11.1 The Final Collection

There are several new Force Gems that we can now collect and this will lead to several other collectibles that we can then acquire. First things first, we want to get out of this area of the overworld as there isn’t much to do here. Ride to the northeast part of the map and activate the Warp Gate if you have not done so just yet. Ride through the warp gate to get back to the west near the Sand Sanctuary.

Optional: Rael's Cuccos

You can stop by the Sand Sanctuary to find out that Rael wants you to bring him some cuccos. This will be our next destination. Ride on towards Castle Town and go to the Cucco man. Purchase five cuccos from him and then run back to the train. Set a path back to the Ocean Realm. The fastest route is to just head straight to the Ocean Realm through the tracks that we opened up with Force Gems.

Once you arrive at the Sand Sanctuary talk to Rael and he’ll be happy that you have brought him some cuccos. He will give you the 18th Force Gem in return! This gem will open up some new tracks at the northeast part of the Fire Realm. This will give you access to the 10th and final Mountain Rabbit, as well as a secret station.

Optional: Sand Sanctuary Stamp Station

Now that there are cuccos here, run over and grab one. Walk to the southeast part of the map and you’ll see a small island. Use the cucco to float over to the island and then over to a further island. This small island has a Stamp Station. Stamp Niko’s Stamp Book to get the 19th stamp! Only one more to go! Use the cucco to float back to the left and then jump back on the train.

Optional: Mountain Rabbit #10

Our next destination is the newly restored tracks in the Fire Realm. Ride your train north to the Fire Realm and then make the long trip to the northeast corner of the map. When you first reach the new tracks, keep an eye out on the north side of the tracks. You’ll see a rabbit peeking out from behind a boulder. This is the 10th and final Mountain Rabbit, so break the boulder and capture it with the rabbit net.

Optional: Ends of the Earth Station

Ride to the far northeast corner of the realm and you’ll find a train station known as the Ends of the Earth Station. There are three cave entrances at this station, each with stone tablets on the outside. Run to the center one and check out the stone tablet to find that it is a brainteaser block puzzle. Enter the cave for more block fun.

~ Center Cavern ~

Walk north through another door to reach a block puzzle. This one is a bit simple as there is just one block and one hole. Stand outside of the perimeter and move the block so that the blue diamond is on top of the hole. In order to do this, simply move the block Right, Right, Down, Down, Left, Up, and Left to land in the hole. This will open up the door to the north, so head through it.

There is another block to move in this room but there are now borders to deal with. Fortunately, this room is incredibly easy. Use the Sand Wand and move the block Right, Right, Right, Down, Down, Down, and then Left to land in the hole. The door above will open up so head through it.

This third puzzle is much more challenging but there is still only one block and there isn’t much space. There are many ways to correctly solve this puzzle, one of which is Down, Right, Up, Left, Left, Down, Right, Up, Right, Down, and Left to land in the hole. Walk up the stairs to the north and open the treasure chest to get a rare piece of treasure! Exit through the door on the right side of the room. Cross the bridge and open the treasure chest to get a big green rupee! Now exit the cave.

~ Western Cavern – Heart Container #12 ~

Our next stop is the cave on the west side of the map. Climb the steps and enter it. Walk north to reach the first block puzzle. There are now two blocks and two switches. Start with the one on the right and move it Up, Left, Down, Left, Down, and Left on to the switch. Now move the block on the left side Up, Right, Up, Right, Down, Right, Down, and Down on to the switch. With both blocks in place, head through the door to the north. If you need video assistance, our walkthrough for this section can be found here.

This next room has two blocks in a very restricted area. The process is quite elaborate where you have to move each block multiple times in order to get them aligned. Sometimes, you are required to move a block already in it’s final place in order to move the other block. If you need video assistance, our walkthrough for this section can be found here.

This room is even crazier as it has three large blocks and three holes in the ground. Additionally, there are some borders that prevent you from pushing blocks in certain areas. You’ll need to do a ton of pushing of the blocks in order to correctly put them in place. Once again just use some logic and some trial and error until you finally get it. If you need video assistance, our walkthrough for this section can be found here.

Run up north and open the treasure chest to get the 12th Heart Container! Now exit through the door to the right. Cross the bridge and open the treasure chest to get another big green rupee. Exit the cave.

~ Eastern Cavern – Regal Ring ~

Our last stop is the cave on the east end of the map. Run on over and enter it. The next three rooms in this cave are quite difficult. The first is just like the third puzzle of the western cavern with three blocks and three holes. Just work your way through this puzzle and then head north through the door. If you need video assistance, our walkthrough for this section can be found here.

