text: .::::::.::::::::::. ::::::::::.. ::::::::::::::: -_-_-_--_--_--_--_---_--- ;;;` ` `;;;```.;;;;;;;;;;``;;;; ;;;;;;;;;;;'''' The Ultimate Online Spirit '[==/[[[[, `]]nnn]]' [[[ [[[,/[[[' [[[ [[ Tracks Handbook ''' $ $$$"" $$$ $$$$$$c $$$ $$ by Robert "Trixter800" Aleman 88b dP 888o 888 888b "88bo,888 88, -_-_-_-_-_-_--_--_--_---_- "YMmMY" YMMMb MMM MMMM "W" MMM MMM :::::::::::::::::::.. :::. .,-::::: ::: . .::::::. ;;;;;;;;'''';;;;``;;;; ;;`;; ,;;;'````' ;;; .;;,.;;;` ` [[ [[[,/[[[' ,[[ '[[, [[[ [[[[[/' '[==/[[[[, $$ $$$$$$c c$$$cc$$$c $$$ _$$$$, ''' $ 88, 888b "88bo,888 888,`88bo,__,o,"888"88o, 88b dP MMM MMMM "W" YMM ""` "YUMMMMMP"MMM "MMP" "YMmMY" -> -+-_-_-_-_-_-_-_-_--_--_---_----_---+_-_ --> | contact me at | This guide does contain spoilers! | trixter.gfaqs [at] hotmail.com | Proceed with caution! -+-_-_-_-_-_-_-_-_--_--_---_----_---+_-_ -----> ----------> --------------------> ______________________________________________________________________________ _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- -_-_-_-_/ \ -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ / \-_-_-_-_ A/ \ _________________ / \A L/ \ ----------------- / \L E/ \ Table of Contents / \E M/________ \ ----------------- /________ \M A/ \ / \ / \ / \A N/ \ / \ 0. / \ / \N / \ / \ / \ / \ /_______\/________\ -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-/_______\/________\ _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- -_-_-_-_-_-_--_--_--_--_ -- I. Introduction -- Press CTRL + F along with the roman numeral -- II. Basics -- of a section to gain --- IIa. Controls ---- quick access to it. -_-_-_-_-_-_--_--_--_--_ -- III. Walkthrough -- ---- IIIa. Aboda Village ---- ---- IIIb. Castle Town ---- ---- IIIc. Tunnel of Spirits ---- ---- IIId. Tower of Spirits ---- ---- IIIe. Whittleton ---- ---- IIIf. Forest Sanctuary ---- ---- IIIg. Forest Temple ---- ---- IIIh. Tower of Spirits (Visit II) ---- ---- IIIi. Errands ---- ---- IIIj. Rabbitland Rescue ---- ---- IIIk. Anouki Village ---- ---- IIIl. Snow Sanctuary ---- ---- IIIm. Wellspring Station ---- ---- IIIn. Snow Temple ---- ---- IIIo. Errands II ---- ---- IIIp. Tower of Spirits (Visit III) ---- ---- IIIr. Trading Post ---- ---- IIIs. Ocean Sanctuary ---- ---- IIIt. Ocean Temple ---- ---- IIIu. Errands III ---- ---- IIIv. Tower of Spirits (Visit IV) ---- ---- IIIw. Goron Village ---- ---- IIIx. Fire Sanctuary ---- ---- IIIy. Fire Temple ---- ---- IIIz. Temple of Spirits [Visit V] ---- -- IV. Collections -- ---- IVa. Swords & Shields ---- ---- IVb. Weapons ---- ---- IVc. Songs ---- ---- IVd. Stamp Collection ---- ---- IVe. Rabbit Collection ---- ---- IVf. Heart Containers ---- ---- IVg. Force Shards ---- -- V. Mini-Games -- ---- Va. Take 'Em All Out ---- ---- Vb. Training Game ---- ---- Vc. Whip Race ---- -- VI. Closings -- --> If you'd like to skip to a certain section quickly, hit CTRL + F on your keyboard, or if you're on a Mac, Apple + F. This will bring up the FIND menu. Input the roman numeral code AND the dot after the roman numeral. Then press Enter/Return to bring yourself to the desired section. -----> ---------> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ / \ / \ / \ / \ / \ / \ / \ Introduction / \ /_________\ /_________\ / \ / \ / \ / \ / \ / \ I. / \ / \ / \ / \ / \ / \ /_______\/________\ /_______\/________\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Although I dislike writing guides near release, but I honestly just decided 'why not, nothing better to do'. So I cracked open NotePad and just started writing - I really did not expect myself to get so carried away and write so much. But nevertheless, welcome to my guide for The Legend of Zelda: Spirit Tracks. I'm Rob, and I guess you can call me your 'tour-guide' or 'expert' on the game, so feel free to contact me! But of course, I know you don't want to hear me ramble on about my life, so a few simple things. If you like this guide, please press 'Recommend' at the top of this page. And if you need to contact me for help with the guide or game, my information is located at the top and bottom of this guide. Thanks for your help, and remember, a guide isn't made up of it's author, but rather than by it's viewers! - Robert 'Trixter800' Aleman +----------------------------------------------------------------------------+ | TIP | |----------------------------------------------------------------------------| | When I guide you, I'll use a few specific terms. Note that I use the | | American flooring (ie, for those who use the British, the ground floor is | | equal to the first floor, your first floor is our second floor). I also | | use the Compass directions (north, east, south, west) rather than left, | | right, etc. | +----------------------------------------------------------------------------+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ / \ / \ / \ / \ / \ / \ / \ Basics / \ /_________\ /_________\ / \ / \ / \ / \ / \ / \ II. / \ / \ / \ / \ / \ / \ /_______\/________\ /_______\/________\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ If you have played The Legend of Zelda: Phantom Hourglass, then you'll notice the game plays similar to that game - whether it be simply the menus or controls. However, there are some fairly new features that I'll go over in this section. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /\ /\ /__\ Controls /__\ /_\/_\ IIa. /_\/_\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The controls, also, are fairly simple to grasp ahold of if you have played Phantom Hourglass, however, they may take a little while to get accustom to if you haven't played the title. The game utilizes the touch screen rather heavily, and the actual Nintendo DS buttons are rarely used outside of shortcuts -+-_-_--_--_--_--+_---_ X V -+-_-_--_--_--_--+_---_ The game is, for the most part, held in an isometrical gaming view. So, to move, simply touch the direction you'd like to move towards. For example, if you'd like to move downwards, touch the lower part of the screen below the main character. Hold the stylus on it, do not let go, and Link will run in that direction. Another part of the game is rolling - tap twice while running to do a roll. Be careful not to do too many consecutive rolls, however, you'll get dizzy and be momentarily frozen. However, the occasional roll can help increase your movement speed if you learn to do it correctly. // / / -+-_-_--_--_--_--+_---_ / / |Swordplay | /_ _/ -+-_-_--_--_--_--+_---_ /_/ Swordplay is near identical to how it was in The Legend of Zelda: Phantom Hourglass. Once you have your sword, tap to release a basic sword slice. Draw a vertical line to do a sidestep slice. Draw a quick circle around yourself to perform a spin attack. You can also do a jump attack by targeting a far-away enemy. -+-_-_--_--_--_--+_---_ | | |Trains | | | -+-_-_--_--_--_--+_---_ | New to the Zelda series are trains. If you're in one, the train moves automatically. You can shift it's speed between Very Fast, Fast, Stop, and Reverse by using the gearbox on the right side of the screen. Also, you can pull the whistle by sliding the stylus on the whistle graphic at the top right of the screen. If you come across an intersection, a box will appear at the bottom of the screen where you can choose your direction. You can map out the direction you want to go beforehand, but if you can change it mid-course by pressing the Map button at the bottom left. Later in the game you will obtain a cannon. Tap an enemy to attack it with your cannon. You can also destroy boxes and barrels with your cannon! \ -+-_-_--_--_--_--+_---_ __/_ |Weapons | / \ -+-_-_--_--_--_--+_---_ \____/ Along the way you'll come across several weapons - classics like the Boomerang and Bombs, along with newcomers such as the Whirlwind. You can find how to use each specific weapon in the Weapons section, but you can activate each weapon by pressing the icon on the lower-right corner of the screen, or by pressing 'L' or 'R', the shoulder buttons. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ / \ / \ / \ / \ / \ / \ / \ Walkthrough / \ /_________\ /_________\ / \ / \ / \ / \ / \ / \ III. / \ / \ / \ / \ / \ / \ /_______\/________\ /_______\/________\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ah, here we go. The game opens up with a neat little beginning cutscene. You may have the option between two dialogue choices in the cutscene, what you say really doesn't matter. After a while, you gain control of the main character, Link. If you've read one of my guides, you'd know I'll be bugging you about searching for rupees, but there's nothing of interest in this house besides a pot with a heart in it or two. Head south out of the little hut. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /\ /\ /__\ Aboda Village /__\ /_\/_\ IIIa. /_\/_\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ If you go up a little bit, you'll notice a kid with a blue cap on. Talk to him, and he'll start taunting you. Do a roll into the tree beside him, and the bees will come down. If you haven't figured it out, angry bees are never good in a videogame - they'll persue you and damage you. Though the boy will mention water, don't go towards it as it doesn't scare the bees off. Just run and roll around in circles to outrun the bees until they get tired. Once the bees run away, talk to the same boy in the north-easten part of the village, and he'll give you a [Collection Item]. The item that you recieved was random, by the way, and varies from game to game. In your frantic running around, you may have noticed a red-headed girl calling you. Go up to talk to her, and she'll request that you get rid of the rocks in front of her house. Tap them, then toss them at the nearest wall. One of them may contain some rupees, but the main reason that I requested you talk to her was because if you talk to her after destroying the rocks, she'll give you a [Red Rupee]. If you're new to the Zelda series, that's equal to twenty green rupees. A little money is always a good start for a game. When you're done collecting some extra cash, head to the stairs in the north-east area to initiate a quick little cut-scene involving a train. When you're ready, talk to Alfonzo and select the 'Yeah!' dialogue option to begin. He'll give you a quick briefing, which after you finish listening to it, you select the 'Yes!' option to continue. - Congratulations, you are now on your first train-ride! The train controls may seem a bit ackward at first, but it shouldn't take long to adjust. The train moves automatically, and you can change the speed and/or direction by using the gearbox on the right side of the screen. On the top right is a whistle, you can use it by 'pulling on it', or putting your stylus on it and dragging down. Though it's mostly just a cool noise, you'll find some use for it around halfway after your first turn on the tracks - you'll see a cow lounging around on it. Use your whistle to make it move, and you can continue properly. That is, until you come across an area where you have to choose between two directions. You can go either left or right. As there is a train heading from the left, drag the gear that appears at the bottom of the screen to your left. There will be a few more interesections to, and the trains coming may vary depending on what speed you were traveling at. Just make the appropriate turns based on what trains are coming, and you should be fine. After a few turns later, you'll get a small cut-scene pointing you out to Castle Town. Once you're in front of hit, stop the train using the gearbox, and you'll finish your first train-ride. You'll then arrive in Castle Town! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /\ /\ /__\ Castle Town /__\ /_\/_\ IIIb. /_\/_\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ As you arrive to Castle Town, you can check out the town before you head up to your graduation ceremony. There's not too much of particular interest, just a few friendly townsfolk, but make sure to smash all the pots you find in the town - I was able to pick up a second collection item in one of the sets of pots, as well as around ten or fifteen rupees total. There is also a shop at the northern part of town, but most, if not all of the items there are too expensive for you at the moment. If you go up to the northern-most part of town, the mailman will arrive with your first letter! You can read it by going to your collection screen in the menu, but it's mostly just the postmaster welcoming you to his postal service. Head north to the Hyrule Castle area to advance, when you're done exploring town. - Once you're in the castle area, you can look around for some boulders and pots for some rupees, but not much else of interest. Just head north and talk to the guards. Respond with 'Yes, sir' to gain entrance into the actual castle. On the first floor, the two side hallways are blocked by guards who you can talk with if you so desire. Go north and into the left and right wings for some pots that you can break, but talk to the man when you're done. At first, he won't let you go, but a strange looking, red-haired man convinces the guard to let you through. You'll then enter a cut-scene where you can finally get to your ceremony. During the cut-scene, you'll recieve an engineer's certificate (you are now a full-fledged engineer, congratulations!) and strangely, a letter. When the cut-scene is over, access the letter in your collection menu. It seems like Princess Zelda wants to see you in her quarters. She's drawn a secret path and attatched to it to her letter. Press the 'Map' button at the bottom of the screen while viewing the letter, and you can put her drawn map on to your own map. Head downstairs, and you may have noticed that the two hallways that the guards had blocked are now open. The only points of interest are some scattered pots throughout. But to continue on, go down the right hallway on the first floor, and head south, then head up the stairs. You'll enter the area where Zelda has marked on her map! Just go north, north through the small ledge, then hop down into the building to access the second floor. Careful not to fall off, it would be a pain to get back up. Continue heading up through the second floor, and go through the right door, far north, to enter Zelda's room. A short little cut-scene, and you'll be given Link's classic clothes! Accept her request to