The Hammer is also compact enough that Ciela can carry it around. She's pretty strong for such a pipsqueak fairy! Take the Hammer back down to 2F and smack the switch on the floor, letting you head up the north passage to a strange new device.
The tablet provides some pretty specific instructions, so give it a whirl. Have Link stand on the foot imprints and direct the Hammer-toting Ciela to the circular switch and pound it down.
The board springs upwards and launches Link clear over the wall to the other side. Cool, eh? Do the same for the following two launch pads to reach the Shell Spinners crawling around north. You have the means to hurt them now, so start bringing the wrath down upon them with Ciela's help. Go back to 1F. Your new toy will open up passage to a new area and deliver heavy punishment to the Shell Spinners that dwell here. Back on the immense basement floor, move to the far left and up some steps to a stationary boulder.
Push this boulder off into the other boulder to free the way to the spikey log. Trudge past the locked door to the northwestern room, where the wall will close behind you and leave you to dance with the pirate Stalfos in the room.
Clobber the Stalfos to dust with the Hammer to make short work of them and lumber down the steps. Pound the two rusty switches to propel the spikey log forward. It will start rolling back and forth in the corridor; follow it as it rolls westward and slip into south corridor. Ride the moving platform south and start whacking the rusty switches along the ledges on either side.
A Stalfos on each side will attempt to hold their ground as well, but they still are no match for the might of the Hammer's smackdown. Hit a total of eight switches, including the one at the end near the spikey log to get the log rolling and out of the way. Jog further south to come upon a treasure chest that contains a Courage Gem and bound up the ramp to the north to another chest for a Small Key.
The stairs lead back up to B1, but you will now be able to open the locked door just across the spikey log to the north. Inside the chamber is a weird floating pyramid. It is actually a device that controls the water levels of the temple; smack it to drain the water and begin exploring the dried up regions of the floor. Head westward to a collection of O and X tiles.
The inscription next to them says something about flipping them over. The "mighty attack" refers to the incredibly physical power of the Hammer. Whip out the beat stick and make it grow larger by pushing down on the stylus and holding it until the Hammer swells to a bigger size, and then pound down on the middle piece. The supernatural force of the impact should flip over all the tiles to red O's at once, opening the south door. If not, then you will need try battering the ground around the tiles to turn over one or a few of them at a time.
Move down the passage and onto the foot prints, then pound the switch to be catapulted onto the ledge above. Nock an arrow southeast into another one of those pyramid devices to flood the lower ground with water again.
Tip-toe across the floating log to an area with another collection of the colored tiles. This time the middle piece takes on a different color than the rest, so the previous trick won't work. The simplest thing to do would be to stomp the regular tiles outside of the colored tiles to flip over one or two at a time.
Try pounding the ground around the tiles in a counter-clockwise fashion until you've successfully turned them all over. Guide an arrow into the pyramid device once more to dry up the lower levels, allowing you to access a staircase that leads downward.
Hey, look, it's the entrance to the boss' lair and another colored tile puzzle. The solution to this puzzle can be tricky. If you split the entire puzzle into one vertical row on the left and a square shape with nine blocks on the right, then it should be much more manageable. The square-shaped should be handled just like the first similar puzzle you came to: flip the other red O's surrounding the center red O to blue X's, then simply slam the O in the middle to flip every tile to the correct color at once.
The vertical row on the left can be turned over by pounding the outer tiles. Success will send out a bridge that stretches across the other side to a staircase.
Trudge up the steps to B1 and soar through the air to the highest platform with the aid of the launch pads. Fling the Boomerang eastward to an arrow orb and swing it around to face the south, then insert an arrow into it to strike the pyramid device which fills the level with water again. Cross the log to another tile puzzle, but this time the solution doesn't consist of a uniform red color. Instead, you need to lower the water level to make another set of colored tiles visible on the floor below.
The bottom tiles show you the correct pattern of tiles you need transferred on to the tiles near you. Pound the tiles until they become a mirror image of the ones below.
The sealed door slides away, giving you the chance to proceed forward. Nab the Rupees from the chest in the southwest alcove. Trek up the steps to the boulder and roll the boulder west onto the foot imprints of the launch pad. Getting the idea here? That's right, slam down the stubby switch to catapult the boulder onto the top of the steps above.
Then crash the boulder into the other at the bottom. Take the Small Key from the chest before launching yourself onto the higher ledge. Head to the northeast section to find the door that needs unlocking.
Here you come upon a boulder already set up on the launch pad. Smash the button to lob the boulder up and follow suit. Repeat this procedure until you reach the highest point, then push the boulder down the ramp, freeing up the way to the Boss Key. Carry the Boss Key with you downstairs to B2.
Chuck the Boss Key onto the platform and follow after it to power up the platform. Have Ciela ready to bash things silly with the Hammer. As it cruises down, a number of Stalfos along the sides will assault you with a relentless barrage of bony projectiles from all directions. Lay the smackdown upon these annoyances to neutralize the threat, then step off the platform which lands you next to the entrance to the boss' domain. Hurl yourself upward using the assortment of launch pads and descend to B3.
Prep up for the duel ahead. You're nearly done! One giant boss coming up The pile of stone rubble in the center of the room emerges to form a larger-than-life stone monster!
Your final opponent, Eox, will put up a good fight. Victory won't come so easily! Any sort of pain inflicted upon our hero from this massive heap of rock surely will leave a mark—constantly stay on the move to avoid the occasional fist slam and arrows he shoots. In addition to the initial damage from being crushed by Eox's fist, the landing spreads a tremor outward in a small radius around the point of impact. This means you don't have to be hit directly to receive damage, so avoid this clobbering at all costs!
