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The Legend of Zelda: Tears of the Kingdom — Complete Campaign Walkthrough (Original Nintendo Switch release)

Step-by-step walkthrough covering the original Nintendo Switch release of Tears of the Kingdom from the Great Sky Island tutorial through the Hyrule Castle assault and final battle with Demon King Ganondorf. Includes mandatory ability unlocks, each regional temple route, Dragon's Tears memory chain, Depths and Zonai device usage, boss strategies and post-credits completion checks.

The Legend of Zelda: Tears of the Kingdom artwork
The Legend of Zelda: Tears of the Kingdom promotional artwork.
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Edition coveredOriginal Nintendo Switch release
Your goalComplete the full main campaign through the final battle with Demon King Ganondorf, view the extended post-credits ending by completing the 11 Geoglyph Dragon's Tears plus the twelfth Tear at Rist Peninsula and the Fifth Sage storyline, and retain the completion-star save for continued exploration.
Inside the guide18 chapters · 34,499 words
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Before you begin

This guide is written for the original Nintendo Switch release of The Legend of Zelda: Tears of the Kingdom.

It leads you step-by-step from the opening Great Sky Island tutorial through every main quest necessary to reach and beat the final boss, including the Dragon's Tears chain and Fifth Sage storyline used for the extended post-credits ending.

Follow the chapter order unless you prefer a different temple sequence — core prerequisites and strategies are highlighted where required.

You will be guided on what to do, when to do it, and why: which abilities you must collect early, how to unlock each regional temple and Sage, how to approach Hyrule Castle safely, and how to prepare for each boss phase.

Practical checkpoints, recovery options and completion checks are included so a newcomer can reach the standard campaign ending or continue through the Dragon's Tears and Fifth Sage requirements for the extended ending.

Set yourself up for the run

Reserve multiple save slots and use manual saves before major decisions, temple entries and Hyrule Castle approaches.

Keep an auto-save slot but rely on manual saves for recovery.

Complete the Great Sky Island tutorial (Awakening) and learn all four core abilities: Ultrahand, Fuse, Ascend and Recall.

These are mandatory for later progression and Zonai device construction.

Activate nearby Skyview Towers and the Purah Pad as early as practical to reveal map data and fast-travel options.

Towers are optional but strongly recommended before large regional travel.

Gather health and offensive resources: raise permanent hearts via Shrines, cook Hearty and Attack Up recipes, stockpile blast/shock arrows and bomb arrows, and fuse a strong weapon for boss fights.

Familiarize yourself with Zonai devices and the Ultrahand/Fuse systems in a safe area.

Practice building a small mobile platform or raft to solve temple and Depths puzzles without risking resources.

Plan a Sage order that matches your comfort level: Hyrule Archive’s recommended order is Wind (Rito) → Fire (Goron) → Water (Zora) → Lightning (Gerudo), but all four are completable in any order.

Carry lightweight exploration gear (gliders, plenty of stamina food) for sky-island travel and Depths preparations (light sources, hazard resistance where required).

If you want the True Ending, accept that the Dragon's Tears memory chain runs concurrently with the temples — track progress and collect Geoglyph Tears as you encounter them to avoid late-game backtracking.

Great Sky Island — Awakening

Complete the Great Sky Island tutorial in the original Nintendo Switch release by clearing Ukouh, In-isa, Gutanbac and Nachoyah Shrines, acquiring Ultrahand, Fuse, Ascend and Recall, then opening the Temple of Time and diving to Hyrule’s surface.

Leave the Room of Awakening and visit the Temple of Time

After the opening sequence, leave the Room of Awakening and follow the path toward the Temple of Time in the center of Great Sky Island. Link already has the Purah Pad for viewing the map, marking locations and later using fast travel. Speak with Rauru at the Temple of Time, then leave through the front and follow the nearby objective toward Ukouh Shrine.

The first Temple of Time door cannot be opened immediately. Do not spend time searching for a separate Time Crystal item: the tutorial’s progression is based on the four Shrines and their Lights of Blessing. The first three Shrines teach the initial abilities, while the fourth becomes available after the Temple of Time sequence.

  • Exit the Room of Awakening.
  • Visit the Temple of Time and speak with Rauru.
  • Use the Purah Pad map and scope to mark the nearby Shrine locations.
  • Do not attempt to descend to Hyrule yet.

Complete Ukouh Shrine and learn Ultrahand

Ukouh Shrine is west of the Temple of Time, reached by following the broken staircase and climbing short sections when the steps end. Its trial, The Ability to Create, grants Ultrahand. In the first room, pick up the nearby wooden slabs and attach them end-to-end to form a bridge. Rotate an object before confirming the attachment so the surfaces meet broadly rather than at a weak angle.

For the rail puzzle, attach a hook to the underside or center of a wooden platform, place the hook on the rail, and ride the platform across. The shrine does not require a complicated vehicle. Outside the Shrine, practice lifting, rotating and placing boards, logs and Zonai devices. Ultrahand is primarily a positioning tool at this stage, so simple bridges and rafts are safer than oversized machines.

Collect the Light of Blessing at the altar. Keep at least one ordinary weapon available, but do not avoid Fuse entirely: a basic fused weapon is more useful than a weak branch by itself.

  • Complete Ukouh Shrine.
  • Receive Ultrahand.
  • Practice making a short bridge and a simple rail cart.
  • Collect the Light of Blessing.

Cross to In-isa Shrine and learn Fuse

From Ukouh Shrine, follow the route south and east toward the large body of water. Use nearby logs and boards to create a raft. A sail is the simplest propulsion option; if you use a Fan, attach it securely at the rear of a broad platform and stand near the center so the raft does not tip. A short, straight crossing is safer than trying to steer an unstable build in deep water.

In-isa Shrine is on the far side of the lake. Its trial, The Ability to Combine, grants Fuse. Fuse a wooden stick or branch with a rock or boulder to create a basic hammer. This gives the weapon more durability and lets it break ore deposits and brittle rock. You can also fuse a spare branch to another branch for a stronger early weapon, but retain one unfused weapon for convenience.

Use Fire Fruit on arrows to burn vines when the Shrine puzzle requires it. Complete the trial and claim the second Light of Blessing. Outside, use Fuse on a spare weapon rather than consuming every useful weapon in your inventory.

  • Build a stable raft and cross the lake.
  • Complete In-isa Shrine.
  • Receive Fuse.
  • Carry a rock- or boulder-fused weapon for mining and breaking brittle objects.
  • Collect the Light of Blessing.

Reach Gutanbac Shrine through the cold region

Gutanbac Shrine is in the snowy high section of Great Sky Island, around coordinates 0709, -1383, 1584. Before entering the cold area, collect Spicy Peppers and cook them at a cooking pot. A meal made with Spicy Peppers grants cold resistance. Prepare enough duration to cover the climb and Shrine approach, or make a second dish before the first effect expires.

Follow the cave and snowy paths upward. Use Fuse to make an axe if trees block the route, and use Ultrahand to bridge gaps rather than attempting long jumps. Avoid unnecessary fights while your cold-resistance effect is active. Gutanbac Shrine’s trial, The Ability to Rise, grants Ascend. Stand beneath a solid ceiling, activate Ascend and confirm when the targeting area turns green. Link rises through the ceiling and emerges on top.

Test Ascend beneath platforms, ledges and flat sections before leaving. It cannot work through open air, and an unsuitable ceiling angle may prevent the targeting area from turning green. Collect the third Light of Blessing after finishing the trial.

  • Cook and use a cold-resistance meal.
  • Reach Gutanbac Shrine.
  • Complete The Ability to Rise.
  • Receive Ascend and collect the Light of Blessing.

Return to the Temple of Time and acquire Recall

After completing the first three Shrines, return to the Temple of Time. The entrance now allows Link to proceed farther inside, where he encounters Zelda’s presence and receives Recall. Recall is not permanently obtained from Nachoyah Shrine; Nachoyah is the Shrine that teaches you how to apply the ability.

Use Recall on the moving platforms and mechanisms in the Temple of Time to reverse their recent movement. Recall temporarily replays an object’s recorded motion. It does not permanently rewind the world, and you can release the effect when the object reaches the position you need. Once the Temple sequence is complete, the game points you toward the Room of Awakening and Nachoyah Shrine.

Fast travel to the Room of Awakening if its travel point is available. If not, return there through the Great Sky Island routes and use Ascend beneath the appropriate structure. The entrance to Nachoyah Shrine is above the Room of Awakening, around 0389, -1661, 2299.

  • Complete the first three Shrines.
  • Enter the Temple of Time again.
  • Receive Recall from the Temple sequence.
  • Reach the Room of Awakening and activate or use its travel point.

Complete Nachoyah Shrine and open the final Temple door

Inside Nachoyah Shrine, The Ability to Rewind uses Recall with moving rafts, gears and clock hands. Target a raft that has moved away and activate Recall to make it retrace its path. Use the same method on the second raft to travel upward. For the clock-hand gate, wait until the hands align and then use Recall so their recorded movement keeps the opening accessible long enough to pass.

After completing Nachoyah Shrine, collect the fourth Light of Blessing and return to the Temple of Time. At the Goddess Statue, exchange all four Lights of Blessing for a Heart Container. The Temple door requires the additional heart; the Lights are not inserted directly into the door. Once the Heart Container has been obtained, approach the door and open it.

Proceed through the final Temple sequence. Use Ultrahand for simple object placement, Ascend through overhead platforms and Recall on moving mechanisms instead of forcing jumps. At the end, dive from the Great Sky Island toward the marked water below. Aim for the large pond rather than the surrounding rocks. Reaching the surface begins the next stage of the main campaign and sends Link toward Lookout Landing.

  • Complete Nachoyah Shrine.
  • Collect the fourth Light of Blessing.
  • Exchange four Lights of Blessing for a Heart Container.
  • Open the final door in the Temple of Time.
  • Dive safely from Great Sky Island and reach Hyrule’s surface.

Before you move on

  • Ukouh, In-isa, Gutanbac and Nachoyah Shrines are complete.
  • Ultrahand, Fuse, Ascend and Recall are available in the ability wheel.
  • Four Lights of Blessing have been exchanged for a Heart Container.
  • The final Temple of Time door has opened.
  • Link has completed the Great Sky Island sequence and reached the surface route toward Lookout Landing.
References for this chapter

From Sky to Surface — Lookout Landing and Crisis at Hyrule Castle

Reach Lookout Landing after the Great Sky Island, meet Purah and Josha, report to Captain Hoz at the grounded First Gatehouse, then return to activate the Lookout Landing Skyview Tower and receive the Paraglider. This opening castle visit is reconnaissance only. The later Hyrule Castle assault is a separate main-quest stage that follows the regional investigations.

Dive from the Great Sky Island to Central Hyrule

After the Great Sky Island sequence is complete, leave from the launch point at the island's southern edge and dive toward the large lake in Central Hyrule. Aim for deep water. Link can survive the descent by landing in a sufficiently deep body of water, but a shallow shoreline, rock, or ruined structure can cause fatal fall damage.

Swim to shore and look north. Hyrule Castle is visible in the distance, but your immediate destination is Lookout Landing, the walled settlement south of the castle. Follow the visible roads or travel directly across open ground. Avoid unnecessary fights while your equipment is still weak; Bokoblins and other enemies can be outrun, and you do not yet have the Paraglider.

  • Land in deep water.
  • Reach Lookout Landing south of Hyrule Castle.
  • Avoid spending valuable materials before the opening objectives are complete.

Find Josha and meet Purah

Enter Lookout Landing and climb to the raised northern section of the settlement. Speak with Josha, the researcher near the main research area. Purah then joins the conversation and asks Link to help the search party investigating Princess Zelda's disappearance.

Speak with Purah until she directs you to Captain Hoz. This starts Crisis at Hyrule Castle. The quest marker points north toward the grounded portions of the castle complex, not to the floating castle buildings above.

  • Speak with Josha in the upper part of Lookout Landing.
  • Speak with Purah.
  • Confirm that Crisis at Hyrule Castle has started.

Optional early preparation in Lookout Landing

Before leaving, speak with Scorpis, the guard in the center of the settlement. He can open the Emergency Shelter beneath the plaza. The shelter contains beds, a cooking pot, a Goddess Statue, weapons, and useful NPCs. At this point, the shelter is mainly a safe recovery and preparation location; you do not need to complete every conversation there.

The Kyononis Shrine in Hyrule Castle Town Ruins is a practical optional stop on the road to Hoz. It teaches basic combat and creates a fast-travel point. Completing it is not required for the story, but it is a low-risk way to gain a Light of Blessing and practice dodging, guarding, and Flurry Rushes.

  • Ask Scorpis to open the Emergency Shelter.
  • Cook healing food if your inventory is empty.
  • Consider activating Kyononis Shrine on the route north.

Reach Captain Hoz at the First Gatehouse

Leave Lookout Landing through the northern route and follow the quest marker through Hyrule Castle Town Ruins. When the large castle approach gate blocks the road, use Ultrahand to pull it open. The gate opens outward, so stand to the side while moving it. If you prefer, you can bypass the obstruction along the nearby edge.

Continue up the road through the grounded castle approach. Guards and search-party members point toward the First Gatehouse. Captain Hoz is on the upper level of that structure with Toren. Reach him by using the stairs and exterior ledges, or use Ascend beneath a suitable stone ceiling if the ability can reach the upper platform.

Speak with Hoz. A story scene involving Zelda follows, and Hoz tells Link to report what happened to Purah. This completes the required first reconnaissance objective. Do not continue into the floating castle interior; that is not needed here and can expose an under-equipped Link to gloom and stronger enemies.

  • Pass through the castle approach.
  • Reach the First Gatehouse.
  • Speak with Captain Hoz and Toren.
  • Wait for the quest to direct you back to Purah.

Report to Purah and open the Emergency Shelter

Return to Lookout Landing by the route you used to reach the gatehouse and speak with Purah again. She explains that the Skyview Tower must be used to gather map data and tells Link to rest while preparations are made.

If the Emergency Shelter is not already open, speak with Scorpis in the middle of the settlement. Descend through the hatch and interact with a bed to rest. Sleeping restores Link's health and advances the preparation sequence. You can also cook, exchange four Lights of Blessing at the Goddess Statue, or collect basic weapons before continuing.

  • Report the Hoz scene to Purah.
  • Speak with Scorpis if the shelter is still closed.
  • Rest in a bed inside the Emergency Shelter.
  • Prepare healing food and basic fused weapons.

Activate the Lookout Landing Skyview Tower and get the Paraglider

Go to the Skyview Tower on the northwest side of Lookout Landing and speak with Purah there. She activates the tower and gives Link the Paraglider. The tower's story activation is handled by Purah; your job is to use the launch platform after the conversation.

Interact with the tower's terminal when prompted, then stand on the blue launch platform. The tower launches Link high above Central Hyrule and scans the surrounding surface and sky area into the Purah Pad map. Open the Paraglider during the descent and watch the stamina wheel. Land before stamina is exhausted, using a flat field or another safe surface if necessary.

  • Meet Purah at the Lookout Landing Skyview Tower.
  • Receive the Paraglider.
  • Use the launch platform and scan Central Hyrule.
  • Land safely after the launch.

Receive Regional Phenomena and choose the next objective

After landing, return to Purah and speak with her again. Regional Phenomena becomes the main strategic objective, marking Hebra, Eldin, Lanayru, and Gerudo. The four regional investigations can be completed in different orders, although the Rito route toward Rito Village and the Wind Temple is a common newcomer-friendly first choice.

Josha can also start Camera Work in the Depths. This optional detour unlocks the Camera function for the Purah Pad and introduces the Depths, but it is separate from the required Regional Phenomena quest. Complete it now if you want the camera and early Depths guidance; otherwise, set a map pin for your chosen region and begin traveling.

The Hyrule Field Skyview Tower southwest of Lookout Landing is another useful early activation, but it is not required for the opening castle report or for receiving the Regional Phenomena objectives.

  • Speak with Purah after the tower launch.
  • Confirm that Regional Phenomena is active.
  • Choose a regional route, preferably Hebra for a straightforward first temple path.
  • Optionally speak with Josha to begin Camera Work in the Depths.
  • Set a map pin before leaving Central Hyrule.

Before you move on

  • Crisis at Hyrule Castle has advanced after Link speaks with Captain Hoz at the First Gatehouse and reports back to Purah.
  • The Emergency Shelter beneath Lookout Landing is open, and Link has rested there or otherwise completed the preparation prompt.
  • Purah has activated the Lookout Landing Skyview Tower and given Link the Paraglider.
  • Central Hyrule has been scanned from the tower.
  • Regional Phenomena appears in the Adventure Log with objectives in Hebra, Eldin, Lanayru, and Gerudo.
  • Camera Work in the Depths may also be active if Josha was consulted, but it is not required to begin the regional quest chain.
References for this chapter

Map, Towers, and Fast Travel — Practical navigation

Build a travel network around your next objective instead of trying to activate every Skyview Tower immediately. Use towers for regional map coverage and long launches, Shrines for precise return points, and Purah Pad pins or stamps to connect temple routes with Geoglyph searches.

1. Unlock the map and establish the first travel points

Fast travel becomes available after you complete the first three shrines on the Great Sky Island. When the fourth shrine sends you back to the Room of Awakening, use the newly available travel option instead of retracing the entire island. This is the first useful example of how Shrines function as precise return points.

After reaching the surface, follow the main objective to Lookout Landing. Speak with Purah and continue Crisis at Hyrule Castle until the Lookout Landing Skyview Tower is repaired and the Paraglider is issued. Use the terminal at the tower, then stand on the launch platform to scan the surrounding area. The scan reveals the local Surface terrain and the corresponding Sky region, and the tower becomes a permanent fast-travel destination.

Do not treat the first tower launch as a requirement to explore every visible landmark. Use it to identify roads, nearby Shrines, stables, caves, and safe landing areas. If the Paraglider is not yet in your inventory, complete the Lookout Landing sequence before attempting long tower launches.

  • Complete the first three Great Sky Island shrines so fast travel is available.
  • Finish the Lookout Landing tower sequence and obtain the Paraglider.
  • Activate the Lookout Landing tower terminal and confirm that the tower icon is usable for travel.
  • Record at least one nearby Shrine or stable as a more precise staging point.

2. Prioritize towers by the next regional objective

For an efficient early route, activate Lindor's Brow Skyview Tower before traveling deep into Hebra. It covers the western Hyrule Ridge area and gives a useful launch toward the roads, Shrines, and sky islands leading to Rito Village. Rospro Pass and Pikida Stonegrove are additional Hebra towers to consider once you are prepared for the cold, but neither is required merely to begin the Rito regional quest.

When moving toward Goron City, Eldin Canyon Skyview Tower is the relevant map and launch point. For the Zora route, Upland Zorana Skyview Tower provides coverage around Lanayru Great Spring, while Mount Lanayru is useful for the colder eastern highlands. Gerudo Canyon Skyview Tower supports the northern approach to the desert, but its surrounding terrain should be treated as a separate heat, sand, and enemy preparation problem.

Sahasra Slope and Popla Foothills are useful for Kakariko Village, West Necluda, and southern Hyrule, but they do not need to be among your first three surface towers. A practical early priority is Lookout Landing, Lindor's Brow, and whichever tower directly supports the next regional quest. Activate Sahasra Slope or Popla Foothills when your route turns east or south rather than crossing the map solely to complete a tower checklist.

There are 15 Skyview Towers in total, but full map completion is not required for the main campaign. Each activated tower reveals its surrounding Surface and Sky map sections, launches Link into the air, and becomes a warp point.

  • Choose the next tower based on your current regional quest.
  • Carry cold, heat, or flame protection before approaching a tower in a hazardous region.
  • Use each tower launch to identify a safe landing point rather than gliding blindly toward the quest marker.
  • Leave distant or dangerous towers for a later route unless their map coverage is immediately useful.

3. Use the Purah Pad map as a route-planning tool

Open the map often and switch deliberately between the Surface, Sky, and Depths layers. A marker directly above a destination may point to a sky island rather than a reachable surface location. Likewise, a Surface objective may sit near a chasm without requiring an underground approach. Confirm the layer before committing to a long glide or descent.

Use colored pins for objectives you expect to revisit: regional temples, unresolved Geoglyphs, the Forgotten Temple, major chasms, or a difficult tower. Use stamps for temporary information such as an unsolved Shrine, a cave entrance, a resource area, a monster camp, or a blocked route. The stamp icons are useful because they distinguish categories at a glance.

Keep required progress separate from optional discoveries. A red or colored pin can identify the next main objective, while a Shrine stamp or cave stamp can remain temporary. Delete old marks after completing a regional quest so the map still shows the next meaningful destination.

  • Check the active map layer before following any marker.
  • Use pins for long-term objectives and stamps for temporary discoveries.
  • Mark the Geoglyph itself rather than only the nearest road or Shrine.
  • Remove completed or obsolete marks after leaving the region.

4. Build a fast-travel network with Shrines and towers

Use towers for long-distance launches and regional coverage, but use Shrines for precise returns. If you pass an accessible Shrine near a road, stable, temple route, or Geoglyph, activate it even when you do not have time to solve the interior challenge. The activated Shrine is then available as a travel destination, and you can return later to complete it.