The next puzzle has only two blocks but it is incredibly restricted. Move around the blocks until the blue diamonds are able to land into the blue holes in the ground. This one might take some time and you’ll certainly need to move back and forth in which blocks you are presently moving. Once you finally get it, head up through the door to the north. If you need video assistance, our walkthrough for this section can be found here.

The next puzzle is another incredibly difficult one. It is a 2×3 area, with the top row having the three blocks and the bottom row has the three holes. There are so many different ways to solve this puzzle, but not matter which way you choose it is rather long and will take a lot of trial and error. Once again use some logic and puzzle solving skills and you’ll eventually get it. If you need video assistance, our walkthrough for this section can be found here.

Run up north and open the treasure chest to get a super rare Regal Ring as your reward! Run through the door on the right, cross the bridge, and open the treasure chest to get a big green rupee. That is about all there is to do at the Ends of the Earth Station, so run back over to the train and take off.

Optional: Tower of Spirits Stamp Station

Our next stop is back at the Tower of Spirits, but not because we are ready to tackle the next part of the tower. Rather, it is the location of the final stamp station and it also triggers a side quest. Ride on over to the Tower of Spirits.

Head up the stairs and climb to the very top of the Tower. Once you reach the top you’ll see a warp portal; enter it and it takes you to just outside where you fought Byrne. Go through the old boss room to get outside and then climb to the very top of the Tower. There is a Stamp Station right here, so pull out Niko’s Stamp Book and stamp the 20th and final stamp into the book. While we can progress deeper into the Tower here, there are still a ton of other quests to do. Backtrack through Byrne’s room and through the warp portal. You don’t need to climb the stairs; instead take the quick elevator near the warp portal. Jump back on the train.

Optional: Ferrus to the Ocean Floor

Now that we have been to the Tower of Spirits, this will trigger Ferrus to send you a second letter in the mail. Leave the Tower of Spirits for the Fire Realm and make a quick stop at Goron Village if you haven’t gotten the letter yet. There is a mailbox on the west side of Goron Village. Once you’ve gotten the letter from Ferrus, check it out and it has a small map attached to it. The area in the map is in the Fire Realm just north of Goron Target Range.

Ride on over to this area and you’ll hear Ferrus snapping his camera. Pick him up, and he now wants you to take him to the ocean floor! Agree to do so and he’ll say that he wants to be let off at the Ocean Temple. The quickest way to get there from here is by use of the warp gate that is just east of the Tower of Spirits in the Fire Realm. Ride on over to Warp Gate D and it will bring you to the middle part of the Ocean Realm.

Ride straight into the fish statue that leads to the underwater area. The path to the Ocean Temple is simple since there are no Armored Trains this time around. Just defeat the Ocean Octoroks and make your way over to the Ocean Temple entrance. Once you arrive, Ferrus is over the top excited about being here and will give you the 19th Force Gem! This gem restores tracks on the east end of the Fire Realm and will give us access to another station!

Later on Ferrus will send a third letter showing his final location. The letter will say to go north of the Forest Sanctuary and south of the Forest Temple. Upon arriving, he will give Link a random piece of Treasure he found while exploring the Ocean Temple.

Optional: Dark Ore Mine

Our next stop is the new tracks we just opened up with Force Gem #19. If you stop at a village you will get another letter. This one is from Kargoron, who hints of a treasure hidden around this new area. A quick way to get to these new tracks is by use of Warp Gate H, which is the one just south of the Sand Sanctuary. This warp gate will take you to the area east of the Sand Temple. From here ride north into the Fire Realm and continue north along the new tracks. You’ll come across a new station known as the Dark Ore Mine. Before actually entering the new station, ride eastward and go back through the cave. Another giant rocktite will appear. Go through the cave and be sure to defeat this rocktite as it will make the next part of this quest much easier. Once the rocktite is done away with, ride on over and stop at the Dark Ore Mine.

At the Dark Ore Mine you’ll find three cavern entrances. Enter the middle cavern and look to the wall on the right side where you’ll find a map. The map will show the layout of this interconnecting cavern, with paths on both sides of this middle cavern. The map mirrors that of what we received from Kagoron’s letter. Head up a room and then walk to the right. Follow the path north to find an empty area. Play the Song of Discovery to make a treasure chest appear, which will contain the treasure from Kagoron’s letter.

~ Force Gem #20 ~

Once you’ve reached the Dark Ore Mine enter the middle cavern. Run straight to the north to find some Gorons who are selling Dark Ore. They will sell 10 units for 200 rupees. Purchase them and they’ll be loaded on your train. Dark Ore gets ruined when in the sun, so you need to transport it quickly. Agree to purchase some and then quickly run back and board the train.

