As with pretty much every game in the series, The Legend of Zelda: Echoes of Wisdom takes places in the kingdom of Hyrule. While this may feel like a familiar place to veteran players of the series, the style of gameplay that the Princess Zelda offers is vastly different from the normal hack ‘n slash of our Hero in Green. This adventure will feel more like a cozy puzzler than an action adventure, with puzzles designed to challenge even the wisest adventurers.

Believe me, we all know how frustrating hitting a progression block in a Zelda game can be. If you’ve got to a point where you feel like you should be able to move the story forward and can’t, or are just stuck fighting the same boss over and over to no avail, then this walkthrough is here to help you out.

**This main walkthrough is in progress as of 10/27/2024, and is being regularly updated as we save Hyrule.**

Table of contents

Yes, Link is in The Legend of Zelda: Echoes of Wisdom, and you get to play as him from the very beginning. He is referred to as the Hero in Green initially, and you only play as him for the tutorial section in the opening dungeon.

I enjoyed this little nod to the series, but really, this game is Princess Zelda’s show. I’m glad that the developer didn’t focus too much on the classic hero. It makes the game feel a lot more fresh and vibes with the awesome visuals.

Link is contextualized as part of the game’s story. You’ll meet his friends and those he grew up around in the Southern Village.

Can Zelda fight?

Yes, Zelda can fight in The Legend of Zelda: Echoes of Wisdom. At first, this is only possible by summoning Echoes of creatures to attack enemies. However, in the first dungeon, Zelda acquires the Sword of Might, which opens up her Swordfighter form and allows her to fight enemies directly for a brief period of time.

The Sword of Might can be upgraded to deal more damage and have more power, but you need to get more Might Crystals from around Hyrule to do this.

What are Echoes?

Echoes in The Legend of Zelda: Echoes of Wisdom are copies of creatures and items that Zelda can summon using Tri’s staff. Objects can be used to help Zelda traverse the lands and dungeons of Hyrule, which the creatures can fight for her or be used to help solve puzzles.

How do Echoes work?

Echoes can be summoned at any time, but they all have a cost. You can see this cost when selecting them. You must balance this cost with Tri’s power.

At the start of The Legend of Zelda: Echoes of Wisdom, Tri has three Echo power. You can use this to summon three creatures that cost one Echo power, or a combination of one that costs two Echo power and one that costs one Echo power.

Throughout the game, Tri’s power will grow, meaning you have more Echo power to play with. However, more enemies will also appear, and puzzles will increase in complexity, so you’ll need to use exactly the right combination of objects and creatures in every situation.

How many Echoes are there in The Legend of Zelda: Echoes of Wisdom?

There are dozens of Echoes in The Legend of Zelda: Echoes of Wisdom. We’re still playing through the game, collecting every Echo we encounter, and will confirm an exact number as soon as we’re sure we’ve located them all.

How does binding work in The Legend of Zelda: Echoes of Wisdom?

Bind is an ability you’ll unlock when you get to the first dungeon in The Legend of Zelda: Echoes of Wisdom. By holding the X button while facing an object, you can guide Tri into binding with it so you can move it around. It’s not a perfect system for solving every puzzle, but it opens up many more options than you thought you had at first.

Is The Legend of Zelda: Echoes of Wisdom open world?

Yes, The Legend of Zelda: Echoes of Wisdom is an open-world game, but you’ve got to work your way through classically built dungeons in a vaguely set order.

This doesn’t restrict you, but it does mean you can’t explore the entire world of Hyrule right off the bat. Instead, you’ve got to complete set dungeons before the world opens up in stages and more of it is revealed.

The Legend of Zelda: Echoes of Wisdom Story Walkthrough

I’ve split this walkthrough up into the major sections you’ll play through. Some are larger than others, and there are times that I’ve taken extra care to explore, which I’ll point out that you may not want to do. Don’t worry; I haven’t ruined big story moments, so you can discover those for yourself.

1. Unknown Dungeon

Your Nintendo Switch should start a brand new save file for The Legend of Zelda: Echoes of Wisdom as soon as you load the game up. You’ll see a mysterious character monitor a few unfriendly-looking armor-wearing monsters before launching into action to fight them.

This is Link, or this version’s game of that character. They’re called the Hero in Green because your goal here is to reach the true protagonist, Zelda.

This entire dungeon section is very linear and easy to follow. Fight the enemies presented to you and follow the on-screen prompts when they show up.

  • Y to swing sword
  • ZL to ready shield and protect yourself from hits
  • B to jump
  • A to use Bombs
  • ZL to target enemies and X to shoot them with an arrow

Once you reach the end of the dungeon, you’ll face the big bad villain you’ve presumably been hunting for at least four dungeons and enough time to collect the Master Sword. I call this guy the Big Blue Evil Pig because you don’t learn his name until later.

How to defeat the Big Blue Evil Pig

The Big Blue Evil Pig is relatively easy to defeat. It has two main attacks to dodge. The first is a lunge attack that charges up for a couple of seconds after teleporting into existence. Keep running to one side of the arena, and you should be able to avoid it

Once you’ve dodged the lunge attack, run up to the boss and slash it or fire arrows at it. After a few hits or seconds of standing around, it’ll vanish and reappear to repeat the process.

The second attack the Big Blue Evil Pig uses is a magical one with a large orange orb. You can knock the ball of energy back at him like a baseball, and do a couple of volleys with him, or you can walk around the ball and attack him with as many swings of your sword as you like.

Once you’ve gotten enough hits in, the boss will collapse. It feels too easy, and you know it was when it laughs before melting into some sort of void that the Hero in Green begins to drown in. Before they go under, they unleash an arrow that hits the crystal Zelda is stuck inside.

At this point, you gain control over Princess Zelda. You’ve got to wiggle the joystick to have her break the crystal, which I thought was a really nice touch. You’ll pick up the Swordsman Cloak, and what comes next is not so nice.

How to escape the dungeon as Zelda

As soon as you reach the staircase, the void will begin to chase you. The golden light that appeared will lead you in the right direction, so follow as closely as you can!

First, run down the stairs the way the Hero in Green came. At the bottom, run to the left because the wall will collapse, and you need to keep running. Stick to the tightest corner you can because that void is fast.

Next, run all the way left and turn to run down again at the corner. You’ll need to jump over a few stones and gaps to escape, so be prepared for those as you see the terrain ahead.

Eventually, you’ll leave the dungeon and the void will stop pursuing Zelda. This is when the title screen for The Legend of Zelda: Echoes of Wisdom appears, and it’s pretty damn gorgeous. Make sure you nab a screenshot.

Two guards will appear and escort Zelda off to Hyrule Castle, which is where the story continues.

2. First Time at Hyrule Castle

As you enter Hyrule Castle Town, you’ll be greeted by a gaggle of citizens all keen to see Princess Zelda return after being stolen away by the Big Blue Evil Pig for a week or so.

The main goal is to head to Hyrule Castle and speak to the king, Zelda’s father. You can do this right away if you want, but I think it pays to soak in the atmosphere of the location at this point.

You can enter most houses and cause some havoc while getting to know everyone. There are some characters who will become important later, and you can work out who they are and what they do early. Otherwise, there isn’t much else to do in this area (and believe me, I scoured everything) so go on ahead to the Castle.

After exploring, head into Hyrule Castle, chat with Impa, and then go and speak to the King.

