3
Contents
Quickstart |
6 |
Primer |
8 |
Game Structure |
10 |
Commands |
11 |
On-screen Display |
12 |
Navigation |
13 |
Landmarks & Points of Interest |
15 |
Maps & Markers |
16 |
Horses |
17 |
Combat |
18 |
Resources |
22 |
Cooking |
24 |
Character Progression |
25 |
Weather & Elements |
26 |
Runes |
28 |
Puzzles |
30 |
Walkthrough |
32 |
Introduction |
34 |
Map Legend |
34 |
Crash Course |
34 |
Prologue: The Great Plateau |
36 |
Seek Out Impa |
44 |
Locked Mementos & Captured Memories |
48 |
Zora Quest |
52 |
Divine Beast Vah Ruta |
56 |
Gerudo Quest |
62 |
Divine Beast Vah Naboris |
68 |
Rito Quest |
76 |
Divine Beast Vah Medoh |
80 |
Goron Quest |
86 |
Divine Beast Vah Rudania |
92 |
Intermission |
97 |
Captured Memories |
98 |
The Hero’s Sword |
100 |
Destroy Ganon |
104 |
Shrines |
112 |
Introduction |
114 |
Shrine Directory |
115 |
Shrine Map |
116 |
The Great Plateau |
116 |
Dueling Peaks |
118 |
Hateno |
124 |
Lanayru |
130 |
Faron |
138 |
Lake |
146 |
Wasteland |
150 |
Gerudo |
162 |
Central |
168 |
Ridgeland |
174 |
Tabantha |
180 |
Hebra |
186 |
Woodland |
194 |
Eldin |
200 |
Akkala |
209 |
Side Quests |
214 |
Towers |
216 |
Dueling Peaks |
218 |
Hateno |
224 |
Lanayru |
234 |
Faron |
242 |
Lake |
246 |
Wasteland |
248 |
Tabantha |
254 |
Hebra |
258 |
Woodland |
260 |
Central & Ridgeland |
266 |
Eldin |
270 |
Akkala |
274 |
Inventory |
278 |
||
Added Effects |
280 |
||
Armor |
280 |
||
Weapons |
285 |
||
Shields |
290 |
||
Bows |
291 |
||
Arrows |
292 |
||
Materials |
293 |
||
Roasted and Frozen Food |
295 |
||
Cooked Food |
296 |
||
Elixirs |
299 |
||
Important Items |
299 |
||
Bestiary |
300 |
||
Introduction |
300 |
||
Chuchus |
302 |
||
Keese |
303 |
||
Octoroks |
304 |
||
Wizzrobes |
305 |
||
Bokoblins |
306 |
||
Moblins |
307 |
||
Lizalfos |
308 |
||
Yiga Clan |
309 |
||
Cursed Monsters |
310 |
||
Guardian Vehicles |
311 |
||
Guardian Scouts |
312 |
||
Talus |
314 |
||
Hinox |
316 |
||
Molduga |
318 |
||
Lynels |
320 |
||
Stal Monsters |
322 |
||
Bosses |
322 |
||
Extras |
324 |
||
Completion Rate |
326 |
||
Great Fairy Fountains |
326 |
||
Sub-Bosses |
328 |
||
Korok Seeds |
330 |
||
Mini-Games |
332 |
||
Kilton |
342 |
||
Dragons |
343 |
||
Hyrule Compendium |
344 |
||
Secrets and Easter Eggs |
348 |
||
Reference & Analysis |
352 |
||
Farming |
354 |
||
amiibo Overview |
366 |
||
Merchants |
367 |
||
Miscellany |
372 |
||
Maps |
374 |
||
Introduction |
376 |
||
Overview Map |
378 |
||
Hyrule Atlas |
380 |
||
Hyrule Castle |
408 |
||
The Master Trials |
410 |
||
Overview Map |
412 |
||
Side Quests |
414 |
||
Master Mode |
419 |
||
Trial of the Sword |
424 |
||
The Champions’ Ballad |
444 |
||
Overview Map |
446 |
||
Side Quests |
448 |
||
Main Quests |
452 |
||
|
|||
|
In re-examining the convention that Zelda games are played on a set path, we decided to implement a groundbreaking new play style that would allow players to go wherever and do whatever they want. This has been achieved for the first time in the history of the series in its newest edition, Breath of the Wild. In order to attain this goal, we spent most of the production time creating the game as we
played it.
The process of “creating while playing” went like this: first, we placed a countless number of “points” throughout the vast world of Breath of the Wild. Then, as we went through and actually played the game, we would make those “points” larger, smaller, or move them around, incorporating the things that we felt, while playing deeper into the game itself. In truth, this production style is very similar to the method Miyamoto used in the very first The Legend of Zelda. Nonetheless, as games became 3D and people wanted more realism from game worlds, it became necessary to have a concrete “blueprint” of our game world from the very start of development. In essence, what became known as the quintessential Zelda experience, following a path set by the developers from start to finish, ended up being a product of the demands placed on the developers by that blueprint.
However, since this approach of creating a game while actually playing it means that the game continues to grow and evolve over time, it makes it very difficult to decide where to place the ending. Even now, after development has finished, I still get the feeling that there are so many things left that we didn’t get a chance to achieve. Although this feeling isn’t new to this particular work, for past games, it was more a feeling of disappointment. For this game, in contrast, it’s more of a desire to keep evolving and growing. I feel like that’s a big difference between this Zelda game and previous versions.
I’m not sure what lies before us, but I’m positive that this feeling of wanting to keep on growing and changing will be a driving force for future Zelda games. I hope you’ll keep your eye out for whatever comes next in Zelda.
Eiji Aonuma
Producer, The Legend of Zelda: Breath of the Wild
4
Foreword
The Legend of Zelda: Breath of the Wild is a project that we started in an effort to completely re-imagine the conventions of The Legend of Zelda to commemorate the 25th anniversary of the series. I tried to imagine what that would look like: a new Legend of Zelda, utilizing new technology, new hardware, and new ways of playing that we had never done before. I contemplated this for a long time, and my staff and I spent day after day trying to come up with an answer, but for what seemed an age, we couldn’t find one.
When we went back to the essence of what it was that originally made The Legend of Zelda so much fun, we realized the answer was in the very first Zelda game: venturing through wide open fields, using your imagination and trying out different approaches in order to overcome problems… Was this the answer? Was this the essence of The Legend of Zelda? What if we tried making a game where there was a response to every single one of the player’s actions? What would we need in order to make that happen? After we started asking ourselves these questions, we came up with a vast variety of playstyles that served as the basis for everything that was implemented in the finished version of The Legend of Zelda: Breath of the Wild.
Most of the natural phenomena that occur in the world of Breath of the Wild are based on physics, and they affect all forms of life that appear in the game. In addition, depending on the choices and actions of the player or the effects from the items that they use, there are various kinds of reactions that can occur. Due to the mass of possible combinations, we have on occasion observed things happen in the field that not even we, who created the game, could have imagined. For this reason, there is no one way to beat this game. In The Legend of Zelda: Breath of the Wild, the number of ways that you can tackle and solve any problem is limited only by your imagination.
Unique characters, powerful enemies, and challenging puzzles that can only be found in the world of The Legend of Zelda are waiting for you. This time, our hero Link uses an item called the Sheikah Slate to aid him in his adventures, but with this strategy guide by your side, I hope that you too will be able to venture forth with confidence into the vast world of Hyrule and experience your own adventure to the fullest.
Hidemaro Fujibayashi
Director, The Legend of Zelda: Breath of the Wild
5
6
Quickstart
1
2
Breath of the Wild features a gigantic realm that you can explore at your leisure. After a brief introductory prologue, the full sandbox will be unlocked – a feature-packed, colorful world of outstanding scale and variety.
In this breathtaking environment, the game’s narrative invites you to visit specific places and face set challenges. At any point in time, though, you can choose to go your own way. Opportunities to leave the main narrative path – either to roam freely or to attend to optional tasks – are quite literally everywhere.
Whether you are looking for step-by-step assistance, or instead intend to complete the adventure with minimal help, you will find that this book offers all the information you will need to support your playthrough. We have spared no expense to offer a primarily visual guide, where everything from puzzle solutions to prompts on where to go next can be absorbed with a simple glance at an annotated screenshot or map.
In this brief section, we draw your attention to points of entry in this guide that might be of interest to you.
This guide begins with a short Primer (see page 8). This opening chapter introduces all game concepts of significance with one essential objective in mind: helping you to start the adventure with confidence. If you are a newcomer to The Legend of Zelda series, this should be your first port of call. Even long-time fans will learn a lot by reading this chapter, as Breath of the Wild has a huge number of new features that set it apart from its predecessors.
This Expanded Edition of the Breath of the Wild guide features four brand new, exclusive chapters. Two of these offer advanced information on the resources Link has access to throughout his adventure, while the other two are dedicated to the game’s Expansion Pass content.
REFERENCE & ANALYSIS (see page 352): detailed guidance on how to optimize your playthrough by acquiring the best possible tools – weapons, armor upgrades, recipes and ingredients, horses, you name it.
MAPS (see page 374): a comprehensive collection of hi-res area maps showing the exact location of Hyrule’s key points of interest and collectibles.
THE MASTER TRIALS (see page 410) & THE CHAMPIONS’ BALLAD (see page 444): in-depth coverage of the game’s two expansion packs.
Our Walkthrough (see page 32) has been designed to enhance your experience. If you wish, you can follow the main path that we recommend, honed over countless playthroughs. Alternatively, you can instead use it as a handy source of reference should you prefer to plot a more personal course through the adventure.
Primer
Chapter
Walkthrough
Chapter
Getting
Started
Supplementary Chapters
Playthrough
Guidance
7
3
Whenever you have a question about a specific topic – shrines, items, enemies, optional quests – you have access to a wealth of reference material in the chapters that follow the main walkthrough.
You will also find a comprehensive index at the back of this book. Simply look for a key term to find a corresponding page reference, leading you straight to the answer you require.
Specific Questions
Our Shrines Chapter (page 112) offers a comprehensive directory of all shrines, sorted by regions. We use annotated screenshots and descriptive captions to show you the way to each altar, plus advice on how to plunder all hidden treasures.
Shrine-related questions
The Inventory Chapter (page 278) is home to a full appraisal of all items, including where and how you can obtain them. If you are looking for better equipment or are in need of new cooking recipes to concoct decisive buffs, look no further.
Item-related questions
Our Side Quests Chapter (page 214) explains how to find and complete all 76 side quests in the game. For ease of reference, we have sorted side quests by region, with maps detailing the positions of quest vendors and places you must visit in order to complete their objectives.
SIDE-QUEST-RELATED questions
Our Extras Chapter (page 324) covers optional activities, challenges, and secrets that are not listed in your Adventure Log – some of which contribute to your overall completion rate.
Bonus-related questions
This guide’s Bestiary Chapter (page 300) details every enemy that you may encounter over the course of your journey. Each species is analyzed with a data sheet revealing HP, habitats, drops, and other key pieces of information, along with essential combat strategies that will improve your performance against each foe.
Monster-related questions
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
8
This introductory chapter offers a general presentation of all primary features and concepts of significance in Breath of the Wild. As the adventure begins you are free, literally within seconds, to go where you want and do what you please. While this freedom is hugely enjoyable, it also means that there are countless traps that lie in wait for the unwary player: surprisingly tough opponents, complex puzzles, and the many challenges inherent in navigating a vast and varied game world.
Breath of the Wild does not coddle players with regular tutorials, or micro-manage movement with waypoints that map journeys on a step-by-step basis. Instead, you learn by observing, by attempting actions that seem logical, and – perhaps most importantly of all – by failing.
It’s important to acquire a solid understanding of staple game features at an early stage in the story. If you would like to make a commanding start, digesting this Primer chapter will help you to get to grips with exploration, combat, character progression, equipment and many other core systems. For those relishing the opportunity to test their mettle against this world with minimal assistance, the chapter is also suited for occasional reference whenever you might like to learn more about a particular topic of interest.
Primer
Primer
9
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
10
The true joy of Breath of the Wild is that there is no right or wrong way to play. Some will choose to focus on advancing the story, while others may favor a more leisurely approach to completing critical missions in order to fully explore the lands of Hyrule.
The Legend of Zelda: Breath of the Wild places your character, Link, in a breathtaking open world, and leaves you free to explore it as you please. While a main storyline quest is always available, reasons and opportunities to venture off the beaten track are seemingly countless in number.
Game structure
11
The following table offers a handy recap of the main commands you will use throughout the adventure.
Switch |
Wii U |
Summary |
---|---|---|
l |
Used for basic movement and to navigate menus. |
|
r |
Used to control the game camera and to navigate pages in menus. |
|
d |
Used to select your current weapon/bow/shield/arrow/rune (hold a direction and navigate available items with r). Whistle to call your horse (g). Also used to navigate menus. |
|
a |
Used to interact with the environment and to confirm selection in menus. During combat, press the button while holding a shield to perfect-guard. Used to mount a horse; while mounted, spur the horse to make it increase speed. With a shield drawn and Link airborne, tap this button to shield-surf. |
|
b |
Press to sheathe your current weapon or to put away the paraglider. Hold to sprint while running. Also used to cancel selection in menus, and to cancel charged attacks or bow shots. |
|
y |
Press to attack with a weapon in hand. Hold to perform a charged attack. |
|
x |
Press to jump while on a solid surface. While airborne, press to use the paraglider. While swimming, press to dash. |
|
® |
Press to draw your currently selected melee weapon. Hold to aim and release to throw that weapon. Also used to throw objects that you are carrying, such as jars or rocks. |
|
Z |
Tap to draw your currently selected bow. Hold to aim and charge, and release to shoot. |
|
@ |
Press to activate your currently selected rune. Press again to deactivate it. |
|
z |
Tap to instantly align the camera in the direction that Link is facing. Hold to focus (fixing Link in that direction), lock on to a nearby target, and draw your shield out. Press multiple times to change targets when applicable. |
|
L |
Used to crouch. |
|
R |
Press to use your scope, an item that you receive early in the main storyline. |
|
+ |
Display the pause menu, where you can change tabs with @ and ®. |
|
- |
Display the Sheikah Slate, where you can change tabs with @ and ®. |
Default Controls Summary
Commands
Skipping Cutscenes
Saving
DIFFICULTY
While most players will want to see every last story development, there are instances (particularly when triggering an event multiple times, or while replaying the game) where you may wish to avoid revisiting a cinematic sequence. To skip cutscenes, press x. For important scenes, you will sometimes need to press + when the corresponding prompt appears. You can also speed up conversations with characters by pressing b every time they begin a new line of dialogue.
Breath of the Wild employs an autosave system that automatically records your progress at regular intervals. This happens seamlessly (look for the icon in the bottom-left corner of your screen) and means that you are taken back to a position mere minutes – or even seconds – prior to the moment that you hit the Game Over screen. There are five such autosave slots, offering plenty of flexibility if you would like to backtrack to an earlier point in time.
You can also create a manual save file via the System menu. Make a habit of using this feature to record your progress, especially before you attempt something dangerous. It is quick and painless, and will help you to avoid situations where you lose progress after a mistake or unanticipated difficulty spike in the rare instances when an autosave hasn’t triggered for a while. You should note, though, that manual save functionality will occasionally be suspended when you visit particular locations.
Breath of the Wild offers frequent opportunities to venture off the beaten track, with your exploration and accomplishments all being of direct benefit to Link and your overall completion rate. Roaming the map is something that we strongly encourage – but until you have explored an area, you cannot be sure what lies in store. By saving regularly, you will insure yourself against sudden and decidedly unfavorable developments.
By modern gaming standards, Breath of the Wild is a relatively hard game. There are few tutorials or prompts to introduce even basic concepts and systems, waypoints deliberately offer limited visual guidance, battles can seem brutal if you are unprepared, the map you explore is gigantic, and the potential pitfalls numerous. It is, however, never unfair or cruel – quite the contrary, in fact. Every moment of failure teaches you something about how you could better approach a challenge or improve your preparations.
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Game Structure |
Commands |
On-screen Display |
Navigation |
Landmarks |
Maps & Markers |
Horses |
Combat |
Resources |
Cooking |
Character Progression |
Weather & Elements |
Runes |
Puzzles |
12
On-screen Display
1 Hearts
Hearts represent Link’s health. The gauge is depleted every time he sustains damage, and you will hit the Game Over screen if it becomes fully empty. There are multiple methods to regain empty hearts, though the most common is to consume food. Starting with three hearts at the beginning of the game, you can increase your total permanently by completing dungeons and (albeit more gradually) shrines, or temporarily by eating appropriate cooked dishes. Temporary hearts are displayed in yellow and disappear when you lose them.
2 Loadout
This display reflects your current loadout. Press d in the corresponding direction to access a shortcut: left to equip your shield, right to draw your melee weapon, up to ready your rune, and down to whistle for your horse. To change your current selection of shortcuts, either hold d in the corresponding direction and choose a new one with r, or visit the Inventory menu.
3 Stamina Wheel
A green, circular bar will appear whenever you consume stamina while performing effortful actions such as sprinting or climbing. Once you curtail the activity, the gauge will refill automatically. If you fail to stop before the entire bar is exhausted, however, it will turn red and leave you unable to rely on stamina-fueled moves for several seconds until the gauge is fully restored. Worse still, if you run out of stamina while climbing or swimming, Link will lose his grip or drown.
4 Interactions
Objects or individuals that you can interact with in the game world using a are highlighted by prompts such as “Talk” or “Activate” when you move within range.
5 Mini-Map
This illustrates Link’s immediate surroundings, including essential details such as waypoints, shrines, and assorted points of interactivity. See page 16 for details.
6 Sheikah Sensor
At the beginning of the adventure, you will receive a Sheikah Slate, which gives you access to the in-game map. A little later in the adventure, a new function will be added: the Sheikah Sensor, which enables you to detect shrines nearby. This feature is represented by an antenna icon. Whenever a shrine is available in the current radius of the Sheikah Slate, the sensor will start glowing.
The concentric circles light up when Link faces in the direction of the shrine; the better his alignment, the more circles glow. This enables you to locate shrines with a fairly high degree of precision, though you should note that the signal is three-dimensional, taking into account not just left and right, but also elevation.
7 Noise Indicator
Whenever Link performs an action, this gauge reflects the amount of noise he makes. The louder he is, the greater the amplitude of the soundwaves on this display. This tool can prove helpful during stealth sequences. Whenever enemies or hunt targets are nearby, make sure you remain unseen and try to keep noise to a minimum. Crouch-walking is a great way to move while remaining quiet, especially if you tilt l very gently. In addition, certain foods and pieces of armor can increase your ability to remain silent.
8 Time of Day
The current time of day plays an important role in the game. For example:
One second in real life translates into one minute in the game world – so a full day/night cycle in Hyrule corresponds to 24 actual minutes.
9 Weather
The glowing icon represents the current weather, while the icons to the right offer the forecast for the coming hours. All icons slowly scroll to the left as time passes by. The weather can have various practical gameplay consequences. For example, Link will slip and slide if you attempt to climb when it rains, and he can be struck by lightning during thunderstorms.
10 Temperature
The thermometer display represents the current temperature. If the meter enters the blue or red zones, you must consume appropriate food or elixirs, or to kit Link out with specific equipment that offers protection from cold or heat.
RUPEE |
Value |
---|---|
1 |
|
5 |
|
20 |
|
50 |
|
100 |
|
300 |
1
3
4
2
5
6
7
9
10
8
Rupees
Rupees are the primary currency in the Legend of Zelda universe. Your current total funds will appear briefly in the top-right corner of the screen whenever you collect rupees, though you can also view a permanent tally of your wealth at the inventory menu. You need rupees to buy anything from a merchant. A rupee’s color determines its value:
13
Navigation
Navigation is one of the primary challenges in Breath of the Wild. Though basic commands and movements are easy to execute, navigating complex environments and planning efficient trips can prove a little more demanding. With practice, though, these skills will soon become second nature. The key consideration here is that you should feel comfortable with every command.
If any of them seem unclear or unnatural to you, practice them regularly and carefully read the corresponding explanations on these pages. Any traversal-oriented feature of importance that you choose to disregard will, at one point or another, hinder your progress during your travels.
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Game Structure |
Commands |
On-screen Display |
Navigation |
Landmarks |
Maps & Markers |
Horses |
Combat |
Resources |
Cooking |
Character Progression |
Weather & Elements |
Runes |
Puzzles |
Basic Movement: Traveling from one destination to another on foot is extremely simple. You move Link around with l and control the camera with r. While running, hold b to sprint and reduce the overall duration of your journeys. Sprinting will gradually deplete your stamina bar. Stop sprinting and the gauge will refill gradually. If you deplete the entire bar, Link will be left out of breath and temporarily unable to reach top speed until it has been fully replenished.
Swimming: Link swims automatically when you tilt l. Every movement he makes in deep water depletes a fraction of the stamina bar. If you cannot reach solid ground by the time the gauge is fully empty, he drowns and you return to your previous position on dry land with one heart fewer than before. You can dash over a short distance by pressing x, though this removes a more substantial chunk from the stamina bar. Dashing has multiple applications, such as reaching the shore more quickly, catching fish, or putting distance between Link and an enemy.
Climbing Basics: Link can scale virtually every single wall, cliff, and mountain available in the game, with the (common-sense) exception of perfectly smooth walls, typically found in shrines and ancient structures. To begin a climb, direct Link towards a solid, vertical surface. Use l to ascend, traverse to the left or right, or descend. Every movement you make while climbing will take a toll on your stamina bar, so you must choose your route carefully. Employing r to adjust the camera and plan ahead is a vital skill, as you will often need to find flat areas where you can take a break to refill your stamina during long ascents. Link will lose his grip and fall once the stamina wheel is fully depleted. You can jump with x to reach a higher position quickly while climbing, but this will burn up a large portion of your stamina instantly – making it a move best left for low-risk situations.
Descent Moves: To begin a descent from a standing position, head to the edge and press a when the corresponding button prompt appears on your screen. While hanging, you can drop with b, or back eject by holding l down and pressing x, causing Link to spring away from a surface. To grab a climbing position while in midair, simply move in its direction; you can do this easily once you have secured the paraglider.
Jumping: You can jump by pressing x. This enables you to vault over obstacles or gaps. To leap over greater distances, prepare a suitable run-up and sprint in advance. Falling from great heights will cause damage, so be careful when you move close to noteworthy drops. Once you obtain the paraglider in the opening section of the game, however, you can avoid the effects of rapid descents by floating to kill your momentum just before you hit the ground.
14
Route Planning: Before heading out on a long journey, make a habit of planning your route in advance. Following roads often presents a fast and direct path, but this is also where you will encounter the most enemies. Venturing through more remote areas will generally involve climbing and assorted detours, but will often lead to unexpected discoveries such as shrines. Whenever you espy elevated vantage points, it may be worth your while to climb up: standing on high ground gives you a better view of the region, and therefore enables you to adapt your journey based on what you observe. In the early hours of the adventure, though, your stamina will be very limited, so you can only climb for a short period of time. This means that more strenuous ascents are only possible if they feature flat areas for much-needed rest stops. Link’s capacity for exploration (especially climbing) improves as he acquires better equipment and attributes throughout the adventure.
Fast Travel: Every time you activate a tower or a shrine, it will instantly become a new fast travel position. Simply open the Map menu, move the cursor to one of these positions, and press a to initiate the truncated journey. Given the gigantic size of Hyrule, this is an essential feature that you will come to use on a regular basis. Note that ancient tech labs, encountered a little later in the adventure, can also act as fast travel destinations.
Altitude Management: While using the paraglider, you can put it away to deliberately fall, then draw it out again once you have reached the desired altitude. This trick is particularly handy if you are still high in the air with insufficient stamina to safely reach the ground: let yourself fall, then activate the paraglider just before you land to avoid taking any damage.
Optimal Approach: When you decide to attack an enemy outpost, use your navigational skills to get an edge. Study your surroundings to get a clear sense of what dangers lie ahead. Eliminating a sentry on a lookout with an arrow headshot, for example, will prevent them from warning allies. Combat can be ruthlessly hard in Breath of the Wild, so advance preparation and creative thinking are vital skills. Watch out for situations that will enable you to avoid combat, or that will tip the odds in your favor. For example:
Paraglider: After you complete the main story objectives during the opening section of the game on the Great Plateau, you will receive the paraglider. This amazing tool enables you to glide over long distances when you jump from elevated positions such as towers and peaks, though the distances that you can travel are limited by Link’s current stamina reserves. Press x while airborne to initiate flight, then adjust your direction and speed with l. This incredibly useful feature enables you to cross chasms and travel long distances much more quickly than you would on foot. Combined with the fast travel technique that gives you instant access to any tower that you have unlocked, this is one of the best ways to explore new regions.
Updrafts: Whenever you notice an upward gust of wind, you can use the paraglider to fly high in the air. Natural updrafts can be found in certain locations in Hyrule or inside shrines, but you can also utilize temporary updrafts that appear above large fires.
