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The Legend of Zelda: Breath of the Wild — Complete Nintendo Switch (Original) Walkthrough

Practical, step-by-step campaign walkthrough for the original Nintendo Switch release of The Legend of Zelda: Breath of the Wild. Covers the Great Plateau tutorial, freeing all four Divine Beasts, Hyrule Castle infiltration and the final Calamity Ganon / Dark Beast Ganon sequence, plus guidance for the Master Sword, shrine strategy, Korok seeds, armor upgrades and optional 100% tasks.

The Legend of Zelda: Breath of the Wild artwork
The Legend of Zelda: Breath of the Wild promotional artwork.
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Edition coveredOriginal Nintendo Switch release
Your goalComplete the main campaign by freeing the four Divine Beasts if desired, defeating Calamity Ganon in Hyrule Castle, and completing the Dark Beast Ganon finale. Treat the Master Sword, all Captured Memories, 120 base-game Shrines, 900 Korok Seeds, armor upgrades, side quests and optional medals as separate optional completion targets; completing all Captured Memories before the final victory unlocks the extended ending scene. The thirteenth Captured Memory is Zelda’s Awakening in Ash Swamp, within the western part of Blatchery Plain.
Inside the guide14 chapters · 26,119 words
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Before you begin

This walkthrough is written for the original Nintendo Switch release of Breath of the Wild and is focused on getting you from the Shrine of Resurrection to the game’s final sequence: the Calamity Ganon encounter in Hyrule Castle and the follow-up Dark Beast Ganon battle in Hyrule Field.

Follow the chapters in order for a recommended, paced playthrough, or skip ahead to specific chapters when you need boss strategies, puzzle approaches, or completion tasks.

You do not need to clear every optional activity to finish the story.

This guide separates required progress (main quests, freeing Divine Beasts, and the final battles) from optional completeness goals (the Master Sword, all 120 base-game Shrines, all 900 Korok Seeds, armor upgrades, side quests, and Captured Memories). Completing Captured Memories before the final victory unlocks the extended ending scene.

Each chapter lists prerequisites, practical objectives, common hazards and concrete recovery tactics so a newcomer can follow while playing.

Set yourself up for the run

Familiarize yourself with the four Runes you get early (Magnesis, Remote Bombs, Stasis and Cryonis) and the basic controls for climbing, gliding and parrying.

These are the game’s core tools for exploration and most shrine puzzles.

Save often and use manual saves before risky climbs, boss rooms and Hyrule Castle sections. Fast travel is generally available from the map, but it is unavailable during combat and can be restricted in certain active encounters or interiors.

Complete the Great Plateau tutorial shrines first: they teach runes and give the Spirit Orbs needed to buy an early Heart or Stamina upgrade and, most importantly, the paraglider to leave the Plateau.

Use towers to reveal regional maps as you explore; unlocking nearby towers reduces travel friction and highlights local shrine icons.

Balance Heart Containers and Stamina Vessels from Goddess Statues: early exploration benefits from a mix of both.

If you want the Master Sword later, plan for the heart requirement covered in Chapter 9.

Collect basic survival supplies (hearty food, heat/cold resist items) before attempting extreme regions such as Death Mountain, Gerudo Desert and the Hebra highlands.

Great Fairy Fountains and cooking can dramatically increase survivability.

Decide early whether you’ll pursue the Divine Beasts before Hyrule Castle. This is recommended because freeing Divine Beasts makes the final Calamity Ganon sequence easier.

If you plan optional full completion, expect long exploration time for Korok Seeds and Shrine Quests. The base game includes 120 Shrines and 900 Korok Seeds; focus on region-by-region completion and use an interactive map or checklist to track progress.

Great Plateau: Tutorial, Runes and Leaving the Plateau

Complete the Great Plateau’s four required shrines, learn the four foundational Sheikah Slate Runes, exchange the Spirit Orbs at the Temple of Time, receive the Paraglider from the Old Man, and leave through a safe route toward Dueling Peaks. The optional chests and supplies listed here help a new player, but none are required for progression.

1. Leave the Shrine of Resurrection and activate the Great Plateau Tower

After Link wakes, take the Sheikah Slate from the pedestal and follow the opening path out of the Shrine of Resurrection. Open the nearby chests to obtain the Old Shirt and Well-Worn Trousers, equip them from the inventory, and continue outside. The game introduces climbing, sprinting, jumping, and weapon pickup during this short approach.

Speak with the Old Man near his campfire, then follow the objective to the Great Plateau Tower. Climb the tower and place the Sheikah Slate in the terminal. The tower reveals the Great Plateau section of the map and gives you a high viewpoint from which the four orange shrine glows are easy to identify. Use the Scope to place pins on any shrine you cannot immediately see.

The four required shrines are Oman Au, Ja Baij, Owa Daim, and Keh Namut. They can technically be completed in any order. The route below is convenient because it teaches Magnesis, Bombs, Stasis, and Cryonis in a straightforward progression.

  • Equip the starting clothing.
  • Speak with the Old Man at his campfire.
  • Activate the Great Plateau Tower.
  • Use the Scope to identify the four orange shrine locations.

2. Complete Oman Au Shrine and learn Magnesis

Oman Au is near the eastern side of the plateau, close to the tower and the pond. Activate the shrine pedestal to install Magnesis. Aim at the large metal floor panel and lift it out of the way to enter the lower passage.

In the next section, use Magnesis to pull the metal block away from the wall. The block can be pushed into the small Guardian Scout to damage it, or you can fight the Scout with a weapon while using the room’s metal objects for cover. Once the enemy is defeated, cross the gap using the metal panel, then move the next panel into position to make a bridge.

Look up before leaving the main route. A metal treasure chest on a raised platform can be pulled over with Magnesis. It is optional, so do not risk falling for it if your health is low. Finish at the monk and collect the Spirit Orb. Magnesis remains useful throughout the game for metal chests, weapons, doors, blocks, and objects submerged in water.

  • Install the Magnesis Rune.
  • Move the first metal panel and metal block.
  • Cross the gaps with the movable metal panels.
  • Collect the Spirit Orb from Oman Au.

3. Complete Ja Baij Shrine with Remote Bombs

Ja Baij is in the Eastern Abbey ruins. Activate the pedestal to receive Remote Bombs. You have both round and cube bombs. Use a bomb beside the first cracked wall, step away, and detonate it rather than spending weapon durability on the wall.

Use the round bomb when the shrine’s sloped track needs an object that will roll, and use the cube bomb when you need a bomb to stay in place. The launcher in the later room fires bombs across the chamber. Place a bomb into the launcher, wait for it to aim toward the cracked barrier, and detonate it after the bomb reaches the target area.

Keep Link away from the blast radius, especially when standing near walls or the launcher. The bombs do not consume arrows or weapon durability, so they are the intended solution for the cracked barriers. Reach the monk and claim the second Spirit Orb.

  • Install the Remote Bomb Rune.
  • Use the correct bomb shape for slopes and flat surfaces.
  • Fire a bomb from the launcher at the distant cracked barrier.
  • Collect the Spirit Orb from Ja Baij.

4. Complete Owa Daim Shrine with Stasis

Owa Daim is on the southern side of the plateau, near the higher Mount Hylia area. Activate the pedestal to learn Stasis. Use Stasis on the large rotating platform so its movement pauses long enough for Link to cross. In the next section, freeze the rolling boulder before it reaches you, then move past it while the effect lasts.

Continue to the balancing platform. Use its movement as a bridge, or freeze it when it is positioned to give you a safe crossing. The final chamber contains a large hammer and a metal ball. Freeze the ball when it is aligned with the route, strike it several times to build kinetic force, and move clear before Stasis ends. The ball will be launched toward the barrier and open the way to the monk.

The optional chest in this shrine is not needed to finish it. Do not remain in the hammer room after the ball is correctly aligned; the important part is building force while the ball is frozen, not attacking the hammer itself. Collect the third Spirit Orb.

  • Install the Stasis Rune.
  • Freeze the rotating platform and rolling boulder at the appropriate times.
  • Charge the metal ball with weapon strikes while it is frozen.
  • Collect the Spirit Orb from Owa Daim.

5. Prepare for the cold and complete Keh Namut Shrine

Keh Namut is on the western snowy mountain, west of the River of the Dead. Prepare cold resistance before climbing into the snow. The simplest options are to cook Spicy Peppers into a cold-resistance dish or to obtain the Warm Doublet from the Old Man by showing him a Spicy Meat and Seafood Fry. A torch or nearby fire may help with a brief cold area, but it is not a dependable replacement for cold-resistance food or clothing in the higher snowfields.

Inside Keh Namut, activate the pedestal to install Cryonis. Create an ice pillar in the shallow water and climb it to the first elevated platform. In the next room, aim Cryonis directly beneath the raised gate. The pillar lifts the gate and lets you pass.

A Guardian Scout waits beyond the gate. Defeat it with your weapon, stun it with arrows if available, or stand on an ice pillar to keep out of the reach of some attacks. Continue to the balancing platform. Create an ice pillar beneath one side so the platform tilts into a ramp, then climb up. An optional chest can be reached by creating another pillar across the nearby gap. Finish at the monk and collect the fourth Spirit Orb.

  • Carry cold resistance before entering the western snowfield.
  • Install the Cryonis Rune.
  • Raise the gate with an ice pillar.
  • Tilt the balancing platform into a climbable ramp.
  • Collect the Spirit Orb from Keh Namut.

6. Exchange the four Spirit Orbs and receive the Paraglider

After completing the fourth shrine, the Old Man directs Link toward the Temple of Time, near the center of the plateau. You can walk there, or warp to a completed shrine and take the nearest route. Enter the Temple of Time and pray at the Goddess Statue. Four Spirit Orbs can be exchanged for one Heart Container or one Stamina Vessel. Either choice is sufficient to finish the tutorial.

A Heart Container gives immediate protection against mistakes and early enemy hits. A Stamina Vessel makes climbing and swimming easier. Do not treat this as a permanent build decision: later in the game, the Horned Statue can exchange hearts and stamina for one another. The main requirement here is simply to spend the four Orbs so the tutorial advances.

After praying, climb the Temple of Time and speak with the Old Man. The story scene reveals his identity and gives Link the Paraglider. The Paraglider is the required item for crossing the boundary around the plateau. The four shrine Runes are now permanent tools: Magnesis moves metal, Remote Bombs provide reusable ranged force, Stasis pauses objects, and Cryonis creates ice pillars on water.

  • Have all four Spirit Orbs from the plateau shrines.
  • Pray at the Goddess Statue in the Temple of Time.
  • Choose either a Heart Container or Stamina Vessel.
  • Speak with the Old Man at the Temple of Time.
  • Receive the Paraglider.

7. Leave the plateau safely and establish your first mainland base

After receiving the Paraglider, move to the plateau’s outer edge and jump toward lower terrain. Deploy the Paraglider before Link reaches the dangerous part of the drop. Aim for a broad slope or ledge rather than a distant destination. If the stamina wheel is nearly empty, steer toward a safe landing area and touch down before it runs out.

A practical first mainland route is toward Dueling Peaks Stable. Cook several healing meals before leaving, pick up useful mushrooms, apples, meat, and insects along the way, and replace badly damaged starting weapons with equipment found in ruins or enemy camps. The stable provides a cooking pot, merchants, a bed, and a place to register a horse when you find one you can tame.

From Dueling Peaks Stable, follow the road toward Dueling Peaks Tower. Activate that tower to reveal the surrounding map, then use the stable and nearby shrines as a base for early exploration. You can next travel toward Kakariko Village and Hateno Village, or explore the Dueling Peaks area first. There is no need to return to the plateau for ordinary progression.

Before leaving, save manually if you want a clear restart point, keep at least one cold-resistance meal if you still have plateau food, and consider taking any easy optional weapons or treasure you can reach safely. Plateau Koroks, the Stone Talus, and extra chests are optional and should not delay the Paraglider.

  • Cook healing food before descending.
  • Deploy the Paraglider before the fall becomes dangerous.
  • Travel toward Dueling Peaks Stable.
  • Activate Dueling Peaks Tower when prepared.
  • Register a horse only after you have safely tamed one.

Before you move on

  • The Great Plateau Tower is activated.
  • Oman Au, Ja Baij, Owa Daim, and Keh Namut each show completed shrine icons and have provided four Spirit Orbs.
  • The four tutorial Runes—Magnesis, Remote Bombs, Stasis, and Cryonis—are available on the Sheikah Slate.
  • The four Spirit Orbs have been exchanged for either a Heart Container or Stamina Vessel at the Temple of Time Goddess Statue.
  • The Old Man has given Link the Paraglider and the Isolated Plateau objective has advanced beyond the Temple of Time scene.
  • Link has descended to mainland Hyrule and is ready to use Dueling Peaks Stable or Dueling Peaks Tower as the next exploration base.
References for this chapter

First Steps: Towers, Stables, and Early Shrines

After leaving the Great Plateau, follow the route toward Dueling Peaks Tower, then use the newly revealed West Necluda map to reach Bosh Kala Shrine, Dueling Peaks Stable, Ha Dahamar Shrine, and Kakariko Village. This path gives you an early tower, two accessible Spirit Orbs, a horse-registration point, and several reliable fast-travel locations without requiring difficult combat.

1. Leave the Great Plateau and aim for Dueling Peaks

After receiving the Paraglider, leave the Great Plateau from its eastern side and glide toward the large split mountain visible in the distance. The main road leads toward Dueling Peaks and eventually Kakariko Village, but you do not need to follow every bend. Use the Sheikah Scope to place a pin on Dueling Peaks Tower when it comes into view, and place another on any orange Shrine glow you can see.

The route passes near the ruins at the eastern end of the Great Plateau and then continues toward Proxim Bridge. Outpost Ruins and similar roadside camps contain useful early weapons, bows, and arrows, but clearing them is optional. Take equipment from exposed chests or ruins when safe, then leave if several enemies begin surrounding Link. Early weapons break quickly, so do not spend them on a camp that is not blocking your route.

Keep cooked food available before leaving. A few basic healing meals are more valuable than fighting every Bokoblin or Moblin on the road. If you see a stronger enemy carrying a large weapon, circle around it, use the paraglider from a nearby rise, or return later after collecting more Spirit Orbs and better gear.

  • Place a Scope pin on Dueling Peaks Tower.
  • Collect a bow, arrows, and spare weapons when they are safely accessible.
  • Cook several healing meals before committing to the road east.

2. Activate Dueling Peaks Tower

Continue toward Proxim Bridge and cross it while watching the river and nearby rocks for Octoroks. The Dueling Peaks Tower stands near the river in the valley between the massive mountain formations. The tower’s base is not a mandatory combat arena. Approach from the side with the clearest rock ledges and avoid wasting weapons on enemies that can be bypassed.

If the river blocks your approach, use Cryonis to create ice pillars and cross in short stages. You can also swim if you have enough stamina and the current is manageable, but Cryonis is safer because it gives you solid platforms. Octoroks may attack from the water or nearby ground; use a shield to deflect a projectile, shoot them from cover, or simply move past them.

Climb the tower using the external platforms and rock ledges. Watch the stamina wheel closely and pause on broad ledges rather than attempting a single uninterrupted climb. Rain makes climbing unreliable. If the weather changes, shelter beneath an overhang and wait, or continue with Bosh Kala Shrine before trying again. Once you reach the terminal, activate the tower to reveal the Dueling Peaks region on the map.

The tower map does not automatically reveal every Shrine. From the top, rotate the camera and use the Scope to mark visible orange Shrine entrances, bridges, roads, and the stable. The revealed map is most useful as a planning tool: it shows the river crossings and mountain pass, letting you choose roads and gliding points instead of blindly climbing.

  • Cross Proxim Bridge and reach the tower valley.
  • Use Cryonis if the river prevents a safe approach.
  • Activate the Dueling Peaks Tower terminal.
  • Scan for Bosh Kala Shrine, Dueling Peaks Stable, and the road to Kakariko.

3. Complete Bosh Kala Shrine

Bosh Kala Shrine is near Proxim Bridge, on the route between the Great Plateau and Dueling Peaks Tower. Activate it even if you decide to postpone the interior trial, because a discovered Shrine becomes a fast-travel point. The trial, The Wind Guides You, teaches controlled paraglider movement rather than introducing a new Rune.