A reliable travel loop is to warp to the nearest tower, launch toward the region, land near a Shrine or stable, and continue on foot from there. This reduces repeated cross-country approaches while preserving opportunities to gather materials and discover caves. Lightroots later serve the same role in the Depths, but they do not replace Surface Shrines when planning an overworld route.

Travel Medallions can eventually provide custom fast-travel points, but they are not necessary for early navigation. Until you have them, save before long glides, hazardous chasms, or unfamiliar enemy areas and keep a nearby activated Shrine as your fallback.

  • Activate nearby Shrines before leaving a new region.
  • Use towers for launch distance and Shrines for exact positioning.
  • Keep a fallback destination available before entering a cave, chasm, or high-risk enemy area.
  • Do not teleport away from every discovery if walking a short distance can provide materials or a new Shrine.

5. Combine tower launches with the Dragon's Tears route

The first Geoglyph investigation begins near Impa and Cado at New Serenne Stable in the North Hyrule Plain area. Use the balloon to view the large design from above, then locate the filled Dragon's Tear among the hollow teardrop shapes. The Tear is a small reflective pool, so an elevated view is usually more useful than searching across the entire design from ground level.

After viewing the first memory, follow Impa's objective to the Forgotten Temple in the canyon north of Hyrule Ridge. Continue through the temple until you reach the large map chamber. The map shows the rough locations of the 11 surface Geoglyphs, while the surrounding displays show their intended story order. You can collect the Tears in another order, but following the displayed order reduces story spoilers.

For practical routing, combine each Geoglyph with the nearest regional objective. Use Lindor's Brow or another Hebra launch for western and northern designs, Eldin or Lanayru towers for central and eastern routes, and Gerudo or Necluda towers for southern designs. Pin the Geoglyph itself, launch or glide toward the design, and search for the filled Tear from above. After interacting with the pool, watch the memory and confirm that the Dragon's Tears quest log has advanced before moving on.

The final Dragon's Tear is not located on a surface Geoglyph. It becomes available separately after the 11 Geoglyph memories have been collected, so do not treat the 11-design map as the complete 12-Tear checklist.

  • Visit Impa and Cado near New Serenne Stable to begin the Geoglyph investigation.
  • Reach the Forgotten Temple and inspect the map chamber before planning the remaining searches.
  • Pin each Geoglyph rather than only the nearest tower or road.
  • Watch every memory and verify quest-log progress before leaving the area.
  • Reserve a separate checklist entry for the final Tear that is not attached to a Geoglyph.

6. Keep exploration attached to every journey

Before fast-traveling away, scan the nearby area for an activated Shrine, stable, cave, well, chasm, or Zonai device dispenser that will make a later visit easier. If a tower launch places a Shrine within a safe glide, activate it before returning to the main route. This gradually creates a dense travel network without requiring a separate map-clearing expedition.

Use roads and stables as surface landmarks even when the map is fully revealed. They provide recognizable recovery points, cooking access, merchants, and routes that are easier to follow than a straight line across cliffs. Sky islands directly along a tower launch can be worthwhile, but do not spend all your early Zonai Charges pursuing distant islands when the current objective is on the Surface.

At the end of each regional quest, clean the map. Keep the region's tower, temple entrance, useful Shrines, unresolved Geoglyphs, and any special preparation point. Remove temporary enemy, cave, and blocked-route stamps once they no longer affect your route.

  • Activate at least one useful intermediate Shrine during a major journey.
  • Use stables and roads as recovery and navigation anchors.
  • Keep optional exploration close to the current route instead of detouring across Hyrule.
  • Clean up completed pins and stamps after each regional objective.

Before you move on

  • Fast travel is available, the Lookout Landing Skyview Tower is active, and the Paraglider has been obtained.
  • Lindor's Brow is active if the next major route is Rito Village, with Sahasra Slope or Popla Foothills activated when your route turns toward eastern or southern Hyrule.
  • At least one useful Shrine is active near each current regional staging route.
  • The map uses clear pins for the four regional temples, the Forgotten Temple, and unresolved Geoglyphs.
  • You can switch between Surface, Sky, and Depths layers, travel to a tower or Shrine, launch safely, and return without repeating the entire approach.
  • You have begun the Dragon's Tears quest, inspected the Forgotten Temple map, and maintain a separate reminder for the final non-Geoglyph Tear.
References for this chapter

Wind Temple (Rito region) — Tulin's quest and Colgera

Reach Rito Village, follow Tulin through Hebra South Summit Cave and Tolonto Peak, recover his stolen bow, and climb the Rising Island Chain to the Stormwind Ark. Activate all five Wind Temple locks with Tulin’s gust, then defeat Colgera by diving through its exposed underside panels. Cold resistance, a bow, arrows, stamina recovery, and a few fire materials make the route much safer.

Reach Rito Village and begin Tulin of Rito Village

Rito Village is in northwestern Hebra. From Lookout Landing, travel northwest through Hyrule Field and Tabantha toward the Lucky Clover Gazette, then follow the road and mountain route to the village. The Rospro Pass Skyview Tower is a useful optional stop because it reveals the surrounding mountains and makes the quest route easier to read.

At the upper part of Rito Village, speak with Teba and Tulin. Tulin flies away after the conversation, and Teba directs Link toward two bonfires north of the village. Follow the quest marker to the Hebra Trailhead Lodge and speak with Harth inside. Harth explains that Tulin went toward a mountain cave to gather supplies. This begins the Tulin of Rito Village main quest.

  • Prepare at least one source of cold resistance, such as Snowquill clothing, cold-resistance food, or an elixir.
  • Carry a bow and ordinary arrows. Elemental arrows are optional rather than required.
  • Bring healing and stamina-restoring meals for the mountain climb and long gliding sections.

Search Hebra South Summit Cave and find Tulin on Tolonto Peak

Leave the lodge, climb the nearby ladders, and follow the mountain path past the bonfires and enemy groups. A large bonfire marks the entrance to Hebra South Summit Cave. Speak with Laissa at the entrance, then follow the cave passage. Burn thorn barriers with Fire Fruit or another fire source rather than taking contact damage.

When the cave opens into a tall room with an updraft, use the Paraglider to rise to the upper opening. Continue past the Horriblin and reach the unlit campfire. Drop Flint beside it and strike the Flint with a metal weapon, or use another reliable fire source. Drop a Hylian Pine Cone into the fire to create a powerful updraft, then ride it to the upper passage. Follow the route to Gesane, who tells Link that Tulin has gone to the lone cedar tree on Tolonto Peak.

Exit the cave and climb north toward Tolonto Peak. Speak with Tulin near the lone tree. An Aerocuda has stolen his bow and is carrying it near a floating platform. Command Tulin to prepare his gust, glide to the platform beneath the Aerocuda, and shoot the flying monster. Defeat the enemies that appear afterward. Tulin then joins Link for the ascent.

  • Do not search the cave for a monster camp holding Tulin’s bow; the bow is recovered after meeting Tulin at Tolonto Peak.
  • Use the cave’s updrafts instead of climbing the thorn-covered walls.
  • Activate Sahirow Shrine or Rospro Pass Skyview Tower if either is available for a convenient return point.

Climb Hebra Peak and the Rising Island Chain

After the bow recovery scene, follow Tulin toward the storm above Hebra Peak. Use his gust while gliding to cross the yellow stone platforms protruding from the mountains. Land on each platform, climb when necessary, and preserve stamina rather than attempting one continuous flight. Continue uphill until you reach Hebra Peak.

From the peak, glide between the floating structures. When a tall tower cannot be climbed directly, land on the platform beneath it and use Ascend through the tower. Continue across the Rising Island Chain by bouncing from the sails of the floating boats and using Tulin’s gust for longer gaps. Break frozen platforms to reveal additional boat sails, and use Ascend through suitable pillars.

Mayaumekis Shrine and Kahatanaum Shrine are useful fast-travel points along this route. Near the higher part of the chain, a balloon platform requires a simple build: attach a Flame Emitter to a metal platform beneath a Balloon, then activate the emitter to lift the assembly. Continue from the upper platforms and boat sails until you reach the clear opening above the storm. Drop into the center of the storm cloud to enter the Stormwind Ark, also called the Wind Temple.

  • Maintain cold resistance as the altitude increases; the upper chain is colder than the lower mountains.
  • Use the shrines as recovery and fast-travel points when available.
  • When Tulin is not nearby, return to the quest marker and wait for him rather than fast traveling away.

Activate Wind Temple lock one and lock two

On the Ark, interact with the green terminal in the central stone ring. This establishes the temple as a fast-travel location and marks the five remaining locks. The locks can be completed in any order, but the following route follows a straightforward progression.

For lock one, move north from the main deck toward the locked doors. The right-hand door has a lever without a usable handle. Attach an icicle from the floor to the lever with Ultrahand, then push the lever to open the door. Enter the room and speak with Tulin so his gust is ready. Stand at the windmill and activate the gust to power the first lock.

For lock two, use the large central updraft to reach the roof of the tall northern structure. Open the roof doors with Ultrahand and drop through the opening. Red laser beams guard the shaft. Fall without deploying the Paraglider until you are below the dangerous section, then open the Paraglider and steer into the opening containing the second windmill. Activate it with Tulin’s gust. Use the updraft to leave the shaft and return to the deck.

  • Attach the icicle straight along the first lever so it does not jam against the surrounding structure.
  • During the laser-shaft drop, do not open the Paraglider immediately or the updraft can push Link back upward.
  • Use the temple map or central terminal to confirm that each lock has been activated.

Activate lock three, lock four, and lock five

For lock three, use the central updraft and glide to the eastern side of the Ark, where icicles block an opening. Break the icicles and enter. Use Recall on the rotating wheel, then stand on it to reach the next section. Shoot down a long icicle from the ceiling and attach it between the rotating cog and the stationary cog so the mechanism can turn both gears. Open the resulting gate, enter the next room, and activate the third windmill with Tulin’s gust.

For lock four, return to the main deck and glide down the western side to the side opening. Enter the Ark, avoid or defeat the Construct, and follow the passage toward the icy wall. Drop through the opening beneath the wall to reach the lower level. The fourth windmill is in this lower section. Activate it with Tulin’s gust, then glide or use the boat-shaped platforms to return toward the western passage.

For lock five, return to the icy-wall area used for lock four, but this time cross the gap with Tulin’s gust and enter the southern section of the next level. Use Ascend through the ceiling to reach the room with a cog and a barred door. Attach a stone plate beneath the cog and rotate the assembly with Ultrahand until the door opens. Hold it open, release Ultrahand, and immediately use Recall on the cog. Climb the ladder while the door’s movement is being rewound, then pass through and climb to the fifth windmill. Activate it with Tulin’s gust.

  • At the eastern cog puzzle, the icicle must bridge the two cog mechanisms rather than merely touch one gear.
  • The fourth lock is reached by dropping below the western icy-wall passage.
  • For the fifth lock, keep the door open with Ultrahand long enough that Recall leaves enough time to climb through.

Defeat Colgera and clear the Rito blizzard

Return to the central terminal and interact with it after all five locks are active. The hatch opens and the fight begins in the open sky. Colgera has three purple, glass-like underside panels. During the first phase, position Link above or below a segment, dive through a panel, and continue gliding. A successful dive destroys that panel without requiring arrows. You can also shoot the exposed panels with ordinary arrows while gliding beneath them. Shock Arrows are not a special requirement for this boss.

After all three panels are destroyed, Colgera begins its second phase. It moves more aggressively and creates lines of tornadoes. Keep a wide view of the arena, steer around the tornadoes, and save Tulin’s gust for a long repositioning glide or a recovery after a missed approach. The three underside panels must be destroyed again. When a panel is covered, wait for Colgera to expose it or for the creature to fire its spikes and reveal the vulnerable surface.

If Link falls, open the Paraglider and use the updrafts generated around the boss to regain height. Do not chase a missed panel directly through Colgera’s armored body. Circle away, recover altitude, and wait for the next pass. Bomb Flowers fused to arrows can provide extra damage, but they are optional and should not replace the safer diving method.

After all six panel breaks across both phases, Colgera is defeated. The story scene awards Tulin the Sage of Wind vow. The unnatural blizzard ends, and Rito Village returns to normal conditions. The vow remains available for summoning during exploration.

  • Destroy three underside panels in the first phase and the same three panels again in the second phase.
  • Use the Paraglider and Tulin’s gust to control altitude instead of trying to fight from the ground.
  • After the victory scene, verify that the blizzard has cleared and Tulin’s Sage vow is available.

Before you move on

  • The Wind Temple central terminal has been activated after all five locks were opened.
  • Colgera has been defeated and the Wind Temple victory scene has played.
  • The blizzard affecting Rito Village and the Hebra region has cleared.
  • Tulin’s Sage of Wind vow is available for summoning during exploration.
References for this chapter

Fire Temple (Goron region) — Yunobo and the Depths approach

Follow the Yunobo of Goron City quest from Goron City to Death Mountain, enter the Fire Temple beneath the mountain, unlock five padlocks with Yunobo’s rolling ability, and defeat Marbled Gohma. The temple’s intended solutions use mine carts, track switches, Hydrants, cooled lava slabs, Ultrahand, Recall, and ramps rather than a single fixed route.

Prepare in Goron City and begin Yunobo’s quest

Travel through Eldin Canyon to Goron City and continue the main quest involving Yunobo and the Marbled Rock Roast problem. Speak to the relevant Gorons, follow the quest marker up Death Mountain, and complete the encounter that restores Yunobo’s awareness. After the story sequence, Yunobo accompanies Link and can be summoned for his rolling charge.

Prepare Flame Guard before entering the volcanic route. The Flamebreaker Set from Goron City is the most convenient option, but Flameproof elixirs can also provide the required protection if you monitor their remaining duration. Carry healing meals, metal or Zonaite weapons, arrows, and a few spare Zonai devices. Wooden weapons can burn in the temple’s heated areas, so do not rely on them as your main equipment.

Yunobo’s charge breaks marbled rock, activates green track switches, destroys certain enemies, and reaches the temple’s gong-like padlocks. When he is separated from Link, use the companion summon prompt rather than backtracking through the entire mine network.

  • Complete the Yunobo quest sequence through the Death Mountain approach.
  • Equip Flame Guard or bring enough Flameproof elixirs for the route.
  • Carry Hydrants, Fans, spare mine carts, healing food, and durable weapons.

Follow Yunobo into the Fire Temple

Continue following the quest route through Death Mountain until the story sends Link and Yunobo into the underground passage leading to the Fire Temple. Follow the mine-cart route and use Yunobo to destroy marbled obstructions. At the temple entrance, examine the central Zonai terminal. The temple map then identifies five padlocks that must be opened by striking their gongs with Yunobo.

The Fire Temple is a five-story complex with broken rails and several possible approaches. The five padlocks may be completed in different orders, so a failed cart ride does not normally require restarting the dungeon. Activate the nearby fast-travel point when it becomes available, and use the temple map frequently to distinguish the central chamber from the surrounding rail rooms.

For lava crossings, activate a Hydrant and let its water form temporary stone slabs as it contacts the lava. Join several slabs with Ultrahand to make a bridge or ramp. This method is more dependable than trying to jump across wide lava channels.

  • Examine the central terminal and confirm that five padlocks are active.
  • Use Hydrant water to create cooled stone slabs for lava crossings.
  • Mark the central chamber mentally as the return point between padlock routes.

Open padlock one on the southern route

Leave the central chamber toward the south and cross the first lava section with the nearby stone pieces. Use a Hydrant for the wider lava river. On the far side, place a mine cart on the rail and activate its Fan. While riding, aim Yunobo at the green switch to change the track direction and reach the southern room.

Defeat or bypass the Fire Like, then collect another Hydrant and use it to make several cooled slabs. Join the slabs into a long bridge that reaches the large marbled rock. Send Yunobo across the bridge to destroy the rock, enter the revealed room, and roll him into the gong. That opens the first padlock.

Return to the cart area and strike the yellow switch so it becomes active and opens the route toward the upper level. If the original cart has moved away, use one of the replacement carts nearby.

  • Change the rail direction with Yunobo at the green switch.
  • Build a cooled-lava bridge and destroy the southern marbled rock.
  • Strike the first gong with Yunobo.

Reach padlocks two and three through the upper rail network

Ride the reopened track upward toward the second level. Yunobo can break a marbled boulder placed on the rail. At the end of the track, use the bell-like device to turn the cart around, then activate the Fan and hit the track switch to take the alternate route. Follow the bridge and lower the appropriate rail with the nearby bell device.

Use Ultrahand to place the mine cart on the lowered track and ride into the lava chamber. Break the marbled boulder so the Hydrant above can create cooled slabs. When a slab floats away from Link, use Recall to send it back toward you, then ride or jump across to the next room. Defeat the Construct if necessary and strike the second gong with Yunobo.

For the third padlock, return to the central upper room and adjust the nearby bells so the circular track connects to the next platform. Ride the cart around the loop, leave it at the staircase, and follow the slope upward. When you find the marbled boulder and Hydrant, create a long ramp from cooled slabs. Launch Yunobo up the ramp into the third gong.

  • Use the bell devices to change rail height and direction.
  • Use Recall on a cooled lava slab when it drifts away.
  • Strike the second and third gongs after reaching their platforms.

Open padlocks four and five

From the central upper room, take the mine-cart route toward the southwest section. A Rocket attached to the cart can help cross the broken rail gap. In the next area, use Ultrahand to reconnect the broken bridge and create an upward slope. Climb behind the bridge for the nearby optional chest, then look above for the marbled boulder.

Send Yunobo into that boulder. The impact opens the route and drops a large block. Climb onto the block and use Recall to ride it upward. The fourth gong is on the upper platform; reach it and send Yunobo into it.

Return to the central upper room and use the ramp you built earlier to launch Yunobo at the southwestern marbled boulder. Enter the opening and drop through the central shaft. A chest is available on the way down, but it is optional. Continue to the enclosed lower room and strike the fifth and final gong. Use the nearby switch to open the return gate, then go back to the central terminal and activate it.

  • Use a Rocket or another safe build to cross the broken rail section.
  • Use Recall on the fallen block to reach the fourth gong.
  • Open the return gate after striking the fifth gong and activate the central terminal.

Defeat Marbled Gohma

After all five padlocks are open, activate the central terminal and enter the dome-shaped boss room. Roll Yunobo up the curved wall into the marbled mass above to begin the fight. Keep Yunobo available because his charge is the primary way to knock Marbled Gohma down.

In the first phase, Marbled Gohma crawls on the arena ceiling and throws explosive marbled rocks. It also stomps its legs, creating impact shockwaves. Destroy two of its legs with Yunobo. The boss then collapses, allowing Link to climb onto its body and attack the eye with a strong melee weapon. When it recovers, move away and repeat the two-leg knockdown.

In the second phase, the boss remains on the ceiling and surrounds Link with a ring of explosive rocks. Use Yunobo to break a rock and create an exit, or use Recall on a suitable projectile. Roll Yunobo up the curved wall and connect with the boss; one successful hit knocks it down in this phase. Climb to the eye and attack until the boss is defeated.

If Yunobo misses, prioritize avoiding the stomp zones and explosive rocks rather than forcing another immediate attempt. The arena walls are the intended launch surfaces, and repeated safe rolls are more reliable than standing beneath the boss waiting for a perfect angle.

  • Use Yunobo to break two legs during the first phase.
  • Attack the eye only after Marbled Gohma collapses.
  • In the second phase, use the curved walls and one successful Yunobo hit to knock it down.
  • Break or Recall explosive rocks and avoid the stomp shockwaves.

Before you move on

  • All five Fire Temple padlocks have been opened and the central terminal has been activated.
  • Marbled Gohma is defeated and the Heart Container is collected or left available in the boss room.
  • The post-battle story sequence has played, Yunobo has become the Sage of Fire, and his Vow is available after the Goron City aftermath.
  • The Regional Phenomena quest advances beyond the Fire Temple objective and Goron City’s Marbled Rock Roast crisis is resolved.
References for this chapter

Water Temple (Zora region) — Sidon and sludge clearance

Follow the Sidon of the Zora quest through Zora's Domain, complete the Clues to the Sky investigation, reach Wellspring Island, activate the Water Temple's four faucets, and defeat Mucktorok. The Zora Armor makes the sky-island route much easier, while Sidon's water ability is the central tool for both the temple puzzles and the boss fight.

Reach Zora's Domain and start the investigation

Travel east from Lookout Landing through the Lanayru Wetlands toward Zora's Domain. Sludge is falling across the region and coating the roads, pools, and the statue in the domain's central area. Speak with the Zora around the statue and throne room, then examine the sludge-covered statue to advance the local investigation. Activate Mogawak Shrine in the domain so you have a fast-travel point before leaving.

The quest then directs you to Mipha Court, high on Ploymus Mountain, where Prince Sidon is treating injured Zora. Speak with Sidon there. He sends you to Toto Lake, northwest of the domain, to meet the historian Jiahto. Find Jiahto beside the broken stone tablet and examine the tablet so the Broken Slate portion of the investigation begins.

Return to the domain when the quest marker directs you. Speak with Yona to begin Restoring the Zora Armor. Keep Splash Fruit, Chuchu Jelly, or another water-producing material in your inventory. Splash Fruit fused to arrows is the simplest way to remove distant sludge. Sidon's water ability and Zonai Hydrants also work. Sludge is not something to solve with a general corrosion-resistant armor set in the original Nintendo Switch release; use clean platforms and ranged water attacks instead.

