra tentacles will pop
 out. Dodge them by going left, right, left, then right. He'll show his head
 again. Repeat the process of stunning and hitting him again, and he'll do his
 tentacle attack again. This time dogde right, left, right, left. Now he'll
 appear again and his extra tentacles will stay there. So, as well as dodging
 goo, you need to dodge the tentacles as well! This time he'll do one, then the
 other, and then both, in which case you'll need to go between and close to the
 pool to dodge. Normal thing, but then when he does his tentacle manuever,
 he'll move about as he does, so you'll need to dodge his other tentacles as
 well! As he appears, it's now crazy - dodging goo and all FOUR tentacles at
 once! Eventually though, you'll get him stunned, and its one last hit to
 defeat. This is a very tricky battle indeed!

 Aftermath
 ---------

 After a cutscene showing the spirit tracks sending power back to the Tower of
 Spirits and adding a section of it back, a golden chest will appear. Open it
 to get a heart container, raising your maximum health to six hearts. Leave
 through the blue light. Get on the train and head back to the Tower of
 Spirits.

 Congratulations! Defeating Cactops has activated the Ocean Source!

 ------------------------------------------------------------------------------
 [1400]---------------------------The Fire Source------------------------[1400]
 ------------------------------------------------------------------------------

 [1401] Tower of Spirits IV
 [1402] Goron Village
 [1403] Mega Ice
 [1404] Valley Sanctuary
 [1405] The Mountains
 [1406] Mountain Temple

 ---------------------------------
 [1401]-Tower of Spirits IV-[1401]
 ---------------------------------

 Back we go
 ----------

 Rather than having to go back through the underwater land, you'll appear at
 the fish head entrance. A new long strip of track has opened up to the tower,
 so head a route across it. It's a pretty comfortable ride, I only got attacked
 by pirates once. It's a long way, but evenually you'll get there. Tell Anjean
 that you have restored the tracks. Glyph time! Time to fill the last section
 of the rail map. Into the lobby. It's a long way upstairs, but you'll get
 there eventually.

 The Fire Glyph
 --------------

 13F
 ---
 Start off by going east along the corridor. You'll pass a new type of Phantom.
 If you get spotted by it, you'll learn that it's a Warp Phantom. When it knows
 where you are, it'll warp over to you, so it'll be on your trail until you're
 in a safe zone for a tear (1/3). Anyway, stand around the northwest corner of
 the chuck of platform here. There's a Phantom Eye around it. Use the boomerang
 to hit it from here. Go over while it's stunned and finish it. Stay in the
 safe zone watch the eye above. Once it's passed, go north to the next safe
 zone. Hit the switch to open a bridge elsewhere. Go back south to the southern
 point of the large block. Stand in the middle and boomerang the western torch
 into the eastern torch. It'll spawn a chest back up north. Go west and open it
 for a key. Go up the steps of this block. Don't move the sword from the
 statue, it'll spawn another WP. Whip over the poles west and wait for the eye
 below to pass before whipping again. Whip over south when the eye is off to
 the east. Use the boomerang to stun the eye around the corner, then whip over
 there and kill it. Get the tear in the safe room (2/3). Head back all the way
 to the previous safe room. Use the swing poles back or the eye below will be
 alerted. Just northeast is a locked door. Open it and go upstairs.

 14F
 ---
 Go south hugging the west wall until you can go down a corridor. Wait at the
 end here and stun the eye around the corner and kill it. Go west and wait at
 the bottom of the wall. As the eye ahead passes, you can just manage to stun
 it from here. Run ahead and east to the bottom of the second chunk of wall.
 Hit it with your sword so that the Phantom ahead is alerted. It'll run over,
 so go the other way around this, and while the Phantom is distracted, sneak
 past into the safe room. Quickly, as the Phantom will soon warp back. Grab the
 tear (3/3). So, now with three tears and the Phantom right in front of you,
 it's a clear shot to possess it. Now as a WP, Zelda can warp to any eye by
 drawing a path to it. Zelda will warp straight to it and kill it, this is why
 they respawn. Follow Zelda as she warps past the eyes. Continue back
 downstairs.

 13F
 ---
 The eye is right ahead so send Zelda to kill it. Go south and possess the
 other Phantom here. Now go north again onto the platform block to see three
 statues. Grab the sword from the middle and put it into the RIGHT-hand one.
 If you put it in the left, another Phantom will appear. The right one will
 spawn a treasure chest southwest. Head all the way down over there, up the
 steps, across the bridge you open earlier, and get the key from the chest.
 Take it down west to the locked door and open it to a switch. Warp Zelda over
 to the westmost eye, and take her south and west to her switch. Hit it then
 immediately switch to Link and hit the other to open the door into the area
 Zelda is in. Now go through it and up the stairs in the northwest corner.

 14F
 ---
 Go along south but be cautious as a blue chuchu will suddenly spawn. Zelda can
 kill it. Another one, then you'll come across some sand. Link can go across,
 but Zelda will just sink. Get her to step on the switch north, then send Link
 over the sand to get the other. It'll spawn a bridge on the sand, so Zelda can
 cross. Go ahead and leave Link on the circle switch along the tunnel. Now make
 Zelda cross the floor spikes north and step on the other. You'll switch
 places, so that Link is in the floor spike area. Take Zelda back into it and
 while you wait go west and switch the sword to the other statue to open the
 door. Go upstairs.

 15F
 ---
 Uh-oh, it's the oversized room! I always dreaded this. Send Link to the
 triangle in the southeast of this area. Send Zelda over the floor spikes just
 north of that and around the corner onto the other triangle to switch. Send
 Link east but watch out for the blue chuchu. Kill it and carry on north over
 the sand to a zora. Now that you have a whip, you can grab the shield off it
 to leave it vulnerable, so do so and then whack away at it to kill. Continue
 northwest to find a block. Push it west, then north and west or east onto
 either switch, then go south to find the square. Step on it and then put Zelda
 on the other side to switch. As Zelda, go north and step on the other switch.
 This will open the floor spikes that were blocking Link, so go past them, east
 (a blue chuchu will appear) and north over the sand up to the giant door. Now
 send Zelda over to the door too. Get the key from the chest revealed and head
 back to the starting area. As Link go over to the west up to the pit.
 Boomerang the switch northwest to open a bridge over the sandpit next to it.
 Warp Zelda to the west eye and send her over the new bridge. Send her south
 over the spikes and south into the corridor and east onto the circle. Now put
 Link on the other side to switch. Warp back to the eye and go back down to
 where you were, but instead of going over the spikes, go east onto a switch to
 lower the spikes. Go across them as Link. Now send Zelda up the path of
 boulders and stand at the hole. While the path is clear, send Link around and
 step on the switch, and put Zelda on the one next to it to open up a bridge
 back to the start area. As Link go north and stand at the corner and stun the
 eye. Now get out the whirlwind and blow it over the sand in the area ahead,
 then warp there as Zelda. Go across as Link too and both stand on the switches
 to open the northen door. Warp over to the eye there as Zelda and walk the
 journey there as Link. When the coast is definitely clear, head up there,
 unlock the door upstairs.

 16F
 ---
 Not over yet! Warp to the western eye and step on the green tile, you'll then
 need to walk to the southwest corner, then the northeast, northwest and
 finally southeast. It'll open the door upstairs. Head there.

 17F
 ---
 The glyph room. Go grab the fire glyph to fill in the last area of the rail
 map. It links to the snow realm. More of a mountain land than fire land
 really, well there is fire just not as much as you'd expect. You'll see a
 cutscene showing some movement in the plot, and you'll be sent downstairs.
 Speak to Zelda and go out to the snow land.

 ---------------------------------
 [1402]----Goron Village----[1402]
 ---------------------------------

 Fire and Ice
 ------------

 The new tracks to the fire land are close so head straight for it. Weird how
 one second you're in a blizzard and the next you're in a blazing hot volcano
 land, but nonetheless carry on. Set a route for the stop furthest away from
 here that you can reach yet. Soon enough the volcano in the distance will
 erupt! Beware as molten rocks will start to rain down over the tracks. Shoot
 away at the ones that block the way. Some don't land on the tracks, you need
 not worry about them. Soon enough you'll go through a cave and come out at
 your stop: Goron Village.

 Even Gorons Hate Lava
 ---------------------

 As you arrive you'll notice the various jets of lava spilling all over the
 village. Speaking to the gorons they say that it's blocking the way into their
 village, and that you must visit Kagoron to restore the way, so go west and up
 the steps and west off the map.

 Path to Kagoron
 ---------------

 Go down the steps and west to see some boulders rolling downn here, bouncing
 off the walls until they smash on the last one. Wait until one passes on its
 own rather than two at once and go ahead quickly and stand in the little slot
 where they don't roll, then left into a small one, then up the steps. Go south
 and start to watch out now as boulders will start raining from the sky. Go
 into the little slots to squeeze past some more boulders then south. Now go
 to the swing poles and stand by them and throw the boomerang at the switch
 east to open a bridge for a short time. Whip across and run across the bridge.
 Go north to finally reach Kagoron.

 Lava Solution
 -------------

 He'll say he'll tell you how to get into the village down at the bottom of the
 mountain. Go back south again and now go east as a shortcut. Whip across the
 lava and up the steps, then south. Jump off the edge and go back east.
 Continue east and Kagoron will appear. He'll say to give you a wagon for your
 train. A goron will attach it. So, the cannon was our first attachment, now we
 have a wagon! He'll say to go find something that can cool the lava and use
 the wagon to carry it back. Board the train.

 --------------------------------
 [1403]------Mega Ice------[1403]
 --------------------------------

 Opening Up A Buisness
 ---------------------

 Where can we get something cold? The snow land, of course. Drive back there.
 We'll need to then head back to the Anouki Village, so cross the map to there.
 Ignore the guy that moans above needing a fence and go to the northwest corner
 of the village. Speak to the guy here and he'll ask to be taken to the Icy
 Spring. Say yes and get back on the train. Our third passenger! This time, on
 the way there you won't pass any signs or anthing, so just make sure not to
 get hit by the enemies and to safely grind to a halt at the end. The anouki
 will point out a lake which is perfect for opening up his Mega Ice buisness,
 and it's about to get its first customer! Approach him and he'll give you a
 force gem for your efforts, opening up some extra paths that link the snow and
 forest realm. He'll ask for some privacy while he prepares, so go into Ferrus'
 house and back out again to find him now beside a crate of ice. Speak to him
 and he'll offer 20 pieces for 25 rupees, but if you keep saying to go cheaper,
 you can haggle down to 10 rupees. He'll put them on your wagon for you, and
 warn you that you can lose some ice if you get hit, take a hard turn to fast,
 or go into warm areas. Board the train.

 Mega Ice vs Everything
 ----------------------

 The title of this section is true: it seems that everything is going to do
 what it takes to stop you from getting this ice to the gorons. Head for the
 fire realm, but instead of going right at the first turn, go left or you'll
 collide with the Phantom train. Soon enough two of those bird creatures will
 attack you, but innstead of going for the train, they'll fly to the back and
 have a go at the Mega Ice. Stop them or you'll lose some ice. As you enter the
 fire realm, the ice will start to melt, so speed is essential. However, for
 your inconvenience, a new Phantom train has decided to stop you from reaching
 the village the normal way, so you'll need to go the long route past the other
 two trains. Rememeber to be careful how you navigate past them without
 crashing, and watch out for any enemies. Once you pass, speed on ahead as that
 ice is melting fast and stop at the village.

 The Elder
 ---------

 Go ahead and along to the west to find Kagoron. Tell him you have the ice. It
 doesn't matter how many pieces, as long as it's at least one of course. They
 will use it to clear the path. Head ahead and go towards the northwest corner
 of the village. Head into the large cave there to find the elder. He'll call
 his son in, which looks an awful lot like Gongoron from Phantom Hourglass. So,
 could that mean that the elder IS Gongoron? Good memories. Anyway, he'll
 reveal a path to the Valley Sanctuary.