Inside, climb the initial stairs and step into the wind streams with the Paraglider open. Steer toward each platform and land before opening the glider again. The wind carries Link across the gaps, but you can still adjust his direction. If you overshoot, do not panic: look for a lower ledge or platform before attempting another jump.

Two optional chests are available. One contains Amber and another contains a Soldier’s Claymore. Reach them by using the same wind streams and returning to the central route afterward. The chests are useful but not required for the Spirit Orb. Finish at the altar to receive the Orb and leave with a new fast-travel point near the bridge.

  • Activate Bosh Kala Shrine.
  • Use the wind streams to cross each gap safely.
  • Collect the optional Amber and Soldier’s Claymore if you can reach them comfortably.
  • Claim the Spirit Orb at the altar.

4. Reach Dueling Peaks Stable and clear Ha Dahamar Shrine

From the tower or Bosh Kala Shrine, follow the road east through the Dueling Peaks area toward Dueling Peaks Stable. The stable is beside the main route and is a useful early base for cooking, resting, speaking with travelers, and registering horses. Discovering the stable also gives you a clear regional landmark, while Ha Dahamar Shrine nearby supplies the most convenient fast-travel point.

Ha Dahamar Shrine is surrounded by spikes. Use Cryonis on the water outside to raise an ice pillar, climb it, and glide over the spikes to the entrance. Inside, use Cryonis on the first pool to make a pillar and reach the next platform. At the waterfall, create a horizontal ice pillar, then create another above or beside it to form steps to the higher ledge.

Before continuing, turn around and look above the route you just crossed. The optional chest is reached by making additional Cryonis steps and contains a Purple Rupee. The chest is not a metal object that must be lifted; it is simply positioned on an elevated ledge.

The final room contains ramps, a seesaw, and a rolling sphere. Use three Cryonis blocks to redirect the sphere into the socket. Place one block to stop or redirect the sphere from the first ramp, one beneath the left side of the seesaw so the ball takes the intended path, and one in the gap after the seesaw to guide the sphere toward the socket. When the sphere enters the socket, the gate opens. Take the Spirit Orb from the altar.

  • Reach Dueling Peaks Stable.
  • Enter Ha Dahamar Shrine by gliding over the exterior spikes.
  • Use Cryonis to climb the waterfall platforms.
  • Collect the Purple Rupee chest if desired.
  • Redirect the rolling sphere into the socket and claim the Spirit Orb.

5. Tame and register a basic horse

Wild horses commonly graze in the open fields around Dueling Peaks Stable. Approach one from behind while crouching, using tall grass and slow movement for cover. Avoid sprinting directly at the herd. When Link is close enough, mount from behind. The horse will buck and try to throw him off.

Immediately press L repeatedly to soothe the horse. The required number of presses depends on the horse’s temperament and Link’s available stamina. If the stamina wheel is nearly empty, eat a stamina-restoring meal or use a stamina elixir before attempting a difficult horse. A calmer-looking horse is a better first choice than a particularly fast or stubborn one.

Ride the settled horse to the stable counter and register it for 20 rupees. Registration gives the horse a name, saddle, and bridle, and allows it to be checked in and retrieved through the stable system later. You can also register a horse you found before reaching this stable, provided you bring it here safely. Registration is optional for reaching Kakariko, but it turns the horse into dependable transport rather than a temporary mount.

  • Sneak up behind a wild horse.
  • Mount without approaching at a sprint.
  • Press L repeatedly to soothe it.
  • Bring it to the stable and pay the 20-rupee registration fee.

6. Continue to Kakariko Village and expand region by region

From Dueling Peaks Stable, follow the road northeast through the pass toward Kakariko Village. Activate any Shrine you encounter, even if you do not solve it immediately. A Shrine entrance becomes a fast-travel point once activated, which is more valuable than carrying every optional item on the first visit.

Ta’loh Naeg Shrine is near Kakariko and provides a useful combat tutorial, but it is not required before entering the village. The Shrines on and around the Dueling Peaks themselves, including Ree Dahee and the paired Shee Venath and Shee Vaneer Shrines, can wait until Link has more stamina, cold resistance, or combat equipment. Do not treat every visible Shrine as an immediate obligation.

After reaching Kakariko, use it as the next regional base for the main quest and for routes toward Hateno Village. A sensible exploration pattern is to activate towers and nearby Shrines around the objectives you already have, then use those points to return for side quests and harder combat later. This prevents unnecessary crossings of hostile terrain and keeps horses, supplies, and fast travel close to the current story route.

  • Reach Kakariko Village by the road through Dueling Peaks.
  • Activate nearby Shrines as you pass them.
  • Leave the paired mountain Shrines and difficult combat trials for later if your stamina or equipment is limited.
  • Use Kakariko and Dueling Peaks Stable as linked travel bases for the next chapter.

Before you move on

  • Dueling Peaks Tower is activated and the Dueling Peaks terrain is visible on the map.
  • Bosh Kala Shrine has been activated and preferably completed for its Spirit Orb.
  • Ha Dahamar Shrine has been entered, completed, and added as a fast-travel point.
  • Dueling Peaks Stable has been discovered, and a horse has been registered if the player chose to tame one.
  • Link has reached Kakariko Village by the Dueling Peaks road and can begin the next main-quest chapter.
References for this chapter

Hateno Village, Hateno Ancient Tech Lab and the Camera Rune

After speaking with Impa in Kakariko Village, travel to Hateno Village and restore the Hateno Ancient Tech Lab. The required sequence is straightforward: reach the village, visit Purah and Symin, carry blue flame from the Ancient Furnace to the lab, use the restored Slate functions, photograph Purah, and return to Impa. Bring a torch or another wooden weapon, several healing meals, a bow, and enough arrows for travel. Ancient materials are not required unless you want the optional Sheikah Sensor+ upgrade.

Reach Hateno Village and activate Myahm Agana Shrine

Complete Seek Out Impa in Kakariko Village before making this trip. Impa then directs Link to the Hateno Ancient Tech Lab, making Hateno the next required story destination. From Kakariko, follow the road southeast through the hills and past Fort Hateno. You can avoid most roadside enemies; there is no benefit to clearing every camp on the way.

Enter Hateno Village from the western side. Myahm Agana Shrine is on the southern side of the settlement, near the village houses and shops. Activate it immediately so Hateno becomes a fast-travel destination. Completing the shrine is optional for the lab quest, but it provides another Spirit Orb and is worth doing if you are comfortable with motion controls. In the shrine, tilt the maze so the ball reaches the far side, then use the maze's raised surface to launch the ball into the exit track. Move the controller slowly and make small corrections rather than swinging it sharply.

The village also contains an armor shop, general store, inn, dye shop, cooking pot, and several optional quests. Do not delay the lab visit to complete them all.

  • Complete Seek Out Impa and receive the Hateno objective.
  • Activate Myahm Agana Shrine as a travel point.
  • Avoid unnecessary fights on the road.
  • Cook or carry enough healing food for the return trip.

Prepare supplies in Hateno

Before leaving for the lab, make sure Link has a usable torch or another wooden weapon that can carry flame. A torch is the safest choice because it is not one of your stronger combat weapons. If you do not have one, check the lab entrance or nearby village areas rather than sacrificing a valuable sword.

Carry a bow and a modest supply of arrows. Arrows are useful for lighting distant lanterns and dealing with enemies without dropping the torch. Bring ordinary healing meals and, if available, at least one stamina-restoring dish. You do not need Ancient parts to complete Locked Mementos, so do not hunt Guardians solely for this visit.

Hateno's clothing shop can improve Link's defense if you have enough Rupees, but prioritize practical armor and ingredients over dyeing, house furnishings, or large purchases of raw food. Cooking ingredients generally provide better healing and effects when prepared at a cooking pot. The Kochi Dye Shop, Bolson's house project, and Nebb's weapon request are all optional.

  • Carry a torch or another reliable wooden fire carrier.
  • Keep a bow and arrows available.
  • Prepare healing food and, if possible, a stamina meal.
  • Save Ancient materials unless you specifically want optional upgrades.

Visit the Hateno Ancient Tech Lab

Leave Hateno Village by the eastern road and follow the uphill path toward the Hateno Ancient Tech Lab. The lab sits on a high rise east of town. Following the road is safer than climbing directly, and the route leads past the blue-flame source and lanterns that will matter during the quest.

Enter the lab and speak with Symin, then speak with Purah. Purah explains that the Guidance Stone can repair the missing functions of the Sheikah Slate, but the lab's furnace must be powered first. At this point, do not expect the Camera Rune to be available in the Rune menu yet. The blue-flame task is the actual prerequisite.

Take the torch near the lab entrance if you need one. Then leave the building and follow the quest marker downhill to the Ancient Furnace. Light the torch from the blue flame and begin carrying it back toward the lab.

  • Follow the eastern road to the lab.
  • Speak with Symin and Purah before starting the fire task.
  • Take the torch near the entrance if necessary.
  • Do not leave expecting the Camera Rune before restoring the furnace.

Carry the blue flame to the lab furnace

Carry the blue flame uphill in short sections. The flame goes out if Link sprints, climbs, swims, or puts the torch away. Light the blue lanterns beside the route whenever you pass them. These lanterns act as relighting points, so a mistake or unexpected enemy does not force you to return to the Ancient Furnace every time.

Rain extinguishes the torch, so check the weather before leaving the source. If rain begins, take shelter or wait at a nearby fire until the weather clears. Avoid combat while carrying the flame. If an enemy attacks, put the torch away, defeat or evade the enemy, and relight it from the nearest blue lantern.

When you reach the lab, use the torch to ignite the large furnace beside the building. A short sequence follows as the Guidance Stone activates. Return inside and speak with Purah. The Camera Rune, Hyrule Compendium, and Album are now restored to the Sheikah Slate.

Purah then asks Link to test the Camera by taking her photograph. Select the Camera Rune, aim at Purah, and take a clear picture. Show the photograph when the dialogue requests it. This completes the Hateno portion of Locked Mementos.

  • Light the roadside blue lanterns as checkpoints.
  • Avoid rain, water, climbing, and combat while the torch is lit.
  • Ignite the large furnace outside the lab.
  • Wait until the furnace sequence finishes before looking for the Camera Rune.
  • Photograph Purah after the Camera Rune is restored.

Return to Impa and begin Captured Memories

After photographing Purah, return to Kakariko Village. The fastest route is to warp to Ta'loh Naeg Shrine or another activated Kakariko travel point. Speak with Impa inside her house. She explains that the restored photographs may help Link recover his memories and adds Captured Memories to the Adventure Log.

Open the Sheikah Slate Album and examine the landscape photographs. The images are clues rather than a linear route, and the memories do not need to be found in numerical order. When Link reaches a correct location, look for the glowing memory marker and stand directly on it to trigger the scene. If no marker appears, confirm that you spoke with Impa after receiving the Camera Rune; the quest does not progress from simply owning the Camera.

The Camera is also useful beyond the memory quest. Photograph plants, animals, weapons, enemies, and materials to add them to the Hyrule Compendium. This helps when a side quest asks for a particular object or when you want the Sheikah Sensor+ to search for a known target. The Camera itself is not required for ordinary shrine completion, but it can help identify quest subjects and compare distant scenery with the memory images.

  • Return to Kakariko Village after photographing Purah.
  • Speak with Impa to start Captured Memories.
  • Review the Album for Zelda's landscape photographs.
  • Stand on the glowing memory marker at a correct location to trigger a memory.

Use optional Hateno services without wasting resources

Speak with Symin after the Camera functions are restored if you want to improve the Sheikah Sensor. The first sensor upgrade requires Ancient Screws; later Slate upgrades require other Ancient materials. These parts come from Guardians and Guardian wreckage. The upgrades are useful but optional, and they do not block the Divine Beasts, Master Sword, or final castle sequence.

With the upgraded sensor, photograph an object and select its Compendium entry as the tracking target. The sensor can then guide you toward nearby examples of that entry. If the required object is not registered, the sensor cannot search for it. Do not spend early resources fighting dangerous Guardians merely to unlock this convenience.

The Hateno armor shop is the most useful immediate purchase if your defense is still low. The general store is useful for arrows and ingredients, while the dye shop and Hylian Homeowner quest can wait. Keep rare ingredients for cooking and sell surplus gemstones or other valuables only when you need Rupees for a specific purchase.

  • Treat Sheikah Sensor+ and later Slate upgrades as optional.
  • Photograph targets before trying to track them with the upgraded sensor.
  • Prioritize useful armor, arrows, and cooking ingredients.
  • Return to Hateno whenever you need the lab, shops, or optional village quests.

Before you move on

  • The Camera Rune appears in the Sheikah Slate Rune menu and successfully takes photographs.
  • The Hyrule Compendium and Album are available.
  • The Hateno Ancient Tech Lab furnace is burning blue.
  • Purah has accepted a photograph of herself.
  • Locked Mementos is complete or has advanced to the return-to-Impa step.
  • Speaking with Impa has added Captured Memories to the Adventure Log.
  • Myahm Agana Shrine is activated as a Hateno travel point, whether or not its interior has been completed.
References for this chapter

Zora’s Domain and Divine Beast Vah Ruta

Travel through the rainy Lanayru region to Zora’s Domain, obtain the Zora Armor, collect 20 Shock Arrows without needing to defeat the Ploymus Mountain Lynel, and meet Sidon at East Reservoir Lake. Inside Divine Beast Vah Ruta, use Cryonis, Magnesis, Stasis and the trunk controls to activate all five terminals. Defeat Waterblight Ganon, claim the Heart Container and receive Mipha’s Grace.

Reach Zora’s Domain through Lanayru

From the Lanayru Tower area, follow the Zora River east toward Zora’s Domain. If Lanayru Tower is not active, approach from the northwest, use the long ladder on the lookout platform and glide across to the tower before continuing. The road is safer than climbing because rain makes most cliff surfaces slippery. Use bridges, ladders and natural ledges instead of attempting long vertical climbs.

Expect Lizalfos archers near Tabahl Woods and along the river road. They commonly use Shock Arrows, so keep trees, rocks and other cover between Link and the archers. Collect arrows from defeated enemies when safe. Near Oren Bridge, evade the rolling boulders; a large blocking boulder can be climbed or moved with Stasis after charging it with several weapon strikes.

Activate Ne’ez Yohma Shrine inside Zora’s Domain as soon as you arrive. It provides a fast-travel point and a useful place to recover before the regional quest continues.

  • Follow the Lanayru road rather than relying on rain-soaked climbing.
  • Use cover against Lizalfos archers and collect spare arrows.
  • Activate Ne’ez Yohma Shrine in Zora’s Domain.

Start the Vah Ruta quest and obtain the Zora Armor

Prince Sidon directs Link toward King Dorephan. Go to the throne room at the top of Zora’s Domain and speak with the king. After the conversation about Mipha and the flooding caused by Vah Ruta, return to the main plaza and speak with Muzu near Mipha’s statue.

Muzu refuses to help until Link proves that Mipha made the Zora Armor for him. Return to King Dorephan to receive the armor, equip it, then speak with Muzu again. The armor allows Link to swim up waterfalls, which is required for the route to Ploymus Mountain and remains useful throughout Lanayru.

Before leaving, cook healing meals and bring a bow with ordinary arrows. An Electro Elixir or other shock resistance can reduce risk along the approach, but it is not required. Upgrade the Zora Armor only if you already have the rupees and materials; it is helpful but not a prerequisite.

  • Speak with King Dorephan in the throne room.
  • Speak with Muzu near Mipha’s statue.
  • Receive and equip the Zora Armor.
  • Carry healing meals, a bow and spare arrows.

Collect 20 Shock Arrows without fighting the Lynel

Exit Zora’s Domain through the eastern gate. Wear the Zora Armor and swim up the waterfalls leading toward Ploymus Mountain. Follow the slope toward Shatterback Point, collecting Shock Arrows lodged in trees and other surfaces. The red-maned Lynel on the mountain is not a required battle. Crouch, use stealth-enhancing food or armor if available, stay behind terrain and collect arrows from the outer paths before moving closer to the summit.

The quest checks your supply of Shock Arrows, not whether you defeated that Lynel or collected every arrow from the mountain. If you already have 20 Shock Arrows from shops, chests or earlier exploration, you can proceed after the quest has been properly advanced through Muzu and Dorephan. Do not spend the arrows unnecessarily before the assault sequence.