  • Activate Mogawak Shrine.
  • Examine the sludge-covered statue.
  • Speak with Sidon at Mipha Court.
  • Meet Jiahto at Toto Lake and examine the broken slate.
  • Speak with Yona about the Zora Armor.

Restore the Zora Armor and find King Dorephan

Yona asks for an Ancient Arowana. One can be found in clear water around the Zora region, including pools near Mipha Court, and additional fish can be found in several sky-island waters. Bring an Ancient Arowana back to Yona to restore the Zora Armor chest piece. Equip it when climbing the route toward the sky islands: swimming up waterfalls is the most reliable way to gain height, although temporary Zonai builds and stamina food can provide alternatives.

Continue the story investigation to learn where King Dorephan has gone. The king is in the Pristine Sanctum, a cave behind a waterfall between Zora's Domain and Ploymus Mountain. The entrance is reached by following the clues from the children and swimming through the waterfall near the domain's surrounding lakes. Speak with Dorephan and Muzu inside the sanctum. Dorephan gives Link King's Scales, which are required for the next part of the sky riddle.

Travel to Floating Scales Island, the large fish-shaped sky island above the Zora region. From the proper viewpoint, a group of floating rocks forms a tear-shaped opening. Attach one of Dorephan's King's Scales to an arrow and shoot it through that opening. This reveals the waterfall route and completes the critical part of Clues to the Sky. Return to Sidon when the quest marker updates, then follow him into the Ancient Zora Waterworks.

  • Give Yona an Ancient Arowana.
  • Find King Dorephan in the Pristine Sanctum.
  • Receive King's Scales.
  • Shoot a King's Scale through the tear-shaped opening on Floating Scales Island.
  • Return to Sidon and enter the Ancient Zora Waterworks.

Create the route to Wellspring Island

In the Ancient Zora Waterworks, follow Sidon through the flooded passages and platforms. Use Ultrahand to move debris and clear the route. The quest sequence leads to a glowing terminal in a stone ring. Activate it to create a waterfall from East Reservoir Lake toward the sky islands.

Use the restored Zora Armor to swim up the created waterfall, then glide and climb between the floating islands. Sidon must accompany Link for the approach to the Water Temple, so do not leave him behind by taking an unrelated route. When you reach Wellspring Island, activate Igoshon Shrine. This is the useful checkpoint for the Water Temple approach; Sihajog Shrine is elsewhere on Valor Island and is not the Wellspring shrine.

Continue upward through Wellspring Island. Its low-gravity areas allow long jumps and slow-motion bow shots, but landings can be deceptive. Open your paraglider after long leaps, use waterfalls to regain height, and keep a few stamina-restoring meals available. At the upper platform, meet Sidon and examine the Water Temple terminal to begin the dungeon.

  • Activate the Ancient Zora Waterworks terminal.
  • Swim up the created waterfall with the Zora Armor.
  • Reach Wellspring Island with Sidon.
  • Activate Igoshon Shrine.
  • Examine the Water Temple terminal.

Understand the Water Temple objective

The Water Temple is a group of floating platforms with a central terminal and four inactive faucets. There is no required order, and the dungeon uses both the main platform level and a lower B1 area. Sidon's water ability is activated by approaching him and using the companion ability prompt. After the water shield forms around Link, swing a weapon to release the water burst. The burst clears sludge and activates the temple wheels.

Keep Sidon nearby before starting each mechanism. If he is too far away, call him back with the companion icon or move toward him before attempting to use the ability. The temple's low gravity is useful for crossing gaps and performing bullet-time bow shots, but it does not remove fall risk. If you fall, use a nearby waterfall, launch point, or fast travel back to Igoshon Shrine.

  • Confirm that four faucets are marked.
  • Keep Sidon close enough to activate his water shield.
  • Use the low-gravity jumps carefully and paraglide after long leaps.

Activate the west faucet

From the central platform, cross west toward the island defended by Soldier Constructs. Defeat them before solving the mechanism. At the northwest side, clear the sludge from the water-bubble device with Sidon's water burst or a Splash Fruit arrow. Use Ultrahand to place the nearby orb inside a water bubble, then ride a second bubble upward to the higher platform.

On the upper platform, lift the large floodgate with Ultrahand. It falls as soon as you release it, so attach an activated Hover Stone to the top of the gate and use Ultrahand to raise the assembly. The Hover Stone keeps the gate raised while it has energy. With the water drained, place the orb in the socket. Enter the opened room and use Sidon's water burst on the wheel. The west faucet then activates.

  • Clear the bubble device's sludge.
  • Send the orb upward in a water bubble.
  • Hold the floodgate open with a Hover Stone.
  • Place the orb in the socket.
  • Use Sidon's water burst on the wheel.

Activate the lower B1 faucet

Return to the central platform and descend to the lower area on the west side. A fire-covered doorway blocks the route. Sidon's water shield lets Link pass through the flames safely. Alternatively, move a Hover Stone into position to block the flames, but using Sidon is simpler.

Beyond the doorway, deactivate a Hover Stone and place it on the floor switch so the entrance remains open for Sidon. Drop into the lower chamber and retrieve the orb from the spike-covered area. Carry it back using Ultrahand and Hover Stones. Use the stones as temporary supports if the orb cannot be lifted directly across the gap. Place the orb in the wall socket, enter the opened room, and splash the wheel with Sidon's ability.

  • Use Sidon's shield to pass the flames.
  • Keep the entrance switch held down with a Hover Stone.
  • Retrieve the orb from the lower spike area.
  • Place the orb in the socket and activate the wheel.

Activate the northeast faucet

Return to the central platform and travel northeast. A waterfall opening is blocked by sludge. Fire a Splash Fruit arrow or use Sidon's water burst to expose the waterfall, then swim up it with the Zora Armor.

On the upper island, watch the descending water bubbles. When one reaches the platform, use Recall on it and ride it upward. Cross to the opposite platform and find the short-paddled waterwheel. Take the two nearby stone slabs and attach them to opposite sides of the wheel so one slab catches the falling water and turns the wheel.

Follow the electrical line to the point where it is broken. Use Ultrahand to place a water bubble into the gap. The bubble completes the circuit and opens the gate to the wheel room. Enter and use Sidon's water burst on the wheel to activate the northeast faucet.

  • Clear the sludge from the waterfall opening.
  • Use Recall on a descending water bubble.
  • Attach stone slabs to the waterwheel.
  • Bridge the broken electrical line with a water bubble.
  • Activate the northeast wheel.

Activate the east faucet and open the boss chamber

From the central area, travel toward the east and lower platforms. Use Sidon's shield to extinguish the Fire Like's flames, then defeat or bypass the nearby enemies. Ascend to the upper platform and use Hover Stones as stepping points if needed.

A rotating tower contains an orange target, but sludge blocks the shot. Jump from a Hover Stone or nearby platform and fire a Splash Fruit arrow into the sludge during the slow-motion window. Once the sludge is gone, repeat the aerial approach and shoot the orange target. The water drains from the nearby pool, allowing access to the room containing the fourth wheel.

Use Sidon's water burst on the final wheel. With all four faucets active, return to the central platform and examine the terminal. The temple's water clears the central sludge, revealing the boss arena. Prepare healing food, a strong melee weapon, and several water options before activating the boss encounter.

  • Clear the Fire Like's flames.
  • Remove the rotating tower's sludge.
  • Shoot the orange target.
  • Activate the fourth wheel.
  • Examine the central terminal.

Defeat Mucktorok

Mucktorok begins inside a sludge-covered shark form. Water attacks strip away the sludge and expose the small creature inside. Sidon's water burst is the most dependable option, but Splash Fruit arrows, Hydrant devices, Chuchu Jelly, and water-element weapons also work. Do not waste time trying to damage the shark normally. Purify it first, then close the distance and attack the exposed Mucktorok with your strongest melee weapon.

The exposed creature tries to flee and can return to a sludge pool. Use the temple's low gravity to jump and fire a slow-motion arrow if it is moving away. A Keese Eyeball fused to an arrow can help track the target, but regular arrows with a water material are enough if your aim is steady. Shock arrows are not the answer to the sludge; reserve your arrow choices for water effects and accurate follow-up shots.

At roughly the second half of the battle, much more sludge covers the arena and Mucktorok uses larger sludge waves while jumping between pools. Keep moving around the cleanest floor and clear only the sludge blocking your route. Save at least a few Splash Fruits or another water source for this phase. When the shark reappears, purify it immediately, then attack the exposed form before it can dive away. Sidon's shield can also protect Link while crossing a hazardous patch or during a sludge-wave attack.

After Mucktorok is defeated, collect the Heart Container and speak with Sidon during the concluding scenes. Sidon receives the Secret Stone and becomes the Sage of Water. His Vow can then be summoned outside the temple. The sludge rain over Zora's Domain stops, the domain's crisis is resolved, and the regional main quest advances.

  • Purify the shark form with water.
  • Attack the exposed Mucktorok before it reaches a sludge pool.
  • Clear enough sludge to maintain a safe route during the second phase.
  • Use Sidon's shield to survive dangerous crossings or sludge waves.
  • Claim the Heart Container and receive Sidon's Vow.

Before you move on

  • Mucktorok is defeated and the Heart Container has been collected.
  • Sidon's Vow is available as a Sage ability outside the temple.
  • The sludge rain over Zora's Domain has stopped and the regional quest has advanced.
  • The Water Temple terminal and Igoshon Shrine provide fast-travel access for later exploration.
  • The Sage of Water scenes have completed and Sidon is recognized as a recruited Sage.
References for this chapter

Lightning Temple (Gerudo region) — Riju and Gibdo invasion

Enter Gerudo Town, help Riju defend the desert settlements, solve the red-pillar light puzzle, raise the Lightning Temple, activate its four batteries, and defeat Queen Gibdo. Riju’s lightning is required for the temple terminals and is the safest way to expose Gibdo enemies.

Enter Gerudo Town and start Riju of Gerudo Town

Gerudo Town is in the southwestern Gerudo Desert. In Tears of the Kingdom, Link does not need the voe disguise used in Breath of the Wild to enter the town. Go through the main gate, speak with the Gerudo, and enter the underground shelter beneath the town. The shelter is the main defensive base during the regional quest and contains the town’s leadership and emergency supplies.

To begin the quest, leave town through the northern exit and travel to the North Gerudo Ruins. Riju is there with Buliara. Speak with Riju and complete her lightning practice: wait for the yellow lightning field to surround a target, then fire an arrow at that target. The arrow itself does not need to be a Shock Arrow; Riju’s charged ability supplies the lightning effect.

After the practice sequence, defend Kara Kara Bazaar from the Gibdo attack. Elemental damage removes a Gibdo’s pale outer coating, leaving it vulnerable to ordinary weapon strikes. Fire, shock, ice and other elemental effects can be useful, but Riju’s lightning is the most economical option when her field is available. Then return to Gerudo Town and help defend the town from its Gibdo assault. Keep moving, use the elevated platforms and target the Gibdo hives whenever they begin producing more enemies.

After the defense, follow the quest marker to the ruins outside town and speak with Riju. The red-pillar puzzle is the final approach sequence for the temple.

  • Enter Gerudo Town without searching for a disguise.
  • Speak with Riju at North Gerudo Ruins.
  • Complete Riju’s target practice.
  • Defend Kara Kara Bazaar and Gerudo Town.
  • Carry a bow, arrows and several elemental materials or elemental weapons.

Solve the red-pillar puzzle and raise the temple

The red-pillar sequence requires you to form a large triangle of reflected light. Follow the quest markers through the ruins and inspect each red pillar. Some pillars rotate by means of a handle or crank, while others require Ultrahand to move attached pieces into position. The objective is not to carry light manually; rotate or reposition the pillars until the reflected beams connect the three points of the triangle.

When one pillar is difficult to reach, use nearby stone pieces and sticks to build a temporary lever or crank with Ultrahand. Ascend can also bypass portions of the ruins if a ceiling is directly above you. Continue adjusting the pillars until the three beams form a complete triangle.

Once the triangle is complete, travel to the ruins at its center. Riju will join you there. Charge her lightning and fire an arrow at the stone tablet or terminal in the center. The Lightning Temple rises from the sand.

Aim Riju’s lightning at the large Gibdo hive above the temple entrance and fire an arrow. Queen Gibdo appears for the first encounter. Keep moving around the open arena. When she stands upright, avoid the incoming charge or sand attack; when she flaps her wings, move sideways to avoid the tornadoes. Use Riju’s lightning to remove her outer shell, then attack with a strong fused melee weapon. After taking substantial damage, she retreats. This encounter is not meant to be finished here.

  • Complete the three-beam triangle.
  • Activate the central tablet with Riju’s lightning.
  • Use Riju’s charged arrow on the entrance hive.
  • Damage Queen Gibdo until she retreats.
  • Enter the temple after destroying the hive blocking the doorway.

Enter the temple and activate the central terminal

Inside the entrance room, use a Fan or a Korok Frond weapon to clear the sand covering the floor switch. Step on the switch to open the route forward. Light a torch or wooden weapon if visibility is poor. Watch for the false floor, horizontal flame traps and Gibdos in the early rooms.

Use Recall on the large rolling boulders or other moving hazards when they block the passage. At one point, step on a switch beyond the traps so Riju can catch up. If she stops following, check for a closed gate or return to the last floor switch rather than trying to activate a battery alone.

Continue to the Room of Hopeful Light. Pull the buried mirror free with Ultrahand and hold it in the beam so the light reaches the orange target. This opens the route to the Room of Ascension, the temple’s central chamber. Examine the Zonai terminal there. The terminal reveals four battery locations and unlocks the elevator route to the upper boss arena.

The batteries can be completed in any order. The following order is reliable because it starts with the shortest route and then uses the newly available updraft.

  • Clear the entrance sand and activate the floor switch.
  • Use Recall on rolling hazards when necessary.
  • Reflect light onto the orange target in the Room of Hopeful Light.
  • Examine the central terminal in the Room of Ascension.

Battery 1 — northeast side of 1F

From the central chamber, go toward the northeast battery marker. Two sandstone blocks form a false wall beside the entrance. Move them away with Ultrahand to expose a short passage.

Enter the room and approach the battery. Wait for Riju’s yellow field to surround Link, charge the lightning ability, and fire an arrow at the battery terminal. The battery activates immediately. Return to the Room of Ascension.

If Riju falls behind, stand on the nearby switch or backtrack through the open passage until she reaches you. The terminal cannot be charged without her ability.

  • Move the sandstone blocks beside the northeast entrance.
  • Bring Riju into the battery room.
  • Strike the battery with Riju’s lightning.

Battery 2 — upper light route and Room of Offered Light

In the central chamber, find the blocked wind opening. Use Ultrahand to pull the sandstone away and expose the updraft. Ride the wind upward with the paraglider to the upper floors, then enter the Room of Natural Light.

In that room, stand the movable stone upright and attach or position a mirror so sunlight passes through the opening toward the central chamber. Return to the central chamber and move the first pillar into the beam. Move the second pillar so the reflected beam reaches the green target that opens the next door.

Enter the Room of Offered Light. Defeat the Constructs and destroy the Gibdo hive with Riju’s lightning. A practical solution uses the balloon parts in the room: attach a balloon to the grate or platform, place a mirror on its front, position it over the light source, and ignite the balloon with a torch or wooden weapon. The rising balloon carries the reflected light upward and activates the green target.

Drop through the newly opened route to the battery room. Bring Riju down with you or wait for her to catch up at the switch. Charge the battery with a lightning-powered arrow, then return to the central chamber.

  • Expose and ride the central updraft.
  • Use a mirror in the Room of Natural Light.
  • Redirect the beam through the central pillars.
  • Clear the Room of Offered Light.
  • Use a balloon and mirror to open the battery route.
  • Activate Battery 2 with Riju.

Battery 3 — fire shaft and lower chamber

From the upper central area, move the pillar that is blocking the main beam. On the opposite side, clear sand from the second pillar and slide it along its track until the light reaches the next opening. This opens the route to a higher floor.

Use the updraft and paraglider to reach the newly accessible upper platform. Enter the long vertical chamber filled with flame hazards. Riju may not follow through this section, so concentrate on safe movement rather than waiting for her. Glide downward in stages, steering around the flames and landing on the lower platform.

Activate the floor switch at the bottom to open the door. Defeat the Constructs in the room beyond. Once Riju reaches the room, charge the battery with her lightning. Return to the central chamber using the opened route, Ascend, or the temple’s fast-travel point.

  • Move the two light-reflecting pillars into position.
  • Use the updraft to reach the upper route.
  • Glide carefully through the fire shaft.
  • Activate the lower floor switch.
  • Defeat the Constructs and charge Battery 3.

Battery 4 — rotating fans, spike traps and the rotating room

From the central chamber, ride the updraft and glide toward the 4F route on the southwest side. Enter the corridor with two large rotating fans. Use Recall on one fan and cancel the effect when its opening lines up with the other fan’s opening. Pass through when the gaps form a clear path.

Remove the sandstone blocks at the far end to expose another light source. The light opens the next route. Continue toward the spike traps. Place a loose boulder between the horizontal crushing walls, then pass through. In the next trap section, stand another boulder vertically beneath the descending ceiling spikes so they cannot close completely.

Enter the Room of Light and Shade and defeat the Construct. Drop through the opening in the floor into the rotating chamber below. Pull the mirror from the sand with Ultrahand. The room’s wall rotates, so pick up a stake and use it to hold the wall when the correct green-marked section is exposed. This creates a clear path for the light.

Position the mirror so the light reaches the green target. The door to the final battery route opens. Use Ascend to return to the upper room, bring Riju through the route, and strike Battery 4 with her lightning. If Riju gets stuck behind the traps, backtrack to the nearest switch and wait for her to cross.

  • Use Recall to synchronize the rotating fans.
  • Block the horizontal and ceiling spike traps with boulders.
  • Use a stake to stop the rotating wall at the correct opening.
  • Reflect light onto the green target.
  • Activate Battery 4 with Riju.

Defeat Queen Gibdo in the boss arena

Return to the Room of Ascension and use the now-powered elevator to reach the boss floor. The hive in the Room of Glorious Light begins the final fight when you strike it with Riju’s lightning.

In the first phase, Queen Gibdo charges, creates sand blasts and tornadoes, stomps the floor and can rise into the air. Keep circling rather than standing directly in front of her. Activate Riju’s lightning, fire at the boss, and attack with your strongest fused melee weapon while her outer shell is gone. Retreat before the shell reforms or she begins a charge.

At roughly half health, the four Gibdo hives around the arena activate. Destroy each hive quickly with Riju’s lightning or elemental arrows. Each destroyed hive exposes a beam of light. Use these light pools as defensive zones: ordinary Gibdos that enter them are destroyed, giving you room to heal and reposition.

Queen Gibdo remains vulnerable after her shell is removed. Continue using the light zones to control the minions, then repeat the lightning-and-melee cycle on the boss. Bomb Flowers are useful when several Gibdos cluster together, but do not spend them on a single exposed target unless you need emergency damage. When the boss is defeated, collect the Heart Container.

  • Use Riju’s lightning to expose Queen Gibdo.
  • Attack only while her outer shell is removed.
  • Destroy all four active hives in the second phase.
  • Use the light beams to eliminate ordinary Gibdos.
  • Collect the Heart Container after victory.

Receive Riju’s Sage vow and finish the regional quest

After Queen Gibdo falls, examine the altar and receive Riju’s Vow, Sage of Lightning. Her avatar can accompany Link during normal exploration and combat, and her ability provides a rechargeable lightning field when activated near Link.

Return to Gerudo Town and complete the closing dialogue with Riju and the Gerudo leaders. The Sand Shroud clears from the desert, visibility returns, and Gerudo Town’s normal activities become available. The regional quest is complete when the Lightning Temple objective is marked finished and Riju’s Vow appears in the ability menu.

  • Collect the Heart Container.
  • Receive Riju’s Vow, Sage of Lightning.
  • Return to Gerudo Town and complete the closing conversations.
  • Confirm that the Sand Shroud has cleared.
  • Confirm that the Lightning Temple quest is complete.

Before you move on

  • All four batteries in the Lightning Temple are activated.
  • The elevator to the boss floor is available.
  • Queen Gibdo is defeated and the Heart Container is collected.
  • Riju’s Vow, Sage of Lightning, appears in the ability menu.
  • The Sand Shroud has cleared from the Gerudo region.
  • Gerudo Town’s closing dialogue is complete and the regional quest is marked finished.
References for this chapter

Dragon's Tears — Impa, Geoglyphs and the Memory Chain

Begin the Geoglyph investigation near New Serenne Stable, use the Forgotten Temple map to route through the 11 surface Geoglyph Tears, then collect the twelfth Tear revealed at Rist Peninsula in Akkala. Each Tear requires Link to interact with the filled pool and watch its memory. Completing all 12 memories reveals Zelda's history and the Light Dragon's identity. The Master Sword is a separate objective: it is embedded in the Light Dragon's head and normally requires two full permanent stamina wheels, although temporary Enduring stamina can supplement the pull.

Start Impa and the Geoglyphs near New Serenne Stable

Travel northwest from Lookout Landing toward New Serenne Stable in Hyrule Ridge. Cado can be found on the road approaching the stable and directs Link toward Impa. Impa is standing beside the first Geoglyph and a damaged hot-air balloon near the Royal Ancient Lab Ruins, across the road from the stable. Speak with her to begin the investigation.

