As with our at The Legend of Zelda: Spirit Tracks, if you're not particularly interested in reading some slight spoilers on Link's latest adventure in Hyrule, then you're probably better off skipping this update. We're jumping into some of the plot and gameplay details that occur after completing the first dungeon, as well as taking a look at some of the puzzles that await. With that out of the way, we'll continue with Link as he completes the Forest Temple dungeon and makes his way back to the Sprit Temple on his train. By clicking 'enter', you agree to GameSpot's and enter Link needs to go back to the Sprit Temple so he can revive the sprit tracks that lead to the other temples within Hyrule. In this case, he specifically needs to find the map that opens the tracks to the Snow Temple located far in the northwestern corner of the map, but to get to this map, he has to go through a smaller dungeon within the Spirit Temple (up the staircase from the previous dungeon where the Forest Temple map is located) to retrieve it.
Once inside, Link and Zelda have to use some of the same tactics as in the previous dungeon where Link must find the three teardrops to power up his sword, as well as attack the back of one of the phantom knights before Zelda can take control of it. Once that's done, the pair finds some new obstacles that weren't present in the previous section, namely massive fire pits that Link can't cross without some help. Fortunately, when Zelda takes control of the phantom armor, she has no problems walking through the fire. So, the new trick you learn is that Link can ride on top of the phantom's shield while it walks through these hazards, preventing him from taking any sort of damage and enabling him to get through parts of the dungeon that were previously inaccessible.
Additionally, this same trick comes in handy when defeating some of the new enemies, such as little imps that ride atop indestructible statues, as well as retrieving keys in hard to reach places. There are also portions in this dungeon where you have to use Zelda in her phantom armor as a barricade against fire-spewing statues. Eventually, the two make their way to the end of the dungeon and retrieve the map the opens the tracks to the Snow Temple.
But as Link and Zelda make their way back to the train and head toward the snowy peaks of Hyrule, their train comes under attack by new creatures that do some serious damage to the train. Fortunately, Alfonzo helps out and suggests the two head back to the starting village of Aboda so he can make some modifications to the train that'll help deal with these enemies. While Alfonzo's busy, Link ventures back into town to speak with Niko who hands Link a stamp book. You can get stamps from different areas of Hyrule by finding some small podiums where stamps are dispensed, and if you manage to get all the stamps, Niko says he'll give you something special in return. You can find stamps at various locations around Hyrule. Making his way back to the train, Link discovers that Alfonzo is done with the train modification, which takes the form of a cannon not too dissimilar from the one on Link's boat in both Wind Waker and Phantom Hourglass. To use it, you simply tap where you want to fire and a cannonball flies out.
It's very easy to use and makes short work of any foes that get a little too close to the train, but you can also use it to destroy boulders and other objects scattered in the surrounding scenery as you travel. With their new weapon in tow, Link and Zelda once again head toward the Snow Temple.
As with most things in the Zelda universe, it's not as simple as going from one point to the next. It turns out that the entrance to the Snow Temple tracks is blocked by a massive door. The only way in is to head to Anouki Village to see if the Anouki have a solution to the problem. But, of course, the Anouki have their own problems and ask Link to help solve them before telling him how to gain passage through the door. The puzzle here involves making three pairs of Anouki to form patrols that protect their village, but the Anouki have individual preferences on whom they want to be paired with, so you have to play close attention to their personal requests.
Once you have all of the information, you report back to the village chief and assign the pairs. If you don't get it right, you can go back to speak with all of them again. But once you do match them up, the Anouki open the door to the tracks so you can proceed with the journey. By clicking 'enter', you agree to GameSpot's and enter The train trip inside the tunnel that opens seems straightforward until a massive crablike creature appears and gives chase, but it's not all that difficult to deal with this creature. Thanks to the train's new cannon, you can fire cannonballs repeatedly at the crab's massive, single eyeball. If you happen to miss and not take it down, the crab will get close to the train to inflict damage.
After the relatively brief confrontation on the tracks, Link and Zelda make their way out (and after a brief side trip to play the pan flute) only to find that the rest of the tracks leading up to the Snow Temple are engulfed in a massive blizzard. Like the earlier Forest Temple segment, if you draw the wrong train route on your map and get lost, the game simply kicks you back out to the entrance. We got lost a few times before giving up and heading back toward Anouki Village to see if its residents could help. Unfortunately, they didn't really have any direct answers but they knew of someone on the far eastern side of the area that possibly knew the proper path through the blizzard. Finding this character involves travelling to his abandoned station where he left a map, which indicates that he travelled to one of three points to photograph trains passing by on the tracks.
And sure enough, by travelling to one of these three points, you see him sitting trackside snapping photos of trains as they pass. Once Link tells this character of his predicament, he hands Link a map with the proper path to the Snow Temple (which you can also draw onto your own map).
Link and Zelda have to work together in the Spirit Temple. With the aid of new directions, Link and Zelda finally make it to the Snow Temple.
And as you might suspect, many of the puzzles in this dungeon revolve around ice and fire. But this is also the dungeon where Link acquires the boomerang, which functions much like it did in the Phantom Hourglass. You can make Link either throw out the boomerang as he normally would, or you can trace a path for the boomerang to follow.
This becomes vital for solving puzzles in the dungeon-particularly ones where Link must throw the boomerang through fire or ice torches. The fire torches help reveal secrets buried in the snow and weaken ice enemies while the ice torches create ice bridges on water and weaken fire enemies. In fact, creating ice bridges also becomes an integral part of the central puzzle in the dungeon where Link must bring three different types of bells into the main area of the dungeon. Also, hitting these bells in specific order with the boomerang opens new passageways that eventually lead to the room with the master key and the final confrontation with the dungeon boss-a foe that has the power of both fire and ice. With the two torches (fire and ice) in the room, you can probably guess how the boss is defeated, but at a certain point, this boss destroys both torches, making the battle a little more difficult than it initially appears. So, we've seen a few new elements come into play throughout the course of a few hours.
Now that Link's train can defend itself, travelling seems a little more interesting. Seeing how the Snow Temple's puzzles incorporate some of Link's new tools and abilities definitely has us eager to find out what the other dungeons hold. The Legend of Zelda: Spirit Tracks is scheduled for release on December 7.
