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Enemies

Entries on this page60, grouped as enemies on foot, Phantoms and train enemies
Phantom typesPhantom, Torch Phantom, Warp Phantom, Wrecker Phantom
Train foes you cannot destroyDark Train, Armored Train (except in the Dark Realm)
Boss and mini-boss detailsSee the boss guide

Spirit Tracks has 60 entries to learn here, from the first Spinut outside Hyrule Castle to the Armored Trains of the Dark Realm. Some foes fight you on foot in towns and temples, the Phantoms haunt the Tower of Spirits, and the rest attack the Spirit Train and fall to your cannon. Below you will find where each one first meets you and the simplest way to beat it.

An orange Spinut waits beside a tree on a grassy ledge near Link and a blue bulb-eyed creature

Enemy quick reference

#EnemyWhereBeat it with
1BeesAboda Village and trees across HyruleCannot be killed
2SpinutOutside Hyrule Castle, Tower of SpiritsSword (1 to 2 hits)
3KeeseCaves and dungeonsAny weapon
4Red ChuChuEverywhere, from the tunnel to the Tower of Spirits onwardSword or boomerang
5RatHyrule Castle, Tower of Spirits, Malladus fightSword
6CrowPerched in treesSword
7VengasForest TempleSword, then Whirlwind
8BubbleForest TempleWhirlwind, then sword
9MothulaForest Temple mini-boss; Take ‘Em All On!Whirlwind a Bubble back, then sword
10GeozardTower of Spirits, from the second climbHit from behind; Whip pulls the shield away
11Mounted MiniblinTower of Spirits, sixth floorSword from Phantom Zelda’s shield, or Whirlwind then sword
12Ice ChuChuSnow Realm, Anouki Village, Snow TempleWhirlwind or boomerang, then sword
13BlastwormForest TempleWhirlwind to steer; sword
14Key MasterBoss Key rooms in the Tower of Spirits and templesSword, or run to the lock
15OctorokSnow Temple, Trading Post cave, Ocean SanctuaryShield, then sword
16White WolfosSnow Realm, Snow TempleBoomerang to stun, then sword or spin attack
17OctiveSnow TempleWhirlwind to return rocks
18FreezardSnow TempleMelt with fire and boomerang, then sword
19Ice KeeseSnow Realm and Snow TempleRanged weapons
20Fire KeeseFire Temple, Fire RealmRanged weapons
21NocturnTower of Spirits, third and sixth climbsTorch light, then any attack
22Geozard ChiefTower of Spirits floors 11 and 26Whip the shield away, hit from behind
23Like-LikeTrading Post cave, Tower of Spirits, Tricky ChestsBombs
24LobarrierOcean Sanctuary, Papuchia VillageWhip the claw, or boomerang from behind
25MiniblinPirate attacks, Pirate Hideout, Tower of SpiritsSword
26Big BlinOcean Realm train raid, Pirate Hideout, Take ‘Em All On!Hit a few times, then back off
27Yellow ChuChuOcean Temple and elsewhereBoomerang to stun, then sword
28Blue ChuChu (Metal ChuChu)Ocean Temple, Tower of Spirits floor 26Bow or bombs; Phantom Zelda
29SnapperOcean Temple mini-bossSword timed to its pull; Whip
30Helmet ChuChuOcean TempleWhip off the helmet, then sword
31Phantom EyeTower of Spirits, from the fourth climbBoomerang then sword
32Fire BabaFire Realm: Fire Sanctuary, Disorientation StationBombs or arrows
33StalfosSand Temple, Tower of SpiritsBombs
34WinderFire Temple, floor 2 and belowArrow to the head
35HeatoiseFire Temple mini-bossRoll it into a Winder; later, arrows
36GeruneSand TempleSand Wand, then sword or throw it
37Stalfos WarriorSand Temple, Tower of Spirits floor 26One bomb
38ErgtorokSand TempleSand Wand, then sword
39MoinkOverworld tracksBlow the whistle
40PhantomTower of Spirits, every climbSword once you have 3 Tears of Light; strike from behind
41Torch PhantomTower of Spirits, from the third climbSame as a Phantom
42Warp PhantomTower of Spirits, from the fourth climbSame as a Phantom
43Wrecker PhantomTower of Spirits, from the fifth climbStun it and possess it
44SnurgleWhole of New Hyrule, first on the trip to Castle TownWhistle, cannon (1 hit)
45SkulltulaFrightening Forest in the Forest RealmWhistle or cannon (1 hit)
46Red SkulltulaFrightening Forest in the Forest RealmCannon (2 hits)
47Dark TrainOcean floor, Fire Realm, Snow RealmAvoid it
48BullboForest and Snow RealmsCannon
49BulblinForest and Snow RealmsCannon
50Ocean OctorokOcean floor tracks leading to the Ocean TempleCannon
51Armored TrainOcean floor, Dark RealmAvoid it; Tears of Light in the Dark Realm
52RocktiteSnow Realm tunnel, Sand Realm trial, Fire-to-Sand tunnelCannon at its eye
53Sir FrostySnow RealmCannon (2 hits)
54Cannon BoatsOcean RealmCannon (2 hits)
55TanksForest, Snow and Fire RealmsCannon (2 hits)
56SnurglarFire Realm, around the Fire TempleShort and long whistle, then cannon
57Pirates (Pirate Ships and Tanks)Ocean Realm and other realms, once you carry a passengerCannon (2 hits), then sword inside the car
58MalgyorgSand Realm, around the Sand SanctuaryCannon (1 hit); whistle
59TektiteCave tunnels of the Fire RealmCannon
60OctomineOcean floorCannon