What unfolds is a pretty upsetting end to an already terrible day for our Princess Zelda, and she is thrown into the Hyrule Castle Dungeon.

3. Hyrule Castle Dungeon

Zelda is accused of being the one behind all the void infecting Hyrule, and she’s set to be executed. However, she’s not going down without a fight. She just doesn’t know how she’s going to fight.

Once you regain control of her, explore your cell for a little while and wait for the cutscene to play out. This is where you meet the light that originally guided you out of the first dungeon, Tri. They give Zelda a staff, and this is the item that gives The Legend of Zelda: Echoes of Wisdom its name.

To escape this dungeon, you need to learn and subsequently use Echoes. The tutorial popups do a great job of explaining what to do here, but in case you clicked through it like I did, the gist is this: the Tri Rod gives Zelda the ability to copy specific items and monsters to use to her advantage. Echoes that can be copied glow, and monsters will drop their Echo the first time they are defeated. Right now, Tri can only create Echoes with power equal to the number of glowing triangles on Tri’s tail.

Your first Echo is a table in the dungeon cell; you’ll see it glowing. Learn it and then use it to hop up onto the shelf and over into the next cell. The rest of the dungeon sees you moving from left to right through various corridors with patrolling guards.

Use the tables to create some stairs to hop up onto the ledge above, and walk behind the guard standing there.

In the next area, you can pick up the Box Echo. After getting the Box Echo, push one of the boxes in the way of the first set of guards—true to form, Hylian guards have two brain cells rattling around between their ears and can’t get around a mysterious box. 

In the next area, you’ll be able to learn the Pot Echo. You will also overhear two guards talking about how General Wright fell for a smashing pot. This is a clue for you to create pots to throw for guards to follow, and run behind them while their back is turned.

After leaving the final dungeon corridor, you’ll meet up with Impa. She helps Zelda by telling her to wear a disguise and, amazingly, makes light work of the pursuing guards before staying back to fight more as Zelda escapes.

4. Escape the dungeon

You’ll get your log book, map, and first Main Quest in The Legend of Zelda: Echoes of Wisdom as you leave Impa. You won’t be completing the quest anytime soon, but it’s good to know where you are in the story so you don’t get lost.

Right now, your major concern is escaping. What follows are more dungeon corridors and two new Echoes. The Decorative Shrub Echo is great for creating tall platforms you can reach from high places. The Bed Echo is useful for making bridges, and can also restore Zelda’s health by having her rest. There are more beds in the game that restore more health quickly.

To get the open door on the other side of the room, climb up the ladder in the room and create some trees to walk across the gap. Jump down to find the old-bed Echo. Climb back up the ladder and use three Bed Echoes to make a walkway over to the open door.

Spin around in the grass and then head down the well to the Royal Family Shortcut. Continue left on this new platformer style of gameplay to find the Boulder Echo. Push the original boulder into the water, swim to the crate, and use some beds to get up and out of the water. 

In the next area, drop the boulder down on top of a box to push the box down, and swim over and up to get out of the secret passage.

Once you’re out of the secret passage, you’ll find another rift blocking the way. The quickest path to getting away from the rift is to jump into the rushing water. Trust me, it feels wrong, but it’s so right. Zelda will wake up on a sandy beach.

5. Suthorn Beach

Zelda will awaken on Suthorn Beach, which is the first major open area you’ll get to explore. You can pick up the Rock Echo directly to the right, which is a powerful weapon you can pick up and throw at enemies.

Use your rock to defeat the small green blobs and get yourself the Zol Echo. You can use these dudes to fight other Zol, though they aren’t that powerful.

To the eastern side of the beach, you’ll find Sea Urchins that you can crush with rocks to grab the Sea Urchin Echo. These guys are great against any enemies, even if they’re defeated because they’re spiky and deal damage to everything.

Take some time to explore the entire beach before climbing the rocks in the water on the east side of the beach. Head right and you’ll find a cliff with a chest.  Use a combination of echoes, like a table, tree, and bed, to earn a cool 20 rupees,

Go south, swim to the center island, and use some beds to float over. Create a tree on top of the bed to sink it, but hop onto the tree to reach the piece of Heart. 

To leave Suthorn Beach, swim back to the center island to head north. Again, use some Bed Echoes to create a bridge across to fight some more Sea Urchins. Or throw some rocks at the Sea Urchins, and climb the ladder to move on.

Inside the beach cave, create a Sea Urchin in front of you that the Keese will fly into. Steal the Keese Echo, and be on your way! The Keese Echo can act as a long-range enemy in the beginning of the game. Clever adventurers can also grab onto the Keese and use it to fly short distances like the classic Cuckoo.

Climb up to the platform and drop some boulders down on the boxes to reach the piece of heart. 

Continue climbing out of the cave, and you’ll emerge in some lush green fields in Hyrule.

6. Suthorn Village & Suthorn Forest

This open area is yet another you can freely explore. There’s quite a lot of loot to be found in chests in out-of-the-way nooks and crannies here. We will do our best to get as many of them as possible in this guide.

When you exit the cave, run around to the cliff side to the right. Combo some of your favorite climbing echoes to claim a purple rupee. Nice! 

Your first port of call after checking out everything you can leading up to it is Suthorn Village. This is actually where Link is originally from. Chat with the villagers to learn about the nearby rifts that have stolen their friends.

Before moving on, there are three Echoes to learn in this village. First, enter the house closest to you to find the Meat Echo. Go back outside to learn the Trampoline Echo from the boy with the trampoline. Then, enter the house on the northwest/top left side of the village and learn the Pot Echo. This one is different than the first pot, because now Zelda can squish inside of it to hide and hop along to sneak through guarded spaces.

Inside the shop you can buy all sorts of goodies, however, you should have enough for that piece of heart that’s hanging out on the table. For the low price of 80 rupees, snatch that puppy up. 

Leaving Suthorn Village to the east, you’ll find the Sign Echo. Tri will also guide you over to a Waypoint. These Waypoints are scattered throughout Hyrule and in dungeons, and allow Zelda to fast travel to them once they have been activated.

If you backtrack and go north, you’ll find the rift the villagers were talking about. Seems we can’t go this way just yet, so continue south and east toward Suthorn Forest. 

Use your Echo prowess to get rid of the Zols bouncing nearby, and cross the body of water to the north to reach the chest. Inside are 5 electro apples. 

Head south and east, and you’ll see a cave off the pathway. Before you enter, use more of your favorite climbing echoes to reach a second chest in this area, above the cave entrance, for an easy 20 rupees. 

Enter the cave, and throw some rocks at the Ignizol to learn the Ignizol Echo. The Ignizol can be used to burn large areas of grass or light up torches. However, I will be keeping him as a pet because he is so dang cute.  

In the next room, I used the little fire buddy to ignite all the grass and take out the green Zols. Pick him up when he’s done and throw him at the unlit brazier to open the door to a chest that contains a Fairy Bottle! 

The Fairy Bottle works the same as it does in previous Legend of Zelda games, however, the fairy will willingly go inside without needing to sneak up and catch it as long as it the bottle is empty. When Zelda runs out of hearts, the fairy will automatically revive her.

When you return to Suthorn Forest, you’ll want to keep heading east. This is a great time to do some exploring for some more powerful Echoes, and some ingredients. There are three caves total in this area, and all have some form of reward or goody to help Zelda along her journey.

Defeat the snakes that are adequately named Ropes to earn the Rope echo. 

