Bosses

How to beat every boss and mini-boss in Spirit Tracks, including the battles in the Tower of Spirits and on the rails. Each temple boss leaves a Heart Container and a Force Gem that restores the tracks to the Tower of Spirits.

Temple Bosses

Stagnox (Forest Temple; Whirlwind)
Stagnox's front is armored, but the poison gas on its back hides its weak spot. Get behind it while it's standing still, blow the gas away with the Whirlwind, then slash its back as fast as you can. After two or three rounds it takes to the air and drops three larvae. Hit a larva with your sword so it curls into a spiked ball, then blow the ball into Stagnox with the Whirlwind as it swoops by. Knocked out of the air, it lands on its back; slash it again. Repeat until it falls.
Reward: Heart Container and a Force Gem.

Fraaz (Snow Temple; Boomerang)
Fraaz is made of fire and ice, and he's weak to the opposite element of whatever he's using. Draw the Boomerang through a torch of the opposite element (a fire torch when he's icy, an ice torch when he's fiery) and into Fraaz. After enough hits, he splits into two smaller Fraaz. Hit each one with the opposite element quickly; if you take too long after beating one, the other can bring it back. When Fraaz destroys the torches, use the fire and ice left by his own attacks instead. Repeat until he falls.
Reward: Heart Container and a Force Gem.

Phytops (Ocean Temple; Whip)
Use the Whip on the pegs to swing up the pillar to Phytops. Pull the thorns off its tentacles and throw them into its eye. When it's down, slash the eye. Dodge the acid it spits. Repeat until it falls.
Reward: Heart Container and a Force Gem.

Cragma (Fire Temple; Bow)
Shoot the glowing spot low on Cragma's body. Then flatten the boulder it throws into a platform and use it to get into a mine cart. Ride the spiral track up and shoot the glowing gold spots on the way, then shoot its eye. Repeat until it falls.
Reward: Heart Container and a Force Gem.

Skeldritch (Sand Temple; Sand Wand)
Catch the boulders Skeldritch throws by raising sand walls. Roll a boulder onto one of the four catapults around the room and hit the crystal switch to fire it at the creature's spine. Five spinal discs have to be destroyed. The last three are armored on one side, so move Link around to turn Skeldritch until its exposed side faces the catapult. Then raise sand to reach the skull and slash the red crystal on it until Skeldritch is beaten.
Reward: Heart Container. The Bow of Light is in the chamber beyond.

Byrne

Byrne waits at the top of the Tower of Spirits, and you fight him with Zelda in her Phantom armor. Byrne's beams can't hurt Zelda. When his gauntlet gets stuck, have Zelda pull him down so Link can slash him. In his later phases his gauntlet is more accurate and he can stun Zelda. When he charges up a big thrust, have Zelda hold him from the front while Link strikes from behind.

The Demon Train and Malladus

  1. The Armored Trains: in the Dark Realm, pick up a Tear of Light on the tracks to energize the Spirit Train, then ram an Armored Train while you're still glowing. Destroy them all to bring out the Demon Train.
  2. The Demon Train: fire the cannon at the barrels in its rear cars, then at its laser cannons (two hits each), then at the red lights on the front car until they turn blue. Finally, shoot its face until the last car explodes.
  3. Chancellor Cole: Cole controls Zelda's body with strings. Throw the Boomerang to cut them, and kill his electric mice quickly. Lead Zelda (in her Phantom armor) to Malladus while she blocks his lasers, then fire a Light Arrow at him to drive him out of her body.
  4. Malladus: first, hit his flaming boulders back with the Lokomo Sword (a Spin Attack handles several at once), protecting Zelda while you play the final duet together. Then Zelda fires Light Arrows at the weak spot on his back to topple him; slash him until a horn breaks. Do it again to break the second horn. Finally, one more Light Arrow brings him down. Slash his head and drive the Lokomo Sword into the jewel.

Mini-Bosses

Mothula (Forest Temple): don't hit it with your sword, and don't blow the Whirlwind at it directly, or it just sends the wind back. Wait for it to release a Bubble, blow the Bubble into Mothula to stun it, then slash it. Do it twice.

Rocktite (tunnel to the Snow Sanctuary, and again in the Sand Realm): fire the cannon at its yellow eye. It keeps coming back faster, climbing the walls and ceiling. In the Sand Realm, if its eye is shut, burst one of the explosive barrels near it to startle it open.

Big Blin (on the Spirit Train, Ocean Realm): step aside as it winds up its club, then slash it. If you get dizzy, rub the touch screen.

Snapper (Ocean Temple): let it pull you in, slash it, then step back. Later Snappers can be dazed with the Whip first. The first one guards the Whip.

Heatoise (Fire Temple): dodge its charge so it rolls into the electrified enemy nearby, then slash its head while it's stunned. It guards the Bow.

Mighty Zora Warrior (Tower of Spirits): Zelda draws its attention from the front (its fire only hurts Link) while Link slashes its back.