 --------------------------------
 [1404]--Valley Sanctuary--[1404]
 --------------------------------

 The Caves
 ---------

 As you enter, you'll see a couple of fire bats. Kill them and go along the
 tunnel and up to the north. Whip across the pole and step on the platform to
 open up a bridge to replace the pole and also another southeast. Head back
 down there and east along it. There is a stash of pots ahead, three of which
 contain Like-Likes, so stray away from them if you like your shield. Go north
 up the steps and out of the cave.

 Outside
 -------

 This place is hell the moment you enter. Boulders raining from the sky, fire
 bats, fire-spitting venus MAN traps and more! Kill the fire bat ahead and
 beware the plant. To defeat it, cut its stem with the whip, and
 to finish off its ahead, slash it. Whipping it will only drag it over and
 it'll swallow you, so you'll need to rub the screen to escape. Go ahead
 through this hellstorm only to find out we need to do a puzzle as we pass
 through it. One torch is lit, head along the path, lighting the others. Once
 enough are lit, a bridge above will open. Head up the steps west and go along
 it. Jump down east to the sanctuary's statue puzzle. Stand next to the
 rightmost statue and play the song of light. The door will open.

 Mountain Song (Hehe Jane's Addiction) of Restoration
 ----------------------------------------------------

 Speak to the lokomo in here, Embrose. Time for another restoration song! This
 one will really drive you up the wall! Purple, yellow, purple, yellow, blue.
 That's five notes! With a jump at the end! This one stumped me for ages, just
 remember the techniques of how to blow into the mic to get it to register.
 After some practise, try it out for real. I can't really give you any more
 advice but to just stick at it and you will get it eventually. Afterwards, a
 huge maze of tracks will open up around the temple, connected by this village.
 Head back out the sanctuary. You can get back quicker by going over the high
 land in the actual sanctuary, and in the caves you can go west to go straight
 back.

 -------------------------------
 [1405]---The Mountains---[1405]
 -------------------------------

 There's Always a Puzzle...
 --------------------------

 The elder will stop you and tell you about the temple. He'll mention that you
 need to attain three locks to open the temple door. You'll need to ask other
 villagers for info. Do so and you'll learn that monsters on the mountains
 carry the keys, that they don't like a certain noise, and that they are very
 fast and powerful. Anyway, go on your train.

 Key Hunting
 -----------

 Set a route east into the maze of tracks. You'll go into a cave full of
 eyeball spiders. They crawl around the cave walls and drop down on you when
 they get close. Shoot them before they can. As you enter the next area, the
 "monsters" will be revealed to be red versions of those bird-like creatures,
 and you can see their positions on the map, as well as the arrow showing where
 they're turning, just like the Phantom trains. Head over to whichever one.
 You'll want to take it head on, as it travels faster than your train. When
 you get close, it'll fly around your train until it gets bored and flies off.
 What you need to do is use your whistle to stun it: it needs to be a short
 whistle, followed by a pause then a long whistle. It'll then be scared, so
 shoot it to get its key and temporarily stun it. The temple door will open
 slightly. However, it's only stunned TEMPORARILY, so it won't be long before
 it gets up again, and it'll start to chase you. If it reaches you, it'll try
 and steal your key. Just stun it and shoot it again. There's no outrunning
 them as they are faster than you. Soon enough you'll get to the second. Do the
 same thing to get its key, then chase the third, and gets its. With all three
 keyless, they'll all be keeping pressure on you as you race to the temple as
 quickly as you can. It's not really that hard, so you'll be done soon enough.

 -------------------------------
 [1406]--Mountain Temple--[1406]
 -------------------------------

 Entrance
 --------

 Why do I still have this little section? It's always empty. Head inside.

 Temple
 ------

 1F
 --
 Go north to kill a fire bat then take the west path and kill another. Carry on
 ahead to see two rotating fires surrounded by floor spikes. Wait for the
 flame to come along and follow it into the little gap. With the next one,
 follow it right around the corner and then finally follow the last. Go down
 the corridor into an ambush. Three stalfos, right from Phantom Hourglass. They
 are skeletal creatures that will awake when approached. They can't easily be
 killed with the sword, but a few hits of the whip does the trick. Once their
 bodies are dead you have the head left, you can chuck it at another one if you
 like. Continue south to enter a room full of moldola, which are electric snake
 things. They float around zapping you if you get too close. Just stay away
 from them, they're invincible. There are pitfalls everywhere, rather clearly
 marked. Manuever around them and moldolas and go up the steps. Boomerang the
 switch to cause a stone to drop down below. Leave it for now and head around
 the corner east and upstairs.

 2F
 --
 Zelda will point out a cart. Jump on it by tapping and it'll go along the
 rails and chuck you off at the end. Open the chest at the end for a key then
 jump on and go back downstairs.

 1F
 --
 Go back around the corner and up the stairs. Jump down and go east. Unlock the
 door to reveal a switch. Leave it for now. Grab the stone that dropped before
 and carry it east. Chuck it onto the rock over the gap to make a platform.
 Jump across. With the stone block, pull it south twice, push it east, then
 north twice, and push it east along the corridor to block the flamethrower. Go
 south. You'll need to reach the other side, but there are hidden pitfalls. The
 safe route is: all the way south, west one block, north, west, south all the
 way, west, and north upstairs.

 2F
 --
 Jump on the cart. As you go along this one, there will be a split in the
 paths, to do it right you'll need to hit both switches as you go along. They
 will change the path to send you to the end. Kill the stalfos there and open
 the chest for a key. Jump back on the cart to go back and go downstairs.

 1F
 --
 Go around the corner and north up the steps. Jump down and west across the gap
 and open the locked door here. Another switch. Send the boomerang over to the
 switch you revealed earlier and quickly stab the one here. If you hit them
 both at nearly the same time, you'll open the door upstairs.

 2F
 --
 You'll be ambushed by a heatoise. It's a giant turtle creature which will
 trundle around, as you get near, it'll hide in its shell and fly across the
 room at you. Dodge out of the way and it'll keep going. There are moldolas
 around the edges, so the idea is to get the heatoise to crash into them. It'll
 require some timing and precision, but it'll soon hit one and be stunned. Hit
 its head a couple of times before it's back. You'll need to do this three
 times before it'll keel over dead. A golden chest will appear containing the
 dungeon item: the bow and arrow! Comes free with 20 arrows, this is controlled
 by tapping the screen to pull back the bow, turning around to aim, and
 releasing to fire. Hopefully then your arrow hits its target. Go east to find
 an eye on the wall ahead. Fire an arrow at it to open up a bridge.

 1F
 --
 To hit the next eye, fire an arrow into orb below. It'll then fire it into the
 direction it's pointing, so that's east into another orb, which will fire it
 north into the eye. This will open a bridge across. Grab the orb and chuck it
 west over the gap. Now use the boomerang on it to rotate it. Do this three
 times so that it points north. Shoot an arrow in to hit the eye and open a
 bridge to the orb. Grab it and chuck it onto the platform north, and rotate it
 so it faces west. Shoot an arrow in to hit another eye so that you can
 continue downstairs.

 B1
 --
 The door ahead is locked so go downstairs again.

 B2
 --
 You'll be ambushed by four skeldos standing over the lava. Thankfully, a
 single arrow knocks their heads off their bodies, so use your bow. Go south
 afterwards and shoot an arrow west into the orb which will hit the eye.
 Quickly whip across the poles east and then go north and west. Kill a couple
 of stalfos and wait for the stone on the lava to be on the surface off it,
 not jetted in the air. Same with next, and the third, but wait on the third
 for it to rise to the fourth's height, then jump on fourth and onto the ledge.
 Whip across south. If you don't make it, you'll need to jump the platforms
 again. If you do, step on the switch to open the door for easier entry later.
 Go west past the flying spikes. You'll need to time your walk past, wait until
 they have just passed and run ahead. Same with the other three and wait at
 the end for a fourth to bounce off the wall north. As it returns, follow it
 south but go west when you can. Now wait for it to bounce back and while it's
 travelling north go south and east. You'll need to light the torches east,
 using the fire bat as a lighter! It moves around and may attack you but just
 be patient and you'll get it soon. Once one is lit use it to light the other.
 A platform will drop back a bit. Go west, north then west again when you can
 and jump over the new platform. Upstairs again.

 B1
 --
 Ambush! Two heatoises, but no moldolas to stun them with! This time it's nice
 and simple, you just have to shoot each one in the head twice with arrows.
 Easy. The door ahead will open.

 B2
 --
 Go along the path, killing the stalfos as you do. Keep going until you find an
 orb. Grab it and take it back south. Drop it so that it's in line with the
 eye behind the door west and the switch platform south. Hit it until it faces
 west, then step on the platform. The door will stay open as long as you stand
 on it. Fire an arrow into the orb and it'll hit the eye. Grab the platform
 that appears and take it north, chuck it onto the rock west. Now get the orb
 and take it with you onto the platform. Wait for it to jet upwards and jump
 off west. Now drop the orb onto the eastern rock and make it face west. Grab
 another orb in the corner, drop it on the southern rock and point it
 northeast. Finally grab the platform you came up on without jumping down and
 put it on the western rock. Now stand on the platform and shoot the switch
 just northwest. The platform and the two orbs will float up. Shoot an arrow
 into the eye east and then another into the orb southeast. It'll travel along
 and hit the other eye. You'll need to do this quickly and if you do the door
 nearby will open. Jump down and get the key from the chest it reveals. Now go
 back but before you drop down over the gap, hit the switch near it to spawn a
 swing pole. Now jump down and use it to get back to where the four stalfos
 attacked you. Go north through there upstairs.

 B1
 --
 Now you unlock the door from earlier! Go through and jump on the cart. It'll
 travel around the other part of B1 in circles. As it does, you need to shoot
 the eyes that you pass by in the correct order: the left-middle one, the
 outer-left one, the outer-right one, and the right-middle one. Once you get it
 the tracks will change so that you will drop off rather than continue
 circling. Continue downstairs.

 B2
 --
 Downstairs more.

 B3
 --
 This is one deep temple! Then again I suppose we're travelling down inside the
 volcano, that explains all the fire. Go west and jump across the platforms.
 Grab a bomb and take it back east and chuck it at the boulder blocking the
 way, turning it into a platform. Chuck the platform onto the rock east and
 jump on. It'll jet up to the cart, so board that. Now, along these tracks,
 you'll be presented by three switches: hit all but the second one, if you get
 this wrong, your cart will be destroyed by lava and so will you. Once you
 reach the end, go west to see the boss key. Blow it west into a cart, then go
 north and west into your own. Have the bow ready as your selected item. Now,
 you'll need to hit the first switch, then the second, not the third, but to
 hit the fourth switch you'll need to shoot it with an arrow. It may take a few
 tries but if you get it all right you'll land with the boss key at the boss
 lock. Lob it in and go even deeper into the volcano.

 B4
 --
 Go around the corner and empty the pots of arrows and hearts. You'll wanna
 enter with both full. Read the tablet to spawn the blue light and go upstairs.