Use Ultrahand to attach the balloon to its basket. Speak with Impa again, then ignite the burner with the nearby torch, Fire Fruit, a lit campfire, or another fire source. The balloon rises high enough to show the full Geoglyph. Look for the filled Tear marking rather than the hollow tear-shaped outlines scattered across the design.

Land near the filled marking and walk into the small pool. Interact with it to trigger the first memory, Where Am I? After the scene, speak with Impa again. She points Link toward the Forgotten Temple in Tanagar Canyon, which contains the locations of the remaining Geoglyphs.

  • Reach New Serenne Stable and locate Impa beside the damaged balloon.
  • Repair the balloon with Ultrahand and launch it.
  • Find the filled Tear pool in the first Geoglyph.
  • Interact with the pool and watch Where Am I?
  • Speak with Impa after the memory.

Use the Forgotten Temple map to plan the chain

Follow the road and canyon route north toward the Forgotten Temple. Enter the large temple and descend through its interior. Mayausiy Shrine is inside the temple and is worth activating as a fast-travel point before continuing.

Proceed beyond the shrine and the large Goddess Statue until you reach the rear map chamber, where Impa and Cado are studying the Geoglyph arrangement. The wall and floor display the 11 surface Geoglyphs in the intended memory order. Photograph the map with the Camera or place pins on the corresponding locations.

The game permits collecting Tears in a different order, but the memories form a continuous story. Following the Forgotten Temple arrangement prevents later revelations from appearing before earlier events. The temple itself does not require a full combat clear; prioritize reaching the map chamber and securing the shrine.

  • Enter the Forgotten Temple through Tanagar Canyon.
  • Activate Mayausiy Shrine if it is not already active.
  • Reach the Geoglyph map chamber at the back of the temple.
  • Record the positions and intended order of all 11 surface Geoglyphs.

Collect surface Tears 2 through 5

The second Tear is on the palace-shaped Geoglyph in Tabantha Hills, south of Rito Village and northwest of Lindor's Brow Skyview Tower. The filled pool is above the central doorway. Launch from Lindor's Brow or approach along the road, then glide to the palace and interact with the pool to view An Unfamiliar World.

The third Tear is on the Purah Pad-shaped Geoglyph in Trilby Plain, south of Eldin Canyon and between the routes toward the Eldin and Lanayru regions. Eldin Canyon Skyview Tower gives a useful approach. Search near the upper central part of the design for the filled pool and watch Min er u's Counsel.

The fourth Tear is on the creature-shaped Geoglyph near Batrea Lake in West Necluda, between Popla Foothills and Sahasra Slope Skyview Towers. The filled pool is near the upper-left portion of the figure, where the tail curves. Trees can conceal the marking, so land and search on foot if the shape is difficult to read from the air. This memory is The Gerudo Assault.

The fifth Tear is on the Ganondorf-shaped Geoglyph in the Gerudo Highlands. Gerudo Canyon Skyview Tower provides a southern approach, but the high elevation may require climbing or stamina-restoring food. Search the figure's shoulder for the filled pool and watch A Show of Fealty. Use appropriate cold protection in the highlands and heat protection if approaching from the desert.

  • Collect An Unfamiliar World in Tabantha Hills.
  • Collect Min er u's Counsel in Trilby Plain.
  • Collect The Gerudo Assault near Batrea Lake.
  • Collect A Show of Fealty in the Gerudo Highlands.
  • Watch each memory before moving on.

Collect surface Tears 6 through 8

The sixth Tear is on Illumeni Plateau in Hyrule Ridge, on the Geoglyph depicting Queen Sonia. Approach from the Gerudo Highlands or launch from a nearby tower for a clear view. Search around the lower-right side of Sonia's hair for the filled pool, then watch Zelda and Sonia.

The seventh Tear is on the dagger-shaped Geoglyph near the coast outside Lurelin Village in East Necluda. Reach the area from the Necluda Sky Islands or the hills north of the village. Search near the left end of the dagger's crossguard for the filled pool and view Sonia Is Caught by Treachery.

The eighth Tear is on the Demon King Geoglyph in the North Tabantha Snowfield. Pikida Stonegrove Skyview Tower is a practical launch point, but cold resistance is essential. The filled pool is above the figure's left arm. If the glide falls short, land safely and cross the snow rather than exhausting the paraglider's stamina. This memory is Birth of the Demon King.

  • Collect Zelda and Sonia on Illumeni Plateau.
  • Collect Sonia Is Caught by Treachery near Lurelin Village.
  • Collect Birth of the Demon King in the North Tabantha Snowfield.
  • Carry cold-resistant armor, food, or elixirs before entering the snowfield.

Collect surface Tears 9 through 11

The ninth Tear is on Talus Plateau in Lanayru, where the Geoglyph resembles a Secret Stone. Mount Lanayru Skyview Tower provides a direct approach. Search the right side of the design and interact with the filled pool to view The Sages' Vow.

The tenth Tear is beside Lake Hylia in Faron, on the headstone-shaped Geoglyph decorated with flowers. Launch from Popla Foothills Skyview Tower and glide southwest. The correct filled pool is in the left flower. Several hollow markings are nearby, so do not stop at the first tear-shaped outline. The memory is A King's Duty.

The eleventh and final surface Tear is on the sword-shaped Geoglyph in the Eldin Mountains, east of Thyphlo Ruins. Thyphlo Ruins Skyview Tower offers a strong northern launch. Search near the sword's tip for the filled pool and watch A Master Sword in Time. The surface portion is complete only after all 11 Geoglyph pools have been activated and their memories have played.

  • Collect The Sages' Vow on Talus Plateau.
  • Collect A King's Duty beside Lake Hylia.
  • Collect A Master Sword in Time in the Eldin Mountains.
  • Confirm that all 11 surface memories are recorded in the Adventure Log.

Collect the twelfth Tear at Rist Peninsula

After the eleventh surface Geoglyph Tear has been collected and the preceding memories have been viewed, the game reveals a new Tear at Rist Peninsula in Akkala. This is the twelfth Dragon's Tear. It is not on another Geoglyph and it is not located on the Light Dragon's head or forehead.

Travel to the long spiral coastline on Akkala's eastern side. Gemimik Shrine is the nearest convenient fast-travel reference. Follow the spiral landform inward toward its center and locate the newly revealed Tear pool. The location is marked after the 11 surface memories are complete.

Interact with the pool and watch Tears of the Dragon in full. This memory explains Zelda's transformation and identifies the Light Dragon. The Dragon's Tears chain is complete when this scene has played and the memory appears in the Adventure Log.

If the Rist Peninsula objective does not appear, review the Adventure Log for a missing Geoglyph memory. Seeing a Geoglyph, landing on it, or examining an empty marking does not count; Link must interact with the filled pool and trigger the memory.

  • Complete and view all 11 surface Geoglyph memories.
  • Travel to Rist Peninsula in Akkala near Gemimik Shrine.
  • Follow the spiral coastline toward its center.
  • Interact with the revealed Tear pool.
  • Watch Tears of the Dragon to completion.

Treat the Master Sword as a separate objective

The completed Dragon's Tears chain explains where the Light Dragon came from, but it does not automatically place the Master Sword in Link's inventory. The sword is embedded in the Light Dragon's head. Link must reach the dragon, land on its back, travel toward the head, and hold the interaction prompt beside the sword.

The standard requirement is two full permanent stamina wheels. Spirit Orbs can be exchanged at Goddess Statues for Stamina Vessels, and the Horned Statue in Lookout Landing can exchange permanent heart and stamina upgrades if Link needs to rebalance his build. Temporary Enduring stamina from suitable meals or elixirs can supplement the pull, so a player who lacks the full permanent requirement may use an Enduring effect as part of the attempt. Ordinary Energizing food only restores stamina and does not add the same temporary overfill.

Use a Skyview Tower, high Sky Island, or another elevated launch point to reach the Light Dragon. Land on a crystal-covered section of its back, avoid being thrown off by its movement, and move carefully toward the head. Pull the sword when the prompt appears. The memory objective and the sword objective should remain separate in the checklist: all 12 memories are required for the Dragon's Tears chain, while the Master Sword requires a successful pull from the Light Dragon.

  • Confirm that all 12 Dragon's Tears memories have been viewed.
  • Prepare two full permanent stamina wheels, or use an Enduring effect to supplement the pull.
  • Reach and land safely on the Light Dragon.
  • Travel to the Light Dragon's head and pull the Master Sword.
  • Confirm that the Master Sword appears in Link's inventory.

Before you move on

  • The Adventure Log contains the 11 surface memories: Where Am I?, An Unfamiliar World, Mineru's Counsel, The Gerudo Assault, A Show of Fealty, Zelda and Sonia, Sonia Is Caught by Treachery, Birth of the Demon King, The Sages' Vow, A King's Duty, and A Master Sword in Time.
  • The Tears of the Dragon memory at Rist Peninsula in Akkala has been triggered and watched to completion.
  • The Dragon's Tears total is complete: 11 surface Geoglyph Tears plus the twelfth Tear at Rist Peninsula.
  • The separate Master Sword objective is complete if Link has reached the Light Dragon's head and pulled the sword successfully. The normal route uses two full permanent stamina wheels, while an Enduring effect can supplement the pull.
  • For the requested full-campaign ending, complete the Dragon's Tears chain before defeating Demon King Ganondorf, and separately complete the Fifth Sage storyline before the final battle so the relevant story conditions are satisfied.
References for this chapter

The Depths — Exploration, Lightroots and survival

The Depths are the underground region beneath Hyrule, reached through surface Chasms. Explore them as a sequence of illuminated checkpoints rather than attempting to cross the entire map in darkness. Carry Brightbloom Seeds, protect yourself from Gloom, activate Lightroots as soon as you reach them and keep a fast-travel retreat available. The Depths support several important quests, including Camera Work in the Depths, A Mystery in the Depths, Autobuild, the Eldin route toward the Fire Temple and the later Mineru sequence. They do not count toward Dragon’s Tears completion: Dragon’s Tears are surface Geoglyph objectives.

Prepare before entering a Chasm

Bring a bow and a substantial supply of arrows for firing Brightbloom Seeds. Ordinary Brightbloom Seeds are adequate for short routes; Giant Brightbloom Seeds illuminate a larger area and are better for unfamiliar terrain, long drops and major underground crossings. Keep several usable weapons, a few elemental materials and stamina-restoring meals for extended gliding or climbing.

Prepare meals containing Sundelions or Sun Pumpkins before a long expedition. Gloom reduces Link’s usable heart containers, and normal healing food restores ordinary damage but does not remove the hearts corrupted by Gloom. Sundelion and Sun Pumpkin meals restore those damaged hearts. If you have not yet gathered enough ingredients, use Lightroots or return to the surface instead of pushing forward with a shrinking maximum health pool.

Before jumping, place a map pin on the Chasm, the nearest known Lightroot and the surface destination you intend to use afterward. The Chasm south of Lookout Landing is a convenient early entrance because it places you near the first Camera quest route. Regional Chasms become more efficient once you are following a nearby temple or Sage quest.

  • Brightbloom Seeds and arrows
  • Sundelion or Sun Pumpkin recovery meals
  • A bow, weapons and elemental materials
  • A marked Lightroot and a planned exit route

Enter carefully and activate the first Lightroot

Jump through a Chasm, deploy the paraglider after the drop and use Brightbloom Seeds to reveal the landing area before gliding toward it. Do not steer directly into an unseen ledge or Gloom pool. Fire a seed onto the floor, wall or distant platform, then light the next section before moving.

Search for the nearest Lightroot as soon as you land. Its glow is visible through darkness, and reaching it should take priority over collecting Zonaite or fighting nearby enemies. Interact with the Lightroot to illuminate the surrounding Depths, reveal that portion of the underground map, remove Gloom damage from Link’s heart containers and create a fast-travel destination.

Treat each activated Lightroot as a checkpoint. If the next valley, enemy camp or cliff is too dangerous, fast-travel back to the Lightroot instead of trying to retreat through darkness. You can then restock on the surface and return to the same underground position.

  • Deploy the paraglider before approaching the landing area
  • Light the ground and ledges before moving
  • Activate the first reachable Lightroot immediately
  • Use Lightroots as recovery and fast-travel checkpoints

Use Surface Shrines to predict Lightroot positions

A Lightroot corresponds to a Surface Shrine at approximately the same map position. The Lightroot’s name is the Surface Shrine’s name reversed, which provides a useful confirmation when switching between maps. If you find a Surface Shrine but cannot locate the matching Lightroot below, place a pin at the shrine’s location and search underground around the same coordinates.

This correspondence applies to Surface Shrines only. Sky Shrines do not normally have matching Lightroots, so lighting the Depths cannot reveal every shrine in the Sky. Use the relationship as a navigation aid, not as a claim that every shrine on the three-layer map has an underground counterpart.

The relationship does not guarantee a direct vertical route. A shrine may sit above a cave, a high ridge or a region where the underground terrain is separated by impassable walls. Mark the location, then use Chasms, valleys and tunnels to approach the Lightroot from a practical direction.

  • Compare Lightroot locations with Surface Shrines
  • Remember that Sky Shrines have no normal Lightroot counterpart
  • Use map pins when a direct descent is unavailable
  • Do not expect a straight vertical route between maps

Read the inverted underground terrain

The Depths broadly invert the surface landscape. Surface mountains commonly become underground valleys, while surface rivers and lakes often become tall rock walls or wide impassable barriers. If a direct route ends at an apparently endless cliff, stop attempting to climb it blindly. Search sideways for a valley, abandoned mine, tunnel, broken ruin or an opening where Ascend can bypass the obstruction.

Fire Brightbloom Seeds ahead of Link rather than placing them only at his feet. Illuminate the next ledge before gliding, check whether the landing surface is safe and then move. When a gap is short, a basic platform with a Fan can provide a controlled crossing. Avoid building elaborate vehicles before activating nearby Lightroots; a simple device platform is easier to replace and consumes fewer resources.

The map also helps distinguish darkness from terrain. An unlit region may be accessible, while a solid dark boundary often represents a wall or elevated underground formation. Use the surface map to predict these obstacles before committing to a long expedition.

  • Route around underground walls created by surface water
  • Light ledges before gliding or dropping
  • Search sideways when a direct climb fails
  • Use simple Zonai builds before complex vehicles

Manage Gloom and avoid unnecessary combat

Gloom-covered ground reduces Link’s available hearts while he remains in contact with it. Gloom-infused enemies can also corrupt hearts when they strike. Walk around purple pools whenever possible, fight from clean rock and retreat when only a small number of hearts remain usable. A Lightroot immediately restores the hearts lost to Gloom, while a Sundelion or Sun Pumpkin meal allows you to continue without abandoning the expedition.

Do not clear every enemy camp. Fight Bokoblins, Lizalfos and Constructs when they guard a Lightroot, a quest item or the only usable passage. Bypass optional camps when your weapon durability or recovery supplies are low. Height, arrows and elemental fusions are safer than standing in a crowded Gloom-covered arena.

Frox are optional hazards unless a quest or resource run specifically requires them. If you fight one, target the ore deposits on its back. Use its leap or inhaling attack as an opportunity to reposition, and avoid landing on Gloom when the creature throws Link off. Retreat to clean ground if the arena becomes difficult to read.

  • Avoid standing in Gloom while fighting
  • Use ranged attacks and height against groups
  • Keep recovery meals for damaged heart containers
  • Do not spend resources clearing irrelevant camps

Complete Camera Work in the Depths

After obtaining the Paraglider and progressing through the early Lookout Landing investigation, speak with Josha and Robbie. Robbie starts Camera Work in the Depths and leads Link toward the Chasm south of Lookout Landing. Follow him underground, use Brightblooms to keep the route visible and meet him near the first research area.

Robbie explains the Camera function and asks Link to photograph a statue in the Depths. Equip the Camera through the Purah Pad ability wheel, frame the requested statue and take the picture. Return to Robbie and then Lookout Landing to finish the quest. This unlocks the Camera for the Purah Pad and establishes the research route that leads to the next Depths quest.

Camera Work in the Depths is separate from Dragon’s Tears. Taking the photograph does not reveal or complete a Geoglyph memory, and no Lightroot activation counts as progress toward the Tear chain.

  • Speak with Josha and Robbie after obtaining the Paraglider
  • Follow Robbie into the Chasm south of Lookout Landing
  • Photograph the requested statue with the Purah Pad Camera
  • Return to Lookout Landing and confirm the Camera is available

Follow A Mystery in the Depths to unlock Autobuild

Speak with Josha again to begin A Mystery in the Depths. Travel to Iayusus Lightroot and follow the large statues deeper into the underground. Their facing directions guide you toward the Great Abandoned Central Mine. Activate nearby Lightroots as you advance so the route remains a usable fast-travel chain.

At the Great Abandoned Central Mine, activate the central travel point and examine the damaged vehicle near the Steward Construct. The Construct grants Autobuild. Use the ability on the nearby vehicle to restore it, then prepare for Master Kohga’s first encounter.

Master Kohga’s fight uses a vehicle in the mine arena. Stay mobile, attack from a safe angle and use arrows or the vehicle’s attached weapons when available. If your vehicle is destroyed, build a simple Fan-powered platform or use ranged attacks from cover rather than standing in front of his machine. After the encounter, Autobuild remains available for recreating previous constructions when the required materials or Zonaite are available.

This quest chain unlocks further Yiga and Depths objectives, but Autobuild itself is optional for reaching the four regional temples. It is nevertheless highly useful for Mineru’s route and for quickly rebuilding basic transport.

  • Start A Mystery in the Depths with Josha
  • Follow the statues from Iayusus Lightroot
  • Reach and activate the Great Abandoned Central Mine
  • Use Autobuild on the damaged vehicle
  • Defeat Master Kohga and confirm Autobuild is unlocked

Use the Eldin Depths for the Fire Temple approach

The Fire Temple quest sends Link into the Eldin Depths after the Marbled Rock Roast investigation. Follow Yunobo’s route into the underground mine area, use minecart tracks and Zonai devices to advance and activate Lightroots whenever the route permits. Minecart travel reduces exposure to Gloom and makes the underground approach easier to retrace.

Surface heat resistance does not protect Link from underground Gloom. Carry Gloom-recovery meals even if you have Flamebreaker equipment or fire-resistant food. Use Yunobo’s rolling ability to break obstacles and activate track mechanisms, but do not spend all available healing before reaching the temple.

The Eldin route is a story objective, while general Lightroot collection is optional. If you are only trying to reach the Fire Temple, activate roots near the quest route, mark unexplored branches and return later for full Depths exploration.

  • Follow the Fire Temple quest route into the Eldin Depths
  • Use minecarts and Zonai devices to cross the mine area
  • Carry Gloom recovery despite surface heat resistance
  • Activate only the Lightroots needed for the immediate route

Follow the later Mineru route through Dragonhead Island and Tobio’s Hollow

Mineru’s progression is a later story chain. Complete the four Regional Phenomena quests and the Hyrule Castle story investigation, then follow Secret of the Ring Ruins. That quest leads to the Thunderhead Isles and Dragonhead Island. On Dragonhead Island, open the door that requires ten hearts, collect Mineru’s mask and begin Guidance from Ages Past.

Follow the green guidance beam and use Ultrahand to attach the laser device to a simple flying machine. A Wing with Fans and a Steering Stick is sufficient. Fly in the direction indicated by the beam toward the ruins above Tobio’s Hollow. Place the laser device on the altar there to open the route into the Depths. Carry it to the elevator pedestal and descend to the Construct Factory.

Activate Muokuij Lightroot as soon as you arrive. It illuminates the factory area and provides the main retreat point for the depot work. The Construct Factory is reached through this quest sequence; it is not found by randomly exploring every dark section of the Depths.

  • Complete the four Regional Phenomena quests
  • Complete the Hyrule Castle investigation before Secret of the Ring Ruins
  • Open the ten-heart door on Dragonhead Island
  • Follow the laser to Tobio’s Hollow
  • Descend to the Construct Factory and activate Muokuij Lightroot

Recover the four Construct Factory parts

Four green-lit depots surround the Construct Factory. Each begins when Link activates the depot terminal, causing a boxed body part to appear and sealing the entrance until the part is removed. Use Ultrahand to carry or attach the box to the available lifts, rails and vehicles, then return the part to the factory frame.

The Right-Leg Depot is northeast of the factory. Its route uses lifts, a rail and a hook. Attach the box securely to the hook, add a Fan if needed and move it along the rail. Use Ascend to bypass the upper section, then build a flying vehicle or another controlled transport to carry the leg back to the factory.

The Left-Leg Depot is southeast. Use the rocket-assisted lift and the adjustable ramp to launch the box to the upper ledge. A Rocket attached to the box is sufficient; adding a Steering Stick can make the launch easier to control. Carry or transport the leg back to the factory.

The Left-Arm Depot is southwest and uses a vehicle route with rails and slopes. The Right-Arm Depot is northwest and includes water, fans and steering components. In both, inspect the room before moving the box, detach unnecessary parts and build for stability rather than speed. Return each completed part to the Construct Factory before starting the next depot.