Head north to find another cave. At the bottom of the ladders is a cute but unfriendly Caromadillo. I used a couple of Sea Urchins to defeat him and get his echo. The Caromadillo echo takes 2 Echoes to summon. 

Summon of those rolly guys to break the boxes and climb up the rock wall. Avoid the Caromadillo at the top and jump across to the Piece of Heart. 

There’s a single Spear Moblin to the left of the cave.  I tag-teamed a Caromadillo and a Rope to take him down to get the Spear Moblin Echo. 

Follow the path northwest to find a rift covering the house you need. This is where the map marker will take you to advance the story, and Tri will point you in a different direction. Follow the direction Tri is pointing and head toward the Suthorn Ruins. 

At the top of the incline, you’ll encounter a Moblin camp. I released a bunch of Ropes and they took care of the Moblins with no problem. Climb up the platform to get 10 bunches of refreshing grapes. Activate the waypoint. 

Before you move on, jump down off the cliff to the south, eliminate the spear Moblin and head into the cave with the lit braziers. Pause to learn the Brazier Echo while you’re at it! 

Inside this cave is a pretty formidable enemy. I chucked an Ignizol at it to set it on fire. That did the trick to get the Peahat Echo. I found this to be a very useful, powerful Echo; it costs three Echoes to summon, but it’s difficult to hit and does a good deal of damage to enemies.

Following Tri leads you to a place where the being can open a portal into the rift. This will lead you to a strange new land and set the precedent for what dungeons are in The Legend of Zelda: Echoes of Wisdom.

7. Stilled Suthorn Forest

Entering the rift leads you to the Still World. This is where chunks of the Overworld that have been sucked in float together. Some are connected to larger pockets while others aren’t. This means some rifts in the overworld are pocket dimensions with small challenges. This one, though, requires you to complete a dungeon to heal it.

Explore the islands here, using your Echoes to fight the enemies that appear. The monsters inside of here are black, blobby monsters that will split apart and turn into different monsters from the Overworld. They move pretty quickly, so I suggest having some Sea Urchins at the ready to block their descent. 

Continue onward until you reach a cave. You’ll need to battle Still versions of enemies to clear rooms and progress through the newly opened door.

There’s an optional cave down a ladder as you explore deeper with a chest that’ll net you some extra Rupees. There’s also a floating island nearby with a chest that seems impossible to reach. I managed to get to it using beds to reach the top of a tree, and then more beds to get across to the island.

Keep going and you’ll get to the Suthorn Ruins. This is the game’s first dungeon and it’s a good one to help you get to grips with the final few mechanics you’re yet to learn. Strap in because there’s a tough boss, too.

8. Dungeon: Suthorn Ruins

As you enter Suthorn Ruins, activate the warp point and then head inside. This is a proper Zelda dungeon in every way, and it’s brilliant.

In the first room you’ll come across a pretty large boulder (that’s a nice boulder.) Tri will let you in on a nice little ability: Using the X button, they can lift and move heavy things around! In a move that feels very reminiscent of Tears of the Kingdom’s Ultra-Hand ability, drop that boulder down the chasm and place a rock on the button. 

In the next room with yet another massive boulder. Bind to the boulder, and move it and reveal a ladder. Place the boulder between the gap of the ramp and the platform. There’s a chest containing 5 portions of Radiant Butter buried in the sand here which you can pull out using the Bind ability.

How to Get The Suthorn Ruins Dungeon Map

To get the Suthorn Ruins Dungeon Map, Return to the previous room with the large boulder, and climb down the ladder in the floor. In the cave underneath hangs a Strandtula. I found it easiest to climb up one of the webs, and drop a rock down on the spider. At the bottom, I used a Caromadillo to get rid of it. Take the Strandtula Echo, which is perfect for quickly climbing up to high ledges and avoiding some parts of cave puzzles.

Create your own little spider to reach the chest at the top for the Dungeon Map. Cross over to the platform on the right and up the ladder to the left.

In this hallway there’s an Ignizol to defeat if you didn’t grab that Echo in the Suthorn Forest cave. Head north to a platform that takes Zelda up. At the top of these stairs is a Darknut. As a longtime Legend of Zelda player seeing one of these so early on in the game gave me a fright, but turns out a Moblin with a spear is enough to take one of these bad boys down. Add the Darknut Echo to your collection. 

Head left and climb the stairs to the next room. Head down the ladder. I used a combination of Tri’s moving ability and the Caromadillo to get through this section, and using the Ignizol to light the brazier behind the boxes. This opens the gate blocking your exit. 

Activate the waypoint in this new room. The room has four statues of identical Darknuts. One of them has a suspicious shield. Use Tri’s Bind ability and pull on the shield until it snaps, opening the door.

In this room there are some Keese and two Darknuts. A simple solution is to summon a Peahat and let it take down the Darknuts, as it appears their axe swings can’t hit the Peahat while it’s airborne. 

Before you climb up the stairs, go left and use some beds to get up and over the large barrier to net yourself 50 rupees. Backtrack to the previous area and go up the long stairs. 

Go through the door and you’ll see a familiar face. It’s Link, but not as you know him. This is some imposter, and you’ve got to defeat him. But this fight isn’t simple, it’s a mini-boss that will defeat you if you don’t pay attention.

The way I beat this imposter Link was by summoning my Peahat Echo to burn through their first phase. Then, when they started using their shield to defend themselves, I had to summon Rope Echoes in front of them, kiting them around corners, before summoning more behind them to deal damage.

This takes a little while to beat the imposter Link, but if you keep up this pattern of attacking them from behind, they’ll eventually fall. When they do, pick up their sword, and you’ll unlock Zelda’s Swordfighter Form.

In Zelda’s Sword Fighter form, you can attack with Y and use ZL to defend with a shield. This form only lasts for as long as Zelda has energy, seen in the blue bar under her hearts, and can be recharged by collecting little floating blue energies. At level one, Zelda doesn’t stay in this form for very long so cut down the black goo that’s blocking your way. 

Head down the ladder and use Tri’s ability to move the big builder. You’re going to want to hold on to it as you climb the ladder until you can set it on the platform to the left of the treasure chest. Climb back up the ladder, across the first platform and across the boulder. This will net you a Heart Pin. Wearing this will make hearts appear more frequently, which is a nice boon to have early in the game.

How to Find the Big Boss in The Suthorn Ruins Dungeon & Open the Door

Drop all the way down and take the ladder on the lower right. This puts you in the Big Boss door room; there’s not much to do in his room beyond activating the waypoint. Go through the door on the left. 

Use one of your monsters to cut down the Deku Baba to get the Deku Baba Echo. Transform into Sword Fighter form to cut down the goo, and you might as well take out the Deku Babas remaining in this room to open the doors while you can wield a sword. Go through the door on the left. 

Slice through more of the goo to reach the enemy in there and defeat all the others to leave. In the following room, you must use Bind to move the statue onto the button. To do this, walk up the ramp while controlling it to move it onto the ledge above and onto the button.

In the room with the Deku Baba behind a grate, use Bind to pull its head off and make a chest appear. There’s a Small Key inside that will open the locked door in the Big Boss door room.

Go back to the Big Boss door room and open the locked door on the right of the room. In this room there are four statues. Once more using Tri, move the glowing green statue to the green square, unlocking the gate. Go down the ladder.