Once you have at least 20, reach the southern side of the mountain near Shatterback Point and glide down to East Reservoir Lake. Speak with Sidon on the pier to begin the attack. Save before talking to him and keep the Zora Armor equipped.

  • Use the eastern waterfalls to reach Ploymus Mountain.
  • Collect at least 20 Shock Arrows.
  • Avoid the Lynel unless you deliberately want the optional fight.
  • Glide to Sidon at East Reservoir Lake and begin the assault.

Disable Vah Ruta and enter the Divine Beast

Sidon carries Link around the reservoir. Select Cryonis and target each incoming ice block as it approaches. Break the blocks before they hit Sidon; later waves include larger or spiked blocks, so keep the camera pointed toward the incoming projectiles and destroy them one at a time.

When Sidon reaches a waterfall, swim up it and use the launch to enter slow motion. Draw the bow and shoot one of the glowing targets on Vah Ruta with a Shock Arrow. Repeat the Cryonis, waterfall and airborne shot sequence until all four targets are destroyed. Missing a shot is not a permanent failure; continue the cycle and wait for another launch opportunity.

After the four targets are disabled, Link enters Vah Ruta. The dungeon becomes available as a fast-travel location. Activate the map terminal before exploring, then prepare for the interior puzzles.

  • Destroy each incoming ice block with Cryonis.
  • Shoot all four glowing targets with Shock Arrows.
  • Activate the dungeon map terminal after entering Vah Ruta.

Activate the five terminals inside Vah Ruta

At the entrance, shoot the Malice-covered eyeball beneath the water. Use Cryonis to raise the nearby gate, then enter and activate the map terminal. Open the map to control Vah Ruta’s trunk. Select a trunk position and confirm the movement; the trunk does not move until the command is executed.

For the first terminal, return to the entrance room and use Magnesis on the large cogwheel handle. Rotate the cogwheel until the terminal is lifted clear of the water, then activate it.

For the second terminal, reach the small waterwheel. Create a Cryonis block in the fountain’s water stream to stop the wheel and drain the pool beneath it. When the terminal is accessible, activate it. Remove the ice afterward if you need the wheel to move again.

For the third terminal, use the trunk position that makes the large waterwheel spin. Cross the wheel and reach the area with the orb and barred terminal. When the orb enters its socket and opens the gate, use Stasis on the orb to hold the opening long enough to reach the terminal.

For the fourth terminal, follow the route to the trunk. Lower the trunk enough to glide to its tip, then adjust it again to reach the top of Vah Ruta’s head. Drop through the opening in the head and continue to the terminal area. The fifth terminal is near the upper head section: set the trunk to the position that sends water over the flames, extinguish them, drop down and activate the exposed terminal.

Optional chests can be ignored. After all five terminals are active, return to the main control unit near the entrance and save before using it.

  • Clear the submerged Malice eyeball and activate the map terminal.
  • Activate the first terminal with the Magnesis-operated cogwheel.
  • Stop the small waterwheel with Cryonis for the second terminal.
  • Use the large waterwheel and Stasis-controlled orb for the third terminal.
  • Use trunk positioning to reach the fourth terminal in the head area.
  • Extinguish the flames with the trunk’s water flow and activate the fifth terminal.
  • Save before using the main control unit.

Defeat Waterblight Ganon

Waterblight Ganon begins on a dry arena with a long spear. At long range it can throw the spear, while at medium or close range it uses sweeping and thrusting attacks. Sprint sideways from thrown spears, backflip over horizontal sweeps and side-hop thrusts if you are comfortable with perfect dodges. A successful flurry rush creates a strong melee opening, but arrows aimed at the eye are safer if your dodge timing is uncertain.

When the boss falls after taking enough damage, close in with your strongest weapon. Avoid standing directly beside it when it plants the spear, because the resulting blue shockwave is dangerous. Keep healing meals available rather than relying entirely on Mipha’s ability, which is not yet available during this fight.

At half health, the room floods and Link is restricted to four square platforms. Waterblight Ganon moves between them and throws ice blocks. Use Cryonis to shatter every block before it reaches Link. Shoot the blue eye with arrows whenever the boss pauses. As its health falls, the ice volleys become heavier, so keep Cryonis selected and use the platforms as cover.

The boss can also charge a Guardian-style red laser. A precise shield parry reflects it and causes major damage, but do not attempt this if the timing is unreliable. Arrows remain the dependable approach. If Link falls into the water, swim to the nearest platform rather than crossing the entire arena. Defeat the boss, then immediately collect the Heart Container; leaving the dungeon removes access to its remaining chests.

  • Use arrows or perfect dodges during the spear phase.
  • Break every ice projectile with Cryonis during the flooded phase.
  • Aim at Waterblight Ganon’s eye from the platforms.
  • Collect the Heart Container after the victory.

Free Vah Ruta and receive Mipha’s Grace

After collecting the Heart Container, the victory sequence completes the Divine Beast objective and awards Mipha’s Grace. This ability automatically revives Link after a fatal blow when charged, restoring full health and adding temporary bonus hearts. It has a lengthy recharge after activation.

Return to Zora’s Domain using the Vah Ruta or Ne’ez Yohma fast-travel point. Speak with King Dorephan in the throne room to finish the regional sequence. The optional Lightscale Trident reward becomes available after the appropriate post-dungeon conversation, but it is not required for campaign progress.

Vah Ruta is a practical first Divine Beast because the route teaches Divine Beast map controls, the Zora Armor improves waterfall travel and Mipha’s Grace provides a powerful recovery tool for later regions. Freeing the Beast also weakens the eventual Calamity Ganon encounter in Hyrule Castle.

  • Receive Mipha’s Grace after the victory sequence.
  • Return to Zora’s Domain and speak with King Dorephan.
  • Confirm Divine Beast Vah Ruta is marked complete in the Main Quest log.
  • Treat the Lightscale Trident and regional side quests as optional rewards.

Before you move on

  • The Main Quest log shows Divine Beast Vah Ruta completed or freed.
  • Mipha’s Grace appears among Link’s Champion abilities.
  • The Heart Container from Waterblight Ganon was collected.
  • King Dorephan has been visited after the victory sequence.
  • Vah Ruta remains available as a fast-travel point on the map.
References for this chapter

Rito Village and Divine Beast Vah Medoh

Travel through Tabantha to Rito Village, prepare for cold weather and aerial combat, complete Teba’s Flight Range trial, destroy Vah Medoh’s four cannons, activate all five terminals inside the Divine Beast, defeat Windblight Ganon, and claim Revali’s Gale. These directions apply to the original Nintendo Switch release of The Legend of Zelda: Breath of the Wild and do not rely on downloadable content.

Reach Rito Village and begin the Vah Medoh quest

From the Great Plateau, travel northwest across Hyrule Field and follow the road toward Tabantha Bridge and Rito Stable. From the stable, continue along the road into the canyon and then north toward Rito Village. If you have already reached another region, fast-travel to a shrine in central Hyrule or near Zora’s Domain and cross west rather than making a long return trip to the Plateau.

Activating Tabantha Tower is useful because it reveals the surrounding map, but it is not a prerequisite for Vah Medoh. The higher route toward the Flight Range enters colder terrain, so carry a cold-resistance meal or elixir. The Snowquill set sold in Rito Village is the most convenient long-term option, but you do not need to fully upgrade it for this quest.

Activate the shrine near the village before climbing to the upper platforms. Speak with Elder Kaneli at the top of Rito Village to start the Divine Beast Vah Medoh quest. Then find Saki nearby and ask about Teba. She sends Link to the Flight Range, north of the village. Before leaving, buy or collect arrows and make several healing meals. A normal bow is sufficient, although a stronger bow makes the aerial sections easier.

  • Activate the shrine near Rito Village for a return fast-travel point.
  • Speak with Kaneli, then Saki, to advance the main quest.
  • Carry cold protection for the route to the Flight Range.
  • Bring a bow, arrows, and healing food.

Complete Teba’s Flight Range trial

At the Flight Range, speak with Teba and accept his test. You must destroy five targets with arrows while gliding, within the trial’s time limit. Jump from the platform, deploy the paraglider, and steer toward the large circular targets. Use the updrafts to gain height and hold the bow-draw button while airborne to enter slow motion.

Aim for the center of each target and fire when you are close enough that the target fills a useful portion of the screen. Do not spend time trying to make a difficult long-distance shot. If your altitude becomes too low, steer toward another updraft before releasing the paraglider. The test ends successfully once five targets have been destroyed.

If you fail, speak with Teba and repeat the trial. Arrows used during a failed attempt are not automatically restored, so restock at Rito Village if necessary. After passing, Teba gives Link Bomb Arrows and carries him toward Vah Medoh. Keep the paraglider ready and avoid wasting the supplied ammunition before the cannon battle.

  • Destroy five targets during the timed Flight Range trial.
  • Use updrafts and airborne slow motion to line up shots.
  • Restock arrows if a failed attempt leaves you short.

Destroy Vah Medoh’s four cannons

Teba flies beside Vah Medoh while Link circles the Beast. Four cannons protect the barrier, and each cannon requires two successful hits. Use the Bomb Arrows supplied by Teba whenever possible. Aim at the cannon’s body rather than firing randomly at the barrier.

Stay airborne and approach one cannon at a time. Teba draws some of the incoming fire, but the cannon beams can still track Link. Change altitude by briefly releasing and redeploying the paraglider, and use wide circles rather than hovering directly in front of a cannon. If Link drops too low, move toward an updraft or a nearby safe landing point before attempting another approach.

After all four cannons are destroyed, the barrier disappears. Teba is injured and retreats, leaving Link to enter Vah Medoh alone. The Divine Beast becomes a fast-travel location, so there is no need to finish the entire dungeon in one uninterrupted attempt. Use the travel point to restock if you leave before activating the main control unit.

  • Hit each of the four cannons twice.
  • Use the Bomb Arrows supplied for the cannon phase when possible.
  • Confirm that the barrier has disappeared before trying to enter Vah Medoh.

Obtain the map and activate the first two terminals

Inside Vah Medoh, shoot the glowing Malice eye near the entrance. Cross the first room with Magnesis and the metal blocks, or use the wind geyser and paraglider to cross. Defeat the small Guardian on the far side and activate the Sheikah Slate pedestal to obtain the dungeon map. The map lets you tilt Vah Medoh, moving carts, platforms, fans, and other objects.

For the first terminal, return to the main room and drop to the lowest floor. Take the passage on the left and shoot the distant Malice eye. Use the map to tilt Vah Medoh upward so the cart moves toward Link. Step into the cart, then tilt the Beast downward to send it across the gap. Climb the staircase at the far side and activate the first terminal.

Go through the nearby door for the second terminal puzzle. Shoot the Malice eye overhead, then strike the floor switch to open the window and start the windmills. Tilt Vah Medoh downward so the battering ram moves along its rail. Use Magnesis to hold the relevant windmill in place, then tilt the Beast upward so the ram hits the large switch with enough force to open the gates. Enter the newly accessible room and activate the second terminal.

  • Activate the dungeon map before working on the terminals.
  • Use the map’s tilt controls to move carts and the battering ram.
  • Use Magnesis to keep the windmill from shifting when the ram is moving.

Activate the third, fourth, and fifth terminals

Return to the central room and use the wind geyser to regain the upper level if needed. Look toward the ceiling and shoot the next Malice eye. Tilt Vah Medoh upward to move the nearby platform, then adjust the tilt so the platform stops near the climbable wall. Climb up, pass through to the next room, and remove the Malice blocking the route. From either staircase, change the tilt so the terminal platform is lower than Link, then glide across and activate the third terminal.

The fourth terminal is in the same general wing area. Find the small chute for round Remote Bombs and keep Vah Medoh tilted upward. Send one round bomb through the chute and detonate it against the first cracked boulder. Send a second bomb through the chute, activate the nearby switch to let wind carry it across the room, and detonate it to expose a large metal ball.

Tilt Vah Medoh downward so the metal ball rolls toward Link. Use Magnesis to pull the ball onto the bomb route, then tilt the Beast upward again. The ball rolls into the pressure switch and opens the gate. Enter the room beyond it and activate the fourth terminal.

For the fifth terminal, return to the central room, drop to the lowest floor, and take the left passage again. The terminal is visible across a gap. Stand on the nearby higher ledge, tilt Vah Medoh upward, and paraglide across to the final terminal. If the glide falls short, use the wind geyser to return and adjust the Beast’s angle rather than trying to climb an unsuitable surface.

  • Activate the third terminal in the upper wing room.
  • Use round Remote Bombs and the exposed metal ball for the fourth terminal.
  • Glide from the nearby raised ledge to the fifth terminal.
  • Confirm that all five terminals are blue before leaving the interior.

Defeat Windblight Ganon and claim Revali’s Gale

After all five terminals are active, return to the starting area and ride the large wind geyser to Vah Medoh’s back. Before examining the main control unit, equip a dependable bow, stock arrows, heal to full health, and place a shield and strong melee weapon in your inventory. The fight is much safer with arrows available, especially after the halfway point.

Windblight Ganon’s first-phase attacks include a tornado and a sequence of cannon shots. Run away from the tornado and use the arena’s cover to avoid the cannon fire. When Windblight is grounded or pauses after firing, shoot its eye. You can also ride an updraft and draw the bow in midair for slow-motion shots. If it falls or lands close to Link, use a short melee attack sequence, then retreat before it resumes attacking.

At half health, Windblight summons four floating satellites that reflect its shots across the arena. The tornado attack also becomes more dangerous, with two tornadoes appearing together. Keep moving, use the arena’s stone structures as cover, and continue targeting the eye with arrows. You may destroy the satellites with arrows or Bomb Arrows, but avoiding them and concentrating on Windblight is also effective. During the final portion, hide behind a boulder when it charges a Guardian-style red laser, then resume firing when the attack ends.

When Windblight Ganon is defeated, collect the Heart Container and activate the main control unit. Revali’s spirit is released, and Link receives Revali’s Gale. The ability creates a vertical updraft and has three charges before entering its recharge period. Hold the jump button while standing on solid ground to use it. It is especially useful for climbing cliffs, reaching towers, crossing shrine gaps, and gaining aerial height for bow attacks.

  • Defeat Windblight Ganon and collect the Heart Container.
  • Activate the main control unit after the battle.
  • Confirm that Revali’s Gale appears among the Champion abilities.
  • Return to Kaneli if the quest log still requires the final report.

Before you move on

  • The Free the Divine Beasts quest records Vah Medoh as freed.
  • Windblight Ganon is defeated and the Heart Container has been collected.
  • The post-battle sequence has played and Revali’s Gale is available outside the Divine Beast.
  • The shrine near Rito Village remains active as a fast-travel point.
  • Speaking with Kaneli completes the Vah Medoh report objective and awards the Great Eagle Bow.
References for this chapter

Goron City and Divine Beast Vah Rudania

Prepare two levels of Flame Guard, reach Goron City through Eldin, rescue Yunobo in the Abandoned North Mine, use the mountain cannons to force Divine Beast Vah Rudania into position, then clear its five terminals and defeat Fireblight Ganon. The interior puzzles use blue flames, flaming arrows, Magnesis, rolling an orb, and rotating the Divine Beast by 90 degrees.

Prepare Flame Guard before entering the hotter Eldin areas

Death Mountain does not use ordinary heat resistance. Link needs Flame Guard, shown by Flameproof or Fireproof effects from Flamebreaker armor or Fireproof Elixirs. One level is enough for the lower Eldin approach, but the Abandoned North Mine, the higher Death Mountain route, and the outdoor sections around Vah Rudania require two levels. Plan for two active levels before leaving Goron City.

At Foothill Stable, purchase Fireproof Elixirs if you need a temporary solution. Fireproof Elixirs can also be made with Fireproof Lizards or Smotherwing Butterflies and monster parts. Fireproof Lizards are found around the Southern Mine; crouch and approach them slowly. Once in Goron City, the armor shop sells Flamebreaker pieces. You can also complete Kima’s fireproof-lizard side quest at the Southern Mine to receive a Flamebreaker armor piece, but that reward is optional.

Buy arrows and carry a bow, Remote Bombs, healing meals, and a few sturdy weapons. Metal equipment is preferable around Death Mountain because wooden weapons, bows, and shields can ignite. Hearty meals are useful before the dungeon and boss, while stamina-restoring food helps if you climb around the mine or volcano.

