The Legend of Zelda: Spirit Tracks Walkthrough :
This walkthrough for The Legend of Zelda: Spirit Tracks [Nintendo DS] has been posted at 08 Oct 2010 by VinnyVideo and is called "FAQ/Walkthrough". The Walkthrough have a rating 2 by 2 our users. If walkthrough is usable don't forgot thumbs up VinnyVideo and share this with your freinds. And most important we have 14 other walkthroughs for The Legend of Zelda: Spirit Tracks, read them all!
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Walkthrough - FAQ/Walkthrough_____ _ _ _ __ |_ _| |__ ___ | | ___ __ _ ___ _ __ __| | ___ / _| | | | '_ \ / _ \ | | / _ \/ _` |/ _ \ '_ \ / _` | / _ \| |_ | | | | | | __/ | |__| __/ (_| | __/ | | | (_| | | (_) | _| |_| |_| |_|\___| |_____\___|\__, |\___|_| |_|\__,_| \___/|_| |___/ _____ _ _ |__ /___| | __| | __ _ / // _ \ |/ _` |/ _` | o / /| __/ | (_| | (_| | o /____\___|_|\__,_|\__,_| __ _______ / \ . . | | \ __ __ __|__ | __ __ _ | __ \__ / \ | \ / \ | | | \ / / | / \ |/ (_ \ | | | | | | | | | | | |\ \ \ |\__/ | | | \_/ | | \__\ \_/ | \ __/ \ | | \___/ | =============================================================================== Table of Contents =============================================================================== [INTRO] Introduction [BASIC] The Basics [WALKT] The Walkthrough [HEART] Heart Containers [STAMP] Stamp Stations [QUEST] Frequently Asked Questions [VERSN] Version History [COPYR] Copyright [CONTC] Contact Information Navigation tip: Use the Find feature (Ctrl-F) to find what you're looking for. For example, search for [WALKT] to jump to the main walkthrough. =============================================================================== Introduction [INTRO] =============================================================================== At long last, a VinnyVideo guide for a brand new game! That's something I've never done before. It's for a game so new, I'm writing this guide before the game has even been released in most of the world. Not only is that kind of exciting, I'm sure it'll mean it'll get a lot more hits than I've ever gotten before. The Legend of Zelda: Spirit Tracks is a Zelda game. That means there's a bunch of dungeons you have to go through to reach a boss at the end, where you get some prize that you keep collecting to reach the end of the game. There's a bunch of neat items you collect, and a semi-interesting story along the way. You can expect a combination of RPG and adventure elements, with varying quantities of puzzles, action, fighting, and exploration. You get the picture. Spirit Tracks continues on a similar theme and uses the same engine of 2007's Phantom Hourglass, except the ship is replaced by a train. The graphics are cartoony and cel-shaded - more Toon Link - in the style of Wind Waker and Phantom Hourglass. This style continues to provoke controversy, since some players prefer the more realistic look seen in Ocarina of Time or Twilight Princess. Personally, I like this look for a portable Zelda game, but my opinion isn't going to silence the endless debate on the issue. Some people just don't like Link's eyebrows to be drawn over his bangs. The storyline is a little deeper - and darker - than in Phantom Hourglass. I thought the music was more interesting than the tunes in Phantom Hourglass, which projected a decent ambiance but weren't very exciting in their own right. Much of the music is reminiscent of country and Western. The MIDI-based tunes sound quite good, although a few orchestrated pieces would've been really nice. The controls are about the same as they were in Phantom Hourglass. If you don't like using the stylus, you won't like this game. This game is slightly longer and harder than Phantom Hourglass, which wasn't all that tough most of the time. Still, if you know what you're doing and you skip the often-lengthy sidequests, you can beat this game pretty quickly. My biggest complaint is that the train is too slow, and navigating the overworld can take an annoyingly long time. Some players complained about the often-silly dialogue in the game, but I thought the comic relief was fun and funny. Overall, what I've seen convinces me that Spirit Tracks is a solid addition to the Zelda franchise, but it doesn't have quite the thrill as Ocarina of Time or A Link to the Past did. And one more important note: I don't include any details on cutscenes or other major spoilers, and I have tried to avoid mentioning future game events in the guide. However, if you read ahead, you might get spoiled a little bit, since you'll find out about future bosses, sidequests, and other things you haven't seen yet in the game. =============================================================================== The Basics [BASIC] =============================================================================== Almost all of the gameplay involves the use of the stylus, and the controls shouldn't be very difficult to figure out using your bare intuition. ---Moving--- To move, drag the stylus in the direction that you want to go. The farther you hold it from Link, the faster you'll go. Hold it close to your character to move slowly over precarious areas. To roll attack, touch twice near the edge of the screen in the direction you're moving. It won't work if you're going slowly. This move has been improved greatly since Phantom Hourglass, where rolling didn't work very well. To pick something up, tap it. While you're holding an item, you can throw it away by tapping in the direction you want it to go. ---Talking and Reading--- Tap people to talk to them. Touch the arrows to move through messages. The same goes when you want to read something on a sign. ---Operating the Train--- While operating the train, there's a big lever on the right side of the screen that affects the four speeds of the train; from top to bottom, Fast, Slow, Stop, and Reverse. Remember that it takes a bit of time to stop or change speeds because of the train's momentum. Also, it's occasionally useful to go in reverse for a long time (which, incidentally, changes the music). At the top-right corner, pull the whistle to make your trademark "Choo! Choo!" sound. This is useful for scaring away enemies that might block the road and cause damage to your train. Touch any other part of the screen to fiddle with the camera angle. Often a high top-view tilted slightly to the side makes it easier to see certain things. Whenever you reach an intersection, a lever will appear at the bottom of the screen, allowing you to change tracks. Unless you're trying to avoid other trains, however, this isn't usually useful except at the start of the game. Once you've become an engineer, you can trace a path using your stylus to set the path your train will follow. You'll still be able to jump tracks if you change your mind about where you want to go, however, and you can draw a new route any time you choose. When you reach the end of the route you drew, the train will keep going in the direction indicated by the dotted line on the map - it won't come to a stop like in Phantom Hourglass. If you hit an enemy on the tracks, your train will sustain damage (which is separate from Link's energy meter). If you run out of hearts, it's Game Over. Any damage to your train is repaired automatically whenever you stop at a town or other station, so if your train is badly damaged on a long trip, you may want to make a quick pit stop at the nearest town. ---Swordplay--- Touch an enemy or certain other objects to attack them. If you're standing far away from the enemy, you'll perform a jump attack, which does more damage. Use your stylus to draw a line around Link in a half-circle to swing your sword in that direction. Draw a line straight toward Link to make a jab attack. Draw a circle around Link for a spin attack. Don't do this too many times consecutively, though, or you'll get dizzy. ---Items--- Most of the items are pretty easy to figure out and will be explained when you obtain them. To pull out at an item, tap the icon on the top of the screen, and tap it again to put it away. You'll withdraw your item automatically if you get hit by an enemy while using it. ---Menus--- Press START to pause your game, giving you the option of saving, and if you want, quitting. Tap the Menu button on the bottom of the screen to access four options: * Save: Allows you to save the game * Collection: Displays items you've collected, including treasures, letters, and train parts. Tap items to see their names. Touch the DS-shaped button in the middle to switch the top and bottom parts of the screen. * Map: Shows the map of the current area. Tap "Memo" to draw notes on the screen, and "Erase" to remove marks you've made. The Map feature isn't used as often as it was in Phantom Hourglass. * Rail Map: Shows the overworld map. Touch a particular spot to see that location's map (including towns and other stations). As you collect more Rail Maps, more of the world map will come into view. ---Button Shortcuts--- If you don't like using your stylus for some things, the following buttons perform these functions: D-pad Left allows you to change characters in certain situations where you're controlling Link and Zelda at the same time. Press Right or Y to access the Menu screen. Press SELECT to access the Collection screen. Press Down or B to view the map of the current area. Press L or R to take out the current item. =============================================================================== The Walkthrough [WALKT] =============================================================================== ------------------------------------------------------------------------------- Getting Started ------------------------------------------------------------------------------- Insert the Game Card and turn the game on. Really. Watch the opening sequence and touch the screen to get to the file select screen. Choose Slot 1 or Slot 2 (there's only two save slots, like in Phantom Hourglass) and enter your name on the on-screen keyboard. Then choose whether you're left-handed or right-handed. This option only affects the way messages and menus work; your hero will be a lefty regardless of your selection. Then watch the opening scene of the game! Again, I'm not going to spoil much of it, but since it's the start of the game, I don't think it would hurt to say that Link is being promoted from an apprentice to a true engineer, and he's heading off to the castle for Zelda to confer that honor upon him. Soon you'll get to control Link. Drag the stylus to control him, and touch the pots to pick them up and tap somewhere to throw them in that direction. Then head south out the door. ------------------------------------------------------------------------------- Aboda Village ------------------------------------------------------------------------------- Apparently we're in a place called Aboda Village, which seems to lie on the coast. Talk to the people who live in the village, and grab the rocks and throw them for Rupees. One house is surrounded by boulders. Break all of them and talk to the girl to receive a Red Rupee, worth twenty. You'll also meet her brother, a naughty boy near a beehive. Roll into the tree to knock down the hive and send a swarm of angry bees after you. Occasionally you'll find a Bee Larvae when you knock down the hive. Ignore the kid's advice about jumping into the water, and seek shelter in someone's home. Then find the lad again and you'll receive a collection item, a Stalfos Skull for me. These aren't incredibly useful, but they're worth collecting for your future benefit. You can find many of the lesser collection items under pots. ------------------------------------------------------------------------------- Choo, Choo! ------------------------------------------------------------------------------- When you've done enough exploring, head north to the stairs, where Alfonzo will teach you how to operate the train. You have 300 seconds to get to Hyrule Castle, which shouldn't be too tough unless you're playing a ROM (in which case you'll probably be stuck now). Check the Basics section of the guide if you need further help using the train. Early on a Moink will block the tracks; blow your whistle to make it get out of the way. When