You can anticipate the attack by observing Eox's arm movements. How are you to cause any damage to this walking behemoth? By using the launch pads set up at various locations around the room, of course. As you soar into the air, smash down on Eox with the Hammer.
Aiming for the bolts located on various points on its body will exploit his weakness. Each hit slowly chips away at his tough, stony exterior, but damage him enough and you will reveal a flimsy skeletal frame underneath. Be sure you actually have the Hammer out and ready to pummel things as you sail through the air. Eventually you'll have to circle behind him to reach the bolts on his backside. Eox is strong but moves about slowly—you can even run through the space between his legs, which is a good tactic for both avoiding his attacks and delivering mighty whacks to the bolts on his back.
Grab the Heart Container and head down the newly opened pathway. This leads you into the eternal resting place of Mutoh who will gladly part with the Aquanine for the greater good.
Anxious to forge the sword that will defeat evil, Ciela wants to hurry back to Linebeck so you can get that Phantom Sword in your hands forthwith. Thrilled at the prospect of his ultimate treasure ever drawing nearer, Linebeck urges the crew to set sail immediately.
There's nothing to argue about there, so set your sights on Zauz's island in the Northwestern Sea. Last Edited: 1 Dec pm. Gyorg Appearance: Red and yellow with black spots Damage: 1 ship heart This watery predator is fast. When it is fully charged, release to slam the hammer on the ground, creating a powerful smash. Go back to the previous room and hit the rusted switch there.
This will cause the door in front of you to open, so head north and read the tombstone. It says to stand on the footpad and to slam the pillar. Stand on the footpad of the board next to you, then take out the Hammer and tap on the small pillar at the end of the board.
This will launch you up to the upper ledge, where you'll find another board. Use this one and then one more to reach the top platform.
There are three turtles here, like the ones you saw just a few moments ago. Now we can hurt them. Flip them over using the Hammer, then attack their bellies to kill them. Once they're dead, go right and jump off the platform, then take the stairs down back to the previous room. In here, defeat the three turtles and hit the rusted switch to open the door.
Take the stairs that were revealed down to the next room. Here, head all the way left and ignore the first boulder you come to.
You'll come to a raised platform with another boulder on it. Head up the platform and push the boulder right until it rolls off. It will collide with the other boulder and they'll both break. Head to where the boulder was blocking your path at and cross the bridge, then go left and cross the next bridge.
The door behind you will shut. Defeat the two Stalfos and the door that just shut will open, plus another one at the northeastern corner. Take the top-right path and take the stairs down to the next area. In here, go left and hit both rusted switches to make the spiked log move. Follow it left and go down, then get on the moving block. On the left and right sides are rusted switches everywhere, along with Stalfos that will throw bones at you.
While on the first moving block, pound the rusted switches on both sides, then get on the second moving block and do the same. Make sure to kill the Stalfos, because one hit by the Hammer crushes them. When the second moving block goes all the way down, hit the last rusted switch on the platform in front of you.
With all of the switches hit, the spiked log blocking you from getting on the platform will move. Get on it and head south, then open the chest in the corner for a Courage Gem. Follow the path back up, then go right and head up the steps.
Open the chest to get a Small Key, then take the stairs up to the next room. In here, press the switch to open the door in front of you, then head directly north and go east, crossing the spiked bridge in front of you. Unlock the locked door there, then shoot the floating piece in there with an arrow to flip it over.
This drains all of the water in the room. Jump down and go left, then defeat the Stalfos. There are tiles with X's and O's on them on the top and bottom, and the set of tiles on the top are how the ones on the bottom must look the three red circles means all of the X's must be turned around to O's. The tiles can be flipped with the Hammer.
This puzzle is easy; just hit the tile in the middle to flip them all over to O's. This will cause a door to the south to open. Go south and head up the steps, then use the board to launch yourself up to the upper platform. Take out your bow and shoot the floating switch across from you to raise the water again.
If you need arrows, break the nut on the lef to get some. Once the water has been raised, head south and cross the spiked bridge to another set of tiles. Stand in the center of them and use the Hammer to hit the tile you're standing on. The middle tile will remain stationary and all of the other tiles will flip over. With all of them flipped over to O's, a door will open. This time, push the boulder to the right, then push it down until it destroys the boulder to the south.
Throw the small boulder and go south. There is a switch on a ledge nearby. Step on it to create a shortcut back to the dock. Then go clockwise around the pyramid, and go inside. Go north to the sarcophagus and tap the ghost to talk to Max. Say yes when he asks if you will undergo his trial. He says that he will open the door where you can learn the secret crest to draw in Mutoh's temple. Go outside and go through the door that opens. Read the sign inside.
It mentions the surface maze. This is referring to the maze in the southwest part of the island. Go west of Max's pyramid and cross the bridge that leads to the dock step on the switch if the bridge is not there. From there, go west to the maze. Now that the water has lowered, you can reach the stone tablets in the maze area. Be careful to avoid Rupee Likes as you go through the maze. The first stone tablet is in the northwest corner of the maze area.
Go east from there to find the second tablet. Go south from there to find the third. Go northwest from there to find the fourth. Go southwest from there to find the fifth. Go north from there to return to the last tablet. That is the pattern that you have to draw on the red door in the southeast part of the island.
Go to the northwest stone tablet and go north, then east, and go back to the red door and draw the crest as described. After the door opens, go north, kill the two Stalfos, then go north and tap the door to open it, then go north and kill the two Zora Warriors. The door to the pyramid will open. Go in.
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