  • Two levels of Flame Guard are active before entering the Abandoned North Mine.
  • A bow, arrows, Remote Bombs, healing food, and durable weapons are ready.
  • Wooden equipment has been replaced or stored before entering the hottest areas.

Reach Goron City and start the Rudania quest

From Eldin Tower, follow the road north toward the Southern Mine and then continue to Goron City. Activate the shrine at the city entrance so the settlement becomes a reliable fast-travel base. The Southern Mine is a useful place to collect ore and Fireproof Lizards, but its optional errands are not required to begin the Divine Beast quest.

Inside Goron City, speak with Bludo, the Goron elder. His dialogue starts the main quest to free Vah Rudania and sends Link to the Abandoned North Mine to find Yunobo, who went there to obtain medicine for Bludo. Before leaving, use the armor shop and general store to replace any missing Flamebreaker pieces, elixirs, arrows, or healing supplies.

Take the northern route from Goron City toward the Abandoned North Mine. Keep Flame Guard active throughout the mine. The mine contains lava, hostile Fire-Breath Lizalfos, Moblins, mine tracks, and several cannons. You do not need to clear every enemy or mine every ore deposit; focus on reaching Yunobo and opening the route onward.

  • The Goron City shrine is activated.
  • Bludo has started the Divine Beast Vah Rudania main quest.
  • Two levels of Flame Guard and enough supplies remain for the mine.

Rescue Yunobo in the Abandoned North Mine

At the mine, speak with the Goron near the entrance if you need the objective confirmed, then follow the marked path across the mine. Yunobo is trapped on a high rocky outcrop toward the northern end. Use the mine’s cannons to destroy the rock barrier around him. A round Remote Bomb is placed in the cannon, and the cannon’s switch changes its firing direction; rotate it until the barrel faces the obstruction, then detonate the bomb to fire.

After the rocks are destroyed, speak with Yunobo. He climbs into a nearby cannon and becomes the projectile for the next part of the quest. The mine’s cannons are also useful for clearing enemy camps and breaking obstacles, but do not launch Yunobo until the barrel is aimed at the intended target. If he rolls away, wait for him to return before using the next cannon.

When the mine sequence is complete, escort Yunobo toward the Death Mountain route. The quest will lead you through dangerous terrain toward the Bridge of Eldin. Avoid unnecessary fights, use cover from enemy fire, and keep checking the Flame Guard timer. If the protection expires in the hotter section, retreat to a safe ledge before consuming another elixir or changing armor.

  • Yunobo has been freed from the rock enclosure.
  • Yunobo is following Link toward the mountain route.
  • The cannon controls have been used successfully and Flame Guard remains active.

Use the three mountain cannons to reach Vah Rudania

Continue along the marked path with Yunobo until the sentry Guardians begin watching the route. These machines alert Vah Rudania and trigger falling magma attacks if they detect Link or Yunobo. Move from cover to cover and use the nearby cannons rather than trying to fight every obstacle directly. Yunobo can be loaded into a cannon, aimed with the cannon’s switch, and launched at the Divine Beast or a blocking target.

There are three cannon positions during this ascent. At each one, defeat or bypass nearby enemies, place Yunobo in the cannon, rotate the barrel toward Vah Rudania, and fire. The route advances after the successful strikes. If the sentries spot you, keep moving toward the next cannon and use the terrain to break their line of sight; standing in the open invites repeated magma impacts.

At the final cannon, aim at the marked target on Vah Rudania and fire Yunobo. The Divine Beast is forced into the crater and becomes accessible. A travel point is established inside it, allowing you to leave and return if you need more arrows, meals, or Flame Guard. The dungeon interior is not continuously burning, but you will need two levels again whenever a puzzle sends you outside.

  • All three cannon positions on the ascent have been used.
  • Vah Rudania has been driven into the crater.
  • The Divine Beast travel point is available on the map.

Enter Vah Rudania and activate the five terminals

Enter the dark interior and shoot the glowing Malice eyes near the entrance. One of the chests contains a Torch. Light it from a blue flame, carry the flame to the unlit torch near the center, defeat the Guardian Scout beyond the opened gate, and carry the flame to the unlit torch in the far corner. This opens the map room. Place the Sheikah Slate on the Guidance Stone to download Rudania’s map and unlock the 90-degree rotation controls.

For the first terminal, return near the entrance and use a flaming arrow to burn the vines and wooden bar covering the large metal doors. Open the doors with Magnesis and activate the terminal inside. Burn the nearby ceiling vines as well if you want the chest they conceal.

For the second terminal, open the door with the small hole near the entrance by lighting the torch on the other side with a flaming arrow. Burn the ceiling vines in that room to drop a large metal block. Use Magnesis to place the block so it shields the flame jets, then rotate Rudania onto its side. Pass the blocked jets and activate the terminal. Restore the normal orientation when necessary.

For the third terminal, light the Torch from a blue flame and rotate Rudania so the long interior beam becomes a ramp. Walk up the ramp to the exterior. Drop to the lower ledge, light the sideways torch, and open the gate that releases the metal orb. Rotate Rudania to make the orb roll along its track, then change the angle again when it reaches a corner. From the section between the visible openings, glide down to the isolated terminal and activate it.

For the fourth terminal, continue following the orb’s route. Use Magnesis to lift the small metal obstruction at the end of the track, allowing the orb to fall into its receptacle. The resulting gate opens near the main interior, revealing the fourth terminal.

For the fifth terminal, return near the entrance and shoot a flaming arrow through the hole in the closed door to light the torch beyond it. In the next room, burn the ceiling vines so a large metal cube drops down. Move the cube with Magnesis to block the flame jets, rotate Rudania onto its side, and pass the flames. Rotate the Divine Beast back as needed and activate the final terminal. After all five are active, climb to the top and examine the Main Control Unit.

  • The map and 90-degree rotation controls are unlocked.
  • All five terminals are activated.
  • The orb has been placed in its receptacle and the flame-wall puzzle is complete.
  • Full health, healing meals, arrows, and bombs are ready before activating the Main Control Unit.

Defeat Fireblight Ganon and obtain Daruk’s Protection

Fireblight Ganon begins with close-range sword swings and clusters of fireballs. Keep space when necessary, shoot the eye to stagger the boss, and attack with a strong melee weapon after it falls. An overhead swing can be avoided with a side hop for a Flurry Rush; jump over horizontal swings if the timing is comfortable. If you prefer safety, stay near the arena’s pillars, block fireballs with a shield, and punish the boss after its attack ends.

At roughly half health, Fireblight enters the second phase. Its sword is engulfed in flame, the floor can burn, and it gains a large fireball and a Guardian-style laser. When the boss forms a shield and begins drawing in air, throw a Remote Bomb into the pull and detonate it. This interrupts the attack and exposes Fireblight. Shoot the eye while it is airborne or after the interruption, then close in for melee damage.

Use the arena pillars to break the laser’s line of sight. The large fireball cannot be safely blocked, so run clear or destroy it with an arrow when practical. If the boss remains in the air, continue targeting the eye with arrows and wait for a safe opening rather than chasing through burning ground. Eat a meal whenever your health becomes unsafe; the fight does not require a damage race.

When Fireblight Ganon is defeated, collect the Heart Container. Then examine the Main Control Unit to complete the Divine Beast. Daruk’s spirit is released, and Daruk’s Protection is added to Link’s Champion abilities. Bludo’s quest dialogue in Goron City confirms that the regional objective has been completed.

  • Fireblight Ganon is defeated.
  • The Heart Container is collected.
  • The Main Control Unit is activated after the boss fight.
  • Daruk’s Protection appears among Link’s Champion abilities and Vah Rudania fires on Hyrule Castle.

Before you move on

  • Bludo’s dialogue in Goron City recognizes that Vah Rudania has been freed.
  • The Heart Container from Fireblight Ganon is collected.
  • Daruk’s Protection is visible in Link’s Champion ability list.
  • Vah Rudania’s travel point remains available, and its beam is visible firing toward Hyrule Castle.
  • The Adventure Log marks the Divine Beast Vah Rudania objective complete.
References for this chapter

Gerudo Town and Divine Beast Vah Naboris

Enter Gerudo Town through the Forbidden City Entry quest, recover the stolen Thunder Helm from the Yiga Clan, escort Riju during the assault on Vah Naboris, activate all five terminals inside the Divine Beast, and defeat Thunderblight Ganon. Heat resistance is needed for the desert, while shock resistance, a shield, and reliable healing make the boss much safer.

Reach Gerudo Town and buy the Gerudo Clothes

Approach the Gerudo Desert from Gerudo Canyon Stable or the Wasteland Tower area. During the day, use heat-resistant food, elixirs, or the Gerudo Clothes once you obtain them. At night, the desert becomes cold, so carry cold resistance as well if you expect to travel after sunset. Activate Daqo Chisay Shrine outside Gerudo Town before leaving the entrance area; it provides a useful fast-travel point.

Speak with Benja near the shrine outside the town gate. He begins the Forbidden City Entry quest and tells you about a man who entered Gerudo Town while disguised. Return to Kara Kara Bazaar and ask the nearby travelers about the rumor. Speak with Shaillu at the general store, then climb to the roof of the bazaar inn. Vilia is standing there. Choose the friendly response about Vilia's appearance and buy the complete Gerudo Clothes set for 600 rupees.

Equip the Gerudo Veil, Gerudo Top, and Gerudo Sirwal before approaching the gate. The full set provides heat resistance and the disguise needed to pass the guards. Enter Gerudo Town and keep the set equipped while moving through the gate area.

  • Speak with Benja outside Gerudo Town.
  • Activate Daqo Chisay Shrine.
  • Buy the full Gerudo Clothes set from Vilia on the Kara Kara Bazaar inn roof.
  • Equip all three pieces before entering Gerudo Town.

Meet Riju and prepare for the Yiga Clan hideout

Go to the palace at the center of Gerudo Town and speak with Chief Riju. She explains that the Thunder Helm has been stolen and begins the Vah Naboris objective. Speak with the Gerudo guards involved in the palace discussion, including Captain Teake, to receive the direction toward the Yiga Clan hideout in Karusa Valley.

Before leaving, stock up on arrows, healing meals, and a few sturdy weapons. The town's shops provide arrows and ingredients, and the palace area is a safe place to organize your equipment. The Training Ground, jewelry shop, and Gerudo side quests are optional; none is required to start the Divine Beast assault.

Travel northwest from Gerudo Town into Karusa Valley. The hideout entrance is recognizable by its canyon setting, torches, and Yiga markings. You can fight Yiga guards, but avoiding them is safer because their attacks deal heavy damage. Use walls, side passages, and the guards' patrol gaps to cross the open rooms. Burning the large cloth banners reveals routes and can expose hidden areas, so use a fire arrow or another fire source when a banner blocks your way.

  • Speak with Riju in the palace.
  • Speak with Captain Teake or the palace guards to receive the hideout objective.
  • Carry healing food, arrows, and strong weapons.
  • Reach the Yiga Clan hideout in Karusa Valley.

Defeat Master Kohga and return to Riju

Continue through the hideout until you reach the chamber containing the Thunder Helm. Taking the helm triggers the Master Kohga battle. In the first phase, Kohga uses a large metal ball. Stay mobile and use Magnesis to grab the ball when it is within reach. Position it so Kohga is struck by his own attack, then hit him while he is stunned.

During the later parts of the battle, Kohga moves around the arena and continues exposing himself through his own attacks. Avoid standing directly beneath the suspended ball, and do not rush into the center while it is moving. Repeat the Magnesis counter whenever the ball is available. After Kohga is defeated, open the chest to collect the Thunder Helm.

Warp to Daqo Chisay Shrine or travel back to Gerudo Town and give the helm to Riju. The next objective is the assault on Vah Naboris. The Thunder Helm is not automatically yours after this step. After Vah Naboris is freed, speak with Riju to begin the separate Thunder Helm side quest and complete its required Gerudo tasks if you want to use the helm yourself.

  • Use Magnesis to turn Kohga's metal-ball attacks against him.
  • Collect the Thunder Helm from the hideout chest.
  • Return the helm to Riju.
  • Treat obtaining the Thunder Helm for Link as an optional post-Divine-Beast side quest.

Escort Riju and board Vah Naboris

Meet Riju at the southern gate after returning the helm. Equip the Bomb Arrows she provides and mount a Sand Seal. Follow Riju into the desert and stay inside the protective field surrounding her seal. Outside that field, Vah Naboris's lightning can strike Link and end the assault quickly.

Ride in a broad arc rather than directly under the Divine Beast. When Riju gives the signal, aim at the glowing feet and fire Bomb Arrows. Each foot only needs to be disabled; you are not destroying the legs permanently. Continue following Riju, remain within the protective field, and repeat the attack until all four feet are disabled.

Once all four legs are hit, Vah Naboris falls and Link boards the Divine Beast. If Link dies inside, the boarding sequence is not repeated from the beginning of the regional quest, so concentrate on the dungeon rather than restarting the hideout section.

  • Equip the Bomb Arrows supplied by Riju.
  • Stay inside Riju's protective field.
  • Disable all four glowing feet.
  • Enter Vah Naboris after it falls.

Activate the map and reach the five terminals

Inside Vah Naboris, defeat the Guardian Scout near the entrance and follow the interior path to the Guidance Stone. Activate it to reveal the map and the five terminals. The map also allows you to rotate three separate body sections by 90 degrees. Open the map, select a section, press A to rotate it, and return to the dungeon to observe the result. If a rotation is wrong, open the map and rotate the section again.

For the first terminal, leave the main room through the exterior opening and use the front section near Naboris's neck. Rotate that section until the walkway becomes usable, shoot the Malice eye beneath the U-shaped structure, and circle around to the terminal. The exact orientation can be restored by rotating the section until the walkways line up again.

For the second terminal, use the rotating doorway and the electrical circuit leading toward Naboris's head. Complete the circuit with the body rotations, ride the moving doorway upward, and pass through the exterior control mechanism. Turn each of the two turnstiles until its light is upright and active. This raises the neck and sends an elevator down. Ride the elevator to the head and activate the terminal there.

For the third terminal, rotate the rear section so its moving ramp carries Link upward. Reach the exterior, complete the electrical connection with Magnesis, and use the raised tail as a bridge. Enter the rear hump, move the electrical orb to the lower floor, and activate the platform that travels between the humps. Ride it to the front hump, clear the Malice, and activate the terminal.

For the fourth terminal, use the moving platform and the two electrical orbs. Drop into the lower room beneath the platform and defeat the two Guardian Scouts or bypass them carefully. Place one orb in each socket beside the gate. When both sockets are powered, the gate opens and the terminal is accessible.

For the fifth terminal, return to the lower rear section and glide outside to the balcony on the Divine Beast's side. Enter the enclosed room and rotate the rear section until the terminal is upright. Activate it, then rotate the section back so you can leave. Search the side rooms and exterior ledges for chests before beginning the boss if you want their weapons and materials.

  • Activate the Guidance Stone.
  • Use the map to rotate all three body sections.
  • Activate the terminals in the front section, head, front hump, central lower room, and rear section.
  • Use Magnesis on the electrical orbs and connectors.
  • Confirm that all five terminals are active before touching the Main Control Unit.

Defeat Thunderblight Ganon and free the Divine Beast

Before activating the Main Control Unit, equip a shield, a one-handed weapon, and several healing meals. Shock-resistant meals or the Rubber Armor are useful, but the fight can also be won by blocking carefully and avoiding the electric attacks. A one-handed weapon leaves the shield available for the boss's fast charges.

In the first phase, Thunderblight Ganon throws electric projectiles and performs a rapid dash followed by a sword strike. Hold the shield up and block the dash. A successful block can stun the boss and create an opening for attacks. If you are comfortable with the timing, a backflip or side hop can produce a flurry rush, but blocking is the safer fallback.

In the second phase, Thunderblight drops metal pillars around the arena and sends electricity through them. Use Magnesis to lift one pillar and place it close to the boss. The lightning will strike the pillar and stun Thunderblight. Attack during the opening, then prepare for the final phase.

The final phase repeats the fast movement and dash attack, but the sword is electrified and Thunderblight adds a Guardian-style laser. Keep the shield raised during its approach, move away from the laser line, and attack only after a blocked or interrupted charge. Use healing items before Link reaches critical health rather than trying to preserve every meal.