you reach a crossing, you'll have to use the lever to decide whether to go left or right. Watch the map and make your choice depending on how the other trains are moving. Obviously, it's best not to collide with them. Eventually, you'll reach the Hyrule Castle Town station. Alfonzo will teach you how to stop - set the lever to the third-lowest setting. If you overshoot the mark, set it to reverse. ------------------------------------------------------------------------------- Hyrule Castle Town ------------------------------------------------------------------------------- Now we're talking! This is the first major action scene we've come to so far, and there are lots of people and houses. I like to talk to everybody, but you won't find anything very interesting at this point. Check the shop - you probably won't have enough Rupees to be able to buy anything, but you might notice a little surprise on the shelf. Check the mailbox for a visit from the postman, who will hand you a letter. Read it on the letters section of the Collection screen, but it's nothing spellbinding. When you're ready to advance in the game, head north to Hyrule Castle. ------------------------------------------------------------------------------- Hyrule Castle ------------------------------------------------------------------------------- Bet you're excited now. You can explore the castle and break a few pots for random collection items, but most of the areas of the castle are blocked off by guards (as usual). Keep heading north to meet Princess Zelda, who gives you a certificate and another letter. Once you're ready, check the collection screen to read Zelda's note. Now we have to meet Zelda in her room. This can only be accessed from the outside part of the second floor. There's a map on the wall that shows you how to do it, but it involves walking down a narrow platform on the northeast part of the building. Then go talk with her and she'll ask you to escort her out of the castle. You'll also get dressed up in something a little spiffier. Make sure you understand how controlling both Link and Zelda at the same time works. To move Zelda, tap her icon and draw the path you want her to follow. Zelda will follow you - slowly - if you don't control her manually. Tap "Call" if you want her to come to Link. Press Left on the Control Pad to change between the two characters. Anyway, you're trying to guide Zelda out of the castle without being seen by the guards. It's OK if a guard sees Link, but if Zelda is spotted by security, you'll be sent back to the beginning of the room. The first room isn't much of a problem and is a good way to get used to controlling both Link and Zelda. Just draw a path that keeps Zelda away from the two guards, and guide her to the exit door to the east. Now we're outside, and we've got another group of guards to avoid. This is probably the hardest spot in the first sector of the game. Jump down the wall and have Zelda move down the left side of the corridor. She'll be spotted by the guard, however, unless you talk to him while making him face away from Zelda. Head south and there's another guard. Again use the same strategy; make him face left while Zelda circles around and hides behind the cover of the hedge. Zelda warns you that the final guard is a bit more dedicated and isn't going to look away to speak with you. Grab one of the boulders and throw it to the north of the guard. This will startle him and make him look away for a while. Then quickly have Zelda sneak around the wall and out the castle gate. There's a fourth guard, but making him look away requires no special tricks; just stay far out of his line of vision. Leave Hyrule Castle Town, and the key cutscene of the game will ensue. You'll be back in the castle. Go through the northeast staircase on the second floor to return to Zelda's room, where you will be presented with the Spirit Flute! Something gives me the impression that this pan flute will be important to our quest someday. Head through the northwest staircase on the second floor. Break the pots to reveal several collection items, and take the Red Rupee from the chest. Talk to the guard, who won't let you leave quite yet. This is a good time to explore the castle, now that most of the guards are gone. There's a treasure chest with an item outside, and assorted other collection items under pots. ------------------------------------------------------------------------------- The Recruit's Sword ------------------------------------------------------------------------------- Head east through the area on the first floor to visit the guards' training grounds. Talk to the guard captain to receive the Recruit's Sword. You won't be allowed to use it, however, until you pass a few simple training exercises. If you need more help with basic swordplay, check the Basics section of my guide or the game manual. First, perform a couple of targeted attacks on all three of the guards. Because they'll try to defend themselves with their spears, it might take a few extra attempts. The guards will stoop down when they're defeated. Second, do two side slashes on all of the trainees. Again, it might take several tries. Finally, carry out a spin attack on each guard, and you'll have that sword for keeps. Now head back to the northwest door that the guard was blocking. He'll finally move now that you have a weapon, and you'll be in a secret passage behind the castle. A guard is being assailed by Spinuts here; use targeted attacks to beat the enemies and save him. Talk to the guard and head up the steps. See that bomb in the ground? It's a Bomb Flower, and you can pick it up and throw it at things to blow them up. Throw it at the middle part of the wall to open a secret tunnel. ------------------------------------------------------------------------------- Tunnel to the Tower ------------------------------------------------------------------------------- Here's the first cavern of the game. Many weak Red ChuChus inhabit this area; these meanies are easy to defeat using targeted attacks. The bats - Keese - are speedier and slightly more