In this hallway, ride the platform across the chasm. Tri will let you in on another little secret: Bind yourself to the platform above, and following Tri’s instructions, let the platform carry you across. Ride and take the platforms up, snatching the 20 rupees in the chest along the way. 

In the big boss key room, there’s another one of those statues, a raised button, but no platform. Build a quick two-bed platform, grab the statue, and hop up on the beds to get the statue high enough. Carry it over to the button and release, dropping the gate. 

Claim your prize and leave through the door below. 

At this point, if you would like, use the waypoints to go back through to pick up any chests you may have missed. If you’re good to go, enter through the Big Boss door.

8.5. Suthorn Ruins Boss: Seismic Talus

Your next stop is the big boss door, and this leads you into the fight against Seismic Talus. While this rocky boy looks quite imposing, it’s pretty easy with the right Echo.

There are three stages to the fight: the purple orb will occupy a spot in the Seismic Talus’ lower half, then it will move to the shoulder, and finally the head.

In the first phase, I used the Peahat to knock the purple orb out, and then entered Sword Fighter Form to whack the ball with Zelda’s sword.

In the second and third phases, the Seismic Talus will introduce a few new attacks that mostly include slamming its hands to the ground in a one-hit KO to any of your Echoes. Wait to summon the Peahat or your chosen Echo until the Talus has slammed its hands to the ground, which would give your Echo time to ready any attack.

Once the purple orb is out, enter Zelda’s Swordfighter Form and slice at it as much as you can. You only have to do this once per phase, so don’t be afraid to cut loose in Sword Fighter Form.

After defeating the boss, Tri and their newly released friends will be able to heal this rift and gain a new unit of Echo power. Tri is now at level two and can summon four Echoes, or more complicated combinations. Tri will also give Zelda 5 Unusual Crystals. 

Don’t forget to pick up the Heart Container before jumping into the portal to leave.

9. Off to Lueburry’s

When you leave Suthorn Ruins, you’ll automatically meet Minister Lefte. They’re pretty concerned about heading to the point on the map Impa gave you, and lead you to the house previously covered in rift. Turns out this house belongs to Impa’s brother, Lueburry. 

Lueburry explains how the sword, now known as the Sword of Might, works. You can use your Unusual Crystals, now known as Might Crystals, to unlock more power or damage from your Sword of Might through Lueburry’s machine.

There are two large Rifts in the Gerudo Desert to the west, and Jabul Waters to the northeast. Those locations will be your next targets. 

Talk to Lueburry’s machine to upgrade either your energy bar, or your sword itself. You only have enough of the Unusual Crystals to enhance your energy bar right now, but that will make Zelda’s Sword Fighter Form last a little longer! 

There’s not much left to do here, so time to head on out!!

After this, you’ll get a new quest called Searching for Everyone. You have two new points on the map to visit where there will be rifts to heal. There’s no linear order for how you do these, but you do need to complete each one before you can progress any further. In this walkthrough, I’ll take you through them in the order I chose to complete them.

10. Suthorn Prairie

Take the road to the west and north toward the Suthorn Prairie. In this field are a bunch of new enemies, and lots of new Echoes to encounter. Beginning in this part of this game Zelda will encounter some side quests. We will detail them as we come across them in this guide.

Almost as soon as you enter the prairie, you’ll encounter a Crawltula. Make short work of it with an Echo of your choice to claim the Crawltula Echo. You’ll also find some Octoroks in the water. I used the Peahat to pop these balloons to get the Octorok Echo. 

In the first pond there’s a pillar with a chest on it—use your climbing echoes to nab some rock salt! 

In this area that I’m going to call the pillar area, you’ll find Spear Moblins and a piece of a heart on top of a tall pillar. To reach it, start by climbing up three beds and a trampoline echo on the middle pillar on the left side. Build a bridge of four beds to reach your prize! 

Northwest in the plains is a cave with two pillars. Inside will be two pretty tall cliffs. These are climbable with some clever use of your echoes. I set up a bed and trampoline combo just a step away from the cliffs, and then hopped up onto a tree. Make another tree, two beds, and a trampoline. Repeat this again for 50 rupees. 

Side Quest: Up a Wall

Northeast in the plains is a poor sap stuck on top of a pillar because of some Spear Moblins. Defeat them and save him! 

Reward: 20 rupees 

When you’re finished in the Prairie, it’s time to head toward Gerudo Desert. Head west on the map from the pillar field. You’ll be attacked by a Crow—I used a Sea Urchin and let it run into the spikes before I claimed the Crow Echo. 

Summon a Crow or two to let them attack the other rogue Crows while you collect the rupees they drop. Take a small turn south to find a chest with fifty rupees on top of a tree. 

On a tree near the north cliff, there’s a suspicious rock. Climb up and lift to reveal a Might Crystal! 

Activate the waypoint before you enter the desert sand. 

11. Gerudo Desert

The Gerudo Desert is a massive area that boasts a wide range of enemies and their Echoes. It is also plagued by sandstorms that make navigating with your map impossible while inside of them. There are two main areas to this map: the Gerudo Town, and the Oasis. You’ll be going back and forth between these two locations during your stay in the Gerudo Desert before gaining access to the dungeon.

When you enter you’ll meet a scorpion-looking creature called an Aruroda. It can burrow under the sand and attack from below. I released a Darknut to lay in wait for it. When eliminated, claim the Aruroda Echo. 

Just to the left of the desert entrance are some Gerudo guards. You’ll learn that there are monsters attacking because of the rift, and they are hoping to take back a place called the Gerudo Sanctum. 

Go north to find a platform of sorts—there’s a small rift. To the right is a chest buried in the sand with 20 rupees. 

If you keep going left, you’ll enter the area of the map that contains the massive rift taking over the ruins. This area is crawling with monsters, including my most hated monster in the Legend of Zelda monsterpedia, the ReDead. These awful things can freeze Zelda and any Echo with their scream, and knock your hearts down to one in a single swipe. You can attempt to get this Echo, or wait until later. I waited until later, because I am a chicken and didn’t have anything strong enough, yet.

You’ll run into a Sand Pirahna. Take the Sand Piranha Echo for your own! This area is huge and has a couple of smaller rifts. There is also a chest buried in the sand that contains chilly melon. 

Make your way to the south side of the large rift where Tri will identify it as a place to create a rift entrance. They will point you towards a Gerudo guarding the entrance to a cave. Talk to her.

Defeat the shadow monsters that appear using your best monster Echoes. You will save Dohna, the captain of the Gerudo warriors. You with both conversate and she will insist that you come talk to the Gerudo Chief.

Make your way to the Gerudo Town, which is north of the large rift.

11.2. Gerudo Town 

Gerudo Town is a small town to the west of the Oasis, and true to previous Legend of Zelda games, only women populate this small area. There are a couple of side quests, and a shop that sells a rather useful item of clothing, but the main reason you are here is to talk to the Gerudo Chief.

Side quest: Tornado Ghosts?

Right when you enter a Gerudo woman tells you about seeing ghosts in a tornado. Show her a Tornando Echo to receive 10 containers of fresh milk. 

Side Quest: Elusive Tumbleweeds 

In the west side of the city, a Gerudo woman wants to see a tumbleweed. Bring her a Tumbleweed using Tri’s Bind ability to receive 2 Might Crystals. 

Side Quest: Gerudo Tag Training

Tag the Gerudo woman by chasing her down and blocking her path using your Echoes and receive 6 chilly cactuses. 

