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Sand Realm: Sand Sanctuary and the Trials Walkthrough

Spirit Tracks 100% Completion Walkthrough18 chapters
  • Aboda Village and Hyrule CastleThe first train ride, the Royal Engineer ceremony, Zelda’s escape, the Spirit Flute, sword and path to the Tower.
  • Tower of SpiritsMeet Anjean, collect the three Tears of Light, use Phantom Zelda and claim the Forest Rail Map.
  • Forest RealmReach Whittleton, solve the Lost Woods rail maze, learn the Song of Awakening and play the Gage duet.
  • Forest TempleSong of Healing, Whirlwind, Mothula, Boss Key, Stagnox boss fight, Heart Container and Force Gem.
  • Tower of SpiritsTears of Light, lava Phantoms, Zora Warrior, the Snow Rail Map, plus the Cannon and Rabbit Net.
  • Snow RealmAnouki Village pairings, the Rocktite tunnel, Steem’s duet, the Heart Container shop and Ferrus’s blizzard map.
  • Snow TempleGet the Boomerang, solve the bell puzzles, take the Boss Key from the Wolfos and beat Fraaz for a Heart Container.
  • Tower of SpiritsDark floor 8, Torch Phantoms, Tears of Light, the Z door, Mighty Zora Warrior and Ocean Rail Map.
  • Ocean RealmFix the Trading Post bridge, find the Regal Ring, learn the Song of Birds and free Carben at the Ocean Sanctuary.
  • Ocean TempleReach the sunken temple, win the Whip, beat Phytops and claim the Heart Container and blue Force Gem.
  • Tower of SpiritsBeat Warp Phantoms and Phantom Eyes, collect three Tears of Light and claim the Fire Rail Map.
  • Fire RealmReach Goron Village, ferry Noko for Mega Ice, cool the lava, solve the Fire Sanctuary statues and play Embrose’s duet.
  • Fire TempleSnurglar keys, Heatoise and the Bow, mine carts, Boss Key, Cragma, Heart Container and the Goron Quiver.
  • Tower of SpiritsClimb Tower of Spirits floors 18-23, solve the Wrecker Phantom puzzles, take the Boss Key and beat Byrne with Zelda.
  • Sand RealmSand Gyorg, desert rabbits, the Sand Sanctuary bomb puzzle, the Rael duet and the three trials to the Sand Temple.
  • Sand TempleStalfos keys, Sand Wand, the Boss Key, the Skeldritch boss fight, the Heart Container, Bow of Light and Lokomo Sword.
  • Tower of Spirits Floors 24-30 and the Compass of LightLight Arrows at the altar, every Phantom puzzle, the floor 26 gauntlet and the Compass of Light.
  • Dark Realm, Demon Train and MalladusDestroy six Armored Trains, beat the Demon Train, free Zelda from Cole and defeat Malladus with the Lokomo Sword.
CoversThe desert tracks, Sand Gyorg, the Sand Sanctuary, Rael, and the three trials that lead to the door of the Sand Temple
You needByrne defeated in the Tower of Spirits, the Force Gem from Anjean that opens the Sand Realm tracks, Bombs, the Rabbit Net, and the Song of Awakening
RewardsDuet with Rael (the Sand Realm song of restoration), tracks to the Sand Temple, and up to 9 Desert Rabbit desert rabbits; no Heart Container or stamp yet

This chapter takes you from the new desert tracks to the doorstep of the Sand Temple. You ride into the Sand Realm, work out where to bomb inside the Sand Sanctuary, learn the duet with Rael to restore the tracks, then survive three trials on the line to the temple: a Rocktite in a cave, a maze of twisting tunnels and a wall of turrets.

Reaching the Sand Realm

Riding in from the Ocean Realm coast

Once Anjean has given you her Force Gem, the Sand Realm tracks are open. Leave the Tower of Spirits and pick the Ocean Realm on your Rail Map, since the Sand Realm is part of that map. The line runs into the dunes and ends at the only dead end in the realm, where the Sand Sanctuary lies.

Sand Gyorg on the desert tracks

The danger on these rails is the Sand Gyorg, a land shark that swims under the sand and usually appears in groups of three. It cannot be hurt while it is buried, so wait for one to leap out at the train and shoot it with the cannon, which takes a single hit. If you would rather not wait, blow the train whistle and every Gyorg nearby jumps out at once.