dangerous. You might prefer using side swipes or spin attacks against them, as they're harder to target. Read the inscriptions if you wish, and get rid of the enemies. Step on the switch to open a door nearby, but when you step off, the door slams shut. What to do, what to do. Touch the block to the south and tap the arrows to drag it toward the switch to the north. This block will hold the switch down and allow you to access the treasure chest. Inside is a Small Key. Remember passing by a big locked door? Now that you have a key, you can tap the door to open it (at the expense of your Small Key), giving you access to a new section of the cave. Bop the enemies and read the messages on the tombstones if you want. There are a bunch of water-filled gaps in the floor; if you run, you will skip right over all of the gaps. Open the chest at the end of the corridor for a 20-Rupee chest, and grab the Bomb Flower and throw it at the blocks to destroy them. Dispose of the enemies in the way and you'll meet a new puzzle. There are four crystal switches that must be hit in a specific order: right, top, bottom, and then left. Use targeted attacks to hit them. You have to be pretty fast, though, because they only stay activated for a short time. When you've finished this puzzle, a door opens. Head through to a room full of Keese, and Zelda will be attacked (more like annoyed) by a pair of rats. Slash them and move on. Bash the pots for heart refills and a few collection items, and head on over to the Tower of Spirits. ------------------------------------------------------------------------------- Tower of Spirits ------------------------------------------------------------------------------- Watch the cinema, and when it's finished, head north up the stairs in the main room of the tower. Make your way up the stairs to Room 1; ignore the lift, which takes you back to the start of the tower. Head forward and - yikes! It's a Phantom! It'll attack you (no way around it), and after a cutscene, return to the main room and talk to Anjean again. Return to the room with the Phantom and watch its pattern on the map. It moves slowly and can see only the area in front of it. If it sees you, run to one of the blue safe zones, where it can't hurt you. And just to clear things up for Phantom Hourglass veterans, there's no timer of any kind here. Anyway, head west and grab the first Tear of Light. Then take the second Tear of Light to the north. For the third and final tear, hit the crystal switch in the northeast corner, circle around to the center of the room, and quickly cross the bridge before it retracts for the final Tear of Light. Now find a safe zone and wait for the Phantom to pass by. Then use a targeted attack to strike him in the back. An amusing cutscene begins. The Phantom can be controlled the same way you controlled Zelda at the castle. Have both characters push against the door, which can be opened only with teamwork. This is Room 2. Control the Phantom and draw a path over the spikes (harmless to the Phantom) and to the crystal. The Phantom will activate the switch, making the spikes retract and allowing Link to pass over. Beat the Spinuts to the southeast and have both characters stand on the floor switches at the same time to open the door. Beat the rats and push the block in front of the hole. Now take control of the Phantom and cross the spikes. Head past the other Phantom (Phantoms will never hurt Phantoms) and hit the crystal to lower the spikes. As a Phantom, talk to the Phantom on guard duty and make him face left. This will allow Link to slip by to the stairs to the north. Climb up the pedestal and get the Forest Rail Map! This restores the tracks to the main part of the overworld map. Take the blue portal back to the lobby and talk to Anjean. One irrelevant note: If you save and quit while playing the Tower of Spirits, all progress will be saved except for collecting Tears of Light. So if you save and stop playing while in the tower, next time you'll have to find the tears again and "repossess" a Phantom. Doing so is rarely the most time-consuming part of the tower. ------------------------------------------------------------------------------- Whittleton ------------------------------------------------------------------------------- We're back on the tracks. Now follow the path leading into the forest. On the way there, you'll meet some new enemies - birds that will fly around you and try to attack. Use the whistle to scare them off. When you reach the forest, you won't make it very far - they're the Lost Woods, and you'll get, well, lost! You'll find yourself back in the overworld pretty soon. Draw a path to the small forest icon to the east - it's a small town called Whittleton. First, head to the shop; you should now have enough money to buy a Shield, which costs 80 Rupees - assuming you haven't already purchased one. The Shield automatically protects you from frontal attacks from weaker enemies. It also allows you to stun a few meanies as well. Anyway, head to the Chief's house to the north and talk to him. Then talk to everyone else for a few clues on navigating the Lost Woods. Ignore the game area to the north (you can't use it yet) and return to your train. Talk to Zelda and you'll be back aboard. ------------------------------------------------------------------------------- Lost Woods ------------------------------------------------------------------------------- Return to the Lost Woods now. Whenever you reach an intersection, follow the path that the small tree branch points to. Repeat until you reach the fourth crossing; go in the opposite direction as the tree suggests. You'll now arrive in the Forest Sanctuary. Note: The route is different every time you enter, unlike previous Lost Woodses. Just use the trees as your guide. ------------------------------------------------------------------------------- Forest Sanctuary ------------------------------------------------------------------------------- This place reminds me of the Sacred Forest Meadow of previous Zelda games. Dispose of all the enemies in the vicinity - the