You can collect a Gerudo Pot Echo next to the Gerudo shop. This shop sells a clothing item, Gerudo sandals for 400 rupees. These prevent the wearer from sinking in quicksand, and I would suggest snatching these when you have the chance.

Go east and around the building. There is a row of palm trees—use your Echoes to get on top of the cliffside and go left to a ladder. Inside this cave are some falling platforms. Use a boulder to keep it from crushing Zelda and trampoline over the boulder. Jump onto the second platform to ride it up.

Bind to the first platform and pull it over to the stack of boxes to smash them; the trick here is to do a jump-up and then release it when it’s over the boxes. Ride it back down into the new entry. Grab the large boulder and ride the platform back up, and push the boulder to the ledge. Your prize is a piece of heart! 

Make your way north to the door marked with two scimitars. Two Gerudo soldiers will keep you from entering if you haven’t spoken with Dohna yet. Enter the building and talk to Chief Seera. 

Exit the building to get stopped by the guards outside. Head toward the Oasis, which is directly east of the Gerudo Town. 

11.3 Oasis

The Oasis is a small area inside of the Gerudo Desert. A tent is set up which is home to a very important mango research operation, and the birthplace of a very successful smoothie business. You’ll want to explore here a little bit, but your main goal for this location is to meet up with Dohna.

Side Quest: Smoothies Please!

Make the Business Scrub 10 smoothies to start up their business venture and get a reward. This can be accomplished by taking two of any ingredient and giving them to the Deku Scrub.

Reward: Survey Scope

After the initial 10 smoothies, they will ask you to make 20 smoothies. Right now it’s unclear if they mean 20 more smoothies, or 20 smoothie recipes total.  

Reward: 

Side Quest: The Flying Tile 

Talk to the Gerudo near the Business Deku Scrub. Her name is Tormali and she is in search of tiles that fly through the air. Bring her a Flying-Tile. Your reward will be 50 rupees.

Inside the tent, snatch that fancy purple Soft-Bed Echo. Then, talk to the Gerudo to learn about Tough Mangos. She will offer to let you play a game called Mango Rush. Harvest 40 of them to get 3 tough mangos. 

Complete the vibrant seeds challenge to earn Tourma’s golden fan. This one requires you to dodge thorns, and use a level one climbing echo to jump onto the ledges. Harvest at least 50 mangos to earn the golden fan. 

Meet Dohna near the Oasis pond. 

She wants you to prove to Chief Seera and Advisor Facette that you can, indeed, close the rifts. There are three smaller ones located in the Southern Oasis Ruins, Ancestor’s Cave of Rest, and Southern Gerudo Desert. These are marked by the yellow beacons on your map.

11.4. Closing the Gerudo Desert Rifts

Southern Oasis Ruins are directly south from the Oasis. Locate the Gerudo guards and defeat the two shadows that emerge from the rift. Turns out Tri can’t create an entrance in this rift. Better move on to try the next one.

Before you go, pop on into the cave that’s nearby. Use a boulder to block the wind blasts and make your way up to the top platform. Learn the Wind-Cannon Echo here. 

In the next room, set up a wind cannon, pick it up and start blowing away the sand piles. Step on the button that gets revealed. Go into the unlocked door and claim the 2 might crystals in the chest. Go back to the previous room and go through the top door. You’ll be locked in with two Tornandos. Set up a barricade of some Sea Urchins and let them run into the spines before a treasure chest appears with 3 rocktatoes. 

The Southern Gerudo Desert Rift are directly south of Gerudo Town

You’ll meet up with three Gerudo warriors. Dohna will give you two chilly cacti to take back to the Smoothie shop at the Oasis. The recipe for the cactus smooth is two chilly cacti. There are also five chilly cactuses in the chest behind the business Deku. 

Return to Dohna and the Gerudos with the smoothies. After all that, Tri also cannot make a rift entrance here, so make your way north. 

The Ancestor’s Cave of Rest is directly north of the Gerudo Town. This path will take you through a Sandstorm. Your map won’t work in a sandstorm, and the only monsters on this path are Tornandos.

Go inside and talk to the Gerudo waiting by the rift. Go to the left and move the big boulder. Use a more powerful distance Echo to take care of the Holmills, and take their Echo. 

Go down the ladder and use a Holmill on the first part of the sand so it dives down the sand column. Drop down the hole to reach a chest that contains a golden egg. Drop down another Holmill hole and go to the right. Defeat the Ignizol and go up the ladder. Take the right ladder all the way up to the top. Use an Ignizol to light the torches next to the sarcophagus. Third time was not the charm and Tri couldn’t make an entrance at this rift either. 

Return to the Gerudo Town by using the waypoints. Go to the Gerudo Palace to talk to the Chief. 

11.5. Stilled Desert Temple Ruins

You need to find five of Tri’s friends in this area of the Still World. 

First Friend: Start by going over the platforms until you reach a ladder entrance. Go down and make a boulder+trampoline combo to avoid the falling platforms. You can also use Tri to move the first one to the open column and ride the platform up to walk over the other dangers. 

At the end of this hallway is one of Tri’s friends. Release them from the darkness and run back to the entrance of the hallway. 

Second friend: make your way to the right to a sideways panel of sand. There are a bunch of horizontal pillars and trees. Use your favorite climbing echoes to make your way up the wall—I used a bunch of beds and trampolines (they’re my favorite, couldn’t you tell?) to get through this area, as well as the second sideways wall. There is another friend trapped in darkness at the end of this area. 

Third friend: this friend is directly to the right of the first sideways wall. Move the boulder out of the way to find the friend. 

Fourth friend:  keep going left and make your way to the platform that has a dead tree. You can see a trapped friend on top of the tree. Climb on up to save them. 

Fifth friend: drop down the cliff and return to the platform that had the ladder. Make a turn to the left and go down the diagonal pillar. There’s a friend at the top of a very tall pillar. Get rid of the fish thing and then climb up to the top of the pillar with a combination of trees and beds. 

You’ll also get 2 might crystals as well as a small boost to Tri’s powers. 

Either travel or fast travel to the large rift south of the oasis and head west toward the cave on the southwest side of the rift. 

This might be a great time to attempt to get the ReDead echo. These monstrosities are stupid powerful, and can one-hit KO poor Zelda after petrifying her with their scream. I used two Boomerang Moblins to relentlessly attack them because the Moblins can jump up onto platforms. If you can get the ReDead echo, it’s a powerful Echo to have on your side. 

11.6. Cryptic Cavern

Go inside the Cryptic Cavern. Use a ranged echo to hit the eyeball on the other side of the chasm, I used a Boomerang Moblin. 

Next room—there’s a locked door in front, and some wind cannons to the right. Use some boulders to block the wind. I went for the far right door first, but you can go through either one, both will take you to the same room. I went through the far right—turns out this was the backward way. 

 In this room kill the monsters to unlock the door. 

Next room— there are two Gibdos. These are not as upsetting as their Tears of the Kingdom counterparts, as they just kind of meander toward you. Once more my trusty Boomerang Moblin was able to take care of these guys. 

There are some spinners also in this room. Use some boulders to block their path and hit the eyeball with a simple spin to drop a treasure chest with a key in it. 

Return to the main room to unlock the door. Go down the ladder. Down left ladder. You can jump over the spinners and use a tramp to get over to the other side. Climb down the ladder. 

Grab the next spinner and ride it over to the chest. 20 rupees. 