After all four parts are installed, Mineru’s Construct becomes usable. Mount it, test its attacks and attach available Zonai devices such as Fans, Rockets, Cannons or elemental emitters. These devices consume Energy Cells or have limited durability, so use them for the route rather than constructing an expensive permanent battle machine.

  • Complete the Right-Leg Depot northeast of the factory
  • Complete the Left-Leg Depot southeast of the factory
  • Complete the Left-Arm Depot southwest of the factory
  • Complete the Right-Arm Depot northwest of the factory
  • Install all four parts before leaving the factory

Travel from the Construct Factory to the Spirit Temple

After Mineru’s Construct is assembled, ride it southeast toward the Spirit Temple marker. Activate Lightroots along the route when safe, break rock with attached weapons and use the Construct’s immunity to Gloom-covered ground to avoid unnecessary heart loss. Attach a Fan when you need faster travel and use a Cannon or Spiked Ball to clear obstacles.

The Construct cannot climb steep walls by itself. Near the Spirit Temple, use the available Rocket attachment to launch it up the broken approach. Once you reach the temple entrance, activate the altar and ride the lift downward. The Spirit Temple battle against Seized Construct completes Mineru’s recruitment and is a story objective, not a normal Lightroot or shrine activity.

  • Mount Mineru’s Construct
  • Activate useful Lightroots on the southeast route
  • Use attached devices to clear rocks and cross Gloom
  • Use a Rocket to reach the Spirit Temple entrance
  • Defeat Seized Construct to complete Mineru’s quest

Keep Dragon’s Tears separate from Depths objectives

Dragon’s Tears are collected on the surface at the tear-shaped marks within Geoglyphs. Locate the correct pool of light and interact with it to view the associated memory. The surface Geoglyph route has its own progression and is not completed by activating Lightroots, photographing statues, unlocking Autobuild or completing Mineru’s Construct Factory.

Use the Depths map for underground exploration, Lightroot activation, Zonaite gathering and quest navigation. Use the surface map for Geoglyphs and Dragon’s Tears. These systems can be combined efficiently by pinning a Geoglyph near a Chasm or Lightroot, but their objectives remain separate.

Do not count an illuminated underground region as a Dragon’s Tear. Conversely, collecting a Tear does not reveal a Lightroot or complete any Depths quest.

  • Track Geoglyphs on the Surface map
  • Interact with the specific pool of light at each Tear location
  • Do not count Lightroots or Autobuild toward Tear progress
  • Keep the Geoglyph itinerary separate from underground quest objectives

End every expedition with a retreat plan

Before traveling beyond the last activated Lightroot, mark unfinished routes, Chasms and quest locations. If a fight becomes unsafe, fast-travel to the Lightroot, a Surface Shrine or another discovered destination. The nearest exit is not always the best exit, especially when underground walls or Gloom-covered terrain block the return path.

End the expedition when Brightblooms, recovery meals, weapons or usable hearts are low. A successful trip may consist of activating several Lightroots, collecting Zonaite, finishing one quest step and marking the next route. Restock on the surface instead of turning a manageable exploration run into an avoidable defeat.

  • A nearby activated Lightroot is visible on the map
  • Unfinished routes have useful pins
  • You have a known fast-travel escape
  • Your next trip has enough light, healing and weapons

Before you move on

  • Camera Work in the Depths is complete and the Purah Pad Camera is available.
  • A Mystery in the Depths is complete, Master Kohga has been defeated at the Great Abandoned Central Mine and Autobuild is available.
  • The Lightroots needed for the current regional route are activated and usable as fast-travel points.
  • You can restore Gloom damage with Sundelion or Sun Pumpkin meals and can identify a safe retreat route.
  • The four Regional Phenomena quests and the Hyrule Castle story investigation are complete before beginning the intended Mineru sequence.
  • The ten-heart door on Dragonhead Island has been opened, Mineru’s mask has been taken through Tobio’s Hollow and the Construct Factory has been reached.
  • The Right-Leg, Left-Leg, Left-Arm and Right-Arm Depots are complete, Mineru’s Construct is assembled and the Spirit Temple route is available.
  • Dragon’s Tears are being tracked separately through surface Geoglyphs and are not being counted through Lightroot, Camera, Autobuild or Mineru progression.
References for this chapter

Zonai devices, Ultrahand and Fuse — Practical construction and puzzles

Use small, repeatable builds instead of elaborate machines. Ultrahand handles placement and assembly, Fuse keeps weapons useful despite the weakened condition of many early weapons, and Recall reverses moving objects when timing or positioning goes wrong. These methods apply throughout the original Nintendo Switch release of Tears of the Kingdom.

Assemble a stable platform or bridge

Begin with a broad object such as a wooden board, stone slab, minecart, sled, or Zonai wing. Select Ultrahand from the ability wheel, aim at the object, and grab it. Move the object with the right stick, use the directional buttons to bring it closer or farther away, and use the rotation controls to level it. ZL can quickly flatten the held object when you need a level base.

Bring a second board or slab close to the first until the green adhesive connection appears, then press A to attach it. For a short bridge, join two boards end to end and place the completed bridge across the gap. For a standing platform, attach a vertical support beneath a broad board. Keep the structure short and wide unless the puzzle specifically requires a long span.

Before carrying a build toward a cliff, lava channel, or moving mechanism, test it on safe ground. Walk across it, check whether it tips, and detach badly placed parts by holding the attached object and wiggling the right stick. If a part is difficult to remove, grab the specific piece rather than the whole assembly. A two- or three-piece structure is usually easier to recover than a large construction.

Ultrahand can also move loose Zonai devices without putting them into your inventory. This is useful when a puzzle provides Fans, Rockets, wheels, or carts beside the construction area. Do not activate a device until its position and direction are correct.

  • Use a broad, level base for bridges and platforms.
  • Confirm the adhesive connection before releasing the held object.
  • Test the build on safe ground before taking it over a hazard.
  • Detach incorrectly placed parts instead of adding more parts to compensate.

Build simple propulsion and steering systems

For a basic raft or board vehicle, attach one or two Fans so their airflow points opposite the direction you want the vehicle to travel. On a raft moving forward, the Fans normally sit toward the rear and blow backward. Keep matching Fans at similar positions on the left and right sides so the vehicle does not constantly turn or roll. If the build veers, stop it, detach one Fan, and correct the alignment rather than adding more propulsion.

A Fan-powered minecart is useful on rails and can be made by placing a Fan behind the cart with its airflow pushing along the track. Keep the Fan clear of the rail and the player’s standing position. For a water crossing, use a raft, board, or sled as the base and leave enough room for Link to dismount. A vehicle that reaches the destination but traps Link against a wall is not a successful build.

Add a Steering Stick when you need to pilot a vehicle rather than send it in a straight line. Attach the stick to the main body, stand on it, and use the vehicle controls to change direction. One correctly positioned Steering Stick is preferable to several control points. For a first flying machine, use a Wing with a small number of Fans and a Steering Stick; test its balance close to the ground before attempting a long flight.

Rockets provide a brief burst in the direction they face. A Rocket attached to a shield gives Link one strong vertical launch when the shield is used, making it useful for reaching a ledge or starting a glide. A Rocket attached to a board or cart should be aimed before activation, because its thrust is short-lived and can send the entire build into a wall or a drop.

Powered devices draw from the Energy Cell. If the battery empties, the devices stop until energy returns. Use short tests before committing to a long route, and carry spare Zonai Charges or additional battery capacity when a puzzle requires sustained propulsion. Passive pieces such as boards and wings do not consume energy, but Fans, Rockets, wheels, emitters, and similar powered devices do.

  • Point each Fan’s airflow opposite the intended travel direction.
  • Place matching propulsion devices symmetrically whenever possible.
  • Use a Steering Stick for controlled travel, not for a simple straight push.
  • Test Rockets and flying machines near safe ground.
  • Watch the Energy Cell before starting a long crossing.

Use Fuse to give each weapon a job

Fuse a weapon to a nearby material when the base weapon lacks damage, durability, reach, or a useful effect. A Tree Branch or weak sword can become a practical early weapon when combined with a Rock, Stone, or common monster horn. A Rock-fused weapon is useful for breaking ore deposits and cracked walls. A long horn, tail, or spear-like material can increase the effective reach of a weapon, helping Link fight enemies near lava, gloom, or other hazards.

Keep different roles in the inventory instead of fusing every weapon with the strongest material available. Maintain one general melee weapon, one long-reach weapon, one blunt weapon for ore and armored targets, and at least one unfused or low-value weapon that can accept a replacement material later. Fusing any material improves a weapon’s usefulness, but rare parts should be saved for encounters where their effect matters.

Elemental materials should be chosen for a specific purpose. Fire materials can ignite grass, melt ice, and apply fire effects. Ice materials can freeze suitable targets and create an opening. Shock materials are particularly useful when an enemy is wet or when you need an electrical effect. Keese Eyeballs and other monster eyes can be fused to arrows for homing shots, while Bomb Flowers and other materials can provide area effects without requiring a specialized weapon.

Fused materials are not automatically recoverable. Removing a fusion through the inventory destroys the attached material, so do not attach a rare horn, gem, or special device to a disposable weapon unless you are willing to lose it. If a weapon breaks, the fused material is lost with it. Use common horns, rocks, elemental fruits, and other plentiful materials for routine combat.

  • Carry general, long-reach, and blunt weapon options.
  • Use Rocks or Stones for ore deposits and cracked barriers.
  • Reserve rare monster parts and gems for important fights.
  • Remember that removing a fusion destroys the attached material.
  • Keep at least one spare weapon before entering a temple or the Depths.

Use Recall to reset moving objects and missed timing

Recall reverses an object’s recent movement until it returns along its previous path. Select Recall, aim at a moving platform, fallen rock, raft, wheel assembly, gate, or projectile, and activate the highlighted object. You can stop the reversal before the object reaches the beginning of its recorded movement. Recall is a positioning tool, not a repair ability: it cannot restore a destroyed device or rebuild a broken vehicle.

Watch a moving puzzle through at least one full cycle before using Recall. If a platform travels away before Link can reach it, wait until it is moving or has stopped in a useful position, then rewind it and ride the returning path. If a raft drifts away, Recall can bring it back. If a fallen rock has recently dropped from the sky, Recall can reverse its fall and provide a temporary route upward.

Recall also works on some attached assemblies. When a platform, cart, or vehicle remains intact, targeting the moving assembly can reverse the connected build. If parts have detached, target the individual moving object instead. Recall can be stopped when the position is safe, so do not allow a recalled machine to carry Link into a wall, ceiling, enemy, or off a ledge.

For high-risk crossings, make a manual save before testing the construction. Place spare boards or capsules near the starting point, not at the edge of the hazard. If a vehicle falls outside Ultrahand range, do not chase it into a fatal drop. Return to the safe side, reload if necessary, or construct a replacement. Ascend can provide an escape from some enclosed areas, but it does not replace a safe recovery plan.

  • Observe the object’s path before activating Recall.
  • Use Recall to reverse movement or recover timing, not to repair destroyed devices.
  • Target the whole attached assembly when its parts remain connected.
  • Save before dangerous crossings and keep a replacement plan.
  • Use Ultrahand from a safe ledge instead of following a fallen vehicle.

Before you move on

  • You can assemble and test a level platform or bridge with Ultrahand before using it over a gap.
  • You can build a basic Fan-powered raft or cart with the airflow aimed in the intended travel direction.
  • You can pilot a small vehicle with a Steering Stick and dismount without being struck by its devices.
  • Your inventory contains a spare weapon, a long-reach option, a blunt weapon, and common materials for replacement fusions.
  • You have used Recall on a moving platform, vehicle, fallen object, or projectile to reverse its path or recover a missed timing window.
  • You can identify when a build is limited by balance, device orientation, or Energy Cell capacity rather than adding unnecessary parts.
References for this chapter

Shrines, Heart/Stamina upgrades and side quest pacing

Use Shrines, temple rewards, armor upgrades and a small group of high-value side adventures to build Link’s survivability and mobility before the Hyrule Castle assault. A practical target is roughly two full stamina wheels, followed by a stronger heart total, upgraded armor and a reliable supply of recovery meals. These are recommendations rather than mandatory requirements: the main campaign can be completed with fewer upgrades, but the preparation below makes regional temples, the Depths and the final battle substantially more forgiving.

Turn every four Lights of Blessing into a planned upgrade

Each completed Shrine awards one Light of Blessing. Take four Lights to any Goddess Statue and exchange them for either one Heart Container or one-fifth of a stamina wheel. Goddess Statues are available in places such as Lookout Landing, major settlements and the Temple of Time Ruins. Do not leave unused Lights sitting in your inventory for long; visit a statue whenever you have four so your next difficult route starts with a permanent improvement.

Shrines are not limited to obvious combat rooms. Shrine Quests, caves, sky islands, wells and remote landmarks frequently conceal the entrance to a Blessing Shrine. When you reach a Shrine, open its treasure chest before collecting the Light of Blessing. The chest is optional, but it can contain a weapon, armor piece, Zonai item or useful material that is easy to overlook if you rush to the exit.

The four regional temples each award a Heart Container after their bosses, and the later Spirit Temple also provides a Heart Container. Count those rewards when planning your upgrades instead of assuming every heart must come from Shrine exchanges.

  • Complete nearby Shrines before leaving a newly opened region.
  • Visit a Goddess Statue after collecting four unused Lights of Blessing.
  • Open each Shrine chest before taking the final blessing.
  • Remember that regional temples provide additional permanent hearts.

Build mobility first, then shift toward hearts

For most players, the first useful target is about one and a half stamina wheels, followed by two full wheels. Stamina improves climbing, swimming, paragliding and long crossings between sky islands. It is especially useful while following Geoglyph routes, reaching remote Shrines and recovering from a missed landing. If you regularly run out of stamina during ordinary travel, spend your next few exchanges on stamina rather than forcing difficult routes with food alone.

Once Link has roughly two full wheels, direct most later Shrine rewards into hearts. This creates a balanced build: enough stamina for exploration, with a health pool that can survive mistakes against stronger enemies, Gloom-infected foes and temple bosses. Temporary yellow hearts from cooking help, but they disappear when lost and do not replace permanent hearts for a difficult campaign segment.

Do not spend every early blessing on stamina simply because traversal feels easier. A player who prefers climbing and gliding can reasonably take stamina first, while a player struggling in combat should shift to hearts sooner. If your health is still low before Hyrule Castle, continue clearing nearby Shrines rather than relying only on attack buffs or restorative meals.

  • Early target: approximately one and a half stamina wheels.
  • Midgame target: approximately two full stamina wheels.
  • After reaching two wheels, favor hearts unless a specific route still exceeds your stamina capacity.
  • Use enduring-stamina meals for occasional long crossings, not as a substitute for all permanent upgrades.

Unlock Great Fairy access and upgrade one dependable armor set

Near Rito Village, visit the Lucky Clover Gazette and speak with Traysi and Penn to begin Potential Princess Sightings! This chain sends Penn to investigate reports at stables around Hyrule. The chain is optional, but it is one of the most useful side activities for general preparation because its rewards include the Froggy Armor set. The Froggy Sleeve is awarded after four investigations, the Froggy Leggings after nine, and the Froggy Hood after all twelve investigations.

The same Gazette visit opens the path to the Great Fairy Fountain quests. At Woodland Stable, help the Stable Trotters repair and transport their wagon to Great Fairy Tera. A horse with the Towing Harness is required for this task; the harness can be obtained through the stable reward system. The later fountain quests use the musicians and their wagon at Snowfield, Outskirt and Dueling Peaks Stables. Unlocking even one Great Fairy lets you begin improving armor, while unlocking more raises the available upgrade level.

Prioritize one general-purpose armor set rather than spreading monster parts across every outfit. The Hylian set is a dependable basic choice, while regional or hazard-focused sets become worthwhile when their protection matches your next objective. Keep monster parts, plants and insects used by Great Fairy upgrades instead of selling every material for rupees.

  • Start Potential Princess Sightings! at the Lucky Clover Gazette.
  • Aim for the Froggy Sleeve early if slippery climbing is slowing your route.
  • Unlock at least one Great Fairy before several temple attempts.
  • Upgrade one reliable armor set before investing heavily in cosmetic or situational outfits.

Use high-value side adventures without delaying the campaign

A Call from the Depths begins after the water blocking the Great Plateau passage is drained and Link investigates the voice connected to the Temple of Time Ruins. The quest sends you to recover four stone eyes near the Great Plateau chasms, drop each eye into the Depths and carry them to the Bargainer Statue in the Great Abandoned Central Mine beneath the Temple of Time area. Use Ultrahand to place the eyes into the statue. The reward is a choice between one Heart Container and one Stamina Vessel, so choose whichever fills the weaker part of your build. This quest also establishes the Great Abandoned Central Mine Bargainer Statue as a source of Depths equipment and materials.

After completing Camera Work in the Depths and A Mystery in the Depths, finish at least one Regional Phenomena quest and complete Hateno Village Research Lab so Robbie relocates to the Hateno Ancient Tech Lab. There he installs the Shrine Sensor after a short demonstration. Later upgrades are optional: Sensor+ requires photographs of five different monster types, while Hero’s Path becomes available after sufficient Shrine data, commonly reached at fifteen completed Shrines. These tools are excellent for systematic cleanup but are not needed to enter the final battle.

Treat side content as route support rather than a reason to stop the main story. Complete A Call from the Depths when you are already near the Great Plateau, work on Great Fairy quests while visiting nearby stables and use the Hateno lab when your Shrine count and story progress make the trip efficient.

  • Complete A Call from the Depths if you need one additional heart or stamina upgrade.
  • Finish Camera Work in the Depths and A Mystery in the Depths before expecting Robbie at Hateno.
  • Complete one Regional Phenomena quest to advance the Hateno lab sequence.
  • Photograph five different monsters for Sensor+ if targeted material or enemy hunting will save time.
  • Use Hero’s Path later for Shrine and Dragon’s Tear cleanup rather than delaying regional objectives.

Combine Shrine routes with Dragon’s Tears and temple travel

When entering a region, place map pins for nearby Shrines, Geoglyphs, stables and Skyview Towers at the same time. Clear a Shrine when it lies on the approach to a Geoglyph, then use the stable or tower as your next staging point. This turns memory collection into a steady source of upgrades instead of a separate late-game sweep.

Cave and sky-island Shrines may require environmental protection, arrows, Brightbloom Seeds or a simple vehicle. Carry cold or heat protection for the relevant region, several recovery meals and enough materials to open blocked passages. If a Shrine entrance appears tied to a quest you have not started, mark it and continue; forcing a remote route while under-equipped is rarely efficient.

Before beginning the Hyrule Castle approach, aim for upgraded armor, approximately two stamina wheels, a mid-teens heart total or stronger defensive preparation, several healing meals and enough arrows for ranged encounters. Players who take frequent heavy damage should continue Shrine and armor work until ordinary Gloom enemies no longer defeat Link in one or two hits.

  • Place pins for Shrines, Geoglyphs, stables and towers on the same regional route.
  • Carry environmental protection and recovery food before remote Shrine trips.
  • Reassess hearts, stamina, armor and arrows before entering Hyrule Castle.
  • Leave low-priority rupee and material quests for after the main campaign if they do not support the next route.

Before you move on

  • Link has approximately two full stamina wheels, or a deliberate equivalent plan using enduring-stamina meals.
  • Later Lights of Blessing are being directed mainly into hearts if the health total remains low.
  • At least one Great Fairy Fountain is unlocked and the primary armor set has received several upgrades.
  • A Call from the Depths is complete, or it has been deliberately postponed because the chosen heart/stamina balance does not need its reward yet.
  • Camera Work in the Depths, A Mystery in the Depths and Hateno Village Research Lab are complete if Purah Pad tracking tools are part of the planned route.
  • Before Hyrule Castle, Link has a mid-teens heart total or strong defensive preparation, upgraded armor, recovery meals, environmental protection as needed and enough stamina for castle traversal.
  • Shrine, Geoglyph and stable pins are arranged so remaining upgrades and Dragon’s Tears can be collected along future regional routes rather than through a blind map-wide sweep.
References for this chapter

Bosses of the Temples — Tactics for Colgera, Marbled Gohma, Mucktorok and Queen Gibdo

The four regional temple bosses are built around the Sage ability introduced during each regional quest. Before activating a temple’s final terminal, carry healing food, a reliable melee weapon, a bow, ordinary arrows and materials suited to the boss mechanic. Each fight is safer when you focus on the intended opening instead of trying to trade damage continuously. If you lose a fight, restock arrows and healing items, then retry the same mechanic rather than changing your entire loadout.

Colgera — destroy the three weak sections in each phase

Colgera’s battle takes place in open air above the Wind Temple. Keep the paraglider ready and use Tulin’s gust to regain altitude or reposition. The boss has three large ice-covered sections along its body. Each section must be destroyed once in the first phase and then destroyed once again after it regenerates in the second phase.

The safest method is to rise above a section and dive directly through it. A successful dive can break the ice and damage the weak point in one action, conserving arrows. If you miss the dive, use a bow while falling. Ordinary arrows can damage the exposed weak point after the ice is broken; fire-based arrow materials can help remove the ice, but Shock Arrows are not required.

Colgera periodically launches spikes and then exposes the vulnerable sections. It can also dive through a portal and attack from below. Watch the space beneath Link, move away from the portal’s attack path and continue gliding rather than trying to land. Tulin’s gust is useful when the boss leaves you below the next target.