 BOSS: Vulcano, Lava Lord
 ------------------------

 Ah, my favourite boss battle. Soon enough he'll raise his arm and then pound
 down to attack you. However, notice how a glowing spot is on his underbelly as
 he raises from the lava. Get out your bow and shoot it. He'll get angry, so
 will do a double hand pound which is even harder to dodge. As a result,
 boulders will rain from above, as well as one of those boulders that can be
 made into a platform. So, stand by it all you can and wait for him to attack
 again. Dodge at the last second and he'll crush it into a platform. Grab it
 and take it northeast. Chuck it onto a rock, jump on, then onto the most
 complicated cart system in the game! As you go around Vulcano, you'll see a
 couple of those glowing spots at your firing range. So, shoot them. He may use
 his hand to defend himself, so shoot the spot on that to move it out of the
 way. Once both are hit, the cart will move higher. Shoot two more spots to go
 up. Now you're up to head height. Shoot his hand out of the way and then aim
 for his eye. If you hit it, he'll be stunned and vulnerable for attack. You'll
 drop down off the cart system and you can attack. Swipe away at the glowing
 spot on his head all you can until he wakes up again. Now you'll need to
 repeat. Use the boulders that fall and the pots to stock up on health and
 arrows, then shoot his underbelly, make him hit the boulder, use it to get a
 ride on the cart again. You'll need to do the same again, only he'll make it
 harder to hit the spots. He'll also hold both hands up, in which case you
 should shoot both. You may find you'll run out of arrows, in which case you
 should wait until he holds a hand up. Wait for him to grab you with it, and
 he'll chuck you back down to ground level. Stock up on arrows before going it
 again, and you won't even need to hit any spots you already have. At the top
 level, he'll start blinking as well, which will leave his eye protected for a
 short time. Just fire at it when it's vulnerable, and he'll be stunned again.
 Go down and swipe at him some more until he dies.

 Aftermath
 ---------

 After a cutscene showing the spirit tracks sending power back to the Tower of
 Spirits and adding the last section back, a golden chest will appear. Open it
 to get a heart container, raising your maximum health to seven hearts. Leave
 through the blue light. Get on the train and head back to the Tower of
 Spirits.

 Congratulations! Defeating Vulcano has activated the Fire Source! Now with the
 entire Tower of Spirits complete, this is the last source!

 ------------------------------------------------------------------------------
 [1500]--------------------------The Bow of Light------------------------[1500]
 ------------------------------------------------------------------------------

 [1501] An Extra Item
 [1502] Tower of Spirits V
 [1503] Dune Sanctuary
 [1504] The Three Trials
 [1505] Desert Temple

 -------------------------------
 [1501]---An Extra Item---[1501]
 -------------------------------

 Clear Skies
 -----------

 OK then, a tiny new bit of track to the tower has been restored, so set a
 route over there. It seems now that the sky is clear, and the volcano has
 stopped erupting. No more boulders to deal with. Going down the volcano,
 through the cave, down the rest of the mountains, along the new tracks in to
 the tower. After a talk with Zelda, you'd think you should head in to the
 lobby. Wrong! There's something else we require before we can go ahead into
 the tower. Board the train again. Go to the forest realm.

 Mayscore
 --------

 Set course for the place in the centre of the map. You may have been there
 before during The Lost Woods near the start of the game. On the way there, you
 may encounter a new enemy: the pirate tank! It seems the pirates of the ocean
 land have learnt that they aren't seeing enough trains to ambush at sea, so
 they've taken to land and are now driving around! There are three of them,
 they shoot cannonballs, they're basically just like the ships, but they're
 tanks. Eventually you'll arrive at Mayscore. Zelda will tell you how to board
 the train, as if we didn't know. Approach the letterbox nearby to find that
 Niko sent you a letter. It's just a treaure map for Outset Village. Head east
 through the village and go north through the gaps in the trees. You'll be in
 another area. Go north, east, then south and whip over the gap. Continue north
 to find some guy. You may encounter some spinuts on the way. Talk to the guy
 and he'll ask you if you want to try out the whip race for 50 rupees. I'd
 suggest saving before you do. Do so.

 Whip Race
 ---------

 Basically, there's a mountain with loads of swing poles sticking out. Whip
 across as fast as you can. Here are some tactics: don't swing too long, as
 soon as you can, move on to the new pole; NEVER fall off, if you do, you're
 barely gonna make it; don't dawdle between sets of swings, run over to the
 next set immediately; use L or R to equip the whip, it's a lot quicker. Also,
 you'll soon come across some spike gates. Be quick as you grab and chuck away
 the spikes. There are some drops while swinging, so remember to wait before
 you swing again. If you do fall off, you won't go back on to land until you
 fall all the way down the mounain, so it's a large penalty. The final set will
 be viewed straight on, so speed across. As you land on the ending platform,
 you'll win. Now, if you don't beat it in 90 seconds, you won't get what you
 want, which is why you should've saved before playing: if you don't get it,
 you can reload the game without saving and be 50 rupees better off. If you do
 beat it in 90 seconds, you'll recieve a bomb bag, filled with 10 bombs! This
 is the extra item we wanted! With this, rather than having to find a bomb
 plant, you can just grab a bomb from your inventory and use it. If you beat it
 in less than 75 seconds, you'll get a heart container instead. Just play again
 for the bombs. Head back to the train. On the way, you'll have another letter
 from Ferrus saying he is in the snow land.

 --------------------------------
 [1502]-Tower of Spirits V-[1502]
 --------------------------------

 Back with Bombs
 ---------------

 Head back to the tower. Go into the lobby and to the top. It's a long way up,
 but thankfully it's as tall as it will get.

 To the Roof of the Tower!
 -------------------------

 18F
 ---
 Another new Phantom. Three of them in fact. This is a Wrecker Phantom. If it
 spots you, it'll turn into a boulder and roll around. This means it only needs
 to hit you bowling, and it'll go incredibly fast. It can also bowl through the
 rocks, destroying them. You'll need to bomb the rocks with your new bombs.
 Wait for the central Phantom to pass, and bomb the six rocks southeast. You'll
 need two bombs to clear all six. Go back until the coast is clear again and
 chuck more bombs at more rocks. Go in to the safe room and get the tear (1/3).
 Make your way towards the northwest corner. Destroy the rocks in the way and
 go around the corner into the large safe zone. Pull the block ahead back, pull
 it north, then go ahead to the next block. Pull it out of the way. Step on the
 switch to spawn a chest on the other side of the wall. Head back towards the
 southeast corner. Wait for the Phantom to pass by and go north. Whip across
 the gap. Open the chest for a key. Now make your way back down and then head
 for the northern safe room. Unlock the door. Go upstairs.

 19F
 ---
 Go east and up the steps. Grab the orb and take it west then south down the
 spikes. Drop it on the thing marked on the ground. Step on the switch to open
 the door. Use the boomerang to get the one in the room facing north and the
 one just south facing west. Fire an arrow in to hit the eye. It'll open a
 bridge elsewhere. Go north, then east, and south over the bridge. As you go
 west, a Phantom will appear behind you and start to chase. Run west around all
 the rocks, while the Phantom bowls through them behind you. Try and make it so
 that it bowls through the rocks surrounding the tear of light. Grab it when
 you can (2/3) and continue going. There's a group of rocks blocking the safe
 room at the end, so stand here and as the Phantom approaches, dodge out of the
 way. It'll bowl through the rocks without bowling through you. Go into the
 zone and upstairs.

 20F
 ---
 Keeping out of the way of the Phantom, head for the northeastern corner of
 this area. Take the block there west and south down to the southeast corner.
 Leave it one tile diagonally southeast from the northwest corner of the tiled
 area. Hit the nearby orb so that it faces west and chuck it on top of the
 block. Go west onto the western stairs and boomerang the orb southeast so it
 faces north. Go to the northeast corner and stand on the switch platform. Fire
 an arrow south and it'll hopefully reach the orb and continue its path to the
 eye. That'll open a door to the tear. When the coast is clear, go get it
 (3/3). Now go possess the Wrecker Phantom! Now when you draw a path for Zelda,
 she'll turn into a ball to roll around smashing stuff. Useful. Go back
 downstairs.

 19F
 ---
 Send Zelda east to the other Phantom. Follow her. When Zelda hits the Phantom,
 it'll be stunned, so go possess it. You can now easily defeat the statue
 miniblin by bowling through. There's a bunch of statues west, bowl through.
 Head around and go downstairs.

 18F
 ---
 Go to the southeast corner. You'll need to get the block onto the switch in
 the corner. Move it north two spaces, and west another two. Zelda can move the
 large blue blocks. Make her move the left one west two spaces. Finally move
 the right block north once. Move Zelda out of the way and get Link to push it
 around on to the switch. Now go to the middle of the room to another block.
 Move it to the northeast corner, nothing will get in your way so it's a clear
 path. There are two switches there, leave it on either. Head to the northwest
 corner. Move the small block south of the way, and move the large one next to
 it into the corner to press both switches. Move Zelda over to the southwest
 corner. She'll need to go through a little tunnel so she'll bash about for a
 bit before fitting in and getting there. As Link go back to the northeast
 corner and step on the other switch there. This will lower some spikes near
 Zelda. Head over there and get the key from the chest. Go back up where you
 came.

 19F
 ---
 Go east and unlock the door. Go upstairs.

 20F
 ---
 South, and east, there will be two rows of boulders. Get Zelda to bowl through
 to the end and follow her. Hit the switch. Continue west, Zelda will point out
 she can't help you cross the lava in this form, so go south. Bowl through the
 mountain of rocks. Continue south and upstairs.

 21F
 ---
 Go west and to the centre of the room. Both stand on the switches and the door
 close. A mega ambush! First up, four stalfos. Zelda can bowl through them if
 you like. Next, three zoras. Zelda can bowl through, but it works better with
 Link. Afterwards, four normal Phantoms will appear. Head back to the safe zone
 as Link, and get Zelda to stun enough of them so that you can easily sneak up
 behind one and possess it. Once you have, go back east downstairs.

 20F
 ---
 Get in the lava on Zelda and head to the west of the lava. Grab the orb at the
 end and take it back to the other side. The first little island in the lava,
 get off and put the orb on either tiled square, make it point east. Jump back
 on to Zelda and go to the northeast corner of the lava. Whip across the
 poles above off Zelda's back to the high-up platform. Hit the orb so it faces
 west, then call over Zelda, jump on to her back and go to the island just
 south. Put it on either tile. Now jump back on and whip across to the tall one
 again. Get Zelda to the orb you just placed and pick it up. Now shoot into the
 other orb you placed earlier first to hit an eye so that you can hit the one
 Zelda's holding. It'll hit another eye. This will open the door. Whip back to
 ground, and call Zelda over. Hit her to make her drop the orb. Now jump on her
 and go through the door.

 21F
 ---
 Walk around a corner and go upstairs.

 22F
 ---
 Get Zelda to walk through the flames north then west to the other side, and
 Link can go over the sand. Head together to the boss key. It's protected by
 flames so only Zelda can get it. Once she does, four keymasters will appear.
 Call her over. Take out the first one as you pass, and the second, get Zelda
 to go around the corner and wait between the second and third keymasters. As
 Link kill both with your bow and arrow. Quickly get Zelda to go past on to the
 red circle, and head over to the other one yourself. Now switched, make Zelda
 take the key to the boss lock south. The flames will extinguish, so follow her
 over there.

 23F
 ---
 Heave the door open with Zelda. A blue light will appear. Continue upstairs.

 BOSS: Staven
 ------------

 After the cutscene the battle begins. Staven will leap around the pillars of
 the cage. He'll then fire a weak beam attack at you three times. Just dodge
 them. He'll soon fire his gauntlet at you. Make sure he's targeting you, and
 dodge at the last moment. Get Zelda to grab it, and she'll drag him down. Hit
 him then. Repeat this, only he'll jump from pillar to pillar with each beam.
 Afterwards he'll stay on the ground. Have a go at him with your sword, he'll
 soon get annoyed and charge up a charge attack. While he is, hide behind
 Zelda. He'll then charge and Zelda will hold him steady. While he's vulnerable
 hit him some more. Repeat this but now he'll try and dodge your attacks more
 while you annoy him. Afterwards he'll give up and conceed.