irritating crows and the less irritating ChuChus - to make life a lot easier. Head northeast up the stairs to an area with a bridge and a Bomb Flower. Grab the Bomb Flower, jump down, and throw it at the blocks to the west to destroy them and create a little shortcut. Then head back to where you got the Bomb Flowers. There's a crystal switch that forms a bridge when hit, but the bridge will retract too quickly for you to take a Bomb Flower across and destroy the blockade to the west. Instead, pull one Bomb Flower, place it by the crystal (giving you a bit of extra time before it explodes and activates the switch), and head back and take another Bomb Flower. Take it west and hurl it at the blocks to break them. Beat the Red ChuChus and look at the tile in the middle. Connect dots representing the two statues that face each other: the north-northwest and east-southeast statues. Connect them to make a door open. Go through to meet Gage (not Saria!), who will teach you how to play a song on your Spirit Flute. Slide the stylus left and right to move the pipe you want to play to the center of the screen, then blow into the microphone to play it. Kind of neat. You don't need to blow extremely hard, and don't get too close to the mike, or it'll play a note every time you breathe. In addition, be sure to blow, not whistle. Many players, myself included, find these sequences difficult. You might want to practice a few times as you get the hang of this new way of playing Zelda-style music. Anyway, after Gage plays his notes, blow into the three rightmost pipes (going left to right, matching the colors shown at the top) in a steady rhythm. Repeat twice. When you're done, you'll play the end of the song automatically, and you'll henceforth be able to access the Forest Temple from the overworld map. On the way back through the Forest Sanctuary, you'll find a strange statue emitting colored bubbles. Pull out your flute and play the notes in the colors it suggests and you'll learn the Song of Awakening and receive a hint. A new statue will also appear. You can use the Song of Awakening when standing near similar statues in dungeons and other places to receive various hints. ------------------------------------------------------------------------------- Forest Temple ------------------------------------------------------------------------------- Back on the overworld map, take the tracks through the woods to the temple to the north. You'll be assaulted by a few Skulltulas (spiders) along the way; slow down and pull the whistle as you approach them, and they should go away. Soon you'll roll into the Forest Temple. At the start, head north and you'll find another funny statue. Use your Spirit Flute to play the same notes it does and you'll learn the Song of Healing. This allows you to replenish your health once from the Collection screen. And it's not really one-time use, either; just exit the temple and you can use it again. Anyway, head up the stairs into the main part of the temple, which has some pretty neat background music. Head northeast and pick up one of those nuts. Throw it across the gap to hit a crystal switch, forming a bridge. Cross it and head south. The door will shut. Beat all the enemies to re-open the doors and reveal a chest, which contains 100 Rupees. Go up the staircase to the second floor. Snake north through the poison gas and the door shuts again. These spider Enemies, Vengas, are easy to beat using targeted attacks, but watch out; they release poisonous gas when defeated. When they're all gone, open the big chest for your first item - the Whirlwind! To use it, equip it from the menu screen, click its icon on the top of the screen, and blow into the microphone to send a tornado flying in the direction Link's facing. You can also use the stylus to change Link's aim while the item is in use, making it easier to target enemies and other things. Go back to the area with the poison gas and use the Whirlwind to reveal a chest with a petty treasure inside. Then head back to the area with the big chest and stand in front of the windmill. Use the Whirlwind to make it spin and open the western door. Break the pots for items and hearts, then use the Whirlwind to dispel the poison gas blocking the door. We're now in the northwestern part of the first floor. Stand in front of the key and blow it north using the Whirlwind, allowing you to pick it up. Head east and step on the floor switch to open the door, forming a shortcut. Head to the northeastern part of the room and blow away all those poisonous fumes, ignoring the stamp station (it's useless right now). In the corner is a floor switch that reveals a chest. It's got a Big Green Rupee inside. Go back and open the locked door in the middle part of the room. Head south for a battle with a pair of Poison Bubbles. These skull-like enemies are speedy and a bit tricky. Stand in a safe corner, take out your Whirlwind, and use the tornado to stun them briefly. Then slash to defeat them. When they're both defeated, go through the southwestern door. Beat the spiders, then head north to the third floor. Blow a nut to the switch to reveal a chest containing a Small Key. Return to the second floor and unlock the door in the middle part of the room. This is a mini-boss, Mothula. It flits around the room moderately quickly. Target it using the Whirlwind, and when it shoots a Bubble at you, use the Whirlwind to deflect the Bubble back at it, stunning it. This is your chance to slash it with your sword. Repeat to win this easy battle - easier than the Poison Bubbles earlier! If you run low on energy, try slashing the grasses in the area. Head north to the main part of the third floor. Go south and you'll see the Big Keyhole. Go southeast and you'll find an explosive slug, known as Blastworm. Hit it with your sword to stun it, and then use the Whirlwind to blow it to the rocks, which causes an explosion and breaks them. Blow away all the poisonous gas in the area, and step on the switch to create a chest. Inside is a Ruto Crown. Then hit the crystal switch to open the southwest door. Go over there and