Enemies on foot: overworld, villages and dungeons

These foes meet you when you walk through towns, caves, temples and the Tower of Spirits, apart from the Phantom family, which has its own section below.

Link's spin attack sweeps between two orange Spinuts in a sandy-floored Tower of Spirits room
Bees

Bees

Where: Aboda Village and trees across Hyrule. Bees live in hives hanging in trees, such as the tree beside Alfonzo’s house in Aboda Village. They ignore you until you strike a hive, after which the whole swarm chases you. You cannot hurt them, so run into a building or jump into water to lose them. A broken hive can leave Bee Larvae behind, a treasure worth 50 Rupees.

Spinut

Spinut

Where: Outside Hyrule Castle, Tower of Spirits. Spinuts are the first monsters you fight: they swarm you on the hidden path out of Hyrule Castle and later rush at you in a locked room in the Tower of Spirits. They run straight at you, and your shield makes them bounce off. One or two sword strikes finish them.

A striped orange Spinut on a grassy field beside a cave wall, with Link nearby
Keese

Keese

Where: Caves and dungeons. Keese are the series’ usual cave bats, fluttering around in unpredictable loops. Any of your weapons will take one down, but wait for it to swoop close before you swing. Two elemental versions are listed further down.

Two dark Keese bats flutter across a cave floor near a locked door
Red ChuChu

Red ChuChu

Where: Everywhere, from the tunnel to the Tower of Spirits onward. The Red ChuChu is the basic blob of the family and you meet it very early, in the tunnel leading to the Tower of Spirits. It moves slowly and hops toward you, and your shield blocks it. Hit it with the sword or the boomerang.

Four red ChuChus surround Link in the tunnel to the Tower of Spirits as he raises his sword
Rat

Rat

Where: Hyrule Castle, Tower of Spirits, Malladus fight. Rats scurry out of holes in walls, and some carry a small key, so you must kill them to get it. Zelda is terrified of them: on the hidden path out of Hyrule Castle she freezes until you deal with every rat in her way. In the first phase against Malladus in the Dark Realm, Cole tries to take control of Phantom Zelda through ghostly strings, and mice in her way must be cleared before they reach her.

Crow

Crow

Where: Perched in trees. Crows sit in treetops and dive when you walk underneath. Turn to face them just as they drop and strike.

Vengas

Vengas

Where: Forest Temple. Vengas are small spiders that live in the Forest Temple. A single hit kills one, but it bursts into a cloud of poison that you cannot walk through. Use the Whirlwind to blow the gas away.