After all three sections are destroyed, Colgera begins its second phase. Tornadoes cross the arena and the boss changes direction more aggressively. Avoid the tornado paths, regain altitude with Tulin and repeat the same process on the three regenerated sections. The fight ends after all three second-phase sections have been destroyed.

  • Carry a bow and a healthy supply of ordinary arrows.
  • Use diving attacks to break an ice-covered section and damage its weak point in one action when the angle is safe.
  • Use arrows or elemental arrow materials as alternate methods; Shock Arrows are optional, not required.
  • Destroy all three sections in phase one, then destroy all three regenerated sections in phase two.
  • Avoid tornadoes and use Tulin’s gust to recover altitude.

Marbled Gohma — break its legs with Yunobo

Marbled Gohma’s vulnerable point is the eye on top of its body. Link’s ordinary weapons are ineffective against its armored exterior, so use Yunobo’s rolling charge to break the legs. In the first phase, circle the arena and aim Yunobo at the boss’s legs. Breaking two legs makes Marbled Gohma collapse and creates a route along its body. Climb up and attack the exposed eye with a strong melee weapon.

Leave the boss before it recovers so Link is not caught by its body or a leg slam. Marbled Gohma drops explosive gloom rocks and uses stomps and sweeping leg attacks. Watch the ground, move sideways when a leg rises and avoid attacking the armor if Yunobo misses. Reposition, call Yunobo back and line up another charge.

At about half health, Marbled Gohma climbs onto the ceiling. Use the sloped walls as launch ramps and aim Yunobo upward so he collides with the ceiling-bound boss. A successful hit knocks it down and exposes the eye. Run to the fallen boss, attack during the opening and retreat before it recovers.

Explosive rocks fall during this phase. Yunobo can destroy some of them, but moving away from the marked impact area is usually safer. Repeat the wall launch, eye attack and retreat cycle until the health bar is empty.

  • Use Yunobo against the legs instead of normal weapons against the armor.
  • Break two legs during the floor phase before attacking the exposed eye.
  • Use the arena walls to launch Yunobo at the ceiling-bound boss.
  • Attack the eye after each successful knockdown and retreat before recovery.
  • Move away from falling explosive rocks rather than forcing an attack.

Mucktorok — wash away the sludge before attacking

Mucktorok is protected by a sludge shark form. Direct attacks are ineffective while the shark remains intact. Activate Sidon’s water ability and send the water into the shark to remove the sludge. Splash Fruit, Chuchu Jelly and Hydrant-based devices are useful backups if Sidon is separated or his ability is unavailable.

When the shark disappears, the small exposed Mucktorok becomes vulnerable. Close the distance quickly and use a strong melee weapon or bow. The opening is brief, so use a high-damage fused weapon rather than wasting the opportunity on weak attacks. Mucktorok soon retreats, reforms the shark and spreads sludge across the arena.

Do not chase it through a large sludge patch. Clear a lane first, then approach from a clean area. Mucktorok uses sludge charges, eruptions from below and arcing sludge shots. Watch for bubbling or a visible sludge trail and sprint sideways when an attack begins. Keep Sidon close enough to reactivate his water ability.

At roughly half health, sludge accumulates faster and Mucktorok can move above the arena before diving back into shark form. Keep moving between clean areas, avoid standing under falling sludge and use Sidon or a Hydrant to open a route. When the shark dives toward Link, activate Sidon’s water ability and intercept it only when the approach is clear. Repeat purification followed by immediate damage until Mucktorok is defeated.

  • Use water to remove the sludge shark form before attempting damage.
  • Keep Sidon nearby and use Splash Fruit, Chuchu Jelly or Hydrants as backups.
  • Clear a clean movement lane instead of chasing Mucktorok through sludge.
  • In phase two, avoid falling sludge and attack only after the shark is purified.
  • Carry a strong fused weapon so each exposure window produces meaningful damage.

Queen Gibdo — expose the queen and destroy the four hives

Queen Gibdo is armored while her body is dark. Activate Riju’s lightning field, aim at the queen with an arrow and let the lightning strike her. This turns her pale and temporarily removes her protection. Rush in with a strong melee weapon, land several attacks and retreat before the protection returns. If Riju is out of range, move toward her before trying to expose the queen again.

The queen charges in a straight line and fires a sweeping sand beam. Run sideways across the charge path and move perpendicular to the beam rather than backing away directly. She also summons Gibdos and Moth Gibdos. If the arena becomes crowded, use Riju’s lightning to clear nearby minions or create room before targeting the queen again.

When the queen reaches roughly half health, four hives around the arena become active and the second phase begins. Prioritize the hives. Stand inside Riju’s field, shoot the glowing center of a hive and let the lightning destroy it. Each destroyed hive opens a shaft of light. The light weakens or destroys nearby Gibdos and creates safer space, so use the illuminated areas to control reinforcements.

After all four hives are destroyed, return to the first-phase loop: charge Riju, strike the queen with an arrow and attack her exposed body. In this phase she can fly, dive toward Link and use a wider sand beam. Keep moving, use the lighted areas as safe zones and preserve enough arrows for both exposure shots and hive targets. The fight ends when Queen Gibdo’s health is depleted.

  • Keep Riju within range before firing at the queen.
  • Use Riju’s lightning to expose Queen Gibdo and make her vulnerable to melee attacks.
  • Destroy all four active hives during phase two.
  • Use the opened light shafts to suppress Gibdo reinforcements.
  • Preserve arrows for queen exposure and hive destruction rather than wasting them on armored targets.

Before you move on

  • Colgera’s three ice-covered weak sections have been destroyed once in phase one and the three regenerated sections have been destroyed in phase two.
  • Marbled Gohma has been defeated after both the floor phase and ceiling phase, and Yunobo’s post-battle story continues.
  • Mucktorok’s sludge shark has been purified repeatedly, the exposed creature has been defeated and the Water Temple sludge has cleared.
  • Queen Gibdo has been defeated, all four active hives have been destroyed and the Lightning Temple sequence has concluded.
  • Each regional boss has been beaten using the corresponding Sage mechanic: Tulin for aerial recovery, Yunobo for leg breaks and ceiling launches, Sidon for water purification and Riju for lightning exposure and hive destruction.
References for this chapter

Gear, armor and resource management — Cooking, fusions and supplies

Prepare for the remaining regions and final battle by maintaining one upgraded combat set, carrying the correct environmental protection, separating healing food from combat buffs, and reserving strong fused weapons and useful arrow materials for difficult encounters. Use the equipment effect shown in the inventory as the authority: Flame Guard, heat resistance, cold resistance, and gloom resistance solve different problems.

Choose one combat set and upgrade it first

For general combat, prioritize the Fierce Deity Set or Barbarian Set if you have obtained the pieces. Each piece provides Attack Up, so a complete set is a reliable damage option for ordinary exploration, temples, and the approach to Hyrule Castle. The Fierce Deity pieces come from Misko's Treasure: The Fierce Deity, while the Barbarian pieces are found in caves around Hyrule Field and Necluda.

Upgrade one complete combat set rather than spreading Great Fairy materials across several outfits. When all three pieces of a set reach at least two stars, a set bonus becomes available if that set has one. For the Fierce Deity and Barbarian sets, the two-star bonus reduces the stamina cost of charged attacks. This is useful for sustained melee damage, but it is not required for the final battle; defense and food supplies matter more if you rarely use charged attacks.

If neither attack set is available, the Hylian Set is an inexpensive general option, while the Soldier's Set is a stronger defensive fallback after upgrading. Whichever set you select, keep its three pieces at similar upgrade levels. A single highly upgraded piece does not compensate for two weak pieces when a boss attack reaches Link.

  • Keep one complete general-purpose combat set upgraded as far as your monster parts and rupees allow.
  • Use Attack Up armor when you want faster damage and do not need environmental protection.
  • Do not spend dragon parts or rare Lynel materials on several competing armor sets before securing the outfit you actually use.

Carry regional protection and identify the effect you need

The Snowquill Set is the dependable cold-resistance outfit for Hebra, the Tabantha region, and snowy sky islands. Its pieces provide Cold Resistance, and upgrading the complete set to two stars grants the Unfreezable bonus. That bonus helps against freezing attacks, but the individual pieces are still what provide cold protection during travel.

The Flamebreaker Set is for Eldin's burning-air areas and volcanic caves. Flame Guard is not the same as heat resistance: Flamebreaker equipment protects Link from catching fire, while the Gerudo Desert requires heat resistance from Desert Voe equipment, cooling meals, or cooling elixirs. Check the Flame Guard level displayed in the armor screen before entering a burning area; if it is too low, Link will still ignite. Use Fireproof Elixirs as a temporary substitute when you do not have enough Flamebreaker pieces.

The Zora Set is valuable around Zora's Domain because it improves swimming and permits upward movement through waterfalls. The Climbing Set reduces stamina use while climbing, and the Stealth Set reduces movement noise for approaching wildlife or avoiding unnecessary fights. These are utility choices, not replacements for a combat set.

The Depths Set, purchased with Poes through Bargainer Statues, provides Gloom Resistance. Its pieces give temporary gloom-resistant heart containers, allowing Link to cross environmental gloom for longer before normal hearts are affected. Upgrading all three pieces to at least two stars unlocks Gloom Attack Resist, which is particularly useful with gloom-infused weapons and certain gloom attacks. It does not prevent ordinary enemy damage, and it does not restore hearts already damaged by gloom. Carry Sunny meals for that recovery.

  • Bring cold protection before entering snowy caves, mountains, or high Hebra routes.
  • Use enough Flame Guard for burning-air areas in Eldin; do not confuse it with Gerudo heat resistance.
  • Carry at least one gloom-resistant option and Sunny meals for extended Depths expeditions.
  • Switch from attack armor to environmental armor before the hazard begins rather than after Link starts taking damage.

Cook healing meals and attack buffs in separate batches

Use Hearty Truffles, Big Hearty Truffles, Hearty Radishes, Big Hearty Radishes, or other hearty ingredients for emergency recovery. A cooked hearty ingredient provides a full recovery effect and temporary yellow hearts. Keep these meals readily accessible because they can recover Link after a mistake without requiring several ordinary dishes.

For attack power, cook compatible Mighty ingredients such as Mighty Bananas, Razorshrooms, Mighty Thistles, or Mighty Porgy. Five compatible effect ingredients produce a strong Attack Up meal, while fewer ingredients provide a weaker or shorter effect. Mighty Bananas are a convenient choice, particularly when gathered in Faron or purchased where available.

Hearty ingredients can be combined with other food effects, but separate batches are easier to identify and use under pressure. Mixing different non-hearty effects can cancel the intended buff, so do not combine attack ingredients with defense, stealth, speed, or elemental-resistance ingredients unless the displayed recipe result confirms the effect you want. Keep one group of full-heal meals, one group of Attack Up meals, and one group of ordinary food for routine damage.

Use Tough ingredients for Defense Up when learning a boss, and use Energizing or Enduring ingredients when a route requires climbing, swimming, or repeated gliding. A Blood Moon can produce a critical cooking result, but plan as though every recipe will have its normal duration and potency.

  • Stock full-recovery hearty meals before temples, the Depths, Hyrule Castle, and the final approach.
  • Prepare a separate batch of Mighty meals for bosses and high-health enemies.
  • Carry ordinary meat, fish, mushroom, or fruit meals so rare buff ingredients are not consumed on minor fights.
  • Read the completed recipe's effect and duration instead of relying only on the ingredients' names.

Use elixirs and status meals for environmental emergencies

Elixirs are made by cooking a critter, insect, frog, or lizard with monster parts. Fireproof Lizards and Smotherwing Butterflies create Flame Guard elixirs, while cooling ingredients such as Chillfin Trout or other heat-resistance ingredients help with hot weather. Use the result shown by the cooking interface before committing to a hazardous route.

For the Depths, Dark Clumps create Warding meals that add temporary gloom-resistant heart containers. Sundelions create Sunny meals that restore hearts already damaged by gloom. These effects are complementary: Warding delays gloom damage, while Sunny food repairs the damaged containers. Neither one prevents normal attacks, falls, or other hazards.

Do not fill the entire inventory with elixirs. Prepare only the environmental solutions required for the next region, then reserve the remaining slots for healing, attack buffs, stamina recovery, and emergency food.

  • Carry Flame Guard elixirs if you lack a complete solution for Eldin's burning-air zones.
  • Take Warding meals for long stretches of environmental gloom and Sunny meals for recovery.
  • Confirm the displayed effect and duration after cooking before leaving the pot.

Fuse weapons according to the job they must perform

Fuse ordinary weapons before using them. A decayed sword, spear, or claymore becomes more useful when combined with a monster horn, rock, boulder, or elemental material. Rocks, boulders, and blunt horns are useful for ore and armored targets. Sharp monster parts are better for regular damage, while elemental materials are reserved for a specific fire, ice, or shock requirement.

Save high-value materials for durable or high-quality base weapons. A Silver Lynel Horn attached to a nearly broken stick may produce impressive damage briefly, but the material is wasted when the base weapon fails. Maintain at least one one-handed weapon for safe defense, one spear for reach, one two-handed weapon for heavy damage or mining, and one blunt weapon for ore and armored enemies.

The Master Sword is effective during the campaign and final battle, but it can temporarily run out of energy. Treat it as one strong option rather than the only weapon in the inventory. Keep several backup fused weapons and reserve at least one high-damage weapon for the final encounter.

  • Maintain cutting, crushing, reach, and high-damage options.
  • Put premium monster parts on durable bases rather than nearly broken weapons.
  • Keep inexpensive fused weapons for normal enemies so boss equipment is not consumed early.

Prepare arrows, shields, and the final-battle inventory

Restock arrows from shops, chests, enemy camps, and breakable containers. Regular arrows handle ordinary targeting, Bomb Flowers clear groups and cave obstacles, and elemental materials solve specific enemy or environmental problems. Shock materials can be useful when the target is vulnerable to electricity, but do not spend the entire supply on routine enemies.

Shields are also utility tools. A rocket or spring shield can provide emergency vertical movement, while a cart or sled shield can help with controlled travel on suitable slopes. These fusions consume shield durability, so carry several spare shields before entering Hyrule Castle. Avoid carrying an active electrical or flame device into a situation where it can create an unintended hazard.

Before the final campaign, carry a complete attack or defensive armor set, several full-recovery meals, Attack Up meals, Sunny meals, regular arrows, Bomb Flowers, multiple shields, and several strong fused weapons. Reserve at least one powerful weapon and a substantial healing supply until the final battle begins. The final encounter changes movement and damage priorities, so entering with only one weapon type or one food category creates an unnecessary failure risk.

  • Restock arrows before Hyrule Castle and again if the final approach consumes a large amount.
  • Carry regular arrows, Bomb Flowers, and at least one suitable elemental option.
  • Bring spare shields for blocking, parrying, and emergency mobility.
  • Reserve a high-damage weapon, full-recovery meals, and attack food for the final battle.

Before you move on

  • You have one upgraded general combat set and the environmental armor or elixirs required for the regions still on your route.
  • Your inventory contains separate full-recovery, Attack Up, stamina, and gloom-recovery meals.
  • Your weapon slots include cutting, crushing, reach, and high-damage options, with premium fused weapons held in reserve.
  • Before the final assault, you have replenished arrows, Bomb Flowers, shields, healing food, attack food, and at least one strong backup weapon.
  • You have checked the displayed Flame Guard, cold-resistance, heat-resistance, and gloom-resistance effects instead of assuming that similar-looking armor solves the same hazard.
References for this chapter

Hyrule Castle — routes, hazards and clearing to the Sanctum

After completing the four Regional Phenomena quests, return to Lookout Landing and speak with Purah. Follow the new Zelda sightings through the floating Hyrule Castle, activate Serutabomac Shrine as a fast-travel fallback, clear only the required Monster Forces, and reach the Sanctum. The Sanctum battle consists of two waves of five Phantom Ganons. After the fight, collect the Heart Container and report back to Purah. This advances the story toward Find the Fifth Sage; the later descent beneath Hyrule Castle is a separate endgame route.

Resume Crisis at Hyrule Castle and prepare at Lookout Landing

Complete the four Regional Phenomena quests, then return to Lookout Landing and speak with Purah at the top of the research tower. This resumes the castle investigation after the regional storyline. Purah directs Link toward the floating Hyrule Castle and the latest Zelda sighting.

Make a manual save before leaving. Bring several dependable fused weapons, a sturdy bow, regular healing meals, and Sunny meals cooked with Sundelions. Sunny meals restore hearts lost to Gloom, while ordinary healing meals restore damage that is not Gloom-related. Keep the four Sage Vows active if you have completed the regional quests; their avatars can distract enemies during the castle ambushes and Sanctum battle.

Avoid unnecessary metal equipment during the approach if a storm is active. Use nonmetal weapons and shields where practical so lightning does not create an avoidable hazard.

  • Complete the four Regional Phenomena quests.
  • Return to Lookout Landing and speak with Purah.
  • Make a manual save.
  • Carry strong weapons, arrows, regular healing food, and Sunny meals.
  • Keep the four Sage Vows available.

Reach the floating castle and clear the Second Gatehouse

Launch from Lookout Landing Skyview Tower and glide north toward the floating castle. Aim for the southeast side, where the Second Gatehouse provides a practical landing point. Land on the roof or nearby upper platform, then drop into the marked chamber when the Zelda marker leads you there.

The Second Gatehouse triggers a Monster Forces ambush involving Black Bokoblins and a Black Boss Bokoblin. You do not need to clear unrelated enemies on the exterior approach. Use the roof, ledges, and the open chamber to maintain distance. Headshot the Boss Bokoblin when it begins a charge, then attack during its recovery.

After the group is defeated, collect useful weapons from the room and return to the upper route. Follow the Zelda marker instead of exploring every bridge and tower.

  • Launch from Lookout Landing Skyview Tower.
  • Land near the Second Gatehouse.
  • Defeat the Black Bokoblins and Black Boss Bokoblin.
  • Ignore optional exterior fights when the route remains open.

Activate Serutabomac Shrine and clear the Library

From the Second Gatehouse, glide toward the northern side of the castle and climb the exposed rock to reach Serutabomac Shrine. Activate it before continuing. This creates a permanent fast-travel point close to the investigation route, making it the best fallback if you need to leave for cooking, equipment changes, or additional supplies.

Enter the cave and staircase beneath Serutabomac Shrine. Follow the stairs down to the Library on B3. A Black Hinox and elemental Chuchus attack when you approach the room. Shoot the Hinox in the eye to stagger it, then attack its legs or circle through the open space to avoid its swings. Keep the Chuchus away from Link while they prepare their attacks.

Search the Library for supplies after the encounter, then use the eastern stairs to continue toward the next Zelda marker.

  • Activate Serutabomac Shrine.
  • Descend through the cave beneath the shrine.
  • Defeat or safely bypass the Black Hinox encounter.
  • Use the eastern staircase to continue.

Pass the Gibdo staircase and reach Zelda’s Room

The next marker is near the staircase north of the Library. Gibdos and a Moth Gibdo block the route. Use elemental fruit, elemental weapons, or other elemental materials to remove their pale protective layer. Once exposed, they can be damaged normally. The staircase is narrow, so avoid throwing explosives at close range.

Continue through the cave beyond the staircase. Horriblins hang from the ceiling, so shoot them down before they can drop onto Link. The route also passes an Ice Like, Black Lizalfos, and Black Moblin. Fight them, separate them with ledges, or move through after creating enough space to avoid being surrounded.

At the dead end, use Ascend through the ceiling. Drop into Zelda’s Room and defeat the Fire-Breath Lizalfos inside. Ice attacks are especially effective, while headshots and careful spacing work with ordinary weapons. The room is small, so avoid being pushed against the walls or Gloom-covered edges.

  • Remove the Gibdos’ defenses with elemental damage.
  • Shoot Horriblins from the ceiling before they land.
  • Use Ascend at the dead end.
  • Defeat the Fire-Breath Lizalfos in Zelda’s Room.

Drop to the Storehouse and cross the Shock Like corridor

From Zelda’s Room, take the upper route and glide down the western side of the castle to the marked Storehouse entrance on B3. Enter carefully and deal with the Ice Keese before they disrupt your aim. A Silver Moblin is the main threat in the room; use headshots, doorways, and ledges to keep it from pinning Link in close quarters.

Use Ascend to leave the Storehouse and return to the upper route. Follow the marker through the Gloom-covered passage. In the lower corridor, the Shock Likes block the way. Wait for each Like Like to expose its tongue, then strike the weak point. Ice or Bomb Flowers can force an opening from range, but ordinary arrows and patience are sufficient if supplies are limited.

After the corridor is clear, Zelda calls from the next area. Do not jump into the Gloom below without checking for a safe landing platform.

  • Glide to the Storehouse on B3.
  • Defeat or bypass the Ice Keese and Silver Moblin.
  • Use Ascend to return to the upper route.
  • Defeat or pass the Shock Likes in the lower corridor.

Reach the Sanctum and create a retry point

Return through the route toward Zelda’s Room. At the dead end, use Ascend to reach the room above it, then use Ascend again to reach the castle roof. Glide east across the Gloom-covered gap and climb to the central path leading to the Sanctum on 1F.