escort her, and leave her room. You'll have to guide her out - as a bunch of guards have suddenly appeared on the second floor. What would be a cel-shaded Zelda game without a stealth sequence? This room is pretty simple - just wait until the two guards aren't looking, and head towards the exit to the outside near the middle-eastern area. In the outside area, you need to get past three guards. For the first, he's stationary, so you can't just wait until he looks back on his own. Keep Zelda put, then take Link and talk to him from behind. He'll turn around, and engage in conversation with you. When he's talking, switch to Zelda by pressing the Zelda button, and have her sneak behind the bush. Link then go meet up with Zelda. The second guard is similar - have Link talk to the guard from behind, and while he's distracted, direct Zelda behind the long, skinny bush. You'll then be up to the final guard - but if you try to talk to him and distract him, it won't work. You need something bigger to distract him. Take a boulder, and toss it from behind the northern most bush. He'll go investiagate, so quickly switch to Zelda and have her dash to the front entrance. Have Link go meet up with her, and you're done with this room! Head outside, and you'll be presented with a pretty heavy, plot initiating cut-scene. You'll then end up back in Hyrule Castle. Wake up and talk to the old man, what you say to him doesn't really matter too much. When you're done talking, leave the room to see a really short cut-scene involving the spirit of Zelda having some troubles. Head out the left side of the building, and into the center - head up to the center stairway. You'll encounter another quick cut-scene with Zelda, follow her and go through the right door, then up into Zelda's bedroom. You'll then experience a longer cut-scene, and at the end, you're presented with the Spirit Flute! Exit the bedroom, and head south back into the royal room, though. Go through the left door this time, and continue up to be in a long, skinny area. Talk to the guard, and he requests that you own a sword before you continue. Before you go out looking for your sword, however, head right, and bust open the tresure chest for a [Red Rupee], as well as some pots. Go all the way back down to the first floor, and then head through the right hallway, then north. This is the training room - talk to the man in the upper left corner, who'll give you a [RECRUIT'S SWORD]. Hooray! However, you'll have to complete a quick training exercise with him before you can keep it. Just do a targeted attack [tap the enemies], a sidestep slash [draw a line in front of the enemies], and a spin attack [draw a circle around yourself while in front of the enemies] and he'll give you the sword permanently. Go back the way you came - through the center stairs on the first floor, and through the left door. But before we depart, head left, then go outside on the roof to find a tresure chest containing a [Collection Item]. Now, go back up to the stairs on the right side, back to the long, skinny area with the lone guard. Talk to him, and he'll let you go. Simply follow the path, slicing the enemies on your way and destroying any pots you find, up to the northern wall. There used to be a tunnel, but if you talked to the guard in the field, he told you that there have been rocks covering it. If you're looking for the entrance, go to the right most tree, and take four steps (with Link) to your left. The covered entrance is right in front of there - place one of the bomb flowers there, and it'll explode, revealing the entrance to the Tunnel of Spirits. Well, that's not it's official name, but I'm calling it that because it's pretty cool sounding - wouldn't you agree? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /\ /\ /__\ Tunnel of Spirits /__\ /_\/_\ IIIc. /_\/_\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Go in, and watch out for that flying bat, which I'll call a Keese. Slay it, and continue to your right for four Red Chus to drop by. Slash them all, I found luring them all near me and then conquering them all at once using a spin slash was my method of choice, and continue to your right. You'll find damn near one of the oldest tricks in the book - the old switch-that-doesn't- stay-down-when-you-step-on-it-and-requires-you-to-drag-a-block-on-to-it trick. If it wasn't self explanatory enough, tap the block just south of the brown switch, and drag it on to the switch. This will open a wall to your right which contains a tresure chest, which in turn, contains a small key. Use the key to open up the locked wall by the front stairs (tap the wall to use it) and continue up the stairs. Watch out for the Red Chu, and continue north, and simply follow the path, hopping over the little island-ettes. Watch out for the final Red Chu, and look in the tresure chest for a [Red Rupee]. Sheesh, Spirit Tracks sure is fond of these freebie rupees, aren't they? Nevertheless, take the bomb flower and throw it forward into the little fragile block pile. Wait for it to explode, and then repeat the process for the second layer. You'll now have access to a second room. Kill off the enemies, and you're left with a little mini-puzzle. You can do it yourself by reading the stones back at the island-ettes, but I'll have to give the obligatory, 'but this is what you're reading the guide for, correct? statement and simply give you a diagram. + - - (2) - - + | | | | | | (4) - - + - - (1) | | | | | | + - - (3) - - + There are four purple switches layed out in the diagram above, simply hit them in the order given above (1, then 2, then 3, then 4) to finish the puzzle. Also be aware that you have to do it somewhat quick - after you hit the first orb, a timer starts, and if it runs out, you have to do the puzzle again. Head up to the third floor, be wary of the Keese, and smash the pots if you so desire. Nope, no puzzles on this floor - but there's a cute little cutscene involving Zelda and some mice - simply slay them to continue on. You can now exit the tunnel! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /\ /\ /__\ Tower of Spirits /__\ /_\/_\ IIId. /_\/_\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ As you leave the tunnel, you'll encounter a nice little cutscene that thickens the plot a fair bit. When you're done, head north up the stairs. Continue up the lengthy set of curving stairs (I was honestly expecting a trap or something, but I guess not) and head through the door to floor one. - Head through the first floor, and you'll encounter some heavy doors. But before you can investigate it further, a huge monster with a huge sword appears, and chases you. Retreat to the ground floor, and you'll recieve instructions on how to conquer it - gather three Tears of Light to power the sword, and slash the monster in the back. Got it? Then head up. When you're back on the first floor, go into the square path and head left, through the sparkly floor (you'll learn that it's a safe zone - enemy phantoms can't touch it) and then continue left for [Tear of Light #1]. When you finish, head back to the original safe zone and watch your mini-map to make sure the phantom is far away, then head north through the doorway for the [Tear of Light #2]. While in the section, follow the pathway just to your right to discover a purple orb. If you tried to obtain the third tear of light, you may have noticed that there was a gaping hole blocking it. If you hit the purple orb, a bridge will cover the hole - but it's only temporary. Quickly run all the way back to the safe zone spot, down, and follow the curve down to the right doorway - then dash across the bridge to claim your [Tear of Light #3]. Now you're done and can conquer the Phantom! Stay in a safe zone until it comes near, and just when it passes you, leap out and stab it in the back. But, not so fast - it doesn't quite work! You'll encounter a quick cut-scene ending with Zelda taking over the phantom's body. When you get control of Link, you can control the phantom just like how your controlled Zelda during the escort mission back at the castle. Now to open the door! Place Link on one side of the door, and place Zelda on the other. Drag Zelda to the other half of the door and through it - this will make her push it. At the same time, as Link, run into the door, or, push it. You now have access to the next floor! - On floor 2, go to the curve of the wall, and you'll notice some spikes. Though Link can't cross it, Zelda can! Drag her cursor across, and drag the phantom body to the purple switch, until a little symbol appears over it. Release, and she'll slash the switch, which in turn, lowers the spikes so you can cross. If you were to head north, all that there would be there would be a large hole that's too large to jump across. Head south, and you'll find two switches. Place Link on one, then Zelda on the other. This will open the door in front of you. If you continue on, you'll discover some rats. If you remember in the tunnel, Zelda was petrified by the rats. Same here - even in her huge, bulky, phantom form. Have Link slash the two rats - but, that's not all. A rat hole is constantly spewing out rats. Push the block to prevent any more rats from coming out, then slash whatever rats are left. Zelda is free to pass, now! Another set of spikes. Have Zelda cross it. Head past the enemy Phantom, Zelda is immune to them. Have her hit the switch to lower the spikes. But since the enemy phantom is guarding it, you have to kill it. Have Zelda talk to the Phantom, make sure it's back is turned, and have Link go behind the phantom and kill it. You're done with this floor, head up! - The third floor is safe! After some quick cut-scenes, head north and grab the [FOREST RAIL MAP]. Hooray! After some more dialogue, a blue light will appear. Step in it to warp back to the Tower of Spirit's lobby. Talk to Anjean, and you'll encounter another cut-scene. Afterwards, you'll be given a new train! Awesome. Head towards the town in the middle of the tracks labeled as '????'. You won't have to deal with incoming trains, but you still need to watch out for animals on the tracks. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /\ /\ /__\ Whittleton /__\ /_\/_\ IIIe. /_\/_\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +-----------------------------+ Whittleton is a neat little town tucked away | Whittleton General Store | that you skipped by on your trip to Castle |-----------------------------| Town. The first point of interest here would | Shield ................ 080 | be obtaining a shield. Go to the general | Red Potion ............ 100 | store, the hut on the far left, and purchase | Prize Postcards ....... 100 | a shield if you have 80 rupees, which you | Treasure Items [2] .... 100 | should if you've been listening and have been +-----------------------------+ smash pots often. If not, it's okay for right now, but try to remember to get it next time you visit. The second point of interest would be advancing the story. If you tried to enter the Lost Woods, you would have a lot of trouble - so you need to get some background information here first. Check the house at the northern most part of the village. Talk to the village chief, who will direct you to the villagers of the town. If you talked to all of them, they claim to be on the lookout for a tree with a treebranch pointing either right of left. However, they also jokingly tell you that the fourth tree with no leaves has no sense of direction, which means to go the opposite of the way it points. Head to the little path that seemingly stops abruptly on your map - to the Lost Woods. I believe that the direction the branches are pointing at vary from game to game, so just follow the directions - look out for the tree with no leaves, and for the fourth one, go in the opposite of the direction it points you out in. When you're done, you should end up in the Forest Sanctuary. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /\ /\ /__\ Forest Sanctuary /__\ /_\/_\ IIIf. /_\/_\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Here we are! As you dock, before you begin advancing, you may want to clear the area of enemies - it will make everything a lot easier. Once done, head north from the station, then up the stairs to your right, then south. You'll notice two bomb flowers, and if you go west just a bit, you'll notice a switch, that when hit, opens a bridge, but for only a few seconds. Your goal is to destroy some wooden blocks on the otherside across the bridge - but the problem is, the bridge only lasts a few seconds, so we gotta get creative. Take one bomb, and place it near the purple switch. Rush back to the other side and grab the other bomb flower. The bomb flower near the purple switch should have detonated by now, and the delay between you placing it and it detonating should buy you plenty enough time to lug the second bomb flower across the bridge. Place it down near the explodable blocks, the brown, cracked ones, and it'll make a path. There are two spots where you need to do so - one is continuing west after crossing the bridge, the second is north after crossing the bridge, to make a shortcut so next time you need to go past here, you can just take the stairs. Nevertheless, when you're done, continue west. You'll encounter eight statues, lined up in an octagon. If you go to the center, you'll notice a sign that says that we need to connect the two that face each other. If you look around, you'll notice that these two statues: [o] o o o o [o] o o are facing each other, so you when 'talking' to the sign in the center, you need to use your stylus to drag a line between them. Once this is done, the entrance up north will open where you will meet Gage! You'll get a quick little cut-scene, followed up by him requiring you play a duet with him on the Spirit Flute. It can be a pain to use, but I found it simple once you got the hang of it - hold the DS microphone about a foot from your face, and blow lightly. Follow his instructions, and eventually, it'll end, and your Forest Map Piece will get an upgrade. Now, head out to the Forest Temple! Just have your train go to the northern-most part. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /\ /\ /__\ Forest Temple /__\ /_\/_\ IIIg. /_\/_\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Once you're in the Forest Temple, you'll get a brief talking from Zelda, and you'll gain control. Nothing of interest in this main room, so head north to the first floor. Follow the path past the locked door, where you'll come upon a gap. The gap's too large to be crossed, though if you look at the other side, you'll spot a purple switch. Grab one of the acorns and toss it across at the switch. This will open up a bridge so you can now cross the gap. Looking north, there's some eerie purple gaseous area, and every gamer knows that it's not a great idea to just walk into it. Instead, head southward, into the room, then a-ha. The door closes - another old, Zelda trick! Enemies will suddenly appear, they're easy to beat, so just give them a few slashes. When they're all dead, the door opens that was blocking you from advancing, as well as the one that closes you in. On top of that, a bonus tresure chest appears to make up for your troubles - pop it open for a [Big Green Rupee]. This baby is worth 100 normal green rupees. Pretty awesome if you ask me. Nevertheless, head up the stairs in the western area of the room. - You are now in floor two. Watch out for the purple clouds in the way, and head north. Go through the door and - dammit, again! The doors close on you, and three or four bugs appear. They are quicker, yet they still are wimpy in the fact that they only require one slash to conquer. However, upon death they release that pesky purple liquid in the spot they died in, so be wary of that as well. But hey - after they're dead, a whitish-gold tresure chest appears, and it's pretty large too. Most of us Zelda fans know that that means a great thing is going to come out of it. Open it to find ... the [WHIRLWIND]. +--------------------------+ Aha. With this new device, you can do plenty of | WHIRLWIND | things here that you couldn't do before. First |--------------------------| off though, you can get rid of the annoying | Select the WHIRLWIND, | purple clouds by blowing a whirlwind at them. | and a gold line will | You can also unlock the door to your left by | appear in front of you. | blowing at the windmill in the center-northern | Use the stylus to drag | section of your current room. We'll enter that | the gold line in the | area in just a second, but first, head south | direction you want it. | into the scattered poison cloud area below | Blow in the DS | and blow away the dense area of clouds in the | microphone to release a | upper-left corner to reveal a tresure chest | tornado! This can be | containing a [Collection Item]. The rest of the | used to destroy enemies, | clouds on this floor have nothing of interest, | blow away poison clouds, | but remember the large, cloudy area in the floor | and activate wind using | below? Head back to the first floor up to the | machines like a windmill.| purple cloudy area, and blow them all away. In +--------------------------+ the western corner, you'll spot a strange machine that's currently of no use, as well as a switch. Upon activating it, you'll make a tresure chest appear in the room to the east. Watch out for the newly formed poison bugs, and open it for a [Big Green Rupee]. Head back upstairs to the windmill room, and then head left to the room you opened a minute or two ago. Blow away the purple clouds blocking the entrance to the stairwell, then enter bring back down to the first floor. - Now back at the first floor, head west to find a key stranded on an island. Stand on either side, then blow your Whirlwind to have the key travel to the opposite side. Run over, and grab it. Remember that one locked door waaay at the beginning of the temple? Yeah, we can head to it. But instead of having to backtrack, you can just hit the neat little brown switch in the upper-east corner of the room you're in, to bring down the wall below, for a shortcut back to the very first area you were in. Head south, then west to get to the locked door, and open it with your key. Head down the path, and down the path. If you need hearts, you can crack open the jars to the east, otherwise, head down into the chamber - and the door will close on you - now I'm starting to get used to it. Two flying skulls will now appear - use your Whirlwind to first knock the purple gas off them, and stun them. Run up to the collapsed skull to deliver the final blow. Repeat the process to the second skull, and the doors will open. Unfortunately, you don't get any tresure this time around. Head up the stairs back to floor two. - On the next floor, you can head east for a mini-sanctuary of some sorts, filled with jars and grass to rejuvenate your health. Head north when you're done, and then continue, watch out for the poison bug, up the stairs to floor three. - Take a left, kill the bug, and you'll notice a switch, along with an acorn. The gap in between them is too large for you to throw, so this time, break out your Whirlwind and blow it straight north, it'll land on the purple switch and cause a tresure chest to appear. Grab it for a [Small Key]. The door is on the western side of the area you were just in, so head down the stairs. - Head south, then west to the locked door. Make sure your hearts are full, because you're about to encounter a ... +-*-*-*-*-*-*-+ | Mini-Boss | +-------------+ Your enemy is a bird ... thing. He/she flies around the stage, and is smarter than your average enemy - if you try to just use a Whirlwind on it, it'll use it's wings to reflect the whirlwind back at you - and if you get hit by your own whirlwind, it'll take the oppertunity to do a little dash attack at you. So what you have to do is play the same reflect game back at it. The miniboss will release a purple skull projectile attack on you if you wait a bit - when it releases the skull, use your whirlwind to reflect the skull back at the mini-boss. It will be stunned, and take this time to rush at it and do a spin attack. Repeat the process once more, and the mini-boss will die. If you ever get low on health, there are some grass patches in all four corners of the chamber. When it dies, it will release a red rupee, but sadly, no tresure chest. Head the only direction you can, north from the mini-boss chamber. --- Once you're up on floor four, take a look around. If you've played Phantom Hourglass, you may remember the boss key - a large key that had to be lugged around and tossed in the boss door. On this floor, you can see the boss key not too far away from the boss door - but the problem is, the room where the boss key is located is closed in by a door. Let's solve that, shall we? Head south-west into the little area. There's a room to your left, but it's closed in by a door. Head east to come upon a new enemy - a blue, caterpillar like creature. If you slash it, it rolls up into a spiky ball. You may also notice a wall of explodable rocks blocking your way. Put two and two together, and use your whirlwind to blow the blue catipillar ball remains into the brown blocks, and it'll destroy them. In the next room, quickly blow away the purple gas (watch out for the blue caterpillar, it respawns) to create a more usable passageway. Head on the path, then take a little detour east and hit the switch. This will reveal a tresure chest if you go back on the main path, which contains a [Collection Item]. Head east, and hit the purple switch to open the door. No timer, either - I was expecting one, too. So just head all the way west to the newly opened passage. In the next room, there are two caterpillars, as well as a gap, and on the other side of the gap, a row of explodable blocks, and a purple switch on the end. Take turns slashing and blowing the caterpillars to clear the rocks, and once you're done, blow one at the purple switch to open the boss key door. Also, be aware as not to accidently blow one caterpillar into the other - with them constantly moving around and respawning, it may be hard not too, and it's also a pretty nasty explosion. Go back to the boss key - but bringing back isn't as easy as you think. Look at the floor pattern in the boss key room - little squares with spirals. Try to avoid stepping on those spots on your path to the boss door. If you happen to do so, you'll end up in a pretty scary situation involving two powerful, purple hand enemies (if you get caught by them, just drop the key - it's easier) so you have to take a small detour around the back end of the door. Throw the boss key into the door, and prepare for your first boss fight. Make sure your health is full - there are jars all over if you need them. If for some strange reason, you need to go back to the front entrance, you can talk to the stone, but otherwise, enter ... O==============O | BOSS | +------O==============O------+ | STAGNOX, ARMORED COLOSSUS | +----------------------------+ For a boss, Stagnox is surprisingly easy, but then again, he's your first one. For the first part, he's simply going to stand in the center and rotate around, following you. When he's about to stop, he'll stop rotating. Use this oppertunity to rush behind him, and use your Whirlwind to blow the purple clouds on his back end off. He'll then be vulnerable, so go up to him, and unleash some spin slashes on him. Repeat the process just once to finish part one of the battle. For part two, Stagnox takes to the sky, and releases some blue caterpillar minions on you. The silly boss doesn't know that you'll just use these against him - slash the caterpillars to turn them into blue, spiky balls, then wait for him to attempt a dash attack. When he does, use the Whirlwind to launch the blue spiked balls at him. His dash is fairly fast, though, so you have to be prepared to launch. Getting into position before hand helps. Repeat the process once more, and Stagnox falls to the ground, dead. --- You'll initiate a few cut-scenes: one involving part of the Spirit Tracks being repaired, another involving another section of the Tower of Spirits opening up, and another creating a statue in the boss area. Grab the Heart Container in front of you, upgrading your health to four hearts! You can now take the blue portal out, as well. Normally I'd request you to go to the Tower of Spirits, first, but there's a quick little thing you may want to do first. You may have remembered a Cuckoo back at the Forest Sanctuary. Go back to the Forest Sanctuary via railroad, and go on the ledge by the island with the Cuckoo on it. Blow it off with your Whirlwind, then grab it. Go back to the stairs leading to the ledge, and jump off in the direction of the island, Cuckoo in hand, flapping to give you a boost. You'll land on the island with at tresure chest - pop it open to reveal a [Big Red Rupee]. That's worth a whopping 200 normal rupees! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /\ /\ /__\ Tower of Spirits /__\ /_\/_\ IIIh. /_\/_\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Begin your trip back to the Tower of Spirits. Now there are two trains roaming around that you have to be careful about, but otherwise, nothing different about the trip to the tower. Talk to Anjean again, and then head north back to the spiral stair room. I hate to bring up another Phantom Hourglass comparison, but if you remember, the Temple of the Ocean King was highly criticized for being repetitive. Spirit Tracks fixes this problem - now, you have a shortcut - the stairs have been extended, and skip past the first couple of floors. So now head up the slightly longer stairwell to the second door. Make a dash for the first safe zone you see on the floor. You may notice that there is lava - you can't walk into it, so you have to use your new Whirlwind to blow the Tear of Light on to the other side. Make sure the phantom patrolling around the area wasn't looking, and blow. But you have to be extra careful - the phantom can see across as well as WALK across the lava. Nevertheless, when the coast is clear, grab the [Tear of Light #1]. Go around in a U-shaped manner, and when you cross the right side of the 'U', there should be a visible tresure chest. Be careful, though, it's not in a safe zone, but inside is a [Collection Item]. Head back up north, and then take a quick right for the [Tear of Light #2]. Head southwest just a fair bit, be wary of the patrolling phantom, for your [Tear of Light #3]. Also be careful of the fire breathing statues - they are real royal pains in the buttocks. With that, slash either of the phantoms - preferably the southern one, as it's closest to the area you need to cross, then head to the southern pool of lava. Have Zelda walk towards the end of the platform, then she'll mention that Link could ride on Zelda's back. Go up to the phantom, and tap it to jump on it's back, then continue the way to the other side of the lava. Head through and go up the stairs. - Go all the way down to the platform near the lava, and hop on Zelda's back. Continue, and you'll notice a little section where there's a windmill. Use the Whirlwind to get it blowing, then continue to trek westwards. You'll notice a second windmill - blow on it too. You can also head to the south- western most part of the pool of lava for a tresure chest containing a neat, [Big Green Rupee]! Keep heading down the path, ignoring the first turn north, into a little section where the skull is on the mini-map. Turn out that 'skull' was just one of the little, unclassifiable brown guys you've seen. However, it may not be strong, but it sure is fast - and runs away every time you see it. The goal is to follow it's pattern, and send Zelda packing in one direction, and have Link go the other to try and sandwich it. Zelda will have it scramble in one direction, and Link takes the oppertunity to slash it. The enemy will then yield a [Small Key]. Go north, unlock the door, cross the lava by riding Zelda, and prepare for a pretty hard mini-boss battle. +-*-*-*-*-*-*-+ | Mini-Boss | +-------------+ This guy makes a comeback from Phantom Hourglass. I don't believe he had an official name (if he did, feel free to correct me) so I just called him Fishman. Turns out his name in this game is Geozard, so I'll refer to him as that. Well, he's back, and a lot harder too. He's fast, and delivers hard, swift strikes with his sword. Use Zelda to distract him - target Geozard you'll get a yellow, target icon - and then have Link go from behind in the swordfight, and strike. Spin strikes work best. This is about all there is to the battle, but it's a lot easier said than done, and the whole battle requires around six to nine strikes. --- Continue on, there's some blue jars to rejuvenate your health if you need it, then head south through the passageway, then west. There's some sort of strange, tall goblin on top of a tall creature of some sort, just ignore it. Go up to the never-ending line of fire, and use Zelda to stand in front of it and block the flames, allowing Link to past. There's then a little ledge - put Zelda in front of it, and have Link jump on. You can now go up to the creature and slash it if you desire. Go back, and head through the flames. Be careful of the one statue that's high up, though, wait for it to pass. Continue on, passing by the first passageway, and going to the room with the key on the island. Use the Whirlwind to knock it off, then grab the [Small Key]. Continue, careful of the flames, back to the square room. There are two statue-goblins, so slay them if you want to, or just open the locked door, and continue up to the seventh and final floor. - Head north and pick up the [Snow Rail Map]. Use the blue light to return back to the lobby. Talk to Anjean real quick, then let's get going. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /\ /\ /__\ Errands /__\ /_\/_\ IIIi. /_\/_\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Head down to Castle Town - but on the way, you'll get rammed by some animals. You have no way of defending at the moment, so Zelda suggests that we go to Castle Town, which is why I asked you to go there. Head up to the Hyrule Castle area. Also note that if you didn't get your shield at Whittleton, Castle Town's general store also supplies it, so grab it if you haven't already. Once in the castle, head to the clinic area, it was the hallway on the left if you forgot. Oh yeah, we forgot all about Alfonso, didn't we? Talk to him, and he states that once he gets back home to Aboda Village, he can do something about our train problem. Do what the man says and head to Aboda. - Not really much has changed on the tracks, but still you have to be careful about the evil spirited trains - it's not that hard to get into a nasty crash with any of them. But anyways, when you arrive, Alfonso's going to fix you up with something special for your train. He suggests that you go visit Niko while he's fixing it up. Niko's in the western most house, if you forgot. Talk to him, and he'll go on about how he always wanted a stamp collection. He requests that if you see any stamp machines, that you should fill up his stamp book with it. He then gives you his [Stamp Book]. You can start with the one right outside, near the northern-central part of the village. Anyways, Alfonso's done now, so if you go near the ship, you'll find out that it's now equipped with a cannon. +---------------------+ Alright, though we're supposed to be going to the | Note! | Snow Temple, I'm going to go ahead and grab some of +---------------------+ the missed stamps. The first is in Whittleton - so | After you get your | head there. It's a safe trip except for the one | cannon, the rest of | group of cattle on the road that you always hit | this section of the | when you head to Aboda. Go to the northeastern most | guide is optional. | part of the village, to the second screen. Head north, +---------------------+ and right next to the beehive is your stamp machine! Now, exit Whittleton and head to the Forest Sanctuary. Like the trip to Whittleton, it's a relatively safe trip. The stamp machine in the Forest Sanctuary is located near the northern-most steps. Head back to the train, and head to the Forest Temple. Watch out for a skulltula, or two. You may remember the Stamp Machine in the Forest Temple. Go north into the main floor, and head through the path. Go down the bridge to your west, then head north into the poisonous gas area. Blow away all the gas, and then at the western most part of the chamber, where the switch with the 100 rupees was, is the stamp machine. Go back out the way we came, and now we're all caught up with stamps! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /\ /\ /__\ Rabbitland Rescue /__\ /_\/_\ IIIj. /_\/_\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ If you're in the Forest Temple, make a U-shape and go in the direction leading off the map. On the way to the snowy area, however, if you have a keen eye, you'll notice a small, little docking station tucked away without a map icon. Enter it, and strangely, the place is called Rabbitland Rescue. Talk to the lone man dressed in a rabbit costume (or I can't tell, perhaps he's simply a giant bunny) and he'll give you an item called the [Rabbit Net]. Apparently, if you're noticed any bunnies on the side of the road, nail it with the cannon to initiate a catching mini-game. You can then catch the rabbit, and bring it here so it has a good home. Like the stamp collecting, collecting rabbits can net you some nice rewards as well. Strange little visit, but nevertheless, continue on your journey. On the way, you'll land in the Snow Realm. Take a right, and you'll notice a strange arc. Hit it with your cannon, and it'll turn yellow. You'll initiate a cut-scene. If you want to test it out, pull your whistle while running through it to create a warp between here, and the Forest Realm. Pretty neat. Either way, continue chugging along to the snowy icon, which is a town called Anouki Village. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /\ /\ /__\ Anouki Village /__\ /_\/_\ IIIk. /_\/_\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Landing in Anouki Village, you'll notice that it's a snowy village with Eskimo-like inhabitants. Before you get too into this, however, you may want to grab the stamp from the [STAMP MACHINE]. If you immediately branch off from the main, stone path when you depart off the train to your right, then head north, in the middle of some trees is your stamp machine. A word of advice, however: this town does have enemies, and one in particular, the frozen Chu, is undefeatable, and does a lot of damage. If you get caught by one, rub the stylus on your screen, but try to avoid them. Once you get on the main path, the one last point of interest would be a new song. Go up to the whistling stone right below the village chief's house, or the northern most center house, and play Orange, Yellow, Orange, Blue. +-----------------------------+ A tresure chest will appear in place of the | SONG OF DISCOVERY | stone. Open it, and inside, you will find a |-----------------------------| [Red Potion]. It may come of use later. | A -- B -- A -- G | |-----------------------------| The last thing you have to do in this village | Orange, Yellow, Orange, | is find some way to access the Snow Sanctuary. | Blue. | Head up to the village chief's house, it's |-----------------------------| the one at the very top of all the stairs | Used to uncover hidden | and hills. Once inside, he's willing to do so, | spots. | but he had a dilemma himself - he needs to +-----------------------------+ pair up all the Anoukis, but they are very picky about who they want to be paired up with. You can try and find out yourself, but of course, again, this guide will just give you the answers. If you would like to find out yourself, just talk to all the Anouki's, and they'll give you their preference, and you have to put them all together to find out who doesn't want to pair up with who. When you're done, talk to the village chief, who'll give you a diagram. For you cheaters out there, the matches are below. Just match up one with one, two with two, and three with three. [1] [2] [3] [1] [2] [3] Once completed, you'll be rewarded with a [Red Rupee]. Hooray. But also, he'll tell you how to get to the Snow Sanctuary. Draw a path leading out to the path leading to the Snow Sanctuary, and jump aboard. o---------------------------------o | SNOW RABBIT | |---------------------------------| | If you depart westwards from | | Anouki Village, just a few | | seconds after departing, you | | can spot a black rabbit behind | | a boulder to your right. | o---------------------------------o Once you capture your Snow Rabbit, the ride is relatively calm sans a boar raid, which are simple enough to fend off. However, the trouble begins when you enter the tunnel. If you look up at the camera, you may spot something strange. That's because it's a ... O-*-*-*-*-*-*-O | Mini-Boss | O-------------O A huge, rock, bug-like creature with a single eye that appears to be in it's mouth drops from the ceiling. The mini-boss is simple, but I wouldn't quite say easy. All you have to do is tap it's eye to fire a cannon at it. After about four or five successful launches at it, it falls down, but starts to chase you a few seconds later. Simply keep firing at it, and once it had fallen down about four or five times, the boss is over. There's no real strategy to this mini-boss if you're having trouble - just practice aiming, because accuracy is the main key to this mini-boss. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /\ /\ /__\ Snow Sanctuary /__\ /_\/_\ IIIl. /_\/_\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +------------------------------+ Immediately after you finish the mini-boss, | STAMP VI | you'll exit the tunnel and end up in the |------------------------------| Snow Sanctuary area. To the east is a | As soon as you leave the | general store, where you can purchase any | station, head northwest | necessities you may need. What's important | until you come across a set | there, however, is a Heart Container. It's | of stairs. The stairs should | unfortunately worth a whopping 2,000 | loop around, at the top is a | rupees - and even with me pointing out most | Stamp Machine. | major sources of cash so far, it's highly +------------------------------+ unlikely you've even got half the cash. Remember this general store for later. Just continue the path - head west, and follow +----------------------------+ the stairs. Watch out for the white wolves, | ANOUKI GENERAL STORE | who are craftier than most enemies. To kill |----------------------------| them, you'll probably have to corner them. Trek | Shield ...............0150 | upwards through the path, until you come | Red Potion ...........0100 | across a narrow path with some iced Chus. | Purple Potion ........0100 | To defeat them, you have to hit them with your | Prize Postcards ......0100 | Whirlwind, and while they're stunned, slash | HEART CONTAINER ......2000 | them. Continue through the path until you come +----------------------------+ upon the rocky cave. +--------|X|--------+ | \ / XXXXX | | 1---/--2 X 3--- | / XXX \ XX | | / X X \ X | \ 4 X 5 X \ 6X / |\ X \ X X /| | \ X \ XXX / | | 7 X 8------9 | | X[X] | +-------------------+ Above is a diagram of the room you are in when you enter the cave. Your goal is to cross the other side. But it's not that easy - you can't be seen by any of the statues laying around while crossing. To avoid their line of sight, simply follow the 'X's I made on the diagram above. Press the switch, follow the X's, and you should be good to go! The next room in contains Steem. Perform the song that he requests, and then, your Snow Map Piece gets an upgrade! That's about all that the Snow Sanctuary can offer for now, so when you've finished, depart at the station. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /\ /\ /__\ Wellspring Station /__\ /_\/_\ IIIm. /_\/_\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +-------------------------+ If you want, you can technically head straight to | SNOW RABBIT | the Snow Temple. But the problem is, there's a |-------------------------| huge blizzard there, and like the Lost Woods, | If you're departing | you'll probably have trouble going in and finding | EAST from the Snow | the correct path to the temple without | Sanctuary, you can spot | some preparation first. So, let's find the | a snow rabbit right at | correct path. When you get to the blizzard area | the three-way inter- | on the tracks, just skip past it and go ahead. | section. It should be | Eventually, you'll come across a lone station. | on your right side. | Stop there. +-------------------------+ You can then enter Wellspring Station. There is nothing of interest (the stamp machine requires additional equipment before you can reach it) except for a lone house on the east side of the area. Might as well head there. Once you enter the building, Zelda'll appear and point out a map on the desk. Take a look at it, and mark the spots on your map. Leave the station and visit them. Or rather, it. The guy who made the map, Ferrus, is down at the southern most marked spot on the map. Head there, and you'll see a blue-haired man taking photographs. When you get near him, come to a halt to initiate a little cut- scene. Then, after some dialogue, he'll offer you an old map of the proper path to the Ice Temple. Blow in the microphone to clear the dust clouds, then trace the map on to your own map. Now, head to the Snow Temple using the newly marked path. You may want to stop at Wellspring again, however, so you don't have to go backwards the entire trip there. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /\ /\ /__\ Snow Temple /__\ /_\/_\ IIIn. /_\/_\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ As you land, you'll get a quick little talking with Zelda. Otherwise, just continue up, and head through the north door. Smash the pots in this room if you so desire. In the next room, watch out for the Keese. Also note that the frozen grass in this temple needs to be sliced to pass through, and you cannot just step over it. That said, slash the grass and continue to the room to your north since there's nothing more we can do here. In the next room, Zelda points out the bell. First, though, you may want to clear the room of frozen Chus. Nail them with your Whirlwind, and when they're stunned, you slash them. Once done, go south of the block carrying the bell - and push it forwards. This will slide it into the switch, which opens up a door to your east. Enter the newly opened room and you now have a puzzle of some sort. You have to cross a large gap that's too big too jump across. You have to push the block to make a stepping stone formation to cross the gap - but the problem is, the block below is on ice, and slips around easily. +---------------------------+ |-------- X _ ---------- | |X --> _|_| | | |_|X | | | | |^ V | |X


