Where is mutohs temple phantom hourglass




















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. Zelda's Rescue 2. Eastern Palace 3. Desert Palace 4. Tower of Hera 5. Hyrule Castle Tower 6. Dark Palace 7. Swamp Palace. Skull Woods 9. Gargoyle's Domain Ice Palace Misery Mire Turtle Rock Ganon's Tower. Link's Awakening. Tail Cave 2. Bottle Grotto 3. Key Cavern 4. Angler's Tunnel 5. Catfish's Maw. Video Walkthrough 6. Face Shrine 7. Eagle's Tower 8.

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Video Walkthrough Gerudo Desert Arbiter's Grounds Scaling Snowpeak Snowpeak Ruins While standing on this ledge, shoot an arrow at the nearby floating pyramid to make the water come up.

Go south across the bone bridge. To the east, you will find more tiles that you can flip over with the hammer. Hit the ground beside the blue X tiles to make only those tiles flip over. Make all of the tiles turn into red Os. When you do, a nearby door opens. Go east and cross the bone bridge.

Then shoot an arrow to the left to hit the floating pyramid, lowering the water again. Jump off the ledge to the right and go south to the stairs.

Go down. There is another flip tile puzzle here. You need to turn all the tiles into red Os. Click the button to see one way to solve the puzzle. Go east and make a note of the tile pattern.

You will need to recreate this pattern later. Use the two catapults to go up. Use the boomerang to hit the arrow shooter to the east so that it points down. Shoot an arrow at it to hit the floating pyramid. Go east across the bone bridge, then change the tiles here to match the tiles that were down below.

Click the button to see one possible solution. After you solve the puzzle, cross the bone bridge and shoot the arrow shooter to lower the water, then go down to the ledge where the door opened, and go through.

Go west and you can find a chest that contains a big green rupee. Go north and roll the boulder to the left to put it onto the footprints of the catapult. Use the hammer on the catapult to put the boulder on the upper ledge. Push that boulder to the right to get rid of the other boulder. Then go east and open the chest to get a small key. Then use the catapult to go up above. The stone tablets at the entrance give you first tip you need to get started. The "chin" should be the portion of the island in the way southeast.

At that spot you'll find a tree as well as rows of tiles. Move 13 tiles west and then another 7 north, using the tiles as a guideline. You should wind up at a spot in the grass between the vertically lined tiles and a tree.

The spot will reveal a hidden underground passageway, so hop on in. You drop in a room with a northern cracked wall. Blow this wall apart to gain entry into another secret chamber inside which are a bunch of Rupees and a Power Gem.

The tablet will kindly provide another important clue. There's a lot of activity going on in the tight quarters ahead: boulders tumbling in all directions along with flapping Keese congest the path and make the trek through the windy passage quite frustrating.

Press on though—the exit is just around the corner. The exit leads back outside but on top of a high platform. Loot the chest nearby for a Treasure Map , then scout out the west view to find an orb. This orb will open access into the cemetery in the northwest. Read the tombstones to start piecing together the information on the proper route through the Phantom Corridor.

The final route is as follows: north, east, east, north, and north. Follow this precisely, ignoring the fact that you may see McNey's remains in each "new" room. Your arrival in the final resting place of the fourth Cobbler Kingdom knight confirms that you have stuck to the true path.

Upon hearing of your plight, the valiant Brant refers you to King Mutoh who will surely sympathize with the Ocean King and hand over the Aquanine. This King Mutoh fellow doesn't appear to be anywhere, but an ornate treasure chest sits in his place at the top of the steps. Open the lid to claim the Regal Necklace. Brant tells you King Mutoh isn't here, but he can be found on the Isle of Ruins which you can now reach since you bear the Regal Necklace. Sensing the Regal Necklace, the massive cyclone disperses, permitting the small vessel to mosey on over to the island.

Before letting Link loose, Linebeck's fine-tuned observations observe the overall wild and abnormal shape of the island. He's quite right about that. Equip the Boomerang and head on into the cave nearby. Prepare to battle a Zora Warrior in the first room: Boomerang the familiar fiend and attack its backside. After its defeat, a bridge will stretch across and aid in your safe passage over the waters.

You are eventually led back outside to an extended network of thin ledges. Traverse the platforms to the northwest bridge, hopping over gaps only if you can clear them. Otherwise try a different route. Don't drop your guard for innocent-looking Rupees lying about on the ground—many of them are actually Rupee Like Likes in disguise.

Cross the bridge and head further north. Leap off the side of the ledge to lower ground. If you follow the path west to an area with a red Rupee Like Like, you can dig up the discolored patch of dirt to pocket an extra Rupees.

If you dare to venture further north, you must navigate through a canyon under constant assault by rolling boulders. Conquer this trifle obstacle and you'll be well on your way to the tomb of the third knight in the far northwest.

The conversation with Bremeur leads to seeking out the second knight, Doylan. Leave the temple to discover that Cobble Kingdom knights are men of honor and hold fast to their word. Bremeur has so kindly created a path for you to reach his colleague further east. Cross the bridge to a few Miniblins. Roll into the tree nearby to rustle the branches for Rupees. Good stuff. Continue the short jaunt east to the smaller pyramid and enter Doylan's tomb.

The path to Doylan is riddled with many dangers: you will be assailed by cascading boulders and sharp arrows and encounter booby traps. That Doylan must've been one paranoid fellow. Work your way with extreme caution to the burial room, where Doylan's spirit will grace you with the King's Key. When you leave, simply hop off the ledge to the exit so as to avoid treading through the danger-filled hallways of the first floor again.

Return to Bremeur's temple with the King's Key and insert it in the golden structure in the center of the temple. The water level decreases so that you may explore the previously sunken land of the kingdom. Before dropping down, cross the bridge lain by Bremeur to the gang of Miniblins for access to a nearby cave with a treasure trove of goodies, a Wisdom Gem being among them. From the cave, go as far east as you can before dropping down into the dried up canyon.

There's a chest with Rupees to be found eastern ledge of the canyon, so nab that before you continue south. Eventually the canyon takes you to a passage blocked by a massive boulder as well as a smaller boulder beside it. Head east, shoving a boulder aside, and push a boulder from atop a hill.

This one will collide violently with the boulder sitting at the bottom and allow you to simply lift the smaller boulder out of the way. The ledge leads south to a couple of Stalfos and a single boulder perched at the top of the stairs. Roll it north onto the tiles and then east to crash it into the other boulder. Follow this path to a treasure chest containing a Wisdom Gem. Return to the boulder at the top of the hill, but this time shove it down south into another boulder.

Max's temple is just a little ways from here. The meeting with Max lets you in on the secret to entering the King's temple: you must draw a secret crest onto the floor of the great corridor. Normally, you would have to enter the maze that lies to the southwest to find the clues, but we completed the legwork for you so just waltz right into the great corridor.

On an unrelated note, the maze is worth exploring for one thing alone: a Power Gem hidden in the northeastern corner of the maze. Tap on the tablet and then on the red door. On this particular door are five dots situated at different locations on the door. This drawing of the sacred crest involves a simple matter of just connecting the dots, but in a certain order.

Starting from the top left corner drag the stylus straight across to the top right, then down to bottom right. Change it up a bit by sweeping diagonally up to the center dot and then down again to the bottom left dot, and finally completing the crest by joining the top left and bottom left vertically. The end result should look a little something like the letter "W" with a line drawn over the top.



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