After Thunderblight Ganon is defeated, collect the Heart Container and activate the Main Control Unit. Vah Naboris is freed, Urbosa's spirit is released, and Link receives Urbosa's Fury. Return to Gerudo Town and speak with Riju if you want to begin the optional Thunder Helm quest. Great Fairy Fountains are separate optional locations and are not unlocked simply by completing this Divine Beast.

  • Equip a shield and one-handed weapon before the boss.
  • Block or evade Thunderblight's dash attacks.
  • Use Magnesis on a metal pillar during the second phase.
  • Avoid the electrified sword and laser in the final phase.
  • Collect the Heart Container and activate the Main Control Unit.
  • Confirm that Urbosa's Fury has been awarded.

Before you move on

  • The Adventure Log shows the Divine Beast Vah Naboris objective completed.
  • Urbosa's Fury appears among Link's Champion abilities.
  • The Heart Container from Thunderblight Ganon was collected.
  • Vah Naboris is no longer attacking the Gerudo region and its Main Control Unit has been activated.
  • Riju has received the Thunder Helm.
  • Daqo Chisay Shrine remains available as a fast-travel point outside Gerudo Town.
  • If pursuing the optional equipment goal, the Adventure Log shows The Thunder Helm side quest completed and the helm is available in Link's inventory.
References for this chapter

Shrines, Spirit Orbs and Stat Allocation Strategy

Shrines are the safest repeatable way to improve Link before the Divine Beasts, the Master Sword attempt and Hyrule Castle. Complete them in regional groups, spend every set of four Spirit Orbs at a Goddess Statue, and use the Sheikah Sensor, map stamps and Shrine Quests to reduce backtracking. The original Nintendo Switch base game contains 120 Shrines; the 16 Champions’ Ballad Shrines are separate downloadable-content additions and are not part of that base-game total.

Understand what each Shrine gives you

Every completed base-game Shrine awards one Spirit Orb after Link reaches the Sheikah Monk. The challenge may be a puzzle, a combat trial or an overworld task that reveals the entrance, but the Orb is the standard progression reward. None of the 120 base-game Shrines is individually required to reach or defeat Calamity Ganon. They are optional for story progression, but collectively they provide a large supply of Hearts and Stamina and often contain useful equipment.

Puzzle Shrines use Runes, physics, environmental observation or combat techniques. Tests of Strength place Link against a Guardian Scout and award Guardian equipment in addition to the Spirit Orb. Minor, Modest and Major versions increase the combat difficulty, so postpone Major Tests of Strength if your weapons, shields or healing supply are poor. Blessing Shrines place Link near the Monk after an overworld challenge such as carrying an orb, solving a riddle, completing a race or revealing a concealed entrance. The interior may be short, but the preceding task is still the Shrine’s real challenge.

  • Complete the Shrine challenge or the overworld condition that reveals it.
  • Reach the Monk and collect the Spirit Orb.
  • Open optional treasure chests if you want the equipment or the chest-cleared map marker.
  • Check the Shrine’s map color before leaving.

Trade four Spirit Orbs without wasting the reward

Take four Spirit Orbs to any Goddess Statue and choose either a Heart Container or a Stamina Vessel. The exchange is always four Orbs for one upgrade. You can use a Statue in the Temple of Time, Kakariko Village, Hateno Village, a major settlement or another available location; the Orbs do not need to be spent at the Shrine where they were earned.

For a balanced first playthrough, buy one Stamina Vessel early, then favor permanent Hearts while ordinary enemies and Guardian encounters remain dangerous. Add more Stamina when climbing, gliding or long Shrine approaches are limiting you. Before attempting the Master Sword, convert enough Orbs into permanent Heart Containers to reach thirteen full Heart Containers. Yellow bonus hearts from food or elixirs do not count toward the sword’s requirement. If you later want to reverse the balance, complete the Horned Statue side quest in Hateno Village; it allows Hearts and Stamina to be exchanged for a fee.

  • Spend four Orbs when you have them instead of carrying an unused balance.
  • Use permanent Hearts for the Master Sword requirement.
  • Use Stamina when traversal is the main obstacle.
  • Do not count temporary yellow hearts toward thirteen full Heart Containers.

Follow a low-risk regional Shrine route

After leaving the Great Plateau, begin around Dueling Peaks, Kakariko Village and Hateno Village. Activate nearby Shrines as travel points even when you do not yet have time to solve them. This southeastern route offers accessible puzzles, early Shrine Quests and nearby Goddess Statues without demanding extreme cold, heat or fire protection.

Next, clear Shrines along the road to Zora’s Domain and around the Lanayru region. This builds Hearts and Stamina while preparing you for Vah Ruta. Then work through Lake Hylia and Faron, followed by Akkala and the road toward the Rito region. Enter Hebra only after obtaining reliable cold protection. Group Eldin Shrines with the Goron storyline because Death Mountain requires Fireproof preparation, and handle Gerudo Desert Shrines after obtaining heat protection and learning how to navigate sand and desert storms.

This is a safety-oriented route, not a required story order. Breath of the Wild allows Shrine and Divine Beast progress in different sequences. A useful early milestone is roughly eight to twelve completed Shrines before the first Divine Beast if you are still learning combat. Before the Master Sword attempt, prioritize enough Shrine rewards for thirteen permanent Hearts, while retaining at least one full Stamina Wheel if exploration is your priority.

  • Start with Dueling Peaks, Kakariko Village and Hateno Village.
  • Obtain cold, heat or Fireproof protection before entering extreme regions.
  • Postpone Major Tests of Strength if Guardian equipment and shields are weak.
  • Clear nearby Shrines while visiting each Divine Beast region.

Use the Sheikah Sensor and map markers methodically

In the original release, the basic Sheikah Sensor is used to detect Ancient Shrines. It becomes available after activating a Sheikah Tower or repairing the Sheikah Slate at the Hateno Ancient Tech Lab. The Camera Rune is a separate function, and the Sensor+ upgrade is used for registering and detecting Compendium targets; you do not need Sensor+ to search for Shrines. Open the map and confirm that the Sensor target is set to Shrine rather than a photographed object.

When the Sensor beeps, turn gradually and walk in a broad zigzag. The signal strengthens as you move toward the Shrine and weakens as you move away. If the sound is strong but the Shrine is not visible, check the cliff above and below you, caves, rock overhangs, waterfalls, breakable walls, isolated islands and nearby structures. The Sensor indicates direction, not necessarily the visible entrance or the correct elevation.

Use the Scope from towers, cliffs or other high ground to place a map pin on every visible Shrine. Use different stamps for an unexplored Shrine, an active Shrine Quest, a difficult combat Shrine and an activated Shrine that still needs its chest. You can temporarily turn off the Sensor from the map if its beeping makes another objective difficult to hear. Entering a Shrine activates its travel gate even if you leave before completing the trial.

  • Confirm the Sensor is targeting Shrines.
  • Turn and move in short zigzags instead of committing to a long detour.
  • Check caves, cliffs, overhangs and elevation when the Shrine is not visible.
  • Use pins and stamps, then remove them after the Shrine is activated or completed.

Trigger and finish Shrine Quests before leaving an area

Many concealed Shrines require an overworld condition before the entrance appears. Speak with travelers, villagers, stable workers, researchers and NPCs near unusual landmarks, Shrine pedestals and ancient structures. Read the resulting quest in the Adventure Log; it usually identifies a region, landmark, riddle, race, combat test or time-of-day condition. Common requirements include carrying an orb, placing an object, waiting for darkness, observing a pattern, reaching a location during rain or completing a nearby side quest.

When a Shrine Quest begins, mark both the quest giver and the likely objective. Complete it during the same regional visit when practical. If the condition requires night, rain or another event, activate a nearby travel point and return later instead of searching the whole map again. Some Shrine entrances can also be discovered and completed before Link has spoken to the NPC who formally gives the quest, so revisit nearby quest givers if the Adventure Log appears to be missing a completion entry.

Once the Shrine appears, activate it immediately, collect the Spirit Orb and confirm the Shrine’s map state. An orange Shrine has been found but not activated. An activated but unfinished Shrine has a blue outer ring with an orange center, while a completed Shrine is fully blue. A chest icon beside the Shrine’s name indicates that all internal chests have been opened; chests are optional and are not required for the Spirit Orb or base-game Shrine count.

  • Start the Shrine Quest and read its Adventure Log objective.
  • Mark the quest giver and the likely objective.
  • Activate the hidden Shrine after completing its overworld condition.
  • Collect the Spirit Orb and verify the map color before moving on.

Before you move on

  • The intended regional Shrine groups are cleared, and four Spirit Orbs are exchanged whenever the balance reaches four.
  • Link has enough permanent Hearts for the Master Sword plan, or has deliberately chosen additional Stamina while postponing that attempt.
  • The basic Sheikah Sensor is active, the Sensor target is set to Shrine, and map pins are being used for difficult entrances and unfinished quests.
  • For base-game Shrine completion, check the Shrine counter on a loading screen after saving. The base-game counter reaches 120; the 16 Champions’ Ballad DLC Shrines are separate and do not increase that counter.
  • Use the map’s chest icon only as an optional check for opening every treasure chest inside a completed Shrine; it is not a requirement for the 120-Shrine total.
References for this chapter

Master Sword, Korok Seeds and Inventory Management

The Master Sword is optional for completing Breath of the Wild, but it is a strong preparation goal for Divine Beasts and Hyrule Castle. Plan permanent Heart Containers before entering the Lost Woods, unlock Hestu’s inventory service as early as practical, and treat the 900 Korok Seeds as an exploration objective rather than a story requirement. Full ordinary inventory expansion requires 441 seeds, not all 900.

Reach thirteen permanent Heart Containers

Link begins with three permanent Heart Containers. The Master Sword requires thirteen permanent containers, so you need ten additional hearts before the pedestal will allow you to claim it. Yellow bonus hearts from food and elixirs do not satisfy this requirement. Count only the red Heart Containers shown as part of Link’s permanent health total.

Each Divine Beast awards a Heart Container or Stamina Vessel after its Blight Ganon is defeated. Every four Spirit Orbs can also be exchanged at a Goddess Statue for one Heart Container or one Stamina Vessel. For example, completing all four Divine Beasts and collecting 24 shrines’ worth of Spirit Orbs provides enough upgrades to reach thirteen hearts from the starting three, provided every exchange is made for hearts.

You do not have to abandon stamina upgrades permanently. The Horned Statue in Hateno Village allows Link to exchange Heart Containers and Stamina Vessels, although each transaction has a fee. A player who spent early Spirit Orbs on stamina can temporarily exchange stamina for hearts before visiting the Master Sword pedestal, then restore the preferred balance afterward.

Do not eat a hearty meal and assume the extra yellow hearts make the attempt safe. Temporary hearts are useful for ordinary combat and survival, but the sword checks permanent containers. Attempting the draw without enough permanent hearts causes Link to lose health during the pull and fail rather than claim the weapon.

  • Reach thirteen permanent red Heart Containers.
  • Use Divine Beast rewards, Spirit Orbs, or the Horned Statue to complete the requirement.
  • Do not count yellow bonus hearts from food or elixirs.

Enter the Lost Woods and claim the Master Sword

Travel to the Great Hyrule Forest and enter the Lost Woods. The fog turns Link around if he leaves the correct route. At the opening torch area, watch the direction in which the embers drift, then move toward the next flame using the wind as your guide. Carrying a torch makes the embers easier to read, but do not swing a lit wooden torch through grass or other flammable surroundings.

Continue from one flame landmark to the next rather than running directly toward the distant forest. When the route reaches the larger torch area, use the ember direction again and make controlled movements. If the fog returns Link to the entrance, the previous movement went beyond the safe route; repeat the torch puzzle instead of trying to force a straight-line path.

Korok Forest lies beyond the Lost Woods. Activate the Keo Ruug Shrine in the forest so the area becomes a fast-travel destination, then speak with the Great Deku Tree if you want the Master Sword objective and surrounding story context. The sword stands in the clearing at the center of the forest.

Before examining the pedestal, open the status screen and confirm thirteen permanent hearts. Link loses health while drawing the sword, so begin with full health and carry healing food. The Master Sword is optional, but it is especially effective in Hyrule Castle, against Guardians, and near Malice. It does not permanently break like ordinary weapons; after exhausting its energy, it becomes unusable temporarily and later recharges.

The sword is stored in its dedicated weapon slot. It does not replace an ordinary weapon upgrade purchased from Hestu, so the normal Weapon stash plan remains useful. The Master Sword’s presence should not be treated as a reason to stop collecting weapon slots, particularly because ordinary weapons are still needed while the sword is recharging.

  • Use the torch-ember route through the Lost Woods.
  • Activate Keo Ruug Shrine in Korok Forest.
  • Confirm thirteen permanent hearts before pulling the sword.
  • Carry healing food and remember that the sword recharges after losing energy.

Find Hestu and unlock inventory expansion

Hestu’s first Breath of the Wild location is on the road between Dueling Peaks Stable and Kakariko Village, near Kakariko Bridge. He asks Link to recover his stolen maracas. Follow his indication to the nearby Bokoblin camp, defeat the enemies, and open the treasure chest to retrieve the maracas.

Return the maracas to Hestu. He then asks for Korok Seeds because the maracas are empty. Give him a seed to begin the inventory service, then choose Weapon, Bow, or Shield. Give him a second seed as soon as possible to complete the associated side quest and obtain another early expansion.

After two upgrades at this first location, Hestu leaves. His next stop is one of three possible locations: Riverside Stable, Wetland Stable, or Woodland Stable. The location is determined by which of those places you reach first after Hestu moves, so do not waste time searching all three if you already know which stable you visited first. He allows several more upgrades there before moving again.

You can also go directly to Korok Forest after completing the initial maracas encounter and early upgrades. If Hestu is no longer at the road and cannot be found at the intermediate stable location, check Korok Forest. Once he settles near the Great Deku Tree, he remains there for the rest of the game and provides the remaining ordinary inventory upgrades.

  • Recover the maracas from the nearby Bokoblin camp.
  • Return them and purchase the first two upgrades if you want to finish the early side quest.
  • After Hestu moves, check the first of Riverside, Wetland, or Woodland Stable that you visit.
  • Use Korok Forest as his permanent late-game location.

Spend seeds according to your equipment needs

At the start of the game, weapon slots are usually the best general-purpose investment. Weapons break frequently, and extra capacity lets Link keep elemental weapons, two-handed damage weapons, Guardian weapons, and useful utility tools instead of discarding them whenever a chest contains a replacement.

Move Bow upgrades forward if you rely on headshots, aerial slow-motion shots, elemental arrows, or ranged attacks against Divine Beast approach sections. Extra bow capacity also helps when carrying several arrow types. Players who frequently parry Guardians, use shield surfing, or depend on shield-based defense can prioritize Shield slots earlier.

A balanced early sequence is several Weapon upgrades, followed by a few Bow upgrades, then Shield upgrades. This is not a required order. The important rule is to spend seeds whenever Hestu is available and to avoid letting the increasing costs force you into a long, unnecessary Korok hunt before a major quest.

There are 900 Korok Seeds in the base game. Koroks are hidden through small environmental puzzles, including suspicious rocks, incomplete stone patterns, target challenges, timed races, tree and cliff positions, and metal-object arrangements. The seeds are not needed for Divine Beasts, the Master Sword, or the Hyrule Castle finale.

A total of 441 seeds purchases every ordinary Weapon, Bow, and Shield stash expansion. The remaining 459 seeds have no inventory purpose. Collecting all 900 awards Hestu’s Gift, which is an optional completion reward rather than a useful combat item. Practical milestones such as 100 seeds for a broad early expansion, 200 for a comfortable story inventory, and 441 for every stash upgrade are reasonable planning targets, not mandatory progression thresholds.

For a full Korok objective, use a regional interactive map or checklist and mark each completed seed. The game’s inventory screen does not provide a complete Korok tracker. Work region by region after activating towers, and clear nearby Koroks during shrine, stable, and Divine Beast travel instead of making a separate blind search across the entire map.

  • Use Weapon slots first unless your playstyle strongly favors bows or shields.
  • Remember that 900 is the total seed count, while 441 completes ordinary stash upgrades.
  • Spend seeds at Hestu instead of hoarding them indefinitely.
  • Use a map or checklist for all 900 seeds.

