These automaton statues come to life the moment it senses the presence of an intruder in it’s vicinity. In Spirit Tracks, it seems that Miniblins have accessed the ability to control these machines and will continue to ride them until they are knocked off. Once the Miniblin has been knocked off and killed, the Armos Statue will self destruct along with it.
These insects live in hives located throughout the trees of Hyrule. Disturb their nest, and they’ll attack you without abandon. There are only two ways to deal with them: Stay and use Spin Attack after Spin Attack to do away with them. Or simply run away for a period of time before they decide that you’re no longer a threat.
The Blastworm is actually a handy little enemy when you don’t have bombs. Hit it once, and it will curl up into a ball. You can then position it with the Whirlwind to blow up obstacles, or just sit back and watch as it begins to flash and eventually explodes.
These blue larvae are seen throughout the Forest Temple and in the boss fight against Stagnox, the Armored Colossus. Once struck, they will curl up into a ball and extract their spikes. If struck again, they will explode on impact, so it would be good advice to dispose of them from a distance.
These aren’t your run of the mill regular stones that Link can easily do away with. Boulders have been know to roll around in various parts of Hyrule. Link’s only option is to avert them as much as possible. However, when accompanied with the Phantom, you’re able to control it to stop it on it’s tracks to protect Link and clear the way for him of any upcoming danger. Not only are these boulders seen within the confines of villages and temples, but also in the overworld. When traveling in the Volcano active Fire Region, watch the ground for large shadows, that’s just forewarning that a molten boulder is about to fall from the sky. One cannonball will be enough to crumble those boulders to pieces.
Our good old friend the Bubble is back. They bounce around in a similar fashion to the Bubbles in Phantom Hourglass, but they now stop and chatter occasionally. Red ones will burn you, blue-white ones will freeze you, and the purple ones are invincible to your sword until you stun them with the whirlwind or boomerang.
The Bullblins from Twilight Princess also make an appearance- seen in the stage demo of the game, Bullblins ride Bullbos and attack Link’s train with bomb arrows while he rides the tracks.
It seems that a familiar enemy may have returned – the Bullbo from Twilight Princess. These giant boars are traditionally ridden by other enemies, and occasionally Link himself, although we see no trace of this in the trailer. However, we do see them charging at Link’s train, much akin to their charging run attack in Twilight Princess. It appears you use bombs to deter them, much like you would defeat enemies at sea in the Phantom Hourglass by using the cannon.
More friend than fiend, these creatures don’t have a mean bone in their body, for that matter, they are presumed to have no bones at all. These jellyfish-like monsters make a return from Phantom Hourglass. Residing within the waves of the Ocean Realm, these critters jump out of the water and slowly flutter back to the surface. They pose absolutely no threat to the train, other than being a distraction. Everytime you shoot this enemy, they give Link a rupee. After so many hits, it will reproduce a clone of itself. Now you’ll have two Buris to juggle in order to try and gain as much money as possible. Once they hit the surface of water or land, they’re gone, so take the opportunity to get some quickly earned cash, just make sure to also watch your back for any incoming enemies while you’re at it.
This overworld mini-boss (tentatively called the Cave Tunneler) is a tunnel-dwelling monster that you’ll encounter in a cave along the way to the Snow Sanctuary. It shares many common characteristics with the Gohma of previous games, including a single large, vulnerable eye. When it comes to defeating this beast, there’s only one real strategy: Don’t stop shooting it’s eye. Keep at it until it falls and you’ll be freed from the cavern.
These adorable chickens can be a helpful tool or a deadly demise, it’s your call. Once you’ve learned the Song of Birds, you can simply summon any nearby cuccos to come by your side and aid you. They can easily be picked up and used as a gliding device to hover from one location to another. Do not attack the Cucco. For if you do, the cucco will give out a cry that all cuccos of Hyrule will come to answer. This swarm of feathers can be your doom. Evade their pecks and scratches for as long as you can, but to have a better chance of survival, run away!
Dark Trains patrol the Spirit Tracks, taking the place of the trains you saw during your final exam at the beginning of the game. These trains cannot be defeated and will end your game if you hit them, but fortunately they are not smart. When they approach a junction in the tracks, an arrow will appear indicating their course. Just pay attention to the map and be ready to adjust your own path accordingly.