Bubble

Bubble

Where: Forest Temple. Bubbles are flaming skulls that float inside a purple cloud, first seen in a locked room of the Forest Temple. Gust them with the Whirlwind to strip the cloud and stun them, then hit them with the sword. Mothula also fires Bubbles at you.

Link blowing a Whirlwind at a skull-faced Bubble in the Forest Temple
Mothula

Mothula

Where: Forest Temple mini-boss; Take ‘Em All On!. Mothula is the mini-boss of the Forest Temple, in the locked room you enter after unlocking the door on the first floor. It spits a Bubble at you: blow that Bubble back with the Whirlwind to stun the moth, then slash it. Never gust it when no Bubble is in the air, since it blows the wind back and stuns you instead. Two smaller Mothulas also show up in the Take ‘Em All On! challenge, where one arrow kills each.

Geozard

Geozard

Where: Tower of Spirits, from the second climb; also the Ocean Temple. The first Geozards meet you on your second climb of the Tower of Spirits. Their metal shield blocks every strike from the front, so draw a path from Phantom Zelda to it and let her distract it, then hit it in the back. Once you own the Whip from the Ocean Temple, pull the shield away and fight it with your sword. Phantom Zelda can then hurt an unshielded Geozard too.

Mounted Miniblin

Mounted Miniblin

Where: Tower of Spirits, sixth floor. A Miniblin riding an Armos statue first appears on the sixth floor of the Tower of Spirits in your second climb. Getting close makes the Armos sprout spikes. Stand on Phantom Zelda’s shield to reach the rider with your sword, or blow it off from a high ledge with the Whirlwind and strike it while it is dizzy. When the rider falls, the Armos blows up. The Whip and boomerang also work.

Ice ChuChu

Ice ChuChu

Where: Snow Realm, Anouki Village, Snow Temple. White ChuChus that live in the Snow Realm, around Anouki Village, the path to the Snow Sanctuary and inside the Snow Temple. Their icy mist freezes you on contact; rub the touch screen to thaw out. Blow them with the Whirlwind or hit them with the boomerang to remove the mist, and then cut them down.

Blastworm

Blastworm

Where: Forest Temple. Blastworms crawl around the Forest Temple and look harmless. When struck they curl into a spiked ball that explodes on touch. Blow that ball with the Whirlwind into blocks, switches or other enemies. Blastworms keep dropping from the ceiling, so you never run out. Stagnox hatches more during its boss fight.

Key Master

Key Master

Where: Boss Key rooms in the Tower of Spirits and temples. Key Masters are giant hands that guard a Boss Key, as on floor 10 of the Tower of Spirits and in the Ocean Temple, where four of them wait. If one grabs the key, it returns to where it started, so defeat the ones in your way and hurry to the lock. An electrified Boss Key must be carried by Zelda.

Purple Key Master hands rising around Link in the Ocean Temple hall
Octorok

Octorok

Where: Snow Temple, Trading Post cave, Ocean Sanctuary. The classic rock-spitter. Land Octoroks appear in the Snow Temple, a cave beside the Trading Post, on a small island at the Ocean Sanctuary and in the first round of Take ‘Em All On!. Block the rocks with your shield and close in to slash.

Red Octoroks lined up on a grassy Ocean Realm island as the boomerang curves through them
White Wolfos

White Wolfos

Where: Snow Realm, Snow Temple. White Wolfos burst out of the snow in packs around Anouki Village and on the road to the Snow Sanctuary, and four more guard the Boss Key room of the Snow Temple. They dodge and leap in turns. Stun them with the boomerang, then cut them down with a sword swing or spin attack.

Octive

Octive

Where: Snow Temple. Octives are water-dwelling cousins of the Octorok that spit rocks from the pools of the Snow Temple and dive when you come near. Use the Whirlwind to send their rocks back, or build ice paths with the ice torches so you can reach them with the sword.

Freezard

Freezard

Where: Snow Temple. A Freezard is an Octorok frozen in ice, with its snout showing as a single eye. If you hit it, it slides around and ricochets off the walls, so avoid striking it. Light the nearby torch and send the boomerang through the flame to melt the ice, which reveals an ordinary Octorok to cut down.