 Aftermath
 ---------

 After a cutscene follow him outside on top of the temple. Go up the steps to
 witness Maladus' resurrection. After some more cutscenes, it turns out there's
 some more to the game. The desert realm will be revealed on the ocean glyph
 and you'll automatically board the train. Time to get the bow of light!

 --------------------------------
 [1503]---Dune Sanctuary---[1503]
 --------------------------------

 Sudden Dehydration
 ------------------

 Draw a route to the part of the desert tracks that stick out from the main
 bit, like where the fish head is in the ocean tracks. As you enter the desert,
 Zelda will point out the colossal statues, and you'll be attacked by some sand
 sharks. They come in threes, and burrow around through the sand before they
 leap up and attack you. Shoot them mid-air. When you get to the end of your
 route, stop at the Dune Sanctuary.

 Statue Puzzle
 -------------

 There's a big puzzle to this place, but I'll skip straight to the solution:
 use a bomb near the top-right corner of the middle rectangle of the paths in
 the sand. Some steps will be revealed. Go down. Go through the cave.

 Sand Song of Restoration
 ------------------------

 Go ahead and talk to Rael. The final song of restoration! Green, grey, blue,
 grey, blue, green. One jump at the end. Hardest of the songs, but remember
 all the normal tactics. It'll be really infuriating unless if you remember how
 to do it properly. After three times, you'll suceed. Some more tracks will
 appear on the ocean glyph, but so will some on the fire glyph, meaning that
 the desert also spreads through the fire land. Board the train.

 --------------------------------
 [1504]--The Three Trials--[1504]
 --------------------------------

 Trial One: An Old Enemy
 -----------------------

 Set route for the new tracks going north off the map. You'll enter a cave. Up
 above you'll see something familiar. It'll drop down behind you. It's the
 gohma! Remember to keep a continuous flow of shots at its eye. Also, this time
 he will run up, but his eye will be closed! Thankfully at these times, there
 will be explosives on the cave walls. Shoot them as the gohma approaches them
 to hit and open his eye. Continue like this until he's dead and you'll leave
 the cave.

 Trial Two: Twisted Tunnels
 --------------------------

 As you enter, the way forward isn't so obvious. You'll go around in circles
 unless if you watch where you're going on the map. You need to reverse, then
 reverse again, then go right. Zelda will tell you when you're out. Continue
 back to the ocean part of the desert.

 Trial Three: Armed Temple
 -------------------------

 Turn right to head for the temple itself. Although, there's still one more
 trial. You'll see the temple is a giant pyramid, and it has several mounted
 cannons around it! Basically, destroy them all and the temple will open. There
 are two cannons on the south side, three on the west and east, and four on the
 north. A single shot destroys them, but they'll all be firing at you, so
 you'll be shooting so many cannonballs out of the air you'll have to go around
 a few times to get them all. Be more defensive than offensive, you have all
 the time in the world, and you'll soon be dead if you don't defend yourself.
 Once all are gone, the temple door will open. Drive in.

 ---------------------------------
 [1505]----Desert Temple----[1505]
 ---------------------------------

 Entrance
 --------

 Yeah. You know the drill.

 Temple
 ------

 1F
 --
 Go east to a trail of boulders rolling down, manuever inbetween them, go left
 when one is coming from the right and vice versa. At the end go west and aim
 north through all the boulders to an eye. Wait until there are few boulders
 with large gaps and shoot between them then. It'll open the door west. Go
 through and open the chest for a single rupee. Three stalfos will appear. You
 will need to kill them twice for some reason. A treasure chest will then
 appear with a key inside. Go east and run south down the boulder trail. At the
 end go west then north up to the locked door. Unlock and up.

 2F
 --
 Drop down and go south to see a pair of gerunes. They are made entirely of
 sand so are invulnerable to your current attacks. Continue east and then
 north. There are three rolling spike logs. However, they're not rolling in
 time, so veer bewteen them until you're on the other side of them and go north
 upstairs.

 3F
 --
 Go south into an ambush with three stalfo warriors. They take one more shot
 to knock their skulls off than the original ones, and when they attack they
 run forward and slash at you with their swords instead of throw bones at you.
 Once they're dead, continue ahead to a chest containing the sixth item: the
 sand wand! This little thing has the power to control sand. Use the green
 light it makes on parts of sand to raise it into a solid wall. It can also be
 used to defeat gerunes. Run back to the area. To get back use the wand to
 raise the sand under your feet, raising you on top. Run across up the ledge
 and jump down. Back downstairs.

 2F
 --
 Go south to find the spike logs are now in line. To pass them you'll now need
 to use the wand to make a wall that will stop it in its tracks until the wall
 falls. You can now manuever past. Go south and west into an ambush. Those two
 gerunes you saw earlier. To defeat them, use the wand on them, they'll move
 around as you do, just follow them with the wand as they gradually solidify
 until they are stunned. Then it's three sword hits to destroy them. The way
 ahead will open. Go north and use the wand to go up to the ledge above. Now
 wait for the log to get in the middle of the area and quickly whip out the
 wand and block it with a wall. While you can, run across and go back down.

 1F
 --
 Go southeast to the boulder on the sand. Stand to the side and use the wand.
 Make a wall on one side of the boulder and it'll push it in the opposite
 direction. Move it on to the hammer south, then hit the switch to send it
 catapulting at the wall ahead, smashing it and revealing stairs down. However,
 you'll need a key down there, so first head southeast. Go back along the
 boulder path again. This time, use the sand east to get on the ledge above,
 and jump down and run the rest of the way quickly. Move the boulders out of
 the way north and shoot the eye again. It'll open the door west again. Three
 ergtoraks are through here. They burrow about in the sand and pop up to shoot
 spike bombs at Link. See where they are borrowing and use the wand on that
 part of the sand. It'll bring them up from below and stun them. Get up with
 them and kill. Once all are dead, go northwest and up on to the ledge. Lift
 this whole area of sand until a key appears. Grab it and head back to the
 middle area again. Go downstairs.

 B1
 --
 The sand up next is quick sand, so don't jump in or you'll sink. Use the wand
 on it instead and then walk across. Open the locked door to a couple of
 grunes. Get them solid at the same time, then grab them and chuck them on to
 the switches. It'll open the door. Go through quickly before they move off it.
 Go ahead and make a path over the quick sand ahead. Go along the right-hand
 path. There'll be some spikes here, so time when you walk past. Go onto the
 ledge past them as a sort of checkpoint. You'll spawn here when you next fall
 in. Go ahead and you'll need to get past two more pairs of spike shooters.
 Tricky, but not too tricky. Once you have, go ahead to see a block with a
 spike on one side near a slot all on a patch of sand. Use the wand to move it
 around the spike lands in the slot (the spike will need to be on the bottom
 side). Once it is, the door ahead will open. There is a boulder flow west.
 Make a sand wall to stop one in its tracks, then roll it over northeast on to
 the catapult. Step on the switch south to open a bridge and from there shoot
 the switch next to the catapult. It'll hurl along, over the bridge, smashing
 the wall. To get yourself across, stop another boulder and put it onto the
 floor switch, and run along the bridge that way. Go west to find another block
 puzzle where you have to get the correct shape in the correct hole. This time
 we have two blocks, and what's more they each have two shapes on them,
 therefore there are four holes! First let's focus on the blue ones. Push the
 west block east twice, south, west, south, right thrice and down. Now move the
 east block west twice, south, east, south, west, north and west. Now move the
 other block again north and west. The blue door should open. Go through but
 wait for the spike log to be travelling west. Follow it but stay in the slot
 south, then wait for it to pass you and continue west to two stalfo warriors.
 Kill them then go north. There are two spike logs here. Stop one with a sand
 wall and raise up and go on it. Maintain the wall and wait for the other log
 to be in level with it. If they're both in the middle, ensure they won't move
 and step on the switch to open the door north. Now freeze them both in place
 again and go across to the other side. Four ergtoraks. Once they're dead,
 continue north. Lift the sand until the boss key pops up. Grab it and take it
 back to the centre of the floor. Drop it off by the block puzzle as we'll need
 to move it around. Move the west block west, south, east, north, west, south
 and east. Now simply move the east one north one. The red door north will
 open. Grab the key and take it there. Drop it to make a path over the quick,
 sand, grab it and take it over. Chuck it in the lock and we can finally move
 on from B1.

 B2
 --
 Head north. Lift yourself up to the pots to stock up on health, and lift up at
 the end. Go ahead and read the tablet to spawn the blue light. Through the
 door.

 A Word of Warning
 -----------------

 The upcoming battle is VERY hard! To prepare, try and search the land for
 heart containers. If your health goes low, potions are handy. Red ones restore
 six hearts, yellow ones restore all hearts, and purple ones restore eight
 hearts, but if you die you use them automatically to come back to life,
 instead of having to use them if your health is low. Also, if you haven't
 already used it, the Song of Healing you learnt in the Wooded Temple is good.
 Only use it if you're out of any other way of health though. Also, save before
 the battle, because if you use your potions and song but still die, that's
 quite a loss, so in case you do, if you saved first you can just reload
 without saving and keep those items. Potions are stored where you equip items,
 the song is played on the spirit pipes. Also, there are pots with health in
 scattered around the arena.

 BOSS: Capbone, Ancient Demon
 ----------------------------
 He'll rise from the sand, a giant spine. The idea is to destroy all of his
 segments. The first one is nice and easy. Wait until he attacks, and make a
 wall between you and him with the wand. The boulder he shoots will be stopped
 by it. Push it on to one of the four catapults and hit the switch to fire,
 destroying the first segment. Repeat this, only he'll fire three boulders in a
 row. Let the first two destroy each other and push the last on to the
 catapult. Fire it at him. The third segment is a little trickier. All but his
 right-hand side will be protected by armour. Oh, and also, he's started using
 a laser attack to dodge. So, get a boulder on the catapult like normal, but
 then move to the left near the next catapult. Now use the boomerang to hit the
 switch of the catapult the boulder is on. It should hit his side so destroy
 the segment. The fourth one is guarded except the back. Also, both attacks
 have been upgraded: his laser lasts a lot long and will chase you, his
 boulders are red and travel faster so are harder to block with sand. Just make
 a nice and thick sand wall to stop them. Get one on the catapult then stand on
 the catapult on the opposite side of the arena. When safe, boomerang the
 switch all the way on the other side of the room to hit him. The last segment:
 always the most complicated and annoying one. His laser lasts for ages, and he
 now shoots four boulders in a row! Therefore, dodge the first, let the second
 and third hit each other, and use the fourth on the catapult. Once it's on,
 the next part is extremely weird: Go close to Capbone and start running around
 him. As he turns to try and face you, keep running so that you can see his
 back. He'll now be twisting his head like an excorist! Really creepy! Anyway,
 run around the arena like this a few times, then stop at the boulder. While
 his bare back is passing, hit the switch to smash it! Not done yet! His head
 still lives. Now use the wand on his skull to trap it in sand. Then raise up
 behind him and stab away at the jewel on the back of his head. Repeat to win.

 Aftermath
 ---------

 Once he's dead, the sand in the arena will disappear to reveal a staircase and
 a golden chest. Open the chest for another heart container! Now go downstairs.
 Jump down west and go north up to the golden chest. Open it for the bow of
 light! This is the final item in the game. It'll replace your normal bow. Now
 if you pull back your bow and leave it for a while, the arrow will turn in to
 a light arrow! This will not stop when it hits one thing, it'll keep going
 until it hits the wall! Also, it is used to hit those different-looking eyes.
 Like the one opposite, fire a light arrow at it to open the bridge across and
 exit. Back to the tower!

 Congratulations! Defeating Capbone has given you the Bow of Light! Now let's
 go kick Malladus'... wait, no. He's possessed Zelda's body, that wouldn't be
 good for it.