Drop a boulder down to block the spinner and saunter over to the entry at the bottom right. 

For the first spinner, create a boulder and use Tri to grab the boulder. Move the boulder so it can be dropped in the path of the spinner trapping it against the ledge. 

I also dropped a bed on top of a spinner, learned it was called the Pathblade, and stole its echo. Oops. 

Go up the ladder, and there’s a Gibdo Lv. 2 at the top. If you have a ReDead, send it swinging and they’ll just take care of each other. 

Go up the ladder to the left to hit the button and unlock the gate that was at the beginning of this area. Return to the right and keep going. 

In this area, you’ll see the truly fantastical feat of Gerudo engineering which is the plug that Chief Seera was talking about. Use Tri’s ability to pull on that plug and release the sand. Leave the Cryptic Cavern, and enter the Gerudo Sanctum.

12. Dungeon: Gerudo Sanctum

Go through the ladder and go right. Climb up and jump from wall to wall to head up to the platform. Push the boulder to the left to block the wind cannon and make your way to the left ladder upwards. 

In this room, there are three doors. The north door is locked. Head in to the room on the left. 

This is the room of Flying-Tile Echoes. You need to move fast to learn one of these before they fly at you and collide with the wall. Dodge them or create a barricade of sturdy echoes until they all crash. A chest with 20 rupees appears once they’re all gone.

Return to the waypoint room and go through the door on the right. This room has a pull switch that pulls two blocks apart to open the door, and some moving floors. Pull the switch using Tri, and run across the moving floor. Set up a table, bed, or trampoline Echo to get up to the platform and sneak through the blocks. 

In the next room, use Tri to pull the door open to reveal a chest with a key inside. 

Return to the waypoint room and unlock the door. In the following room, learn the Snake-statue Echo. 

Go through the big doors to a room with a pit of sand. throw down some ranged fighting echoes to take down the Mothulas. Snatch up a Mothula Echo. 

Go through the door on the left and go down. Set your Echo to rock, jump onto the moving floor, create a rock, and throw the rock at the boxes. Jump over onto the newly cleared space. Go down the ladder. 

There’s a Caromadillo Lv. 2 in this area. I spammed Sea Urchins on this poor thing until it gave up its Echo. Use a Holmill to reach the chest on the level below to get a golden egg. 

Use a Holmill to create a hole, and I dropped so many Sea Urchin Echoes down that hole until the Caromadillo Lv. 2 was gone. Go down the ladder on the left. 

Read the plaque in this room. “Seek two distinct tributes. Clues to the desired tributes are recorded on this floor.” 

Where to find the Dungeon Map in the Gerudo Sanctum

Go through the door to the left. Inside is a Poe. I used the Caromadillo Lv. 2 to roll around ricocheting off the walls until it hit the Poe a few times. Take the Poe Echo and take the Dungeon Map from the chest that appears. 

Go through the south door, which leads you to the outside of the temple. 

Stilled Gerudo Sanctum 

Follow the path to the left and hop up the ledges to pull out a Chest with 20 rupees. 

Use Tri to pull the bottom level of the twisty tower to line up the ladder. Climb up to get the chest with 50 rupees. 

Continue through the path that makes you hop over some floating platforms, or use some beds Echoes to make a bridge, and use some beds to climb up the cliff near the quicksand. Keep going right to return to the main platform. 

Activate the waypoint. Use one or two of your powerful echoes; I used a ReDead, to take care of the Mothula and the shadow monsters. Use a wind cannon to blast away the sand to reveal a chest with a monster rock. 

Drop down the right climbable wall and hang right. Climb up the ledges using some beds. When you reach a corridor with three shadow ReDeads, send your Gibdos or your ReDead after them and let them clear the enemies away; alternatively, you can hop onto the ledge and run around them like I did. At the end of this, turn the bottom level of the pillar by grabbing the handle hidden behind a cactus and climb the ladder. Learn the Hawk-statue Echo. 

Return to the floor at the bottom of the climbable wall and enter the door. Inside of this room is another pit of sand and a pulley switch. Pull the switch and run across the sand, quickly use some beds to climb up and enter the sliding block door. Remember this room, you’ll come back to it with a key. 

Inside the next room are some cat statues, Gibdos, and a ReDead. I used a Gibdo Lv. 2 to get rid of them, and use Tri to move the cat statue in front of the door on the north side. Learn the Cat-statue Echo and continue on. 

Activate the waypoint, and go down the corridor.

In the next room, you’ll face Shadow Link, this time with a bow and arrow. I used a ReDead on the first round with him, trapping Link in the corner with the screeching zombie horror.

In the second phase, Link will split into three. This is a great time to bust out Zelda’s sword fighting form and take out the imposters, as he’s too fast and too strong for any of your current Echoes. You’ll earn the Bow of Might, which can be added to your Sword Fighter Form. 

In the following hallway, there is a beetle mound. I used a Mothula to take it out, however you will have to activate your Sword Fighter Form to use the Bow to get rid of the shadow goo. 

In this room to get past the fire spouts summon some boulders to block the flames as you hide behind them. At the end of the room are some elephant statues. Learn the Elephant Statue Echo. Grab the key inside of the chest, and use the ladder up to the walkway. More boulders to ride back to the start of this room. 

Back track to the room with the pulley switch and the sliding blocks—the first room you entered from the outside. Use the key to unlock the locked door. 

Use Tri’s Bind ability to move the hidden door in the center of this room and head on through. 

In this room use your Bow to break the box holding up the wind cannon, and use Tri’s Bind ability to move the flame cannon to point towards the unlit torches. Read the plaque that appears: “it rests its wings atop a tower. It bears sharp eyes and a strong beak.” This is the first clue to what will unlock the door. 

Warp back to the room with the first plaque and move the door on the right. Inside this room, eliminate the Holmill and summon a Wind-Cannon Echo to blow the sand away, revealing the hidden Aruroda and the plaque. Grab the chest that has 10 pieces of rock salt in it and then read the plaque: “It stands quietly in the sanctum. It is blue in color, with large tusks and a long nose.” 

Which statues unlock the door in the Gerudo Sanctum?

You should already have the required statue echoes at this point: the hawk and the elephant. Place them on the tiles to open the door. Go back to the previous room and create the needed Echoes to move into the next area.

Pull this plug and the way into the boss room is clear. Now, on to go fetch the Big Boss Key! 

Go into the empty plug hole and use the wheel in the bottom left corner to turn the blue circle until the black line lines up with the red floor circle. Use Tri’s move ability to move the green circle until the black line matches the bottom right yellow arrow, and then turn the crank. Now you should have the Big Key. 

12.1 Gerudo Sanctum Boss: Mogryph

How to defeat the Gerudo Sanctum boss

You’ll appear in a room with four statues that you encountered in the dungeon. This mole will dig under the sand after flinging some sand at you. When Mogryph starts to charge under, either summon or move one of the statues into its path. It will run into the statue and get knocked off course. Take this chance to whack at him with your Sword Fighter Form. You’ll do this cycle twice before the giant mole will raise some platforms in the sand, and create quicksand.

Tip:
Pick up the 400 rupee Gerudo Sandals from the shop in Gerudo Town. They will allow Zelda to walk on quick-sand without losing speed, or sinking.

In this second phase, Morgryph will launch into the air. He will start to throw sand twisters; avoid these, and avoid when he dives back into the sand. Once he’s back in the sand, he’ll try to charge you again. Use a statue to knock him back out and hit him with your sword. Do this phase twice, and you’ll come out on top.