Spiky ice-encased Freezards with red eyes float in the Snow Temple pool as a boomerang path loops through a torch flame
Ice Keese

Ice Keese

Where: Snow Realm and Snow Temple. Ice Keese are pale blue Keese trailing frosty mist. Touching one freezes you, so shoot them with the boomerang or arrows rather than waiting for a swoop.

Fire Keese

Fire Keese

Where: Fire Temple, Fire Realm. Fire Keese are Keese wrapped in flame. Their burning bodies can light torches, which you need in the Fire Temple. Keep clear of them and take them out with the boomerang or the bow.

Nocturn

Nocturn

Where: Tower of Spirits, third and sixth climbs. Nocturns are ghosts that drift out of reach in the dark floors of the Tower of Spirits. Stand in torchlight to stay safe. Light torches with the boomerang or let a Torch Phantom Zelda carry the flame; exposed to light, the Nocturn drops and can be hit. Once you have the Bow of Light, a charged Light Arrow in its back also works.

Geozard Chief

Geozard Chief

Where: Tower of Spirits floors 11 and 26. A red Geozard that also spits fire. One fights you on floor 11, and three attack together on floor 26 near the Compass of Light. Use the Whip to remove shields, hide behind Zelda when it breathes fire, then team up with her to finish it. It counts as a mini-boss in the boss guide.

A red Geozard Chief with a shield swings at Zelda's Torch Phantom on a Floor 11 tile of the Tower of Spirits
Like-Like

Like-Like

Where: Trading Post cave, Tower of Spirits, Tricky Chests. Like-Likes swallow you whole and spit you out, taking some health. Watch for pots that shake on their own and chests in the cave west of Linebeck’s house at the Trading Post; they hide Like-Likes. Toss a couple of bombs into the open mouth as it tries to suck you in.

A ribbed red Like-Like tube bursts through the floor beside Link in the cave near the Trading Post
Lobarrier

Lobarrier

Where: Ocean Sanctuary, Papuchia Village. A crab-like enemy whose giant stone claw blocks attacks from the front. Pull the claw off with the Whip, or send the boomerang around to hit it from behind, and then slash.

Miniblin

Miniblin

Where: Pirate attacks, Pirate Hideout, Tower of Spirits. Miniblins are pirate underlings that pour onto the Spirit Train when you escort Carben across the Ocean Realm and fill the Pirate Hideout. They die in a hit, but gang up, so use spin attacks.

Big Blin

Big Blin

Where: Ocean Realm train raid, Pirate Hideout exit, Take ‘Em All On!. A huge club-swinging pirate. The first one climbs aboard when you take Carben to the Ocean Sanctuary. Slip in, strike, and step away before the club comes down. Big Blins also turn up at the Pirate Hideout.

Yellow ChuChu

Yellow ChuChu

Where: Ocean Temple and elsewhere. Yellow ChuChus crackle with electricity at intervals. Wait until the sparks fade before striking, or stun them with the boomerang first.

Blue ChuChu (Metal ChuChu)

Blue ChuChu (Metal ChuChu)

Where: Ocean Temple, Tower of Spirits floor 26. Silver-black ChuChus that stay electrified all the time and shock you if you touch them or strike them. Stunning does not help. Shoot them with the bow, blow them up with bombs, or let Phantom Zelda cut them down. Eight of them attack in a row on floor 26 of the Tower of Spirits.

Snapper

Snapper

Where: Ocean Temple mini-boss. The Ocean Temple has the first Snapper before you own the Whip: its whip grabs you, so slash the moment it pulls you in. Two more appear later; stun them with your own Whip from afar and close in with the sword.

Helmet ChuChu

Helmet ChuChu

Where: Ocean Temple. Armoured ChuChus that cannot be harmed while their helmets stay on. Pull the helmet off with the Whip, which turns them into plain Red ChuChus.

Phantom Eye

Phantom Eye

Where: Tower of Spirits, from the fourth climb. Floating eyeballs that shout to alert the Phantoms. If one sees you, rub the touch screen to shake it off, or hide in a safe zone. Trace a boomerang path to stun it, then run over and destroy it.