.: December 7, 2009.: December 10, 2009.: December 11, 2009.: December 23, 2009 Mode(s), The Legend of Zelda: Spirit Tracks is an developed and published by for the. An installment in series, it was released worldwide in December 2009. The game was re released for the in October 2016. Like its predecessors and, Spirit Tracks features a art style., the protagonist of Spirit Tracks, travels across the game's using a cannon-equipped steam train much like the steamboat in Phantom Hourglass. The player is also able to control Phantoms,: 23 and play an instrument known as the Spirit Flute.: 27. Link operating the Spirit Train along the Spirit Tracks in the overworld. Spirit Tracks continues its style of gameplay from, in which players use the stylus to control Link and use weapons and items.
The game is divided into an overworld, which Link traverses using the Spirit Tracks, and towns and dungeons which he travels by foot. The player alternates between exploring the overworld and exploring towns and dungeons in order to complete the game's main story, but may opt to complete sidequests for further rewards. In the overworld and dungeons, the player is able to make notes on their current map as an aid in puzzle solving and continuing the story. In the overworld, Link is able to direct his train across land, with the ability to control speed and forward or reverse direction, to turn at track intersections, and to blow the train's whistle to scare animals off the tracks.: 30 The player is able to automatically set a route for the train by drawing on the map, though not all locations are immediately available. Later, Link is given a cannon that he can use to defend the train from attacks. Link also eventually gains a cargo car, which he can use to move goods between towns.
Some missions require Link to transport a passenger along the rails, and require the player to keep the passenger happy. As the game progresses, the player opens more of the map. In towns and dungeons, the player controls Link using the stylus, directing the character where to go.
The stylus is also used to perform attacks and dodges and to select items such as bombs and a boomerang, used for combat and puzzle solving. Certain items, in particular Zelda's pan flute, require the player to blow into the DS's microphone. In the case of the pan flute, completing songs can unlock new magical songs, reveal hidden secrets, heal Link, or restore more of the Spirit Tracks. In certain dungeons, the ethereal Zelda can inhabit Phantom Guardians.
The player can direct the possessed Phantom along a stylus-drawn path to attack enemies or simply follow Link. Several puzzles of the game require the player to manipulate Link and the Zelda-possessed Phantom to complete a goal. In towns, the player can have Link speak to its residents, buy goods at local stores, and learn helpful tips.
Unlike, Spirit Tracks does not feature Nintendo Wi-Fi Connection multiplayer. However, up to four players can play via DS Download Play, using only one game card, and one game system per player.
This multiplayer mode is non-canonical, as all four players play as different Links, each with different-colored (a style used in ). Each player attempts to collect as many Force Gems (of varying sizes, value and number) as possible within a set time limit. Opposition includes the other players; a varying number of non-partisan Phantoms, who will attack any player on sight; and the play stages themselves, with environmental hazards. Results of the most recent game played will show up on a bulletin in most in-game towns and cities. 'Tag Mode', an item trading system, is also available between local players.: 37 Spirit Tracks features major changes from Phantom Hourglass. While Phantom Hourglass required the player to traverse through the entire dungeon again and again, Spirit Tracks uses a spiral staircase to access upper floors (although the game still features a central dungeon). Also, unlike Phantom Hourglass is the lack of the 'curse' that the hourglass protected Link from for a limited amount of time (although the safe zones are still used to hide from the phantoms).
Plot Spirit Tracks takes place one hundred years after the events of The Wind Waker and Phantom Hourglass. The game is set in the land of New Hyrule, a kingdom founded by Tetra after the events of Phantom Hourglass. An incarnation of the protagonist Link, an engineering apprentice ready to become a qualified train engineer, travels to Hyrule Castle to receive his engineer's certificate from current incarnation of Princess Zelda (Tetra's great-granddaughter/descendant).
Although Zelda's adviser, Chancellor Cole, believes the ceremony is pointless, as the Spirit Tracks that make up the train systems around Hyrule are slowly disappearing, Zelda continues with the ceremony. Once finished, Zelda secretly gives Link a note to meet her in her quarters later and a warning to not trust Chancellor Cole.
There, Zelda implores Link to help her escape the castle and take her to the Tower of Spirits with his train, where she believes the mystery of the disappearing tracks can be solved. To sneak out of the castle, Zelda gives Link the Recruit Uniform of the castle guards to blend in, distracting them while Zelda sneaks past. While en route to the Tower of Spirits with Link's engineering teacher Alfonzo, the tracks they are on disappear, nearly causing the train to tip over.
As Link and Zelda watch, the Tower breaks into pieces, hovering above one another. They are ambushed by Chancellor Cole, revealing himself to be a horned demon with a henchman named Byrne.
Alfonzo and Link are unable to protect Zelda from Byrne's power, and Chancellor Cole uses dark magic to separate Zelda's soul from her body. Cole and Byrne then take her body and depart, leaving Link unconscious. Link wakes up in Hyrule Castle, with both he and Alfonzo having been rescued. After leaving the room, Link sees Zelda's spirit floating into the castle and goes after her. After trying to call on the castle guards for help, who, like everyone else, are unable to see her, she floats to her chambers.
Not knowing that Link has followed from behind, the two finally see each other. Zelda tells him they must go to the Tower of Spirits through a dangerous underground passage after retrieving the Spirit Flute, a magical pan flute that has been passed down from generations of the royal family, from her quarters before leaving.
When they arrive at the lobby of the Tower of Spirits, they are met by Anjean, a Lokomo who is the previous owner of the Spirit Flute (Anjean gave it to Zelda's ancestor Tetra to help protect the kingdom), and can see Zelda's spirit form. She explains that many years ago, the Spirits fought the evil Demon King Malladus, and in the end, he was imprisoned deep beneath the earth. The Tower of Spirits and the Spirit Tracks were built to contain Malladus, but with their disappearance, Malladus will soon be able to escape, using Zelda's stolen body (containing the dormant power of the Spirits) as his vessel. Horrified and panicking, Zelda then demands to know how to prevent the Demon King's return, to which Anjean replies that the Spirit Tracks have to be restored by retrieving and completing four ancient rail maps from the above floors of the Tower to restore the Spirit Tracks. Then, the Tower must be linked up by the Spirit Tracks to four different temples, one in each of the four known realms.
When Zelda tells Link to get moving while she waited in the tower lobby, Anjean tells then that 'ascending the tower alone is impossible,' meaning that Zelda will have to accompany Link. She reluctantly agrees after the Lokomo reminds her that 'this kingdom is your responsibility.'