You need to take this treasure to Linebeck at the Trading Post. However, you need to have at least 5 units and the ore will slowly ruin while in the sun. So the trick is to stay in hidden caves and use warp gates to quicken this process. From the Dark Ore Mine, head east into the cave. You should have defeated the rocktite in this cave already. If not, this can be extremely difficult to get past. If you’ve defeated the rocktite already, then this cave will be crawling with some tektites. You cannot afford to take more than one hit, otherwise you won’t have enough Dark Ore to make it through. Battle the tektites and make it through the cave with at least nine units of Dark Ore. If you get hit twice, just let the enemies defeat you and you’ll start back up again from the Dark Ore Mine.

Once you leave the cave head south to reach the Ocean Realm. Use Warp Gate H that is on the east part of the map and this will warp you to an area just south of the Sand Sanctuary. Even from here, we don’t have enough time to make it to the Trading Post with 5 units and we need to take another Warp Gate. Warp Gate G is located directly south of Warp Gate H. This gate is only available if you’ve gotten the proper Force Gem. Ride the train over and use this gate to get back to the Forest Realm. You’ll come out right near the Trading Post, so quickly ride on over and stop at the station with 5 units remaining.

Run over and speak with Linebeck. You don’t have want to trade in treasure or get ship parts yet, but he’ll notice you have something special for you. Give him at least 5 units and he’ll shake your hand, while also giving you the 20th and final Force Gem! If you have less than 5 units, he will still reward you with some rupees. The new gem will reveal some new tracks at the southeast part of the Ocean Realm! You can trade in some treasure if you’d like, but then make your way back to the station.

Optional: Ocean Rabbit #10

With the last Force Gem now in your hands, we can now get the 50th and final Rabbit! Ride to the southeast part of the Ocean Realm and check out the new tracks. The rabbit is located near the southwest part of the new area, just east of the tracks. Continue heading towards the corner of the Ocean Realm where you will find a secret station.

Optional: Lost at Sea Station

Once you arrive at the Lost at Sea Station, you can run around and you’ll find that there are two diamonds at the station, one near the bottom-left of the map and another near the top-right. Stand next to each of the diamonds and play the Song of Light. Two beams of light will be created and if you follow them, they will intersect at a location just near the station. Play the Song of Discovery at the intersection to reveal a treasure chest. Open it up to get a rare piece of treasure.

Walk to the north and you’ll see a large cliff with a bird floating around. Play the Song of Birds and then attach onto the bird with the whip. Ride it northward and release once you reach the higher platform. Defeat the four crows that are perched on top of trees and then run to the east end. You’ll see another diamond switch here. Play the Song of Light and it shines a beam of light against the wall to the north. Use the bomb flower or your own bombs on this wall and it will uncover a cave. Enter it.

Once you enter you will find a gossip stone in the center of the room. Awaken it with the Song of Awakening and it tells you that a replica of temple from a distant kingdom can be found, but you are not allowed to use either your sword or the bow.

~ Lost at Sea Station 1st Floor ~

You’ll be taken to what is the first floor of this mini-dungeon. The stone tablet nearby tells you to light up all the candles in this room. Before doing so, run over to the safe zone located at the west side of the room. There are only three torches for you to light up, the first of which is right in the center of the map. When the path is clear quickly run over to the center of the room to find two torches, one of which is not lit. Use the boomerang to light up the torch.

The other two torches are located at the top corners of the room. There are two lit torches near the closed door at the top of the room. Wait for the phantoms to pass and use the boomerang to create a path to light up the two corner torches. Once all three torches have been lit the door above will open up. Run on over and head down to the lower floor.

~ Lost at Sea Station 2nd Floor ~

This second floor is dark and two torch phantoms can be seen patrolling the area. Read the stone tablet here and you’ll have to put out all the lights. There are a bunch of torches here and we have to blow each one out using the whirlwind.

Torch #1 – In the safe zone where you start the floor.
Torch #2 – Also in the safe zone where you start the floor.

Torch #3 – Run to the northwest corner of the room to find the torch.
Torch #4 – Just south of Torch #3 on the west part of the room.
Torch #5 – East of Torch #4 near the center of the room.
Torch #6 – Just southeast of Torch #5 near the center of the room.

Torch #7 – Run to the northeast corner of the room to find the torch.
Torch #8 – South of Torch #7, but a bit towards the center of the room.
Torch #9 – Run to the southeast corner of the room to find the torch.
Torch #10 – Run to the southwest corner of the room to find the torch.

Torch #11 – Just north of Torch #10, at the west side of the room.
Torch #12 – In the safe zone at the south part of the room.
Torch #13 – Also in the safe zone near the south part of the room.

Once all 13 torches have been put out, the door will open. Climb down the steps to get to the next floor of this mini-dungeon.

~ Lost at Sea Station 3rd Floor ~

The third floor of the dungeon is a bit more intense. There are two warp phantoms as well as a phantom eye patrolling this floor. The stone tablet says that in each pair, one switch is correct, which is a bit confusing as to what that means until you start running around the room.