Heal completely before entering the central chamber. Equip a reliable melee weapon, keep Sunny meals and ordinary healing meals accessible, and make a manual save if you want a convenient retry point before the cutscene. Serutabomac Shrine remains the fallback for leaving the castle, but it is not an automatic checkpoint inside the Sanctum.

  • Use Ascend twice to return to the upper exterior route.
  • Glide to the central Sanctum approach.
  • Heal and equip a dependable weapon.
  • Save before entering the Sanctum if desired.

Defeat the two five-Phantom Ganon waves

The Sanctum battle begins with five Phantom Ganons. Keep the Sage avatars active so they divide the enemies’ attention. Lock onto one Phantom and watch for its forward lunge, sweeping slash, or close-range spin. A correctly timed side hop or backflip produces a Flurry Rush. If you do not trust your dodge timing, shoot a Phantom in the head to interrupt a charge and create an opening.

Concentrate on one Phantom at a time instead of spreading damage across the room. Use clean sections of the floor because Gloom reduces Link’s maximum hearts. If a Phantom drops a Gloom weapon, it can deal high damage but also harms Link over time when equipped. Use it only if you have enough Sunny meals to recover safely.

After the first group is defeated, the second wave also contains five Phantom Ganons. Their attacks remain recognizable, but their numbers create more dangerous coverage. One Phantom moves away from the group and spreads Gloom across the floor. Interrupt it with a headshot as soon as it begins the attack, then return to the nearest active target. Keep moving toward clean flooring and let the Sage avatars draw attention whenever possible.

Bomb Flowers fused to arrows can damage several Phantoms when they are grouped together, but conserve them if ordinary attacks and Flurry Rushes are controlling the room. Shield parries are another reliable option if you can time them consistently. Heal before your maximum-heart reduction leaves you vulnerable to a single mistake.

The battle ends only after all five Phantoms in the first wave and all five Phantoms in the second wave are defeated and the following cutscene plays. Collect the Heart Container that appears after the encounter before leaving.

  • Defeat all five Phantom Ganons in the first wave.
  • Interrupt the Phantom that spreads Gloom during the second wave.
  • Defeat all five Phantom Ganons in the second wave.
  • Collect the Heart Container after the battle.

Report to Purah and advance the next objective

After the Sanctum cutscene, leave the floating castle and return to Lookout Landing. Speak with Purah to report what happened. This advances the story into Find the Fifth Sage and its related investigations.

The report does not begin the later final-dungeon descent beneath Hyrule Castle. Continue with Secret of the Ring Ruins and Guidance from Ages Past when you are ready. After Mineru joins the sages, return to Purah as directed by the active quest log. Depending on your prior progression, Crisis at Hyrule Castle may remain listed until the Fifth Sage sequence is resolved.

  • Leave the Sanctum after the final cutscene.
  • Return to Lookout Landing.
  • Speak with Purah.
  • Confirm that Find the Fifth Sage or its related objective has advanced.
  • Keep the separate final descent beneath Hyrule Castle for the endgame route.

Before you move on

  • Serutabomac Shrine is activated and available for fast travel.
  • The Second Gatehouse, Library, Gibdo staircase, Zelda’s Room, Storehouse, and lower corridor have been cleared or passed.
  • Five Phantom Ganons in the first Sanctum wave and five Phantom Ganons in the second wave are defeated.
  • The Heart Container has been collected.
  • You have returned to Lookout Landing and spoken with Purah.
  • The story has advanced to Find the Fifth Sage or its related next objective.
  • The separate final-dungeon descent beneath Hyrule Castle has not been mistaken for this chapter’s route.
References for this chapter

Spirit Temple (Mineru) — Special unlock and Depths chain

Complete Guidance from Ages Past, build Mineru’s Construct at the Construct Factory, escort it through the Depths to the Spirit Temple, and defeat the Seized Construct. The normal route begins at Dragonhead Island above Faron and ends in the southeastern Depths. This is an optional fifth Sage quest rather than one of the four Regional Phenomena, but it is required for the fullest main-story party and makes the final battle easier.

Reach Dragonhead Island and unlock Guidance from Ages Past

The intended starting point is the Find the Fifth Sage storyline after the four Regional Phenomena and the Hyrule Castle investigation. Speak with Paya and Tauro beneath the Ring Ruin in Kakariko Village, then complete Secret of the Ring Ruins. That quest clears the heavy storm and fog around Thunderhead Isles, making the route to Dragonhead Island much easier to see.

Travel through the revealed sky islands until you reach Dragonhead Island, the large dragon-shaped island at the end of the chain. Enter the dragon-head structure and open the challenge door. The normal door requirement is at least 10 hearts. Inside, examine Mineru’s mask. Pick it up when prompted; the green beam begins Guidance from Ages Past and points toward the surface.

The storm-clearing quest is the safe, intended method, not an absolute lock. A player can reach Dragonhead Island early through difficult traversal and sequence-breaking, but the storm makes the journey hazardous. For a reliable first completion, finish Secret of the Ring Ruins before entering the island.

  • Four Regional Phenomena completed.
  • Hyrule Castle investigation and Find the Fifth Sage progressed.
  • Secret of the Ring Ruins completed for the clear-weather route.
  • At least 10 hearts available to open Dragonhead Island’s normal challenge door.
  • Mineru’s mask examined and collected.

Carry the mask to the Construct Factory

Follow the green beam from Dragonhead Island toward the Faron surface. Use a flying device when necessary, but keep the mask attached securely with Ultrahand. The beam leads to a large owl statue in Tobio’s Hollow. Place the mask on the pedestal in front of the statue to open the route into the Depths.

Ride the revealed elevator down and activate Muokuij Lightroot immediately behind the landing area. The light makes the surrounding ruins and chasms easier to read. Take the mask from the pedestal or altar as directed and place it into the receiving position at the Construct Factory. Mineru’s voice then explains that four body parts must be recovered from the surrounding depots.

Bring Brightbloom Seeds, a hammer or other rock-breaking fusion, gloom-recovery meals made with Sundelions or Dark Clumps, and enough Zonai Charges to power short vehicle trips. The Factory area is not a conventional temple yet; its four depots contain the actual transport puzzles needed to assemble the Construct.

  • Mask delivered to the owl-statue route in Tobio’s Hollow.
  • Muokuij Lightroot activated.
  • Mask installed at the Construct Factory.
  • Brightbloom Seeds and gloom recovery prepared.

Recover all four Construct components

Four depots surround the Construct Factory: Right-Leg Depot, Left-Leg Depot, Right-Arm Depot, and Left-Arm Depot. The order is flexible. Each depot contains one body part and a transport challenge that returns it to the matching station at the Factory.

Use Ultrahand to place the part on the provided rails, carts, elevators, or flying platforms. The supplied Zonai devices are normally enough. Fans provide propulsion, rockets provide short bursts of height, steering sticks improve control, and lights help when the route enters dark areas. Recall is useful when a cart rolls backward or a component slips from a moving platform.

At each depot, bring the part back to the central Factory and attach it to the matching socket. Do not confuse left and right when viewed from Link’s perspective; follow the labels and the green-lit station. The four completed returns are required, not optional upgrades. Once all four pieces are installed, Mineru’s Construct activates.

  • Right-Leg Depot component returned.
  • Left-Leg Depot component returned.
  • Right-Arm Depot component returned.
  • Left-Arm Depot component returned.
  • All four components attached to the Construct Factory body.

Prepare Mineru’s Construct for the journey

Walk to Mineru’s Construct and press A to mount it. Mineru explains how to attach Zonai devices to its arms and back. A spiked ball, rock, or other blunt attachment is useful for breaking ore and rubble. Cannons or elemental emitters can handle enemies at a distance, although powered devices consume Energy Cells.

Use the nearby armouries as supply points rather than spending every device immediately. A fan on the back improves movement speed across the Depths. Most importantly, keep access to a rocket for the final climb to the Spirit Temple. If an attachment breaks, return to an armoury and fuse a replacement.

Mineru’s Construct lets Link cross ordinary Gloom-covered ground without taking the usual direct Gloom damage while he remains mounted. It is not invulnerable: enemy attacks, falls, and depleted Energy Cells can still cause trouble. Dismount on safe, illuminated ground when the route requires climbing or ordinary Link abilities.

  • Mounted Mineru with A.
  • Equipped a rock-breaking or damaging arm attachment.
  • Kept a rocket available for the temple approach.
  • Checked Energy Cells and Zonai Charge supplies.

Ride southeast to the Spirit Temple

Follow the quest marker south and then southeast from the Construct Factory. Activate Sijotu Lightroot when you pass it; it is a useful navigation and recovery point on the way to the temple. The route crosses Gloom, rubble, and enemy territory. Mineru can break many rock barriers and carry Link across hazardous ground, so avoid unnecessary fights and focus on reaching the marked structure.

Use fans for speed and spiked or heavy attachments to clear rocks. If a Blue Hinox or other large enemy blocks the route, you can ride around it rather than spending resources on the fight. Check the nearby armoury before the temple approach and replace damaged parts.

At the armoury near the Spirit Temple, attach a rocket to Mineru’s back. Position the Construct at the broken rise facing the temple and activate the rocket. The boost carries Mineru onto the upper platform. If the Construct falls short, return to the armoury, attach another rocket, and retry from the approach rather than attempting the steep wall on foot.

  • Sijotu Lightroot activated when practical.
  • Temple marker reached in the southeastern Depths.
  • Rocket attached at the final armoury.
  • Mineru’s Construct brought onto the Spirit Temple platform.

Open the Spirit Temple and start the boss encounter

Ride Mineru to the owl statue directly ahead of the temple entrance and press A to interact with it. The mask’s beam activates the statue and opens the elevator. Ride the lift down into the temple’s gloom-covered chamber.

Unlike the Wind, Fire, Water, and Lightning Temples, the Spirit Temple does not contain a comparable sequence of terminals. The Construct Factory’s four depots are the main mechanical puzzle section. The Spirit Temple itself leads quickly to the Seized Construct fight.

Stay mounted when crossing the gloom. Before activating the central area, attach strong arm weapons, make sure Mineru’s shield is available, and position yourself with room to circle the arena. The arena edge is lined with electrified barriers; these are the main damage tool against the boss.

  • Owl statue activated while mounted.
  • Elevator ridden into the temple chamber.
  • Strong arm attachments equipped.
  • Fight begun while mounted on Mineru.

Defeat the Seized Construct

The safest basic strategy is to block the Seized Construct’s ordinary close-range attacks with ZL, then counterattack with Mineru’s arms. After the boss is staggered, strike it repeatedly to push it toward the electrified boundary. When it collides with the barrier, it takes significant damage and becomes vulnerable for follow-up attacks. Keep the boss between Link and the edge so your hits drive it toward the wire instead of back toward the center.

The blue cannon projectile can be avoided by moving sideways while maintaining distance. If you have a shield attachment or are confident with blocking, continue guarding while circling rather than standing directly in the projectile’s path. The boss’s yellow electric-whip attack should be avoided by running sideways around the arena; do not try to trade hits with it at close range.

During the later phase, the Seized Construct can rise above the arena. Stay mounted and avoid chasing recklessly into an attack. Circle beneath or away from its landing area, block when it descends, and resume the push strategy after it returns to the floor. If an arm attachment breaks, use devices found around the arena or collect a replacement and fuse it during a safe opening.

If Link is taking Gloom damage, remount immediately and keep the Construct between him and the floor. If Energy Cells are low, stop using powered attachments unnecessarily and rely on blocking, ordinary arm strikes, and the electrified wall. The objective is not to defeat the boss through raw weapon damage; repeated knockbacks into the barrier are the reliable method.

  • Blocked ordinary close attacks with ZL.
  • Avoided the yellow electric-whip attack by circling.
  • Used the arena’s electrified boundary for repeated damage.
  • Handled the aerial phase without leaving Mineru.
  • Collected Mineru’s Secret Stone after the boss fell.

Finish Mineru’s recruitment

After the Seized Construct is defeated, approach the altar and collect Mineru’s Secret Stone. The cutscene grants the Vow of Mineru, Sage of Spirit, and completes Guidance from Ages Past. A Heart Container is also awarded after the boss sequence; claim it before leaving if the prompt appears.

Mineru can now be summoned from the Key Items menu. In the overworld, Link can mount her Construct and attach Zonai devices for combat, mining, movement, and crossing Gloom. Her Construct is slower and less flexible than Link on ordinary terrain, but it is especially useful in the Depths and against hazards that would otherwise damage Link directly.

This chapter does not require Dragon’s Tears. The memories are a separate story objective, although completing them later provides essential context for Zelda’s transformation and the True Ending. Mineru’s quest is complete once the Vow appears, the Heart Container is claimed, and Mineru can be summoned outside the temple.

  • Vow of Mineru appears in Key Items.
  • Heart Container claimed.
  • Mineru can be summoned and mounted outside the temple.
  • Guidance from Ages Past is marked complete.
  • Spirit Temple travel point remains available for return visits.

Before you move on

  • Guidance from Ages Past is complete in the Adventure Log.
  • The Seized Construct is defeated and Mineru’s Secret Stone is collected.
  • The Vow of Mineru appears in the Key Items inventory.
  • The Heart Container from the boss sequence is claimed.
  • Mineru can be summoned and mounted in the overworld.
  • The Spirit Temple travel point can be used for return visits.
  • Mineru is available as the fifth Sage during later main-story combat and the final battle.
References for this chapter

Preparing to assault Hyrule Castle — checklist and staging

The final approach is a preparation checkpoint, not a point of no return. Surface Hyrule Castle can be explored, scouted, and abandoned whenever you wish. The actual route to Demon King Ganondorf begins in the Hyrule Castle Chasm and continues through the Depths area called Gloom’s Approach. Before committing, restore Gloom-damaged hearts, prepare strong fused weapons and Sunny meals, complete the Sage quests for the intended full campaign, and make a manual save.

Confirm the intended story prerequisites

For the full main-campaign route, complete the four Regional Phenomena quests and defeat Colgera, Marbled Gohma, Mucktorok, and Queen Gibdo. Complete Guidance from Ages Past, including the Spirit Temple, if you want Mineru and the complete five-Sage story before the finale. Recovering the Hero’s Sword is also part of the intended endgame progression and ensures the Master Sword is available for the final confrontation.

These quests are recommended completion checkpoints, not all hard requirements for physically reaching the chasm. The game allows an underprepared player to reach the final area, and if some Sage quests or regional bosses remain unfinished, related encounters can be folded into the Demon King’s Army sequence. For a clean, fully supported campaign ending, finish all five Sage questlines before descending.

  • Regional Phenomena completed and all four regional bosses defeated.
  • Guidance from Ages Past and the Spirit Temple completed if Mineru is desired.
  • Recovering the Hero’s Sword completed if you want the Master Sword available.
  • A manual save made before beginning the descent.

Set a practical heart and stamina baseline

Fourteen hearts is a sensible minimum recommendation for a serious attempt, while eighteen or more provides substantially more room for mistakes. Neither figure is a hard requirement. Spend Lights of Blessing at a Goddess Statue before leaving, especially if your usable maximum has been reduced by Gloom during earlier attempts.

Two full stamina wheels make the approach, climbing, and final aerial sequence more forgiving, but do not convert every upgrade into stamina. Stamina-restoring food can cover a shortfall; permanent hearts are generally more valuable if you are still learning Gloom enemies or Ganondorf’s attacks. Enter with every available heart restored, not merely with a large total.

  • Fourteen or more hearts recommended; eighteen or more is more forgiving.
  • Enough stamina for repeated glides, climbs, and recovery jumps.
  • All ordinary heart containers filled before departure.
  • Several meals that restore Gloom-damaged hearts.

Cook for Gloom recovery and sustained combat

Prepare Sunny meals with Sundelions before leaving. Ordinary healing restores current health but does not repair the darkened heart containers caused by Gloom. Sunny meals restore some of that lost maximum, so keep them separate from standard healing dishes and use them when the red heart containers become outlined or unavailable.

Carry a mixture of full-healing meals, attack or defense meals, and stamina-restoring food. Do not rely entirely on temporary buffs: the final approach contains prolonged combat, and the Demon King’s attacks can remove health quickly. If you have room, keep at least five Sunny meals for the Depths approach and reserve a few for the final fight.

  • Sundelion-based Sunny meals for Gloom recovery.
  • Ordinary healing meals for damage that is not Gloom-related.
  • A few stamina-restoring meals or elixirs.
  • Attack or defense buffs used as supplements rather than replacements for healing.

Prepare weapons, bows, arrows, and armor

Carry several strong fused weapons rather than one irreplaceable weapon. A dependable one-handed weapon is useful for quick dodges and Flurry Rushes, while a heavier weapon can punish longer openings. Strong monster horns and late-game weapon bases are appropriate choices, but avoid spending every high-damage fusion on optional enemies in the approach.

Bring a reliable bow and a substantial arrow supply. Bomb Flowers are useful against groups and for breaking obstacles; elemental materials provide ranged options when an enemy resists ordinary attacks. The Master Sword is especially convenient if recovered, but it is not the only viable weapon for the finale.

Wear your highest-upgraded general-purpose armor. Region-specific heat, cold, or desert protection is not required for the final Depths route, and armor chosen only for appearance leaves less margin for error. A Travel Medallion placed at a safe staging point is optional, but useful if you want a personalized return point before committing.

  • Several durable, high-damage fused weapons.
  • One quick one-handed weapon and one heavier option.
  • A dependable bow with regular and elemental arrow materials.
  • High-defense armor with useful upgrades.
  • Bomb Flowers and other flexible arrow attachments.

Scout the surface Castle without wasting resources

From Lookout Landing, approach Hyrule Castle Town Ruins and use the surrounding walls, roofs, moat, and elevated launch points to inspect the castle. You can enter from the front, circle the moat, or glide onto the upper structure. This scouting is optional; it helps you recognize landmarks and find supplies, but it does not clear the final Depths route.

Avoid fighting every patrol. Gloom-infused enemies can reduce your usable hearts, and unnecessary battles consume weapons, arrows, and meals needed later. Use climbing, paraglider routes, Ascend, and stealth to bypass groups. If your goal is only to prepare, collect useful supplies, mark the area, and return to a safe cooking location rather than forcing a full surface clear.

  • Scout the castle roof, moat, and major entrances if desired.
  • Bypass optional enemies whenever possible.
  • Use a manual save before risky interior encounters.
  • Return to a safe location to cook and restock.

Enter the Hyrule Castle Chasm and establish the fallback point

The most direct final route is the large Hyrule Castle Chasm beneath the floating castle. A convenient way to reach it is to warp to Serutabomac Shrine near the northeastern side of the castle, then glide from the castle’s edge toward the opening below. Open the paraglider during the fall and steer toward Camobatures Lightroot, which is near the early part of the descent. Activate the Lightroot before continuing if it is unlit; it provides light, map information, and a useful travel point before the deepest sequence.

From Camobatures Lightroot, follow the illuminated route south through the chasm into Gloom’s Approach. Brightbloom Seeds reveal ledges and enemy positions, but they do not repair Gloom. Shock Likes, Horriblins, Like Likes, Keese, and other powerful enemies occupy sections of the route. You can bypass many of them. At the room with the Lynel, do not spend boss-grade equipment unless you specifically want its materials; use the side route, Ascend points, Recall on moving blocks, and nearby Zonai devices to continue.

Continue through the Forgotten Foundation and the Imprisoning Chamber until the path reaches Gloom’s Lair. Once you enter the deepest sequence, expect a sustained run into the Demon King’s Army and the final battles. Treat the last safe preparation point near Camobatures Lightroot as your staging location rather than assuming you can freely restock after every encounter.

  • Hyrule Castle Chasm identified on the map.
  • Camobatures Lightroot activated if possible.
  • Brightbloom Seeds and a strong bow equipped.
  • Gloom recovery and ordinary healing immediately available.
  • A manual save made before continuing beyond the early Lightroot area.

Verify Sage support before committing

For the intended full campaign, confirm that Tulin, Yunobo, Sidon, Riju, and Mineru have all been recruited. During the Demon King’s Army encounter, awakened Sages appear to help, and the final sequence is more manageable when the complete group is present. Tulin can provide aerial assistance, Yunobo can damage enemies and break obstacles, Sidon can provide a protective water barrier, and Riju can amplify attacks with lightning. Mineru adds another combat body and can use Zonai-device attachments.

The final route is still possible with fewer Sages, but missing quests can alter the army sequence and may cause associated bosses to appear there. That is a valid challenge route, not the recommended preparation for a complete first ending. Finish the remaining regional or Spirit Temple quest before entering if you want the intended support and story presentation.

  • Tulin recruited after the Wind Temple.
  • Yunobo recruited after the Fire Temple.
  • Sidon recruited after the Water Temple.
  • Riju recruited after the Lightning Temple.
  • Mineru recruited after Guidance from Ages Past and the Spirit Temple.
  • All Sage vows available before the descent.