After saving Link from a Phantom, she realizes that by collecting three Tears of Light and then having Link attack the Phantom from behind, she can possess the Phantoms to help Link within the Tower of Spirits. With the help of Zelda and the other Lokomos, Link restores the Spirit Tracks and most of the Tower of Spirits. After obtaining the final rail map, Byrne shows up to kill Link. Anjean shows up as well, revealing that Byrne is a rogue Lokomo. This information shocks Link and Zelda, and Anjean teleports the duo down to the lobby before battling her former apprentice: Byrne. After restoring the Tower of Spirits and the Spirit Tracks to normal, Link and Zelda go back to the tower, There, they are blocked by Byrne, who had apparently defeated Anjean. The two overpower him and reach the top of the tower, where Malladus's spirit and Zelda's body are located.
Malladus successfully enters the vessel, and, knowing that Byrne was a servant of the spirits, attacks him when he asks for the great power he hoped Malladus would grant him. It is shown that he is not yet used to his new vessel, and leaves with Chancellor Cole on the Demon Train. Anjean and a now-reformed Byrne direct the two to find two artifacts they will need to find and defeat Cole and Malladus: the Compass of Light and Bow of Light.
After retrieving both, Anjean gives Link the Lokomo Sword and joins Link and Zelda as they head for the Dark Realm where Cole and Malladus await. In the Dark Realm, Link battles the Demon Train, Cole and Malladus, securing Zelda's body and destroying the Demon Train. As Zelda prepares to rejoin her spirit to her body, Malladus attempts to possess her body again, but Byrne interferes and helps Zelda rejoin her body. Malladus instead destroys Byrne. Without a vessel, Malladus takes over Chancellor Cole against his will, completing his resurrection. However, Cole's body is unable to contain Malladus' spirit for long, though he vows to destroy the world before he is completely rejected.
Once again, Link and the restored Zelda work together to defeat Malladus with Zelda's magic, the Bow of Light and the Lokomo Sword, destroying him and Cole forever. After the battle, Anjean reveals that she and the other Lokomos are leaving the kingdom and entrusting their duty to protect it from Malladus now complete to Zelda.
Anjean also reveals that Byrne is not dead, but only a newborn spirit which will be restored years from now. Anjean, Byrne's spirit and the other Lokomos ascend into the heavens, as Link and Zelda watch.
Epilogue Before Link and Zelda hop onto the Demon Train, Zelda asks Link about his future. There is a slight difference in the post-credits scene depending on the option chosen. It begins with Zelda writing a book, with the Teacher accompanying her. If Link decides to continue being a train engineer, the princess will hear the Spirit Train whistling and greet her savior as he navigates through the Forest Realm. If Link remains a swordsman instead, then Zelda will see him practicing his combat abilities, although he's accidentally injured in the process. Finally, if Link is unsure and skips the scene, then the final scene will show Zelda continuing with her work.
But in any case, when the epilogue ends, the game screen aims at the sky to indicate that the whole story is finally over. Development The Legend of Zelda: Spirit Tracks was directed by Daiki Iwamoto and produced. Half of the staff responsible for its predecessor, was involved in this game's development.
While Aonuma was a regular director of The Legend of Zelda series, he works in the role of a producer for the Nintendo DS Zelda titles. Due to the quick development time of, the sequel to which took noticeably more time to complete, Aonuma commented to the development team that they could complete Spirit Tracks quickly. Where Majora's Mask took a year, Spirit Tracks was completed in two. Its Japanese subtitle is Daichi no Kiteki (translated to Train Whistle of the Wide World in English). One of the earlier subtitle ideas was ' Pan Flute of the (something)'; however, they found that it would both be too long and would be inappropriate, since the isn't a main item of this game.
They settled for Train Whistle in place of Pan Flute, which allowed them to use a subtitle that embodied both the train theme and the pan flute, the latter being a. They had difficulty in determining what the 'something' in the title should be. The English title Spirit Tracks was decided before they had finalized the Japanese name. Upon examining it, they determined that since means, they could call it Train Whistle of the Soul. However, the team felt that it sounded too creepy, with Aonuma suggesting it sounded 'haunted', not in keeping with its premise, which Aonuma describes as being about 'running a train across wide-open spaces'. They asked for suggestions from the staff, and as a result, they came up with the current Japanese title.
They decided to call the pan flute 'Whistle of the Wide World' afterward; it was named 'Spirit Flute' in English. They also named various areas in the games similarly, using 'Wide World of the Ocean' as an example. The graphics were chosen, similarly to Phantom Hourglass, as a result of the decision that toon shading would be best to deliver the games. Aonuma commented that with realistic graphics, it would make the characters poorly scaled to their surroundings, adding that though possible, it was not ideal.
Iwamoto felt that Spirit Tracks should not be too ' The Legend of Zelda-like', citing an argument that occurred that the train was not a good fit for the series. This argument had several people wondering if the train should not be changed to something else. However, Iwamoto and others convinced the staff to stick with the idea. Aonuma felt that the team had created new ways of playing, while retaining several elements from the series. Aonuma commented that because the puzzles were designed by a designer who was formerly a programmer, they felt different to him.
The multi-player mode was included due to long-time series director 's enjoyment of. At an early stage in the game's development, the team decided to focus on the ability to control a Phantom, an enemy character that appears in the battle mode of Phantom Hourglass, and have it work cooperatively with Link. In questioning why an enemy character would work together with Link, the team came up with the idea that a second character would take control of the Phantom; Zelda was ultimately chosen because she was 'an interesting and appropriate character'. A survey conducted in the United States signified consumers preferred more independent female characters, including Zelda's alter egos (from Ocarina of Time) and (from The Wind Waker and Phantom Hourglass). Iwamoto also expressed an interest in making Zelda 'a more integral part' of Spirit Tracks.
As a result, Zelda actively adventures alongside Link in spirit form, in sharp contrast to the role she fulfills in some earlier installments in the series. Regarding Tetra, Iwamoto chose to exclude her in this game due to her prevalence in previous games as a partner to Link. In deciding the partner, he came to the conclusion that the partner should be female since they would be adventuring together.