There are four sets of fish statues with handles hanging out of their mouths. As the stone tablet says, one of the two handles in each set is wrong and if pulled, it will cause a Phantom Eye to come out. The goal is to run around the room and pull the four correct handles and this will cause the door in the center of the room to open. First things first, run to the northeast part of the map and you’ll find a treasure chest. Open it up to get a piece of treasure. Now run around the room and pull the correct handles.

Northeast Corner – Pull the right handle.
Northwest Corner – Pull the left handle.
Southwest Corner – Pull the right handle.
Southeast Corner – Pull the right handle.

The handle at the southeast corner is a bit touch as the phantom is nearby, but just run quickly to get by him. Once all four are pulled, run to the now open door in the center of the room and head down the stairs.

~ Lost at Sea Station 4th Floor ~

This room is filled with wrecker phantoms, as well as wooden blocks that bombs or wrecker phantoms can blow up. The tablet here tells you to smash all the rocks. While there are wrecker phantoms all over the place, bombs are much more efficient ways to get rid of the blocks. Begin your journey by heading to the southwest corner of the map. Blow up the two blocks and then open the treasure chest that’s in the safe zone to get a treasure.

Blow up the four blocks on the west side of the room, as well as the four blocks at the north side of the room. Now run all the way to the northeast corner of the room and blow up the blocks. Enter the safe zone and open the treasure chest for another small treasure.

There isn’t much else to this room. Just use bombs or the wrecker phantoms to break all the blocks in this large room. Once all of the blocks are broken, the door will open up. Run on over and head down the stairs to get to the next floor.

~ Lost at Sea Station 5th Floor ~

This next floor has four phantoms, one of each type. The stone tablet nearby says to get all of the treasure. There are four areas, as you can see on the map, and each of them holds a treasure chest. Run to the southeast corner of the room and start using bombs to blast away at the four layers of blocks. Once all the blocks are gone, open the treasure chest here to get a treasure piece.

Now run to the northeast corner of the map and you’ll find a treasure chest. Open it up to get another piece of treasure. There are two fish statues here with handles. Pull the one on the left and this will lower the spikes at the northwest part of the map. Don’t pull the one on the right, because it will create a phantom eye near the door at the top of the map.

With the spikes lowered at the northwest part of the map, run on over and open the treasure chest to get a piece of treasure. Watch out for the fire that is in your way at the north part of the map.

You may have noticed that at the north part of the room there were two torches, one of which was unlit. Use the boomerang to light up the other torch and this will cause the door at the southwest part of the room to open up. Run on over and open it to get another piece of treasure. With all four treasure pieces collected, the door at the top of the map will open up. Run on over and head through the door.

Open the large treasure chest that is here to get a super rare Regal Ring! Step into the blue portal at the northwest part of the room. Exit the cave and then head back to the train.

Optional: Heart Container #13

Our next stop is at Beedle’s Air Shop where we will be getting the final heart container. If you remember correctly, there was a heart container sitting on Beedle’s shelf within his shop. You could have gotten this heart container much earlier in the game if you saved up enough rupees but it was rather expensive. You need to spend a grand total of 5000 rupees at his shop in order to become a gold member. Once you are a gold member, Beedle will reward you with a full Heart Container! Unfortunately, you cannot just leave and come back to find more treasure. So if you haven’t spent nearly enough money, the only option is to just waste money on potions over and over, or to save the game, go into your DS settings, change the date to the next day, and then return to see that he has restocked items.

Optional: Swordsman's Scroll - Great Spin Attack

Now that we have collected all 20 Stamps for Niko’s Stamp booklet, let’s ride on over to see what our reward will be! Ride on over to Aboda Village and go speak with Niko. He’ll be very grateful that you were able to fulfill his request of collecting all the stamps.

Talk to him again and as a reward, he will give you a Swordsman’s Scroll. This scroll will teach Link the Great Spin Attack! Draw a circle around three times and Link will perform a very powerful and long lasting attack! Leave the house and you can practice your new attack on the loose grass. Once you are ready, head back to the train.

Optional: Swordsman's Scroll - Sword Beam Attack

Now that we have collected all 50 rabbits, let’s head back to the Rabbitland Rescue to see what goodies we can get. The Rabbitland Rescue owner will give you rupees for all the rabbits that you’ve collected and will give you rare treasure pieces for getting all 10 rabbits in the various realms.

The big reward is the second Swordman’s Scroll. This one contains the classic Sword Beam attack! When you have full hearts and you shoot your sword, a beam blade is sent out with your sword which allows for distant attacks! Afterwards exit the rescue and return to the train.