 ------------------------------------------------------------------------------
 [1600]-----------------------------The Finale---------------------------[1600]
 ------------------------------------------------------------------------------

 [1601] Tower of Spirits VI
 [1602] The Dark Realm
 [1603] Finale

 ---------------------------------
 [1601]-Tower of Spirits VI-[1601]
 ---------------------------------

 Backtracking... by Teleportation!
 ---------------------------------

 Before you go you'll see a cutscene which will reveal we need to make one last
 visit to the Tower of Spirits. To go back, drive back where you came but
 instead of turning left, go right. You'll see an arc with a triangle on top.
 Shoot the triangle. This is a warp gate! They work in pairs, and there are
 eight pairs in total. This is one. You have to hit the triangle to permanently
 activate it, and blow the whistle when near. This will open a portal which you
 will travel to, and warp to the linking gate elswhere. This particular one
 will warp you somewhere near the Dune Sanctuary. Continue the short amount
 left to the tower, attacked by a few sand sharks, and go into the lobby. Go
 up to the top of the staircase again. You'll find a blue light here now. Step
 in.

 Compass of Light
 ----------------

 This will take you back to 23F. Go upstairs to the room you battled Staven.
 Go through and up the stairs to the tower top where the altar is. You'll see
 one of those special eyes. Use the bow of light on them. This will reveal a
 secret staircase down. This place has more secrets that you'd think! Go north
 down.

 30F
 ---
 You now have the Lokomo sword! This allows you to possess Phantoms without
 having to grab tears! Anyway, go north all the way to some stairs down.

 29F
 ---
 It's another dark room! All we want to do here now is possess one of the
 Phantoms. Approach behind one and take it over. Go back upstairs.

 30F
 ---
 Go south and east down to some floor spikes. Take Zelda across them to press
 the switch so Link can go across. Put Zelda in the lava. Wait for the Phantom
 to pass, and follow it to the next safe room. Wait for it to be travelling
 west in the north part and stand in the middle of the lava area. Use the
 boomerang to hit the switch around the corner, then quickly use it to hit the
 other one around the other corner. This will open the door east. Go over
 there and downstairs.

 29F
 ---
 Down here in the dark again, there are torches scattered about as well as
 enemy ghosts. You need to extinguish all the torches. Start with the one in
 the safe room. Note that there are a couple down a corridor to the north, and
 to watch out for the pit in the centre of the room. It'll open the door west.
 Follow the Torch Phantom and possess it. Now head back from where you came.

 30F
 ---
 Put Zelda in the lava and wait until safe to jump on and head back to the last
 safe room. Go north downstairs again.

 29F
 ---
 Go south and west to the end of the corridor. Stun the Phantoms to run past
 them. Don't possess them though. At the end make Zelda hit both of the
 torches. Go through the door that opens next to it.

 28F
 ---
 Go east up the steps. Solidify the sand so Zelda can go across without
 sinking. Make several different paths so that it doesn't collapse halfway
 over. Stop at the first corner and hit the torch there. Use it to light the
 other one on the other side. This will make a couple of golden chests appear
 elsewhere in the room. Go across again. As Link go up the steps here and have
 Zelda below. Jump on to her and make a wall on the sand below. Go across,
 gradually making more as you head for the island in the sand southeast. Jump
 off at the end and open the chest for a key. Let Zelda sink so that she goes
 back to the other side. Follow her and go back upstairs.

 29F
 ---
 Wait for the Phantoms to pass and head back to 30F.

 30F
 ---
 Head back to the other side of the area and go downstairs again.

 29F
 ---
 Go southwest and down south along the corridor and go west. A Warp Phantom
 will appear west! Go down south and go along the corridor as you light the
 torches, right to end just around the corner from the Phantom. Get Zelda to go
 behind the Phantom where the eye is. Get Zelda to talk to it and distract it.
 Quickly take it from behind while it's distracted. Now with it out of the way,
 shoot the eye with a light arrow. Go east and pass the Torch Phantom and go
 northeast back upstairs.

 30F
 ---
 Head back to the other side and downstairs.

 29F
 ---
 Head to the northwest corner of the room and use a bomb and chuck it at the
 north wall here. It'll reveal a secret passage. Go through. Go up the stairs.

 30F
 ---
 Go through and out the door. You'll be in the western part of the floor. As
 Link stand on the sand and raise yourself up. Jump on Zelda's back. Go north
 to the ledge. Jump off up there and step on the switch. Two Phantom eyes and a
 Warp Phantom will appear, but in this case that's a good thing. As Link go
 south and stand on the circle. As Zelda prepare to warp to the eye south, but
 hold it down and wait until the eye is flying over the circle on the other
 side, then warp. You'll swap places. Hit the eye quickly before it spots you.
 As Link go the safe zone nearby while you wait for the eye to respawn. Now as
 Zelda warp to it when it's next to the floor spikes. Walk through and step on
 the triangle. Get Link to step on the other one to swap. Get Zelda to sink and
 she'll appear next to Link. Leave her here and cross the sand. Hit the south
 wall to attract the Warp Phantom. Get in its sights and it'll run over but
 sink in the sand. Quickly go around the corner and before it respawns in the
 way shoot the eye with light. Run back to Zelda quickly and warp and swap
 until you're both back on the other side. Go to the southeast safe room and
 rise up on the sand north. Jump on Zelda and go east down the corridor. Kill
 the statue miniblin and go west to the edge. Rotate the orb with the boomerang
 so it faces north. Shoot a light arrow at it to hit the eye. The door
 downstairs will open.

 29F
 ---
 Go south and attract the Wrecker Phantom. As it returns, sneak behind it and
 possess. Go around the corner and shoot the eye. A golden chest will appear
 back a bit. Open it for a key. Go west and light the unlit torch with the
 boomerang. It will open the last two doors on this floor, as shortcuts back to
 other parts of the floor. Go back up to 30F from where you just came.

 30F
 ---
 Use Zelda to bowl through the pile of rocks north. Open the chest for the last
 key. Go back downstairs again.

 29F
 ---
 Go west through the newly opened door and south to the safe zone. Go
 downstairs.

 28F
 ---
 There are three locked doors here. Unlock all of them. Start by going through
 the eastmost one. Go down the corridor and downstairs.

 27F
 ---
 Go south and west to some rocks rolling down the corridor. Roll through and
 follow as Link to the other side. Hit the switch to stop them rolling. That's
 all for this part. Head back upstairs.

 28F
 ---
 Go back upstairs.

 29F
 ---
 Take control of the Warp Phantom and head back.

 28F
 ---
 Now go through the western door.

 27F
 ---
 Leave Zelda here and go ahead over the sand, though not too fast. Take out the
 Phantom eye and step on the switch by it. It'll make a bridge across the sand.
 Make Zelda go across. Lift yourself up on the sand and jump on Zelda. Go south
 and from her back whip across to the other side. Stand on the switch so Zelda
 can cross. Go ahead and a Warp Phantom and eye will appear ahead. Wait until
 it's on the same ledge as the Phantom and warp over. Wait until the Phantom's
 going north and head over there. Raise yourself up so that you can go up and
 possess it, quickly before eye respawns. As Link jump down east and step on
 the red circle. Now as Zelda warp over to the eastmost eye. Go on to the
 circle north of there to swap. Get Zelda to step on the switch north. It'll
 open a door revealing an eye southeast of Link. Go over there and fire a light
 arrow at the orb. It'll hit the eye. Now get Zelda to warp back here and now
 both exit through the northeast corner. (NOTE: I forgot to mention to hit the
 an eye with a light arrow: After you've possessed the other Phantom, get Zelda
 to warp over to the ledge west. Use the boomerang to make the orb there face
 north, then make Zelda grab it and hold it in place. As Link walk up on to
 the platform and shoot a light arrow at the orb. It'll hit the eye.

 28F
 ---
 Go back upstairs.

 29F
 ---
 Possess a Torch Phantom and go back.

 28F
 ---
 Go through the middle door and downstairs.

 27F
 ---
 There are four torches below. Make the Zelda hit the one to the northwest.
 Now use it to light the one surrounded by sand with the boomerang, followed by
 the one surrounded by the pit. Now make Zelda go over the spikes and hit the
 last one. This will open a door southeast. Go over there and shoot the eye.
 If you hit the last two in the other sections of 27F, the door north will
 open. Send Zelda north to kill the Phantom eye in the way. Continue north
 downstairs.

 26F
 ---
 The final ambush in the game! Therefore, it's a toughie. First up, ten blue
 chuchus. You could just set a path for Zelda that targets all of them and
 she'll go around automatically killing them. Now four stalfos and four stalfo
 warriors. Zelda can't hit them so get out the bow of light and use that. Now
 three red zoras. Use potions this time if you need to, this will be very
 health depleting. First off get whip off their shields. Now get Zelda busy
 while you attack them. They'll use fire attacks a lot so try to keep them
 seperated. Afterwards, you can go downstairs.

 25F
 ---
 Not over yet! Just one last room. One of each Phantom will appear. Normal
 guarding the exit, Warp guarding that one, Torch in the inner corridor, and
 Wrecker in the outer. Head to the eastern safe room. Now wait for the Torch
 Phantom to be in your line of fire and shoot it in the back with the bow of
 light, then possess it. Now go along the corridor with it to the door. Stand
 on the left side while Zelda hits both of the torches. It'll open and a
 Phantom eye will appear east. Get Zelda to kill it then get her in the middle
 room. Make her distract the normal Phantom and make it face either way. Now as
 Link wait for the Warp Phantom to be walking the opposite way and run in and
 possess it. Before the Torch Phantom respawns, run along the inner corridor
 west over the sand to the end, but Zelda can't go. Get her out of this
 corridor and wait for the Phantom eye to approach, and alert it. Now let it
 follow you back over the sand where the switches are, and warp Zelda over to
 it. Don't worry about other Phantoms catching you, they'll all sink in the
 sand. Both step on the switches to open a door. Now go possess the Wrecker
 Phantom. Send it alone through the new door. Make it smash up all the statues
 there. Now as Link get the eye of the way first and wait for the Torch Phantom
 to pass. Now wait in the doorway to the final area. Get Zelda to bowl through
 both Phantoms in there. While stunned, run through as Link into the safe
 zone. Congratulations! You just beat the game's final puzzle. Possess the
 normal Phantom just there and with Zelda push open the giant door. Go
 downstairs!

 24F
 ---
 What would be the glyph room! Instead, go ahead and open the golden chest.
 You'll get the Compass of Light! The forest glyph will then start glowing, and
 new tracks to the dark realm will appear. Obvious what's next: let's head over
 there! Leave through the blue light and board the train. Go to forest.

 --------------------------------
 [1602]---The Dark Realm---[1602]
 --------------------------------

 Into the darkness...
 --------------------

 It was a huge effort, but we can finally, and definitely this time, go defeat
 Malladus. You probably lost quite a lot of health from that final tower
 plunder, so go to Castle Town or something and search pots for health. Also,
 stock up on good potions, and if you haven't yet used the Song of Healing,
 the final battle is the last oppurtunity. In fact, put it over priority to the
 potions this time. Once ready, take a route along the new tracks into the dark
 portal. On the way, you'll be attacked by two sets of tanks. You'll need as
 much train health as possible, so if you get hit at all, stop off at Outset
 Village before proceeding on to regain health. You'll then go through a cave
 and be attacked by several eye spiders. These are tricky to avoid damage from,
 just be on full alert. Once through, that, it's a comfy ride across the bridge
 to portal island. You'll warp into the dark realm...