Before you move on

  • You have at least fourteen hearts recommended for the attempt, preferably eighteen or more, with all usable hearts restored.
  • You have several Sunny meals, ordinary healing food, stamina recovery, and enough arrows for a prolonged route.
  • Your inventory contains multiple strong fused weapons, a dependable bow, Bomb Flowers or other useful arrow materials, and high-defense armor.
  • All five intended Sages are recruited, including Mineru, and the Master Sword is available if you completed its retrieval sequence.
  • Camobatures Lightroot is activated or clearly identified as the early fallback point.
  • A manual save exists before the final descent, and the Hyrule Castle Chasm route is marked or recognizable on the map.
References for this chapter

Final Battle — Demon King Ganondorf and the Demon Dragon

The Destroy Ganondorf finale takes Link through the Depths beneath Hyrule Castle, the Demon King's Army, a three-part humanoid battle with Demon King Ganondorf, and the aerial Demon Dragon encounter. Recruited Sages are present as physical allies during the army battle. Their vows can also bring them into the enlarged Phantom Ganondorf phase, but Ganondorf removes them before the concluding one-on-one duel. After victory, the game returns to a pre-battle save with a completion star. The twelfth Dragon's Tear is a separate objective at Rist Peninsula; it is not located on the Light Dragon.

Prepare for Destroy Ganondorf

Before starting the final descent, complete the four Regional Phenomena quests and, for the intended full story route, finish Find the Fifth Sage, Secret of the Ring Ruins, Guidance from Ages Past and Recovering the Hero's Sword. The final battle can be attempted without every optional objective, but completing the Fifth Sage storyline gives you the intended fifth Sage support during the army encounter and satisfies the requested full-campaign condition.

Cook ordinary healing meals and gloom-recovery meals before entering the chasm. Sundelion ingredients are useful because Ganondorf's attacks can remove portions of Link's maximum usable health. Bring several strong fused melee weapons, a durable shield, arrows and at least one high-damage weapon that you will not spend on the army. A one-handed weapon paired with a shield is the safest general-purpose setup because it lets you defend while studying Ganondorf's attack timing.

Make a manual save near the final approach. A Travel Medallion placed before the army arena can provide a useful fallback, but it does not create a checkpoint inside the continuous finale. The Demon King's Army, humanoid Ganondorf and Demon Dragon sequences are intended to run together, so conserve healing and weapon durability instead of treating the army as an isolated fight.

  • Complete the four Regional Phenomena quests.
  • Complete the Fifth Sage and Guidance from Ages Past storyline for the intended full route.
  • Carry ordinary healing, gloom-recovery meals, strong fused weapons, shields and arrows.
  • Make a final save before entering the deepest route.

Descend beneath Hyrule Castle

Enter the Hyrule Castle Chasm and follow the Depths route downward. Use Brightbloom Seeds to reveal ledges, tunnels and enemy positions, but do not stop to clear every foe. The route is largely linear. If you have not already stocked up, avoid unnecessary fights and preserve your best weapons for the arena below.

The descent eventually opens into the Demon King's Army arena. The army encounter is mandatory once you continue through the final route. After the battle, the Sages hold back Ganondorf's forces while Link proceeds through the collapsing passage toward the throne room. This explains why the Sages do not remain beside Link throughout the later humanoid fight.

  • Use Brightbloom Seeds in dark passages.
  • Avoid unnecessary Depths fights during the descent.
  • Reach the Demon King's Army arena with your best supplies intact.

Defeat the Demon King's Army

The physical Sage allies join Link for this encounter if their main quests are complete. The battle proceeds through several enemy waves with a shared health display. Keep moving around the arena rather than allowing Boss Bokoblins and smaller enemies to surround you. Let the Sages draw attention while you attack isolated targets from the side or rear.

Use area damage against grouped enemies. Bomb Flowers, elemental arrows and Riju's lightning are useful when several enemies cluster. For flying or difficult targets, use the bow while maintaining distance. If a wave contains enemies with a clear elemental weakness, match the element instead of spending repeated ordinary strikes.

The Sages do much of the crowd control, but do not assume they can finish every wave without help. Focus on enemies attacking Link directly, revive or activate nearby Sage abilities when practical, and keep at least one strong weapon and several meals for Ganondorf. When the shared health bar is emptied, follow the newly opened path. The Sages remain behind to delay the remaining forces.

  • Fight alongside the physical Sages in the army arena.
  • Use area damage and elemental weaknesses against grouped waves.
  • Keep moving so Boss Bokoblins cannot pin Link in a corner.
  • Reserve your strongest equipment for Ganondorf.

Humanoid phase one: learn Ganondorf's weapons

Demon King Ganondorf changes between a sword, spear and club. The sword has fast, sweeping attacks; the spear covers more distance and can punish a retreat; the club is slower but hits hard and has a wide threat area. Keep your shield raised while learning each pattern, then use a side hop or backflip immediately before a committed strike to create a Flurry Rush.

Do not extend every Flurry Rush automatically. Ganondorf can recover quickly, and later attacks can punish Link for remaining in front of him. Deliver a short attack string, then return to guard or create distance. If you prefer a safer method, block ordinary weapon swings and punish only clear recovery windows, watching your shield durability.

Gloom projectiles and close-range gloom attacks can reduce usable heart capacity. Heal before the empty portion of the heart display becomes critical. Continue until the first health display is depleted; this is only the first of the three humanoid sections.

  • Identify Ganondorf's current weapon before choosing a dodge.
  • Use short Flurry Rush strings and retreat.
  • Block only while your shield can withstand the attack.
  • Restore lost heart capacity with Sundelion-based meals.

Humanoid phase two: the enlarged health display and Phantom copies

Ganondorf restores and expands his health display, then Phantom Ganondorf copies enter the arena. The copies make the fight dangerous because attacks can arrive from several directions. Circle the outer edge, keep Ganondorf in view and avoid standing in the center where multiple enemies can overlap their attacks.

If your recruited Sage vows are available, the Sage allies can enter during this escalation and help divide the Phantom group. Use that assistance to isolate one target, but do not depend on the Sages to carry the phase. Attack exposed copies with a strong melee weapon or bow, then reposition before another copy reaches Link.

Ganondorf's health is part of the shared escalation. The objective is to reduce the enlarged display while surviving the copies, not to chase one enemy into the middle of the group. When the health falls far enough, Ganondorf absorbs the Phantom copies and releases a powerful gloom attack that incapacitates the Sage allies. From this point onward, the humanoid fight returns to a solo battle.

  • Stay near the arena edge and keep Ganondorf visible.
  • Use Sage allies as temporary support, not permanent protection.
  • Reduce the enlarged health display while avoiding group attacks.
  • Expect the Sages to be knocked out before the final duel.

Humanoid phase three: the final one-on-one duel

The last humanoid section is a direct duel with Ganondorf. His attack timing is more demanding, and he can evade the follow-up to Link's Flurry Rush. A successful perfect dodge therefore creates an opening but does not guarantee a long safe combo. Strike only as long as the opening lasts, then reset your spacing.

Ganondorf can use gloom projectiles and can counter predictable defensive habits. Dodge sideways or backward when you are unsure of the timing, and use a shield only when its durability and position are reliable. If a shield breaks, do not continue trying to block every attack; switch to deliberate dodges and punish recovery windows.

Spend your strongest remaining weapon during confirmed openings, but do not trade damage recklessly. When this health display is emptied, Ganondorf swallows his Secret Stone and becomes the Demon Dragon. There is no normal restock between these stages, so heal and preserve stamina during the transformation.

  • Expect Ganondorf to counter extended Flurry Rush attacks.
  • Use short attacks followed by a retreat.
  • Dodge gloom projectiles if reflecting them is unreliable.
  • Keep healing and a strong weapon for the Demon Dragon transition.

Demon Dragon: destroy the four back weak points

The Demon Dragon carries Link into the sky. The Light Dragon appears as Link's ally and recovery platform. Crimson projectiles and gloom-covered surfaces are the main hazards. Link must jump or glide from the Light Dragon to the Demon Dragon's glowing weak points, land on the dragon's back and attack the target until it breaks.

Destroy the four glowing weak points distributed across the Demon Dragon's back. Ordinary red scales do not advance the objective. After each successful strike, Link is thrown back into the air. Turn toward the Light Dragon immediately and glide back to her body instead of drifting away. Use her back to regain height and wait for a safe launch angle before attempting the next target.

Watch the stamina wheel during every glide. If Link is low on stamina, land on the Light Dragon rather than forcing a long approach. Avoid crimson projectiles while crossing between the two dragons. If Link falls, continue steering toward the Light Dragon; she is the intended recovery surface.

  • Attack the four glowing back weak points.
  • Ignore ordinary red scales.
  • Return to the Light Dragon after each strike.
  • Manage stamina during every glide and recovery.

Destroy the Secret Stone and catch Zelda

After the four back weak points are destroyed, approach the Demon Dragon's head. The final target is the glowing Secret Stone in its forehead. Jump from the Light Dragon when she is positioned close enough, glide to the head and attack the Secret Stone with the Master Sword or another available strong weapon.

If Link did not recover the Master Sword before beginning the finale, the game provides it from the Light Dragon at this stage. This forced recovery is separate from the Dragon's Tears quest and should not be confused with the twelfth Tear at Rist Peninsula. If Link already has the sword, continue using the weapon prepared for the fight.

Breaking the Secret Stone ends the Demon Dragon battle and starts the final freefall. Steer Link toward Zelda as both characters fall. When Link is close enough, use the interaction prompt to catch her. This is the final gameplay objective; the remaining scenes and credits play automatically after the rescue.

  • Destroy all four back weak points before targeting the head.
  • Break the forehead Secret Stone.
  • Recover the Master Sword during the sequence if it was not obtained earlier.
  • Catch Zelda during the final freefall.

Credits, completion star and the extended ending

Allow the credits to finish, then return to the title screen and load the latest save. The game restores the world to its pre-final-battle state rather than creating a permanently altered post-Ganondorf map. A star beside the save confirms story completion and enables the postgame completion tracking. Seeing Destroy Ganondorf still listed in the Adventure Log is normal on this restored save.

The extended ending requirements are separate from the Master Sword. Collect and view the 11 surface Dragon's Tears found in the Geoglyphs. After those memories are complete, travel to the final Tear at Rist Peninsula in Akkala, near Gemimik Shrine, and interact with it to view the twelfth memory. Do not search for this Tear on the Light Dragon. The Light Dragon is the Master Sword's location and the aerial ally in the Demon Dragon battle.

For the requested full-campaign result, complete the Fifth Sage storyline before defeating Ganondorf and view all 12 Dragon's Tears before starting the final descent. If the extra post-credits scene does not appear, check the Memories and Main Quest sections of the Adventure Log, confirm that the Rist Peninsula memory was actually viewed, and replay the finale from the starred pre-battle save after correcting the missing requirement.

  • The credits finish completely.
  • The completed save displays a completion star.
  • The save returns to the pre-final-battle world state.
  • All 11 surface Dragon's Tears were viewed.
  • The twelfth Tear at Rist Peninsula near Gemimik Shrine was viewed.
  • The Fifth Sage storyline was completed before the final descent.
  • The extended post-credits scene appears.

Before you move on

  • The Demon King's Army is defeated.
  • The first humanoid Demon King Ganondorf section is complete.
  • The enlarged Phantom Ganondorf section is complete.
  • The final one-on-one Ganondorf duel is complete.
  • All four Demon Dragon back weak points are destroyed.
  • The Demon Dragon's forehead Secret Stone is destroyed.
  • Link catches Zelda during the final freefall.
  • The credits finish and the save displays a completion star.
  • The Fifth Sage storyline is complete if the full-campaign target is required.
  • All 11 Geoglyph Dragon's Tears and the twelfth Tear at Rist Peninsula were viewed before the final descent.
  • The extended post-credits scene is displayed and the starred save remains available for continued exploration.
References for this chapter

Post-credits, True Ending and postgame progression

Defeating Demon King Ganondorf does not create a permanently altered postgame world. After the credits, the game records a completion star on the save and returns you to the last pre-final-battle state. From that save, you can continue exploring, finish quests, raise your map percentage and replay the finale. For the requested extended ending, complete the Fifth Sage storyline and all 12 Dragon's Tears before defeating Ganondorf. The Dragon's Tears route consists of 11 surface Geoglyph Tears followed by a twelfth Tear at Rist Peninsula in Akkala, near Gemimik Shrine. The Master Sword is a separate objective found in the Light Dragon's head.

1. Confirm the completion-star save and return point

Complete the final battle, watch the ending sequence and allow the credits to finish. When the game returns to the title screen, load the save file marked with a star. This is not a permanently altered postgame world: the file places Link back at the last save or autosave made before entering the final sequence, as if Ganondorf is still available to fight.

Open the Purah Pad map after loading the starred file. A map-completion percentage is now displayed. The Adventure Log also retains story and quest records, but the percentage is a map-discovery tracker rather than a universal measure of every quest, recipe, armor upgrade or Compendium entry.

If you want to replay the finale conveniently, place a Travel Medallion near the approach to the Demon King's Army battle before entering the final chamber. You cannot make a normal save after committing to the final chamber, so keep the starred file as your main continuation point.

  • Load the file with the completion star.
  • Open the map and confirm that the completion percentage is visible.
  • Use a manual save or Travel Medallion before the final approach if you plan to repeat the battle.

2. Complete the Fifth Sage storyline before the final battle

The extended post-credits scene requires the Fifth Sage storyline in addition to the Dragon's Tears sequence. Complete Find the Fifth Sage, then continue through Secret of the Ring Ruins and Guidance from Ages Past. This route leads to Dragonhead Island, the 10-heart door, Mineru's mask, the Construct Factory in the Depths and the four depots that supply the parts for Mineru's Construct.

Return the four components to the Construct Factory, assemble Mineru's Construct and travel with it to the Spirit Temple. Defeat Seized Construct and complete the Spirit Temple sequence so that Mineru is reawakened as the Sage of Spirit. Do not treat this as merely finding the mask: the required story state is the completed Fifth Sage progression with Mineru active as a Sage.

The Fifth Sage is not required to unlock ordinary postgame exploration, but it is required for the requested extended ending. If you finish the final battle before completing this storyline, load the starred save, complete the Fifth Sage route, and defeat Ganondorf again.

  • Complete Find the Fifth Sage.
  • Complete Guidance from Ages Past and the Spirit Temple.
  • Defeat Seized Construct and reawaken Mineru as the Sage of Spirit.
  • Confirm that Mineru's Sage vow is available before attempting the final battle.

3. Collect the 11 surface Geoglyph Tears

The first part of the Dragon's Tears chain is made up of 11 Tears placed inside surface Geoglyphs. Impa provides the initial lead near New Serenne Stable, but the 11 Geoglyph Tears can be completed in any order. Use Skyview Towers, high ground and sky islands to identify each large figure from above, then land near the figure and search for the distinctive pool-shaped Tear.

A Geoglyph itself does not complete the objective. The Tear must be examined directly, and the memory must be allowed to unlock. A map marker, a discovered carving or a nearby shrine is not a substitute for interacting with the Tear.

Collecting the memories while travelling between regional objectives is the most efficient approach. Mark known Geoglyph locations on the Purah Pad, use nearby shrines or Skyview Towers as fast-travel points and remove each marker only after its memory has appeared in the Adventure Log.

  • Find all 11 surface Geoglyph Tears.
  • Interact with every Tear pool directly.
  • Confirm that all 11 memories have been viewed and recorded.

4. Collect the twelfth Tear at Rist Peninsula

After all 11 Geoglyph Tears have been viewed, the game reveals the final Dragon's Tear at Rist Peninsula in northeastern Akkala. Travel to the spiral-shaped peninsula and use Gemimik Shrine as the nearest fast-travel landmark. The Tear is on the surface near the middle of the peninsula, close to Gemimik Shrine; it is not collected from the Light Dragon.

Examine the Tear at Rist Peninsula and watch the final memory. This is the twelfth Dragon's Tear and completes the Dragon's Tears memory chain. The Light Dragon's appearance is part of the story context that leads to this discovery, but the required interaction takes place on the ground at Rist Peninsula.

The Rist Peninsula Tear and the Master Sword are related by the story but remain separate objectives. Do not replace the Rist Peninsula visit with an attempt to land on the Light Dragon. If the quest marker does not appear, return to the Adventure Log and verify that all 11 earlier memories were actually viewed rather than merely located.

  • Finish all 11 Geoglyph memories first.
  • Travel to Rist Peninsula in Akkala.
  • Use Gemimik Shrine as the nearby landmark.
  • Examine the twelfth Tear on the surface and confirm the final memory.

5. Recover the Master Sword separately

The Master Sword is embedded in the Light Dragon's head. Pulling it requires two complete stamina wheels, including the starting wheel. Temporary yellow stamina from Enduring meals or elixirs can supplement your permanent stamina for the pull, so a heart-focused build can still obtain the sword.

Reach the Light Dragon by using a Skyview Tower launch, a nearby sky-island route, Recall on falling debris or another safe aerial approach. Land on its back and travel toward the head, avoiding the dragon's moving body and preparing enough stamina for the extraction animation. The Light Dragon is not hostile, but falling from its back can force a second approach.

The sword objective is not the same as the Dragon's Tears objective. The 12 Tears explain Zelda's fate and complete the memory chain; the Light Dragon's head is where the Master Sword is obtained. Track both separately in the Adventure Log and on your own checklist.

  • Prepare two full stamina wheels or an Enduring stamina boost.
  • Reach and land on the Light Dragon.
  • Pull the Master Sword from its head.
  • Confirm that the sword is present in the weapon inventory.

6. Defeat Ganondorf for the extended ending

Once Mineru's Fifth Sage storyline and all 12 Dragon's Tears are complete, enter the final route and defeat Demon King Ganondorf. The post-credits sequence includes the normal ending events, followed by the additional scene associated with completing the main story conditions, including the Fifth Sage.

After the fight, complete the freefall rescue sequence rather than treating the battle as finished when the Demon Dragon is defeated. During the Demon Dragon encounter, use the Light Dragon as the recovery platform, destroy the four glowing weak points on its back and strike the Secret Stone on its forehead when the opening appears.

Let the ending and credits play through. If the extended scene does not appear, return to the starred save and verify the Adventure Log: the Fifth Sage must be reawakened, and all 12 Dragon's Tears must be recorded. The final battle can then be repeated after the missing requirement is completed.

  • Mineru is active as the Fifth Sage.
  • All 12 Dragon's Tears are recorded.
  • Demon King Ganondorf and the Demon Dragon are defeated.
  • The freefall rescue is completed.
  • The credits and extended post-credits scene are viewed.

7. Track exploration completion separately

The map percentage measures discoveries that register on the map, not every possible form of completion. It includes categories such as Shrines of Light, Lightroots, Korok locations, Skyview Towers, settlements, caves, wells, chasms, device dispensers and other discoverable map locations. Quest completion, armor upgrades, recipes, Compendium entries and many item collections should be tracked separately through the Adventure Log or an external checklist.

The major exploration targets are 152 Shrines of Light, 120 Lightroots and 1,000 Korok Seeds spread across 900 Korok puzzle locations. The Korok figures are not contradictory: paired Korok objectives can award two seeds from one location.

Use a region-by-region route. Clear surface shrines, caves, wells, chasms and Korok puzzles first, then descend into the corresponding Depths area and activate Lightroots. Surface Shrines and Depths Lightroots occupy corresponding positions, so an unexplained gap on one map can guide the search on the other. This relationship is a navigation aid, not a replacement for visiting both locations.

  • Track map percentage separately from quest completion.
  • Work toward 152 Shrines and 120 Lightroots.
  • Work toward 1,000 Korok Seeds across 900 puzzle locations.
  • Review unfinished Main Quests, Side Adventures, Shrine Quests and Side Quests independently.
  • Keep regional map stamps for caves, wells, chasms and unresolved Korok puzzles.

Before you move on

  • The completed save has a star beside it after the credits.
  • The Purah Pad map displays a completion percentage.
  • Find the Fifth Sage, Guidance from Ages Past and the Spirit Temple are complete, with Mineru active as the Sage of Spirit.
  • All 11 surface Geoglyph Tears have been examined and their memories recorded.
  • The twelfth Dragon's Tear has been examined at Rist Peninsula in Akkala near Gemimik Shrine.
  • The Master Sword has been recovered from the Light Dragon's head using two full stamina wheels or an adequate temporary stamina boost.
  • The final battle has been completed after the Fifth Sage and Dragon's Tears requirements were satisfied.
  • The extended post-credits scene has been viewed.
  • Postgame targets are tracked separately: 152 Shrines, 120 Lightroots, 1,000 Korok Seeds across 900 locations, remaining map discoveries and unfinished quests.
References for this chapter
THE NEXT SAVE POINT

Finishing up

You have recruited the four regional Sages and completed their temple quests, then completed the Hyrule Castle investigation.

For the extended ending, you have also completed the Fifth Sage storyline and viewed all 12 Dragon's Tears: 11 surface Geoglyph memories followed by the final Tear at Rist Peninsula in Akkala.

You have successfully reached Hyrule Castle, defeated the Demon King's Army, defeated Demon King Ganondorf through the humanoid encounter and defeated the Demon Dragon.

You have watched the credits and retained the post-final-boss completion-star save, which returns you to the pre-battle world for continued exploration.

Mineru is required for the Fifth Sage and extended-ending route; she is optional only if the goal is the standard final battle without the extended post-credits scene.

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

Step-by-step walkthrough covering the original Nintendo Switch release of Tears of the Kingdom from the Great Sky Island tutorial through the Hyrule Castle assault and final battle with Demon King Ganondorf. Includes mandatory ability unlocks, each regional temple route, Dragon's Tears memory chain, Depths and Zonai device usage, boss strategies and post-credits completion checks.

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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