15
Landmarks & Points of Interest
Exploration is one of the most important activities in Breath of the Wild. The game world is quite astonishingly vast and features countless points of interest, characters to talk to, collectibles to acquire, and quests to complete. Scouring Hyrule for new experiences is utterly compelling, largely because your curiosity is so frequently rewarded. In this section, we describe the most important landmarks and features that you will discover during your travels.
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Game Structure |
Commands |
On-screen Display |
Navigation |
Landmarks |
Maps & Markers |
Horses |
Combat |
Resources |
Cooking |
Character Progression |
Weather & Elements |
Runes |
Puzzles |
Towers: As a general rule, a tower should be your first destination whenever you visit a new region. Climbing them is a challenge in the early game, when your stamina is limited, but this will become less of a concern later on. Certain towers are harder to beat than others, though, because of a heavy enemy presence, or due to environmental hazards or obstacles that hinder your progression. Reaching the top of a tower and interacting with its terminal will reveal the corresponding map portion, making navigation and exploration in the area much easier. Towers have a second application that is just as essential: once unlocked, they become fast travel positions, enabling you to warp to them whenever you please. As they are very tall, you can subsequently glide to any point of interest within range (such as a local shrine), then later warp back to the tower before floating off towards a new potential challenge in the vicinity.
Shrines: Most shrines are small but perfectly formed “dungeons,” challenging you to solve all sorts of physical or logical puzzles. Much like towers, shrines are high-priority targets in terms of exploration. Not only do they offer valuable rewards on completion (including spirit orbs – items that you can trade in for additional hearts or stamina segments), but they also turn into fast travel positions the moment you first interact with them. As the game features over a hundred shrines, these gradually form a network that enables you to warp to virtually anywhere on the map. Note that certain shrines will not be immediately available: you may need to complete specific shrine quests to make them appear.
Stables: Stables are smaller settlements with one unique feature: they enable you to register any horse that you have tamed in the wild (see page 17). Once registered, a horse is available to you from any stable in Hyrule, even if you leave it in the middle of nowhere or at the opposite end of the world map. Conveniently, a shrine can usually be found a short walk from each stable, making them excellent starting points whenever you are ready to make a foray into an uncharted region.
Enemy Outposts: You will encounter a great many outposts throughout the adventure. From rudimentary gatherings of enemies around a campfire, to elaborate bastions with multiple lookout towers, these should never be taken lightly. Defeating the enemies guarding an outpost will reward you with the weapons they were wielding in addition to item drops that can be used for crafting purposes. Many outposts also feature at least one treasure chest; occasionally, when accompanied by a purple hue, these can only be opened once all local troops have been eliminated. This does not mean that it is in your best interests to storm all outposts that you encounter, though. A hidden mechanic in the game gradually increases the level of your opponents as you defeat them – and so the more enemies you eliminate, the harder subsequent foes will be to beat. As a rule, it makes sense to prioritize only those outposts that provide noteworthy rewards.
Villages: Breath of the Wild features a number of large villages where you will find assorted amenities including shops, quest vendors, cooking pots, and goddess statues where you can trade spirit orbs for heart containers or stamina vessels. Take the time to speak to all characters that you encounter. Most of them will have something useful to tell you, particularly hints that will help you to unlock or complete a quest.
Great Fairy Fountains: Hidden in very specific locales throughout Hyrule, Great Fairy Fountains enable you to upgrade your pieces of armor in exchange for materials gathered in the wild. This is one of the most powerful ways to increase your resistance to damage. Eventually, you will enjoy unique benefits that are triggered when you wear complete sets of upgraded gear.
16
Maps & Markers
Main Map: You can access the main map at any time by pressing - (and @ / ® if you need to change tabs). Link’s position is represented by a triangular arrow that points in the direction that he is facing ( ). Once on the map screen, you can scroll with l, zoom in or out as required with r, and drop manual markers with a.
Each map region is initially obscured, with its borders clearly visible: to reveal it, you must activate the terminal at the top of the local tower. This will unlock a full topographical representation of the area. Borders between neighboring regions that have been revealed will disappear. Select any activated tower or shrine if you wish to fast travel to it: this will warp you to the corresponding destination after a brief loading break.
Mini-Map: The mini-map shows a small portion of the main map that corresponds with your immediate surroundings. The “N” icon on the outer edge always points north (note that you can fix the mini-map to north regardless of which direction Link is facing via the options menu). All other icons that appear here are identical to those found on
the main map. These disappear once out of the mini-map’s boundaries – with the exception of pins and your currently selected quest waypoint, which will remain visible at all times. The affected icons will appear either on the mini-map itself if you are close, or will otherwise rest on its outer rim to indicate their approximate location over longer distances.
Map Markers: While observing the environment through your scope, you can manually drop “pins” with a. This feature is very helpful when employed
Campfires & Cooking Pots: You will frequently find campfires and cooking pots during your travels. These are a regular feature in villages, stables, and enemy outposts, but also appear in the wild. You can sit by campfires to pass the time, which is important if you would like to wait until dawn or dusk, or to sit out inclement weather. Cooking pots are campfires with the added functionality of enabling the preparation of various foodstuffs and the brewing of elixirs, which are important whenever you explore new regions or undertake quests. Note that you can light a fire yourself if required. This can be achieved in many ways, such as hitting a flint with a metallic weapon, or by using a fire arrow. Whenever you notice a plume of smoke in the distance, this indicates the likely presence of a character or point of interest near a corresponding campfire.
Points of Interactivity: During your travels, you will happen upon dozens of different points of interactivity. These include characters you can speak to, treasure chests that you can open, devices you can activate, and objects that you can manipulate to solve puzzles. Interacting with certain characters (such as villagers) may initiate sidequests. Feel free to trigger as many of these as you can. There is no limit to how many quests you can have active at one time, and no obligation to complete them immediately. When you are ready to undertake a quest, select it from the list in the corresponding menu. Note that characters who have an important message for you can often be identified by the presence of a red exclamation mark next to their name.
Collectibles: As you explore Hyrule you will regularly stumble across items, including assorted fruits and vegetables, insects, and pieces of equipment. Collectibles such as these can be easily spotted over short-to-medium distances as they intermittently emit a shining light. Whenever you see this glow, it means the item in question can be picked up by pressing a in close proximity – assuming you have an available slot in your inventory.
Shops: There are several types of shop in Hyrule, each offering unique varieties of goods or services. In Breath of the Wild, you do not shop via menus: instead, you should stand directly in front of a product you’re interested in to buy it. General stores () sell various sorts of goods, including cooking materials and arrows. Armor shops () sell outfits that are unique from store to store. The dye shop () in Hateno village enables you to customize the appearance of your clothes and armor sets. Jewelries () sell head armor pieces called circlets. Inns () offer an opportunity for Link to rest, regenerating hearts and providing further benefits if you opt for special services such as softer beds. In addition to traditional shops, you will regularly encounter wandering merchants, usually at stables or on the nearby roads, who sell a few goods and will happily buy your surplus inventory items.
17
on high vantage points such as towers or mountain peaks: from here, you can survey the entire region through your scope and drop pins on any shrine or potential place of interest that you identify. You can also drop pins directly on the map, though you are limited to a maximum of five at a time. Pins remain visible on your mini-map at all times, making them very welcome navigational tools.
Annotation |
Meaning |
Link |
|
Link’s current horse |
|
Quest waypoint |
|
Pin |
|
Stamp (Example) |
|
Tower |
|
Shrine (located, but not yet unlocked) |
|
Shrine (unlocked, but not yet completed) |
|
Shrine (completed) |
Annotation |
Meaning |
Tech Lab |
|
Stable |
|
Village |
|
Other landmark |
|
Armor Shop* |
|
General Store* |
|
Inn* |
|
Dye Shop* |
|
Jewelry* |
* Shop icons only appear on the in-game map at the maximum zoom level.
Horses
By contrast, “stamps” can only be dropped and consulted on the main map. They are primarily meant to be used as references or reminders. The fact that they do not appear on the mini-map at all times limits their effectiveness in terms of navigational support.
Map & Mini-Map Legend
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Game Structure |
Commands |
On-screen Display |
Navigation |
Landmarks |
Maps & Markers |
Horses |
Combat |
Resources |
Cooking |
Character Progression |
Weather & Elements |
Runes |
Puzzles |
Taming Horses: After you leave the Great Plateau during the opening hours of the game, you will often encounter wild horses. If you manage to move close to one of these by carefully crouch-walking during an approach from behind, you can then press a to mount it. Depending on its temperament, the horse may try to throw you off, and will at least occasionally refuse to obey: in all such instances, soothe it with @: when the command is successful, pink particles will appear next to the animal’s head, representing the fact that it is getting more inclined to comply. Once your bond with a mount reaches 100 (a value that you can check at stables), a horse will unfailingly respond to your instructions.
Registering Horses: After you have tamed a horse, take it to a stable and register it by speaking to the manager (z + a). Once a horse is registered, it is officially yours and you can subsequently summon it from any stable. When registering or summoning one of your horses at a stable you can check its attributes, which are represented by stars; the more of these you see, the better the stat. As a rule, speed and stamina are the most important characteristics, as they determine the horse’s primary function: faster navigation. If you notice that a freshly recruited horse has poor stats, consider releasing it back into the wild before beginning a new search for a better mount.
Riding Horses: While riding a horse, steer with l. To increase your speed, tap a until you reach the appropriate gait: from a walk, to a trot, to a canter, and from there to a full gallop. Riding at top speed will consume one unit of the horse’s energy every time you exhort it to greater effort (). These segments will refill automatically after a few seconds, and horses with a high stamina stat will have more available. If you fully deplete its energy reserves, your horse will slow down drastically and be temporarily incapable of faster speeds, so be sure to take this into account whenever possible. To slow down, tilt l backwards. Note that you can fight while riding a horse, and strafe or move backwards by holding z.
Combat Initiative
18
Combat
Fighting adversaries can be one of the most demanding challenges
in Breath of the Wild. While early encounters may seem trivial,
you will soon face opponents who can deplete most, if not all, of your hearts with a single bone-crunching blow. It is important to understand that combat in Breath of the Wild is highly strategic. Despite the game’s focus on action, you cannot simply rush
to engage assailants (or, worse, groups of hostiles) without running a high risk of failure. Instead, you must carefully consider your approach to each skirmish in advance, and prioritize defensive and counterattacking techniques once Link is engaged in a melee.
Stealth: By default, enemies are not automatically aware of your presence. As long as this is the case, you can observe them and plan your actions accordingly. To stay incognito, you must remain both silent (keeping soundwaves on your noise indicator to a minimum) and out of sight. To avoid making any noise, walk by tilting l gently or, even better, crouch-walk by pressing L. Note that jumping while being crouched enables you to slightly increase your movement speed while remaining silent. Where possible, use the environment: crouching in tall grass, for example, enables you to move fairly close to monsters without being detected. If there is a way to incapacitate or weaken opponents prior to an open brawl, always consider such opportunities before you draw your sword and charge. Naturally, eventualities where you can quietly eliminate individual adversaries without alerting their cohorts are always worthwhile.
Sneakstrike: Whenever you manage to stand right behind an enemy (generally by crouch-walking into position with L), you can unleash a powerful blow known as a sneakstrike: press a when the corresponding prompt appears on-screen. This deals massive damage that will often take down the target instantly, or at least weaken it severely. If you raid an outpost at night when all guards are sleeping, you can actually use this method to patiently clear the camp without ever engaging more than a single foe.
Enemy Detection: When not in combat mode, enemies will follow a general routine. Sentries on lookout towers, for example, will survey the environment; guards on patrol will focus their vigilance on their specific routes. If an enemy should hear or spot you from a distance, a question mark will appear above their head. Should you persist with noisy activities or impertinent displays of brazen visibility, the question mark will gradually fill with red. Once full, a yellow exclamation mark will appear, signifying that you have been detected. At this stage, all nearby forces will enter combat mode and start tracking you down. The moment you notice a question mark, crouch if you were noisy, or hide behind a solid surface if you were within a foe’s field of vision. If you hide successfully, your enemies will soon lose interest and return to their routine. Whenever you are detected, pay attention to the tone and tempo of the background music. Should you choose a hiding spot that limits your ability to survey the area, a return to the ambient soundtrack will be your cue to – carefully! – emerge from your refuge and resume your infiltration.
Bow Openings: You can turn certain battles to your advantage through creative use of your bow. Fire arrows (or standard arrows that you set ablaze by bringing them into contact with fire) will cause explosive barrels to detonate. Alternatively, arrow shots can be used to sever ropes, perhaps causing a lantern to fall to the floor and causing nearby explosive barrels to detonate. Arrows can also be used to strike a solid surface close to enemies. These distractions offer a window of opportunity to approach opponents from behind and take them down with a sneakstrike.
Defense
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The ability to avoid injuries with astute use of defensive abilities is a critical skill. Enemies tend to inflict massive damage when their blows land, so instances where you can safely engage opponents with unfettered aggression are uncommon. Key defensive techniques act as a gateway to the best attacking opportunities, as evasive maneuvers and parries set up prime opportunities to quickly defeat your foes in open conflict. We strongly suggest that you take the time to practice all of the commands described here with comparatively weak early-game creatures to acquire a working familiarity of each technique. These training exercises will be of huge benefit during later encounters, where timing windows are tighter and enemies may possess intimidating strength.
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Game Structure |
Commands |
On-screen Display |
Navigation |
Landmarks |
Maps & Markers |
Horses |
Combat |
Resources |
Cooking |
Character Progression |
Weather & Elements |
Runes |
Puzzles |
Perfect Guard: Perfect-guarding is the act of proactively deflecting an incoming blow. This is achieved by holding your shield aloft with z and pressing a precisely as the enemy attack is about to hit you. Both a defensive and offensive command, perfect-guarding is the only way to block certain powerful assaults without taking damage. It becomes gradually more important as you make progress in the adventure, giving you opportunities to follow up with deadly counters or even to deflect laser beams back to their sender.
Sprinting: If you feel unprepared to defend against an incoming attack, elementary sprinting is often an effective solution. This is a reliable method to evade fast ranged attacks such as laser beams, or to move out of harm’s way with area-of-effect assaults employed by large enemies (and, ideally, get into position to flank them and inflict damage). Turning tail and fleeing is also, naturally, the best recourse if you feel that you cannot win the current battle, or simply do not wish to engage an irrelevant group of adversaries.
Blocking: You can block enemy assaults by holding z while equipped with a shield. As long as you keep holding the button, all but the most powerful attacks will be deflected. Each hit will remove a portion of a shield’s limited durability. The game will warn you when a piece is about to break, and its icon will flash in red in the inventory. Once durability is fully depleted, the shield will shatter and you must equip another. Hold h and make your selection with r if you have one stowed away for immediate use.
Crowd Management: Your ability to defend is determined by your capacity not only to dodge, block, and perfect-guard, but also to keep track of all enemies. You will often face large groups of foes where attacks, including fast-moving projectiles, can potentially arrive from any direction. Make good use of r to monitor opponents in the surrounding vicinity, making a mental note of which opponents are weakened or could pose a grave threat. Whenever you face several assailants at once, it usually pays to keep moving and to use any environmental obstruction to your advantage, avoiding scenarios where you are completely surrounded or trapped in a corner. It is also, where possible, prudent to focus on eliminating foes one at a time. If you injure the combatants of a surrounding mob in a scattershot fashion, you will not reduce their combined damage-dealing potential – thus running the risk of protracted and unnecessarily dangerous fights.
Restoring Hearts: When Link has only one heart left, he will be highlighted by a flashing red hue to indicate that he is on the brink of collapse. The most practical way to restore his health is to consume food with healing properties: this can be achieved from the inventory menu at any time. All items in this category are clearly marked with a heart symbol. As a rule, raw ingredients offer limited health benefits, but this can be improved by cooking them in advance. Collecting small fairies during your travels will provide the boon of automatically restoring five hearts when Link is poised to keel over and stay down, forestalling a visit to the Game Over screen. During exploration, bathing in hot springs will gradually refill the entire gauge, while completing shrines and securing new heart containers will instantly regenerate all hearts.
Strafing & Dodging: Another very effective way to avoid incoming enemy attacks is to dodge them. To do so, hold z, which will enable you to strafe. While in this stance, jump either laterally to perform a side hop, or backward to perform a backflip. These moves will are useful not only to evade assaults, but also to rapidly move Link to a more advantageous position. If you are unsure of the timing or range of an imminent enemy assault, preemptive dodging is often the safest way to avoid injury. If executed a fraction of a second before an enemy attack connects (a feat called a “perfect dodge”), these moves trigger a slow-motion interval known as “flurry rush,” where you can deal multiple counterattacks with total impunity – see overleaf for details.
20
Defeating enemies is often a highly tactical process in Breath of the Wild, and mashing buttons will only get you so far. Trying to perform guileless extended combos will generally fail miserably: instead, you must make your attacks count. The best results will only be achieved by setting up counter opportunities, then unleashing brief but lethal assaults with your most powerful weapons.
Offense
Melee Attacks & Combos: Standard attacks are performed by pressing y.
Each button press leads to a unique attack, though you can also tap in rapid succession to perform combos. Mindlessly pressing the attack button will only enable you to defeat the weakest of enemies. It is vital that you pick up more advanced techniques early in the adventure to stand a chance against stronger foes.
Perfect Guard: Much like the flurry rush, perfect guarding (press a while holding your shield aloft with z) is a critical move that you should quickly incorporate into your repertoire. It will enable you to deflect an incoming melee attack and, more importantly, to temporarily stagger your target. You can then follow up with a full combo, dealing massive damage. This is an indispensable technique against powerful bosses and sub-bosses. It is also employed to block and redirect laser beams emitted by Guardians. The timing window to successfully perform a perfect guard is tight, but it’s definitely worthwhile to train as much as you can. Once you become accomplished in the use of this indispensable ability, some otherwise astonishingly hard battles can become almost routine by comparison.
Lock On/Focus: You can lock on to a target that you are currently facing by holding z. Locking on enables you to keep track of, and focus all your efforts on, one foe at a time. This will negate the need for constant directional adjustments and will simplify the process of thinning enemy numbers whenever you fight groups. A locked-on target will be clearly marked by a red downward arrow hovering overhead.
Charged Attacks: Hold y to initiate a charged attack. The blow will be unleashed when you release the button. The process of powering up will empty your stamina gauge at a rapid pace: once it is fully depleted, the attack will be triggered even if you continue to hold. You can cancel the charge process by pressing b to regain control of Link or to preserve a weapon’s durability. The nature of a charged attack will depend on the weapon you wield. With one-handed weapons you perform a swirling, 360° blow that will hit all targets surrounding Link. With two-handed weapons, Link will start spinning, hitting nearby targets multiple times, and unleash a final blow that will strike the ground: this will cause a shockwave that can hit multiple enemies, also reducing the weapon’s durability.
Flurry Rush: If you initiate a dodge (hold z and jump either sideways or backward) a fraction of a second before an incoming blow strikes Link, you will trigger a flurry rush. This is essentially a slow-motion time window during which you can unleash multiple attacks in a row with impunity. Mastering the timing of this move is absolutely essential: it is pivotal to your success in many of the more difficult battles, particularly tough bosses. Even if you struggle initially, be patient and persevere: practicing against weak foes will teach you the basic principles, which you can then adjust in accordance with the attack patterns of different opponents. By the time you leave the Great Plateau, you should aim to feel totally comfortable with this staple ability.
Jump Slash: If you press the attack button while airborne and sufficiently high above the ground, Link will dive down and slam the ground, causing a shockwave with an intensity proportionate to the total distance of the descent. A target directly within range of Link’s strike will be hit by the attack itself, and then a second time by the shockwave. Though rarely feasible (or, for that matter, practical) during open conflict, this can be a powerful way to initiate a battle – you can even do so while gliding above enemy positions.
Battle Rewards
21
Throwing Weapons: You can throw any melee weapon by holding and then releasing ®. Thrown weapons inflict critical damage on any target they strike, making this a potentially devastating form of attack. Boomerangs are particularly noteworthy in this respect: after you throw them via the method described here, you can catch them on their return flight with a. As long as you astutely pick targets in the open, and ensure that there is a low risk of the boomerang hitting a solid obstacle during flight, they offer the luxury of enhanced, repeatable long-range damage.
Switching Weapons & Shortcuts: You have access to two sets of combat gear during battle – your weapons and shields with ®, and your bow and arrows with Z. You can switch between these two “modes” at any time. To change your equipment without opening the menu, hold d in the relevant direction (left for your shields or arrows, right for your melee weapons or bows).
Enemy Evolution & Respawns: It’s not immediately apparent, but there are consequences for defeating enemies. As you take down more and more foes, you will trigger the appearance of upgraded versions of the same archetypes. These can be identified by their colors, which are, in increasing order of difficulty: red, blue, black, white, silver. So: while killing adversaries will lead to immediate rewards, it will also gradually trigger the appearance of harder opponents.
Every full moon triggers the Blood Moon phenomenon, causing all defeated antagonists to respawn. This means that no matter how hard you try, you cannot rid the world of monsters: those that you kill will eventually be revived.
Bow Attacks: To shoot an arrow, hold Z, aim, and then release. When attempting to hit distant targets, take the effect of gravity into account: aim above your target to compensate for the rise and fall of the arrow’s trajectory. The more distant the target, the higher you need to aim. As you might expect, headshots will deal increased (critical) damage. To revert to your shield or melee weapon after firing an arrow, press ®. If you use your bow while airborne (whether jumping from a cliff or gliding over an updraft), a slow-motion effect will be activated, enabling you to align your shot with greater precision. This will deplete your stamina very rapidly, though, so be quick to make the opportunity count. Where relevant, you should ensure that you save enough stamina to use the paraglider to break your fall before you hit the ground.
Damage Calculation & Weapon Categories: By default, your attacks will deplete the target’s HP (health points) by an amount that corresponds to your weapon’s power value. A sword with a power of 10, therefore, will remove 10 HP from the victim’s health bar. A piece of armor that you will obtain later in the adventure reveals the exact health point total for each opponent you fight. As a rule, one-handed weapons do not offer noteworthy raw power, but instead provide alternative benefits. Notably, they enable you to wield your shield simultaneously, making it easy to switch to a defensive stance on the fly; their increased attack rate is also significant. Conversely, two-handed weapons are slower and incompatible with shield usage (you must sheathe your blade with b before you can block), but they are unparalleled in terms of brute force, range, and the sheer destructive potential of their devastating charged attacks.
Item Drops and Outpost Chests: Every enemy that you defeat will yield at least one item, and sometimes more. Generally speaking, the stronger the adversary, the more valuable the rewards will be. Monster parts can be cooked with insects and other small animals to create powerful elixirs. Armed foes will also drop their current equipment when they collapse. If you notice that a hostile is carrying a noteworthy sword, for example, it will probably be worth your while to pick a fight. In addition to enemy-specific loot, most enemy outposts feature at least one treasure chest, in which you will often find a gemstone or piece of gear. Chests that emit a purple glow can only be opened once you have defeated all local troops; when the final associated enemy falls, the light will turn yellow.
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Game Structure |
Commands |
On-screen Display |
Navigation |
Landmarks |
Maps & Markers |
Horses |
Combat |
Resources |
Cooking |
Character Progression |
Weather & Elements |
Runes |
Puzzles |
22
Resources
There are many different types of resources in Breath of the Wild, most of which serve to make Link more powerful or adaptable by gradual increments – and even those that don’t can be sold, funding useful or important purchases.
Arrows: Arrows can be dropped by defeated enemies, particularly archers; you can also retrieve those that miss their target from your surroundings before you move on after a fight. They can also be found in treasure chests, or purchased from certain merchants and general stores. Arrows have countless applications: silently eliminating sentries, detonating explosives, cutting ropes, activating switches from range and – of course – dispatching opponents from a safe distance. It therefore makes sense to maintain a large stock of these projectiles at all times. Whenever you have an opportunity to purchase some, particularly in bundles, be sure to do so: the nominal rupee investment is well worth it. Elemental arrows are even more valuable than their standard counterparts. Their magical properties make them deadly in battle – for instance, enemies frozen by ice arrows will take higher damage, and most foes will be stunned by shock arrows. They also have a wide variety of applications when you need to solve puzzles or interact with your environment: fire arrows can light lanterns, bomb arrows can shatter destructible rocks, and so forth.
Armor: Link’s armor determines how well he resists damage. This is represented by the numerical defense value of a garment (). The higher Link’s armor-induced defense stat is, the less damage he will take from enemy attacks. Armor is primarily available in armor shops found throughout Hyrule. Certain valuable pieces can also be secured in treasure chests hidden in specific shrines. Many outfits provide bonus effects in addition to their defense attribute, such as resistance to an element or increased climbing speed, making them even more precious.