prepare for one of the trickier parts of the dungeon. Use the explosive Blastworms to destroy the blocks across the gap and activate the switch, opening the northeast door. Don't let the two slugs hit each other, or they'll both explode. Remember that they'll come back when defeated (a good thing here). If you run low on energy, you can refill with the pots to the north or with the grasses back on 2F. Anyway, head northeast to the Big Key. Take note of the sign on the wall, and take out your map. Draw the pathway onto your map. This way, you won't be attacked by the Key Masters (represented by the skulls on the map), which want to reclaim the Big Key. Carefully follow the path you drew and touch the Big Keyhole to open the way. On the fourth floor, break the pots for heart refills, and read the tombstone to form a blue portal that connects to the beginning of the dungeon. If you're ready, go forward and face our first boss. -----STAGNOX, ARMORED COLOSSUS----- Not very difficult, I must say, despite his enormous size. At first, run around the arena and you'll stay ahead of his headbutt attacks. When he strikes, run around to his backside and use the Whirlwind to blow away the poisonous gas on his rear end (yuck). Then slash away using targeted attacks from your sword. Repeat. Eventually, Stagnox may start spinning for a while. When this happens, just blow away the poison on his backside and strike again. Stagnox takes the air, and Phase 2 of the bout commences. A trio of Blastworms will drop into the ring. Slash one, and when the boss swoops in for an attack, use the Whirlwind to send a bug flying in its direction, which will stun the boss if executed properly. While he's down for the count, step forward and slash away at his rear. Repeat and this boss will be history! By the way, there are hearts in all the pots scattered around the ring, but you shouldn't need them. When you've won, a green jewel appears. Open the big chest for a new Heart Container, and step into the blue portal to return to the entrance of the dungeon. Talk to Zelda and get all aboard. ------------------------------------------------------------------------------- Quick Bucks in the Forest Sanctuary ------------------------------------------------------------------------------- This paragraph is optional but lucrative. Now that you have the Whirlwind, return to the Forest Sanctuary and head west. Remember seeing a Cucco on a high ledge with a chest? Use the Whirlwind to knock down the chicken. Then pick it up, ascend the steps, and make a Cucco-assisted jump to the chest. Inside is a Big Red Rupee, worth a whopping 200. Now go on your merry way. ------------------------------------------------------------------------------- Tower of Spirits, Part Two ------------------------------------------------------------------------------- Our next stop is the Tower of Spirits - again. This means a nice long train ride. However, there are again two trains on the tracks, and they don't seem very nice. Avoid them by changing tracks or reversing as necessary; if you hit them, it's Game Over. Head to the tower in the northwest and talk to Anjean. Go up the stairs to the north, and head up both flights of stairs. There's a new part of the tower we can visit! Head past the cannon when it temporarily stops emitting flames, avoid the Phantom, and head to the safe zone. Use your Whirlwind to blow the Tear of Light from around the pit, allowing you to collect it. Make your way past the obstacles to the big chest (which contains a Ruto Crown) in the east and take the tear in the safe spot to the northeast. Then head west and retrieve the tear you just dislodged. Keep going west, and stay away from the Phantom's line of vision. Wait for the fire wall to go away, and collect the last Tear of Light to your southwest. Now that your sword is charged up, find a Phantom and strike him in the back. Again, you'll now be able to control him, and Link can even ride him over lava pits. While riding a Phantom, double-tap to the side to dismount. Head southeast to a huge lava pit. Have your Phantom puppet step down into the lava, and tap to make Link hang on. Go across the pit, dismount, and head north up the stairs to Room 5. There's another lava pit, dealt with in the same fashion as before, but there's also Keese flying around. Don't forget that you can still use any of your regular attacks while you're riding the Phantom. Head west to a treasure chest containing a yummy Big Green Rupee, worth 100. Back in the lava, notice the two windmills in the area - one to the west, and one north. Stand on the Phantom and activate both of them with the Windmill to open the door. Go through and head southwest. There's an enemy running around the area, but you can't attack it because it flees when it sees you. Have both characters corner it so it can't escape, then beat it for a Small Key. Use this key to unlock the door to the north. Have your Phantom escort Link across the lava, and go up the stairs and prepare to face Room 6. Uh-oh - a Geozard. These things were nasty in Phantom Hourglass, and they're pretty irritating here, too. Have your Phantom fight him from the front, while you sneak behind and hit him a few times in the back - his weak spot. If you don't have a yellow cursor on the lizard knight, however, your Phantom won't attack him. Also keep in mind that your Phantom has unlimited energy. After beating this toughie, the doors will open. Head south through the corridor, smashing the pots for some much-needed energy refills. Ignore the Miniblin riding the Armos Statue and have your Phantom stand in front of the fire cannon, allowing Link to pass by safely. Move Link north to the top of the staircase, and, as suggested, have him jump onto the Phantom from the side. Go east past the wall of fire, and don't pass the second fire cannon until it stops - it's the only one that can hurt you while you're riding the Phantom. Pass the third fire cannon and use the Whirlwind to knock down the Small Key. Take it (you can collect it while riding the Phantom) and go back west. Head north in the central part of