While they began to design a new character, they figured that not including Zelda would not be as fun; as a result, Iwamoto asked permission to use Zelda, which Aonuma allowed him to do. The Spirit Flute was brought up early in the game's development. Because the microphone capabilities were featured so prominently in the game, the team decided to incorporate it into the flute. Aonuma felt that the inclusion of Zelda as Link's partner in both storyline and gameplay was his favourite part of the game, commenting that Spirit Tracks highlights her personality and characteristics better than other titles in the series. Aonuma suggested that they not use a boat in this title.
Because he wanted to retain the sense of seeing land become clearer as Link approaches it, he had to find an appropriate replacement for the boat. He cites a book called 'Senro wa tsuzuku' (The Tracks Go On And On), a book loved by his son, for inspiring the inclusion of a train.
He discusses how in the book, children construct railroad tracks, also doing things such as creating tunnels or bridges when they find mountains or rivers. Aonuma felt that this book felt like it would fit with the series, though he did not tell the other developers about it. He later suggested that they use a train, and allow players to lay the tracks themselves. However, the latter idea was described as a 'nightmare' by Aonuma, due to how players would not know where to lay tracks and how the story had to restrict players from going to certain places. Developing the train travel system took roughly one year to complete. The mechanic was fixed by making it so that the train tracks were always there, but had disappeared, requiring players to repair them. The development team's reaction was mixed; while some found it fun to expand them, others thought that doing such a thing may result in a loss of freedom in the world exploration.
In order to allow players to avoid obstacles or enemies on the tracks, the team included a feature to allow players to go in reverse and switch tracks. The music in the game was composed by Toru Minegishi, Manaka Tominaga, ands Asuka Ota. Minegishi wrote the main overworld music and shared the work on field, character and event themes with Tominaga. Series sound composer contributed the ending theme, while Ota was responsible for some of the music in the multiplayer mode.
Release A limited edition tin was released in Europe for Spirit Tracks. It features a tin box that contains two models from the game - and a Phantom.
Reception Pre-release When it was revealed, the fan reaction to Spirit Tracks was stronger than the reaction to the reveal beforehand. In his impressions, 's Craig Harris found the storyline to be 'compelling' with an 'interesting premise'.
He felt that the gameplay was much like Phantom Hourglass, and the plot was enough to get him 'jazzed' about Spirit Tracks. IGN UK's Emma Boyes, in her impressions of the multi-player mode, commented that how players can lose the majority of their Force Gems in one hit makes the mode have tension and balance. She called the single and multi-player modes a 'huge amount of fun'. IGN's Mark Bozon commented that it had a lot of ' as well as several great additions to the series.
He commented that the controls for Princess Zelda were simple, though her 'constant chatter' and 'slow movement speed' caused the game to slow down at some parts. However, he felt that it was overall a good addition. IGN commented that Spirit Tracks was set to be a 'worthy sequel' to Phantom Hourglass. In discussing its potential appearance at E3, IGN's Craig Harris felt that if a playable demo wasn't featured for it, Nintendo would show an 'absolutely epic trailer that will bring fanboys to tears in the same way the company did with in 2004'. They awarded it Best Action game for the Nintendo DS at E3 2009, as well as runner-up for best DS game E3 2009 and best handheld game at E3 2009.
's Sophia Tong commented that it was 'well on its way to being a worthy sequel' to Phantom Hourglass, adding that the ability of the characters to 'convey the mood' of the game was well-done enough without using voice acting. She also praised its improved visuals over Phantom Hourglass.
Fellow GameSpot writer Tom Mc Shea commented that it looked as 'charming' as its predecessors. Crave Online's Erik Norris called it 'hilarious and awesome'. He praised the change from sea to land, calling it a 'guaranteed must-buy'. 's Brett Elston questioned the inclusion of train travel, considering how much criticism sailing received. However, he noted that it would be a strong addition to the series, though only if they were 'no more obnoxious than sailing'.
In his hands-on of Spirit Tracks, 's Christian Donlan described the train travel as 'natural', calling the railways a 'perfect fit' for the cel-shaded world of Spirit Tracks. He called it 'another chunk of simple delight; another sweet-natured adventure'. It was nominated for best-of-show at the 2009. Included it as one of the top 20 most anticipated games of E3, calling its cel-shaded visuals 'beautiful' and 'innovative' touch-screen controls. Ars Technica's Ben Kuchera praised it for how it exudes a 'very pleasant mood and feel'.
He adds that he has always anticipated it, but the Phantom and train mechanics give it a 'flavor of its own'. He also commented on the E3 2009 trailer, stating that fans of the series will 'be in heaven'. 's Stephen Totilo criticized the use of the microphone for items, specifically the 'Whirlwind' item, commenting that it would make it difficult to play on the subway with dignity. In his 'sneak peek' at Spirit Tracks, 's Steve Tilley called it one of his 'must-have' video game for the holidays, calling it both 'very Zelda-y' and 'very fresh'. 's Michael Plant called it 'hotly-anticipated'.
Named it the third best portable game at E3 2009, with Gus Mastrapa praising it for its 'killer dungeons' and 'challenging puzzles'. Post-release Reception Aggregate score Aggregator Score 87/100 Review scores Publication Score A- 9.1/10 9/10 8/10 A- 8.5/10 9/10 9.3/10 9/10 9.5/10 Nintendo World Report 9/10 91% 9/10 VideoGamer.com 8/10 The Legend of Zelda: Spirit Tracks received generally positive reception, according to. Called it one of the best handheld The Legend of Zelda titles, commenting that fans of the series would get it either way. Called it 'delightful' in spite of how similar it was to. 's Mark Bozon commented that while it can 'drag on from time to time', praising it as superior to Phantom Hourglass as well as praising it for its bosses, dungeons, and challenge. ' Mike Jackson commented that while it 'doesn't rewrite the rules', it was 'engrossing'. He also called it an exception to the DS' library in 2009, which was otherwise not exciting.
's Fred Dutton agreed with it being familiar, calling it a 'wonderful game nonetheless'. 's Jeremy Parish commented that it 'doesn't simply coast along on its legacy', calling it a 'fine game in its own right'. Game Revolution's Blake Morse called it a 'fun take on Zelda games', as well as praising how accompanies Link. However, he criticized the stylus control issues and when the train rides take too long.
Zelda Spirit Tracks Cheats
's Oli Welsh called it a 'tighter and more rounded game' than both Phantom Hourglass and even 'most modern games for grown-up consoles'. He also commented that the environments are 'sometimes shockingly basic', while the characters were 'so detailed, so expressive, so exquisitely animated'. 's Dave Meikleham called it 'one of the best Zelda games yet', calling its control scheme intuitive.