Combat Items: Link can only expand his arsenal in the wild – weapons, bows, and shields are not available in shops. The primary method of acquisition is by appropriating them from defeated enemies, though you can also find equipment lying on the ground in many outposts. More valuable combat items can be obtained from high-value treasure chests, usually found in areas such as shrines, mazes, or forgotten ruins. All weapons, bows, and shields have limited durability. They will be damaged after a certain number of uses (at which point their icon will start flashing red), and ultimately break. Some items enjoy above-average durability, which is indicated by the icon next to their image. There are other such bonuses, for example increasing a weapon’s strength or critical rate. When you are about to pick up a weapon, you can tell if its attack value is higher (&), lower (/), or equal ()() to your current one. However it’s only by actually collecting it that you will find out about any special boon it might offer.
Large Animals: Hunting larger animals requires you to defeat them. They are generally weak and non-hostile. An arrow is sufficient for the smaller specimens, such as foxes and birds, though the more resilient creatures may require a little more effort. To sneak up on an animal, crouch-walk until you are behind them. Hunting animals will provide you with pieces of meat that offer strong healing properties, especially when cooked in advance.
Plants: Many varieties of fruit, vegetables, and flowers are found in the wild, and they are all ripe for harvest. When these collectibles are out of reach, think creatively: Breath of the Wild allows for multiple solutions and rewards experimentation. To pick apples growing on high branches, for example, you could climb to the top of the tree, and then hit the trunk with a weapon to make the fruit drop. Alternatively, you could cut the tree with an axe, and then strike it again to obtain a bundle of wood. Or, you might simply hit an apple with an arrow and retrieve it from where it lands; the list goes on…
Small Animals: You’ll encounter numerous insects and lizards during your travels. To catch them, you must be in close proximity, which is most easily achieved by approaching quietly by crouch-walking (L). As long as you remain in this stance, you will be virtually invisible to them. Sprinting to outpace them is also an option. You do not need to attack these creatures: simply press a to collect them, as you would a plant.
23
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Game Structure |
Commands |
On-screen Display |
Navigation |
Landmarks |
Maps & Markers |
Horses |
Combat |
Resources |
Cooking |
Character Progression |
Weather & Elements |
Runes |
Puzzles |
Fish: You can catch fish, though they are elusive targets. Either dash to outpace them in the water, or hit them if they are within range. A bomb can be a crude but effective way to prepare them for easy collection. As with meat obtained from animals, fish is used to regenerate Link’s hearts.
Monster Parts: These are the most common materials dropped by monsters when you defeat them. Of little value by themselves, they can be combined with lizards and insects in cooking recipes to create elixirs with potent effects.
Rupees: Rupees are the primary currency in the Legend of Zelda universe. You
need rupees in order to buy wares from a merchant. The color of a rupee collectible determines its value: green is worth one rupee, blue is worth five, red is worth 20, purple is worth 50, silver is worth 100, and gold is worth 300. Rupees can occasionally be obtained as collectibles, either when dropped by certain enemies or found inside treasure chests. The primary method of accumulating significant funds, though, is to sell items that you do not need to shopkeepers.
Fairies: Fairies are rare and precious creatures. They can be encountered in select locations, most commonly around Great Fairy Fountains. You will occasionally trigger the appearance of a fairy by cutting tall grass; a charged one-handed sword attack works well for this purpose. To catch one, proceed exactly as with insects: crouch-walk until you are within range to collect them, or sprint to outpace them. Once in your inventory, a fairy will automatically restore five of your hearts should your health be completely depleted. Their ability to bring Link back from the brink of death makes them extraordinarily valuable during the more challenging chapters of the adventure, but they can also be used as a cooking ingredient.
Gemstones: The items with the best resale value tend to be gemstones such as amber and topaz. These can be farmed by destroying the ore deposits that jut out from cliffs and mountains. This can be achieved easily with heavy weapons such as sledgehammers, or with bombs. If you diligently collect all the gems that you find you'll never be short of a rupee or two when you need to make important purchases.
Korok Seeds: Korok seeds are special items that you obtain every time you find a Korok. These creatures are hidden everywhere in Hyrule, typically in positions that will attract your attention – for example, under a rock with a distinct placement that catches the eye at the top of a mountain peak. Essentially, whenever you notice something unusual in the environment, such as rocks aligned in a specific pattern, or water lilies forming a circle, you can be almost certain that a Korok awaits. In the two prior examples, you might solve the puzzles by adding a rock missing in the pattern, or by jumping from a nearby cliff to land inside the water lily circle. If you intuit and perform the correct action, the seed will be yours. There are many different configurations, and it is up to you to make sense of each of these puzzles. Taking the time to do so will pay off: a few hours into the adventure, you will encounter a character who will exchange your Korok seeds for additional equipment slots in your inventory.
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Cooking
Cooking is an essential feature of the adventure. Not only can cooked dishes offer powerful healing properties, they also provide additional effects with all sorts of applications.
Cooking Pots: The first component you’ll need for cooking is a pot. These are found in many locations across Hyrule, but particularly in villages, outposts, and camps discovered in the wilderness. They cannot be moved or collected, so you must make use of them wherever you find them. Whenever you pass them, take the time to double-check your inventory to ensure that you have sufficient meals and elixirs to see you through to the end of your next objective; if not, a brief stop will enable you to resupply – assuming that you have the required materials in your inventory, of course (see page 296 for more details).
Making Fire: A cooking pot can only be used if the fire beneath it is lit. If not, there are a number of ways to make fire: hitting a flint with a metallic weapon inches away from the wood; shooting a fire arrow; transferring fire from another source (such as a nearby lantern) with a wooden object; or dropping and striking red Chuchu jelly (an item obtained from enemies called fire Chuchus) to cause a small explosion.
The Cooking Process: Assuming you have a cooking pot at the ready, select a material from your inventory, then choose the Hold option to transfer it to Link’s hands. You can then add more of the same (a), or throw other materials into the mix. Once you are ready to proceed, press b to return to the game, then a to drop the ingredients in the pot. After a brief animation (which you can skip with x), you can collect your new creation.
Combinations: There are many possible combinations of materials that will produce dozens of dishes and elixirs, each with unique properties. Many of these have healing powers, but they can also provide all sorts of special effects such as temporarily increasing stamina, improving your defense rating, or providing a brief resistance to extreme temperatures. For a complete presentation of this system, turn to our Inventory chapter on page 296. You should note, though, that you do not need an actual “recipe”: items can be combined freely. Haphazard combinations can lead to unfortunate results, but the in-game descriptions of materials usually offer helpful suggestions and hints.
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Character Progression
As you advance through the main storyline, Link will become stronger and more resilient in many ways. Understanding and optimizing his progression is critical if you wish to stay ahead of the game’s difficulty curve.
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Game Structure |
Commands |
On-screen Display |
Navigation |
Landmarks |
Maps & Markers |
Horses |
Combat |
Resources |
Cooking |
Character Progression |
Weather & Elements |
Runes |
Puzzles |
Equipment: The most obvious way to improve Link’s performance is by acquiring or upgrading equipment. As you advance in the storyline and explore the four corners of Hyrule you will gradually obtain more valuable gear, including powerful weapons, elemental arrows, and resilient armor. These acquisitions should be a priority whenever you have a chance to collect them.
Armor Upgrades: Great Fairy Fountains are hidden in specific locations over Hyrule. Every time you find one, the great fairy it hosts will offer (after you pay an initial fee) to upgrade your existing armor, increasing its stats in exchange for materials. These improvements will substantially enhance Link’s defense rating.
Equipment Slots: Koroks are hidden in many places all over Hyrule. Whenever you find one of them, you will be rewarded with a Korok seed. Acquire as many of these as you can: by delivering them to a character called Hestu, you will have a chance to increase the size of your inventory. Having more slots to carry weapons, bows, and shields is always an important upgrade, and enables you to eventually be more strategic in your choice of equipment – such as having a full collection of elemental blades at the ready.
Enemy Progression: Just like Link, enemies will become progressively stronger and more dangerous as you venture into the deeper and more hazardous areas of Hyrule. You can, however, slow down the general advancement of rank-and-file opponents by trying to avoid unnecessary confrontations. As higher-level variations of each species (distinguished by their different colors) only appear if you eliminate many of their peers, keeping optional confrontations to a minimum will delay the point in time when your foes “level up”.
Heart containers: You can obtain heart containers in two ways: by trading in four spirit orbs obtained in shrines to goddess statues found in villages, or by completing dungeons. Every container collected adds a permanent heart to Link's health bar, which can be upgraded to a maximum size of 30 heart containers.
Stamina Vessels: The only way to extend your stamina wheel is by trading in four spirit orbs with goddess statues found in villages. Each vessel adds a segment corresponding to a fifth of a full wheel. Securing many of these will eventually lead to a gauge made of multiple concentric circles. Such extensions are extremely valuable, enabling you to climb higher, glide further, and swim for longer.
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Weather & Elements
Weather conditions play a significant role in Breath of the Wild’s sandbox, sometimes having a direct impact on what you might hope to accomplish at any given moment. It is therefore vital that you learn to identify what you can and cannot do under different meteorological circumstances. Elements and forces such as fire, wind, and electricity have a vital part to play in everything from combat to puzzles. In this section, we highlight the key principles that will help you make sense of the fundamental physical “laws” of the game world.
Thunderstorms: During thunderstorms, the rain-induced impediments to climbing apply. More pressingly, though, lightning bolts can strike anywhere around you, or even directly on Link. Look for the cues that foreshadow this, particularly sparks that appear on his body at an incrementally faster rate. To reduce the probability that you will be struck by lightning, remove all equipment made of metal from your current loadout. If you fear that Link is at risk of an imminent strike, look for some sort of covered shelter, such as a cave or cliff overhang. Once the bolt has struck nearby, you will be free to proceed - until the next one!
Frozen Ingredients: If you drop certain ingredients, such as pieces of meat, in the snow, they will freeze after a few seconds. Frozen food has one interesting application: it provides Link with heat resistance, which can make your life easier in the Gerudo Desert until you acquire armor that offers permanent protection against high temperatures.
High Temperatures: Hyrule also hosts regions where temperatures are so hot that they can prove harmful to Link. Just as with cold, you can negate the threat by equipping appropriate armor and consuming specific cooked dishes or elixirs. There are two distinct effects to be wary of, though, depending on the nature of the danger (sun-induced or lava-induced). You need heat resistance () during the day in the desert, whereas it’s the flame guard effect () that will protect you near the volcano. Suffering the effects of heat gradually reduces your hearts, but being exposed to the volcano’s flames is much more dangerous – and will cause Link’s health to melt away in mere seconds.
Low Temperatures: Various locales in Hyrule have low temperatures, as indicated by the thermometer display on your screen. This applies to most snowy areas, the tallest mountain peaks, and regions at high altitudes, but also the Gerudo desert at night. By default, cold will cause Link to tremble. If you do not take any measures, he will begin to lose hearts gradually. To counter this, you have two options: either equip armor pieces with cold resistance (), or consume special cooked food or an elixir that will temporarily convey the same effect. Cold resistance effects are cumulative, so two appropriate armor pieces equipped simultaneously will grant a Level 2 resistance (), which is sometimes required to resist bitter cold.
Fire: Fire is the element that you will likely encounter first – often found in camps, under cooking pots, or in lanterns. You can set wooden weapons ablaze, including arrows. This can be useful to cause additional damage to enemies, to solve puzzles, or to interact with the environment, though the item in question will eventually be consumed by the flames. Among many other possible applications, fire can burn dry grass, leaves, ivy, and bramble; create updrafts; cause explosive barrels to detonate; melt ice blocks; burn out-of-reach wooden platforms where a treasure chest rests; and so forth.
Rain: Precipitation is probably the weather condition that you will encounter first – and certainly most often. Other than the fact that it somewhat limits general visibility, rain has one very annoying effect: it makes cliffs and walls slippery, preventing you from climbing efficiently. If you only have a short distance to scale, you can sometimes make it by taking a few steps up, then leaping vertically. In many cases, however, the fact that Link is prone to sliding makes climbing impractical during wet weather. In such circumstances, look for another way up, or simply wait for the shower to pass.
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Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Game Structure |
Commands |
On-screen Display |
Navigation |
Landmarks |
Maps & Markers |
Horses |
Combat |
Resources |
Cooking |
Character Progression |
Weather & Elements |
Runes |
Puzzles |
Wind Gusts & Updrafts: You will often visit areas where the wind blows heavily. As a rule, if you can see thin white streams representing gust effects on your screen, it means that the wind is strong enough to send round items (such as bombs) rolling. You can actually use this to your advantage in specific situations, particularly to solve related puzzles. The wind will also affect Link while he is gliding, enabling him to cover surprisingly long distances when he has the wind behind him. Note that vertical, upward wind streams are called updrafts. If you open your paraglider while above an updraft, Link will fly high into the air. On a related note, if you ever find a Korok leaf, hang on to it. Every time you “attack” with this weapon, you will create a small but powerful burst of wind in the direction that Link is facing. This can be employed to propel a raft with a sail in the direction of your choice.
Elemental Arrows: You should find your first elemental arrows relatively early in the adventure. These work just like standard arrows, but provide the benefits of the element they are infused with. Fire arrows set what they touch ablaze, ice arrows freeze their targets (leaving them ripe for a finishing blow while they are incapacitated), and shock arrows electrocute enemies or activate certain mechanical devices.
Electricity & Conductors: Electricity has two principal applications in the game. It can be used to shock enemies, which is particularly useful against ancient Guardians commonly encountered in shrines and dungeons, and it can electrify pools of water, momentarily stunning any entity that comes in contact with it. These are features that you can exploit, but be aware that certain enemies will employ similar techniques against Link. If you are hit by any form of electricity-conducting attack, or touch an opponent whose body is crackling with sparks, Link will not only be staggered, but will also drop his currently held weapon and shield.
Makeshift Bridges: When trees grow near cliffs or rivers, it is sometimes possible to chop them down to bridge a body of water or chasm. Be sure that you are facing the necessary direction, then set about them with an axe (or any suitable two-handed weapon). Tree trunks can also be used as floating platforms, enabling you to cross or navigate a river filled with ice-cold water that would otherwise harm Link.
Elemental Weapons: Much like arrows, there are also elemental weapons. These are very precious as they can be used to solve puzzles and to deal extra damage to enemies, especially those with an affinity for the opposite element. Striking an icy creature with a flameblade, for example, will often kill it instantly. Most elemental weapons need to recharge after each blow. This process takes no more than a few seconds and is clearly visible on your screen; when the weapon is ready, its blade will again shine with the characteristic color of its element.
Chuchus: Whenever you defeat Chuchus, they drop jelly of the element they are naturally imbued with. You can pick up jelly and drop it in specific positions before hitting it to cause a small explosion of the element in question. Red Chuchu jelly, for example, can light a fire under a cooking pot; the same principle applies to all variants. If you drop “neutral” blue Chuchu jelly in a particular environment, such as a snowfield, it will transform into the corresponding variant (in this instance, ice-elemental white Chuchu jelly).
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Runes
Runes are special commands with unique properties that become available in the opening sections of the game. You can change runes on the fly by holding f: once the corresponding menu is displayed, make your selection with r. To use a rune, enter rune mode with @, then aim as required with l and activate it with a. Pressing @ again will revert you to standard controls.
Runes are a pivotal feature in Breath of the Wild. Their primary function is to help you solve puzzles, but they have myriad other applications. They can be used to interact with the environment in unique ways, and can facilitate new strategies to defeat enemies. If you ever feel stuck in a shrine, a dungeon, or a particular environment, a quick study of your available runes may present the solution you are seeking.
Remote Bomb
Magnesis
Puzzle Applications: Remote bombs exist in round and cube versions: the round models will roll down hills and be propelled by gusts of wind, whereas cubic bombs tend to stay where you leave them. You can have one bomb of each type active simultaneously, enabling you to cause two consecutive explosions. The primary function of the remote bomb is to annihilate destructible objects. As a rule, you can easily recognize these objects by their gray, stone-like color, and the presence of telltale cracks. Once Link is holding a bomb above his head, press a to drop it at his feet, or ® to throw it a few feet in front of him (press b if you have second thoughts and wish to put the explosive away). You can then trigger the detonation with @, though be careful to ensure that Link isn’t caught in the blast. After you detonate a bomb, a cooldown begins: you can only summon a new bomb once this expires.
Puzzle Applications: Magnesis confers Link with the power to lift metal objects and move them (control basic motion with r, and distance with V). Whenever you notice a metal slab or cube, this is often a cue that Magnesis will do the trick. Such objects are clearly highlighted in magenta while Magnesis is active; if they are within range, they will turn yellow when you aim at them. These objects can be used to create bridges across gaps, to stop wind streams, to arrange stepping stones, or to reveal new passages.
Exploration Applications: Many caves and even certain shrines are blocked by destructible rocks. Use bombs liberally in all such instances to open the way forward. Bombs are also a great tool to blow up objects such as wooden crates (which often contain materials) and ore deposits that jut out from cliffs (which yield valuable gems). Bombs are also sometimes a handy way to “catch” fast-moving fish.
Exploration Applications: You will occasionally find metal slabs or cubes in the wild. These are generally located in useful positions, such as next to a river (enabling you to create a bridge). When you encounter metal treasure chests that are partially buried in the ground, you can use the rune to lift them up in order to plunder their contents.
Combat Applications: Bombs are powerful enough to defeat weaker enemies that you encounter in the early game. They also work very well against creatures that inhale before performing an attack, such as Octoroks. Wait until your quarry has ingested the explosive, then detonate it to cause massive damage.
Combat Applications: Magnesis can be used creatively in battle, most commonly to drop metal objects on enemies. You can push monsters back or propel them over ledges with this power. There are also boss and sub-boss battles where you will need to lift objects to protect yourself or to harm your opponent.
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Stasis
Camera
Cryonis
Rune Upgrades
A few hours into the story, you will visit your first tech lab. After completing specific steps, this will give you the opportunity to upgrade your runes. Upgrades improve their base effects (for example, increasing the explosion range and power of your bombs), making them very valuable.
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Game Structure |
Commands |
On-screen Display |
Navigation |
Landmarks |
Maps & Markers |
Horses |
Combat |
Resources |
Cooking |
Character Progression |
Weather & Elements |
Runes |
Puzzles |
Puzzle Applications: Stasis grants you the ability to briefly stop time for an object; you might use it to temporarily freeze certain moving platforms to create a viable path, for example. This power has a second crucial application in that an object subject to Stasis will store energy acquired while it is immobilized, and release it afterwards. If you hit a boulder in Stasis with a sledgehammer multiple times, for instance, you will see a vector arrow appear. This illustrates the direction in which it will be propelled once the effect ends; the size and color of the arrow indicate how far it will go. This process is regularly required to remove heavy objects in your way, or to send them in the direction of another device. Each use of Stasis is followed by a brief cooldown period during which the ability is unavailable. You can reduce this cooldown by ending a Stasis prematurely: press a while looking at the affected object.
Combat Applications: Though not easy to engineer, you can sometimes use Stasis to propel a heavy object in the direction of enemies, which can kill them instantly. A more practical application becomes available once you upgrade this rune to Stasis+. At this juncture you can stop your adversaries in their tracks, literally freezing them in time, and pummel them with devastating combos.
Puzzle Applications: With Cryonis you can summon a block of ice on flat water surfaces, creating makeshift stepping stones. These blocks are climbable, so it’s possible to clamber on top even if you fall in the water. They can even be materialized on vertical streams, which you can exploit to form stairs. You can only summon three blocks of ice at a time; when you generate a fourth, the first in the series will be destroyed. You can also dismiss an existing block by pressing a while looking at it. Note that Cryonis has another important use: you can summon a block of ice from underneath an object or entity to lift it up. This works on Link himself, but the most useful application of this feature is that it makes it possible to raise certain gates.
Exploration Applications: Whenever you encounter a river or pool of water in the wild, you can create blocks of ice to travel to the opposite site. If swimming is not an option (when the water is too cold, or the current too strong), Cryonis can get you where you want to be.
Unlocked at a later stage in the adventure, the camera is probably the most straightforward rune. Its principal application is that it enables you to fill your album with pictures (access the corresponding menu with - and ®). Whenever a creature or object that you have not yet captured is on the camera’s screen, it will appear in orange: take a picture to fill the corresponding entry in your compendium. The camera can also have an occasional use while you solve complex puzzles: when you need to memorize specific layouts or patterns for future reference, a picture can be a handy replacement for physical notes.
Puzzles
Breath of the Wild features hundreds of varied puzzles. These are most commonly encountered in shrines and dungeons, but the world of Hyrule itself will often challenge your sense of logic, your perception of three-dimensional environments, and your ability to observe your surroundings closely.
Many puzzles in the game have multiple solutions. Depending on the tools at your disposal and your way of thinking, you may very well devise completely different solutions to those of a friend – or, indeed, this very guide. If you become stuck when faced with a real brain-teaser, think rationally: which runes or pieces of equipment might have an effect? What can you see in your surroundings that could help you? Are there any objects in the area with elemental properties? Asking these questions, and others in a similar vein, of yourself will always put you on the right path for the glorious “eureka” moment you seek. Puzzles in Breath of the Wild are remarkably considered and balanced, so persevering will almost always lead to a positive outcome.
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Rune-Based Puzzles: Many puzzles, particularly those found in shrines, rely on rune abilities. If you feel at a loss when facing a puzzle, try scanning the environment with Magnesis and Stasis active in search for highlighted objects, and look for water to use Cryonis on. More often than not, this should get you started.
Motion Control Puzzles: A handful of shrines will challenge your ability to use the gyroscopic features of your controller. In these cases, start from a neutral position, and methodically adjust your movements very carefully. This will soon become second nature once you get the hang of it.
Timing Puzzles: Certain puzzles involve precise timing. In these situations, you must trigger a chain of events (such as making an orb roll) and reach a specific position quickly (such as a moving platform that will be activated by the orb once it reaches its destination).
Physics Puzzles: Many puzzles are physics-based, with those involving gravity in some sense being particularly common. Whether this means making boulders roll down hills, using objects to weigh down devices that function as scales, or activating floor panels with heavy items, a healthy dose of common sense is all you need to beat them.
Cerebral Puzzles: Various puzzles rely on your ability to carefully observe your environment and think creatively – for example, when you need to identify a pattern and replicate it somewhere else.
Element-Based Puzzles: Your innate, intuitive understanding of natural forces (evident in the very fact that you have lived a life that led to you being here, right now, with this book) is often the key to solving certain puzzles. Always think in terms of how objects in your environment might react. Can they burn? Would a strong gust of wind have an effect?
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Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Game Structure |
Commands |
On-screen Display |
Navigation |
Landmarks |
Maps & Markers |
Horses |
Combat |
Resources |
Cooking |
Character Progression |
Weather & Elements |
Runes |
Puzzles |
Riddles: Various characters in Hyrule will offer you side quests with relatively vague objectives. You will only be able to solve these if you pay careful attention to the hints they offer. Interpreting such clues will become easier as you progress in the game and get more familiar with the world’s many landmarks.
Environment Puzzles: Many discrete areas of Hyrule are puzzles in and of themselves. In the early game, for example, crossing a wide river can seem impossible – until you realize that cutting down a nearby tree will form a makeshift bridge once the current takes it downstream…
Mazes: You will find a handful of mazes in the deepest reaches of Hyrule. Each of these is a puzzle in its own right, challenging your perception of 3D environments. You will not waste your time even if you struggle to locate the entrance to the central room: many of their alleys feature treasure chests and valuable rewards.
Orbs and Concave Slots: Many puzzles rely on the use of spherical, glowing balls called orbs. As a general rule, your goal is to drop each of these orbs in a specific concave slot, as illustrated in the accompanying screenshot. In many instances, this will require you to interact with environmental features, such as launchers that can propel an orb across a chasm. Orbs and concave slots are also occasionally encountered in the wild. In such cases, they will often lead to the appearance of a secret shrine.
Crystals: These are switches that you can hit to trigger an effect in the environment: a door that will open or close, a platform that will rotate by 90 degrees with every activation, and so forth. Every time you hit a crystal, it will change color, alternating between blue and orange. You can strike them with any weapon, but also with arrows and remote bombs, making it possible to interact with them over a distance, or when your direct path is blocked.
Launchers: These are piston-like devices that will propel Link (or, for that matter, any light object) in a specific direction. Puzzles relying on this mechanic can require you to time your flight correctly, or to combine multiple features at once. For example, you might hit a crystal that activates a launcher that sends a bomb flying to an otherwise inaccessible position, which you can then detonate to blow up destructible blocks.
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33
This chapter will guide you through the full Breath of the Wild adventure. It provides a streamlined path that you can follow step by step to reach the ending credits, while also offering advice on when you might profitably venture off the beaten path to complete optional objectives.
The chapter’s structure has been designed with flexibility in mind. It is suitable both for occasional reference and all-encompassing guidance.