Fire Baba

Fire Baba

Where: Fire Realm: Fire Sanctuary, Disorientation Station. Fire Babas spit fire seeds and bite when you get near. If one swallows you, rub the screen to break free. Bombs and arrows are the safest way to remove them.

A tall Fire Baba with a magenta mouth on a teal stalk stands on a sandy path beside Link.
Stalfos

Stalfos

Where: Sand Temple, Tower of Spirits. Skeletal soldiers that collapse when struck but pull themselves together again. Throw a bomb at each one for a clean kill.

Winder

Winder

Where: Fire Temple, floor 2 and below. Winders are electrified worms found in the Fire Temple. Their shock hurts Heatoises, so you lure the rolling Heatoise into them. Once you hold the bow, an arrow in the head kills a Winder.

Heatoise

Heatoise

Where: Fire Temple mini-boss. Heatoise is the Fire Temple’s mini-boss. It retreats into its shell and rolls at you. Stand so it crashes into an electrified Winder, then hit the stunned head with your sword. After you win the bow, shoot Heatoises in the head on basement floor 1.

A Heatoise in its shell and sparking on a Basement 1 lava floor, with Link standing on the ledge above
Gerune

Gerune

Where: Sand Temple. Sand monsters that ordinary weapons pass through until the Sand Wand hardens them. Aim the wand at one until it stiffens, then either strike it with your sword to shatter it or pick up the sand statue and throw it. Throwing the statue destroys it.

Stalfos Warrior

Stalfos Warrior

Where: Sand Temple, Tower of Spirits floor 26. Fast skeletons that swing swords and jump away when you attack. Several of them block your way in the Sand Temple. One bomb is enough for each.

Two green-helmeted skeleton warriors with swords on a Sand Temple floor as a bomb blast goes off behind them
Ergtorok

Ergtorok

Where: Sand Temple. Ergtoroks are Octive-like monsters that hide in the sand and dive if you reflect their rocks. Trap one in a block of sand with the Sand Wand, climb on top and strike its head.

Moink

Moink

Where: Overworld tracks. Moinks are friendly pigs that wander onto the rails. They are not enemies and you cannot harm them; blow the train horn to make them step off the tracks.

Spotted pigs graze in the grass beside the rails as the Spirit Train rolls toward them

Phantoms of the Tower of Spirits

Every Phantom is a guardian of the Tower of Spirits. All of them cost you a heart if they catch you and send you back to the entry door. Only safe zones keep you hidden.

Armored Phantom stands at the foot of stone stairs where Link waits in the Tower of Spirits.
Phantom

Phantom

Where: Tower of Spirits, every climb. The ordinary Phantom patrols fixed routes. Its view cone is on your map, and it chases you if it spots or hears you, so duck into a purple safe zone. Early on you cannot hurt it, so gather the three Tears of Light on the first climb of the Tower of Spirits to power up your sword. Hit one in the back to stun it, then Zelda can possess it.

Torch Phantom

Torch Phantom

Where: Tower of Spirits, from the third climb. A Phantom in red armour with a flaming sword. When Zelda possesses it, the blade lights torches and scares off Nocturns.

Warp Phantom

Warp Phantom

Where: Tower of Spirits, from the fourth climb. A blue Phantom that teleports around the room after hearing you. Zelda inside one can warp to any Phantom Eye.

Blue-domed Warp Phantom on sand in the Tower of Spirits, with a pink path running across the floor to Link
Wrecker Phantom

Wrecker Phantom

Where: Tower of Spirits, from the fifth climb. A black Phantom that rolls into a boulder to charge. Zelda in one can smash cracked blocks and statues and stun other Phantoms.

Enemies on the Spirit Train

These foes attack while you drive the Spirit Train. Almost all of them fall to the cannon.

Snurgle

Snurgle

Where: Whole of New Hyrule, first on the trip to Castle Town. Small flying elephants that circle your train and then ram it. Blow the whistle to scare them off, or shoot them down with a single cannonball. If you tow cargo, they try to steal it instead.

Skulltula

Skulltula

Where: Frightening Forest in the Forest Realm. Spiders that drop from the trees over the track. One cannon shot or a whistle blast clears them.