He adds that the best use of the DS' controls were its items, specifically citing the Spirit Pipes which make use of the DS' microphone. Fellow GamesRadar writer Brett Elston praised the overworld theme, commenting that it put him in an 'adventurous mindset', as well as calling it similar to the overworld themes of Phantom Hourglass and The Wind Waker. Nintendo World Report's Neal Ronaghan praised the addition of the train and the quality of the dungeon designs, though criticizing the lessened exploration and control issues, though he specifically praised the Phantom controls. 's Jeremy Jastrzab commented that while it doesn't stray from its predecessor much, it features 'genuine improvements' over it, citing specifically the flute as a major addition to the gameplay. However, he commented that it wasn't right for a portable game. Commented that it 'addressed the shortcomings' of Phantom Hourglass, calling it 'one of the better outings in the series'. 's Brian Altano praised the game's dungeons and bosses as 'some of the most imaginative' in the series.
He also called it 'one of the series' shining moments'. However, he criticized the train travel, saying that it makes backtracking tedious. 's Randolph Ramsay called the dungeons 'exciting and well-designed', while also praising its side-quests, boss fights, multi-player, and Phantom gameplay, which he says 'adds new depth to the series'. 's Wesley Yin-Poole praised the controls for Link and Zelda, as well as the visual quality of the characters. However, he criticized the train mechanic and its 'tired features', commenting that the series needs changes to structure and gameplay rather than visuals. 's Andrew Reiner commented that he has not seen a game that 'fluctuates between highs and lows as frequently' as Spirit Tracks. He called it his least favourite title in the series, praising its controls, while also praising the inclusion of Zelda's effect on the gameplay.
However, he criticized Zelda's character, describing her as 'teenage-angsty Hannah Montana than the calm-yet-troubled princess I knew in previous series iterations'. He added that this makes the adventure 'taken off course'. In a second opinion, fellow Game Informer staff member Phil Kollar similarly called the game mixed, comparing its reception to the video game. He adds that while glad that Nintendo did something different, it hurt the game more than it helped.
RPG Fan's Kyle E. Miller commented that he went into Spirit Tracks with 'low expectations', expecting a similar reaction to Phantom Hourglass, which he described as 'far from amazing'. However, he still found the title disappointing due to the train mechanic, which he states was a 'foolish' idea by the developers to build a game around. He adds that while the dungeons and puzzles are good, it all feels 'a little tired, brief, and empty', calling it 'most likely the series' worst entry'. 's also found it disappointing in some ways, though he added that the flaws were offset by 'terrific puzzle design and a great, fun story that feels noticeably different from the standard 'save the princess' saga that series fans are used to seeing'.
's Aaron Koehn praised it for its use of the DS' capabilities, calling the game's offerings a 'deep experience'. However, they criticized it for taking too long to get going in the beginning and for doing little to differentiate itself from Phantom Hourglass. RPGamer's Adriaan den Ouden praised the gameplay, commenting that it was 'refined' from Phantom Hourglass; however, he criticized its travel as 'slow and tedious', also calling the side-quests 'weak delivery subquests'.
's Ben Kuchera, however, praised the train travel, calling it a 'solid length' game and praising it for its touch screen usage. He did however criticize it for its slow beginning and lack of innovation. Stephen Totilo praised the characters and towns, commenting that the characters have 'good senses of humor'. He also praised the train travel, commenting that while it feels long to use the train sometimes, it can be fun if players multi-task.
He called it one of the five best-looking games for the DS. However, he criticized some aspects of it, specifically its flute item, which he says can be unusable if players are playing on a train for instance. 's Matt Wales called it a 'stunningly presented package', praising the graphics as 'packed with personality'.
He called its soundtrack one of the 'franchise's best audio offerings in ages'. 's Nick Cowen called it both one of the best DS games of 2009 and the best video game for all ages of 2009, calling it 'challenging and fun' and 'chock-full of side-quests'. The Daily Telegraph also included it as the ninth best Christmas gift for teenagers, while Cowen and fellow writer Tom Hoggins included it as their honourable mentions in their top 10 list of video games for 2009. 's Adam Boult commented that while it wasn't a 'huge leap' from Phantom Hourglass, it is 'brimming with innovation', strongly recommending it. While he admits that train travel seems restrictive compared to Phantom Hourglass, these restrictions are eventually 'put to good use', making traveling an 'engaging challenge'. Fellow The Guardian writer Greg Howson found Spirit Tracks to be enjoyable, though criticizing the execution of the Spirit Flute. He listed it as his second favourite DS game.
's Jinny Gudmundsen called it an excellent game for kids who 'enjoy the intellectual challenge of puzzles inside a captivating fantasy story filled with interesting characters'. She also commented that kids are able to control both a hero and a heroine. The Independent 's Rebecca Armstrong called it 'endlessly inventive' with 'new features galore', citing its usage of the microphone for items. She also called it 'pacy, absorbing and very, very playable'. Awards and nominations Spirit Tracks was nominated for best handheld game in the Game Developers Choice Awards.
It was given the GAME Award of 2009 in the through a reader's choice nomination. Nintendo Life named it runner-up for best Nintendo DS game of 2009, and its readers chose it as their runner-up for best game of the year. It was nominated for several DS-related awards, including best action game, visual excellence, sound excellence, best story, best multiplayer game, and game of the year. It was the readers' choice in every category except for best multiplayer game. IGN, however, named it only one of the runners-up in all of these categories.
Sales Spirit Tracks ranked second in its debut week in Japan, selling 291,496 copies. The next week, it fell to third place, selling approximately 126,000 copies. It fell to fifth place the following week, selling approximately 49,000 copies, and falling to eighth place next week, selling approximately 22,000. For the first half of 2010, Spirit Tracks ranked as the 14th best-selling game in Japan, selling 376,054 copies with total sales at the time at 696,995. ' Brian Caulfield anticipated that Spirit Tracks would strengthen DSi sales for December. IGN predicted that DSi sales would remain steady, due to Spirit Tracks in part.
Listed Spirit Tracks as a title that will have appeal to a wider age group in its financial report. Former Nintendo employee Cammy Dunaway used Spirit Tracks as a show of its holiday contenders in 2009. Spirit Tracks was anticipated to be the best-selling video game of December 2009 in North America by video game sales analyst. Predicted that Spirit Tracks would be the fourth best-selling game of December, expecting sales in excess of 725,000 copies. For its debut week, it ranked number one for Nintendo DS games. It retained its position in the following week.