Optional: Castle Town - Take Em' All On Level 3

Before heading off to the Tower of Spirits, let’s make a stop in Castle Town. Run on over to Take Em’ All On game and you’ll see that level 3 of the game is now open for customers. Pay the 50 rupees in order to play and you’ll be sent into a much tougher set of floors. This is actually a really tough set of floors, so I highly suggest bringing two potions with you.

Room 1 – Four Helmet ChuChus, Four Blue ChuChus
Room 2 – Sixteen Green Spinuts
Room 3 – Six Stalfos
Room 4 – Seven Ice Keese, Seven Fire Keese
Room 5 – Three Big Blins

Room 6 – Six Stalfos Warriors
Room 7 – Five Gerunes
Room 8 – Five Ergtoroks
Room 9 – Four Heatoise, Two Moldola
Room 10 – Twelve Freezards

Room 11 – Stagnox, Armored Colossus
Room 12 – Fraaz, Master of Icy Fire
Room 13 – Phytops, Barbed Menace
Room 14 – Cragma, Lava Lord
Room 15 – Skeldritch, Ancient Demon

Room 16 – Dark Link

After the first 15 floors are done away with, you’ll be rewarded with a small treasure chest, open it and then head down the steps. You finally get some new recovery hearts, just in time to face off with a brand new boss! Yourself! Yes, you are facing off with classic Zelda boss, Dark Link! Dark Link will use all sorts of different sword attacks, arrows, and even bombs to try to hurt you. Dodge the attacks and just repeatedly try to go after Dark Link. After numerous hits you will have defeated the final level of the Take Em All On mini-game. Your reward is a rare treasure chest!

You can finally head to the Tower of Spirits if you’d like. There is only one last optional pit stop you could make if you’d really like to get every last thing in the game.

Optional: Golden Train

If you’ve been following along the walkthrough, we have now gotten 3 Alchemy Stones and 2 Regal Rings, (not counting the Regal Ring we gave to the Bridge Worker). These are the rarest of all the treasure and if you want to upgrade your train to the best set (the Golden Set), then you’ll need at least two Alchemy Stones and 2 Regal Rings. If you haven’t already done so, you can head on over to the Trading Post and speak with Linebeck to trade in your treasure for train parts. Unfortunately, the super rare treasure isn’t usually the rarest after all! I find that I’m always short in one of the random 2nd tier of treasures (Goron Amber, Palace Dish, Mystic Sphere, or Ancient Gold Piece).

We’ll only be getting a couple more treasure chests in our last visit of the Tower of Spirits. So if you don’t have enough treasure just now, you’ll have to go about getting them as prizes from mini-games, purchasing them at shops, or by trading in prize postcards. Either way it is just optional but I thought it would be worth mentioning.

Jump back on the train and finally set a path to the Tower of Spirits!

11.2 Tower of Spirits, Part 6

Once you arrive at the tower walk up the stairs and make your way all the way to the top of these never ending steps. Step into the blue warp portal that is located here and you’ll be taken to the 23rd floor. Walk up north and pass through the room where you fought Byrne to get outside. Scale the tower to get to the very top of it.

There are two eye switches here. Using your newly acquired Bow of Light, shoot a light arrow at each eye and a staircase will appear. Walk down the steps and fill up your hearts, arrows, and bombs in this room. Then head down the stairs to the north and you’ll appear in the 30th floor of the Temple of Spirits.

~ 30th Floor ~

Since we have the Lokomo Sword we no longer need to collect Tears of Light; instead we can automatically use it to take control of phantoms. There isn’t much we can do in this room right now, so walk to the north end of the room and down the stairs to get to the 29th floor.

~ 29th Floor – Normal Phantom ~

This room is dark and has three different types of phantoms. Makes some noise or wait for one of the patrolling phantoms to come by and then slash it in its back. Take control of the phantom with Zelda and return to 30th floor.

~ 30th Floor Revisited ~

Have the phantom walk across the spikes to the right and step on the switch. This will lower the spikes so have Link catch up. Walk into the lava with the phantom and when the enemy phantom is on the right side, jump on top of the phantom with Link.

Walk to the right and defeat the fire keese that are flying around here. There is a switch here and there is also one at the north end of the room. On the right side there is a safe zone. If you stand just to the southwest of the safe zone, Link can use his boomerang and hit both targets. You need to do it quickly as these are timed switches. Once both of have been hit the door at the northeast corner will open up. Walk down the stairs to get back to the 29th floor.

~ 29th Floor – Torch Phantom ~

Once you arrive at this floor walk to the north and then all the way to the west. In corner of this area you’ll see a stone tablet. Read it and it hints that you need to blow out the torches to reveal a secret. Pull out the whirlwind and blow out the torch here. Walk to the east and blow out a second torch. Now run to the safe zone at the east and blow out that torch. Just to the southwest of the safe zone there is another torch; blow it out with the whirlwind. Return to the safe zone and walk directly south. Blow out this torch as well. Now walk straight to the closed door to the west that is shown on the map. Blow out the final torch and the door will open!