text:
- Report: #603645
Report - Rebuttal - Arbitrate
Complaint Review: TIRE CHOICE
TIRE CHOICE4710 ROWAN ROAD NEW PORT RICHEY, Florida United States of America
TIRE CHOICE WENT IN FOR A ALIGNMENT ,TIRE ROTED,BALANCE ONLY, AND DID $329.21 ADDITIONAL WORK WITH OUT AUTHORIZATION; ALL THE WORK THEY DID WAS ALDEADY DONE 30 DAYS PRIOR FROM ASE CERT. AUTOMOTIVE SHOPS,I HAVE AL NEW PORT RICHEY Florida
Ripoff Report
About you?
Ripoff Report
A business' first
line of defense
on the Internet.
If your business is
willing to make a
commitment to
customer satisfaction
Click here now..
Does your business have a bad reputation?
Fix it the right way.
Corporate Advocacy Program™
Me and my wife went to Tire Choice on 4710 ROWAN rd. New Port Richey, Fl. 34655 tel . 727-376-5493 for a simple tire rotation and to have my tire balanced along with a alignment. Since they sent us a coupon in the mail for the alignment being $69.99 and tire rotation for and additional $10.00 which comes to a total of $79.99.We thought it was closer to our home and not a bad deal for what we need needing to have done.The Manager Bobby has no public relation whats so ever.Either its his way or no way. The or some one must of made a mistake in there garage,Because not only giving me a tire rotation ,wheel balancing and alignment. They decided on giving me a transmission flush.Which was done April 20 2010 at Chet & Micks located on US HWY 19 S, New Port Richey FL. The Radiator Flush was done on April 13,2010 from Hallers Automotive on Trouble Creek Rd. New Port Richey,FL. The Oil Change and Air breather tube was replace and done on April 10,2010 By Jerry aotomotive on alt 19 Holiday,FL. ALLTHIS WORK WAS PERFORMED WITH IN THE PAST 30 DAYS!!!! So the final result they would not let me take the car off there property,and said they where giong to put a machanic lein on it. And to top it off they where unable to take off the rear driver side tire, because they said a stud may brake,so i am wondering how did they rotate the tires ? And Jerry Automotive still has the cling on on the inside of the wind sheild stating the Date they did it and the mileage. AND NOW THE ENGINE LIGHT STAYS ON CONTINUESLY!!!!! SO A $79.99 REPAIR COST ME AND MY WIFE $329.21.AND I AM TOTALLY DISABLE.cc Atty;G Andiotis cc;B.B.B cc; CONSUMERS AFFAIRS cc; FOX 13 NEWS ATTY;ERICK SEIDEL
This report was posted on Ripoff Report on 05/15/2010 08:20 AM and is a permanent record located here: http://www.ripoffreport.com/r/TIRE-CHOICE/NEW-PORT-RICHEY-Florida-34655/TIRE-CHOICE-WENT-IN-FOR-A-ALIGNMENT-TIRE-ROTEDBALANCE-ONLY-AND-DID-32921-ADDITIONAL-603645. The posting time indicated is Arizona local time. Arizona does not observe daylight savings so the post time may be Mountain or Pacific depending on the time of year.
Ripoff Report has an exclusive license to this report. It may not be copied without the written permission of Ripoff Report.
Click Here to read other Ripoff Reports on TIRE CHOICE
If you would like to see more Rip-off Reports on this company/individual, search here:Search Tips
In order to assure the best results in your search:
- Keep the name short & simple, and try different variations of the name.
- Do not include ".com", "S", "Inc.", "Corp", or "LLC" at the end of the Company name.
- Use only the first/main part of a name to get best results.
- Only search one name at a time if Company has many AKA's.
Advertisers above have met our
strict standards for business conduct.