Making it’s debut on a portable game, these carnivorous plants live in the harsh terrains of the Fire Region of Hyrule. Considering they reside near the Goron village, they’re eager to have their first taste of Hylian flesh. When facing this foe, make sure to not stand in the same spot for too long, or else they could quickly swallow you whole. If that happens, simply shake your way out of the sticky situation. What you must do is make a clean horizonal slice across it’s feable little neck, and then attack it’s decapitated head until it takes it’s final dirt nap.
These flying miniature elephants are the first enemies Link will encounter while traveling on his train. With thier large ears, they flutter about the skies of Hyrule, however those ears come with a weakness: loud noises. Don’t fret if you don’t have anything to attack these enemies at first, for they can be stunned and frieghtened away if you blow the train’s whistle long enough. Once you obtain the Cannon, shoot these dumbos out of the sky, and if they are too agile for you, stun them with a blast of that whistle and then shoot to kill.
These burning juggernauts were once trains belonging to Hyrule Castle, that is until Chancellor Cole influenced his dark magic on them. Now they’ve become dangerous obstacles that Link must avoid at all cost when riding on his train in the overworld. One collision with these invincible enemies and the player will quickly be lead to the Game Over screen. Later on in the game, you’ll encounter a smarter version of the Fire Train. They are able to change tracks at a moment’s notice, trying to hone in on your position. Dangerous as they might be, every time you shoot cannonballs at it, it will momentarily stall, giving you that much time to gain some extra distance.
Invisible in the dark, these cursed spirits reside in the Spirit Tower where they await any brave adventurer whom enters. Frightened of the light, Link will become protected in the light of any lit torch. If he’s caught outside the lit area, the Ghinis will continue to pursue him until he reaches another safe haven.
A larger version of the Elephly, only three are of existence in Hyrule. Located outside the parameters of the Fire Temple, these large enemies have a unique way of killing them. First one must direct them head on and blow the train whistle with a short tug followed by a long one. This will stun the beast. Once that is done, simply open fire on them as much as possible.
These winged rats have long been present in the Legend of Zelda series. Residing within the confines of dungeons and caves, these bats flutter around trying to seep energy from Link any way they can. Fairly weak, these creatures can be taken out with very little effort – one hit from Link’s sword will do the job. Most items can kill them, but it’s best to rely on your sword if want to get job done as efficiently as possible. Be wary though, if they are caught in the flames of a lit torch, they can quickly become more dangerous by turning into Fire Keese or Ice Keese.
In certain temples, when you pick up the Boss Key, Key Masters will appear and attempt to steal it from you! Three hits with the sword will send them on their way, but beware: they reappear after a short time. Move quickly!
These amorphous monsters are walking digestive systems. If captured in it’s grasp for too long, it will eat your sword. Defeat it quickly and you’ll be able to get your shield back, if not, then you must purchase a new one and remain defenseless for the time being. Sword attacks are the norm to take them down, but if you’re in a hurry, give them a taste of some explosives. In Spirit Tracks Like Likes are now hidden in items. The way to quickly identify them is through shaking. They usually hide within treasure chests or pots, so if you see any one of these items shaking, it’s best to leave it alone unless you want to be it’s breakfast.
Mighty Zola Warrior (Mighty River Zora)
These red versions of the green Zola Warrior were unveiled in the E3 2009 trailer for Spirit Tracks. Although they currently have no official name, they seem to be of equal or greater difficulty than their green brethren. In addition, the Mighty Zola Warrior has the ability to shoot streams of fire from its mouth, making it an incredibly formidable foe. Having the Phantom nearby is your best bet for defeating this enemy, as the Phantom cannot be harmed by fire.
Moinks cannot be defeated and do not attack, but they will hurt your train if you hit them! Blow your train’s whistle to scare them off the tracks and be on your way.