Before you move on

  • Link has thirteen permanent Heart Containers and has successfully removed the Master Sword from its pedestal in Korok Forest.
  • Hestu’s maracas side quest has been completed and the player knows Hestu’s current location.
  • The Weapon, Bow, and Shield stashes have been expanded according to the player’s combat priorities.
  • The player has selected a practical Korok milestone, such as 100, 200, or 441 seeds, rather than treating all 900 as a story prerequisite.
  • For optional full completion, an external tracker confirms all 900 Korok Seeds and Hestu’s Gift.
References for this chapter

Great Fairy Fountains and Armor Upgrades

Restore the four Great Fairy Fountains to unlock up to four enhancement levels for eligible armor. The fountains can be opened in any order, but their restoration prices are based on how many you have already opened: 100, 500, 1,000 and 10,000 rupees. Individual armor upgrades use the materials shown in the Great Fairy menu. Prioritize equipment that protects you from regional hazards, then improve a practical combat or stealth set instead of trying to upgrade every outfit immediately.

1. Restore Cotera near Kakariko Village first

The most convenient first fountain is Great Fairy Cotera’s, northeast of Kakariko Village. From Kakariko, follow the path toward Ta’loh Naeg Shrine. At the shrine, turn east into the forest and search north of the path for the large green flower bud and orange mushrooms. Step onto the mushrooms and interact with the bud to speak with Cotera. Pay the current restoration price to release her.

Pikango, standing near Impa’s house in Kakariko Village, can begin the Find the Fairy Fountain quest. That quest asks you to photograph the fountain and return the picture to him, but Pikango’s quest is not required before you can restore Cotera or use her enhancement service. If you have already unlocked the Camera Rune at the Hateno Ancient Tech Lab, completing Pikango’s request is a convenient way to learn the location without spending extra time searching.

Cotera is a strong early target because Kakariko is part of the normal main-quest route. Bring at least 100 rupees if this is your first fountain, and keep common monster parts such as Bokoblin horns, fangs and claws. These materials are used by many early armor upgrades and are usually more valuable for equipment than for quick cash.

  • Carry the restoration payment required for the next fountain in your progression.
  • Search east of Ta’loh Naeg Shrine, then north into the forest.
  • Do not sell every common monster part before checking Great Fairy requirements.

2. Open Kaysa, Mija and Tera when their regions are convenient

Great Fairy Kaysa is in the Tabantha region, south of Rito Village. The easiest landmark is Tabantha Tower: climb to the top and look south toward the ridge, where the flower bud is visible below and within gliding distance. You can also approach from the Tabantha Great Bridge area by climbing the hills on the far side and moving toward the ridge. Kaysa is a natural stop while preparing for Vah Medoh or exploring the road between Rito Village and the bridge.

Great Fairy Mija is near Lake Akkala. From Akkala Tower, travel east toward Lake Akkala, then search the small forest east of the lake. Dah Hesho Shrine is a useful nearby landmark. The fountain sits inside a noticeable group of colored trees. This is a good visit before or after the Akkala Ancient Tech Lab, but the lab itself is not the fountain’s location.

Great Fairy Tera is in the southwest corner of the Gerudo Desert, beneath the Gerudo Great Skeleton. The Hawa Koth Shrine is beside the fountain and provides a useful travel point once activated. Prepare for both desert conditions: the daytime heat requires heat protection, while the nighttime desert cold requires cold protection. A Sand Seal makes the long approach faster, but it is not a requirement if you travel on foot with appropriate food, elixirs or armor.

The restoration prices are 100 rupees for the first fountain, 500 for the second, 1,000 for the third and 10,000 for the fourth, for a total of 11,600 rupees. The location you choose does not determine the price. The price is based only on how many fountains you have already restored. Opening the fourth fountain is optional for story completion but necessary to unlock the fourth enhancement level.

  • Use Tabantha Tower to glide toward Kaysa’s ridge.
  • Search the small forest east of Lake Akkala for Mija.
  • Bring both hot-weather and cold-weather protection for Tera’s desert route.
  • Do not spend your last rupees on a fountain if you still need essential arrows, quest clothing or environmental supplies.

3. Upgrade armor at any restored fountain

After a Great Fairy has been restored, speak to her again and choose the armor piece you want to enhance. The menu displays the required materials for the next level. Each upgrade permanently raises that piece’s defense, and the required materials are consumed only when you confirm the enhancement. The rupee payments are for restoring the fountains; the normal enhancement process uses the listed materials rather than another fountain-opening payment.

The number of restored fountains controls the maximum enhancement level available everywhere. One restored fountain allows one-star upgrades, two fountains allow two-star upgrades, three fountains allow three-star upgrades and all four fountains allow four-star upgrades. You can use whichever restored fairy is most convenient; you do not need to return to a particular fairy for a particular outfit.

Many eligible three-piece sets gain a set bonus when all three pieces reach two stars. This is not universal: some clothing has no set bonus, and some special outfits cannot be enhanced at all. Check the Great Fairy menu before farming materials for a set. A complete two-star set is often more useful than one maximized piece combined with two unenhanced pieces when you need the set’s special effect.

  • Read the displayed requirement before selling gems, insects, ancient parts or monster drops.
  • Upgrade the three pieces of one useful set to two stars before pursuing expensive maximum upgrades.
  • Remember that restored-fountain count, not fairy identity, controls your available enhancement level.
  • Check whether the outfit is enhanceable before investing time in its materials.

4. Prioritize protection for the next region

For Death Mountain and the route to Divine Beast Vah Rudania, prioritize Flamebreaker equipment or another source of Flame Guard. Ordinary heat resistance does not prevent Link from catching fire in the volcanic areas. One Flame Guard effect is enough to prevent the standard environmental burning, although wearing more of the set raises defense and a complete two-star set can provide its bonus. Upgrade the pieces you actually expect to wear rather than trying to maximize every Flamebreaker item immediately.

For Hebra, the Tabantha frontier and cold mountain shrines, use Snowquill equipment or another source of Cold Resistance. One cold-resistance effect handles ordinary freezing conditions, while additional pieces improve defense and a complete upgraded set may provide its bonus. Keep warm meals or elixirs available as a backup when climbing far from a stable or clothing shop.

For Gerudo territory, separate hot-weather and cold-weather needs. Desert Voe clothing or heat-resistance meals help during the day, while cold-resistant gear or warming food is needed after sunset. Upgrades improve survival against desert enemies and Thunderblight-related preparation, but no amount of defense replaces the temperature effect required by the environment.

For general combat and Hyrule Castle, Soldier’s Armor is a reliable defensive choice when you can supply its materials. Barbarian Armor is better for an attack-focused loadout, while the Stealth set helps with wildlife, insects and avoiding unnecessary encounters. Upgrade the entire set to two stars if you want its set bonus; do not assume that upgrading one favorite piece activates it.

  • Keep separate combat, cold, fireproof and hot-weather loadouts.
  • Obtain the required environmental effect before entering a hazardous region.
  • Aim for two-star upgrades on the set needed for your next Divine Beast.
  • Use Soldier’s Armor for defense or Barbarian Armor for attack rather than upgrading both immediately.

5. Farm materials and manage rupees

Collect common monster parts during normal travel instead of farming them before you know which armor you will use. Enemy camps can be revisited after Blood Moons, making Bokoblin, Moblin and Lizalfos materials renewable. Keep a reserve of parts named in the Great Fairy menu and sell cooked meals, especially profitable meat dishes, when you need rupees.

Ore deposits are worth breaking while traveling through mountain regions. Gems such as amber, opal, topaz, ruby and sapphire can be needed for armor, though some can also fund fountain restoration. Do not sell every gem immediately if you are planning Ancient, elemental or jewelry upgrades. For insects and lizards, crouch and use Stealth equipment when possible; buying every creature from merchants is usually slower and more expensive than collecting them in the field.

Guardian parts become useful for Ancient equipment and can be collected from defeated Guardians or from disabled machines. Do not delay the main campaign to farm high-level Guardians if you are not yet comfortable with parries or other reliable methods. Mark productive locations on the map and return later after you have stronger weapons and better protection.

A practical spending order is essential quest clothing and required purchases first, then arrows and survival supplies, then the next fountain restoration, followed by optional dyes and less urgent outfits. The 10,000-rupee fourth restoration is valuable for maximum armor enhancement, but it should not delay a Divine Beast or leave you unable to buy the equipment needed to survive its region.

  • Sell prepared meals before selling rare upgrade materials.
  • Keep reserve stock of gems, star fragments and ancient parts.
  • Use Blood Moons to revisit enemy camps for common drops.
  • Restore the next fountain when its extra enhancement level benefits a set you actually use.

Before you move on

  • All four Great Fairy Fountains have been restored, with restoration payments totaling 11,600 rupees across the four fountains.
  • At least one practical combat set and one environmental set have been upgraded to useful levels.
  • The set needed for your next hazardous region provides its required effect, such as Flame Guard or Cold Resistance.
  • You have checked the Great Fairy menu before selling rare materials and know which pieces you intend to maximize.
  • Your loadout includes alternatives for combat, cold, volcanic heat and desert conditions instead of relying on one armor set.
References for this chapter

Captured Memories and Story Completion Checklist

Restore the Camera Rune, activate Captured Memories through Impa, recover the twelve photographs in any order, then return to Impa to unlock Zelda’s Awakening in Ash Swamp. The Ash Swamp location lies within the western part of Blatchery Plain, near Dueling Peaks Stable and the Fort Hateno route. Complete all thirteen memories before defeating Calamity Ganon if you want the extended ending scene. The memories, Divine Beasts, shrines, Korok Seeds, armor upgrades and other completion goals should be tracked separately.

1. Restore the Camera Rune and activate Captured Memories

Travel to the Hateno Ancient Tech Lab and complete the Locked Mementos sequence with Purah. The Camera Rune and the old photographs stored in the Sheikah Slate album are restored during this quest. The album images are the clues for the twelve initial memory locations; you do not need to photograph the same landmarks yourself.

Return to Kakariko Village and speak with Impa after the lab sequence. Her conversation activates the Captured Memories main quest. The twelve photographed memories are scattered across Hyrule and are not locked to the album’s display order. You can visit them in any order, including before completing the Divine Beasts or other regional objectives.

When you reach a correct memory location, look for a glowing yellow point on the ground. Walk into it and interact when prompted. If no marker appears, confirm that Captured Memories is active and compare the album image with the exact landmark rather than searching only the named region. The camera pictures are visual clues, not automatic map markers.

Recovering the first memory and reporting back to Impa allows you to receive the Champion’s Tunic. The tunic is optional for campaign progress, but it is a useful combat outfit after upgrades because it can show enemy health values.

  • Complete Locked Mementos at the Hateno Ancient Tech Lab.
  • Confirm that the Camera Rune and album photographs are available.
  • Speak with Impa in Kakariko Village.
  • Recover a memory and return to Impa if you want the Champion’s Tunic immediately.

2. Recover the twelve photographed memories

Use the following destinations as travel targets. Activate nearby shrines, towers or stables whenever possible so a failed search does not require a long return trip. Several locations can be combined with ordinary regional travel, while others are deliberate detours.

Subdued Ceremony is at the Sacred Ground Ruins directly south of Hyrule Castle. Guardians patrol this area, so approach from cover or use the surrounding walls and ruins to limit exposure.

Resolve and Grief is beside Lake Kolomo, near the Kolomo Garrison Ruins west of the lake and north of the Great Plateau. The Great Plateau is a useful starting point if you have not activated a closer shrine.

Zelda’s Resentment is at the Ancient Columns in Tabantha, west of Tena Ko’sah Shrine and south of Tabantha Tower. The shrine provides a reliable fast-travel point for returning to the site.

Blades of the Yiga is at Kara Kara Bazaar in the Gerudo Desert, near the oasis. Collect it while traveling toward Gerudo Town or while completing the disguise objective needed to enter the town.

A Premonition is on elevated ground west of Goronbi Lake and northeast of Woodland Stable in Eldin Canyon. Bring heat protection before crossing the area, and use the raised overlook and surrounding rock formations to match the album image.

Silent Princess is on Irch Plain, northwest of Hyrule Castle and northeast of Ridgeland Tower. Search the open area near the water and trees. Do not search the Royal Ancient Lab Ruins for this memory; that landmark is not the correct location.

Shelter from the Storm is in West Necluda near the Deya Village Ruins, along the wooded route south of the Great Plateau and near Wetland Stable. Compare the arrangement of trees, ruins and water with the album image because the memory is not placed at the stable itself.

  • Use the album image with the named landmark.
  • Look for the glowing yellow memory marker only after Captured Memories is active.
  • Use shrines, towers and stables as return points.
  • Carry heat or desert protection for Eldin and Gerudo-region searches.

3. Complete the remaining photographed locations

Father and Daughter is inside Hyrule Castle, on the bridge between Zelda’s Study and Zelda’s Room. This is the riskiest memory because the castle contains Guardians, powerful enemies and hazardous routes. You can enter the castle, reach the memory and leave without starting the Sanctum battle. Bring healing food, strong weapons, arrows and a retreat route. Alternatively, collect it during the same prepared visit used for the final battle.

Slumbering Power is at the Spring of Power in the Akkala region, east of Death Mountain and near the northeastern travel routes. Combine it with the Akkala Ancient Tech Lab, Akkala shrines or the approach to the northeastern map.

To Mount Lanayru is at Sanidin Park Ruins in western Hyrule Field, near the large horse statue. The statue is the most dependable landmark when the album image is difficult to identify from a distance.

Return of Calamity Ganon is at Lanayru Road–East Gate, east of Kakariko Village on the road leading toward the Zora region. Follow the road to the gate and inspect the area around the archway and nearby water.

Despair is in Hyrule Field northeast of the Bottomless Swamp, in a wooded area near the Wetland Stable route. This search is easily confused with Shelter from the Storm, so use the album image and the area’s position relative to the swamp rather than relying on the forest appearance alone.

Several memories fit naturally into the campaign route: Blades of the Yiga during the Gerudo journey, Return of Calamity Ganon while traveling between Kakariko and Zora’s Domain, Zelda’s Resentment near Tena Ko’sah Shrine, and Shelter from the Storm during West Necluda exploration. Sacred Ground Ruins, Irch Plain, the Eldin overlook, Spring of Power, Sanidin Park Ruins and Despair usually require more targeted travel.

  • Treat Father and Daughter as a prepared Hyrule Castle detour.
  • Use exact landmarks such as Sanidin’s horse statue and Lanayru Road–East Gate.
  • Mark each completed memory location on the map.
  • Do not assume a broad region name identifies the precise memory site.

4. Return to Impa and unlock Zelda’s Awakening

After recovering all twelve photographed memories, return to Impa in Kakariko Village. Speak with her again and examine the final picture hanging in her home. This conversation is required before the thirteenth memory becomes active. Finding the Ash Swamp area earlier does not complete Zelda’s Awakening by itself.

After returning to Impa, travel to Ash Swamp in the western part of Blatchery Plain, near Dueling Peaks Stable and the Fort Hateno route. Search the field of inactive Guardian wreckage for the glowing memory marker. The scattered Guardian remains and several shallow pools are the main visual clues; approach carefully and scan the open area between the wreckage rather than searching only around the stable.

When the yellow marker appears, interact with it to recover Zelda’s Awakening. The scene completes the Captured Memories quest and points Link toward the final confrontation. If the marker is missing, return to Impa and verify that every one of the twelve album memories has been recovered. Check the album and recovered-memory list instead of relying on the order in which scenes appeared in the Adventure Log.

  • Recover all twelve photographed memories.
  • Return to Impa and view the final picture.
  • Travel to Ash Swamp in the western part of Blatchery Plain.
  • Search the inactive Guardian wreckage near the Dueling Peaks Stable and Fort Hateno route.
  • Activate Zelda’s Awakening and confirm that Captured Memories is complete.

5. Complete the main campaign checklist

Seek Out Impa is resolved by meeting Impa in Kakariko Village. Free the Divine Beasts is resolved by completing the four regional Divine Beast quests and defeating their associated Blight Ganons. Captured Memories is resolved after the twelve photographed memories, Impa’s final conversation and Zelda’s Awakening. Destroy Ganon is the final campaign objective and is completed by defeating Calamity Ganon in Hyrule Castle and finishing the Dark Beast Ganon sequence.