subset: commoncrawl


text:
The 31-year-old forward was recalled last week for the African Nations Cup final round first leg against Cape Verde Islands on Sept. 8, eight months after he was suspended for having led a player strike over unpaid bonuses.
The row caused Cameroon to cancel a friendly in Algeria.
"I regret to inform you I've decided not to participate in any game with the national team since the flaws I kept denouncing as a captain have not been solved," Eto'o wrote in a letter to the Cameroon soccer federation published on his website.
"The national team environment is still made up of amateurism and bad management which do not suit the requirements for high-level sport," added the four-times African Footballer of the Year who has played for his country more than 100 times.
"I am sure all (Indomitable) Lions lovers will understand my move which is only aimed at drawing attention on the necessity to have a more professional management of this team," added former Inter Milan and Barcelona player Eto'o.
"This team is an institution which brought a lot to our country and we can still expect a lot from it."
Eto'o now plays for wealthy Russian Premier League side Anzhi Makhachkala.
The two-legged match between Cameroon and Cape Verde Islands will decide a place at the 2013 finals in South Africa.
The return leg is in Yaounde in October.
- Cape Verde Islands


text:
We're listening
Please take a moment to fill in our feedback form. We want your feedback to help improve Gulf Winds. Just select a feedback topic, enter your subject and message. Thank you!
Pensacola Area: 850.479.9601
Tallahassee Area: 850.562.6702
Email us at: or use our Secure Message Center to email us securely.
Contact Center Hours of Operation:
Monday through Friday: 8:00 a.m. - 5:00 p.m. CST
Saturday: 8:30 a.m. - 12:00 p.m. CST
Find a branch near you or find a free ATM.
Pensacola Area: 850.479.9601
Tallahassee Area: 850.562.6702
Toll-Free: 1.800.650.6328
After Hours, Weekends and Holidays: 1.800.472.3272
Toll Free: 1.866.820.6803
Corporate Office & Mailing Address
Gulf Winds Federal Credit Union
220 E. Nine Mile Road
Pensacola, FL 32534
Before you send a fax, please call us at 850.479.9601 for the appropriate fax number.


text:
- Report: #923637
Report - Rebuttal - Arbitrate
Complaint Review: Electrolux
Electrolux2715 Washington Road Augusta, Georgia United States of America
Electrolux Frigidaire Awesome Consumer Ripped off by Electrolux! Augusta, Georgia
Ripoff Report
About you?
Ripoff Report
A business' first
line of defense
on the Internet.
If your business is
willing to make a
commitment to
customer satisfaction
Click here now..
Does your business have a bad reputation?
Fix it the right way.
Corporate Advocacy Program™
A year later i had to pay $500 to get it repaired; and 6 mons. later, it broke again; they want to charge me another $500 to repair it. How can a machine that only gets used every 2 weeks, break within a year of ownership? R u kidding me? I will never ever every buy one of their "products" again!
I have reached out to Better Business Bureau and still have not rec'd help.
This report was posted on Ripoff Report on 08/07/2012 09:25 AM and is a permanent record located here: http://www.ripoffreport.com/r/Electrolux/Augusta-Georgia-30909/Electrolux-Frigidaire-Awesome-Consumer-Ripped-off-by-Electrolux-Augusta-Georgia-923637. The posting time indicated is Arizona local time. Arizona does not observe daylight savings so the post time may be Mountain or Pacific depending on the time of year.
Ripoff Report has an exclusive license to this report. It may not be copied without the written permission of Ripoff Report.
Click Here to read other Ripoff Reports on Electrolux
If you would like to see more Rip-off Reports on this company/individual, search here:Search Tips
In order to assure the best results in your search:
- Keep the name short & simple, and try different variations of the name.
- Do not include ".com", "S", "Inc.", "Corp", or "LLC" at the end of the Company name.
- Use only the first/main part of a name to get best results.
- Only search one name at a time if Company has many AKA's.
Advertisers above have met our
strict standards for business conduct.


text:
- Browse bikes
- Top bikes
- Tools
- News & reviews
- Forums
- Free classifieds
Honda CG 125 2007
Picture credits - Honda. Click to submit more pictures. 2!!!
|Honda's profilation of this bike
|For over 25 years the CG125 has put people on two wheels with dependable performance and exceptional economy, running for years on end with minimal extra investment of time or money.
|General information
|Honda CG 125
|66.2 out of 100. Show full rating and compare with other bikes
|Engine and transmission
|124.00 ccm (7.57 cubic inches)
|Engine type:
|Single cylinder
|11.00 HP (8.0 kW)) @ 9000 RPM
|9.80 Nm (1.0 kgf-m or 7.2 ft.lbs) @ 7000 RPM
|Bore x stroke:
|56.5 x 49.5 mm (2.2 x 1.9 inches)
|Fuel system:
|Carburettor. 22mm piston-valve type
|Fuel control:
|Overhead Valves (OHV)
|Cooling system:
|Transmission type
final drive:
|Capacitor Discharge - CDI
|Physical measures
|Dry weight:
|114.0 kg (251.3 pounds)
|Seat height:
|781 mm (30.7 inches) If adjustable, lowest setting.
|1,297 mm (51.1 inches)
|Overall length:
|1,982 mm (78.0 inches)
|Ground clearance:
|173 mm (6.8 inches)
|Chassis and dimensions
|Front suspension:
|31mm telescopic fork, 102mm axle travel
|Rear suspension:
|Dual dampers with 5-step adjustable spring preload, 80mm axle travel
|Front brakes:
|Single disc
|Front brakes diameter:
|240 mm (9.4 inches)
|Rear brakes:
|Expanding brake (drum brake)
|Rear brakes diameter:
|130 mm (5.1 inches)
|Speed and acceleration
|Power/weight ratio:
|0.0965 HP/kg
|Other specifications
|Fuel capacity:
|13.50 litres (3.57 gallons)
|Further information
|Ask questions
|Enter the 07 Honda CG 125 discussion group.
|Related bikes
|Get a list of related bikes for comparison of specs
|Parts, gear and accessories
|Check out offers from our webshop partners. Only in the US and Canada yet.
|Insurance, loans, tests
|Search the web for dealers, loan and insurance costs, tests, customizing, etc.
Buying a bike starts at Bikez
Get a list of related motorbikes before you buy this Honda. Inspect technical data. Look at photos. Read the riders' comments at the bike's discussion group. And check out the bike's reliability, repair costs, etc.
Show any such bikes for sale on our Bikez.biz Motorcycle Classifieds. You can also sign up for e-mail notification when such bikes are advertised in the future. And advertise your old MC for sale. Our efficient ads are free.
You are also welcome read and submit quality motorcycle reviews.
|Rating sample for this Honda
Fun-factor for the 2007 Honda CG 125:
(70.9 out of 100)
Click here for complete rating. You can also compare bikes.
Pictures, trademarks and logos of third parties are exclusive property of the respective owners. Technical specifications are subject to change without notice. Bikez.com has been developed by low-cost software development company ObjectLabs.
Aprilia BMW Ducati Harley-Davidson Honda Kawasaki KTM Moto Guzzi Suzuki Triumph Ural Yamaha
Copyright © 1999-2016 by Bikez.com a.s. This web uses cookies.
About Bikez. Advertise products. Contact Bikez.com. Privacy policy. Motorcycle catalogue and Motorcycle classifieds
Copyright © 1999-2016 by Bikez.com a.s. This web uses cookies.
About Bikez. Advertise products. Contact Bikez.com. Privacy policy. Motorcycle catalogue and Motorcycle classifieds


text:
Saturday, Dec. 10, 2011
ATLANTA, Ga. -- It was a win 25 years in the making. After trailing 14-0 and barely touching the ball most of the first half, the Bears turned the tables on Peach County, winning the school's first Class AAA state championship, 28-14 Saturday in the Georgia Dome.
Sophomore Donquell Green scored a 13-yard touchdown with 2:43 remaining to cap the scoring, and the defense did the rest.
When the Bears took the ball with 4:45 left in the first half, they trailed 14-0 and only held the ball for 4:23 of the previous 19 minutes. That all changed when Green completed a deep pass to Kadarius Burdette. Then, Burke County took over on the ground, capping the drive with a plunge into the endzone.
In the second half, it was all Bears. Burke County scored on a 31-yard Green run, and a Mayton two-point conversion tied it at 14.
Then, on the final possession of the third quarter, Mayton got in from a yard out once again for the Bears' first lead of the game.
All that was left was another Green touchdown and a celebration.