Walkthrough
Walkthrough
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
34
Introduction
Map Legend
Crash Course
Annotation |
Meaning |
---|---|
Walkthrough path |
|
Walkthrough step |
|
Player character movement |
|
Interactive object movement |
|
Enemy movement |
|
Tower |
|
Shrine |
|
Tech lab |
Annotation |
Meaning |
---|---|
Stable |
|
Armor shop |
|
General store |
|
Inn |
|
Dye shop |
|
Jewelry |
|
Village |
|
Other landmark |
Legend
Breath of the Wild features a gigantic realm, known as Hyrule, that you can explore at your leisure. From very early in the adventure you are free to take your character, Link, to any place that he can physically reach.
At first, the play area is limited to a single region – the Great Plateau. This serves as a very welcome prologue, during which you will be introduced to most of the game’s key mechanics. After you complete a handful of main story objectives, though, the full sandbox will be unlocked. The world is incredibly vast and varied. Virtually everything you see on your screen can be explored: every mountain peak, every valley, every snowfield. In short: if you see it, you can visit it.
In this breathtaking environment, the game’s narrative invites you to visit specific places and face set challenges. At any point in time, though, you can choose to go your own way, either to roam freely in the wild or to attend to optional tasks unlocked during the course of the adventure. Opportunities to leave the main narrative path to complete secondary quests and challenges are quite literally everywhere.
To reflect the bountiful, feature-packed nature of this game, this walkthrough covers both main quests and a large selection of optional tasks that are within convenient range along the way. We’ve designed the chapter so that you can plot your own customized course through the adventure, should you wish, but always be able to refer to our guidance when it is needed.
The following legend details annotations and icons that you will encounter throughout the Walkthrough chapter. Our maps are oriented in accordance with the classic convention where “up” is always north, as with the main in-game map.
Note that most collectibles in the game vary in accordance with your current progression. In other words, a single, specific treasure chest can contain different items based on your accomplishments prior to opening it.
Breath of the Wild offers little in the way of tutorials, waypoints, or any other form of in-game hand-holding. This is actually one of its most enjoyable features: as you learn from your experiences, you will obtain a powerful and genuine sense of accomplishment. The flipside of this is that there are many genuine challenges to overcome, particularly tough opponents, complex puzzles, and navigational conundrums. This is not an easy game.
We strongly suggest that you take the time to read our Primer chapter, starting on page 8, to learn about key concepts and acquire good habits that will serve you well throughout the adventure. That said, we completely understand that many readers will be eager to just dive in and begin playing. In recognition of this fact, the following concise summaries offer critical advice that will benefit anyone who would rather begin with minimal assistance or forewarning. When you’re ready to learn more, you can refer back to the Primer at your leisure.
If you would like to complete the adventure with minimal assistance, the map-oriented pages offer an essential directory of available activities. Expert gamers can use these to plan their path through the adventure, and therefore claim all major rewards, without fear of encountering spoilers or puzzle solutions.
35
Navigation: Though basic commands and movements are easy to execute, navigating complex environments and planning efficient trips can prove more demanding. Stamina management is a massive part of the game. Sprinting, climbing, swimming, and gliding all consume Link’s energy reserves, which are extremely limited at the start of the adventure. Overconfidence can be fatal, especially while climbing.
Landmarks: Breath of the Wild ’s massive game world is home to countless points of interest, characters to talk to, collectibles to acquire, and quests to complete. A working knowledge of the various types of landmarks you will come across can help you to make sense of the world you explore. There are three recurring destinations that are particularly important:
Weather & Elements: Weather conditions play a significant role in Breath of the Wild ’s sandbox, sometimes having a direct impact on your gameplay possibilities: when it’s wet, for instance, Link will struggle to climb. Elements such as fire, ice, and electricity also play a pivotal role, enabling you to exploit enemy weaknesses or to solve puzzles in creative ways.
Combat: While early encounters may seem trivial and undemanding, you will soon face adversaries that can deplete most (if not all) of your hearts with a single blow. Combat in Breath of the Wild is highly strategic. You cannot simply rush your foes; many individual enemies, let alone groups, can make short work of Link in a guileless toe-to-toe melee. You must carefully consider your approach to each skirmish, and generally prioritize defensive tactics (especially oft-decisive counters).
Resources: There are many different types of resources in Breath of the Wild. Ensuring that Link is suitably equipped for each encounter should always be a priority.
Runes & Puzzles: Breath of the Wild features many hundreds of puzzles. These are most commonly encountered in shrines and dungeons, but the world of Hyrule itself will often test your ability to closely observe your surroundings and notice potential secrets or intriguing opportunities. Don’t underestimate the runes that you receive in the opening region: these essential abilities are employed in countless different ways throughout the adventure.
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
36
Prologue: The Great Plateau
Step |
Description |
From the Shrine of Resurrection where you begin, head to the terminal to the east to reveal the Great Plateau Tower. |
|
Clear the Oman Au Shrine. |
|
Clear the Ja Baij Shrine. |
|
Make preparations in anticipation of a long climb and exposure to cold temperatures. |
|
Clear the Owa Daim Shrine. |
|
Clear the Keh Namut Shrine. |
|
Interact with the goddess statue at the Temple of Time, then climb to the building’s rooftop. |
Icon |
Activity |
Notes |
Korok Seeds |
If you dive into the circle of waterlilies in the nearby pond after your very first encounter with the old man, you will obtain a Korok seed. These items can be traded a little later into the adventure for additional inventory slots for your weapons, shields, and bows. There are hundreds of Koroks to find in Hyrule in locations that will generally draw your attention; if a particular arrangement of objects catches your eye, it’s usually a good idea to investigate. Refer to our Extras chapter for details (see page 330). |
|
Environmental Puzzles |
After you complete the Oman Au Shrine, your newly acquired Magnesis rune will enable you to interact with the environment in creative ways. You can experience this immediately as you leave the shrine: two treasure chests are submerged in the small pond adjacent to the building. Lift them with Magnesis to retrieve their contents. Scanning the pond will also reveal a thin metal slab, which you can use to reach the wooden ledge in the middle of the bog to the west, where two additional chests await. Get into the habit of studying your surroundings with Magnesis active, as the world is filled with similar opportunities. |
|
Enemy Outposts |
You will come across a great many outposts throughout the adventure – some rudimentary, others much more elaborate. These should never be taken lightly and the approach you choose is always important. The outpost to the south of the Great Plateau Tower is a good example: if you are spotted by the sentry on the lookout tower, all local forces will attack you, making this a very tricky battle. If, on the other hand, you approach incognito from the north and use an arrow to cut the rope from which a lantern is hanging inside the skull-shaped building, the subsequent explosion will incapacitate or badly wound all foes inside, vastly simplifying the process of clearing the outpost. |
|
Sub-boss: Talus (see page 314) |
A Talus sub-boss awaits deep in the Forest of Spirits. You can defeat this enemy type by making it collapse with bombs, then climbing onto its back to attack its weak point, which looks like a dark crystal. Defeating it will reward you with numerous gems, which can be sold for hefty amounts of money. There are many other sub-bosses like this spread all over Hyrule. |
Walkthrough Summary (See Overleaf For Details)
Optional Challenges
37
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
The Great Plateau
Owa Daim Shrine
Keh Namut Shrine
Shrine of Resurrection
Ja Baij Shrine
Oman Au Shrine
Temple of Time
Great Plateau Tower
38
Step-By-Step Walkthrough
Once outside, run down the slope, collecting your first resources on the way, and speak to the old man at the campfire. Shortly afterwards, you receive your first main quest: “Follow the Sheikah Slate.”
2
After the introductory cutscene, you will gain full control over Link. You can move him around with l and control the camera with r. If you would like to adjust control settings, this is a good time to do so: open the System menu, then select Options. Interact with the first terminal with a, then open the two treasure chests in the next room to receive your first pieces of armor. Equip these via the inventory menu, then activate the next terminal. You can now run outside, sprinting with b if you wish. To climb the small cliff on the way, simply run into it and use l to ascend. Both sprinting and climbing will deplete your stamina wheel. Link will be left out of breath and even lose his grip once his stamina is fully depleted.
1
At the foot of the tower, you will receive your next main quest: “The Isolated Plateau.” The old man asks you to visit your first shrine, to the north of your current position. Interacting with the terminal at the entrance will activate the building, turning it into a new fast travel destination. This means that you can simply select this shrine from anywhere in the world while looking at your map, and warp to it instantly. This applies to all towers and shrines that you activate. Step on the elevator platform inside the building and examine it to enter the shrine. Before you do so, consider making a brief detour to any pond in the area to catch a Hyrule bass, and to the nearby Forest of Spirits to the west to obtain raw meat from a fox or boar: this will come in handy very soon.
5
From the top of the tower, survey the surrounding region to locate the Great Plateau’s four orange-glowing shrines. When you spot one, activate your scope by pressing R, then align the reticle on the shrine and press a to place a pin on it. This will add a colored icon to your map and mini-map at the position of a landmark, making it much easier to keep track of it. Two shrines are clearly visible to the west and northwest, while the other two (shown in the accompanying screenshot) are further away to the south and southwest. Once you have a pin on each of the four shrines, move between the ledges in a clockwise direction as make your way back down to ground level.
4
Head to your objective, represented by a glowing yellow waypoint. Feel free to display the map with - if required. You will encounter your first enemy on the way, a lone Bokoblin. Use this opportunity to practice basic combat skills, particularly locking on to a target (hold z), strafing and dodging (hold z, then tilt l and press x), and attacking (y). If you don’t yet feel very comfortable with the combat system, avoid fights against multiple enemies for now and make your way directly to the waypoint shown on the mini-map: the Sheikah terminal found inside a small rock structure. This will raise the Great Plateau Tower (along with all the other towers in Hyrule) and reveal the regional map.
3
39
Oman Au Shrine
Once on the other side, grab the metal cube in the wall with Magnesis and use it as a battering ram to knock down the pile of blocks. This will give you access to the next room. You can then use it to destroy the nearby Guardian Scout. These creatures can be dangerous at your current stage of progression. If you have a shield equipped, you can perfect-guard their laser beams to deflect them back for a one-hit kill, though this is a move that requires some practice to master. When the environment offers you an alternative (and easier) way to defeat opponents, it’s wise to take it.
7
Once on the third platform, grab the chest on the ledge to your left with Magnesis, then move it back to your position. You can now open the large metallic doors by pulling them in your direction with Magnesis.
9
Once inside the Oman Au Shrine, interact with the terminal on the left to receive your first rune: Magnesis. This enables you to manipulate metallic objects. Test your new skills on the metal objects in the center of the room: trigger Magnesis mode with @, then align your cursor on one of the metal slabs and press a. With your grip on the object active, you can move it around freely with l and r, and adjust its distance relative to Link with d. For now, simply move one of the two metal slabs aside to reveal a hole in the ground leading to the other side of the fence.
6
You will notice three platforms in the next section. Head to the middle one and cast Magnesis on the metal slab bridging the gap between the first two platforms, then move it over the next gap, so that it connects the second and third platforms.
8
Finally, head to the altar and examine it to complete the shrine and receive your first spirit orb – an item that you will soon be able to exchange (in bundles of four) to obtain additional heart containers and stamina vessels.
10
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
40
Ja Baij Shrine
Once inside the shrine, examine the terminal on the left to receive a new rune: the Remote Bomb. Its primary function is to annihilate destructible objects. Remote bombs exist in round and cube versions; round bombs will roll when placed on slopes and if caught in the wind, whereas their cubic counterparts tend to stay where you place them. Choose one by holding f and using r, then tap @ for Link to hold the bomb above his head. Press a to drop it at his feet, ® to throw it, or b to put it away. You can then trigger the detonation with @, though be careful to ensure that Link isn’t caught in the blast. Try your new skill on the cracked blocks in front of you. Follow this by blowing up the two cracked blocks in the passage beyond. The opening on the right leads to a treasure chest, while the one on the left leads to the next room.
12
Make your way to the launcher close to the left-hand wall: it will propel you to the treasure chest on the opposite ledge.
14
Finally, climb the ladder and run to the altar, which you can examine to complete the shrine.
When you reach the moving platform, wait until it moves close to you then drop a cube bomb on it and backtrack to solid ground. Detonate the explosive when the moving platform touches the destructible wall on the far side. You can then step on the moving platform, which will take you to the final room.
13
From the Oman Au Shrine, head southeast to the Eastern Abbey. Go through the main entrance, to the west of the ruins. A few steps past the archway, a Decayed Guardian awakes from its slumber. This enemy type initially targets you with an aiming beam, then opens fire after a few seconds. This is currently lethal to Link, so you must be careful. Dash from one cover point to the next until you reach the wall with the cracked rocks. Thanks to the cover of the ruins behind you, you can scale the wall, behind which you will find the Ja Baij Shrine.
Head to the launcher on the right-hand side of the room. Drop a sphere bomb into the pipe so that it rolls onto the launcher. It will be propelled to the destructible rocks: detonate it to clear the path.
41
In the far southeast of the Great Plateau, you will find the old man close to a hut. There are many collectibles in the area, including mushrooms with very interesting properties. Once cooked, stamella shrooms will restore some of your depleted stamina. Cook several in a single meal: the mushroom skewers you obtain can be profoundly helpful in a long and dangerous climb that awaits further ahead. The cooking process is easy. Select an item in your inventory, choose to hold it, add more copies or other items, then press b to return to the field and a to prepare the meal with the selected ingredients.
18
When you’re ready, head to the southwest and cut a tree with a woodcutter’s axe (there’s one at the old man’s hut): you can use the trunk as a makeshift bridge to cross the chasm. Eliminate any Bokoblins you encounter on the other side.
20
To leave the Eastern Abbey, you can blow up the cracked wall in front of the shrine with your newly acquired bombs. Head to the position shown here, to the west of the Temple of Time. You will find spicy peppers by the archway, a vegetable that will prove very helpful shortly. From here, head to the southeast. Don’t forget that you can always refer to our map for this region on page 36 if you lose your bearings, or should you want to learn more about your surroundings.
17
Next, you should try to cook spicy meat & seafood fry – a dish fancied by the old man, although he cannot recall the recipe. The diary inside the hut will put you on the right track. You must combine spicy pepper (look inside the hut, or see step ), raw meat (obtained by hunting any large animal, such as a boar or a fox), and a Hyrule bass (available in the pond southeast of the Oman Au Shrine – see step ). Cooking these three ingredients together will lead to the creation of spicy meat & seafood fry. Speak to the old man by the campfire and he will offer his thanks by giving you a warm doublet. This piece of armor bestows cold resistance, a bonus that you will greatly appreciate during a forthcoming challenge.
19
The next shrine is situated at the top of the cliff you are now facing. Your goal is to scale it, making regular stops at the horizontal ledges on the way to refill your stamina (press b while above a ledge). You have little stamina available at this early stage, so aim straight for the closest ledge each time. Avoid jumping while climbing for now: this consumes a large chunk of the gauge. If you end up in a dire predicament, consume the food with stamina-boosting properties that you cooked at the hut. The Owa Daim Shrine awaits directly at the top.
21
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
42
Owa Daim Shrine
Next, run to the bottom of the ramp. Observe the boulders that regularly roll down and fall into the abyss. Cast Stasis on one of them right as it passes your position. While it is frozen in time, sprint all the way up to the top of the ramp, letting your stamina refill once on the way. If you do not make it in time, come to a halt on the intermediate landing and stop the boulder when it passes in front of you.
23
Stand in front of the boulder blocking the way and cast Stasis on it. While it is frozen in time, hit it once with your sledgehammer. Once the effect ends, the boulder will roll forward and fall in the abyss, enabling you to make your way to the altar.
25
The path to the fourth shrine is relatively straightforward and uneventful, with only a few enemies standing in your way. The shrine lies to the northwest of Mount Hylia, on a small peak overlooking a pond. Examine its terminal and head inside once you’re ready to proceed.
27
Interact with the terminal on your left to obtain the Stasis rune. Stasis grants you the ability to briefly stop an object in time – for example, to freeze a moving platform. This power has a second crucial application: an object subject to Stasis will store any kinetic energy accumulated while it is immobilized, and release it afterwards. If you hit a boulder in Stasis with a sledgehammer multiple times, for instance, you will see a vector arrow appear. This shows the direction in which it will be propelled once the effect ends. Each use of Stasis will be followed by a brief cooldown period during which the ability is unavailable. Try out your new power on the cogwheel in front of you: cast Stasis while the rotating platform is in a horizontal position, enabling you to cross the chasm.
22
From the chest, turn around, wait for a new boulder to roll, then sprint down the ramp. Take a right on the intermediate landing and collect the iron sledgehammer against the far wall.
24
Back outside, climb the cliff directly west of the Owa Daim Shrine. There is a flat ledge where you can catch your breath midway through the ascent. Once at the top, you will reach an area with low temperatures. You will take gradual (and, in time, fatal) damage unless you trigger a cold resistance bonus. This can be induced in multiple ways: by equipping the warm doublet if you obtained this piece of armor from the old man at the hut; by cooking spicy pepper (available by the archway to the west of the Temple of Time); or by wielding a torch that you set ablaze, though this is a very temporary solution that will prevent you from sprinting, making it hard to recommend. The warm doublet is by far the best option as its effect is permanent. If you opt for food effects, note that you will need several minutes to reach the next shrine: cook at least four spicy peppers to be safe.
26
43
Keh Namut Shrine
Interact with the terminal on the left to receive yet another vital rune. Cryonis enables you to summon blocks of ice on flat water surfaces, creating makeshift stepping stones. These blocks are climbable and can even be materialized on falling water. You can only summon three blocks of ice at a time, though; if you generate a fourth in succession, the first one in the series will be destroyed. You are also free to destroy an existing block by pressing a while aiming at it. Note that Cryonis has another critical use: you can summon a block of ice under an object to lift it up. This works on Link himself, but the most valuable application of this feature is that it makes it possible to raise certain gates and access submerged items. For now, create a block of ice in the small pool and use this as a stepping stone to reach the corridor above.
28
You will encounter a Guardian Scout after you pass the gate. It should fall quickly to a few hits with your best weapon. Feel free to generate a block of ice in the middle of the area to enjoy a possible cover point if your enemy fires laser beams at you. When the battle ends, position an ice block at the base of the ledge with the treasure chest to access it.
30
After the cutscene that ensues when you exit the shrine, head to your next destination. If you look on your map and draw two imaginary lines, one horizontal between the Keh Namut Shrine and the Ja Baij Shrine, and one vertical between the other two, the point where they intersect is the Temple of Time. Warp to the Shrine of Resurrection if you would like to shorten the journey. Once inside the Temple of Time, pray in front of the large goddess statue. You now have an important choice to make: this is your first opportunity to trade a bundle of four spirit orbs acquired from shrines for either a heart container or a stamina vessel. While the benefits of choosing heart containers should be obvious, extra stamina segments make a real difference to your ability to explore the world.
32
In the next room, summon an ice block beneath the gate to open the way. This is a trick that is easy to forget, but will be key to solving multiple puzzles throughout the adventure.
29
Finally, summon an ice block beneath either end of the beam: once raised, it will form a ramp that you can use to make your way to the altar.
31
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
Now climb to the Temple of Time’s rooftop to meet the old man. You can use the ladder on the building’s east side to get there easily. This concludes “The Isolated Plateau,” and grants you the paraglider as a reward. This essential piece of equipment enables you to glide while airborne: press x to draw the sail, and b to put it away. Gliding consumes stamina, a factor that you must consider carefully when covering long distances.
33
44
Seek Out Impa
Icon |
Activity |
Notes |
Shrines & Shrine Quests |
You can find step-by-step solutions for all shrines and shrine quests in our dedicated chapter: see page 118 for the shrines in the Dueling Peaks Tower region. |
|
Side Quest: Misko, the Great Bandit (see page 220) |
If you speak to Domidak at the Dueling Peaks Stable and agree to give him 100 rupees, you will trigger this side quest and obtain a riddle concerning a treasure. However, you can actually visit the cave in question without activating the quest: it is hidden behind destructible rocks, on the cliff at the south edge of Hickaly Woods. |
|
Side Quest: The Priceless Maracas (see page 220) |
On your way to Kakariko Village, you can speak to a creature called Hestu. Retrieve his maracas from the outpost to the east and return them to him. He will then offer you additional inventory slots for your weapons, bows, or shields, in exchange for any Korok seeds that you take back to him. |
|
Wild Horses (see page 220) |
When you reach the Dueling Peaks Stable, speak to Rensa, the man close to the counter. He will challenge you to mount a wild horse and take it back to him in under two minutes. You can find an introduction to this system on page 17. |
|
Side Quest: Flown the Coop (see page 221) |
While visiting Kakariko Village at noon, speak to Cado, opposite the armor shop, to trigger this quest. Your goal is to round up seven cuccos within the village, including two that often stand on rooftops and one on the ledge overlooking the armor shop. Take them all back to the enclosure to complete the assignment. |
|
Side Quest: Arrows of Burning Heat (see page 221) |
After completing the “Seek Out Impa” main quest, speak to Rola, the owner of the general store that sells arrows in Kakariko Village. She needs you to light the four candles behind the village’s goddess statue. You can do so with fire arrows, or standard arrows set ablaze at the nearby campfire, or even with a fire-elemental melee weapon. |
|
Side Quest: Koko’s Kitchen (see page 222) |
Speak to Koko, a child that can be found by the cooking pot next to the general store in Kakariko Village every afternoon. Buy a swift carrot for her in the shop to complete this short assignment. |
|
Side Quest: Cooking with Koko (see page 222) |
Speak to Koko again after completing her previous quest. This time she needs goat butter, which you can also purchase from the nearby general store. |
|
Side Quest: Koko Cuisine (see page 222) |
Speak to Koko again after completing Cooking with Koko. This time she needs raw meat, which you can obtain by hunting a mammal such as a fox, a boar, or a wolf. |
|
Side Quest: Koko’s Specialty (see page 223) |
Speak to Koko again after completing Koko Cuisine. You can help her by giving her some Courser bee honey (acquired by shooting a bee hive). |
|
Side Quest: Playtime with Cottla (see page 223) |
Speak to Cottla between noon and 04:00 PM. She usually runs around near the armor shop. Choose to play tag with her. Once the game begins, sprint after Cottla and you should catch up in no time. |
|
Main Quest: Find the Fairy Fountain (see page 223) |
Though considered a main quest, this mission is entirely optional. Speak to Pikango after you obtain the camera rune. Take a picture of the Great Fairy Fountain to the northeast of the village, then report back to Pikango. |
|
Side Quest: By Firefly’s Light (see page 223) |
This will become available after you complete the “Find the Fairy Fountain” and “Flown the Coop” quests. You receive this assignment from Lasli, the woman who stands outside Kakariko’s armor shop during the day, but walks to her home at night, in the southeast corner of the village. Speak to her there from 10:00PM onwards to trigger this quest, then catch five sunset fireflies in the area. Once you have them, select them in your inventory, hold them in your hands, and release them in Lasli’s house. |
|
Great Fairy Fountain |
A short distance to the northeast of Kakariko Village, you will find your first Great Fairy Fountain. You must spend a set amount of rupees to unlock each fountain (100 rupees in this instance), but the investment is well worth the money: these fountains will enable you to upgrade your pieces of armor by spending materials gathered in the wild. |
Step |
Description |
Make your way to Kakariko Village and speak to Impa. |
|
Head toward Hateno Village. |
Optional Challenges
Walkthrough Summary (See Overleaf For Details)
Lake Tower
Region
Ja Baij Shrine
Bosh Kala Shrine
Wahgo Katta Shrine
Ya Naga Shrine
Great Plateau Tower
Lake Tower
45
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
Dueling Peaks Tower Region
Lake Tower
Region
Hateno Tower Region
Dueling Peaks Tower Region
Faron Tower Region
Bosh Kala Shrine
Wahgo Katta Shrine
Ta‘loh Naeg Shrine
Lakna Rokee Shrine
Dow Na‘eh Shrine
Kam Urog Shrine
Toto Sah Shrine
Shae Katha Shrine
Shee Vaneer Shrine
Ha Dahamar Shrine
Shee Venath Shrine
Ree Dahee Shrine
Hila Rao Shrine
Shoda Sah Shrine
Pumaag Nitae Shrine
Kaya Wan Shrine
Qukah Nata Shrine
Yah Rin Shrine
Tawa Jinn Shrine
Daka Tuss Shrine
Mezza Lo Shrine
Riverside Stable
Dueling Peaks Stable
Fort Hateno
Wetland Stable
Dueling Peaks Tower
Hateno Tower
Faron Tower
Kakariko Village
Step-By-Step Walkthrough
46
Though you can, in principle, head to Castle Hyrule and attempt to destroy Ganon immediately, this would be suicidal. You will first need to greatly develop your gear and abilities. The first of many steps required to achieve this is to complete the “Seek Out Impa” main quest. From your starting position, glide to the east and keep going in the same direction until you reach the Dueling Peaks Tower. Activating this tower will add a new functionality to your slate: the Sheikah sensor, which is represented by an antenna icon on your screen. Whenever a shrine is available within its detection range, the sensor will start glowing. The concentric circles will light up when Link moves in the direction of the shrine. The better his alignment, the more circles glow, enabling you to locate shrines more easily.