the room and attack the Miniblins if you please, assuming you're still riding the Phantom. Hop down and open the locked door. Go forth and enter Room 7, which holds the Snow Rail Map! Yay! Step into the blue portal to return to the entrance, and have a quick chat with Anjean. ------------------------------------------------------------------------------- The Cannon and the Stamp Book ------------------------------------------------------------------------------- Leave the tower and ride toward Hyrule Castle Town. Along the way, you'll be harassed by a few wild boars, called Bulbos. You may take considerable damage, but you'll be relatively safe if you go at top speed. Stop at the big city and head north to the mailbox, where there's a letter from Alfonzo waiting for you. Go to Hyrule Castle and when you're inside, turn left and go north. Talk to Alfonzo, then leave the room and talk to Zelda's teacher. There's a new mini- game available for play in Hyrule Castle Town, but for now I'll stay on the main quest (the mini-game is discussed in the next paragraph). Also, I cover the newly-available Take 'Em All On mini-game in the FAQs. Leave Hyrule Castle Town now and ride south to Aboda Village. This is where we started the game, as you may recall. Alfonzo will make a little adjustment to your train. While he's working, visit Niko at the southwestern house and he'll give you a Stamp Book. Wherever there's a stamp station, you'll be able to add a new stamp to a page in your book (turn the pages using the stylus if you want to stamp a different page). Believe it or not, good things happen if you accumulate enough stamps. You can get your first stamp in the northwestern part of Aboda Village. Now return to the northern building and talk to Alfonzo, who has added a cannon to your train! To use it, just tap wherever you want to fire. Your cannon allows you to attack enemies on the rails and destroy boulders, which often yield Rupees. Don't press the stylus too hard, or you'll change the camera angle instead of shooting. Also remember that the cannon's range is somewhat limited, and that it's usually easier to shoot at a high camera angle (at least when it comes to ground enemies). Lastly, if you go into the forest, remember that red Skulltulas will require two hits to defeat (as do the Bulbos). ------------------------------------------------------------------------------- The Swordfighting Minigame ------------------------------------------------------------------------------- Want a new Heart Container? Of course you do! Go to Hyrule Castle Town and then into the castle. Turn right and head north into the training room. Talk to the guard captain and agree to pay 20 Rupees to play a mini-game. You'll face off against three guards, and you're trying to hit them as many times as you can using your sword. These guys all have spears, and if they hit you, you'll get hurt. If you get hit three times, the game will end. Score at least 60 hits on them and you'll receive a new Heart Container. A few tips: There are different strategies for playing this game. Some players like to run away from the soldiers and then slash the nearest guard a few times before running away. Others stand in the middle of them all and whack them in a rotation. I try to get in a couple of slashes after each time a guard strikes. Whenever a guard pulls his spear back, get out of the way so you won't get poked. And whatever you do, try to stay away from the corners, where it's easy to get trapped. Thankfully, there will never be more than one guard attacking at any one time. For your information, my best score is 90 hits. If you achieve 999 hits, I've heard that the soldiers will bow down at your feet! There's little point in trying for this, though. ------------------------------------------------------------------------------- Rabbitland Rescue ------------------------------------------------------------------------------- Keep going west across the rails, using your cannon to dispose of any enemies along the way (remember that the wild boars take two hits). Head through the Lost Woods (you don't have to watch the branches any more) and go toward the northwestern part of the map. Here there's a big boulder blocking the road; eliminating it requires several shots from the cannon. Just after that is the site of an optional but fun sidequest. Stop at the nearby station to reach Rabbitland Rescue. Talk to the guy in the rabbit suit (not really an overgrown hare) and you'll receive the Rabbit Net. In the overworld, you'll now occasionally see a bunny hiding behind a rock. Shoot its hiding place (usually a rock) and you'll have a chance to catch it in a quick mini-game; just tap the quick-moving rabbit and you'll catch it. Watch the path it follows and aim a little ahead of the bunny. The time limit is pretty narrow, though, and if you run out of time, you'll have to try again some other time. If you catch a bunny, be sure to take it back to the Rabbitland Rescue man at some point; you'll be rewarded with Rupees or occasionally a Goron Amber. And once you've caught five bunnies, you can go here for a new Heart Container. Also in Rabbitland Rescue, head up several sets of steps until you're slightly northeast of the small island. Jump down and west, and if you do it just right, you'll land on the island. It may take several attempts. Open the chest for a Pearl Necklace. And thankfully, a bridge forms, allowing you to return. ------------------------------------------------------------------------------- A Quick but Optional Backtrack ------------------------------------------------------------------------------- Now that we have the Stamp Book, go back to the Forest Sanctuary and head west and up the stairs until you come to a stamp station. Also, return to the Forest Temple and visit the stamp station as detailed in my guide (in the northeast part of the first room; use the Whirlwind to blow away the poisonous gas). These two sidequests are completely optional, but now is a convenient time to do them. ------------------------------------------------------------------------------- Anouki