Making it’s return from The Wind Waker, Mothula gets a whole new strategy in killing it on the handheld. Found in the Forrest Temple, they shoot Bubbles at you. The strategy in defeating these beasts is timing. Use your Whirlwind to reflect the thrown Bubble back at Mothula. Blowing it away too soon, however, will result in the Mothula sending it back, stunning Link, which would result for an open attack on him.
This brute looks to be a Miniblin that’s spent ages at the gym! Like the Cave Tunneler, this is an overworld mini-boss that crosses Link’s path when he needs to transport Carben to the Ocean Sanctuary. Appropriately wearing a Pirate Necklace, this leader of the Miniblins uses a large club as his main weapon. As he slowly makes his way towards Carben on the opposite end of the Passenger Car, it’s up to you to both of your backs from the onslaught of Miniblins that are still invading your train and the juggernaught that’s slowly making his way towards you. To kill this king you must first off avoid his attacks. He may be slow, but he does pack a punch. Watch out for his club and backhand attack as you continuously slice him up. If you keep it up, he and his Miniblin underlings will be no more.
This aquatic enemy resides in the confines of the Snow Sanctuary where it swims in it’s depths. It might seem docile at first, but that quickly changes. Much like the aquatic Octoroks from The Wind Waker, these beasts will spit projectiles at you. Not just any ordinary projectiles, but spikey balls. There are two ways you can kill Nessies when you first encounter them. You can either stun them with your boomerang and then go in for the kill with your sword. Or wait for Nessie to spit a spikey ball at you and reflect it back by using your Whirlwind.
Another faithful fiend of the series returns, still shooting rocks out of its cannon-like mouth, and they haven’t changed sincetheir Phantom Hourglass appearance. Make sure you don’t turn your back on them, and kill them with two hits from your sword.
These Octoroks make yet another return to the series. In previous games they have been witnessed to fire rocks when their heads break the surface of water. It is unknown as of yet if they will become a threat on the surface, however evidence has been shown that they now lurk beneath the waves, squirting ink at anything that threatens it.
Phantoms are very powerful enemies. Once they see you, they will chase after you until you reach a safe zone, and one hit from their powerful swords will finish Link’s journey. You cannot defeat a Phantom until you have collected the Tears of Light. Once you have them and your sword is glowing with energy, sneak up behind a Phantom and hit it in the back. This will allow Zelda to take control of it, eliminating the threat. When Zelda does possess one, she is able to distract other Phantoms through conversation while Link quietly sneaks by and perform other tasks to assist Link.
These Spirit Temple nuisances warn any Phantom of your presence if you’re ever within their line of sight. Once they catch sight of you, they’ll instinctly attach themselves to your body. After some time has passed, they will hinder your escape by making it manditory to shake them off. They are simply trying to buy the Phantom some time to make it over to your location. It is possible to kill these creatures, however another will take it’s place after a few moments have passed since the slaying of the original. If killing them is your goal, there are two ways about it: While hanging out of sight around a corner, stun them with your boomerang and then go in for the kill. Considering Phantom Eyes don’t consider Phantoms as a threat, you can misuse their trust and have Phantom Zelda kill them. They aren’t all bad though. Once you obtain control of a Teleporting Phantom, these Phantom Eyes can be your best friend for the Spirit Temple. Simply draw a path to one’s location, and your Teleporting Phantom Zelda will go where she was summoned to.
Straight from the Wind Waker’s Outset Island to your local Spirit Tracks, we once again meet our friends the Pigs, with interesting cow-themed colors. Like in the Wind Waker, they don’t appear to be much harm at first, happily wandering around the large field in the trailer before scattering from in front of Link’s locomotive when he blows the train’s whistle. However, if they stay true to their Wind Waker roots, attacking them would be a bad idea – a big one will deal huge amounts of damage!
Encountered on the open seas, these pirates are found in teams of three. They carry cannons, so it would be word to the wise to counter any attacks of theirs’ with cannon balls of your own. Once you’ve blasted any possible threat to your train from the skies, take aim at the hulls of their ships. It takes about two to three shots to sink one of these ships, so be on the offensive once you’ve got the opportunity.
Trudging along the tundras of the Snow Realm, these tanks maneuver alongside the tracks in order to get a clean shot of any passing trains that are coming their way. Essentially, these are the Pirate Battleships of the land, and they are just as dangerous. Take aim and fire as soon as possible before they derail you from your journey to save Hyrule.