 Train of Light
 --------------

 One last challenge before the battle. In this area you'll see spread about six
 armoured trains, eight portals and seven tears of light. Obviously being on
 the train, the tears have a different effect. Go through the tear straight
 ahead to become the light train! This will give you super speed, and make you
 temporarily invincible. In fact, speed up to the first armoured train and you
 will destroy it! You need to destroy the others in this way. Go around in a
 circle to get another tear, then head on and destroy the second train east.
 Now go back where you came from and go through the southwest portal. This will
 warp you to the southeast portal. Go from here to the east portal, which will
 warp you to the west portal. Go ahead through the tear of light and through
 the next portal. This will warp you to the northwest area. Go in the opposite
 direction and quickly hit the train here. Now go back where you came and now
 head for the two trains in the northeast corner. Brake and wait before that
 area for them to be safely out of the way, then go ahead for the tear. They
 will hopefully turn around to chase you, which will take a lot of time, giving
 you plenty to get the tear. Once you do, reverse in to them. The last one is
 always very tricky. It'll go at hyper speed, and will leave its normal area
 and patrol the entire map to catch you. Keep far away from it if you're not a
 train of light, and be aware of portals since it could travel through and
 ambush you. There's no outrunning this. I suggest heading for the northwest
 corner and staying there. Hopefully it'll follow you through the northwestern
 portal. If it does, boost of to the other portal in this bit, get the tear it
 leads to, and by the time you've got it the train will be close on your tail.
 Back up and smash it off the tracks!

 --------------------------------
 [1603]-------Finale-------[1603]
 --------------------------------

 BOSS: Ghost Train
 -----------------

 Some words of prepare
 ---------------------
 This is it! Time to defeat Malladus! However, before we do, we'll need to
 board the Ghost Train, which means defeating it. You'll magically appear on
 four parallel tracks. You'll be on the right-middle one. The Ghost Train will
 appear BETWEEN the two left ones! There'll also be a meter on the top screen.
 This shows how much track is left, so is a sort of a timer.

 Back carriage
 -------------
 Immediately, the
 back carriage of the train will contain five containers, and an explosive
 barrel will poke out and drop on to the track, meaning you'll have to shoot
 it out of the way. Unless, that is, if you shoot it before it drops. It'll
 destroy the container too. Do the same with the next one, then the carriage
 will seal and Zelda will hint to watch out. Crank into reverse as the train
 is going to move to your side of the track. If you stay behind it too long,
 it'll brake to hit you, so when the first turn left comes up, take it. Now on
 the opposite tracks again, shoot some more barrels and do the same process
 again. If the train does brake in front of you, keep your distance and it'll
 miss. Also, there are some dark flames, on some parts of the track. You'll
 need to turn before them. Keep an eye on the map to watch out for them. Once
 all five containers are destroyed, the carriage will fall off, you'll have
 more track to play with, and you'll move on.

 Front carriage
 --------------
 This time instead of explosives, lasers. Shoot them before they shoot you.
 They each have two hitpoints before they're destroyed. Now there are even more
 flames on the tracks! Remember all the tactics from before and it's fairly
 similar to the back carriage. Even when attacking, watch out for each turn,
 and use it if there's a flame. Once all five are destoyed, we can go for the
 car.

 Train car
 ---------
 This one can cause problems. The five parts of the car will twist then lock
 and light up. One diamond from each part will then fire a laser, which will
 gradually point to the track, hitting you if it does. Shoot them quickly,
 focusing on the furthest one back first. Once you hit all five, the train will
 slow down and you can go for the rather freaky face of the car (Faces on a
 train? *coughthomasthetankenginecough*). Shoot away at it as much as you can
 before it's out of reach again. You'll then need to shoot the diamonds again,
 this time more difficult, before going for the face again. After this, the
 train will then chase you. Fire out a blizzard of shots out of the face before
 it hits you. It'll then stop completely. Shoot it three more times to win.
 You'll automatically board it. The game will ask if you wish to save the game.
 If you're afraid you'll die and go back to this battle, save. If you wish to
 fight the Ghost Train again in the future, don't save.

 BOSS: Malladus (Zelda)
 ----------------------

 After a cutscene, you'll board the top of the train. Malladus is on the other
 side in Zelda's body. To get there, we'll need to evade Cole first. Thankfully
 we now have Phantom Zelda by our side! As quickly as possible, draw a route
 as far ahead for Zelda as you can. Let Zelda go along it while you defend her
 from Cole. Cole will fire electric rats at Zelda, she'll get scared and freeze
 on the spot. Before they hit her, hit all four of them. If they do hit, Cole
 will control Zelda and make her attack you. Dodge her attacks and run behind
 her to Cole. Hit him to break her free, then get her going on the path to
 Malladus again. Soon enough, Malladus will start firing a laser at Zelda. It
 only slows her down, but stay behind her or he'll fire at you, which hurts.
 Now Cole will fire three homing rats at Zelda. Hit them one by one. The last
 two sections of the train will move left to right, only complicating things
 more. Now try and keep on the same part as Zelda to make life easier. Once
 you reach Malladus' platform, just one more defense and Zelda will grab
 Malladus. She'll then float around in the air while holding Malladus. Here's
 your oppurtunity: Get out the bow of light and shoot Malladus. The arrow is
 fast so just aim straight for them. Make sure to hit while Mallaus is seen.
 If you hit, Malladus will seperate from Zelda's body.

 BOSS: Malladus (Cole)
 ---------------------

 Defending Zelda
 ---------------
 After a series of cutscenes, Zelda will be back in her original body and
 Malladus will possess Cole. Now to fight the result! Zelda will say she's
 gonna power up, so you'll need to defend her from Malladus while she does.
 Malladus will attack using a series of boulders that will home in on Zelda.
 You need to stop these mid-air, by hitting them with your sword. First, there
 are seven that go straight ahead. Hit them out of the way. He'll then fire
 one that goes to the side of Zelda, thenn curve around to hit her. In this
 case, stand at the side and wait for them. If you fail, you'll need to start
 the sequence again. After two more straight, he'll fire four at once that will
 all hit at the same time. In this case stand right next to Zelda and spin
 when they're close. It'll knock all four out of the air. He'll then do two
 straight on, two to the side, and then loads straight on. Be alert for this.
 He'll then do two spin ones in a row. If you pass, Zelda will finish her spell
 and you can move on.

 Song of Light
 -------------
 One final song on the pipes, and this one seems near impossible. Orange,
 Purple, Yellow, Blue, Orange. There are TWO jumps in this one! It's VERY
 tricky. Remember all the normal tactics but here's an extra one: it's quite
 difficult if you have a dry mouth. Have a drink before doing this to avoid
 frustration. It's also tricky with a sore throat, but that one is harder to
 solve. You'll need to do it FOUR times instead of the normal three. The
 Lokomos from previously in the game will join you with their instruments for
 the song.

 The Final Battle
 ----------------
 Now to defeat Malladus once and for all! A weak point on Malladus' back will
 be revelaed. Zelda will control the bow of light while you distract him. You
 can watch Zelda's sight on the top screen. There is an icon on the bottom
 screen which you can tap to make Zelda fire an arrow. Go behind Malladus as
 Link and slash away at him a bit. This will get him to turn around. Dodge his
 attacks. Keep on distracting him like this until Zelda has a clear shot of his
 back, then hit the icon to fire. Do this three times and he'll collapse on the
 ground. Slash away at the red gem on his forehead until part of his horn is
 destroyed. You'll need to do this again. This time he'll be a lot more
 difficult, he'll now use fireballs as well, move faster, give you less time to
 fire the arrow, and attack harder. Once his second horn is off, repeat one
 last time and you'll stab right into the gem. You and Zelda will work together
 to hold the sword in place. Rub the screen very fast for a very long time.
 Eventually this will defeat Malladus!

 After the ending cutscenes, the credits will roll! Congratulations! You just
 beat The Legend of Zelda: Spirit Tracks!

 ------------------------------------------------------------------------------
 [2000]---------------------------Boss Overview--------------------------[2000]
 ------------------------------------------------------------------------------

 [2001] Stagnox, Armoured Beetle
 [2002] Fraaz, Master of Icy Fire
 [2003] Cactops, Barbed Menace
 [2004] Vulcano, Lava Lord
 [2005] Staven
 [2006] Capbone, Ancient Demon
 [2007] Ghost Train
 [2008] Malladus (Zelda)
 [2009] Malladus (Cole)

 --------------------------------------
 [2001]-Stagnox, Armoured Beetle-[2001]
 --------------------------------------

 You'll be shut in and Stagnox will fly in from above and land. Once it has,
 its weak point will immediately be revealed, but then covered up with fog.
 Now in control, start running around Stagnox in circles. Eventually, he'll
 swipe forward to attack, but if you stay running you'll easily dodge it. With
 him slowed down by this attack you can reach the weak point at the back of
 him. Whip out the whirlwind and blow out the fog on it to stun Stagnox. Hit
 the weak point as much as possible. Do this three times and he'll take to the
 skies and spit out three blastworms. Two of them will usually be close
 together, so kill those two, as you'll probably blow both up because of the
 explosion radius. Keep the last one ready as a spikebomb, and Stagnox will
 fly down. Get out the whirlwind, and blow the bomb towards Stagnox just when
 it's about to reach the ground. Unless if you're too early or late, they'll
 collide and Stagnox will be stunned again. Continue to hit his weak point as
 much as possible. Repeat this twice more to win!

 ---------------------------------------
 [2002]-Fraaz, Master of Icy Fire-[2002]
 ---------------------------------------

 A fire and ice torch will light, and the flames will combine to make Frazz.
 Frazz will start to inflate, going either red or blue as he does. If he goes
 red, use the ice torch on him with your boomerang. If he goes blue, use the
 fire torch on him. He'll be stunned, so give him a few swipes of your sword.
 If he fully inflates before you hit him, he'll shoot either several fires or
 a large icy patch at you depending on his colour. Repeat this again and he'll
 split into two. If you look on the map, one is red and one is blue. You'll
 need to use the ice torch on the red one and vice versa. If you get one, it'll
 split into fire or ice, so you can use that onn the other one if you want.
 They'll then recombine into Frazz and he'll smash both of the torches, making
 life a lot harder. He'll inflate, so wait for him to shoot fire or ice at you.
 You can then use this on him to stun him. If he's the opposite colour of what
 he shot at you, use it on him. You'll need to do it twice now for some reason
 though. Do it again and he'll split in two again. Wait for both of them to
 fire. Use each of their weapons on them - fire on blue one, ice on red one.
 He'll reform again. Now do everything the same again once more, only you'll
 need to hit Frazz thrice to stun him. Instead of splitting into two, he'll
 explode and you'll win the battle.

 ------------------------------------
 [2003]-Cactops, Barbed Menace-[2003]
 ------------------------------------

 Cactops will burst out of the pool in the middle. You'll drop down into the
 fight. Cactops will swing his tentacles out and tubes will sprout from his
 head. They'll fire goo everywhere, so dodge that. Grab a spike from one of his
 tentacles and chuck it at one of the pink things guarding his eye. Once both
 of the things guarding his eye are destroyed, his eye will be revealed. Throw
 another spike at it to stun him. He'll lean over at the poolside. Hit him as
 much as you can. He'll then go underwater and two extra tentacles will pop
 out. Dodge them by going left, right, left, then right. He'll show his head
 again. Repeat the process of stunning and hitting him again, and he'll do his
 tentacle attack again. This time dogde right, left, right, left. Now he'll
 appear again and his extra tentacles will stay there. So, as well as dodging
 goo, you need to dodge the tentacles as well! This time he'll do one, then the
 other, and then both, in which case you'll need to go between and close to the
 pool to dodge. Normal thing, but then when he does his tentacle manuever,
 he'll move about as he does, so you'll need to dodge his other tentacles as
 well! As he appears, it's now crazy - dodging goo and all FOUR tentacles at
 once! Eventually though, you'll get him stunned, and its one last hit to
 defeat. This is a very tricky battle indeed!