1
Pass between the two Dueling Peaks to find a first stable, which will give you an opportunity to register a wild horse found in the area. You can find more details on how this works on page 17. There is also a very profitable side quest to complete in the vicinity (see “Misko, the Great Bandit” on the previous double-page spread). Once you’re ready, head north and cross the bridge.
2
The rest of the path to Kakariko Village is entirely straightforward, following a linear canyon. One point of interest on the way is a creature called Hestu, who will trade any Korok seeds that you have gathered so far for additional inventory slots. Turn to the previous page for details on the connected side quest “The Priceless Maracas”.
3
Once at Kakariko Village, we suggest you activate the local shrine that overlooks the village. This will act as a handy warp point whenever you need to return here. As a rule, this is something you should aim to achieve whenever you visit a new area or region. When you’re ready, head for the largest building, inside which Impa awaits. Speaking to her completes the “Seek Out Impa” main quest and unlocks two new ones: “Free the Divine Beasts” and “Locked Mementos”. The former is a long-term task that you will make a start on soon. For now, prioritize the latter, which involves finding the Hateno Ancient Tech Lab.
4
Retrace your steps through the long canyon until you cross the Kakariko Bridge, then head east toward Hateno Village, following the main road. You will go through Fort Hateno on the way, with a cooking pot available should you need to replenish your stock of restoratives.
5
Keep following the main road until you reach the natural rock bridge shown here. Cross it and head south, alongside the river, until you are within climbing range of the Hateno Tower.
6
47
Primer Recap
With the game’s prologue now behind you, you have opportunities to venture off the beaten path at your leisure. If you simply follow the main storyline, you might get the impression that you have the situation very much under control and that the enemies you encounter pose no problem. While this is still true at this early stage of the primary quest, you will soon face more taxing challenges.
If you have read our Primer chapter, you should already know how adopting certain habits early and practicing the game’s most demanding techniques is essential, and profoundly beneficial to your overall Breath of the Wild experience. If you haven’t read it, or if you could use a concise summary to refresh your memory, the following points should help.
EXPLORATION (see page 15)
COMBAT (see page 18)
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
48
Locked Mementos &
Captured Memories
Icon |
Activity |
Notes |
Shrines & Shrine Quests |
You can find step-by-step solutions for all shrines and shrine quests in our dedicated chapter: see page 124 for the Hateno Tower region. |
|
Side Quest: The Statue’s Bargain (see page 226) |
If you speak to a child called Teebo in Hateno Village, he will take you to a strange statue by Firly Pond. Speak to that statue to trigger the quest, then speak to it again to regain the essence it took from you. This is a simple introduction to a feature that enables you to turn a heart container you have acquired into a stamina vessel, or vice versa, for a mere 20 rupees. |
|
Side Quest: The Weapon Connoisseur (see page 226) |
Speak to Nebb, one of the children running in the streets of Hateno Village during daylight hours. He will ask you to show him a traveler sword. You can find one in the valley leading to Zora’s Domain. He then has additional similar requests, making this is a long-term assignment that you will gradually complete as you progress in the adventure. |
|
Side Quest: A Gif for My Beloved (see page 228) |
Speak to Manny, who is usually found between Hateno Village’s dye shop and the local inn. Next, speak to Prima from behind the back of the inn’s counter, and report the news of what she likes to Manny. You must then gather 10 restless crickets for him. |
|
Side Quest: The Sheep Rustlers (see page 228) |
Speak to Koyin, who watches over her flock outside the farm located between Hateno Village and the Tech Lab. She needs you to slay monsters that congregate at Hateno Beach, to the southeast of the village. After eliminating them, report to Koyin. |
|
Side Quest: Robbie’s Research (see page 229) |
After showing Purah a picture of herself, speak to her again to trigger this quest. You first need to find Robbie at the Akkala Ancient Tech Lab, in the northeast corner of Hyrule. Once inside, speak to Robbie, remove all your armor pieces to show your scars, then speak to him again. Now pick up the torch leaning against the shelves and light it up with the blue flame found on Tumlea Heights, just west of the Tech Lab. After igniting the furnace with the blue flame, speak to Robbie again to complete the assignment. |
|
Side Quest: Slated for Upgrades (see page 229) |
After acquiring the camera rune from Purah at the Hateno Ancient Tech Lab, speak to her again to initiate this quest. If you give her three ancient screws, three ancient shafts, and three ancient cores, she will upgrade your Sheikah sensor, remote bomb, and Stasis runes respectively. The materials in question can be obtained by defeating guardians, commonly encountered in shrines and around Hyrule Castle. |
|
Side Quest: Sunshroom Sensing (see page 230) |
Once you’ve acquired the Sheikah Sensor+ rune upgrade, speak to Symin. Show him a picture of the sunshroom at the back of the Tech Lab, then find three of these for him. The sunshrooms are really easy to spot in Retsam Forest, just north of the Tech Lab. |
|
Side Quest: The Hero’s Cache (see page 230) |
Speak to Kass on the tall rock, in the middle of Kitano Bay. If you interpret his clue (“17 of 24”) as a clock position, the riddle means 5 o’clock. Looking at the group of rocks jutting out of the water as a circle, move to the ones in the bottom-right section, where a needle would point to show 5 o’clock. You will find a treasure chest hidden between the rocks. |
|
Side Quest: Hylian Homeowner (see page 231) |
Speak to Bolson in Hateno Village. He and his men are at work around a house just south of Firly Pond. He will sell you the house in exchange for 3,000 rupees and 30 bundles of wood. You must then invest more rupees for furniture and other upgrades. This is a long-term task, though you can satisfy both initial objectives rather quickly by selling gemstones, and by felling trees with bombs. |
|
Side Quest: From the Ground Up (see page 232) |
After you have purchased a house as part of the “Hylian Homeowner” side quest, speak to Bolson and Hudson. Once Hudson has departed for the Akkala region, meet him on the small island in the middle of Lake Akkala. He will require your help to gather more wood and to recruit people for his new village: Tarrey Town. |
Step |
Description |
Make your way to the Ancient Tech Lab in Hateno Village. |
|
Speak to Symin and Purah inside the tech lab, then light the furnace on the Tech Lab’s outer wall with a blue flame. |
|
Take a photo of Purah and show it to her, then return to Impa in Kakariko Village. |
|
Find a captured memory spot to recall the events that occurred there, then return to Impa. |
|
Choose which Divine Beast you want to conquer first. |
Optional Challenges
Walkthrough Summary (See Overleaf For Details)
Lakna Rokee
Shrine
Toto Sah Shrine
Ta‘loh Naeg Shrine
Shoda Sah Shrine
Qukah Nata Shrine
Dueling Peaks Stable
Kakariko Village
49
Hateno Tower Region
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
Faron Tower Region
Hateno Tower Region
Lakna Rokee
Shrine
Dow Na‘eh Shrine
Kam Urog Shrine
Myahm Agana Shrine
Tahno O‘ah Shrine
Jitan Sa‘mi Shrine
Tawa Jinn Shrine
Chaas Qeta Shrine
Hateno Tower
Hateno Ancient Tech Lab
Hateno Village
Step-By-Step Walkthrough
50
The Hateno Tower is overrun by brambles. While you can burn it, this is a waste of time and resources: it makes more sense to just carefully navigate the hazards. The southeast face of the tower’s base is accessible, so start your ascent from there, stopping at each ledge on the way to refill your stamina bar. You must descend towards a ledge to your left approximately halfway through the climb. When you make it to the top, activate the tower, then glide directly to Hateno Village’s entrance.
7
The Ancient Tech Lab is located at the far end of the village, at the top of a distinctive rock outcrop to the east. There are many points of interest on the way, including a local shrine; feel free to explore the town in search of equipment and side quest opportunities.
8
Speak to Symin inside the Tech Lab, then to Purah. She will ask you to light the furnace on the Tech Lab’s outer wall with a blue flame. To do this, you must retrieve the blue flame from the ancient furnace, located a short distance to the west of your current position. Don’t forget to pick up the torch inside the Tech Lab, as this will make your task much easier. Light your torch with the blue flame at the ancient furnace, then head back to the Tech Lab, making sure you light every lantern you encounter on the way. You can use these to retrieve the blue flame if, for example, your torch is destroyed, or should it start raining. Once the Tech Lab’s furnace (to the left of the main entrance) is lit up with the blue flame, speak to Purah to activate the Guidance Stone.
9
Select your newly acquired camera rune and take a photo of Purah, then talk to her again. After the ensuing cutscenes, you will receive a new objective: speaking to Impa. You can fast travel to her almost instantly if you have activated the shrine overlooking Kakariko Village (Ta’loh Naeg Shrine). This completes the “Locked Mementos” main quest, and unlocks a new one: “Captured Memories”. Your objective here is to travel to one of the places shown in any of the 12 photos stored in your Sheikah slate album.
10
The easiest captured memory spot to reach is most likely the second from the left in the top row. Fast travel to the Oman Au Shrine on the Great Plateau (the very first shrine you completed, where you acquired Magnesis). From here, jump over the Great Plateau’s edge and glide to the north. You will find the interaction point shown on the above screenshot in the woods, close to the lake’s west shore. Press a to recall the events that occurred at this location. After the cutscene, warp back to Impa at Kakariko Village.
11
After Impa rewards you with the champion’s tunic, a very useful armor piece that reveals enemy health points, speak to her again and ask about the four Divine Beasts. Each of these represents a main quest line that will take you to a specific region of the world and conclude with a difficult dungeon that you must clear. You can complete them in any order that you prefer, with the difficulty of their final bosses scaled to your current progress. In other words, if you complete the Divine Beast Vah Ruta dungeon first, its boss will be set at the easiest difficulty level. Once you defeat him, the other three will become harder to beat. After a second Divine Beast victory, the remaining two will become even more deadly; the last will be faced in its most perilous and pitiless configuration. For this reason, and based on the nature of each of these battles, we suggest that you begin with Divine Beast Vah Ruta (starting overleaf), then proceed in turn to Divine Beast Vah Naboris (see page 68), Divine Beast Vah Medoh (see page 80), and finally, Divine Beast Vah Rudania (see page 92). Our Walkthrough will follow this order, but feel free to proceed otherwise if you prefer; follow the page references listed here to jump to the appropriate sections of the chapter.
51
Primer Recap (Continued)
As you spend more time in the world of Hyrule, you will gather more and more resources. Soon, you will face situations where you cannot pick up new weapons, bows, or shields, because your inventory is full. This short section will help you to make informed decisions whenever you might need to leave equipment or items behind.
INVENTORY MANAGEMENT (see page 22)
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
52
Zora Quest
Icon |
Activity |
Notes |
Shrines & Shrine Quests |
You can find step-by-step solutions for all shrines and shrine quests in the Lanayru Tower region on page 130. |
|
Side Quest: Special Delivery (see page 236) |
After clearing the Divine Beast Vah Ruta dungeon, speak to Finley on the Bank of Wishes, in the valley leading to Zora’s Domain. When she throws a letter down the river, follow it until it ends up in a small inlet at Mercay Island. Speak to the man making camp there, Sasan, then return to Zora’s Domain where Finley and Sasan await. |
|
Side Quest: Diving is Beauty! (see page 237) |
After initiating the Divine Beast Vah Ruta main quest, speak to Gruve near the stairs leading to the throne room in Zora’s Domain. Dive from the edge of the platform next to him, then swim back up the waterfall with the aid of the Zora Armor. |
|
Side Quest: Lynel Safari (see page 237) |
After initiating the Divine Beast Vah Ruta main quest, speak to Laflat, a few steps to the east of the stairs leading to the throne room in Zora’s Domain. She needs a picture of the Lynel that roams on Ploymus Mountain. The main quest in this region takes you there, so just take the photo in question on your way to Divine Beast Vah Ruta; you can return to Laflat later. |
|
Side Quest: Frog Catching (see page 237) |
Speak to Tumbo during the day at Zora’s Domain – he’s a child that runs around the statue opposite the shrine. He asks you to find five hot-footed frogs for him. During rainy weather, these frogs are usually plentiful near bodies of water such as Ralis Pond or the small pond to the south of Luto’s Crossing. |
|
Side Quest: The Giant of Ralis Pond (see page 238) |
After clearing the Divine Beast Vah Ruta dungeon, speak to Torfeau at the plaza underneath the throne room in Zora’s Domain. Head to Ralis Pond, to the southwest, and eliminate the Hinox there. |
|
Side Quest: Luminous Stone Gathering (see page 238) |
After clearing the Divine Beast Vah Ruta dungeon, speak to Ledo, who needs 10 luminous stones. You can find multiple ore deposits with these minerals on the plateaus overlooking the northwest bridge of Zora’s Domain. |
|
Side Quest: A Wife Washed Away (see page 239) |
After clearing the Divine Beast Vah Ruta dungeon, speak to Fronk. He can be found during the day on a round platform a short way east of the general store in Zora’s Domain. You can find his wife at Lake Hylia, in the Lake Tower region, usually on the small islet east of Hylia Island. |
|
Side Quest: Riverbed Reward (see page 239) |
Speak to Izra, on the shore of the river right by the Wetland Stable. He needs your help to lift a treasure chest out of the water – which is easily achieved with Magnesis. |
|
Side Quest: Zora Stone Monuments (see page 240) |
After clearing the Divine Beast Vah Ruta dungeon, speak to Jiahto, at the far end of the plaza underneath the throne room in Zora’s Domain. He will ask you to search for 10 stone monuments in the surrounding area. You can find a map showing their positions on page 240. |
Step |
Description |
Activate the Lanayru Tower. |
|
Trek along the Zora River until you reach Zora’s Domain. |
|
Speak with King Dorephan and Musu. |
|
Retrieve 20 shock arrows on Ploymus Mountain, then glide to Sidon’s position on the pier of East Reservoir Lake and speak to him. |
|
Neutralize the Divine Beast. |
|
Clear the Divine Beast Vah Ruta dungeon. |
Optional Challenges
Walkthrough Summary (See Overleaf For Details)
Dueling Peaks
Tower Region
Central Tower Region
Woodland
Tower Region
Qua Raym Shrine
Mirro Shaz Shrine
Sheh Rata Shrine
Hila Rao Shrine
Kaya Wan Shrine
Namika Ozz Shrine
Woodland Stable
Wetland Stable
Woodland Tower
53
Lanayru Tower Region
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
Dueling Peaks
Tower Region
Central Tower Region
Akkala Tower Region
Hateno Tower Region
Eldin Tower Region
Lanayru Tower Region
Qua Raym Shrine
Sheh Rata Shrine
Daka Tuss Shrine
Ta‘loh Naeg Shrine
Lakna Rokee Shrine
Mezza Lo Shrine
Rucco Maag Shrine
Ne‘ez Yohma Shrine
Dagah Keek Shrine
Soh Kofi Shrine
Tah Muhl Shrine
Mo‘a Keet Shrine
Sah Dahaj Shrine
Dow Na‘eh Shrine
Kam Urog Shrine
Shai Yota Shrine
Ke‘nai Shakah Shrine
Jitan Sa‘mi Shrine
Dah Hesho Shrine
Foothill Stable
Lanayru Tower
Eldin Tower
Akkala Tower
Kakariko Village
Zora‘s Domain
Ploymus Mountain
East Reservoir Lake
Tarrey Town
54
Step-By-Step Walkthrough
From Kakariko Village, you are very close to the Lanayru region. Make your way up to the shrine that overlooks the village and then glide to the north, in the direction of an archipelago of small islands (the closest of these featuring a shrine). You can then head to the northeast, in the direction of Lanayru Tower.
1
The easiest way to climb Lanayru Tower is to make your approach from the northwest. Climb up the long ladder leading to the top of the lookout platform, then glide from here to the tower itself. The rest of the ascent is undemanding. Activate the terminal at the top to reveal the map for this region. Once you are ready, glide down to Inogo Bridge, to the east, to trigger a cutscene and meet Sidon. This will trigger a new main quest: “Reach Zora’s Domain”.
2
The trek along Zora River poses no great challenge, though you will experience occasional encounters with Octoroks. Eliminate these with bombs to spare your arrows. They will often drop octo balloons, a useful item that can simplify certain puzzles; it’s a good idea to stockpile them when you can. There are zapshrooms growing at the foot of trees encountered along the way. Be sure to gather plenty of these: they can be cooked to provide protection against electricity.
3
When you reach the Tabahl Woods, be prepared to face multiple Lizalfos archers. These will fire shock arrows at you, so this might be a good time to drink the electro elixir that Sidon gave you at the bridge. Use cover points during your approach and eliminate each creature with quick melee combos. Your priority in this area should be to pick up as many arrows as possible. These will prove handy in a forthcoming challenge.
4
After you pass Oren Bridge, you must dodge boulders rolling in your direction, but you have plenty of time and space to do so. Shortly afterwards, a large boulder will block your path. You can either climb it, or cast Stasis on it and strike it multiple times, then sprint through before it rolls back down. A battle against multiple Lizalfos awaits on the other side. Lure them to your position in small groups if you can, or try to open hostilities with a sneakstrike. The rest of the journey to Zora’s Domain is entirely straightforward.
5
When you reach the village, activate the local shrine, then visit King Dorephan in the throne room on the top floor. This completes the “Reach Zora’s Domain” main quest, and triggers “The Divine Beast Vah Ruta.” Your first objective in this mission is to speak to Muzu at the plaza just in front of the local shrine. After your first conversation with him, equip the Zora Armor received from the king and speak to Muzu again.
6
55
Your next goal is to retrieve 20 shock arrows on Ploymus Mountain. You can reach this area via the east exit of Zora’s Domain. With the Zora Armor equipped, swim up the waterfalls by pressing a until you make it to the top of the mountain. Run up the slope leading to the summit, collecting any shock arrows embedded in trees along the way.
7
Once you’re ready to proceed, head to the mountain’s peak to the southwest: Shatterback Point. You can glide from here directly to Sidon’s position on the pier at East Reservoir Lake. Speak to him
and agree to begin your assault against the Divine Beast.
9
As you ride on Sidon’s back, the Divine Beast will regularly hurl ice blocks in your direction. The best way to destroy these is with Cryonis. Activate this rune and look in the direction of the incoming projectiles; whenever you have one in your reticle, press a to shatter it. If you struggle, a less-than-polished approach of pressing the button repeatedly while moving the camera can suffice.
10
Every time you survive an ice block barrage, Sidon will take you to the monster. Press a while passing close to a waterfall: this will enable you to swim upward and be propelled high in the air. At the peak of your flight, aim a shock arrow at one of the pink-glowing devices on Vah Ruta’s back. If you’re quick, you can hit two consecutively, but this is not easy. If in doubt, take them out one at a time.
11
There are four devices to hit in total. Every time you hit one with a shock arrow, a new loop will begin: you destroy the ice blocks thrown at you, swim up a waterfall, and shoot a glowing device. The sequences where you need to shatter ice projectiles become increasingly difficult, though. Each further series consists of more and more projectiles, and spiked ice boulders will be added to the mix. These behave differently: they are partly submerged during their approach, leaving less for your Cryonis reticle to aim at. Take your time and do not panic, tracking each one methodically and aiming just above the water’s surface. After a few waves, you should get the knack of this maneuver. Once all four devices have been hit by a shock arrow, the sequence will end and you can finally enter the “Divine Beast Vah Ruta” dungeon.
12
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
On the plateau there are many more shock arrows. Try to grab as many as you can. You need 20 to move on to the next step of the quest, but any extra arrows will be more than welcome. The challenge here is that a fearsome Lynel roams the area. This enemy can be defeated, though doing so requires advanced equipment and skills (see page 320). Unless you are a true master of the perfect guard move, and in possession of powerful weapons, this is probably a fight you should leave for later. The Lynel has above-average detection capabilities, so stay out of sight and crouch-walk whenever required. Naturally, any stealth bonus you can trigger here will help. Don’t forget to take a picture of it if you are working to complete the related side quest.
56
Divine Beast Vah Ruta
FIRST TREASURE CHEST & MAP TERMINAl: There is a second eyeball waiting for you in the main room, just below the surface of the water. Move close to it, in the room’s corner, and hit it with an arrow. This will free the nearby gate of Malice goo, enabling you to lift it with Cryonis. After you summon a block of ice beneath the gate, head through and activate the terminal to receive the dungeon’s map. Note that you can find a first chest submerged in the water: grab it with Magnesis to retrieve its contents.
14
First Terminal: Return to the first room you visited (where you eliminated the two eyeballs) and grab the cogwheel’s handle with Magnesis. Rotate it clockwise until the terminal is fully out of the water. You can then walk over and activate it.
16
Second Terminal: If you look inside the rotating watermill, you will notice that it features a terminal. However, you cannot reach it because of the pool at the watermill’s base. Wait until the terminal is close to the bottom of the wheel, then use Cryonis to summon a block of ice that will obstruct the flow of water from the fountain. This will stop the watermill and drain the pool, enabling you to access the terminal.
18
This dungeon will become available as a fast travel position from the moment you reach it. This means that you can warp in and out of it at your leisure, which is useful if you lack a vital item or simply need to restock. Important resources to bring along in large quantities include dishes with healing properties, powerful weapons (with an attack value of at least 15), and arrows (ideally 30 or more). When you feel sufficiently prepared, fire an arrow at the glowing eyeball at the top of the ramp in front of you: this will remove the Malice goo that blocks the entrance. Some of these goo structures include a “mouth” that regularly releases flying skull enemies. Destroying the eyeball will rid you of the “mouth” as well. It therefore makes sense to eliminate these eyeballs as a matter of priority every time you encounter one.
13
Controlling Divine Beasts: The Divine Beast’s map is three-dimensional: you can rotate it as you please with r. Your goal is to examine the dungeon’s five terminals, represented by glowing orange dots (). To do so, you must exploit one of the Divine Beasts’ key features: they are articulated machines that you can partly control. In the case of Vah Ruta, you may freely move the elephant’s trunk. The increments by which you can change the trunk’s angle are represented with purple icons (). Select one with l and a, then execute the command with b. This is an important point that is easily overlooked: it’s only by pressing b that you will make the trunk actually move. It will then take a few seconds for the Divine Beast to react accordingly. This concept applies to all dungeons.
15
Go through the gate opposite the dungeon’s entrance and run up the ramp. When you reach the top, take a right and defeat the Guardian Scout in the room with the watermill.
17
57
Move the Divine Beast’s trunk to its fourth increment from the top. This will cause the water flowing from the trunk to make the second, larger watermill spin.
20
From the floor switch, glide to the walkway connected to the large watermill, and then look toward the watermill.
22
FOURTH Treasure Chest: Remain on the same walkway and observe the treasure chest that is sandwiched between two concrete blocks. The blocks will move along their slider under the effect of gravity. If you stop the farther of the two just in time as they are aligned horizontally to your right, only the other block will slide down, leaving you free to jump on it and retrieve the contents of the chest before Stasis ends.
24
SECOND Treasure Chest: Free the flow of water from the fountain to make the wheel spin again. Step on one of the cogwheel’s teeth, making sure that it and the tooth in front are free of Malice goo. When you are at the uppermost point of the cogwheel’s rotation, glide to the top of the wall on which the fountain is built. This will give you access to a second treasure chest.
19
THIRD Treasure Chest: Standing between the two watermills, look in the direction of the larger one. When you notice a tooth with a treasure chest pass in front of you, hop on the next tooth and move forward until you are not pulled down by gravity anymore. Fire an arrow at the eyeball to remove the Malice goo and you can subsequently access the third treasure chest. Once the wheel’s rotation has taken you to the platform on the other side, hop to it. Eliminate the Guardian Scout, then step on the nearby floor switch. This will create a waterfall that you can now use to swim back to the upper floor with the Zora Armor.
21
Third Terminal: This terminal lies behind a barred gate. The gate is temporarily unlocked when the nearby orb moves into the concave slot. You can extend this time window by casting Stasis on the orb just before it slides downwards – in other words, when it is to your left. This will enable you to wait for the terminal to pass right in front of you, with the gate still raised. Examine it and the gate will remain permanently open thereafter.
23
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
58
Divine Beast Vah Ruta
FIFTH Treasure Chest: At the end of the corridor, open the map menu and lower the Divine Beast’s trunk to its lowest position. This will enable you to walk on the trunk itself. Shoot an arrow at the eyeball to remove the Malice goo and open the treasure chest. Now raise the trunk again and, once it is high enough, glide to return to the corridor from which you arrived.
26
You can now glide to the nearby central platform – the top of the Divine Beast’s head. Drop down through the small hole in the middle.
30
Glide down to the pool on the bottom floor, then swim upward to return to the top of the waterfall. Head inside the corridor beyond it.
25
Still in the corridor, move the trunk to its lowest position. Once it stops moving, glide to the small platform on the tip of the trunk.
27
SIXTH Treasure Chest: From the fourth terminal, glide to the platform on your left, which features a treasure chest covered with Malice goo. Stand in the top-right corner of that platform, and aim an arrow at the eyeball on the opposite platform. Hitting it will remove the goo.