Village ------------------------------------------------------------------------------- From Rabbitland Rescue, keep going north and you'll be on a new part of the world map: the Snow Realm. Ride your train toward the mountain icon and stop at the station. This is Anouki Village. Talk to all the Anouki people, who you might remember from Phantom Hourglass. See that odd statue? Play your Spirit Flute using the notes indicated by the statue to learn a new song, the Song of Discovery. The statue will also leave behind a chest with a Red Potion inside. This appears on the Collection screen and allows you to refill your energy when it's low. If you'd like a stamp for your Stamp Book, circle south and head to the northeast corner of the area. Scurry around the trees to find the stamp station. Once you've talked to everybody, head to the north central house, the home of the village's leader. He'll ask you to find a partner for all of the Anoukis. Talk with everyone again for some clues, and when you're finished, return to the head honcho. He'll ask you to decide which Anoukis are compatible with one another by drawing lines connecting the pairs. You can use logic, or you can use my solution: Upper left-lower right Upper middle-lower left Upper right-lower middle. If you answer correctly, you'll be rewarded with a Red Rupee. ------------------------------------------------------------------------------- The Ginormous Snow Monster ------------------------------------------------------------------------------- Back on the rails, follow the path to the north and east and you'll enter a tunnel. This is where you'll meet up with a "ginormous" one-eyed monster, who looks a lot like Gohma from previous Zelda games. Keep shooting its eye - its only vulnerability - to damage it and push it back. If you don't shoot fast enough, it'll pounce on you and damage your train. After a number of hits, you'll defeat it, and it won't bother you in this tunnel again. Then you'll arrive at the Snow Sanctuary. ------------------------------------------------------------------------------- Snow Sanctuary ------------------------------------------------------------------------------- Visit the teepee to the east if you'd like to check out an Anouki-run store. A really expensive Heart Container (too expensive to afford) is for sale, as well as a bunch of less exciting items. Go west to meet a trio of White Wolfos. These wolves appear out of nowhere and will circle you and strike. If you have a shield, they can't hurt you unless they get behind you. Spin attacks work great against them, or you can use plain old targeted attacks. Climb up the stairs and go up the nearby ramp to a stamp station. Get your book stamped and resume heading east, where you'll meet three more wolves. Up more stairs, you'll find some Ice ChuChus. If they touch you, you'll be frozen and will have to rub the stylus back and forth to thaw out. Use the Whirlwind to stun them, and slash them while they're stunned. Head west along the narrow walkway and go inside the main Snow Sanctuary. Step on the switch to the floor to make a door open. It'll close, however, if you run out of time or if you step into the sight of one of the statues. It's very hard to explain without a map, but head straight north at first, and then turn east (and slightly south) and circle around to the door. You'll meet a sagacious character named Steem, who will teach you how to play a new song that opens the way to the Snow Temple. If you're having trouble playing it, check the strategy for the previous song. Again, all the notes are adjacent to each other, although now you have to repeat a four-note sequence instead of three. It just takes a little practice; keep trying and you'll get it right. Once you're finished, go back and get on board the train. ------------------------------------------------------------------------------- Blizzard!!! ------------------------------------------------------------------------------- Back on the overworld, draw a path to the temple to the north. Use your cannon to defend yourself against the snowmen along the rails - shoot the heads they hurl at you, and shoot their bodies to zap them for good. Soon, however, you'll reach a blizzard and will wind up at the start of the newer trails. Return to Anouki Village and talk to the head honcho. He'll tell you about a man named Ferrus who can assist you. Back on the rails, head east and hit the rock the rabbit is hiding behind if you want to catch a bunny. Go all the way east and watch out for the many snowmen (and enemy trains) in the area. When you reach a station, stop. This is Wellspring Station. Go up to the house and check the map in the hut. This shows you the three places Ferrus might be - you might want to note this on your rail map. Find Ferrus at one of those three locations (probably the south one), and stop the train and chat with him. He'll give you a dusty-looking map that doesn't seem too useful. However, if you blow into the microphone, the dust will disappear and the map will come into view. It shows the special path you must take to get through the blizzard. Definitely copy this onto your rail map. Back on the rails, draw the special route that will take you to the Snow Temple (go back to Anouki Village if you're going in reverse). This long ride has a few snowmen along the way, but they shouldn't be too much trouble. ------------------------------------------------------------------------------- Snow Temple ------------------------------------------------------------------------------- At the entrance, head north and break the pots for heart refills and collection goodies. Then go through the door to the main part of the dungeon. Be careful here - much of the floor is icy and VERY slippery. Zap the Keese and head forward. Take notice of the bell here. Push it forward |
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wrote on jan 09, 2011 3:36 am
dude. how can u sit and type this? But extremely helpful tips.

Another The Legend of Zelda: Spirit Tracks Walkthrough :
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