Spirit Tracks debuted at 12th place in the 's video game sales chart. It was the fourth best-selling DS game in the UK. During the financial year ending March 31, 2010, Spirit Tracks sold in excess of 2.61 million copies. ^;; Iwamoto, Daiki. Retrieved December 15, 2011. ^ Mc Shea, Tom (March 25, 2009).
Retrieved March 28, 2009. ^ Moriarty, Colin (March 28, 2009). Retrieved March 28, 2009.
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Retrieved April 1, 2016. Harris, Craig (November 6, 2009). Retrieved April 1, 2016. (December 7, 2009). The Legend of Zelda: Spirit Tracks. Anjean: to Zelda What if you went with him, my dear? Zelda slowly turns around.
/ Zelda.Me? But I'm not sure how much help I'll be in this state. / Anjean: Well, my dear, this kingdom is your responsibility. You mustn't ever forget that. I'm sure you'll find a way to help out somehow.;; Iwamoto, Daiki.
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Contents. Story Chancellor Cole's plans This is a tale from long ago. It's the tale of the first settlers of this land. — Spirit Tracks prologue Following the events of Phantom Hourglass, and the other come across a new land that is ruled over by the, who were responsible for sealing the land's tyrant, into the earth after the concourse of the with the railroad tracks called that spiral and work their way all over the vibrant landscape. A hundred years later, in, is seen handing a diploma, honoring him as an official Royal Engineer. At the same time, however, Zelda also slips Link a personal message stating that she has been suspicious of, Princess Zelda's right-hand adviser. After learning such information, Link sneaks Zelda out of the castle and meets up with, his master who trained him into being a.
He helps Link and Zelda escape the castle and get on a train, when suddenly, the tracks disappear, causing the train to crash. Chancellor Cole and his assistant, then confronts the three: taking down Alfonzo, Link, and even Zelda, giving the enough time to disrupt the natural order and structure of the generation point of the Spirit Tracks, the. Chancellor Cole takes away Zelda's body, yet her spirit appears after Link reawakens in Hyrule Castle, where only Link can see her. When Link meets Zelda as a spirit for the first time, Zelda gives him the, a magical flute that has strange powers. Zelda then asks Link to take her to the to find out why the tracks disappeared, until she realizes that the tracks are gone, and the only way to get to the tower now is by an old tunnel in the back of the castle. The When Link and Zelda reach the Tower of Spirits, they meet a strange old woman named, who calls herself a. Anjean speaks to Link and Zelda about Malladus and as to why the tracks disappeared, then explains that the only way to restore the Spirit Tracks is to obtain from the Tower, which will reveal Spirit Tracks to four of the five temples across the land, all of which require a restored power base to provide adequate protection and added strength to the Spirit Tracks in their realms.
It is up in the tower that Zelda realizes that she can possess, which are the guardians of the tower. Lastly, Anjean tells Link that if he goes to, a Lokomo like Anjean, and by playing the Spirit Flute, Link and the Lokomo of the first four respective realms can restore the power to the rail map, thus revealing the path to the temples. Anjean then grants Link the, the sacred locomotive docked at the bottom level of the Tower, which Link uses throughout the rest of the game. The temples visited are the (in the ), the (in the ), the (in the ), and the (in the ). Once Link and Zelda restore the last of the Spirit Tracks, the last thing that they need to do to prevent Malladus from resurrecting is to lock him back under the Altar of the Demon King at the top of the tower.
Legend Of Zelda Spirit Tracks Train
Link and Zelda climb the tower, only to meet, fight, and defeat Byrne again. He escapes back to Cole at the top of the altar, however, so Link and Zelda follow him. Just as they reach the top of the tower, Malladus' resurrection is complete, and Zelda cannot return to her body because Malladus is occupying it.
Byrne asks Malladus for powers that he always dreamed of, but because he once served the Spirits, Malladus will not give him the power. Instead, using his magic, he knocks him unconscious. Hastily, Cole and Malladus escape on Malladus' train, the, and go back to the Dark Realm, where the Demon Train came from. Anjean then comes up to the top of the tower, and shows Link and Zelda that she was not killed by Byrne.
The and Link takes Byrne to his train, and Anjean tells Link and Zelda the final possibility to destroy Malladus. Link must go to the fifth (and at the time unexplored) temple, the Sand Temple from the desert, and obtain the, a weapon the Spirits used in the Spirit War.
The Bow of Light has the power to split the soul of one from their body. Anjean then gives Link a Force Gem, a particular one that reveals previously unknown tracks far into the desert between the Fire and Ocean Realms. Link obtains the Bow of Light from the Sand Temple, only to find that Anjean can't find a way into the Dark Realm, halting the adventure further. Byrne then tells them about a that is below the. That compass reveals all places in the world linked to the Dark Realm. Link and Zelda proceed to go to the Tower of Spirits for the final time to obtain the Compass of Light.
Anjean then gives Link the, which was also a weapon the Spirits fought with, but Anjean thinks Link is the one who is meant to use it. The sword is said to be full of energy. Link and Zelda obtain the Compass of Light, revealing that a place linked to the Dark Realm had been west of Links home village all along. Link travels on the Spirit Train to that exact place to find a portal that leads into the darkness, and attempts to destroy Malladus once and for all.
Final Battle Link and Zelda find the Demon Train in the Dark Realm, and a battle across a track road begins. Link fights using the train on his own, and eventually, makes the Demon Train come to a halt, giving him a chance to go on board. Anjean gives Zelda a armor which she possesses and can use to help Link in the next battle. They both climb on top of the train to find Cole and Malladus. Cole then starts up the train and begins to attack them, while Malladus is on the end of the train firing lasers. Zelda and Link eventually reach the front of the train and Zelda grabs Malladus, giving Link the key opportunity to shoot him with the Bow of Light.
Malladus is being split from Zelda's body, until the Demon Train crashes, leaving everyone in the land of Hyrule again. Malladus' spirit leaves from Zelda's body, giving her a chance to retrieve it. At first, she is unable to due to the fact that she has been separated from her body for so long. Malladus is about to come back and possess Zelda's body until Byrne shows up and stops him. Byrne tells Zelda that she has to focus her power in order to return to it.