29
(Continued)
59
SEVENTH Treasure Chest: From the fifth terminal, drop down to the ledge directly below to find this dungeon’s final treasure chest.
33
When you land on a semi-circular ledge, immediately eliminate the eyeball on the ceiling with an arrow. Once the Malice goo has disappeared, grab the nearby handle with Magnesis and rotate it clockwise until the hatch in the ceiling is completely open.
31
Main Control Unit: The final step to clear this dungeon is to glide down back to the entrance. The main control unit is found in the only room that you haven’t explored yet, opposite the waterfall. Interacting with it will trigger a boss battle, so make sure you are fully prepared before proceeding. Having a large stock of arrows and a selection of powerful weapons will definitely help here.
34
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
Fifth Terminal: Open your map menu and move the trunk to the fifth increment from the top. This will cause the flow of water to extinguish the flames around the terminal directly below. Drop down and examine it.
32
60
Boss: Waterblight Ganon
First Phase
Waterblight Ganon performs melee attacks with its spear. The size of this weapon is such that it can reach you over surprisingly long distances, so be ready to dodge or perfect-guard at all times.
The fight against Waterblight Ganon has two distinct phases. The second begins when your opponent’s health drops below 50%.
When you stand very far from Waterblight Ganon, it will often throw its spear at you. This is foreshadowed when the creature pulls its arm backward, as illustrated here. The best way to avoid the attack is with a side hop or by sprinting perpendicularly to the incoming projectile.
Over medium distances, Waterblight Ganon will often launch a sweeping attack – which you can identify when you see its arm moving far to the side. The best counter against this is to perfect-dodge the blow: execute a backflip a fraction of a second before the blade hits you. This will give you an opportunity to unleash a flurry rush. A spear-type weapon can prove very efficient here.
When you are within melee range, Waterblight Ganon will also regularly perform a thrust attack. Whenever you see the monster move its arm to its hip, be ready to side hop, ideally within perfect dodge timing requirements so as to follow up with a flurry rush.
After dealing significant amounts of damage, you will occasionally cause your foe to collapse. Use these opportunities to rush to it and unleash combos with your most powerful weapons.
At very close range, Waterblight Ganon will often plant its spear in the ground, causing a blue shockwave that is very hard to avoid. Sprinting away is the best course of action here.
61
Second Phase
Once Waterblight Ganon’s health reaches the 50% threshold, it will change strategy and switch to ranged attacks. The combat arena itself is modified, consisting of four square platforms surrounded by water.
Waterblight Ganon usually starts the second phase by hurling an ice block in your direction. Have your Cryonis rune at the ready: this will enable you to shatter the projectile before it reaches you.
Alternatively, you can also try to swim to the monster’s position and assail it with physical attacks. Swimming is a slow process, though, and the small size of the platforms means that this is not always a practical solution. This strategy works better with weapons with reach, such as spears; short blades will often fail to hit home. Overall, though, arrows are a much more reliable option for this battle.
From time to time, Waterblight Ganon will target you with a red laser beam, just like Guardians. After a charging process, the beam soon reaches full power and is fired at you. The only efficient counter to this is to perfect-guard the beam precisely as it is about to hit you; this will deflect it back to the boss, causing significant damage and temporarily incapacitating your foe. As you are inevitably close to your enemy here, there’s very little time to react. You must execute the parry command right as the beam of energy is about to be unleashed, as illustrated in the accompanying picture.
The most obvious way to deal damage to this boss is with arrows. Aim at Waterblight Ganon’s blue eye to reduce its health more rapidly. If you run out of ammo, throwing remote bombs is also a possibility, though they are less powerful and have a more limited range.
Whenever Waterblight Ganon warps to another platform the loop is repeated, with one caveat: the lower its health, the more ice blocks it will throw at you. If you have Cryonis ready and sweep the screen with your reticle, destroying all projectiles should pose no particular problem. If you do struggle, consider diving in the water and seeking shelter behind a platform.
When Waterblight Ganon finally falls, be sure to collect the heart container. You should note that this is your last chance to open any treasure chests you may have missed in the dungeon, as you will not be able to return after you leave. Once outside, you will recieve Mipha’s Grace (), a restorative power that resurrects Link with full health plus five temporary bonus hearts when he sustains critical damage. You should note, though, that every activation is followed by a long cooldown. Last but not least, you can collect a Lightscale Trident from the nearby chest after a final conversation with King Dorephan in the throne room. Once you have your rewards, you will be ready for the next major quest line. This takes place in the Gerudo Desert, situated in the southwest corner of Hyrule.
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
62
Gerudo Quest
Icon |
Activity |
Notes |
Shrines & Shrine Quests |
You can find step-by-step solutions for all shrines and shrine quests in the Wasteland Tower region on page 150. |
|
Side Quest: Wanted: Good-Sized Horse (see page 250) |
Speak to Zyle in the Gerudo Canyon, northeast of the Wasteland Tower. If you have a spare registered horse, summon it from the Gerudo Canyon Stable and take it to Zyle. |
|
Side Quest: Rushroom Rush! (see page 250) |
Speak to Pirou at the Gerudo Canyon Stable. He requires 55 rushrooms, the purple fungi that grow on cliffs. |
|
Side Quest: Missing in Action (see page 250) |
Speak to Sesami at the Gerudo Canyon Stable. He asks you to find four of his friends in the Koukot Plateau area. You can find them all on the elevated wooden walkways built on the cliffs of the canyon to the north of Koukot Plateau (north of the Wasteland Tower). |
|
Side Quest: An Ice Guy (see page 251) |
Speak to Guy at Kara Kara Bazaar. He needs a chilly elixir, which you can cook by combining a winterwing butterfly and a monster part. These insects are common in the Gerudo Canyon and on the high plateaus surrounding the Wasteland Tower. |
|
Side Quest: Tools of the Trade (see page 251) |
Speak to Isha in Gerudo Town, outside the jewelry shop. She requires 10 pieces of flint to reopen her shop. You can acquire this resource by destroying ore deposits in mountainous regions. |
|
Side Quest: Medicinal Molduga (see page 252) |
Speak to Malena in the west part of Gerudo Town. She requires Molduga guts, which you can obtain by defeating a Molduga. The one closest to your position roams in the Toruma Dunes, to the west of Gerudo Town. |
|
Side Quest: The Eighth Heroine (see page 252) |
Once you have bought the Gerudo outfit from Vilia during the main quest, equip it and speak to Bozai, a man who jogs around Gerudo Town during the day. If you ask for his boots, he will eventually trigger the quest. The statue he refers to can be found to the northwest of the Gerudo Summit, in the Gerudo Highlands. Stand on the statue’s joined hands to photograph its torso, then show the picture to Bozai. |
|
Side Quest: The Forgotten Sword (see page 252) |
After completing “The Eighth Heroine,” equip the Gerudo outfit and speak to Bozai again – he now waits under a canopy close to Gerudo Town’s main entrance. This time he needs you to photograph the missing sword from the statue featured in his previous quest. The blade can be found at the top of the Gerudo Summit, at the heart of the Gerudo Highlands. |
|
Side Quest: The Secret Club’s Secret (see page 251) |
If you examine the back door of Gerudo Town’s armor shop, to the southeast of the premises, you will be asked for a password. You can learn this from the women in the bar in the north part of town. Head to the adjacent building and eavesdrop on them through the window. Return to the secret door with the password to open it. |
|
Great Fairy Fountain (see page 326) |
A second Great Fairy Fountain lies to the southwest of Gerudo Town. Assuming you have freed the previous great fairy at Kakariko Village, you must offer 500 rupees to unlock her services. |
|
Side Quest: The Thunder Helm (see page 253) |
After clearing the Divine Beast Vah Naboris dungeon, interact with the Thunder Helm next to Riju inside her mansion. She will agree to give it to you once you have completed all other side quests in Gerudo Town. |
|
Side Quest: The Mystery POLLUTER (see page 253) |
After clearing the Divine Beast Vah Naboris dungeon and starting the quest called “The Thunder Helm,” speak to Dalia in the north corner of Gerudo Town. She will ask you to investigate the pollution of her water source. Head to the town’s west corner and take to the rooftops. Talk to Calyban, a woman eating hydromelons. She will stop polluting the water if you give her 10 wildberries. The plateau directly north of the Gerudo Tower features a few trees; you will find sufficient wildberries at this location alone. |
|
Side Quest: The Search for Barta (see page 253) |
After clearing the Divine Beast Vah Naboris dungeon and beginning “The Thunder Helm,” speak to Liana, the trainer in the courtyard in the west corner of Gerudo Town. Head to the Gerudo Great Skeleton, in the far southwest of the region, and you will find Barta under the fossil’s head. Give her a hearty durian (which you can purchase from the fruit store in Gerudo Town) to save her, then return to Liana. |
Step |
Description |
Find a way to enter Gerudo Town and speak to Riju, the chief of the Gerudo. |
|
Retrieve the Thunder Helm from the Yiga Clan Hideout and return it to Riju. |
|
Make your way inside Divine Beast Vah Naboris. |
|
Clear the Divine Beast Vah Naboris dungeon. |
Optional Challenges
Walkthrough Summary (See Overleaf For Details)
Kema Kosassa Shrine
Kema Zoos Shrine
Tho Kayu Shrine
Hawa Koth Shrine
Great Fairy Fountain
63
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
Wasteland Tower Region
Wasteland Tower Region
Gerudo Tower Region
Kema Kosassa Shrine
Mogg Latan Shrine
Kuh Takkar Shrine
Keeha Yoog Shrine
Raqa Zunzo Shrine
Misae Suma Shrine
Dila Maag Shrine
Suma Sahma Shrine
Jee Noh Shrine
Joloo Nah Shrine
Dah Kaso Shrine
Keh Namut Shrine
Rota Ooh Shrine
Korsh O‘hu Shrine
Kay Noh Shrine
Dako Tah Shrine
Sasa Kai Shrine
Sho Dantu Shrine
Daqo Chisay Shrine
Gerudo Canyon Stable
Outskirt Stable
Gerudo Tower
Wasteland Tower
Gerudo Town
Yiga Clan Hideout
Kara Kara Bazaar
64
Step-By-Step Walkthrough
Make a stop at the Gerudo Canyon Stable to assess your resources. The desert you are about to explore features extreme heat during the day and deadly cold at night. You should definitely have armor with cold resistance by this point, such as the warm doublet; if not, purchase suitable garb from the Hateno armor shop, or use the spicy peppers that grow behind the stable to cook appropriate dishes. Heat resistance is another matter entirely. You cannot count on suitable gear at this stage, so elixirs are your best choice. Cook any cold darners and winterwing butterflies that you collected along the way with monster parts: this will create chilly elixirs that provide heat resistance. Craft several of these before you depart. Other ingredients that will enable you to stay cool include chillshrooms and hydromelons.
The fastest way to begin your journey to the Gerudo Desert is to warp to the Keh Namut Shrine, at the western edge of the Great Plateau. Glide to the southwest (with the Jee Noh Shrine directly on your way), then head through the Gerudo Canyon. The path is entirely linear, with only occasional enemy encounters. Try to collect multiple winterwing butterflies and cold darners as you progress in the canyon: their heat resistance property when cooked will come in handy very soon.
From the Gerudo Canyon Stable, climb the cliff to the south until you reach the top of the scaffolding. From here, use the wooden ladders and bridges to make your way toward the Wasteland Tower, clearly visible in the distance.
The Wasteland Tower is surrounded by a bog. If you should fall in, you will be instantly taken back to your previous spot on dry land with one fewer heart. Gliding to reach the tower is not an option as strong winds seem to perpetually blow against you. The best solution, then, is to summon blocks of ice with Cryonis to make your way to the tower. Climb to the top and activate the terminal to reveal the regional map.
You cannot enter Gerudo Town for now as only women are accepted. However, if you speak to Benja, between the city gate and the shrine, he will tell you about a man at Kara Kara Bazaar who found a solution to this problem. This will trigger the “Forbidden City Entry” main quest.
6
From the top of the Wasteland Tower, you have a clear view of your objectives in the distance: Kara Kara Bazaar to the west, and Gerudo Town beyond. Glide in their general direction. The length of your stamina wheel will determine how far you can go, and therefore how much of the journey you must complete on foot. Note that winterwing butterflies can often be found on the plateaus close to the tower. If you don’t have any yet, make sure you collect a few to be able to cook chilly elixirs by combining these insects with monster parts.
3
65
Head back to Kara Kara Bazaar and climb to the top of the rock peak above the inn. Speak to Vilia and tell her she’s “very beautiful.” She will then propose that you buy her clothes for 600 rupees. If you’re short on funds, consider selling gems to any of the local vendors. This step is essential to advance the storyline.
7
Next, head back to Gerudo Town. Wearing the complete set of Gerudo clothes, you can enter the city without drawing any attention. This completes the “Forbidden City Entry” main quest. Make your way to the main building at the opposite end of the town and speak to Riju to trigger the “Divine Beast Vah Naboris” quest. Next, visit the courtyard in the town’s west corner to speak to Teake.
8
Your new objective is to infiltrate the Yiga Clan Hideout, at the end of the Karusa Valley to the north of Gerudo Town. The most efficient way to complete the journey is to rent a sand seal for 20 rupees from the town’s northwest gate. Sand seal controls are very similar to those for horses: you steer with l and dash with a. Once mounted, it’s time to venture deep into the Karusa Valley.
9
Once inside the large, round room, pick up a torch and light it
using any of the nearby braziers. Now move to the top of each flight of stairs and set the wall hangings ablaze. This will reveal small hidden rooms, some containing weak Keese monsters, others featuring a treasure chest. One of them (at one o’ clock relative to the entrance) is a secret passage leading to the Yiga Clan Hideout.
When you reach this cliff, your sand seal cannot proceed any further. Climb up, then go the rest of the way on foot. You will likely encounter your first enemy from the Yiga clan outside the hideout’s entrance. Yiga Footsoldiers are relatively simple to defeat, either with arrows at long range or standard attacks up close. Their signature move is to disappear and reappear anywhere, though their laughs tend to clearly telegraph their approximate position. Consider a brief detour to the south to unlock the Sho Dantu Shrine before you proceed: this will create a handy fast travel position for future use.
10
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
66
The Yiga Clan Hideout
In the next room, hide behind the large block. Your task here is to go through the gate incognito. It is possible to crouch-walk along the left-hand wall and pass right by the Blademaster standing at the gate, especially if you have stealth bonuses you can secure through food or armor. Alternatively, you can draw the guard away from his position, either by briefly showing yourself (once a question mark appears above his head, be quick to get back behind cover), or by throwing a mighty banana into his line of sight (press g to toss the fruit farther). As soon as he leaves his post, go around the block and walk through the gate.
13
Stealth is highly recommended inside the Yiga Clan Hideout. If this is not your strong suit, we suggest that you take the most direct path and avoid taking risks with treasure chests (there will be an opportunity to return and open these without the complexity of potential combatants a little later). With a very well-developed Link it is possible to defeat the Yiga Blademasters that appear when you are spotted, but this is unlikely to be the case for you at the present stage. Favor infiltration tactics instead, starting with the first Blademaster that you encounter. Don’t neglect to pick up the mighty bananas close to the cell, as these will prove useful for distractions. Wait until he disappears behind the passage to your left, then glide forward and walk down to the steps.
12
There are two completely different approaches to clearing the next main room, though both involve reaching the walkways overlooking the room. The first option (Approach A) is to climb the ladder at the end of the corridor. At the top, follow the walkway and you will find a large pile of mighty bananas and a treasure chest. You can now backtrack to the opening in the wall, just before the top of the ladder.
14
From the opening in the wall, drop down to the pillar just beneath your current position. The Blademasters on the ground floor cannot spot you here. Your objective is to reach the ladder in the nearby corner. To do so, sprint and jump to the wooden ledge against the wall. When the guard passes below your position, quickly glide to the ladder and you should remain completely unnoticed. Climb up to the walkways at the top.
15
The second option for reaching the walkways overlooking the area is to enter the room from the ground floor, through the opening to your right as you come from the previous room. Hide behind the small pillars and look at the beige wall coverings on your right emblazoned with the Yiga Clan inverted eye emblem. If you shoot a fire arrow at the middle one, you will reveal a secret passage.
14
Observe the patrol route of the nearby Blademaster. When he turns his back on you, quietly walk into the secret passage. You will find two treasure chests inside, as well as a narrow opening leading to a ladder. Climb to the top of this to reach the upper walkways.
15
Approach B
Approach A
67
Boss: Master Kohga
In the final room, open the treasure chests (you will need to lift the ones partly buried in the ground with Magnesis). When you’re ready, pull the metal wall slab with Magnesis to make it rotate. This will lead to a large arena where a boss battle will take place. Make sure you have a bow at the ready.
17
Your opponent cannot be attacked at melee range unless you first stun him. From a distance, he will summon large boulders and throw them at you. These cannot be stopped, so just sprint sideways to dodge them. The most effective strategy is to hit Master Kohga with an arrow or a bomb while he is preparing his next assault, with a boulder held aloft. This will cause the boulder to fall on him, resulting in very significant damage. While you can run over and assail him with melee combos before he recovers, physical attacks actually inflict fairly negligible damage. You will, in essence, be wasting weapon durability for very little benefit.
From the top of the ladder, move along the wall until you stand above the Blademaster guarding the exit. Throw a mighty banana so that it falls to the ground floor, in the Blademaster’s field of vision. This will temporarily draw him away. Use this opportunity to drop down behind him and swiftly pass through the doorway. If you’re interested, there are two chests that you can open before you drop down: one at the top of the room’s central structure, and one in the alcove above the doorway.
16
After you remove one third of his health, Master Kohga will employ a new attack: he warps above the hole in the center of the arena and summons two boulders that rotate around him for a while, before he hurls them in your direction. Align an arrow shot and let fly at the precise moment when one of the boulders passes above his head. This will lead to the same result as in the previous phase.
When Master Kohga falls, a treasure chest will appear. Open this to obtain the Thunder Helm, which you need to take back to Riju in Gerudo Town. Note that the entire hideout is now empty, so feel free to revisit prior areas to plunder any treasure chests that you may have left along the way. Warp to the shrine next to Gerudo Town’s entrance once you’re ready to continue.
21
Once he has lost two thirds of his health, your opponent will enter his final phase. This time, he will summon a spiked metallic boulder and try to hit you with it. Naturally, the solution is to reply in kind: grab the boulder with Magnesis, position it above your enemy’s head, then drop it.
20
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
The Approach to Divine Beast Vah Naboris
Divine Beast Vah Naboris
68
You must now meet Riju at the lookout post, to the southeast of Gerudo Town. Taking a sand seal is the quickest way to reach your destination. You can either rent one, or grab a wild specimen outside the city’s northeast gate. Climb the ladder to reach the top of the lookout platform where Riju awaits. She will give you 20 bomb arrows, which you will need to subdue the Divine Beast.
Throughout the sand seal surfing approach, the Divine Beast will regularly target you with lightning bolts. Whenever you notice a reticle on Link’s body, be sure to remain inside the perimeter of your ally’s protective aura. Once the bolt has struck, you will be safe to move out to aim your shots until the next lightning strike is imminent.
25
Map Terminal: Run to the opposite side of the main room and climb up the ramp to your right. This will take you a terminal that provides you with the dungeon’s map. As with the previous Divine Beast, your map documents terminals () that you must activate, and the mechanical parts of the dungeon’s structure that you can manipulate. In this case, there are three circular sections of the main room that you can rotate by increments of 90 degrees. Each of these “rings” is marked with a purple icon (): select one, press a to initiate the command, and then b to execute it. For the sake of clarity, we will refer to the ring closest to the beast’s head as the front ring; the ring closest to the beast’s tail as the rear ring; and the one in-between as the middle ring.
27
Head to Riju’s mansion. The chief of the Gerudo isn’t in the throne room, but instead on the floor above. Climb the stairs and return the Thunder Helm.
22
During the sand seal surfing sequence, your objective is to take down each of the Divine Beast’s four hooves with bomb arrows. Be sure to move fairly close to them before you shoot to avoid wasting your precious ammo. Pressing a to dash will help you to get within range. Each glowing hoof has an individual health bar. Whenever you fully deplete a gauge, the glow will disappear and you can move on to the next hoof until all four have been dealt with.
24
From the dungeon’s warp point, eliminate the Guardian then head to the end of the walkway. You will find a glowing eyeball at the top of the ramp: shoot it with an arrow to remove the Malice goo and open the way to the dungeon’s main room.
26
69
First Terminal: From your position, open the map menu and rotate the front ring one more time: the walkway will be horizontal again, and you will end up with the first terminal a short distance in front of you. Sprint and leap over to it.
29
If you look in the gap that you jumped over before activating the first terminal, you will notice a glowing eyeball. Eliminate it with an arrow to get rid of the Malice goo that surrounds it.
30
Open the map menu and rotate the front ring three times. When it stops moving, step on the (currently vertical) walkway that is to your right if you are facing the Divine Beast’s head.
28
First Treasure Chest: Staying where you are, rotate the middle ring once and you will soon see a treasure chest within reach: glide to it.
Third Treasure Chest: Head to the rear of the Divine Beast and you will notice a treasure chest hanging from a rope. Cast Stasis on it, then quickly cut the rope with an arrow and prepare your Magnesis rune. As soon as Stasis ends, grab the chest with Magnesis before it falls and pull it back to you.
33
Second Treasure Chest: Standing at the edge of the platform with the first treasure chest, rotate the middle ring once more and walk around the edge of the moving surface before you fall. Now drop down on the other side, directly next to the second treasure chest. Rotate the middle disc again and you will end up with the chest right in front of you.
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
Divine Beast Vah Naboris
70
Head inside either opening on the rotating disc. Once the rotation has taken you to the top, you will have access to an exit overlooking the Divine Beast’s neck portion. First, however, you can open a new treasure chest.
35
Drop down to the platform with the cross-shaped lever. Pushing it clockwise will trigger the rotation of a small disc on the left; pushing it counterclockwise rotates the small disc on the right. Each disc features an electrode: your goal is to have both electrodes at the top of their respective discs aligned with the power cables on the floor. Deal with the electrodes one at a time. Push the lever slowly in one direction until the first electrode is activated, then repeat with the other by pushing the lever in the opposite direction. This will raise the Divine Beast’s neck and activate an elevator platform.
37
From the top of the rotating disc, drop down to the long ledge that runs across the disc when its longer side is on the right-hand side of the Divine Beast (facing its front, as usual). You can jump to the nearby walkway from the edge. Sprint and leap to the central platform with the green crystal, then keep going until you reach the shaft at the opposite side of the main room.
39
You must now rotate all three discs so that their power cables are aligned at the top of the structure. These cables are represented by a colored line segment on the in-game map: green when the cable is in its top position, and orange when not. This will trigger the rotation of a vertical disc adjacent to the front ring.
34
Fourth Treasure Chest: From the top of the rotating disc, drop down and glide to the shaft at the center of the disc. Make your way to the end of the shaft, avoiding the various hazards on the way: spikes, goo, and laser beams. Shoot the eyeball to remove the Malice goo and open the treasure chest. You can now return to the top of the rotating disc.
36
Second Terminal: Step on the elevator and ride it all the way to the top to find the second terminal. You can now backtrack to the main room.
38
(Continued)
71
Adjust the position of the sliding power connectors with Magnesis as illustrated above. Essentially, you need one pair at each end of the sliders. This will cause the tail section of the Divine Beast to move upward.
41
Rotate any of the three rings in the main room once to cut the power; the tail will move back in its original position. Head to the back of the pillar at the tip of the tail, close to an electrode. Now reposition the ring you just rotated in order to restore power: the tail will move upward again, but this time you end up on top of the pillar, which now acts as a bridge. This gives you access to the back hump of the Divine Beast. Note that you will need to move close to the glowing eyeball blocking your path before you can shoot it.
42
Fifth Treasure Chest: Before you interact with the sliding power connectors, drop down on either side of the Divine Beast’s tail. Draw your paraglider and you can glide to a treasure chest on a small ledge beneath your current position. Glide again to the walkway below, which is actually the dungeon’s starting point. Return to the tail and the sliding power connectors when you’re ready.
40
Inside the hump, shoot the glowing eyeball, then climb up the ladder to reach the ledge above the door you just went through. Rotate the cross-shaped lever until the power feeds the electrode. This will activate a sliding platform that will take you to the other hump – which we will come back to in a minute. For now, take the elevator down, and shoot another glowing eyeball in the room below.
43
The other ledge halfway between the two floors features an electric orb. Cast Stasis on the elevator when the orb is within reach and pull it to your position with Magnesis. You can now drop it to the lower floor: you will use it again in a few minutes.
45
Sixth Treasure Chest: Stay on the elevator and pay attention to the two small ledges halfway between the floors. One of them features a treasure chest. You can either jump to it, or grab it with Magnesis. You can also cast Stasis on the elevator to make this easier.