 --------------------------------
 [2004]-Vulcano, Lava Lord-[2004]
 --------------------------------

 Ah, my favourite boss battle. Soon enough he'll raise his arm and then pound
 down to attack you. However, notice how a glowing spot is on his underbelly as
 he raises from the lava. Get out your bow and shoot it. He'll get angry, so
 will do a double hand pound which is even harder to dodge. As a result,
 boulders will rain from above, as well as one of those boulders that can be
 made into a platform. So, stand by it all you can and wait for him to attack
 again. Dodge at the last second and he'll crush it into a platform. Grab it
 and take it northeast. Chuck it onto a rock, jump on, then onto the most
 complicated cart system in the game! As you go around Vulcano, you'll see a
 couple of those glowing spots at your firing range. So, shoot them. He may use
 his hand to defend himself, so shoot the spot on that to move it out of the
 way. Once both are hit, the cart will move higher. Shoot two more spots to go
 up. Now you're up to head height. Shoot his hand out of the way and then aim
 for his eye. If you hit it, he'll be stunned and vulnerable for attack. You'll
 drop down off the cart system and you can attack. Swipe away at the glowing
 spot on his head all you can until he wakes up again. Now you'll need to
 repeat. Use the boulders that fall and the pots to stock up on health and
 arrows, then shoot his underbelly, make him hit the boulder, use it to get a
 ride on the cart again. You'll need to do the same again, only he'll make it
 harder to hit the spots. He'll also hold both hands up, in which case you
 should shoot both. You may find you'll run out of arrows, in which case you
 should wait until he holds a hand up. Wait for him to grab you with it, and
 he'll chuck you back down to ground level. Stock up on arrows before going it
 again, and you won't even need to hit any spots you already have. At the top
 level, he'll start blinking as well, which will leave his eye protected for a
 short time. Just fire at it when it's vulnerable, and he'll be stunned again.
 Go down and swipe at him some more until he dies.

 --------------------------------
 [2005]-------Staven-------[2005]
 --------------------------------

 After the cutscene the battle begins. Staven will leap around the pillars of
 the cage. He'll then fire a weak beam attack at you three times. Just dodge
 them. He'll soon fire his gauntlet at you. Make sure he's targeting you, and
 dodge at the last moment. Get Zelda to grab it, and she'll drag him down. Hit
 him then. Repeat this, only he'll jump from pillar to pillar with each beam.
 Afterwards he'll stay on the ground. Have a go at him with your sword, he'll
 soon get annoyed and charge up a charge attack. While he is, hide behind
 Zelda. He'll then charge and Zelda will hold him steady. While he's vulnerable
 hit him some more. Repeat this but now he'll try and dodge your attacks more
 while you annoy him. Afterwards he'll give up and conceed.

 ------------------------------------
 [2006]-Capbone, Ancient Demon-[2006]
 ------------------------------------

 He'll rise from the sand, a giant spine. The idea is to destroy all of his
 segments. The first one is nice and easy. Wait until he attacks, and make a
 wall between you and him with the wand. The boulder he shoots will be stopped
 by it. Push it on to one of the four catapults and hit the switch to fire,
 destroying the first segment. Repeat this, only he'll fire three boulders in a
 row. Let the first two destroy each other and push the last on to the
 catapult. Fire it at him. The third segment is a little trickier. All but his
 right-hand side will be protected by armour. Oh, and also, he's started using
 a laser attack to dodge. So, get a boulder on the catapult like normal, but
 then move to the left near the next catapult. Now use the boomerang to hit the
 switch of the catapult the boulder is on. It should hit his side so destroy
 the segment. The fourth one is guarded except the back. Also, both attacks
 have been upgraded: his laser lasts a lot long and will chase you, his
 boulders are red and travel faster so are harder to block with sand. Just make
 a nice and thick sand wall to stop them. Get one on the catapult then stand on
 the catapult on the opposite side of the arena. When safe, boomerang the
 switch all the way on the other side of the room to hit him. The last segment:
 always the most complicated and annoying one. His laser lasts for ages, and he
 now shoots four boulders in a row! Therefore, dodge the first, let the second
 and third hit each other, and use the fourth on the catapult. Once it's on,
 the next part is extremely weird: Go close to Capbone and start running around
 him. As he turns to try and face you, keep running so that you can see his
 back. He'll now be twisting his head like an excorist! Really creepy! Anyway,
 run around the arena like this a few times, then stop at the boulder. While
 his bare back is passing, hit the switch to smash it! Not done yet! His head
 still lives. Now use the wand on his skull to trap it in sand. Then raise up
 behind him and stab away at the jewel on the back of his head. Repeat to win.

 -------------------------------
 [2007]----Ghost Train----[2007]
 -------------------------------

 Some words of prepare
 ---------------------
 This is it! Time to defeat Malladus! However, before we do, we'll need to
 board the Ghost Train, which means defeating it. You'll magically appear on
 four parallel tracks. You'll be on the right-middle one. The Ghost Train will
 appear BETWEEN the two left ones! There'll also be a meter on the top screen.
 This shows how much track is left, so is a sort of a timer.

 Back carriage
 -------------
 Immediately, the
 back carriage of the train will contain five containers, and an explosive
 barrel will poke out and drop on to the track, meaning you'll have to shoot
 it out of the way. Unless, that is, if you shoot it before it drops. It'll
 destroy the container too. Do the same with the next one, then the carriage
 will seal and Zelda will hint to watch out. Crank into reverse as the train
 is going to move to your side of the track. If you stay behind it too long,
 it'll brake to hit you, so when the first turn left comes up, take it. Now on
 the opposite tracks again, shoot some more barrels and do the same process
 again. If the train does brake in front of you, keep your distance and it'll
 miss. Also, there are some dark flames, on some parts of the track. You'll
 need to turn before them. Keep an eye on the map to watch out for them. Once
 all five containers are destroyed, the carriage will fall off, you'll have
 more track to play with, and you'll move on.

 Front carriage
 --------------
 This time instead of explosives, lasers. Shoot them before they shoot you.
 They each have two hitpoints before they're destroyed. Now there are even more
 flames on the tracks! Remember all the tactics from before and it's fairly
 similar to the back carriage. Even when attacking, watch out for each turn,
 and use it if there's a flame. Once all five are destoyed, we can go for the
 car.

 Train car
 ---------
 This one can cause problems. The five parts of the car will twist then lock
 and light up. One diamond from each part will then fire a laser, which will
 gradually point to the track, hitting you if it does. Shoot them quickly,
 focusing on the furthest one back first. Once you hit all five, the train will
 slow down and you can go for the rather freaky face of the car (Faces on a
 train? *coughthomasthetankenginecough*). Shoot away at it as much as you can
 before it's out of reach again. You'll then need to shoot the diamonds again,
 this time more difficult, before going for the face again. After this, the
 train will then chase you. Fire out a blizzard of shots out of the face before
 it hits you. It'll then stop completely. Shoot it three more times to win.
 You'll automatically board it. The game will ask if you wish to save the game.
 If you're afraid you'll die and go back to this battle, save. If you wish to
 fight the Ghost Train again in the future, don't save.

 --------------------------------
 [2008]--Malladus (Zelda)--[2008]
 --------------------------------

 After a cutscene, you'll board the top of the train. Malladus is on the other
 side in Zelda's body. To get there, we'll need to evade Cole first. Thankfully
 we now have Phantom Zelda by our side! As quickly as possible, draw a route
 as far ahead for Zelda as you can. Let Zelda go along it while you defend her
 from Cole. Cole will fire electric rats at Zelda, she'll get scared and freeze
 on the spot. Before they hit her, hit all four of them. If they do hit, Cole
 will control Zelda and make her attack you. Dodge her attacks and run behind
 her to Cole. Hit him to break her free, then get her going on the path to
 Malladus again. Soon enough, Malladus will start firing a laser at Zelda. It
 only slows her down, but stay behind her or he'll fire at you, which hurts.
 Now Cole will fire three homing rats at Zelda. Hit them one by one. The last
 two sections of the train will move left to right, only complicating things
 more. Now try and keep on the same part as Zelda to make life easier. Once
 you reach Malladus' platform, just one more defense and Zelda will grab
 Malladus. She'll then float around in the air while holding Malladus. Here's
 your oppurtunity: Get out the bow of light and shoot Malladus. The arrow is
 fast so just aim straight for them. Make sure to hit while Mallaus is seen.
 If you hit, Malladus will seperate from Zelda's body.

 -------------------------------
 [2009]--Malladus (Cole)--[2009]
 ------------------------------- 

 Defending Zelda
 ---------------
 After a series of cutscenes, Zelda will be back in her original body and
 Malladus will possess Cole. Now to fight the result! Zelda will say she's
 gonna power up, so you'll need to defend her from Malladus while she does.
 Malladus will attack using a series of boulders that will home in on Zelda.
 You need to stop these mid-air, by hitting them with your sword. First, there
 are seven that go straight ahead. Hit them out of the way. He'll then fire
 one that goes to the side of Zelda, thenn curve around to hit her. In this
 case, stand at the side and wait for them. If you fail, you'll need to start
 the sequence again. After two more straight, he'll fire four at once that will
 all hit at the same time. In this case stand right next to Zelda and spin
 when they're close. It'll knock all four out of the air. He'll then do two
 straight on, two to the side, and then loads straight on. Be alert for this.
 He'll then do two spin ones in a row. If you pass, Zelda will finish her spell
 and you can move on.

 Song of Light
 -------------
 One final song on the pipes, and this one seems near impossible. Orange,
 Purple, Yellow, Blue, Orange. There are TWO jumps in this one! It's VERY
 tricky. Remember all the normal tactics but here's an extra one: it's quite
 difficult if you have a dry mouth. Have a drink before doing this to avoid
 frustration. It's also tricky with a sore throat, but that one is harder to
 solve. You'll need to do it FOUR times instead of the normal three. The
 Lokomos from previously in the game will join you with their instruments for
 the song.

 The Final Battle
 ----------------
 Now to defeat Malladus once and for all! A weak point on Malladus' back will
 be revelaed. Zelda will control the bow of light while you distract him. You
 can watch Zelda's sight on the top screen. There is an icon on the bottom
 screen which you can tap to make Zelda fire an arrow. Go behind Malladus as
 Link and slash away at him a bit. This will get him to turn around. Dodge his
 attacks. Keep on distracting him like this until Zelda has a clear shot of his
 back, then hit the icon to fire. Do this three times and he'll collapse on the
 ground. Slash away at the red gem on his forehead until part of his horn is
 destroyed. You'll need to do this again. This time he'll be a lot more
 difficult, he'll now use fireballs as well, move faster, give you less time to
 fire the arrow, and attack harder. Once his second horn is off, repeat one
 last time and you'll stab right into the gem. You and Zelda will work together
 to hold the sword in place. Rub the screen very fast for a very long time.
 Eventually this will defeat Malladus!

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

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

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

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

 You'll need to start this at the part of the game where you get the cannon.
 Talk to Niko in his house in the southwest area of Outset Village. He'll ask
 you to help him collect stamps from across the world. They are collected by
 walking up to a stamp stand and tapping to stamp it into your stamp book. To
 fully complete the quest you'll need access to all five areas of the world,
 and for a few you'll require force gems (see section "Force Gems"). There are
 20 stamp stations in total.

 Locations
 ---------

 Here are the individual locations of each stamp station:

 #1: OUTSET VILLAGE
 Just north of the chicken farm and southwest of the train station.

 #2: MAYSCORE
 Go east from the station and north through the gaps in the woods to a secret
 area. Go straight north to find it.

 #3: CASTLE TOWN
 You'll require bombs. Head to the northeast corner of the town to
 some steps. Use bombs to blow up the rocks there. Continue north across the
 castle wall and west all the way to it.

 #4: TRADING POST
 You'll require bombs. After you've brought the Bridge Worker here, you can
 go into the cave. Go north past the Like-Likes and at the end chuck a bomb
 over the gap west to blow up the rocks. Jump across and stamp.