A skull-marked spider dangles on a thread over the forest track as the Spirit Train passes.
Red Skulltula

Red Skulltula

Where: Frightening Forest in the Forest Realm. The tougher red version lives in the same forest. The whistle does not frighten it, and it needs two cannonballs.

Dark Train

Dark Train

Where: Ocean floor, Fire Realm, Snow Realm. A possessed train that destroys yours on contact. Check its route on the map and steer around it; reverse if one closes in. Your cannon can only delay it.

Bullbo

Bullbo

Where: Forest and Snow Realms. Boar-like mounts ridden by Bulblins. They charge your train in pairs or alone, and the whistle does not drive them off.

Bulblin

Bulblin

Where: Forest and Snow Realms. Bulblins ride Bullbos and fire bomb arrows from a distance or ram your train. Shoot a bomb arrow out of the air with your own cannonball.

Ocean Octorok

Ocean Octorok

Where: Ocean floor tracks leading to the Ocean Temple. Red-and-green Octoroks that rise from the water along the underwater route to the Ocean Temple and attack from a distance. Shoot them with the cannon.

A green sea creature with tentacles swims beside the underwater rail on the route to the Ocean Temple
Armored Train

Armored Train

Where: Ocean floor, Dark Realm. The first Armored Train appears once the gate to the Ocean Realm opens. They turn around anywhere on the line and cannot be stunned, so trick them at junctions. In the Dark Realm, six wait on the rails: power up with a Tear of Light and ram them, using the whistle to speed up.

Rocktite

Rocktite

Where: Snow Realm tunnel, Sand Realm trial, Fire-to-Sand tunnel. A cave monster that drops from the ceiling to chase your train. Fire at its large eye when its mouth opens. The one in the Sand Realm trial sometimes keeps its eye shut until you hit the barrels in the wall. The optional one in the Fire-to-Sand tunnel also sends out Tektites.

Sir Frosty

Sir Frosty

Where: Snow Realm. Snowmen beside the tracks, usually in pairs, that throw their heads at you. Shoot the head in mid-air, then hit the body.

A purple-scarfed Sir Frosty snowman lobs red snowballs at the Spirit Train on the snow rails
Cannon Boats

Cannon Boats

Where: Ocean Realm. Small gunboats that attack in groups of three. Their cannonballs can be shot down, and each sinks after two hits and drops rupees.

Tanks

Tanks

Where: Forest, Snow and Fire Realms. Two or three tanks that chase you with drumbeats and fire. Intercept their shells and give each tank two hits; each drops rupees.

Snurglar

Snurglar

Where: Fire Realm, around the Fire Temple. Big red Snurgles. Each of the three holds a key to the Fire Temple entrance. Blow one short whistle followed by one long one to freeze them, then shoot. The blast only knocks them out for a moment.

A Miniblin flying at the passenger in the car while Link stands on the red carpet

Pirates (Pirate Ships and Tanks)

Where: Ocean Realm and other realms, once you carry a passenger. After you have freed a prisoner from the Pirate Hideout, a Pirate Ship or Pirate Tank may chase you whenever you carry a passenger. Shoot it with the cannon. If it reaches the train, Miniblins burst into the car and try to cage your passenger, so defeat them in time. Succeeding can reward you with a Pirate Necklace.

Link slashing a green Miniblin in the passenger car as the rescued passenger stands by
Malgyorg

Malgyorg

Where: Sand Realm, around the Sand Sanctuary. Sand sharks that swim under the dunes and then leap at your train in groups of three. A whistle makes them jump, and one cannonball downs each.

Tektite

Tektite

Where: Cave tunnels of the Fire Realm. Jumping one-eyed monsters that leap onto the train and often appear with Rocktites. Shoot them as soon as you see them.

A one-eyed Tektite with a trailing tail flies toward the Spirit Train in the Fire Realm cave tunnel
An Octomine drifts near a rock pillar as the Spirit Train follows the sea-floor rail

Octomine

Where: Ocean floor. Floating mines under the sea. They cannot reach your train. Shoot them for Rupees and Train Hearts.

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