I was right about where I missed stamps - the Goron Village stamp was partially hidden and required the whip to get to it, which is why I missed it before since (I think) I got the whip after exploring the village. The Dune Sanctuary stamp was on an island to the Southeast, which I spent ages trying to get to before realising that all I needed was a chicken. Sigh.
Anyway, stamp book completed, all rabbits collected, all tracks revealed ... I'm never going to get enough treasure to collect all the different train parts, so off to the dark realm I went.
Despite its small size, this game does "epic" very well. The journey up to the final temple looked impressive and daunting, with the green portal pulsing. Half-way up the hill, Zelda hints that once we go through, we can't go back. It's a turning point for the game, but also for Link. He's leaving behind the friends he's made throughout the world - the gorons, the anouki, the flirts in Paparrazi Village; and he's travelling to somewhere evil. The innocence of youth is about to be broken.
Yes, I got all that from a straight bit of rail.
There were a number of final fights, with different play styles. The first of these I found to be quite tricky - planning a route around the rail map to hit light pearls and then the enemy trains shortly after. It was like a verson of Pac-Man where you were able to pretermine your path. The main difficulty came from the placement of the pearls, with two trains in the Northeast corner being too far away from any pearl - until I realised how the warp gates worked.
Then there was a rolling stock fight, versus the Demon Train. Easy enough, particularly given that my train had six units of health rather than the standard four. Zelda (in a guard's body) and I climbed on top of the defeated train and had to make our way to Malladus (in Zelda's body) at the front, with her blocking the laser and me killing off the electric mice. Zelda hit Malladus, and he left her body floating in mid air. She regained it, and that was the end.
Or should have been. The trademark death-blow of a Zelda game can't be omitted, and as such another boss battle was bolted onto the end, which just seemed a little superfluous. It was another battle using Link and Zelda together, but with the two screens showing different viewpoints of the same scene - a view of Zelda readying the bow of light, and a view of Link running around trying to distract and avoid Malladus. When he turned his back on Zelda, you could shoot, knock him down, and Link could attack the top of his head. Repeat three times, and Zelda joined Link to deliver the final blow; that was that.
It was good, but not as good as Phantom Hourglass. It's spurred me on to playing Twilight Princess, though.
Anyway, stamp book completed, all rabbits collected, all tracks revealed ... I'm never going to get enough treasure to collect all the different train parts, so off to the dark realm I went.
Despite its small size, this game does "epic" very well. The journey up to the final temple looked impressive and daunting, with the green portal pulsing. Half-way up the hill, Zelda hints that once we go through, we can't go back. It's a turning point for the game, but also for Link. He's leaving behind the friends he's made throughout the world - the gorons, the anouki, the flirts in Paparrazi Village; and he's travelling to somewhere evil. The innocence of youth is about to be broken.
Yes, I got all that from a straight bit of rail.
There were a number of final fights, with different play styles. The first of these I found to be quite tricky - planning a route around the rail map to hit light pearls and then the enemy trains shortly after. It was like a verson of Pac-Man where you were able to pretermine your path. The main difficulty came from the placement of the pearls, with two trains in the Northeast corner being too far away from any pearl - until I realised how the warp gates worked.
Then there was a rolling stock fight, versus the Demon Train. Easy enough, particularly given that my train had six units of health rather than the standard four. Zelda (in a guard's body) and I climbed on top of the defeated train and had to make our way to Malladus (in Zelda's body) at the front, with her blocking the laser and me killing off the electric mice. Zelda hit Malladus, and he left her body floating in mid air. She regained it, and that was the end.
Or should have been. The trademark death-blow of a Zelda game can't be omitted, and as such another boss battle was bolted onto the end, which just seemed a little superfluous. It was another battle using Link and Zelda together, but with the two screens showing different viewpoints of the same scene - a view of Zelda readying the bow of light, and a view of Link running around trying to distract and avoid Malladus. When he turned his back on Zelda, you could shoot, knock him down, and Link could attack the top of his head. Repeat three times, and Zelda joined Link to deliver the final blow; that was that.
It was good, but not as good as Phantom Hourglass. It's spurred me on to playing Twilight Princess, though.
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