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When you ascfinish Death Mountain this time, you can notice that it sporting activities a few new adversaries.

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The following dungeon isn’t too far amethod, yet trying to gain there as you are will end up in faitempt. The mouth of the dungeon is unfortunately listed below the water line, and also waiting the storms out isn’t an alternative. You have to get in without delay. There is somepoint that deserve to be of usage high on Death Mountain. It’s a small little out of the way, but beggars can’t be choosers.

Once you exit from the dungeon, use the Magic Mirror to warp yourself ago to Lake Hylia. From then you’ll desire to pull out your Flute and fly your means to Point #1. This will dump you ideal exterior the exit of the cave that brought you from the woods to Death Mountain. The Ether Medallion, which is what you require, is at the extremely peak of Death Mountain, up near the Tower of Hera. So for the the majority of part, you deserve to follow the previous route up the mountain you took back in Chapter 4. You can take the shortreduced via the Lost Old Man’s cave, head west to the lengthy stairinstance, east right into the Magical Warp Tile leading right into the Dark World, and then Magic Mirror as soon as you’re standing on the reverse picture of Spectacle Rock.


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2x.jpg 1772w" sizes="(max-width: 1770px) 100vw, 1770px" />Just head west from the Tower of Hera out onto the floating island.
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2x.jpg 1772w" sizes="(max-width: 1770px) 100vw, 1770px" />You can use the Book of Mudora to get the Ether Medallion.

Once you reach Spectacle Rock, head due north. You’ll eventually discover a railing, but if you follow it to the left side of the Tower of Hera, you’ll see a bridge leading out to the left. It exoften tends out to another height (or is it a floating island?) of Death Mountain. Either means, on that little nook you’ll uncover a large green stone. Reading it will certainly conuncovered you with primitive Hylian hieroglyphics, but using the Publication of Mudora will certainly prove even more fruitful. A burst of blue power will be cast from you, and also eventually you’ll organize up a gold medallion. This is the Ether Medallion, and it’s precisely what you have to enter Level Six.


11.2 Go into Misery Mire

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Take out your Flute again, and this time you’ll want to head to Point #6. You’ll land on a little green patch of grass just over the desert. Tright here will be two heavy stones on the ground. Lift up the one on the best, and you’ll uncover a Magical Warp Tile. Tip on it, and you’ll be transported back to the Dark World again.

The storm hovering over the Swamp of Evil won’t dissipate without the Ether Medallion. However, you can’t just usage the medallion anywhere and also expect the storm to disappear. You need to stand on just the best spot. to blow the clouds away.


Just after the second deep pool of water, you’ll view the courtyard to Misery Mire. Get on “dry” land also and follow it approximately until you reach a rather terrifying sight. What are all those heads? These are the deals with of evil. You should conquer… well, the center one as it’s the only entrance to Misery Mire. Stand on the symbol of the Ether Medallion appropriate before the face and use the medallion. The rains will certainly stop, and also the dungeon entrance will certainly arise from the waters. You have the right to now enter in.


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2x.jpg 1048w, https://zeldaworld.net/wp-content/uploads/2016/06/lttp11-2c-886x775
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2x.jpg 1048w, https://zeldacosmos.net/wp-content/uploads/2016/06/lttp11-2d-886x775
2x.jpg 1772w" sizes="(max-width: 1770px) 100vw, 1770px" />The Ether spell is what you’ll need to uncarry out the monster magic sealing Misery Mire.

11.3 Gather four Small Keys

Of all the dungeons in the game, I would certainly say it’s arguable that Misery Mire is the most confusing of them. It really does feature choose a veritable maze. What’s even more is that tbelow are a lot of one-way doors, secret puzzles, and dead ends… or at least dead ends if you perform things out of order. Truth be told, there really is only one course with the level, but it always feels favor tbelow are many kind of divergent courses that deserve to be taken.


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The following room is the Hub Room for this dungeon; you’ll venture ago to this room a number of times as this room has actually seven exits execute it (counting the one you entered), and also most of the routes via the dungeon will certainly pass through right here. It’s likewise an extremely facility room as it’s multileveled because of the mesh grating on the left side of the room.

For this first pass via the Hub Room, you’ll desire to head down the stairs. Downstairs all you must problem about are a single Winder and a number of Sparks; the Winders and also Medusa on the top level cannot harm you underneath. Use one of the horizontal aisles to reach the left-hand also side of the room. Reach the inner wall of the reduced area and then head east; you can have to watch out for the Winder below bereason this corridor is among its favorite haunts. Once you reach the stairinstance, head upstairs and via the door that complies with.


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You’ll find two Ropa in this following room. Tright here are likewise torches that will certainly periodically shoot fireballs out of them; however, they won’t actually fire at you unless you begin killing the Ropa. As a result, you must neglect the adversaries and rather focus on the block that’s blocking access to the north corridor. Push the block left one space; not just will this enable you accessibility to the corridor, it will certainly additionally open up the door also. Head on via.

Continue north alengthy the empty catwalks until you reach the next door. Even then, you’ll sindicate continue north dvery own the staircase and also onto the wooden bridge. This is literally a bridge to nowbelow, yet there is a treasure chest at the end through a Small Key. There’s nowhere else to go from right here, but, so head ago south 2 rooms to the room via the lanterns; then head east.

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This room is a combination of traps that you’ll have viewed over the course of your adundertaking so far. Other than the pesky red Stalfos that will certainly throw bones at you as soon as assaulted, this room has actually a Beamos, a Yomo Medusa, and a bed of nails. First things initially, you must defeat the Stalfos when the Beamos allows you to. In the procedure, you might think to use the skulls to thwart the Yomo Medusa and also the Stalfos’ retaliatory bones; if you pick up the skull in the upper-left, you’ll notice the initially of 2 Small Keys in this room.