![]() ![]() Walk up to the first switch and hit it to lower the blue blocks and raise the red ones. You can tackle these rooms in any order you like just make sure that you get all of the Small Keys. The signs tell you what items, if any, are needed in the room beyond. The doors to these rooms are opened by pressure pads on the floor nearby, except for the top right room on 4F, which is opened by pulling the lever using the Hookshot. In each case it is preceded by a larger room filled with puzzles, which must be completed to obtain a Small Key and reach the door to the Miniboss. The four Minibosses are located in small rooms on 3F and 4F. Before you do that, push the statues off the edge of the platform and jump down to 1F to get a Small Key. The big door opposite you will only open when you defeat the four Minibosses scattered throughout the dungeon. Go to 3F and hit the switch to create a warp between this room and the entrance. On the way back you can get a Monster Horn from the Treasure Chest on the ledge below. Back on 2F, merge into the wall and go right to reach the Fairies. Walk right and exit the wall when you are above the hole in the ground. Merge into the wall on the right side of the room, but only at the top of the steps. The last room on floor 2F contains a Fairy Fountain. On the other side is a Treasure Chest holding a Silver Rupee. Extinguish the torches to reveal the safe path across the bottomless pit. A Red Rupee is in a Treasure Chest guarded by a Lorulean Soldier and an ice trap. Take the door on the right to get some Rupees. Go upstairs to 2F, then go into the next room. The doors will open once you have defeated it. The second room contains a Ball and Chain Soldier, much like the one in Hyrule Castle. Go back the way you came and through the door to the next room. Merge into the wall and go right to find a Treasure Chest which contains a Red Rupee. Grab the statue and push it into the lava. Walk up the steps and go across to the statue on the right. You will need Bombs and the Hookshot to complete the dungeon. Hilda will remove the barrier in front of the door so that you can enter. The effects of the Ice Rod last the same amount of time as the Ice Arrows and the Scroll of Freezing.When you have freed all of the Sages, return to Lorule Castle. Unlike the Ice Arrows, the Ice Rod does not have a finite amount of ammo, making its usage solely dependent on the character's remaining stamina. It can be used to freeze water or enemies in a straight line at the cost of stamina. The Ice Rod is an optional permanent item in Cadence of Hyrule. This section describes a subject that is or may be outside the core Zelda canon. Using it on a fire enemy will affect the enemy much more. Using it will stun a strong enemy and show its weak point gauge. The weapon is dropped by the first Ice Wizzrobe that the player defeats. In Age of Calamity, the Ice Rod is one of the three elemental rods and needs ice to work. You can help the Zelda Dungeon Wiki by expanding it. These rods, like all rods dropped by Wizzrobes, are non-metallic and cannot attract lightning. It is not recommended to use an Ice Rod for melee combat, as it will break more quickly and is much more useful when used as a ranged weapon. The Unfreezable condition, which is the Set Bonus for a two-star+ Snowquill Set and also available from the DLC item Zant's Helmet, prevents Link from being paralysed if hit by it.Īlthough useful to paralyse enemies temporarily, it only has 5 attack damage and so has limited use as a sole weapon. Ice Rods can shoot a single projectile of extreme cold, freezing almost anything it hits in a shell of ice for a short period of time. Ice Rods are dropped by Ice Wizzrobes and are the less powerful counterpart to the Blizzard Rod. ![]()
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