 #5: WOODLAND SANCTUARY
 After you pass the timed bridge, go north all the way to it.

 #6: WOODED TEMPLE
 You'll require the whirlwind. Head to the northeastern corner of 1F and blow
 away all the toxic gas, all the way west until you reveal it.

 #7: ANOUKI VILLAGE
 From the station go east past the ice chuchus and then north all the way to
 some trees. Manuever past them to find it.

 #8: SNOWFALL SANCTUARY
 From the station go northeast past the wolfos and up the steps. Go east to
 find some steps. Go up to find it.

 #9: ICY SPRING
 You'll require the boomerang. Go north of Ferrus' house and use the ice torch
 over the lake to freeze it and make a path to the stamp station west. Run
 across.

 #10: BLIZZARD TEMPLE
 In the part of B1 with the large body of water
 filled with ice torches and water shooters, make ice paths using the torches
 towards the northeast corner where the station is.

 #11: PAPUZIA VILLAGE
 You'll require the whip and the Song of Birds. Head to the birds where you
 found Carben. Use the song to call one over and the whip to latch on. The bird
 will carry you across to an island. Go south into a large hidden area. Take
 the bird south to another island and southwest across it. Call over another
 bird and take it to the middle island. Now call another and take the one that
 comes from the northwest. Hang on until it reaches the western island. Drop
 off and call over a bird from the southwest. Take it to the southwest island
 where the station is. Now it's a case of getting back!

 #12: ISLAND SANCTUARY
 You'll require the whip and the Song of Birds. Head to where you play the
 song of restoration. Stand just outside that area and play the song of birds.
 Take the bird that appears up on top of this piece of land. Find the station
 among the palm trees.

 #13: PIRATE HIDEOUT
 You'll require the whip and the Song of Birds. Call over a bird and latch on.
 It'll take you up to the western chunk of land where you can stamp.

 #14: MARINE TEMPLE
 You'll require bombs and the whip. Head to the northern end of 2F by the
 stairs down. Chuck a bomb at the wall east of them. This will reveal a secret
 area. Go through. Go through the spike gate north and send a boomerang around
 the corner to the switch. Now head back to 2F and throw a bomb at the west
 wall. Go through that passage and wait and watch the platform over the gap
 north on the map to be in line with the swing poles, then whip across to it,
 and whip again to a ledge. Pull the statue switch. Whip back to the platform
 and ride it east. Go through the door to the station.

 #15: GORON VILLAGE
 Head to the west side of the village where the path to the mountain spirits
 is. Head to the west part with the lava. Whip north to the island, but whip
 again north. This place is full of fire plants. Avoid them as you go along the
 path to the station.

 #16: VALLEY SANCTUARY
 Remember the sanctuary is only accessible via the Goron Village. Head to where
 you had to light the torches before. Light them again, and continue south to
 find a couple more torches. Light them as well. Two more bridges will open up.
 Go up to the high area and south and over the new bridge. Go north to the end
 and over the second. Stamp the station.

 #17: MOUNTAIN TEMPLE
 You'll require the bow and arrow. Head to B1 and take the cart. Let it take
 you around to where it stops, then jump back on again. Get ready with the bow.
 When you get to the southwest part, aim southwest and fire an arrow at the
 switch. If it hits, the cart will stop at the station.

 #18: DUNE SANCTUARY
 You'll need to have brought some cuccos here from Castle Town for Rael. Grab
 one and take it southeast. Use it to float over to the islands in the water.
 The station is on one.

 #19: DESERT TEMPLE
 You'll require the sand wand. In B1, just after where you have to chuck
 gerunes onto switches to open a door, make a path west over the quick sand.
 Continue doing this north and east to it.

 #20: TOWER OF SPIRITS
 After defeating Staven, head back there again and up to the altar where
 Malladus was ressurected. The station is up here.

 Rewards
 -------

 For every few stamps you collect, you can head back to Niko to recieve rewards
 from him. Here's what you'll get:

 10 Stamps - The Ancient Shield. This replaces your normal shield. This one
 can't be eaten by the Like-Likes.

 15 Stamps - Engineer Clothes. You wore these back at the very start of the
 game, and now you can wear them again! Return to Niko whenever you want to
 change clothes.

 20 Stamps - The Swordsman's Scroll. Back from Phantom Hourglass, you can now
 do a super spin attack if you spin three times in a row! This will saw through
 everything that gets in your way, but you'll be stunned for a few seconds
 afterwards.

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

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

 You can start this by talking to the guy in the Rabbit Haven. This is accessed
 when first travelling to the snow realm. You'll come across it on the way
 there. The guy there will give you a rabbit net. It's used while on the train.
 On your travels you may see a rabbit somewhere in firing range. They'll be
 standing on a rock, a barrel, or something. Shoot what they're standing on and
 a little minigame will start. You'll have 10 seconds to catch the rabbit with
 the net. Tap somewhere and the net will land there. If it happens to land on
 the rabbit, you'll catch it and it'll be added to your collection, and will
 appear in the haven when you next go there. There are 10 rabbits in each land,
 totalling 50 rabbits.

 Locations
 ---------

 *Force Gem required

 Grass (Forest)
 --------------
 #1: Near the Rabbit Haven.
 #2: Near the Wooded Temple.
 #3: Somewhere east of Outset Village and west of the Trading Post.
 #4: Southwest of the Trading Post.*
 #5: Just north of where you go to get to the Ocean Land from here.*
 #6: East of Mayscore.*
 #7: West of Hyrule Castle.*
 #8: From Woodland Sanctuary, west then north.*
 #9: West of Woodland Sanctuary.*
 #10: From Mayscore, east, north, then east.*

 Snow
 ----
 #1: West of Anouki Village.
 #2: Northeast of Anouki Village.
 #3: Southeast of Blizzard Temple.
 #4: At the southwest corner of the large block of tracks.
 #5: Southwest of the centre of the large block of tracks.
 #6: Southeast of Blizzard Temple.
 #7: At the southeast corner of the large block of tracks.
 #8: Northwest of Icy Spring.*
 #9: North of #8.*
 #10: South of Snowdrift Station.*

 Water (Ocean)
 -------------
 #1: West of Island Sanctuary.
 #2: Far east of Island Sanctuary.
 #3: Northeast of #2.
 #4: West of Marine Temple.
 #5: Northwest of the entrance to the underwater area.
 #6: South of the entrance to the underwater area.
 #7: Southeast of Pirate's Hideout.
 #8: Along the secondary tracks to the Forest realm.*
 #9: Along the long straight strip of track between Pirate Hideout and the
 entrance to the underwater tracks.*
 #10: West of Lost at Sea Station.*

 Mountain (Fire)
 ---------------
 #1: On the tracks restored by the Mountain Temple to the Tower of Spirits.
 #2: West of Goron Target Range.
 #3: Far north of Goron Target Range.
 #4: In the northwest corner of the large block of tracks.
 #5: Southwest of Mountain Temple.
 #6: North of Mountain Temple.
 #7: In the northeast corner of the large block of tracks.
 #8: In the southeast corner of the large block of tracks.
 #9: East of Disorientation Station.*
 #10: West of Ends of the Earth Station.*

 Sand (Desert)
 -------------
 #1: East of Tower of Spirits.*
 #2: North of Dune Sanctuary.
 #3: On the west side of the western desert tracks.
 #4: South of Dune Sanctuary.
 #5: On the east side of the western desert tracks.
 #6: In the twisted tunnels.
 #7: In the twisted tunnels.
 #8: In the twsited tunnels.
 #9: East of Desert Temple.
 #10: West of Desert Temple.

 Rewards
 -------

 In your travels, stop by the Rabbit Haven once in a while and talk to the guy
 about rewards for the rabbits you've caught. Here's what you can get:

 For each individual rabbit - Some amount of rupees.

 5 Rabbits - A Heart Container.

 Every rabbit of one type - A random medium treasure. You'll get this for each
 you get.

 All rabbits - Another Swordsman's Scroll. It gives you the ability to use the
 sword beam attack! Now every side slash fires a beam straight ahead to make
 your sword a long range weapon! This is well worth getting!

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

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

 You'll learn about force gems when you recieve one from Carben for taking him
 back to the Island Sanctuary. You get them for doing tasks for certain people.
 Once you have, a force gem will appear. This will cause some new tracks to
 appear somewhere in the land. This could be a shortcut between two tracks or
 it could reveal a rabbit, new station or a warp gate.

 Locations
 ---------

 #1: CARBEN'S RIDE
 You'll need to do this as part of the storyline. See section "Carben" of the
 walkthrough. This force gem will open up a dead end piece of track in the
 forest realm, south of Trading Post. Here you'll find a warp gate. It connects
 to the eastern block of tracks in the snow realm.

 #2: LOVE TROUBLES
 Go to Papuzia Village and talk to the woman in the southernmost house. She's
 just divorced and needs a new love. Go to Mayscore and talk to the village
 chief in the northmost house. Ask him if he wants to meet the woman and let
 him on your train. Drive him over to there and talk to the woman for the gem.
 This force gem will open up tracks reflective of the ones connecting Mayscore
 and Trading Post. This also reveals grass rabbits #5 and #6.

 #3: RABBIT LOVE
 Go to the western building in Castle Town. The woman in there will ask you to
 take her to go visit her husband, the guy in Rabbit Haven. Drive her over
 there on your train and she'll give you the force gem. This one reveals a
 large amount of tracks that semi-link Rabbit Haven and Woodland Sanctuary.
 It also uncovers grass rabbits #8 and #9.

 #4: AIRBOURNE
 In Outset Village there's a boy that first off tries to trick you into getting
 stung. Just to add to his <censored>ness, he wants you to make him fly. Take
 him on your train and drive to Beedle's Air Shop. That's the face you'll
 sometimes see moving around the map. Follow it and when near pull the train
 whistle. A hot air balloon will come down, which is the shop. Stop at it and
 he'll give you the gem. It opens some tracks west of Hyrule Castle connecting
 it and Wooded Temple. And you can find grass rabbit #7.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 Locations
 ---------

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 Whip Race
 ---------

 Once you've beaten the Marine Temple you'll have acquired the whip. Head to
 Mayscore and northeast into the seperate area. Now go around the corner toward
 the southern swing pole. Swing across and go north to find a guy. Talk to him
 and start the whip race for 50 rupees. You have to whip around a mountain
 covered with swing poles. You'll be timed. Some tips: don't swing too long, as
 soon as you can, move on to the new pole; NEVER fall off, if you do, you're
 barely gonna make it; don't dawdle between sets of swings, run over to the
 next set immediately; use L or R to equip the whip, it's a lot quicker. Also,
 you'll soon come across some spike gates. Be quick as you grab and chuck away
 the spikes. There are some drops while swinging, so remember to wait before
 you swing again. If you do fall off, you won't go back on to land until you
 fall all the way down the mounain, so it's a large penalty. The final set will
 be viewed straight on, so speed across. As you land on the ending platform,
 you'll win. If you beat it within 90 seconds, you'll recieve a bomb bag. If
 you beat it within 75, you'll get a heart container. Play again for treasures.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 Rupees
 ------

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

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

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

 Treasures
 ---------

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 Bomb Bags
 ---------

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

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

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

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

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

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

 Locations
 ---------

 *Force gem required

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

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

 [4001] Battle Mode
 [4002] Treasure Trading

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

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

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

 Gameplay
 --------

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

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

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

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

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

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

 Goodbye!

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

 Many thanks to:

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

 Nintendo - For creating The Legend of Zelda.

 CJayC - For hosting this guide (on GameFAQs).

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

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

 My Laptop - For giving me guide-writing abilities.

 Notepad - God bless it.

 And finally...

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

 Now go away. I mean goodbye.

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

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

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

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

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

 Copyright 2008 SpyroCrashJak Productions

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