Wait until the torch phantom patrols by and then run and hit it with your sword! Now that we have a torch phantom, let’s return to the safe zone at the northeast corner of the room. Walk back up to the 30th floor. Jump into the lava with the phantom and then have Link jump on top of the phantom. Avoid the phantom here and make your way all the way to the staircase at the north end of the room.

~ 29th Floor – Northwest Section ~

Now that we have the torch phantom, send the phantom to the south part of the area. Link can read the stone tablet here and it hints that the phantoms know a secret. We’ll get to this in a little bit. Walk to the southwest part of this area and you’ll find two torches. Use the flame filled sword and hit these two torches and the door above will open. Run over with Link and head down to the 28th floor of the dungeon.

~ 28th Floor – Small Key ~

Let the phantom stay here while Link runs south to defeat the three stalfos warriors with the use of some bombs. Return to the phantom and climb the stairs on the right. Walk up and then jump off the edge to the right. Run over and defeat the stalfos warrior here using some bombs. You’ll notice there are two unlit torches in the corners here. Change back to the phantom and have her climb the first set of stairs and then north as far as she can go. Use the sand wand so that a higher platform is created, which will allow the phantom to walk on top of it. Make a path so that the phantom can walk to each of the torches and slash a flame into them. This will create two treasure chests in this room.

Use the sand wand to get the torch phantom back to the other side of the sand. Have Link climb up the steps on the right and then jump onto the back of the phantom’s back. Use the sand wand on the sand to the south to create a platform for the phantom to walk on. Just make small sets of sand platforms and move a little at a time. Walk to the southwest part of the room and step on the platform. Stand all the way against the north part here and let Link jump towards the treasure chest. Open it up to get a treasure piece!

Continue making your way across the sand to the east. Walk onto the platform and then use the phantom to get to the higher platform. Open the treasure chest here to get a small key! Our work at this area of the floor is done. So use the sand wand to get back to the staircase at the far left and then head back up to the 29th floor.

Run back to the safe zone at the top-right part of the room and then head back up to the 30th floor. Once again use the phantom and walk across the lava to the right. Walk down the stairs to get back to the dark 29th floor.

~ 29th Floor – Warp Phantom ~

Walk back to where you got the torch phantom and from there head west. Walk around and light up all the torches that you see as you head westward. On your map you will see two closed doors. Walk to the west from here and continue to light up torches. A giant warp phantom will appear to the left.

We need to switch bodies and take control of the Warp Phantom. Just south of the warp phantom there is a torch and a tablet. Slash at the tablet to make noise and the warp phantom will go to investigate. Run around on the right to get behind the warp phantom and then slash at its back with your sword. Take control of the warp phantom with Zelda.

There is an eye switch behind where the warp phantom was standing. Use a light arrow to hit it. This will light a torch and a second eye switch can be seen on the right side of the map. We’ll get to this a bit later. Return to the northeast corner of the room, dodging the revived torch phantom. Walk back up the stairs to the 30th floor. Jump on the phantom and head west across the lava. Walk down the stairs yet again to get to the 29th floor.

~ 29th Floor – Warp Phantom ~

Remember what the stone tablet had said earlier? Have the phantom walk around the room and talk to the other phantoms to find out that there is a weak spot in the wall to the upper left corner. Run to the upper left corner of the map and place a bomb against the north wall, a couple steps right from the left wall. This will blast open a secret passage. Go through it and go down a few flights of stairs and you’ll appear at the top-left part of the 30th floor.

~ 30th Floor – New Territory ~

Walk to the south and you’ll see a bunch of boulders here. Blow them up with bombs and open the treasure chest here to get a random piece of treasure. Now walk over to the sand and use the sand wand to raise Link up. Jump onto the phantom’s back and then walk northward to the higher ledge. Jump onto the ledge and step on the switch with Link. This will cause Phantom Eyes and a warp phantom to appear within the room.

Walk to the south end of the area and have Link stand on top of the circle. Now switch to the phantom and start tracing a path southward to the circle on the other side of the wall. Once the phantom eye hovers right over the circle, finish the path and the warp phantom will be sent over. Link and the phantom will then switch spots.

Control Link and run to the safe zone that is to the right. Switch back to the phantom once more and start to trace a path. Hit the phantom eye when it is at the top-right of its set path and this will warp the phantom to solid ground. From here walk north over the spikes and then left onto the triangle. Switch back to Link and have him run to the other triangle just below and the two will switch spots once again.