Desert rabbits on the way

You have the Rabbit Net, so watch for rabbit ears behind boulders as you cross the dunes. Toot the whistle to flush them, blast whatever they hide behind with the cannon, then catch the rabbit with the net within ten seconds. The desert holds ten rabbits. Anjean’s Force Gem opens the tracks to nine of them; the tenth only appears after the Mega Ice delivery in Force Gem 8’s side quest, so leave it for later. Take them to Bunnio at Rabbitland Rescue whenever you pass.

Sand Sanctuary

Read the stone tablet

The tracks end at a sandy platform with a small stone dais on it. Walk up to the tablet and read it: it tells you to find the sanctuary by blasting the place where the gazes of the big statues meet. There is no ordinary way in, so the answer has to be worked out.

Wake the two stones with the Song of Awakening

The area is a miniature model of the whole desert. Two gossip stones stand near the dais; play the Song of Awakening to each with the Spirit Flute and they speak. One tells you to turn your gaze outward because there are no statues here, and the other says the lake forms the sea and the paths form the rails. Mimic what is outside: the answer lies in the big statues out in the realm.

Where to bomb: the gaze puzzle

Ride the tracks and look for the four huge statues at different corners of the realm. Two of them, in the upper left and lower left, face away from the realm, so ignore them. The other two, one in the top right corner and one at the bottom centre, have gazes that cross in the upper right corner of the empty area in the southern part of the map. Mark each gaze with a line on your map, then go back to the sanctuary, pick up a bomb flower, carry it to the matching spot on the miniature and let it blow. A staircase opens in the ground; walk down it and head north.

Rael and the Sand Realm duet

At the bottom of the stairs you meet Rael, the Lokomo guardian of the Sand Realm, who plays the clarinet. As with the other Lokomo, the song is a duet: he teaches you your part, you practise it on the Spirit Flute, and then you perform it together with him. It is the most difficult Lokomo song so far, so take your time over the practice round.

The Sand Temple tracks are restored

When the duet ends, the Spirit Tracks to the Sand Temple are restored and your Rail Map shows the new line. Rael warns that three trials stand in your way: a huge eye in the shadows, the twisting tunnels and the impenetrable temple itself. Walk back out to the train and draw a route north along the new line, which leads toward the Fire Realm; the trials come in that order.

The three trials

Trial 1: Rocktite in the cave

The new line leads into a cave, and a Rocktite drops from the ceiling onto the rails. This is a train fight, and it is tougher than the Rocktite you met before the Snow Temple. Shoot its big eye with the cannon three times and it topples over, but it gets up again and needs more hits each time. From the third round, explosive barrels appear in the cave walls and the eye stays shut until you burst a barrel as the Rocktite runs over it. In some rounds the eye is already open when it charges. Keep at it through the final round until it collapses and the first trial is over.

Trial 2: the twisting tunnels

The second trial, in the Fire Realm, is a stretch of twisting tunnels where a wrong choice sends you back to the start or somewhere unexpected. The safe route starts as you leave the Rocktite cave: enter the first tunnel, then go straight back through it to reach the north-west corner of the area; go straight back through the tunnel you have just entered; and at the next junction turn right to leave the maze.

A desert rabbit waits at the junction area of the tunnels. Slow down, sound the whistle and use the cannon and net as before, and catch it on the way through rather than planning a return trip.

Trial 3: silence the temple turrets

The Sand Temple is a large pyramid ringed by giant turrets, and its entrance stays sealed until they are destroyed. There are twelve in all: three on the left, three on the right, two at the bottom and four at the top. They fire cannonballs at you, so answer with your own cannon, and hit each turret once to destroy it. Circle the temple in any order. When the last one is quiet the entrance opens.

What the Sand Realm leaves for later

The Sand Sanctuary has a stamp station, but its stamp needs a Cucco: once you have taken Cuccos to Rael (after the Sand Wand), grab one and flutter to the station island. The tenth desert rabbit and the other sand-side extras also come later; the next chapter covers the Sand Wand and the Heart Container inside the temple.

Link and a Cucco on a small island beside a stamp station pedestal

Chapter checklist

CollectibleTypeWhere
Duet with RaelSongBeneath the Sand Sanctuary, after the bomb puzzle
Spirit Tracks to the Sand TempleTracksRestored by the duet
Desert Rabbit Desert rabbits (9 of 10)RabbitsNine are open now, including one at the tunnel junction; the tenth waits for a later quest
Sand Sanctuary stampStampNeeds a Cucco; grab one after Rael’s Cucco delivery and flutter to the island
Heart Container, Force Gem, new itemsNone hereCome from the Sand Temple and later quests

The temple door is open, so continue with the Sand Temple walkthrough.

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