These little bugs live in the Forest Temple. They are fairly weak and can be killed with just one simple gust of the Whirlwind. However, when they die, they leave a small cloud of poison gas, which can be cleared with another gust.
Living on the islands of the Ocean Region, these territorial crustaceans scuttle to and fro, making it impossible for Link to run past them. Stand to close to them and they’ll whack you with their large rock-like claw. There are only two ways to kill them. Since they are heavily protected in the front, attack their backside by throwing the boomerang to curve around and stun them. Once stunned, run behind, and attack their unprotected back. The second way of killing them is with the Whip. Simply target their large rock-like claw, and now they are defenseless. Feel free to kill them any way you want after they are left clawless.
Another enemy that is more annoying than dangerous. One hit and they are history.
Cousin to the aquatic Nessies of the Snow Temple, these brown counterparts reside within the sands of the Desert Temple. They submerge themselves in the sand and often times popping up in different locations. The key to defeating these foes is to use the Sand Rod to lure them out of their haven and then strike with the sword.
Back from the Ghost Ship, Skulltulas this time appear to have moved from their usual dungeons. These huge, creepy spiders will descend from their webs as you travel through forests. Use the whistle to scare them away, or hit them once in the back (you must wait until they turn around, so slow down your train!) when you have the cannon.
Found throughout the overworld of the Snow Region, these diabolical snowmen won’t be dancing around when you come near. They locate themselves near the train tracks where they wait for the opportune moment to throw their heads at you. Try to quickly dispose of their bodies with the cannon before they are able to line in another shot at you.
These annoying birds will plague your train, taking away one heart unless you manage to scare them away. Use your whistle repeatedly to scare them off, or hit them with the cannon once you have it.
These impervious beings can be quite the nuisance to anybody who crosses their paths. They skitter along the dungeon walls, making it more difficult for any adventurer to hasten his journey. The only advice one can give is to simply move out of their way, and keep good timing when dodging or else you may be hit with a train of Sparks coming along the opposite direction.
Spinuts are annoying little creatures that pursue you if they see you. Two hits with your sword will take care of them.
These skeletal foes make another return, for Spirit Tracks. Found in the Desert Region of Hyrule, these dead warriors attack Link with sword in hand, while others throw some of their very own bones at him. The key to defeating these beasts is to strike hard and fast with your sword before they are able to recooperate.
Making a return, these armored insects can be found in one place: Snow Realm Cave. After the Cave Tunneler has been defeated, if you ever make your way back through the cave, you’ll find it infested with these critters in it’s place. They will crawl upside-down and around the walls of the cave, trying to avoid any straight target from your cannon. One shot is enough to take them down, but keep your eyes open for the front and back of the train, because they like to slowly swarm your engine from multiple angles.
Vengas are straightforward enemies when alive: hit them once to defeat them. However, once they die they leave behind a cloud of poisonous smoke! Travel around it or get rid of the stuff with your Whirlwind; just don’t walk into it!
Besides the basic sword and shield, not many enemies throughout the Zelda series share a weapon with the Hyrulean hero. This newcomer to the series is shown with a whip in one hand. Located within the confines of the Ocean Temple, these enemies have a fairly close to mid range attack, so be weary. The best means of disposing of them is to stun them with your own Snake Whip, and go in for repeated blows with your sword.
These white wolves make a return from Twilight Princess. Presumed to inhabit cold areas, you’ll find a few of these White Wolfos hunting throughout the Snow Realm of Hyrule. They can be fairly difficult to defeat. They’ll jump and dodge your incoming attacks. So with great timing, you’ll be able to do away with these pups.
Zola Warrior (River Zora)
These titanic River Zora return once again from Phantom Hourglass, as mean and as ugly as ever. Still armed with their shield and club, they make formidable opponents, easily able to block any frontal attack. If they hold true to Phantom Hourglass, they will also be able to spit fire balls. However, Link defeats them in a novel new way, by using his metal clad friend to attack it from the front, distracting it, then running behind and slashing it repeatedly.