Run northward with Link all the way to the warp phantom that is stationed here. Allow the warp phantom to see you and let it chase you around the corridor. Walk over the sand and the phantom will fall victim to the sand. Quickly run over to where the warp phantom was and use the light arrows on the eyes switch above. This will cause the door at the south end of the room to open up.

Run back over to the glowing triangle and step on it to switch places with the phantom. Control Link and run to the safe zone at the south part of the room. Switch to the phantom and have her join back up with Link. Switch back to Link and pull out the sand wand. Walk to the north and step on the sand. Raise yourself up and summon the phantom. Jump on top of the Phantom’s back and then walk to the southeast corner of the room.

Get rid of the mounted miniblin with a sword slash and then turn your attention to the gap on the left side. There is a blue arrow orb across the gap. Use the boomerang to hit it twice so that it is facing northward. Then shoot an arrow and it will hit a wall switch, causing the door on the right side to open up. Walk down the steps to get to a new area of the 29th floor!

~ 29th Floor – Wrecker Phantom ~

Run to the main part of the room and sneak behind the wrecker phantom. Slash at its back and take control of it with Zelda! Watch out as there are mice patrolling the area here. Run back to the east and walk back upstairs.

~ 30th Floor – Small Key #2 ~

Have the wrecker phantom roll into the blocks as well as the statues above. This will reveal a treasure so open it up to get yet another small key! You can use the wrecking phantom in this room to also break the statues that are in the center of the room, making for easy access just in case. Run back and head down the steps at the east end of the room.

~ 29th Floor – Small Key #3 ~

Run to the left side of the room and you’ll see one unlit torch. Use the boomerang to light it up and this will open up all the doors in the room, finally allowing you to move freely.

Just behind where the warp phantom is standing on the west side of the room there is a large eye switch. Run on over and make some noise south of the warp phantom to cause him to move from his location. Quickly pull out your bow and shoot a light arrow at the switch. This will cause a torch on the right side of the room to light up.

Run back to the right side of the room where this torch is and you’ll see a second eye switch. Hit this one with a light arrow as well and this will cause a treasure chest to appear at the far right side of the room. Run on over and open it to get a 3rd small key!

Out next destination is a staircase at the south-central portion of the map. Run on over and head down the stairs to get to the 28th floor.

~ 28th Floor – Three Locked Doors ~

Our next destination is a staircase at the south-central portion of the map. Run on over and head down the stairs to get to the 28th floor. There are three small keys and they all lead downstairs to the same room. However, we have to tackle each of the rooms separately depending on which phantom we are. Since we are currently the wrecking phantom it is best to start on the third room, which is the door all the way on the right. Use the small key and run down to the 27th floor.

~ 27th Floor – East Door ~

Once you enter you’ll see there are three eye switches in this massive room. Control the wrecking phantom and roll downwards to the left. Wreck your way through the boulders here and you’ll find a stone tablet. Read it and it you’ll find it says you need to light them in this order; “The undefended flame, the flame surrounded by sand, the flame surrounded by the abyss, and finally, the guarded flame.” We’ll make use of this later. Jump off the ledge to the right.

We now want to head up along the left side but there are boulders in the way. Send the wrecking phantom rolling northward all the way against the wall and it will break all the boulders in its way. Follow behind with Link and run and hit the switch in the safe zone. This will stop the boulders from rolling on the right.

Roll to the left with the wrecking phantom and bulldoze through all of the statues and blocks that are in your way here. That’s about all there is to do right here, so backtrack to the northeast corner of the room and back to the 28th floor. We are going to need to change phantoms in order to progress further. Run back to the southwest part of the room and head up to the 29th floor. Run around this room and take control of a flame, warp, or standard phantom. Then return to the 28th floor.

~ 27th Floor – West Door ~

Make sure you got a flame, warp or standard phantom from the 29th floor. Then head to the 27th Floor and use a small key on the door on the left to reach another new area. Walk to the east and three phantom eyes will be pointed out. There is sand to the right, so leave the phantom behind and run around the corner with Link. Hit the ground switch to create a bridge for the phantom to cross. Cross the bridge.

Stand in the sand with Link and use the sand wand to push Link up higher. With the phantom close by, jump onto her back. Walk southward and you’ll see a wooden pole to the left. It is normally too high to reach but, since we are on top of Zelda, we can now reach this. Swing across the gap and step on the switch in the corner, causing a bridge to form.

Once you walk northward a warp phantom and another phantom eye will appear in the room. Continue northward and use either bombs or the light arrows to defeat the master stalfos. Watch out for the phantom eye here as you don’t want to be spotted. Wait until the warp phantom just starts to walk northward and then use the sand wand to lift Link up to the higher platform. Run up behind the phantom and Zelda will take control over this phantom.