The memories do not have to be completed before the Divine Beasts, and the Divine Beasts do not have to be completed before the memories. For a safer final run, free all four Divine Beasts first. Their effects reduce Calamity Ganon’s starting health, and the Champion abilities can help during the Sanctum fight. Defeating Ganon with fewer Divine Beasts is possible but makes the battle more demanding.

Complete Captured Memories before entering the final battle if you want the extended post-credits scene. The memory quest does not increase Link’s combat statistics, so postponing it is reasonable if you need stronger armor, more hearts, more stamina, better bows or additional healing meals. Shrines, Korok Seeds, the Master Sword, Great Fairy upgrades, side quests and armor collections are separate optional targets.

  • Resolve Seek Out Impa.
  • Choose whether to free some or all of the Divine Beasts.
  • Complete Captured Memories before the final battle for the extended ending scene.
  • Prepare armor, healing meals, strong weapons, bows and arrows for Hyrule Castle.

6. Verify the final result

Defeat Calamity Ganon in the Sanctum and then complete the Dark Beast Ganon finale. The Bow of Light is provided during the sequence. Use mounted movement and slow-motion aiming when available, target the glowing weak points, and keep repositioning between shots. When the battle shifts position, follow the visible weak points and use the indicated ground or mounted opportunity. Normal weapons and armor are not the main limitation in this sequence; accurate positioning and aiming are.

After the credits, the game returns to the save state immediately before the final battle rather than creating a permanently changed post-battle world. Completion flags remain recorded, and the map displays a completion percentage after the final victory. That percentage covers map-related categories such as shrines, Korok Seeds, discovered locations and other map discoveries. It does not prove that every side quest, armor piece or equipment objective is complete.

Reload the post-defeat save and inspect the Adventure Log. Confirm that Destroy Ganon is resolved and that Captured Memories is complete. Review the recovered-memory list to confirm the twelve photographed scenes and Zelda’s Awakening. If all thirteen memories were complete before the final battle, the extended ending scene appears after the normal victory sequence.

For separate base-game completion, track the 120 Shrines and 900 Korok Seeds with a checklist or map. Those totals are not required for the campaign and should not be confused with the Adventure Log’s main-quest results or the map completion percentage.

  • Defeat Calamity Ganon.
  • Complete the Dark Beast Ganon finale.
  • Reload the save made before the final battle.
  • Confirm Destroy Ganon and Captured Memories in the Adventure Log.
  • Confirm all twelve photographed memories and Zelda’s Awakening.
  • Check the map completion percentage separately from shrine, Korok, side-quest and equipment checklists.

Before you move on

  • The Adventure Log shows Captured Memories as complete after Zelda’s Awakening in Ash Swamp.
  • The twelve photographed memories and the thirteenth memory, Zelda’s Awakening, are present in the recovered-memory list.
  • Seek Out Impa is resolved.
  • Free the Divine Beasts is resolved if all four Divine Beasts were completed.
  • Destroy Ganon is resolved after the final battle.
  • The extended post-credits scene appears when all thirteen Captured Memories were completed before the final victory.
  • The post-defeat save displays a map completion percentage for map-related progress.
  • Optional tracking separately confirms progress toward 120 Shrines and 900 Korok Seeds.
References for this chapter

Hyrule Castle: Approach, Infiltration and the Calamity Ganon Fight (Phase 1)

Hyrule Castle is open to exploration long before you are ready to enter the Sanctum. Choose a route that fits your equipment, avoid wasting durability on optional enemies, and prepare for a boss sequence that changes according to the Divine Beasts you have freed. The four Divine Beast attacks remove half of Calamity Ganon’s original health when all four are active. Any Divine Beast left unfinished adds its associated Blight Ganon to the Sanctum sequence before Calamity Ganon.

1. Prepare before approaching the castle

Cook several full-heal meals before leaving your last town or stable. Hearty meals are convenient but not required; ordinary high-value healing dishes are enough if you bring several. Add at least one stamina-restoring meal if you expect to climb the castle exterior or use the northeast waterfall route.

Bring your strongest reliable melee weapons, a bow, a useful supply of arrows, and several shields. One-handed weapons are convenient because they leave your shield available for blocking and parrying. Two-handed weapons are useful after Calamity Ganon is staggered, but do not rely on them alone. The Master Sword is helpful and gains its Hyrule Castle attack bonus, but it is not required. The Hylian Shield is also optional.

Wear your best upgraded defensive armor. Attack-up food can shorten the fight, but defense, healing, and dependable weapons matter more for a first attempt. Fireproof or shockproof armor is not required for Hyrule Castle or the Sanctum, so do not delay the assault to obtain elemental protection.

Make a manual save before beginning the approach. Entering the Sanctum triggers the final boss sequence, and the game also creates a pre-fight autosave. A manual save gives you a separate recovery point if you want to change your equipment, meals, or route.

  • Strong melee weapons and several shields
  • Bow and a dependable supply of arrows
  • Full-heal and stamina-restoring meals
  • Best available defensive armor
  • Manual save before the castle approach
  • All four Divine Beasts freed if you want the easiest boss sequence

2. Choose an approach into Hyrule Castle

For a direct exterior route, approach from the northeast side of the castle. Look for the waterfalls below the upper structure. Equip the Zora Armor, swim up a waterfall, move to a safe ledge, and repeat. From the higher ledges, paraglide or climb toward the upper castle. Preserve stamina for the final climb, and use Revali’s Gale if you have it.

For an interior route, travel toward the castle’s north side and look for the lower passages near the moat. The East Passage leads into a mine area and provides arrows, elemental arrows, and Bomb Arrows. This route is useful if you want to collect supplies before going to the Sanctum. Guardian turrets cover some exposed sections, so use walls, pillars, and terrain to break their line of sight.

The Docks are another north-side entry. They connect to interior rooms and contain useful supplies, a cooking pot, and routes toward the Library. This is a good choice if you want to explore the castle or collect equipment rather than rush straight to the boss. Enemies in confined spaces can make the Docks slower than the northeast climb.

You can also climb or glide from other sides of the castle. There is no mandatory entrance. The important restriction is the Sanctum: entering it begins the boss sequence, so finish your preparation before crossing that threshold.

  • Fast exterior route: northeast waterfalls and Zora Armor
  • Supply route: north-side passages and East Passage
  • Exploration route: Docks, Library, and connected rooms
  • Keep stamina available for emergency climbing and gliding
  • Do not enter the Sanctum until you are ready for the final sequence

3. Move through the interior without wasting resources

In the East Passage, defeat or bypass the Keese, break crates, and collect the arrows and chests. In the mine section, place a Remote Bomb in the mine cart’s rear receptacle to move through the passage. Stop and collect useful supplies before leaving; Hyrule Castle contains strong weapons and ammunition, but none of the loot is mandatory for reaching the Sanctum.

Use the Library as a landmark when navigating the interior. It contains equipment and connects to routes toward the central castle. The Dining Hall has food and a lit cooking pot, making it a useful last preparation point if you entered through the lower passages. You do not need to clear every room or defeat every enemy.

When a Guardian turret or walking Guardian detects you, move behind stone walls, pillars, or the castle structure. Wait for the targeting beam to disappear before continuing. If a Malice eye blocks a passage, shoot it with an arrow to clear the obstruction. Stealth, cover, and short sprints preserve weapons, shields, and healing items for the Sanctum.

From the upper interior paths, continue toward the highest castle structure. When Malice blocks the route, clear the eye and look for the nearby waterfall. Equip the Zora Armor and swim upward, then paraglide to a safe ledge. Follow the upper path to the Sanctum entrance. Enter only after changing to your best combat equipment and confirming that your healing items are ready.

  • Collect arrows and Bomb Arrows in the East Passage if needed
  • Use bombs to move the mine cart through the mine
  • Search the Library and Dining Hall for supplies
  • Shoot Malice eyes that block required passages
  • Use cover instead of fighting every Guardian
  • Heal and change equipment before entering the Sanctum

4. Understand the Divine Beast effects

At the beginning of the Sanctum battle, each freed Divine Beast fires on Calamity Ganon. With all four Divine Beasts freed, their attacks remove half of Calamity Ganon’s original health before the direct fight begins. One, two, or three completed Divine Beasts produce the corresponding number of opening attacks.

Any Divine Beast you have not freed adds its associated Blight Ganon to a boss sequence before Calamity Ganon. The unfinished Blights appear one after another, and dying during this sequence sends you back to the beginning of the castle boss sequence. Freeing all four Divine Beasts avoids that gauntlet and gives you all four Champion abilities.

Keep Urbosa’s Fury available for Calamity Ganon, especially if you expect trouble with his barrier. Daruk’s Protection can cover a missed parry or mistimed defense, Mipha’s Grace provides emergency recovery, and Revali’s Gale helps you reach aerial firing positions. These abilities are advantages, not requirements.

  • Four Divine Beasts remove half of Calamity Ganon’s original health
  • Unfinished Divine Beasts add their Blights before Calamity Ganon
  • Keep Urbosa’s Fury available for the barrier phase
  • Use Daruk’s Protection and Mipha’s Grace defensively

5. Defeat Calamity Ganon

Calamity Ganon combines attacks associated with the four Blight Ganons. He uses large melee swings, ice blocks, fire attacks, electrical hazards, wind attacks, and a Guardian-style tracking beam. Use Cryonis to destroy incoming ice blocks. Run away from electrical fields and tornadoes instead of attacking through them. If he launches a large fireball, shoot it with an ice arrow before it ignites the arena, or move away from its impact area.

Stay close enough to encourage melee attacks, then react to the weapon animation. Backflip over a horizontal swing and side-hop away from a vertical swing to trigger a Flurry Rush. Attack during the slow-motion opening, then retreat before his next area attack. If you are not confident with perfect dodges, block, circle away from the strike, and wait for another opening rather than trading damage.

When Calamity Ganon climbs the wall, use arrows against his exposed body. His tracking beam creates fire where it strikes; the resulting updraft lets Link paraglide and aim in slow motion. Do not stand in the flames while preparing the shot. A perfect guard can reflect the beam and stagger him, but running sideways, using cover, or taking the updraft is safer if your parry timing is unreliable.

When Calamity Ganon reaches half of the health remaining after the Divine Beast opening attacks, he activates an orange barrier that blocks ordinary attacks. With all four Divine Beasts freed, this occurs at 25 percent of his original health; with fewer or no Divine Beasts, it occurs at a higher percentage of his original health. Break the barrier with a Flurry Rush, a successful perfect guard, or Urbosa’s Fury. After the barrier is removed, attack briefly and return to defensive play. The shield can return, so do not treat the final portion as a free damage phase.

During the barrier phase, his attacks remain familiar but become more dangerous because ordinary attacks are ineffective while the shield is active. Continue dodging melee swings, avoid electrical fields and tornadoes, and use the Guardian beam as an opportunity only if you can reliably perfect-guard it. Otherwise, use movement and the fire updraft to stay alive until a safe counter becomes available.

  • Use Cryonis against ice blocks
  • Run from electrical fields and tornadoes
  • Backflip horizontal swings and side-hop vertical swings
  • Use the fire updraft for aerial arrow shots
  • Break the barrier with a Flurry Rush, perfect guard, or Urbosa’s Fury
  • Do not continue attacking after an opening closes

6. Recover after failure and verify the result

If Link dies in the Sanctum or during an unfinished-Blight sequence, reload the most recent save. The game creates a pre-fight autosave around the Sanctum sequence, so you should not normally need to repeat the entire castle approach. If the checkpoint leaves you with poor equipment or depleted meals, load the manual save made before the assault and prepare again.

Defeating Calamity Ganon leads directly into the Dark Beast Ganon sequence, which is covered in the next chapter. The game does not become a permanently cleared free-roam world after the credits. When you load the completed file afterward, Link returns to the world state before the final battle, and a completion star appears on the save file. This is expected and lets you continue optional exploration or repeat the finale.

  • Use the pre-Sanctum autosave after a failed attempt
  • Return to the manual save if you need different equipment or meals
  • Confirm that the Dark Beast Ganon sequence begins after Calamity Ganon
  • Expect the post-credits file to return Link to the pre-final-battle world state
  • Check for the completion star on the save file

Before you move on

  • The four Divine Beasts are complete if you intended to avoid the Blight Ganon boss sequence and receive the full opening health reduction.
  • You have reached the Sanctum and defeated Calamity Ganon.
  • The game immediately transitions to the Dark Beast Ganon sequence, confirming completion of this chapter’s boss objective.
  • After the ending, loading the save returns Link to the world before the final battle and displays a completion star on the save file.
  • The Adventure Log and final-ending conditions should be checked in the Dark Beast Ganon and Captured Memories chapters rather than treated as completed by the Sanctum victory alone.
References for this chapter

Dark Beast Ganon: The Field Finale and True Ending Conditions

Dark Beast Ganon begins in Hyrule Field immediately after Calamity Ganon is defeated in Hyrule Castle. Zelda provides the Bow of Light, and the encounter is completed by destroying six glowing flank targets, an underside target, and the exposed forehead eye. The extended ending requires completing all twelve photographed memories, returning to Impa, and recovering Zelda’s Awakening in Ash Swamp in the western part of Blatchery Plain, near Dueling Peaks Stable and the Fort Hateno route.

Finish preparations before entering the Sanctum

Dark Beast Ganon follows the Calamity Ganon battle without returning Link to ordinary exploration, so finish your preparations before entering the Sanctum. Bring several strong healing meals, a dependable shield, a useful bow for the castle battle, and enough durable weapons to survive the Sanctum encounter. The Bow of Light and its special ammunition are supplied during the Dark Beast Ganon sequence, so do not waste ordinary arrows trying to reserve them for that phase.

The four Divine Beasts are optional for reaching the ending. If you free Vah Ruta, Vah Medoh, Vah Rudania, and Vah Naboris first, each one removes part of Calamity Ganon’s starting health in the Sanctum. This shortens the preceding fight but does not change the Dark Beast Ganon sequence. For the easiest standard campaign finale, complete all four Divine Beast quests before entering Hyrule Castle.

Captured Memories should also be completed before the final run if you want the extended ending scene. You can still return to the pre-battle save after the credits and finish the memory quest later, but you must defeat Ganon again after meeting the memory requirement.

  • Complete the four Divine Beast quests if you want the reduced-health Calamity Ganon fight.
  • Cook healing meals before entering the Sanctum.
  • Finish Captured Memories before the winning battle if you want the extended ending.
  • Keep a serviceable shield, bow and durable weapons available for the Sanctum.

Receive the Bow of Light and choose your position

After Calamity Ganon is defeated, the game transitions to Hyrule Field and Zelda gives Link the Bow of Light. Equip it when control returns. Its light arrows are provided for this encounter and do not consume the ordinary arrows in your inventory.

A horse makes movement around the enormous boss easier, but it is not required. If you use one, ride in a broad arc around Dark Beast Ganon rather than charging directly toward the head. Work from one flank, where the glowing targets are easier to see and the forward beam is less likely to catch Link.

If the horse becomes difficult to control around the legs, dismount and continue on foot. The weak points remain vulnerable from either method. Keep the camera turned toward the torso and do not attack ordinary body sections.

  • Equip the Bow of Light as soon as the field sequence begins.
  • Move around the beast from the side instead of remaining in front of its head.
  • Avoid the forward beam and the creature’s legs.
  • Target only the glowing weak points.

Destroy the six flank targets

The first targets appear along one side of Dark Beast Ganon. Ride or run beside the visible flank, keep the torso in view, and shoot each glowing mark. After the three targets on that side are destroyed, move around the boss to find the three targets on the opposite flank.

Do not waste arrows on the legs, head, or ordinary sections of the body during this stage. If a target is hidden by the camera angle or disappears before you can fire, keep circling until the next opening is visible. There is no need to rush directly beneath the boss or into the beam’s path.

On horseback, maintain a steady curve and fire while passing the targets. On foot, stay outside the legs and use the camera to track the illuminated marks. Both approaches work; use whichever gives you the clearest view.

  • Hit the three glowing targets on the first flank.
  • Circle to the opposite side and hit the remaining three flank targets.
  • Stay outside the legs whenever possible.
  • Ignore non-glowing body sections.

Shoot the underside target

Once all six flank targets are destroyed, Dark Beast Ganon exposes another glowing weak point beneath its torso. Approach through a clear gap between the legs only when the opening is available. Aim upward at the illuminated mark and fire the Bow of Light.