text:
crave simple.
at bare, we believe the less you add, the more you actually taste.learn more »
Our snacks are born of the belief that simple is more satisfying and downright delicious. We slice real fruit, sprinkle with a dash of seasoning, and bake it up slowly for a one-of-a-kind crunch.
There's no extra stuff. Nothing artificial. Just simple snacks with an out-loud crunchiness that show how delicious living life a little more simply can be.
Baked Crunchy Banana Chips.
Perfect every way you slice 'em. Our banana chips are made with no added oil and one simple ingredient–bananas! It's no wonder our latest chips to join the bunch are unabashedly crave-able.
if nature makes it, bare can bake it.
We've got a variety of snacks to tempt your taste buds including apple chips, banana chips and coconut chips.
simple tastes so good.
Add a dash of simple and a sprinkle of crunch to snack time with these easy recipes and ideas.
Try pairing our Apple Chips with nut butter.get recipes »


text:
- 12 November
- 11 February next year
- 10 November.
Few people could pinpoint Cameroon on a map and fewer still know what it has to offer. This oddly shaped country stands squarely between West and Central Africa and has it all – wildlife filled jungles where pygmy communities still live to the moonscapes to the north, pushing up against the Sahel and home to a diverse array of ethnic groups living in the mountains.
We offer both small group tours and tailor made holidays to see traditional chiefs and sultans and the most colorful ceremonies you are ever likely to see, as well as national parks such as Waza with its huge herds of elephants offer great game viewing. Cameroon can be a culture shock – its villages have changed little over time while its cities encapsulate modern Africa at its most vibrant. Cameroon is an experience that you are unlikely to ever forget.
Explore the unique tribal kingdoms of Cameroon's south, a land of ancient traditions and colorful customs. Experience the hospitality of local villagers and learn about their lives by staying in a village in the picturesque highlands. In the north, search for lions and elephants in Waza National Park and spend time in the other worldly landscape of the Mandara Mountains. Not for nothing is Cameroon called 'Africa in miniature'!
Tour Itinerary:
Day 1: Douala. On arrival in Douala you will be met and transferred to your hotel. The rest of the day is free to relax or explore this lively city. Overnight Aquarius Hotel or similar.
Day 2: Bafoussam. Drive through rubber, banana and coffee plantations on the road to Bafoussam. We visit a tropical flower plantation as well as the impressive Ekom Waterfalls. Later we stop at Baham to visit the palace of a traditional Bamileke chief. At the end of the day we arrive in Bafoussam. Overnight Hotel Altitel or similar. Includes: (B), (D).
Day 3: Bamenda. After breakfast we leave for Bamenda, visiting the sacred Mectchie waterfalls en route, where local Bamileke people come to make sacrifices in the hopes that their wishes will be granted. On arrival in Bamenda we visit the local markets and the chief's palace at nearby Bafut, where we see traditional dances by the princes and princesses. Overnight Ayaba Hotel or similar. Includes: (B), (D).
Day 4: Wum - Okpwa. We continue on the 'Ring Road' to Wum, visiting Menchum Falls along the way. The scenery of this area is quite beautiful, with meadows, mountains and lakes, punctuated with Fulani herders tending their livestock. At Wum we set off on foot to reach the village of Okpwa, our base for the next two nights. Overnight in tents or a village house. Includes: (B), (D).
Day 5: Okpwa. We spend today in Okpwa, settling into the rhythm of village life and learning about the traditions and customs of the Bororo people that live here. This is a fantastic insight into the intricacies of life in rural Cameroon, and one of the highlights of the trip. Overnight in tents or a village house. Includes: (B), (L), (D).
Day 6: Wum – Bamenda – Babungo. We say goodbye to our hosts and walk back to Wum, where we visit the beautiful crate lake. From there we drive to Bamenda and take a short tour of the city's sights before heading to Babungo. We visit the museum at the Fon's palace, home to more than 3000 traditional masks. Overnight at the Babungo Foundation guesthouse. Includes: (B), (L), (D).
Day 7: Babungo - Foumban. This morning we visit some of the projects of the Babungo Foundation, a village community initiative which includes a pig farm, a traditional and modern clinic and a school. We then drive to Foumban. The town is renowned for its excellent traditional crafts and is rich in history, with good museums and a superb royal palace, and we spend time exploring the town's key sites. Overnight Paradise Hotel, Koutaba or similar. Includes: (B), (L), (D).
Day 8: Dschang - Douala. Drive back to Douala via Bafoussam and Dschang, where we visit the small market. Overnight Aquarius Hotel or similar. Includes: (B), (D).
Day 9: Maroua – Oudjilla – Waza National Park. We leave the south behind and fly to Maroua in the far north of Cameroon. The landscape here is utterly different to that which we have already seen, and much more arid. We visit the village of Oudjilla with its chief's palace, set in a walled compound and home to his family. Oudjilla is set amidst stunning scenery, and if we are lucky we may meet the chief, who has more than forty wives. Later we drive to Waza National Park where we spend the night. Overnight at Campement de Waza or similar. Includes: (B), (D).
Day 10: Waza National Park. We spend the day on game drives through the park, looking for elephants, antelopes, giraffes and lion as well as other species. Waza is one of the region's best national parks and large herds of elephants can often be seen at the waterholes here, while chances to spot lions are good. Overnight Campement de Waza or similar. Includes: (B), (D).
Days 11–12: Mandara Mountains. We head into the hauntingly beautiful landscape of the Mandara Mountains, where villages are dotted around volcanic plugs jutting into the sky. We stop first at Djinglya and visit a traditional Mafa home as well as a handicraft co-operative. We then travel to the village of Rhumsiki, set amidst some of Cameroon's most stunning scenery. We visit the potters, weavers and the crab sorcerer, who predicts the future using crabs. Spend time exploring this traditional area before heading back to Maroua on Day 12. Overnights at La Maison de l'Amitie, Rhumsiki and Hotel Le Sare, Maroua or similar. Includes: (B), (D).
Day 13: Douala. Fly back to Douala for our final night in Cameroon. Includes: (B), (D).
Day 14: Douala. Depending on your time of departure, there may be time to take a boat ride through nearby mangrove forests and visit local fishing villages. Tour ends with a transfer to the airport. Includes: (B).
Out-Of-The-Ordinary Ranking
Also see tour packages in:
Africa Cameroon Local Culture Cultural Journey National Parks