Tri will gain enough power to level up to three. With this raise in power, Tri will be able to create Echoes from a distance by holding Y. You’ll also receive 5 might crystals. How nice!

Make sure to grab the Heart Container before heading out.

13. After the Rift

It’s time to head East toward Jabul Waters, where the next large rift is causing some issues. Before we go, we can spend some time exploring the Gerudo Desert to nab some Echoes and goodies hidden in the sands. Below are the things we have found in our playthrough; once you are satisfied with your findings, head on East toward Jabul Waters!

North of the Oasis

You might already know that your map won’t work in a sandstorm. Stay the course and keep heading north. You can nab a Tornando Echo here—these fussy guys will knock any of your lighter Echoes around, so I used a heavy one like Sea Urchins and let the Tornando run into it a couple of times. 

There is also the Club Boarblin and the Boomerang Boarblin. These guys pack a punch so keep your distance and let some of your more powerful echoes take them out. Defeat their camp and take the warm peppers from the chest. 

To the left of the Boarblin camp is a cave. Inside release a Tarantula to work on all the Beetles that will start pouring out. Take the Beetle Echo. Climb up the ramp to learn the Beetle-mound Echo before wrecking them with some rocks. Continue up the stairs to reach a chest with a might crystal inside.

At some point in your wanderings you’ll find a mound of sand that puffs out air. A centipede will pop out and will be impervious to all physical attacks. The sand will melt into quicksand, and if you have the quicksand shoes this will be a walk in the park. When the bug comes out of the sand, use Tri’s Bind ability on its spinning backend and pull it out of the sand. Enter your sword fighter form to attack it while it flails on its back. Do this three times for a nice explosion of rupees, and this stops the sandstorm. 

There’s a piece of heart in a quicksand pit north of the oasis. Go up around the left to some rocky steps, hop over the platform. I used a flying tile echo to break the cactus blocking the path, and then built a bed bridge over to the piece of heart. 

Return to Suthorn Prairie 

Side quest: The Blocked Path

As you leave the Gerudo Desert, and the red area of the Suthorn Prairie, hug the Western wall and you’ll come across a path blocked by a large boulder. 

Use Tri’s bind ability to move the junk to unblock the way to the ranch. 

Reward: 20 rupees, and the way to the ranch.

Hyrule Field 

Keep heading on the left path after unblocking the boulder, and you’ll eventually come across Hyrule Ranch. 

Side quest: Runaway Horse 

The ranch isn’t loaning out horses because one of their horses has run off. Talk to the ranch owner to learn the horse likes to wander to the West. Leave the ranch and head west. The horse is stuck on an island in a ravine. Build a bed bridge and Bind to the horse, and ride it back to the ranch. 

Reward: Borrow horses free of charge. 

Start heading east either on foot or on horseback. You’ll run into a quick-paced powerful monster, Wolfos. I used a ReDead to stop this thing in its tracks. Take the Wolfos Echo. 

There is another form of a bird monster in this area, this time it’s purple and will dive bomb you relentlessly. I used a ReDead to take care of this bird and to gain the Guay Echo.

Along the path you’ll be stopped by some Hylian guards who are looking for Zelda. Thankfully, they are not the brightest bulbs because they’ll tell you about Seesyde Village, which is where your next location is, and that they’re just going to patrol the area for now. Pull up the chest behind the guards for 5 jars of floral nectar. 

Continue along the road heading east!

Eastern Hyrule 

You’ll encounter familiar monsters like Crows, Caromadillos, and Ropes as you move your way through the canyon. 

When you reach the beach, move the boulders out of your way. Create a Sea Urchin Echo on the crabs to learn the Sand Crab Echo

Swim across the pond and activate the waypoint. 

14. Jabul Waters 

Talk to the two villagers you’ll see when you first enter the region to get some insight into what’s happening in this area. You’ll learn about Lord Jabu-Jabu, a great spirit who lives in the waters near the village, and he’s been throwing quite the temper tantrum. His den is currently playing host to a rift, and you can find the den and rift across the bridge to the east. 

 Seesyde Village

First things first, head south into the village and locate the girl running on the dock. Directly beside her in the water is a chest with 20 rupees. Dive down and use Tri’s Bind ability to pull it out from the sand. Keep walking along the dock to find a Might Crystal on the south end of the dock. 

Side Quest: Deliver the Grilled Fish

The woman on the dock’s son, Anube, has gone missing. She thinks he’s been sleeping out in the woods to the north. She wants you to bring him some grilled fish. You’ll learn the Grilled Fish Echo for this, however I’m going to save you the trouble and tell you this child will want his mom’s fish, not some duplicate Echo. This means you’ll need to haul the one she gives you to him. She tells you to be careful of hungry monsters in the woods. The nice thing about this quest is a blue dot will appear on your map!

When you head out to the north, cross the river by chucking the fish across and crossing over the pillar. There are some Spear Boarblin for you to take out. Collect the chest for 10 riverhorses. On a cliff on the north end of this wooded area is the sleepy boy. Make a ladder of beds to toss the fish up to the cliffside. After he eats it, he’s going to go back to sleep, the lazy bum. Go back to his mother.

Reward: 10 bubble kelp. Keep this for later.

There’s not much else to do in Seesyde; there’s a shop that sells red, blue and purple potions for 50 rupees each, but your main task is to go find Lord Jabu-Jabu. Head east to find the locations of the two Zora villages. The River Zora village is North of the den, while the Sea Zora‘s island is south. In order to access Lord Jabu-Jabu, you’ll need the chiefs of the Zoras to work together. However, you might recall one of the villagers saying the Zora aren’t getting along. Time for Zelda to practice some of that royal diplomacy! 

Zora Cove

There’s a Business Scrub on the east side of the beach. He is looking for three pieces of bubble kelp. If you don’t have any, return to Seesyde Village and do the side quest Deliver the Grilled Fish to get ten of them. Give the Business Scrub the kelp to help him open his smoothie shop! He’ll give you 20 rupees for your trouble.

Head north from here up a ramp to the Zora River. 

Zora River

You’ll have to swim to reach Lord Jabu-Jabu’s den, and this area is infested with Tektites. I used a Peahat to get rid of the jumpy creepers, and took their Echo for my collection.

Continue through and you’ll come across a pond area with trees and large lily pads. Use some climbing Echoes to get up onto the tree and onto one of the platforms in this area. You’ll see a ledge that seems difficult to reach–standing on the closest pillar, summon a Tile Echo to float across–jump onto the ledge before the tile crashes and breaks to reach the Acorn Gathering fellow. 

Swim across the pond to the area of land connected to a bridge, and activate the waypoint. You’ll find that Jabu-Jabu’s den is covered in rift.

Hang left and start swimming and hopping over lily pads through the Zora River. Be careful, there are creatures called Tanglers hiding in the shadows of the water. Summon a couple of Tektites to take out these fish, and catch the Tangler Echo for yourself. Swim north and you’ll reach a piece of land that has a cave entrance. 

Enter this cave before you do anything else!

Inside the cave entrance is a sign that reads “Do not disturb the Bombfish.” To the left of the sign is a gated entrance. Send a Tangler Echo to definitely disturb the Bombfish that’s in the water, giving you the Bombfish Echo.