Do not remain beneath the body while adjusting your position. Ride or run through the opening, take the shot, and immediately move away from the legs. If the first angle is poor, retreat and circle around for another attempt instead of forcing your way underneath the boss.

  • Confirm that all six flank targets are destroyed.
  • Enter beneath the torso through a visible gap between the legs.
  • Aim upward at the glowing underside target.
  • Move away after firing.

Use the laser updraft to hit the forehead eye

After the underside target is hit, the final weak point appears in Dark Beast Ganon’s forehead. A ground-level shot is unreliable because the eye is high above Link. Approach the front from an angle and wait for the beam attack to create a rising current.

When the updraft appears, jump and open the paraglider. The current lifts Link high enough to draw the Bow of Light in midair, activating slow-motion aiming. Center the reticle on the exposed glowing eye and release the arrow while Link is airborne.

If the eye closes before you fire or the shot misses, land safely, move away from the beam, and wait for another updraft. The successful eye shot ends the encounter immediately. There is no additional conventional health-bar phase after the forehead weak point is struck.

  • Approach the front without standing directly in the beam’s path.
  • Wait for the beam to generate the rising current.
  • Use the paraglider to gain altitude.
  • Draw the Bow of Light in midair for slow-motion aiming.
  • Shoot the exposed forehead eye.

Complete Captured Memories before the final victory

To begin Captured Memories, complete Locked Mementos at the Hateno Ancient Tech Lab so Purah restores the Camera Rune and the photographs in the Sheikah Slate album. Speak with Impa in Kakariko Village afterward. The album contains twelve photographs showing locations where Link can recover memories.

Travel to the pictured locations and examine the glowing memory markers. The twelve photographs do not have to be completed in numerical order. Use the album as your visual reference and place map pins when a location is difficult to identify. Several memories can be collected naturally while traveling between towers, villages, shrines and Divine Beast objectives.

After all twelve photographed memories have been recovered, return to Impa in Kakariko Village. This visit is required: the thirteenth memory does not become available merely because the twelve locations have been visited. Impa reveals a final picture showing the location of Zelda’s Awakening.

After returning to Impa, travel to Ash Swamp in the western part of Blatchery Plain, near Dueling Peaks Stable and the Fort Hateno route. Search the swamp for the glowing memory marker. The area contains marshy ground, ruined features and numerous inactive Guardians, so approach carefully and avoid disturbing the active Guardian if your equipment is not ready for it. Interact with the marker in Ash Swamp to recover Zelda’s Awakening.

The Champion memories and the Master Sword memory are separate entries. They do not replace the twelve album memories or Zelda’s Awakening for completing Captured Memories.

  • Restore the Camera Rune and album at the Hateno Ancient Tech Lab.
  • Speak with Impa to activate Captured Memories.
  • Recover all twelve photographed memories.
  • Return to Impa after recovering the twelfth memory.
  • After returning to Impa, travel to Ash Swamp in the western part of Blatchery Plain, near Dueling Peaks Stable and the Fort Hateno route.
  • Recover Zelda’s Awakening and confirm that Captured Memories is complete in the Adventure Log.

Verify the ending and resume exploration

After the forehead eye is struck, the ending scenes and credits play. When the file is loaded afterward, Link returns to the point before the Sanctum confrontation instead of entering a permanent post-ending version of Hyrule. This is normal. A completion star on the save file records that Ganon has been defeated, while the pre-Sanctum return point lets you continue exploring.

Open the Adventure Log and verify that Destroy Ganon is marked complete. If Captured Memories was completed before the winning battle, the extended ending scene appears during the ending sequence. If it did not appear, confirm that all twelve photographed memories were reported to Impa, that Zelda’s Awakening was recovered in Ash Swamp, and that Captured Memories was complete before the successful battle. From the returned save, you can defeat Ganon again without repeating the entire campaign.

For broader campaign tracking, verify the four Divine Beast quests separately. The Master Sword, all 120 base-game Shrines, 900 Korok Seeds, armor upgrades, side quests and optional medals are not required for either the standard or extended ending. Track those goals independently with the map and Adventure Log.

  • Watch the ending and credits after defeating Dark Beast Ganon.
  • Load the returned save and check for the completion star.
  • Confirm Destroy Ganon is complete in the Adventure Log.
  • Confirm Captured Memories was completed before the winning battle if the extended ending is required.
  • Check the Divine Beast quests, Master Sword, Shrines and other optional goals separately.

Before you move on

  • Dark Beast Ganon is defeated by striking the six flank targets, the underside target and the exposed forehead eye with the Bow of Light.
  • The ending and credits play, and the returned save file displays a completion star.
  • Destroy Ganon is marked complete in the Adventure Log.
  • Captured Memories is marked complete before the final victory if the extended ending is required.
  • All twelve photographed memories have been recovered and reported to Impa before Zelda’s Awakening is collected.
  • Zelda’s Awakening has been recovered in Ash Swamp in the western part of Blatchery Plain, near Dueling Peaks Stable and the Fort Hateno route.
  • All four Divine Beasts and the Master Sword are complete if they are part of the separate campaign checklist.
  • The map is used to review progress toward the 120 base-game Shrines; Korok Seeds remain a separate optional objective.
References for this chapter

Optional Completion: Full Shrine Route, Korok Seed Strategies and Post-Game

Use a region-by-region sweep to complete all 120 base-game Shrines, gather Korok Seeds without repeating large sections of Hyrule, and finish useful post-game goals. Shrines provide Spirit Orbs, fast-travel points and combat rewards. Korok Seeds expand weapon, bow and shield inventories, but finding all 900 is an optional completion challenge rather than a story requirement.

Set up a reliable completion checklist

The original Nintendo Switch version of Breath of the Wild contains 120 base-game Shrines. Downloadable-content Shrines are separate and should not be included in this chapter's target. Four Spirit Orbs can be exchanged at any Goddess Statue for a Heart Container or Stamina Vessel, so Shrine hunting improves both combat endurance and climbing range.

Before a full sweep, unlock the Sheikah Sensor+ at the Hateno Ancient Tech Lab if you have not already done so, then set it to detect Shrines. The Sensor is useful for finding entrances near cliffs, caves and ruins, but it cannot replace a written checklist because some Shrines are revealed only after a quest or environmental puzzle.

Use the map stamp system and an external checklist or interactive map. Record the Shrine name, region, whether its trial is complete and whether its treasure chest has been opened. A completed Shrine is shown as a blue map icon. An activated but unfinished Shrine retains an orange center. A chest symbol beside a Shrine name indicates that all chests in that Shrine have been collected; chests are optional for the 120-Shrine goal.

The map percentage is not a general game-completion percentage and is not a shrine counter. It tracks discovered map icons, including locations, Shrines and Koroks. Do not use it to determine whether all 120 Shrines are complete.

  • Keep the Shrine Sensor+ active when searching for entrances.
  • Record Shrine Quests separately from the Shrines they reveal.
  • Mark unfinished combat trials, remote islands and suspected caves for a later return trip.
  • Count completed Shrine entries on your checklist rather than relying on the map percentage.

Sweep the Great Plateau, Necluda and Dueling Peaks

Start with the four Great Plateau Shrines if any remain, then travel through West Necluda, East Necluda and the Dueling Peaks region. Use Kakariko Village, Hateno Village, Fort Hateno and Dueling Peaks Stable as travel bases. Complete nearby Shrine Quests while you are already in the area instead of leaving every quest-triggered Shrine for the end.

From Dueling Peaks Stable, search both sides of the pass, the surrounding hills and the riverbanks. Check ledges above roads and the entrances to caves rather than following roads alone. The Sensor can detect a Shrine through a nearby wall or elevation change, so circle the area and look for a climbable route when the signal becomes stronger.

Postpone Major Tests of Strength if your armor, weapons or shields are weak. Mark the location, activate the Shrine for fast travel if possible, and return after upgrading equipment. Minor Tests of Strength are manageable earlier with shield parries, charged attacks and headshots, but they are still optional progress rather than mandatory story objectives.

  • Finish Kakariko and Hateno Shrine Quests during this sweep.
  • Search both sides of the Dueling Peaks pass and nearby caves.
  • Activate every discovered Shrine even if you postpone its trial.

Clear Lanayru, Akkala and the northeast coast

Use Zora's Domain as the center of the Lanayru sweep. Search the roads approaching the domain, the cliffs above the reservoir, East Reservoir Lake and the waterways leading toward the Lanayru Wetlands. When a Shrine icon appears nearby but the entrance is not visible, speak with nearby residents and inspect waterfalls, cliffs and blocked passages.

Continue north through Akkala with Tarrey Town, the Akkala Ancient Tech Lab and stable locations serving as resupply points. Search the Akkala Highlands, the coast, springs, ravines and the approaches to the labyrinths. Islands and offshore rocks are easy to miss from the mainland, so check them as separate map areas using stamina-restoring food, Cryonis or a raft where appropriate.

Blessing Shrines are often rewards for reaching or revealing a location rather than difficult interiors. Bring climbing food, elemental protection and enough healing to investigate remote mountains without having to abandon the sweep.

  • Search the Lanayru reservoirs and Zora approach roads.
  • Check Akkala's coastline, highlands, springs and labyrinth approaches.
  • Inspect offshore islands separately from mainland routes.

Sweep Eldin, Hebra and Tabantha

Begin the Eldin sweep at Goron City and make separate passes along the northern and southern roads. Carry appropriate fire protection before entering volcanic zones. Search the Eldin caves, cliffs and labyrinth approaches, including locations that are easier to reach from high ground than from the roads.

Use Rito Village as the base for Tabantha and Hebra. Equip cold-resistant armor or consume cold-resistance food before leaving. Snow can conceal entrances, while cliffs and Shrine Quests frequently place Shrines away from roads. Scan slopes from high ground, investigate unusual rock formations and use Revali's Gale to check elevated shelves when available.

Do not assume that a detected Shrine is directly below Link. The Sensor indicates direction, not elevation. Move around the mountain, check caves and look for climbable ledges before spending stamina on a blind ascent.

  • Carry fire protection for Eldin and cold protection for Hebra.
  • Search caves and high shelves around Rito Village and Tabantha.
  • Mark every cleared peak and revisit locations whose entrances were blocked by weather or quest conditions.

Finish Gerudo Desert, Faron and central Hyrule

Divide Gerudo Desert into smaller routes: Gerudo Town and its surrounding cliffs, the western desert, the southern approaches and the highlands near the Yiga Clan Hideout. Carry heat protection for daytime travel and cold protection for nighttime travel. Sandstorms can disrupt the map and Sensor, so use activated Shrines, rock formations, ruins and map pins as navigation landmarks.

In Faron, search the jungle, lakes, waterfalls and isolated ledges around Lakeside Stable, Floria Falls and Lake Hylia. Check behind waterfalls and around cave mouths before leaving a region. Then revisit central Hyrule and the outer approaches to the Great Plateau, since central gaps are often overlooked when travelling quickly between towers.

When the checklist is short of 120, filter an interactive map for uncompleted Shrines and inspect likely omissions first: quest-locked Shrines, remote islands, caves, labyrinth areas and combat trials.

  • Plan separate day and night routes through Gerudo Desert.
  • Search Faron's waterfalls, caves, lakes and jungle cliffs.
  • Use the checklist and an interactive map to identify missing categories rather than relying on memory.

Collect Korok Seeds during normal travel

The base game contains 900 Korok Seeds. Hestu trades them for weapon, bow and shield inventory expansions, but only 441 Seeds are needed to purchase every available expansion. The remaining 459 are optional collectibles. Delivering all 900 earns Hestu's Gift, which has no practical combat or exploration function.

Use a staged target. Expand weapons first if you frequently break equipment, then bows if you rely on elemental or utility arrows, and shields according to your parrying and shield-surfing habits. Around 100 Seeds gives useful early flexibility. Around 200 supports equipment-heavy regional exploration. Continue to 441 only when maximum inventory is your goal.

Collect obvious Koroks while sweeping for Shrines: suspicious rock arrangements, incomplete circles, lone flowers, pinwheels, acorns, unusual boulders, blocked trees and small islands. Mark each completed Korok immediately on your map or checklist. Do not revisit a region simply because it feels unfinished; filter for uncollected locations and verify the terrain first.

  • Spend Seeds when a particular inventory category becomes restrictive.
  • Track Koroks by exact map location, not by regional memory.
  • Stop at 441 for maximum inventory, or continue to 900 only for full Korok completion.

Use post-game goals efficiently

After defeating Dark Beast Ganon, reload the completed save. The save receives a completion star, but the game returns Link to the state immediately before the final battle. Hyrule Castle therefore remains in its pre-final-battle state, allowing you to continue exploring, completing Shrines, collecting Koroks, upgrading armor and finishing side quests without starting a separate post-game world.

For practical endgame progress, finish the remaining Shrine Quests, upgrade the armor sets you use most, and gather materials for Great Fairy upgrades. The Wild armor set is awarded for completing all 120 base-game Shrines, making the final Shrine sweep a useful long-term objective even if you do not intend to complete every Korok challenge.

Kilton's optional Monster Medals are separate from Shrine and Korok completion. The base game has three: Medal of Honor: Talus requires defeating all 40 Stone, Luminous, Rare, Frost and Igneo Taluses; Medal of Honor: Hinox requires defeating all 40 Hinox variants; and Medal of Honor: Molduga requires defeating all 4 Moldugas. After meeting a condition, speak with Kilton to receive the relevant medal.

A sensible order is to complete Shrines while travelling through each region, upgrade armor after collecting the needed materials, and leave the 900-Korok hunt until last. Korok completion is primarily a map-tracking project and does not improve Link's combat abilities after the inventory is already maximized.

  • Confirm that the completed save has a star after the final battle.
  • Finish all 120 base-game Shrines and verify them against a checklist.
  • Collect 441 Seeds if maximum inventory is the goal.
  • Complete all three Kilton Monster Medals only if pursuing broader post-game completion.
  • Decide separately whether to stop at maximum inventory or continue to all 900 Korok Seeds.

Before you move on

  • A checklist confirms all 120 base-game Shrines are completed, with no unfinished orange-center Shrine icons remaining.
  • The map and checklist have been audited for caves, islands, labyrinth approaches and quest-revealed Shrines.
  • Hestu has received 441 Korok Seeds and all weapon, bow and shield expansions are unlocked, or the checklist records that the player is continuing toward all 900.
  • The final save has a completion star after defeating Dark Beast Ganon.
  • If pursuing optional monster completion, Kilton has awarded the Talus, Hinox and Molduga medals.
  • The checklist clearly records whether the final goal was maximum inventory, all 900 Koroks, all 120 Shrines, armor upgrades or the broader post-game set.
References for this chapter
THE NEXT SAVE POINT

Finishing up

The required main campaign is complete after defeating Calamity Ganon in Hyrule Castle and Dark Beast Ganon in Hyrule Field.

For the extended ending, complete Captured Memories, including all twelve photographed memories, the final memory in Ash Swamp within western Blatchery Plain, and the required return to Impa before defeating Ganon.

Optional completion targets include the Master Sword, all 120 base-game Shrines, all 900 Korok Seeds, armor upgrades, side quests and the three Kilton Monster Medals. These are not required for the main story.

Verify story progress through the Adventure Log and the completion star on the post-finale save. Track Shrines, Korok Seeds, armor and side quests separately because they are distinct optional goals.

Choose your next game
CHECK THE DETAILS

Sources & references

Our original guide draws on the references below. Check the edition at the top of this page before following controls or unlock requirements.

About the game & collecting notes
Platform
Nintendo Switch

Practical, step-by-step campaign walkthrough for the original Nintendo Switch release of The Legend of Zelda: Breath of the Wild. Covers the Great Plateau tutorial, freeing all four Divine Beasts, Hyrule Castle infiltration and the final Calamity Ganon / Dark Beast Ganon sequence, plus guidance for the Master Sword, shrine strategy, Korok seeds, armor upgrades and optional 100% tasks.

Darryl Polo
ABOUT THE AUTHOR

Darryl Polo

Darryl Polo loves tinkering with emulation and revisiting retro games. He enjoys exploring how old favorites play on different setups and sharing what he learns along the way. At Joking Joystick, he writes about the games, hardware, and small discoveries that keep the hobby fun.

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