text:
Understanding Medicare Parts A B C & D
Understanding All the Parts of Your Medicare Coverage
Ask most people to define Medicare and they'll tell you that it's health care coverage from the federal government for U.S. citizens age 65 and older. That's certainly true. But to be sure you're getting the most from your Medicare coverage, it's important to understand all of Medicare's parts, and what each one covers.
Who is Eligible for Medicare?
First off, let's be clear about who is eligible for Medicare. Even if you're not 65 yet, you may still be able to take advantage of Medicare. That's because people of any age who are disabled, or have End-Stage Renal Disease (kidney failure), may qualify for Medicare.
To determine if you're eligible for Medicare, you can use the Medicare Eligibility Tool at Medicare.gov.
Understanding Medicare Parts A through D
Medicare is split into four parts, A, B, C and D. Each part covers a specific set of health care services or expenses.
Part A-Medicare Part A is often referred to as hospital insurance. You'll need it if you're ever admitted to the hospital, for any reason. However, Part A covers more than just hospital stays. You'll also be covered for:
- Inpatient care at a skilled nursing facility
- Inpatient rehabilitation
- Home health care Hospice care
Part B-This is medical insurance for issues that don't require hospitalization, including preventive care. You'll want Part B for coverage that extends to:
- Doctor visits
- Outpatient treatment
- Preventive care services (screenings & checkups)
- Home health services
- Durable medical equipment (including diabetes supplies)
- Ambulance services
- Mental health services
Part C-Also known as Medicare Advantage, Part C refers to private health insurance plans that provide Medicare coverage. Private insurers who offer Medicare Advantage plans are required to provide the same benefits as Medicare Parts A and B, and some carriers provide even more benefits/services.
Medicare Advantage plans:
- Must be approved by the Centers for Medicare and Medicaid Services (CMS), the federal agency that oversees the Medicare program
- Must maintain a contract with CMS to provide Medicare coverage
- Can offer prescription drug coverage (see Part D, below) as part of their plan offering
- May offer additional services/programs not offered by original Medicare
- May require you to use a specific network of doctors and hospitals
- May require you to pay additional premiums, copayments, coinsurance, deductibles or other out-of-pocket expenses
Medicare Supplement, or Medigap, plans: Medigap plans cover many of the out-of-pocket expenses (copayments, coinsurance, deductibles, etc.) that original Medicare does not. Only private insurance companies offer Medigap plans, and there are currently 10 plans from which to choose. Keep in mind, however, that not all Medigap plans may be available where you live.
Understanding The ABC's and D of Medicare
Part D-Part D is Medicare prescription drug coverage. Sometimes referred to as MA-PD, Medicare prescription drug plans:
- Are provided by private health insurance companies
- Can be offered as stand-alone plans or as part of a Medicare Advantage plan
- May require you to use specific pharmacies or get some of your medications by mail
How Much Does it Cost?
Part A is free for most people, as long as you are already receiving benefits from Social Security. Part B requires you to pay a monthly premium, which can change from year to year. In addition, individuals with high incomes may need to pay more for their Part B premium. If you have limited income, you may qualify for a special Medicare savings program from your state.
Prices for Part C, Medicare Advantage plans and Medigap plans, as well as Part D, prescription drug coverage, vary based on your selected plan and insurance carrier. To find a plan in your area, you can use the Medicare Plan Finder at Medicare.gov, or contact a qualified Medicare insurance agent.
What are Late Enrollment Penalties?
If you don't sign up for Medicare Part B and/or D as soon as you become eligible, you could wind up paying more in monthly premiums down the road. To keep costs down for everyone, Medicare needs everyone to begin paying their Part B and D premiums as soon as they're eligible.
The reason is simple...if everyone waited until they were sick to enroll in Part B or Part D, Medicare would never be able to sustain itself. The cost of paying for care for individuals who are ill and/or require expensive medications would far outstrip the amount of money taken in by Medicare in the form of premiums. So Medicare needs everyone to begin paying their premiums for Parts B and D as soon as they're eligible so there's enough money to care for everyone when they need it.
How Much are the Late Enrollment Penalties?
The late enrollment penalty for Part B is approximately 10% for every 12-months that you weren't enrolled, but could have been.
Part D has a similar late enrollment penalty, but the calculations are a little more complicated. You can be assessed a late enrollment penalty if, once your eligible for coverage, there is a period of 63 or more days where you go without Part D or other creditable prescription drug coverage (from a previous employer, for example). The penalty is calculated by multiplying 1% of the national base beneficiary premium by the number of full months you were eligible for coverage, but didn't enroll.
Still Have Questions? Talk to an Expert.
If you're eligible for Medicare, it's important to make sure you're getting all the coverage you deserve. Fortunately, understanding your options doesn't have to be complicated. At MedicareSolutions.com, we've put together a number of informative articles on a variety of Medicare-related topics. And Medicare.gov is the official website for Medicare beneficiaries.


text:
This Week In Santa Clarita previews the upcoming USL Womans League Championship, presented by Umbro, happening July 29 and July 31 in Santa Clarita, Califonia. Tickets to the "Final Four" format tournament are only $10 for a four game Championship Pass (advanced purchase).
Games will be held at the Harry Welch stadium at Canyon High School. More details, including pricing are available at Santa-Clarita.com/USL.


text:
Framestore enhances film and integrated advertising on servers powered by Intel® Xeon® processors.
NCH Corporation upgrades its RISC-based data center with Intel® Xeon® processor 7500 series-based servers.
National Stock Exchange uses Intel® Xeon® processors to increase server capacity, latency without adding servers.
Intel helps Sandia National Labs with HPC using the Intel® Xeon® Processor 5500 series.
Intel helps create an efficient green data center in Grenoble, France.
iStream Planet, Switch Communications, Intel deliver online media experience for 2010 Vancouver Winter Olympic Games.


text:
I want to announce my new long-term project:
Jabba's Palace
I'm planning to build first of all Jabba's throne room and some rooms around it and of course, the Rancor pit.
I also want to try to incorporate LEDs to create a proper atmosphere and if anyone knows a good seller in the interplay with LEGO bricks please tell me:)
Some parts are already here and others ordered, unfortunaly Tan bricks are expensive but I am confident;)
I already started with the first structures and have attached some pictures of the first arch and the already known Rancor.
Here the first Pictures (don't worry there will be more;)):
Just click on the links (I'm not allowed to use that image extension on this board.)
Updates in the last post!
arch with Twi'lek
Cheers, Vector
Edited by Vector, 07 April 2012 - 02:26 AM.


text:
My friend and I spent a couple weeks researching hotels in Chicago for my daughter's 30th birthday trip for 2 adult mother/daughters. For this trip, I was looking for a boutique hotel w/ a modern feel that had queen size beds (I was amazed that most hotels still have full size beds in their double rooms). Also on my pre-requisite list was some sort of breakfast. We found at the Amalfi, both a breakfast until 10 a.m. on each floor (!) but also an evening happy hour, that went from 5 till 7 p.m. The breakfast had yogurt, fresh fruit, breads, cereal - more than adequate. Happy hour had snacks, wine, beer & mixed drinks (high end liquor). What a life saver after a full day of shopping! Robes and slippers were provided in rooms, and there were several people wearing them to the breakfast area. Now to the staff: I can't say enough about them! From the inititial reservation to checking in, to help from the concierge, to the bell staff... they were all great. The attendants at happy hour were very nice (but busy!), and sent a nice surprise to our room later for my daughter. We've previously stayed at the comparable Raffaello, but the breakfast, happy hour and size of beds made the Amalfi a better value for this trip.
- Official Description (provided by the hotel):
- Located in the heart of the vibrant River North district, Kinzie Hotel embodies the adventurous spirit of Chicago. Named after the renowned Chicago settler and silversmith, John Kinzie, the history and culture of this exciting city unfolds at our doorstep, waiting to be discovered. Boasting a central location near Michigan Avenue and the Loop, this contemporary Chicago boutique hotel is a sophisticated downtown escape for both business and leisure travelers. Whether your interests are arts, dining, shopping, or nightlife, our ideal location easily allows you to embark on an urban exploration of Chicago. Chic, comfortable accommodations feature Chicago-inspired design elements and luxurious amenities, including rejuvenating H2O Plus Spa products and Keurig coffeemakers. Enjoy our continental breakfast, conveniently served on each floor just steps from your guest room. Every evening from 5pm - 8pm, guests are welcome to unwind during our nightly reception in the Double Cross Lounge. Each guest will receive one complimentary drink per night and can enjoy an assortment of hors d'oeuvres. Stay connected with lightning-fast WiFi throughout the hotel or by visiting our 24-hour business center. Keep up with your workout schedule in a well-equipped 24-hour fitness center, featuring state-of-the-art equipment, free weights, Yoga/Pilates mats, and more. At Kinzie Hotel, you'll experience Chicago like you never have before. ... more less
- Reservation Options:
- TripAdvisor is proud to partner with Hotels.com, Booking.com, Priceline, Expedia, Hotwire, Odigeo, Cheap Tickets, Travelocity and Jetsetter so you can book your Kinzie Hotel reservations with confidence. We help millions of travelers each month to find the perfect hotel for both vacation and business trips, always with the best discounts and special offers.
- Also Known As:
- Chicago Amalfi Hotel
- Amalfi Hotel Chicago


text:
Once a new therapeutic agent or strategy has been thoroughly studied in preclinical studies, the information generated typically is submitted to the Food and Drug Administration (FDA) as part of an Investigational New Drug (IND) application. Evaluation of the therapeutic agent or strategy in human subjects can begin once FDA has approved the IND application.
Clinical trials commonly are designed to investigate the safety and efficacy of new therapeutic agents for the treatment of HIV and its co-infections. The consequences of residual inflammation in virally suppressed individuals are also under investigation. The underlying pathogenic mechanisms are unknown or poorly understood. The potential for HIV eradication or long-term remission in the absence of HAART are also areas of intense research.
NIAID current research activities include the following:
Last Updated July 23, 2015


text:
February 8, 2013 | Categories: abstraction, colours | Tags: colliding saucers | Comments Off on tilt
Enter your email address to follow this blog and receive notifications of new posts by email.
Create a free website or blog at WordPress.com.
Get every new post delivered to your Inbox.
Join 68 other followers


text:
We're pleased to assist members of the news media with questions or interview requests. Please give us a call directly or send us an email, and we'll be sure to respond promptly.
Francine Pares, Communications Manager (512) 389-7435 office
Melissa Ayala
(512) 389-7572 office
Hanna De Hoyos (512) 852-7291 officeEnglish/Español
Mariette Hummel(512) 369-6253 office
Amy Peck
(512) 369-7778 office
News media hotline - after hours:
(News Media Only) 512-592-2171
Public Information Act requests and process


text: This deal is expired! The deal below has expired, but no worries. You can still check out available coupons and "follow" the store to receive alerts for future offers. Jos A Bank Coupons » Business Express Jacket Flag this deal What's the matter? Choose a reason Dead deal Duplicate Bad link Spam Inaccurate No value Alive again Edit deal mcbrock Nov 12, 2006 I think they have already raised it to $79. Reply smogbean Nov 11, 2006 Hey, it's great! But, in for Calvin Klein Suit. Reply Load More Comments


text:
Evite uses cookies to give you the best experience. Please read our
Privacy Policy to learn more.
Did you know you can Design Your Own Invitation?
Ooo La La
Venetian Ball
Havana Nights
Golf Course Sunrise
Road Trip
Beach String Lights
In the Clouds
Wine Country
Casino Royale
Winter Wonderland
On the Slopes
Get Some Air
Summer Bash
Beach Sandals
Moving Signs
Beach Yacht
Beach Dock
© 2016 Evite. All Rights Reserved.Evite® is a registered trademark of Evite, Inc.
in the United States and other countries.
The Evite logo and all other Evite-related trademarks are trademarks of Evite, Inc.
Please use this mark only to refer to our services.
Users of alcohol-endorsed Evite designs must be of legal drinking age.
Privacy Policy Terms of Service