44
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
72
Divine Beast Vah Naboris
Third Terminal: Hit the glowing eyeball just beneath the platform with an arrow. This will remove the Malice goo in which the third terminal was trapped, enabling you to activate it. With this achieved, take the elevator to the top floor.
47
Eliminate the glowing eye in the corner of the room with an arrow, then lift the electric orb with Magnesis to put it into contact with the electrode above the sealed gate; this will open the gate and give you access to the adjacent room. Deal with the Guardian Scouts inside, ideally with an ancient weapon for maximum efficiency.
49
Head back to the elevator room corresponding to the rear hump. Do not ride the elevator and exit the room instead. Jump to your left (the right side when facing the beast’s head) and glide around its right hind leg: your goal is to land on the platform between its two right legs, as shown in the accompanying screenshot.
51
Ride the elevator back to the top room, and use the sliding platform to reach the other hump of the Divine Beast. Eliminate the Guardian Scout when you arrive.
46
Seventh Treasure Chest: Jump to the top of the sliding platform which you used a minute ago to reach the second hump. This will give you access to the treasure chest in the room with the cross-shaped lever, which you couldn’t reach from the other side because of the Malice goo. After opening the chest, return to the previous room, pick up the second electric orb that lies there, then carry it to the elevator and ride all the way to the lowest floor.
48
Fourth Terminal: Pick up the electric orb and drop it on one of the two small pedestals in front of the large barred gate. Retrieve the first electric orb in the adjacent room and drop it on the second pedestal. This will raise the gate, giving you access to the fourth terminal.
50
(Continued)
73
Move to left side (when facing the Divine Beast’s head) of the front ring, and climb up to the walkway as illustrated here. You will notice two round openings that are blocked by destructible rocks on both ends of the walkway.
53
Eighth Treasure Chest: Throw a bomb at the opening on the right (when facing the Divine Beast’s head). You can then sprint and jump through it to reach a new treasure chest. Return to the previous walkway once you have opened it.
54
Fifth Terminal: Walk into the right hind leg’s structure and step inside the cube-shaped room. You will notice the fifth terminal positioned on the wall in front of you, though it is currently inaccessible. Rotate the rear ring once, however, and the terminal will end up upright, ready for you to activate. Rotate the rear ring three times afterwards to be able to leave the cube-shaped room.
52
Now detonate a bomb on the other destructible opening. Glide through it and eliminate the Guardian Scout.
55
Main Control Unit: Finally, open your map and rotate the middle ring twice to align the main control unit in a horizontal position. Examine it to trigger this dungeon’s boss fight.
Ninth Treasure Chest: Follow the walkway towards the Divine Beast’s tail: it will lead to a small room inside the hind leg containing a treasure chest.
56
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
74
Boss: Thunderblight Ganon
74
First Phase
Second Phase
As long as Thunderblight Ganon has over 50% of its health bar remaining, it focuses on two types of attack.
When your opponent’s health reaches the 50% milestone, a much more dangerous second phase begins.
Thunderblight Ganon regularly stands at a distance and propels three small lightning balls towards you. These are rather slow, and therefore easy to avoid. Run sideways or side hop, preferably to the right as your opponent casts the balls with its right arm. If you are far away, be careful: these balls can actually bounce when they reach the ground or a wall.
Thunderblight Ganon’s first action in the second phase is to summon small metal pillars around your position in an attempt to electrocute you. It hides behind its shield and remains high in the air throughout this process, leaving you with no offensive options. Sprint away from the pillars and head to the upper walkways. As long as you stay clear of the pillars, you have nothing to fear.
The boss’s most dangerous attack occurs when he warps multiple times in your direction, quickly zigzagging to your left and right before he deals a powerful blow. Wield a one-handed weapon and keep your shield raised when this happens: you will block the attack automatically. Observe this technique a couple of times and you will soon become more familiar with its timing. As the monster warps to your right and readies its attack, poised to strike, perform a perfect dodge backflip: if successful, this will grant you an opportunity to unleash a full flurry rush combo. The creature will then collapse, giving you a chance to follow up with a second combo. Repeat this until you trigger the next phase of the battle.
Once you reach the upper walkways, wait at a safe distance until all the pillars have fallen, then grab one of them with Magnesis and position it close to the boss: the next lightning bolt that strikes in the area will electrocute your enemy. Rush over and attack with your best weapon.
From this point forward, the boss will resume his previous attack pattern, alternating between lightning balls and warp-based melee combos. One major difference, though, is that it now regularly infuses its weapon with electricity. This means that you cannot block or perfect-guard its blows unless you wield a wooden shield. The safest option is to sprint away until the effect ends. As soon as you notice the crackling effect vanish from the boss’s weapon and shield, this is your cue to counter its next attack with either a perfect guard or a perfect dodge/flurry rush combination – exactly as you did during the first phase. When Thunderblight Ganon collapses, rush to its position and attack relentlessly.
75
Summary
This is clearly one of the harder boss battles in the game, particularly its second phase, but it becomes far less challenging once you know how to react appropriately to each of your opponent’s attacks. After you’ve electrocuted Thunderblight Ganon with one of its own pillars, the monster will frequently infuse its weapon and shield with lightning: either perfect dodge your foe’s blows with backflips if you’re confident, or sprint away and wait until the effect ends to retaliate without having to worry about being shocked. Every flurry rush will take a toll on your enemy’s health and create an opening for an additional combo. Perfect-guard its laser beam to send it back to it and you should be able to deliver the coup de grâce in relatively short order.
If you struggle, consider using the warp point to leave the dungeon and make specific preparations. Fill your inventory with fast weapons (either one-handed swords or spears), cook restorative dishes that will completely regenerate your HP gauge and others that will offer desirable effects (such as granting extra yellow hearts or increasing movement speed), and gather a few fairies from a Great Fairy Fountain. It may also be worth experimenting with the camera speed setting via the Options menu, as this may also be of benefit.
It’s important to remain calm: if you start “tilting,” take a short break. This boss moves quickly, but you have no reason to panic. Your priority is to keep it in sight at all times, and this is much easier to achieve if you avoid unnecessary movement. When you need to turn the camera, orient Link in the required direction and then tap z to instantly align it: this is far more effective than rotating the camera manually.
When you finally triumph, pick up the heart container in front of you. This is your last chance to open any treasure chests you may have missed in this dungeon, as you will not be able to return here after you leave. Once you’re ready, activate the main control unit. When you return outside, you will receive Urbosa’s Fury () – a power that summons lightning around you when you unleash a charged attack. Report to Riju to complete the “Divine Beast Vah Naboris” quest. Open the two chests by her throne before you depart.
Alternatively, you can hit the creature’s shield with a weapon, preferably one with long range such as a spear. After a few hits, your opponent’s shield will vanish, offering you an opportunity to follow up with a meaningful combo. This will take a serious toll on your weapon’s durability, though, so you will need a large available arsenal to make this strategy viable.
If you are struck by any lightning attack, you will drop the weapon, bow, or shield you are currently wielding. Collect your equipment as soon as you can and run away, as your opponent is likely poised to strike again. Expert players can attempt to perfect dodge even the thunder-infused melee blows with a backflip, and follow up with a flurry rush. This requires impeccable timing, though, and any error will lead you to drop your shield or weapon on the ground.
Ganon will occasionally target you with a red laser, focusing it for a few seconds until a powerful beam is released. This is the same technique employed by Guardians. If you successfully perfect-guard this and send the beam back to the monster it will be stunned, giving you an opportunity to unleash a full melee combo. If your timing is off, on the other hand, you will likely lose your shield. If you are not confident in your ability to perfect-guard, you can either sprint perpendicularly to the beam to dodge it, or hide behind a solid obstacle. Being able to redirect the beam back to your enemy makes the battle much more approachable, though, and is a skill that you will absolutely need to master sooner or later.
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
76
Rito Quest
Icon |
Activity |
Notes |
Shrines & Shrine Quests |
You can find step-by-step solutions for all shrines and shrine quests in the Gerudo and Tabantha Tower regions on pages 162 and 180 respectively. |
|
Side Quest: Curry for What Ails you (see page 256) |
Lester, a man by the cooking pot at the Rito Stable, asks you to find Goron spice for him. This is an ingredient that can be purchased in Goron City’s general store. |
|
Side Quest: The Apple of My Eye (see page 256) |
Speak to Juney, next to Kaneli’s hut in Rito Village. She requires a baked apple – an item that you may have in your inventory, enabling you to complete the quest instantly. If not, take a raw apple and drop it by a campfire: it will instantly transform into a baked apple. |
|
Side Quest: The Spark of Romance (see page 256) |
Speak to Jogo during the day, inside Rito Village’s inn. He needs some flint. If you don’t have any, you can obtain it by destroying ore deposits in mountainous regions. As a rule, the land of the Gorons is a good place to farm for such materials. |
|
Side Quest: Face the Frost Talus (see page 257) |
After completing the Divine Beast Vah Medoh dungeon, speak to Gesane, the Rito patrolling on the first wooden bridge leading to Rito Village. He will ask you to destroy a Frost Talus found in Coldsnap Hollow, at the heart of the Hebra Mountains to the north. Make sure you have fire arrows in stock before you attend to this challenge. |
|
Great Fairy Fountain (see page 326) |
A third Great Fairy Fountain awaits you a short distance to the southeast of Tabantha Tower. If you have unlocked the previous two, you will need to pay 1,000 rupees to unlock the services of this great fairy. |
Step |
Description |
Travel to Rito Village and speak to Kaneli. |
|
Head to the Flight Range and pass Teba’s test. |
|
Make your way inside Divine Beast Vah Medoh. |
|
Clear the Divine Beast Vah Medoh dungeon. |
Optional Challenges
Walkthrough Summary (See Overleaf For Details)
Gerudo Tower & Tabantha Tower Regions
77
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
Gerudo Tower Region
Hebra Tower Region
Tabantha Tower Region
Ridgeland Tower Region
Gee Ha‘rah Shrine
Lanno Kooh Shrine
Dunba Taag Shrine
Toh Yahsa Shrine
Maka Rah Shrine
Sha Warvo Shrine
Voo Lota Shrine
Akh Va‘quot Shrine
Bareeda Naag Shrine
Kah Okeo Shrine
Tena Ko‘sah Shrine
Shae Loya Shrine
Mijah Rokee Shrine
Mogg Latan Shrine
Kuh Takkar Shrine
Keeha Yoog Shrine
Kema Kosassa Shrine
Kema Zoos Shrine
Joloo Nah Shrine
Sasa Kai Shrine
Sho Dantu Shrine
Tabantha Bridge Stable
Great Fairy Fountain
Rito Stable
Hebra Tower
Tabantha Tower
Gerudo Tower
Rito Village
Flight Range
Yiga Clan Hideout
Step-By-Step Walkthrough
78
Resume your journey to the north by going through the Yiga Clan Hideout again. If you continue forward past the arena where you fought the clan leader, you will soon emerge in the Gerudo Highlands, where you will need Level 2 cold resistance. You can trigger this by equipping the warm doublet from Hateno Village and consuming appropriate food. When you reach the arch (a few steps from the Kuh Takkar Shrine) shown in the above picture, glide past it, then turn west.
2
By now, you should be sufficiently familiar with the game and exploration in general to make your way to Rito Village on your own. An efficient route is to first stop by the Gerudo Tower, a relatively short distance to the north of Gerudo Town. If you activated the Sho Dantu Shrine on your way to the Yiga Clan Hideout, warp to it: you are then very close to the tower. Make your approach from the plateau to the northwest of the tower. This will enable you to glide to a very high point on the structure, well within range of the first ledge where you can catch your breath. Climb all the way to the top and unlock the regional map.
Keep progressing to the west on the northern plateaus of the Gerudo Highlands, where the temperatures are frosty but tolerable. When you reach Mystathi’s Shelf, glide to the northwest to land on the massif on the opposite side. You are now in Tabantha territory.
3
Keep moving north, alongside the western edge of the Hyrule continent. You will soon have Tabantha Tower in sight.
4
From the top of Tabantha Tower, you can clearly see your next objective: Rito Village, with its distinctive rock “needle.” Glide toward the wooden bridges just east of the village, then make your way to visit the village’s chief, Kaneli. Consider purchasing the snowquill armor set at this point. You need at least two armor pieces granting cold resistance to be able to trigger this buff at Level 2 when required. This will be useful in various regions of Hyrule – not least in the dungeon that you are due to visit soon...
6
When you reach Tabantha Tower, Malice goo prevents you from making your way to the top. Scale the pillar southwest of the tower and look to the northeast: eliminate the glowing eyeball fixed to the pillar in that direction. This causes it to fall, creating a path to the tower – which you can now easily ascend to reveal the regional map.
5
79
The Divine Beast VAH MEDOH
Jump from Kaneli’s hut and glide to the cliff north of Lake Totori. Follow the path to the north, through Dronoc’s Pass. This leads directly to the Flight Range, where Teba awaits.
8
Kaneli, the elder of Rito Village, will trigger the “The Divine Beast Vah Medoh” main quest. Your first task is to speak to Saki in the adjacent hut. She will ask you to look for her husband, Teba, at the Flight Range.
7
The Flight Range features a cooking pot. If you still do not own armor pieces with cold resistance (and by now, you really should), you could use the pot to prepare appropriate dishes. You need Level 2 cold resistance for the upcoming challenges, so make sure you combine appropriate ingredients in each recipe. However, purchasing at least two pieces of the snowquill outfit from the armor shop in Rito Village makes much more sense as a long-term investment. This is also a very good opportunity to cook dishes with restorative properties, as you will soon enter another dungeon. You should also collect the arrows close to the cooking pot. If you still have relatively few, buy some more from Rito Village’s general store, as you’ll need plenty. Once you are fully ready, speak to Teba to begin your archery skill test.
9
Your goal here is to navigate updrafts with the paraglider in order to hit five blue-glowing targets with arrows within three minutes. Your priority is to get close enough to these targets. Glide until you are within firing range, then aim to trigger the slow-motion effect and align your shot. The updrafts will keep you at a high elevation, so put your paraglider away whenever you need to lose altitude to hit low targets. After you pass the test, open the treasure chest next to Teba, then speak to him again if you’re ready to proceed.
10
This sequence plays out very similarly to the earlier rehearsal at the Flight Range: you glide high in the air to move above targets (here, the four cannons), then put away your paraglider to free-fall close to each one (b) and shoot bomb arrows. Unless you have a very powerful bow, it will likely take two shots to take down each cannon. Once all four have been destroyed, you will automatically land on the Divine Beast.
12
To access Divine Beast Vah Medoh, use bomb arrows to destroy the four cannons at the tip of the bird’s head, tail, and both wings.
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
Divine Beast Vah Medoh
80
Second Treasure Chest: Head inside the dungeon and eliminate the glowing eyeball to your right as you enter. With the goo removed, you can catch the updraft to reach the wide ladder, at the top of which lies a second treasure chest.
14
Third Treasure Chest: Standing at the edge of the corridor with the map terminal, you should see a treasure chest in the corner to your right, on the walkway below: glide to it directly from your position. Even if something goes awry, you can still jump above the Malice goo to reach it.
16
Catch the updraft on the opposite side of the room. When you reach the ceiling, glide to the large ladder. Climb up to the platform where you found the second treasure chest, then eliminate the glowing eyeball and leap to the nearby doorway. This will lead to the first room in the Divine Beast’s left wing.
18
First Treasure Chest: From your starting position, turn around and move to the edge of the Divine Beast’s tail. Hit the glowing eyeball on the right with an arrow to remove the Malice goo and access the chest.
13
Map Terminal: From the second treasure chest, glide to the corridor featuring the map terminal. Get rid of the Guardian Scout II on the way before you unlock the dungeon’s map. When you open it, you will notice the usual orange glowing points () corresponding to the terminals you need to activate, as well as three purple icons () that represent the increments at which you can tilt Vah Medoh.
15
Fourth Treasure Chest: From the edge of the walkway with the third chest, look down again and shoot an arrow at the glowing eyeball. This will reveal yet another treasure chest.
81
First Terminal: Climb back up to the top of the ramp from which you entered this room. From this position, open your map and tilt the Divine Beast so that its right wing rises (top increment). In this new configuration, the alcove is lower than the ramp where you stand, enabling you to glide to it. Activate the terminal, then drop down to the floor.
20
Fifth Treasure Chest: Run to the highest point of the walkway opposite the first terminal. Thanks to the incline, you can glide from here directly to the small ledge above the barred gate, where a chest awaits.
21
Drop a round bomb in the pipe to the right of the barred gate.
The incline will take the bomb to the small stone arch beyond. Detonate the bomb to clear the way.
Now hit the nearby crystal to create a lateral wind stream, and drop another spherical bomb in the pipe. This time it will roll down to the wall, where the wind will propel it to the far corner: detonate it to release a large metallic boulder. Hit the crystal again to close the shutters.
23
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
Open your map and tilt the Divine Beast by selecting the lowest increment. This will cause the boulder to move in your direction.
Grab it with Magnesis through the transparent energy field and move it to the right: drop it close to the pipe.
Look to your left and fire an arrow at the glowing eyeball in the alcove to free the terminal it contains from Malice goo.
19
82
Divine Beast Vah Medoh
Return to the previous room. Hit the crystal once to reopen the shutters, then leap through the window opposite the first terminal. Glide to the platform below and eliminate the two glowing eyeballs: one blocking an updraft in front of your landing point, and one by the nearby doorway.
26
Open the map and tilt the Divine Beast by selecting the lowest increment. This will enable you to glide back to the central room.
28
From the small ramp, fire an arrow at the glowing eyeball fixed to the right wing. This will remove the Malice goo blocking the way, enabling you to glide to the room beyond.
30
Second Terminal: Open your map and tilt the Divine Beast by selecting the highest increment. This will cause the boulder to roll down and press the switch against the wall. Once the gate is raised, you will be free to examine the terminal in that room.
25
Third Terminal: Turn around and look toward the tip of Vah Medoh’s left wing. Thanks to the incline, it is possible to glide to the room found there, which contains the next terminal.
27
Remain on the lower level and go through the central room. When you emerge beneath the right wing, step on the small ramp.
29
(Continued)
83
Sixth Treasure Chest: With the nearby gate now open, head into the adjacent room. Turn around and shoot the glowing eyeball above the gate. This will release a treasure chest.
32
Hit the crystal to open the shutters on the wall. This will generate a wind stream that activates the two small windmills (one fixed, and another on a slider but already in the correct position thanks to the dungeon’s current incline). With the two gates now lifted, the battering ram will slide to the bottom of the room.
33
Fourth Terminal: Walk up the ramp at the back of the room and activate the terminal at the top.
31
Fifth Terminal: Now open your map and tilt the Divine Beast by selecting the highest increment. Just as the dungeon reaches a horizontal position (and before its incline shifts), cast Magnesis on the windmill on the slider. As long as you maintain it in the wind stream, the gate will remain open, enabling the battering ram to hit the pressure switch at full speed. This will lift the nearby barred gate, giving you access to the final terminal.
Main Control Unit: Open your map and tilt the dungeon back to its neutral, horizontal position. Drop down in the central room and ride the updraft all the way to the top, where you can activate the main control unit to trigger the boss battle.
36
Seventh Treasure Chest: Thanks to the current incline of the room, you can access the treasure chest on the ledge that overlooks the pressure switch. Standing at the opposite end of the room, on one of the two round windows beyond the crystal, you can glide directly to the chest.
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
84
Boss: Windblight Ganon
First Phase
As long as Windblight Ganon has over 50% of its health remaining, it will employ two types of attack.
When Windblight Ganon stands at ground level, it will usually unleash a tornado that will move slowly but rather unpredictably in your direction. This cannot be blocked, so your best bet is to sprint away from it.
Second Phase
Once Windblight Ganon’s health is down to 50%, the battle will become significantly more difficult.
During the second phase, Windblight Ganon will regularly summon four small satellites that orbit its body. You can destroy all four with arrows (causing your opponent to temporarily revert to its attacks from the first phase) but they will eventually reappear. We would argue that it makes more sense to focus on your main enemy at all times.
When your opponent materializes higher in the air, it will generally fire a series of energy blasts at you. The best course of action is to perfect-guard each and every one of these, as they inflict significant damage when returned to sender. This requires a very good sense of timing, though. If you struggle, you can instead hide behind a solid object and wait until the barrage ends.
Another effective option is to sprint to Windblight Ganon when it appears at ground level. You can rapidly inflict great harm with melee combos, and remain out of range of its attacks by standing directly beneath or behind its body. This is a slightly more risky approach, but it’s also much more efficient.
With the satellites active, your opponent will occasionally charge wind energy in a vortex, then unleash it as a galestrike that moves at high speed in your direction. This is a very fast assault that cannot be blocked, so be prepared to sprint away from it, or hide behind a solid object.
In terms of offensive moves, you have two main options here. The first is to fire arrows at the boss every time you have an opening; standard arrows will suffice. Feel free to use the numerous updrafts available in the arena. The slow-motion effect triggered when you aim while airborne will help you align clean shots at the beast’s blue eye.
85
During the second phase, the tornado attack is upgraded into a version with two whirlwinds. These cannot be blocked, so start dashing away from them as soon as they appear.
The energy blasts that the boss fires with its gun will now bounce off the satellites, making their movements unpredictable. Worse, perfect-guarding them is useless as they will not be redirected to your opponent’s body. It therefore makes sense to avoid them.
As with its other forms, Windblight Ganon will occasionally target you with a red laser, focusing it for a few seconds until a powerful blue beam is released. If you successfully perfect-guard this and send the beam back to the monster it will be stunned, giving you an opportunity to unleash a full melee combo. If your timing is off, your shield will be destroyed. If in doubt, sprint perpendicularly to the beam to dodge it, or hide behind a solid obstacle.
Your offensive options in the second phase remain unchanged. You can either fire arrows at the creature’s eye, preferably while riding updrafts to enjoy the slow-motion effect that makes aiming much easier. Alternatively, as before, you can rush to the monster whenever it materializes at ground level and assault it with your most powerful combos. The latter approach is by far the fastest, enabling you to end the battle quickly if you are suitably equipped.
Once Windblight Ganon falls, collect the heart container that appears. If you’re ready to leave the dungeon permanently (there is no way to revisit it later), interact with the main control unit. After the following cutscene, you will receive Revali’s Gale (). This special power enables you to create an updraft by holding x, which can prove enormously useful for long climbs or particular puzzles. As with other similar powers, a cooldown will be triggered once you consume all available charges.
Report to Kaneli, the elder of Rito Village. This completes the “Divine Beast Vah Medoh” quest; claim a reward from the treasure chest on your left. You are now ready to visit the land of the Gorons and conquer the final Divine Beast.
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
86
86
Goron Quest
Icon |
Activity |
Notes |
Shrines & Shrine Quests |
You can find step-by-step solutions for all shrines and shrine quests in the Eldin Tower region on page 200. |
|
Side Quest: Fireproof Lizard Roundup (see page 272) |
Speak to Kima at the Southern Mine. If you catch 10 fireproof lizards for him, he will reward you with a piece of armor granting the flame guard effect – a blessing in the Eldin region. Fireproof lizards are regularly encountered in the vicinity: when you spot one, approach slowly and quietly by crouch-walking to ensure that it will not run away. |
|
Side Quest: The Road to Respect (see page 272) |
Speak to Fugo in Goron City. He needs you to defeat the Igneo Talus on the northwest shore of Darunia Lake. Freeze it with any ice-infused weapon or arrow, then attack its weak point as usual. |
|
Side Quest: Death Mountain’s Secret (see page 273) |
Speak to Dugby, a young Goron soaking in the Goron Hot Springs during the day. Head to the top of the middle lava waterfall, on the way to the Bridge of Eldin. You will find destructible rocks at the base of the small rock peak there. Shatter these with a bomb to find a drillshaft in a hiding spot. Report to Dugby to complete the mission. |
|
Side Quest: The Jewel Trade (see page 273) |
After completing the Divine Beast Vah Rudania dungeon, speak to Ramella, a Gerudo found in Goron City. She needs 10 pieces of amber, which you will likely have in stock at this stage. If not, destroy ore deposits in the region until you meet the quota. |
Step |
Description |
Activate the Eldin Tower and make your way to Goron City, then speak to Bludo. |
|
Free Yunobo at the Abandoned North Mine. |
|
Team up with Yunobo to weaken Divine Beast Vah Rudania. |
|
Clear the Divine Beast Vah Rudania dungeon. |
Optional Challenges
Walkthrough Summary (See Overleaf For Details)
Woodland
Tower Region
Central
Tower Region
Saas Ko'sah Shrine
Kuhn Sidajj Shrine
Keo Ruug Shrine
Daag Chokah Shrine
Ketoh Wawai Shrine
87
ELDIN TOWER REGION
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO'S SWORD |
Destroy Ganon |
Keo Ruug Shrine
Eldin Tower Region
Soh Kofi Shrine
Tah Muhl Shrine
Qua Raym Shrine
Mirro Shaz Shrine
Sheh Rata Shrine
Namika Ozz Shrine
Maag Halan Shrine
Kayra Mah Shrine
Daqa Koh Shrine
Shae Mo‘sah Shrine
Shora Hah Shrine
Sah Dahaj Shrine
Ze Kasho Shrine
Mo‘a Keet Shrine
Lanayru Tower
Woodland Tower
Eldin Tower
Southern Mine
Goron Hot Springs
Goron City
Bridge of Eldin
Abandoned North Mine
Foothill Stable
Woodland Stable
Death Mountain
88
Step-By-Step Walkthrough
If you need assistance to find your way to Goron City, the easiest solution is probably to warp to the Lanayru Tower. Look to the north from here and you will see the Eldin Tower in the distance. Rather than aiming straight for it, though, you should consider making a small detour to the northeast: a brief stop at the Foothill Stable will give you a chance to purchase a very important item. You can follow the road marked on the in-game map, which will lead you straight to the stable.