The object nearby an odd looking staircase. From the bottom, walk up to the top of the staircase and leave Link here. The phantom eye that spawns won’t be able to reach Link at this higher level. Use the sand wand and to raise the sand to the left. Then control the phantom and walk across the gap. Lift up the blue arrow orb here. Switch back to Link and shoot the orb that the phantom is carrying using the light arrows and this will hit the eye switch to the north! One down, down to go!

Now use Link and jump down to the sand area on the right. Defeat the master stalfos that is here, using either the bombs or light arrows. Run to the right and step on the circular switch on the ground. Switch back to the phantom and trace a path to the phantom eye at the far right to warp over there. From here, walk to the glowing red tile on the left and this will cause Link and the phantom to switch spots!

Control the phantom and walk northward up the steps. Step on the switch and a door to the right will open up. Control Link and run over to where this door was. Power up a light arrow and shoot the blue arrow orb and this will hit the second eye switch! Warp the phantom back over to Link and then run to the northeast corner of the room. Head up the stairs to get back to the 28th floor.

~ 27th Floor – Middle Door ~

There is only one more door to go through but, before we do that, we need to gain control of a torch phantom. Walk back up to the 29th floor and gain control of a torch phantom. Now return to the 28th floor and use the small key. Then head back downstairs to the 27th floor.

Walk over with the torch phantom and light up the top-left of the four torches. If you recall the stone tablet at the bottom-right corner of the room, it said, “The undefended flame, the flame surrounded by sand, the flame surrounded by the abyss, and finally, the guarded flame.” This is a hint as to the order that you must hit these torches in. Use the boomerang and trace a path through the lit torch, then to the one in the sand, and then to the one at the northeast that is by the abyss. Now walk across the spikes with the torch phantom and light up the final torch. This will open up the door to the left.

Run on over and use the light arrow to hit the third and final eye switch on the floor. The door near the middle of the room will now open up. Send the phantom northward to defeat the phantom eye. Then join back up with the phantom and head north and down the steps to the 26th floor.

~ 26th Floor ~

The door will close right behind you and the room will fill with nine blue chuchus. Walk around with the torch phantom and defeat these enemies one by one. Link can help out by shooting light arrows if wants to. After all nine blue chuchus are done away with, eight new enemies will appear in the form of stalfos and master stalfos. Use bombs and light arrows to get rid of these pesky fellows. Once these stalfos are done away with, the room will fill with three geozards chiefs! Use your whip to remove their shields and then slash away with your sword until all three are gone. Finally both of the doors will open up. Walk down the steps at the top-right corner to get to the 25th floor.

~ 25th Floor ~

This room will fill up with four phantoms, one of each variety. Run around to the safe zone on the right side of the room. Just lurk here until the torch phantom walks by. Take control of the torch phantom and that will be one left phantom to deal with.

Walk around to the door that is just south of where the two inner phantoms are located. Use the torch phantom to light up both torches and the door will open up. However, a phantom eye will also appear at the right side of the room.

There are two phantoms here and we need to take control of the warp phantom. However, the stationary phantom in this area is a big nuisance. Send Link off to the safe zone to the west so that he isn’t spotted by the phantom eye. Then send in the phantom and stand to either the left or right of the normal phantom. Talk to the phantom and you can distract him. Now when the path is clear, sneak in behind the warp phantom and slash at its back, then take control. Link will be spotted so quickly run to the safe zone at the left.

Send Zelda off so that the phantom doesn’t follow you. Wait until the wrecking and torch phantom are near the right side. Then run to the phantom eye and allow it to see you. Let it chase you to the left side of the room and walk across the sand. Wait here and the wrecking phantom and torch phantom will just fall in the sand. Switch back to the warp phantom and trace a path to the phantom eye. Once you’ve switched spots, have Link stand on one switch and the phantom stand on another. This will open the door in the center of the room.

Our next goal is to take control of the wrecking phantom. Run towards the wrecking phantom and slash at its back. Now that we have the wrecking phantom, we can roll over the other phantoms to stun them temporarily. Roll over to the middle room and roll right through the stationary phantom. Break up all the statues that are behind him.

Now roll over the warp phantom and the stationary phantom and keep them stunned. While the phantoms are stunned, quickly run past them with Link to get to the safe zone. Have the phantom meet back up with you and together, push the door above. Walk northward through the door above.

Now on the 24th floor, Princess Zelda will leave the body of the phantom. Walk up the steps and open the treasure chest to get the Compass of Light! This compass will shine light, revealing the places linked to the Dark Realm! The Forest rail map will now begin to glow, revealing new Spirit Tracks that lead to the southwest part of the map.

A blue warp portal appears so step into it to leave the Tower of Spirits for good! That concludes chapter 11 of the Spirit Tracks Walkthrough!