She finally gets her body back, but Byrne (because of his interference) loses his life after Malladus uses his magic to kill him. Malladus then decides he must stop Link and Zelda, and takes Cole's body. He then transforms into a giant beast and attempts to destroy them. However, Link and Zelda team up and fight against him. Link then deals the final blow in his forehead with the Lokomo Sword. Malladus dissolves into light, returning the world back to normal.
Anjean comes to the battlefield, and uses magic to give life back to Byrne (not for an immediate revival, but for him to return several years later). Anjean then explains what she wanted Zelda and Link to do. Lokomos were placed on the Earth not only to watch over the Spirit Tracks, but mankind as well. Anjean believes that man doesn't need guidance anymore, so she and the other five Lokomos return to the heavens with Byrne. Anjean entrusts the land to Zelda, and tells Link he must help her watch over it. Epilogue Right before Link and Princess Zelda hop on the Demon Train, the latter asks the young hero about his future. Depending on the option chosen, there will be a slight difference on the post-credits scene.
In all three possible cases, this scene begins with Zelda writing a book, with the accompanying her. If Link tells her that he'll continue being a train engineer, the final scene shows the princess hearing the Spirit Train whistling; she approaches the window and greets her savior as he navigates through the Forest Realm. If Link tells her that he'll remain as a swordsman instead, the final scene shows Zelda approaching the window to see Link practicing his combat abilities, although he is accidentally injured in the process. Finally, if Link tells her that he's still unsure regarding either career or skips the scene, the final scene simply shows Zelda continuing with her work.
In any case, when the epilogue concludes, the game screen aims at the sky to indicate that the story is finally over. Gameplay Improved Mechanics The game is notable for its changes from Phantom Hourglass.
For example, rolling simply requires double-tapping the touch screen, instead of circling at an extreme with the stylus. The signature central dungeon, no longer includes a curse that weakens Link and kills him when the time limit runs out. Due to this change, the time limit itself has also been omitted. This renders the ' only useful for hiding from enemies. In addition, the floors of the Tower only have to be explored once each, as there's a central staircase that allows direct access to newer areas. Princess Zelda, who replaces Ciela from Phantom Hourglass as Link's partner, serves a more helpful purpose through her ability to that inhabit the tower.
Obtainment of is easier than the search of in Phantom Hourglass, whose locations are entirely random. In this game, they can be purchased with, which are still random but also present in a wider variety of forms and objects; thanks to this, search for the golden parts can be made more directly. Another aspect that simplifies the Train Car collection is that the itself will have up to four different cars only, as opposed to the 's eight ship pieces.
Transportation As mentioned before, the main vehicle for overworld travel is the, instead of a boat or a horse. Because of the presence of rails, the train has a finite amount of degrees of freedom, only able to change directions when approaching a bifurcation, and having its possible destinations well-defined. On the other hand, the train is capable of carrying passengers from one place to another and, eventually, transporting and delivering heavy items as well. As the Tower of Spirits is progressively conquered to collect Rail Maps, the temples are beaten to restore their, are successfully performed, and train-based sidequests are completed to receive extra Force Gems, new tracks become available in order to ease the travel and give more freedom, as well as to unlock secret stations (thus new places, including temples), capture new rabbits, and even discover gates that allow the young hero to warp from one part of Hyrule to another instantly. Link must be aware of enemies that try to destroy the train, and even take passengers with them. Evil machines like the and will patrol the tracks as well, and they're able to immediately destroy the Spirit Train and kill Link instantly. Game Information Graphics and Audio Spirit Tracks makes use of cel-shading graphics, which is consistent with its predecessors.
Being a 3D game, the game uses 2D-style perspective while Link is on foot in a town, temple, sanctuary, or any other regular destination. 3D is resumed during train travels, boss battles, certain minigames, and while Link plays the Spirit Flute.
Some of the characters' models are directly based on those of Phantom Hourglass characters, a trend that was seen first with in comparison to, as well as with and compared to. Also, several places have a more detailed decoration than those of Phantom Hourglass.
In regards to the audio, the game has a more diverse soundtrack than its predecessor, although the sound effects are similar. Setting The game takes place on a new incarnation of (which, due to the original kingdom being extinct after the, is nicknamed ). There are five Realms: The (southwest), the (northwest), the (southeast), the (northeast), and the (east). The lies at the center of the land, and serves as the core of the power.
The dimensions of this land's geography are at least twice as big as those of the, but still smaller than those of the. Several races, such as the and the, inhabit their corresponding Realms, and live in places that can only be accessed through the where the trains can stop. There are several islands as well, but those beyond the reach of the Ocean Realm are inaccessible. Timeline Placement.
Zelda and Link meet for the first time Spirit Tracks' place in the is well defined by numerous direct references to its two prequels: and. It is, after the aforementioned titles, the third entry in the which, like the parallel and timelines, has heavy its roots in the events of. Link does not appear to be a direct descendant of the hero from the earlier games in this story arc, even though Spirit Tracks clearly follows the same storyline, occurring roughly a century after the events of Phantom Hourglass. In this game, an incarnation of Zelda is once again portrayed as the sole ruler of the Kingdom of Hyrule. She is the great-great-granddaughter of from The Wind Waker and Princess Zelda V of the new kingdom.
A brief cutscene shows a stained glass portrait of Tetra above Zelda's throne, and as Zelda herself tells to Anjean in the Tower of Spirits, the people living in the newly established kingdom are aware of their heritage and the connection to the old Hyrule. The soldiers protecting the kingdom wear green clothes, a reference to the signature clothes of the Hero of Winds, also from The Wind Waker.
The only recurring character from the two preceding games is, a former crewman of Tetra's pirate ship. Niko has reached his elderly years and resides in, sharing a house with Link.
When he sees Link dressed in his green garb, Niko mentions that it reminds him of an old friend. Link also meets, who is a direct descendant of whom Link traveled with in Phantom Hourglass. The tribe living in, as revealed by one of its inhabitants, descends from the people that had migrated from the, a place found in the World of the Ocean King in Phantom Hourglass.
Contents. Basic actions Walk/Run: To make Link walk, touch and hold the touchscreen, and Link will walk straight towards the area you are touching. The closer to the edge of the screen you are, the faster he runs. Link will automatically jump small gaps.