1
Speak to Gaile at the Foothill Stable, who offers fireproof elixirs for sale. We suggest you buy three of these. The 150 rupee investment might sound like a lot, but this will remove any stress from your imminent foray into volcanic territory.
3
Once you’ve activated the Eldin Tower, glide to the northwest. From this point forward, you need the flame guard effect to prevent Link from being set ablaze by the extreme temperature. Drink one of the fireproof elixirs you purchased at the Foothill Stable, and repeat this whenever the effect wears off. Going through the hot springs will enable you to replenish your hearts when required. Note that if you follow the main road instead, you will run into a dangerous Igneo Talus. If you choose to engage it, have your ice arrows at the ready to temporarily cool it down.
5
Random encounters aside, the path leading to the Foothill Stable should be uneventful – though you are entirely free to briefly leave the main road to clear an enemy outpost or a shrine on your way.
2
From the stable, keep following the road to the northwest. You will soon reach hot springs. The steam might suggest danger, but the contrary is true: bathing in the pools will actually replenish your hearts. Take a left after the springs and walk up the slope of igneous rock. You will find the Eldin Tower at the top.
4
The final leg of the journey takes you through the Southern Mine. You can make a stop to complete a side quest here, which will reward you with a piece of gear providing the flame guard effect – refer to the previous double-page spread for details. Once you are ready, follow the path leading to Goron City to the north.
6
89
Rescuing Yunobo
Once you reach Goron City, immediately head to the armor shop and purchase at least two pieces of armor that grant the flame guard effect. If you can afford the full set, do so. Upgrading it twice via great fairies (see page 326) will make you completely fireproof; at this level of resistance, Link could stand on the back of a Igneo Talus and not sustain heat-related damage. Once you are suitably equipped, speak to Bludo to initiate the “Divine Beast Vah Rudania” main mission. This requires you to find a Goron named Yunobo who has not yet returned from the Abandoned North Mine.
7
You can navigate this entire area via a series of updrafts. However, you will encounter several enemy outposts on the way, where your opponents often occupy strategic vantage points. This significantly complicates your approach. To make things much easier, you need to use the cannons in the vicinity. Hit the handle to change the cannon’s orientation, then drop a spherical bomb into the tube; detonate it to fire. A single direct hit from a cannon is sufficient to annihilate all creatures in an outpost.
9
Follow the path to the north until you reach a new cannon. Rotate it to the far right to destroy the outpost with a skull-shaped building. To topple the two lookout towers, you’ll need to fire the cannon midway through a rotation once again. Once the path is clear, head to the next cannon in line, to the southwest.
11
Make your way to the Abandoned North Mine by following the path to the north. Speak to Drak when you get there and mention that you were sent by “the boss.” In the section that follows, a Level 1 flame guard effect will not be sufficient; you will need Level 2 protection to survive. As mentioned in the previous step, the best solution is to buy at least two pieces of armor from Goron City’s shop, as these will prove useful many times in the future. If you really want to rely on elixirs alone, you will need to craft them with multiple effective ingredients, such as fireproof lizards.
8
After eliminating the first two groups of creatures to the west of your starting position, catch the updrafts to the east. A head-on assault is a risky approach as your foes shoot fire arrows at a fairly high rate. Instead, use the updrafts to reach the small island beyond their position. A cannon here will enable you to defeat both groups of monsters. There are also destructible rocks between the two enemy positions that yield resources; you can hit them by firing the cannon halfway through its rotation.
10
A single cannon shot is enough to blow up the entire outpost. You can then head to the final cannon position, to the northwest. You will need to climb to reach the top of the rock peak.
12
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO'S SWORD |
Destroy Ganon |
90
Drop a bomb in the pipe to load the final cannon, then hit the lever and be ready to open fire during the cannon’s rotation. As soon as the bore is aligned with the destructible rocks that block the entrance to the cave in the background, detonate your bomb. Once a projectile hits home, head over and speak to Yunobo inside the cave. Don’t forget to open the treasure chests before you return to Goron City (for example by warping to the local shrine).
13
Keep following the path represented on the in-game map until you run into Yunobo again. He is being attacked by Moblins. As the creatures are focusing on your ally, you can use this opportunity to stealthily approach one from behind and open hostilities with a powerful sneakstrike. Speak to Yunobo once the rescue is complete.
15
During the next sequence, you must make progress toward the summit without being spotted by the Sentries (which will trigger magma bombs to rain from the sky). With Yunobo following your lead, it is up to you to decide when he should stay close and when he should stop, in accordance with the dangers that lie ahead. You can give him orders with your whistle (g). Every time you whistle, it will toggle Yunobo’s current state between waiting and following. The first Sentry is relatively easy to avoid: follow it as it moves away from you and take shelter under the large rock that extends over a portion of the road; when the sentry moves back in the other direction, quickly head to the far end of the road to escape its detection range.
17
After reporting to Bludo, your next objective is to head to the Bridge of Eldin. First, follow the path to the north of Goron City, which goes around the nearby mountain. This will take you to the Stolock Bridge, which overlooks Goron City.
14
With Yunobo inside the cannon, use the same method as you did back in the Abandoned North Mine: drop a spherical bomb to load the cannon, then hit the lever to initiate the cannon’s rotation; when it is directed at the Bridge of Eldin, detonate your explosive to open fire and cause the bridge to be lowered. Cross it to trigger a cutscene.
16
When you reach the next Sentry, whistle to tell Yunobo to stop moving, then climb up the cliff on your left. You will find rock boulders at the top, which you can push so that they fall on the sentry, destroying it instantly. Return to the path below and whistle to call Yunobo. You will need to push a boulder or two aside to clear the way for him.
18
91
When you reach the cannon, drop a round bomb to arm it, then
hit the lever once to rotate the device to its leftmost position. Yunobo will hit the Divine Beast when you detonate your bomb.
19
Take a metallic cube with you and keep following the path up towards the volcano. When you run into another cannon, proceed exactly as you did before to hurl Yunobo into the Divine Beast after hitting the lever to realign the cannon to the left.
21
The next three Sentries are all high in the air. You can reach the first one by standing on the small rock spike on your right. The other two, on the other hand, will require you make use of the metallic cubes lying on a ledge on the cliff to your left. You can either climb there, or use the updrafts that the sentries are patrolling around. Once you have grabbed a cube with Magnesis, use it to eliminate the remaining sentries.
23
When you reach the next Sentries, whistle to leave Yunobo behind you, then climb up the cliff to your left. You will find metallic cubes at the top. Grab one with Magnesis, then use it as a cudgel to destroy the first sentry. Move on to the next ledge and repeat this with the second sentry. Finally make your way to the third Sentry, climb on the nearby rock, and lift one of the metallic slabs from the ground to eliminate it in the same fashion.
20
Get rid of the next two Sentries with the metallic object you’ve been carrying with you since the previous encounter. Cubes or slabs work equally well as blunt instruments, but cubes tend to be more stable when you put them down on the ground.
22
The final cannon is protected by a few enemies. Catch the updrafts and land on the cliff to your left. Grab one of the metal cubes with Magnesis and use it to bludgeon the hostiles into insensibility. Once the dust settles, rotate the cannon to the left and activate it with a bomb to strike the Divine Beast.
24
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO'S SWORD |
Destroy Ganon |
92
Divine Beast Vah Rudania
First Treasure Chest: From your starting point in the dungeon, turn around and run in the direction of the Divine Beast’s tail to open your first treasure chest. Backtrack to your original position and head inside when you’re ready.
25
Fifth, Sixth, and Seventh Treasure Chest: Use your torch to light up the lantern by the barred gate. Once this is open, destroy the Guardian Scout and the two glowing eyeballs in the next room. There are two further eyeballs on your right as you go through the gate. When you have dealt with all of them, open the three treasure chests.
27
First Terminal: Set an arrow on fire with a blue flame (or use a fire arrow) and shoot at the ivy on the metal door close to the dungeon’s entrance. Once the gates are free, open them with Magnesis and activate the terminal behind them.
29
Second, Third, and Fourth Treasure Chests: As you enter the dungeon’s very first room, you will notice three glowing eyeballs – one on your left, one on your right, and one on the ceiling. Eliminate them with arrows and they will each drop a treasure chest. One of these contains a torch – a critical item for this dungeon. Light it up with one of the blue flames at the entrance to make it easier to find your way in the darkness.
26
Map Terminal: Light up your torch via the previous lantern, then head to the far corner of the room to find an unlit lantern: set it aflame with your torch. This raises the adjacent barred gate. Activate the terminal in the room beyond to unlock the dungeon’s map and to flood the Divine Beast with light. As with all previous Divine Beasts, the map features terminals () that you need to activate, and purple icons () that represent two positions that enable you to tilt the whole dungeon by 90 degrees. To adjust the Divine Beast, visit the map screen, press a to initiate a command, and b to execute it.
28
Eighth Treasure Chest: Burn the ivy just above the first terminal. This will cause a treasure chest to fall from the ceiling.
30
93
If you look toward the entrance, you will notice a closed gate to the right of the blue flame lanterns. You can see an unlit lantern through a hole in that gate. Light an arrow with a blue flame, then fire through the opening to set it ablaze. This will open the gate.
31
Second Terminal: Position the metal cube next to the red flame streams, then open your map and tilt the dungeon by 90 degrees. The red flames are now horizontal. Move the metal cube against the devices that emit the flames to block them; with the streams neutralized, you can enter the room beyond. Open your map and tilt the dungeon again to interact with the terminal. The red flames are extinguished at this point, so you can return to the entrance immediately.
33
Jog all the way to the top of the ramp (do not sprint, as this will extinguish the torch’s flame). Once outside, turn left.
35
Use the lantern you just lit to ignite an arrow, then shoot at the ivy on the ceiling, on the other side of the ramp. This will cause a large metal cube to fall.
32
Light your torch with one of the blue flames, then stand against the wall opposite the metallic gates, beneath the long beam that runs diagonally across the room. Now open your map and tilt the dungeon by 90 degrees (selecting the bottom ). As the whole dungeon rotates, the long beam becomes a ramp.
34
Drop down to the unlit, open-air lantern just below. Once you are next to it, tilt the dungeon again, back to its original position, then light up the lantern with your torch.
36
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
94
Divine Beast Vah Rudania
Lighting the torch will release an orb that rolls down the nearby caged track. Follow the orb until it stops, then tilt the dungeon once again.
37
Fourth Terminal: Once you’re at the base of the ramp, lift the metallic cube with Magnesis. This will cause the orb to fall into the concave slot – which raises the nearby gate. Activate the terminal behind it.
39
Fifth Terminal: From your position by the ninth chest, stand against the small wall that separates the ledge from the walkway. Tilt the dungeon back to its default position and you will end up almost in front of the terminal.
41
Third Terminal: After the dungeon’s rotation, the orb rolls down to the bottom of a ramp. For now, do not follow it: look down from the top of the ramp and you will see a terminal far below your position. Drop down and glide to it. Once you have activated it, return to the base of the long ramp, where the orb awaits.
Ninth Treasure Chest: Open your map and tilt the dungeon back to its horizontal position to return to the entrance, then tilt it again while standing beneath the long beam to end up at the base of the ramp. Run to the top of the ramp and drop down to the open-air lantern that you lit up a few minutes ago. From your position next to the blue flame, shoot the nearby glowing eyeball to remove all the Malice goo. Take a few steps forward on your current ledge and you will notice a second glowing eyeball underneath the next ledge. Shoot it with an arrow as well. You can now use the walkway to your left to reach the treasure chest further along.
40
TENTH AND ELEVENTH TREASURE CHESTS & MAIN CONTROL UNIT: With all terminals activated, you are now free to approach the main control unit. Before you do so, though, there are two remaining treasure chests that you may wish to open. The first is simple: just drop through one of the holes in the floor close to the main control unit, then glide to the long beam to open a tenth treasure chest. To reach the final container, head back to the top of the Divine Beast and tilt it vertically. You can then reach the dungeon’s final optional reward by gliding through a hole on the left side of Vah Rudania’s thorax that leads into the round room just below the beast’s left foreleg, where the chest awaits. Now head back up to the main control unit and brace yourself for a boss battle when you examine the device.
42
(Continued)
95
Boss: Fireblight Ganon
First Phase
As long as Fireblight Ganon has over 50% of its health remaining it will focus mostly on melee attacks.
This boss often performs a swift sweeping attack. This has a very short wind-up, so be on your guard: perfect dodge or perfect guard as soon as the creature’s elbow is level with its back, then follow up with a strong counter. Backflips are a safe option here as they will put you out of range of the blow even if you miss the perfect dodge/flurry rush timing window.
Fireblight Ganon’s vertical sword slash has a longer preparation time. Sidehop or perfect guard precisely as its left hand moves above its eye when its palm is fully exposed. You can then retaliate with your best weapon.
The third melee technique is a swirling attack that completes three full rotations. Only one hit can be blocked with a shield, so you really need to perform a perfect dodge or perfect guard. The window of opportunity for this is approximately three seconds after the monster starts charging the attack. It takes practice to master the timing as there is no visual cue telling you when to execute your defensive move. As a rule, though, backflips tend to be preferable as they put you out of the sword’s range if your input is too hasty.
The most effective way to defeat Fireblight Ganon’s first stage is to focus on melee combat. Perfect dodge its assaults and follow up with flurry rushes. The rest of the time, strafe around your enemy and maintain a steady barrage of melee strikes. You can often flank it as it unleashes a blow and deal large amounts of damage completely unpunished. However, try to remain relatively close to the main control unit rather than the arena’s edges, as a single hit could propel you into the lava.
If you struggle with melee combat against this powerful foe, consider shooting arrows at it instead. Whenever you manage to hit the creature’s blue eye, it is temporarily stunned, enabling you to follow up with a quick combo. This can be repeated multiple times.
Your enemy has a final trick up its sleeve in this initial phase: it throws a volley of fireballs at you. You can dodge these by sprinting away or by executing a sidehop.
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
96
Second Phase
When Fireblight Ganon loses 50% of its health, it will harness fire energy for offensive and defensive purposes.
As soon as the second phase begins, Fireblight Ganon will prepare a new technique. It now summons an impenetrable force field around its body: neither arrows nor physical attacks can break through it. After a charge time lasting a few seconds, the boss unleashes a slow but large fireball that homes in on you, causing a very large explosion on impact. You can try to sprint away from this, but the safest solution is to hide several steps behind a solid object to avoid splash damage. Alternatively, an ice arrow will freeze the fireball instantly.
The solution to breaking your opponent’s seemingly unbreakable defense is hinted at when it charges the fireball attack: you can see that it absorbs particles and small objects in the area. Throw a bomb at your opponent during this stage and it will be admitted through the force field, at which point you can detonate it. This will stun your target, enabling you to run in and perform your best combos.
In this phase, the boss’s small fireballs are replaced by a single large projectile – identical to the one employed during the force field sequence. Take shelter behind a solid object to avoid the blast. Alternatively, you can freeze a fireball with an ice arrow to eliminate the threat instantly.
From time to time, Fireblight Ganon will target you with a red laser. Once the charge process is complete, an energy beam will be fired. Perform a perfect guard precisely as it is about to hit you, returning it to the boss. This will inflict damage and offer an opening for a melee combo.
After the battle, collect the heart container. Assuming you are finished with this dungeon and ready to leave (you cannot return afterwards), interact with the main control unit. Once outside, you will receive Daruk’s Protection – a power that offers complete protection from attacks while you guard with z, with a cooldown after every three uses. Don’t forget to speak to Bludo to formally complete the quest, and to open the treasure chest on his throne.
Fireblight Ganon’s melee attacks work identically in the second phase, though they now leave fire in their wake or at their point of impact, making them more dangerous. However the timing window for flurry rushes or parries remains unchanged. Using these counter opportunities and harassing your enemy at very close range, strafing in a circle at all times, is still the most effective strategy. If you wield suitably powerful weapons, this fight can end surprisingly quickly.
You can complete two optional main quests at this point in the story. These will not provide immediate benefits, but they will contribute to your enjoyment of the game’s narrative by revealing important plot developments:
There are numerous tasks that you can perform at this point in the story before you head to the showdown against Calamity Ganon at Hyrule Castle. All of these activities are entirely optional, but completing any of them will improve your odds of success in the game’s final challenges.
97
Intermission
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
98
Captured Memories
Memory 01
Memory 02
Memory 03
Memory 04
Memory 07
Memory 10
Memory 08
At the beginning of the game, Impa gave you the task of finding 12 locations corresponding to the memories that appear in your Album. However it is only now, with a well-developed Link and a much better knowledge of Hyrule’s landmarks, that you are in a position to complete this quest.
We have numbered these locations based on the order of the pictures in your Album from left to right, starting with the top row:
If you find all 12 and return to Impa, she will show you a painting that offers a clue to the whereabouts of a 13th memory. Head to the corresponding location to complete the quest. This will also unlock a secret scene during the game’s finale.
99
Memory 11
Memory 12
Memory 13
Memory 05
Memory 06
Memory 09
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
100
THE HERO'S SWORD
Icon |
Activity |
Notes |
Shrines & Shrine Quests |
You can find step-by-step solutions for all shrines and shrine quests in the Woodland Tower region on page 194. |
|
Side Quest: Balloon Flight (see page 262) |
Speak to Shamae at the Woodland Stable. Drop two octo balloons on one of the barrels in front of him so that it flies high into the air. |
|
Side Quest: Freezing Rod (see page 262) |
After initiating the “The Hero’s Sword” main quest, speak to Kula in Korok Forest. He is usually found walking in the area where the Master Sword initially rests. He requires an ice-infused rod. You can obtain either an Ice Rod from an Ice Wizzrobe (there’s one on the road between the Lanayru Tower and Foothill Stable, for example), or a Blizzard Rod from a Blizzrobe (you can find one in the round structures of Crenel Hills, to the east of Castle Hyrule). |
|
Side Quest: The Korok Trials (see page 263) |
After initiating the “The Hero’s Sword” main quest, speak to Chio in the Korok Forest, near the entrance leading to the local shops. He challenges you to complete three trials. These are actually shrine quests (see page 196 for guidance). Return to Chio after you’ve cleared all three. |
|
Side Quest: Legendary Rabbit Trial (see page 263) |
After initiating “The Hero’s Sword” (main quest) and The Priceless Maracas (side quest), speak to Peeks in the Korok Forest. He requires a picture of a Blupee – a glowing rabbit-like creature occasionally encountered in forests at night. The best location to find one is at the top of Satori Mountain, in the south part of the Ridgeland Tower region. |
|
Side Quest: Leviathan Bones (see page 264) |
Speak to the researchers at the Serenne Stable. They ask for pictures of a Leviathan skull. You can find one next to the Great Fairy Fountain to the southwest of Gerudo Town, one in the north of the Eldin region, and another inside an ice cave in the Hebra region. |
|
Side Quest: Riddles of Hyrule (see page 265) |
If you climb to the top of the Great Deku Tree in Korok Forest, he will challenge you to take the ultimate trial. This is a series of riddles that you have to decipher. Whenever you have deduced the solution to a riddle, drop the corresponding item on the leaf in front of Walton to proceed to the next step. |
|
Side Quest: A Gift from the Monks (see page 264) |
When you complete the final, 120th shrine by interacting with its altar, you will automatically trigger this quest. A reward awaits you at the Forgotten Temple. This is a secret landmark found at the north end of the Tanagar Canyon. |
Step |
Description |
Activate the Woodland Tower. |
|
Make your way through the Lost Woods. |
|
Explore the Korok Forest and retrieve the Master Sword. |
Optional Challenges
Walkthrough Summary (See Overleaf For Details)
Gerudo Canyon Stable
Serenne Stable
Monya Toma Shrine
Zalta Wa Shrine
Rona Kachta Shrine
101
Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |
Woodland Tower Region
Korok Forest
Mirro Shaz Shrine
Maag Halan Shrine
Ketoh Wawai Shrine
Daag Chokah Shrine
Kuhn Sidajj Shrine
Keo Ruug Shrine
Namika Ozz Shrine
Saas Ko‘sah Shrine
Woodland tower
Woodland Tower Region
102
Step-By-Step Walkthrough
Once you have activated the tower, glide to the northeast and land on the path leading to the entrance of the Lost Woods. You cannot glide directly to Korok Forest.
Important note: if you do not yet have 13 hearts, you cannot complete this quest. If this is the case for you, we suggest that you embark on a whirlwind tour of new shrines to gather the necessary resources for heart upgrades. Refer to our dedicated chapter on page 112 for guidance.
If you have not yet reached Woodland Tower by yourself, this can easily be accomplished from Lanayru Tower. Follow the road leading to the northwest. After you pass through the Woodland Stable, the tower itself a short distance away. It is surrounded by a large enemy outpost built on a bog, but this should pose no particular threat at this stage. Don’t forget that ice-elemental weapons can freeze most creatures, enabling you to follow up with a strike inflicting triple damage. To cross the bog, summon as many ice blocks as you need with Cryonis.
1
Navigating the Lost Woods can prove quite challenging. Whenever you step away from the only valid (but invisible) path, mist will surround you and return you to a previous position. In the first section, finding your way is actually easy: follow the trail of torches. The flames can be identified from a distance if you rotate the camera and carefully observe the environment.
3
After another three flames, turn left again to find a lone flame.
5
When you reach the third flame in front of a large rock, make a 90-degree turn to your left and follow the trail of flames.
4
From the lone flame, make a 90-degree turn to your right and head toward the two torches in the distance.
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When you reach two torches side by side, the real challenge begins. You now need to find your way through the fog to reach the Korok Forest’s entrance. If you stray from the correct invisible path, you will be taken back to the torches. The correct directions from the torches, if you just want a quick summary, are as follows: looking toward the nearby tree, take a left; halfway before you reach the shore, turn by 90 degrees to your right; when you reach a rock cliff, turn again by 90 degrees to your right; then turn by 90 degrees to your left to pass between the two rock cliffs. This is illustrated on the above map. The following three steps illustrate exactly when you are supposed to change direction.
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When you reach a small hillock on your left, walk past it, then make a 90-degree turn to your right (north) and keep moving alongside the bottom of the cliff.
Your main objective in the Korok Forest is to pull the Master Sword from the stone. When you first interact with it, a cutscene will begin and the “The Hero’s Sword” main mission is triggered. To obtain the weapon, you must fulfil a single condition: Link must have at least 13 full hearts. If you do, examine the Master Sword and it will be yours. If not, you must return here once your tally of heart containers reaches the required milestone. The Master Sword has a default attack value of 30, which is respectable but not spectacular for a one-handed blade. However, this value is doubled against enemies possessed by Calamity Ganon, which is the case of all those found in Hyrule Castle – including Ganon himself. Furthermore, the Master Sword cannot be broken: when it loses its charge, you just need to wait until a cooldown ends to begin using it again. Finally, the Master Sword can fire a projectile beam: hold then release ® whenever Link is at full health.
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From the two torches, take a left and head straight to the large tree shown here, barely visible through the fog. When you reach it, make a 90-degree turn to your right (west) and run straight forward.
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Running alongside the cliff, you will soon reach a small canyon on your left. Head through it and keep going straight: the rest of the path to Korok Forest is entirely safe and linear.
In addition to the Master Sword, the Korok Forest is home to various interesting features: a shrine, three shrine quests, multiple side quests, and Hestu – the creature who will expand your inventory in exchange for your Korok seeds. If he has received a sufficient amount of Korok seeds from you at your previous encounters with him near Kakariko Village and at the Woodland stable, Hestu can be found a short walk east of the Master Sword.
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Quickstart |
Primer |
Walkthrough |
Shrines |
Side Quests |
Inventory |
Bestiary |
Extras |
Reference & Analysis |
Maps |
Master Trials |
Champions’ Ballad |
Index |
Introduction |
Map Legend |
Crash Course |
Prologue |
Impa |
MEMENTOS & MEMORIES |
Zora Quest |
Divine Beast Vah Ruta |
Gerudo Quest |
Divine Beast Vah Naboris |
Rito Quest |
Divine Beast Vah Medoh |
Goron Quest |
Divine Beast Vah Rudania |
Intermission |
Captured Memories |
THE HERO’S SWORD |
Destroy Ganon |