Roll: Tap the screen twice in quick succession to make Link roll forwards. This is quicker than running, but doing it too much will make Link dizzy (he can't move for a few seconds). Talk/Examine: Touch a nearby object or person, and Link will interact with the object, such as talking to a person, reading a sign etc. Pick up and carry/throw: Touch an object, such as a pot or rock, to pick it up and carry it. Touch an area to throw it at that area.
Push and pull blocks: Touch a large block to grab it, then touch the arrow facing the direction in which you want to move it. Sword controls Lock-on Slash: The most basic attack; touch an enemy, and Link will swing his sword at it. Slide Slash: Slide the stylus in the direction you want to attack, and Link will slash the sword in that direction. Spin Attack: The most powerful attack. Draw a circle around Link, and he will swing his sword in a large circle around him.
Repeating this too many times will make Link dizzy. Hidden skills There are two hidden sword skills that can be unlocked in this game through side-quests. Sword Beam: First seen in the original, perform a basic Slide Slash, and Link's sword will fire a beam across the screen. Despite requiring full health, it's the weakest sword attack in the game, but is useful for fighting enemies you don't want to get too close to. Obtained by capturing all 50 in the overworld, and bringing them to the guy at Rabbitland Rescue/Rabbit Haven. Great Spin Attack: A super-strong version of the Spin Attack.
Performed by doing three Spin Attacks in quick succession. Link will perform several Spin Attacks, but be left very dizzy.
Doesn't require full health, but is only useful for boss battles. Obtained by finding all 20 in the various dungeons and stations, thus completing Niko's stamp book, and showing them to him. Driving the train. To board the train, talk to Zelda at a station. Once on the train, you can use the map on the touchscreen to trace a route to your destination.
Touch and slide along the screen to look around. Make sure to keep a look-out for enemies.
While moving, you can use the lever on the right to adjust the speed of the train. The lever has four positions, which from top to bottom are: top speed, low speed, neutral, and reverse. Reverse can also be used as an emergency brake while the train is moving forward. The cord in the top-right corner is the Whistle, and can be used to scare away some enemies, such as Moinks, or to call down Beedle's hot-air balloon. The Railroad Switch appears at junctions, and is used to choose which route to take.
Your drawn route will automatically change the Railroad Switch at junctions, but you can override it yourself while travelling. The Cannon After the first Temple, Alfonzo will ask to be taken back to Outset/Aboda Village. Once there, he will give you the Cannon. This is used to attack enemies who cannot be scared away by the Whistle.
To attack, touch the enemy, and a cannonball will be fired at them. Controlling the Phantom. In the Tower of Spirits, Zelda's spirit can possess a Phantom, once all three Tears of Light have been gathered, and the Phantom has been struck in the back. The Phantom will generally follow Link. But, by touching the blue circle at its feet, you can draw a separate path for it to follow. Direct it towards enemies or switches to strike them, or towards other Phantoms to distract them and allow Link to sneak by unnoticed.
Touch the Call icon to call the Phantom, and have it return to Link's side.
I finished the game with the skull train. Can't help but wonder how the hylians felt about that, what with their hero piloting a giant skull thing. I would have done the dragon but I didn't get all the pieces in time for that. (The fact that games like these work so well in low poly almost makes me want to make balderdash a handheld game, but that's another discussion entirely) I think my most memorable moment in this game was when you're taking the train across the ocean and you're suddenly boarded by pirates, so you're fighting these really big guys inside your passenger car. Moments like that in zelda games are fun for me. I finished the game with the skull train.
Can't help but wonder how the hylians felt about that, what with their hero piloting a giant skull thing. I would have done the dragon but I didn't get all the pieces in time for that. I think my most memorable moment in this game was when you're taking the train across the ocean and you're suddenly boarded by pirates, so you're fighting these really big guys inside your passenger car. Moments like that in zelda games are fun for me. As soon as i saw there was a dragon train, i was all over that sucker.
Ran the final boss and such with it. Puppy the gold train and its eight hearts, dragons for me. And yeshhhhhh those moments. How many of you did the boss rush?
The secret boss at the end was a cool surprise, but it was also disappointingly easy for me. I killed him really quickly.
Yeah, same feeling there. Urghhhhhhh i wanna go play these two again. I wasnt thrilled about the tracks initially since the controls didnt come naturally at first, and when it came to bosses, i couldnt just pull down the chart and draw circles around them repeatedly like i did in PH. And there were a couple fights where you had to control zelda and link while both were in danger, and just.the controls clunked out, but the fight was so bloody easy, it was doable. But for those fights, it just felt like my zelda handheld skills suddenly became.a train wreck. Well, here goes nothing.
I was looking at everyone else's blogs and thought they put like, oh, 400x more effort than I would ever put into my first post. I do think this is a cool idea, since I've been meaning to be a little more thorough with what I do here around the forums, and with gaming in general, and so picking the most self-absorbed way to do it would clearly be the easiest method. I picked 'prime time of your life' as my blog title because I'm listening to daft punk (Alive 2007 ofc) and that was the song that was on. I'll get around to changing that later, if I can. Today I got LL's old 3DS in the mail today, which Cole and I jointly paid for. I am like 95% sure everyone has heard of Cole, but he is my boyfriend of some time now, like over a year and some months.
He's a cool guy and knows I'm involved with this site and if you're lucky you might see him on IRC some time. He's alright. But, back to the 3DS. Reeeeally puppying cool system. I am really glad we got it. I got on the internet with it (though it loads slow as shite) and was like, wow. This is it, this is the future.
I had that feeling of when I held my indigo GameBoy color in like 1998 and thinking that it was the coolest thing. LL was cool enough to let me borrow PM: Sticker Star, so I spent a while playing that. It's a cute game, because all Paper Marios are cute to some degree. Except where the hell are my badges and leveling system? I was kind of bummed out on that, and as LL phrased it, 'stressed out' by finding stickers just to battle. It seems a little constricting to rely solely on the stickers, and while I do think it is a cool concept, the game is also a lot trickier and requires poking and prodding a lot more.
I also miss having a party, and this uh, Kersti character is a bit too intense for me. I am mixed on the game at the moment, but I am also on world 1-6 so we'll see. Anyway, I'm hoping I will give this blog a little more attention, since my tumblr has come to a near standstill and I miss doing some writing and reflecting. I think I'll mainly cover what I've been up to recently, probably music-wise and gaming-wise, since my daily life isn't much more than exercising, college, work, and eating.
Props to Tappy for giving us this cool new site feature.
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