These Echoes act like bombs in previous Legend of Zelda games, costing four of Tri’s echoes every time you summon one. Drop one of those bad boys into the Sea Urchin wall to the right by casting the Echo at a distance by holding Y, and swim to the platform with a ladder and go down. 

In this area, swim down and summon a Bombfish Echo. I used the Bind ability to push it against the cracked block and swam up to wait for it to explode.

Tip:
If you let Zelda hang out in the bubbles, she can replenish her oxygen and hang out in the water longer.

In the large area of water, there are several Bombfish ready to come at you. Use Bombfish of your own to make them explode, and avoid the explosions to unlock the gate.

Swim to the left and up to get out. There’s a chest up here before the exit, and the solution wasn’t clear cut. I spent about five minutes tossing Bombfish at the rock before realizing I could burn the wooden platform with an Ignizol. Summon a trampoline below the gap of rock, set an Ignizol on the trampoline, climb up and grab the Ignizol to bounce close enough to the wooden platform. You’ll get a golden egg for your trouble. 

Push the button at the top to open the gate and leave the cavern. 

14.2 River Zora Village

In this quant little village situated in a waterfall resides the River Zora. The first thing is locating the shop, which is right at the entrance of the village. Inside, you’ll find the usual items of red and blue potions, however, there’s also a set of Zora’s Flippers for 350 rupees. These puppies will allow Zelda to swim a little faster. If you have the funds, I suggest grabbing those as soon as you can. 

Head up the ramp behind the shop and dive into the waterfall pool. Bind to the chest at the bottom and bring it to the surface for 20 rupees. 

Continue north and head up the ramp and across some bridges until you reach the River Zora chief’s house. 

Inside, you’ll learn that there’s been some creative differences between the River and the Sea Zora. Rather than wait for the Sea Zora to help, the River Zora chief Dradd plans to relax Jabu-Jabu with his music, and storms off by himself without talking to you. Artists, am I right? 

Before you leave the village, head down to the first level of the village and walk west. There’s a ridge above with a cracked wall. Use the tree in the corner to get up over the hedge wall. Use a Bombfish Echo to blow up the wall and receive a silver brooch. This makes rupees appear more frequently if Zelda wears it. 

To the east of the village entrance is a cave entrance. Inside is a water current and a floating box. Hop into the box and use Bind to grab the box on the other side of the bars, and move it over to the button. Go into the next room and do the same thing with the next floating box. This one is a little trickier as you have the maneuver the box up some stairs. I used a Trampoline Echo to get up the last step to hit the button. 

In the third room, use Bind to stack the boxes on top of each other. Time a Bind just right as the boxes float around so you can move the box on top behind the bars. You’ll receive 100 rupees for your efforts! 

South of this cave might be two Needlefly. Summon a Peahat Echo to take care of them and take their Echo. 

Make your way back down Zora River to get back to Crossflows Plaza. 

Crossflows Plaza, Beach, and Ocean

The River Zora Chief won’t pay attention to you in the Crossflows Plaza, so it’s time to head to the Sea Zora Island. Head south from here to the beach. There’s an echo to learn here—set up a sea urchin echo to let the Albatrawl run into it and give you its Echo. Keep heading south in this smaller area toward the ocean.

While in the ocean, there lots of monsters that are easily avoided if you want, and a chests you can pull out of the sand using Bind. Keep heading south until you reach an island with a large fish tail sticking out from the center. 

14.3 Zora Island and Village 

When you reach the island, you’ll find the entrance on the south side of the island under the water. Dive down to enter the Sea Zora Village. 

The inside of the Sea Zora Village isn’t as big as the River Zora village. To the left you’ll find a counter that is the shop, and it sells blue and red potions as well as bubble kelp. There’s not much else to do here except to talk to Chief Kushara in her room. She will be too busy to talk to you too, so it’s best to head back to the Crossflows Plaza. 

Crossflows Plaza

 At the Crossflows Plaza, you’ll see a cutscene that shows how out of sync the two Zora leaders truly are. What follows next is fairly upsetting, as the great spirit Lord Jabu-Jabu descends and swallows up the two advisors to the Zora leaders in his anger. Time to head back to the River Zora Village to stop Lord Jabu-Jabu’s rampage! 

River Zora Village

When you get there, you’ll be prompted to head toward the shouting to the northeast. Head into the village and go up the first ramp, and you’ll see a house that has been destroyed. Go through the tunnel behind the wrecked house and up behind the waterfall to reach the area with the large rift. You’ll see the Sea Zora Chief Kushara standing in front of the rift with a rift entrance ready to go. Head on in to the rift! 

14.4. Stilled Upper Zora River

You will need to find five of Tri’s friends in this rift in order for Tri to have enough power to close it.  

1st Friend: Head right and jump over the trees going up. You’ll find a vertical pond. Step into the water and surface to the top. At the top, you’ll find the River Zora advisor, as well as the first of Tri’s friends!

2nd Friend: Make your way all the way to the right until you come to a platform with a ladder inside of a cave. Go down the ladder. In the first area there are two blocks that can be broken.

Swim into the Bombfish floating around and lure it down to break the blocks. Swim through to the next area, and fill up some oxygen if you are able to. Down at the bottom is a block that is blocking the friend in this area. Place a Bombfish, and then lure the Tangler to trigger the Bombfish into exploding the block. 

3rd Friend: At the top of the water is a jumping shadow spider that has a clear friend trapped inside. Avoid the jumps and summon a powerful Echo to take care of it to rescue Tri’s third friend. I used a Sea Urchin to let the shadow jump into it. 

Before you leave the cavern, jump into the far water tunnel and swim down to the electric Biri. Use a Bombfish to win the Biri Echo. 

Swim up and leave the cavern. 

4th Friend: Return to the entrance of the Stilled Zora River and go left. You’ll find some broken segments of river. Swim through to find the fourth friend.  

5th Friend: Return to the entrance and head right and south along some broken segments. You’ll find a water column that takes you up and around to some octoroks. Dive down the water column to find the last friend on the end of a broken pillar. 

After Tri and their friends heal the rift, Tri will gain a little bit of power and give you two might crystals

Zora River 

You’ll be back in the overworld and back in the middle of the squabble with the Zoras. Kushara’s music heals the rift-sick Zora through her just in time to learn that Jabu-Jabu is rampaging Zora Island. 

Before you leave this area, head northwest a bit and climb up the waterfall to the next level above. Keep going northwest to another waterfall. Build some trees and beds to reach the pond above where you’ll nab a Fairy and a Piece of Heart. 

Jump back down and go east to a shallow water pond. Locate the cracked wall, blow it up with a Bombfish to find a chest with 50 rupees.

 River Zora Village

Side Quest: The Zora Child’s Fate

Before you leave this area for good, there’s one more side quest that you should do. When you enter the village again, the child that’s afraid of swimming will ask you to check in on his mother. Head into the house immediately to the left of the waterfall path. The Zora mother will ask you to fill the pond with various monsters. 

The first clue is a “sinister fish.” Create a Tangler Echo in the pond in front of you.

The second clue she will give is a “monster that goes boom.” Create a Bombfish Echo.  

The last clue she has is a “shocking jellyfish monster.” If you don’t have the Biri Echo, yet, you can find one in the cave where you found the Bombfish. Create a Biri Echo. 

Reward: Zora Scale. This allows the wearer to hold their breath longer under the water.  

Warp to the beach or to Zora Island. Talk to one of the Zora floating in the water, and you’ll be told that Jabu-Jabu headed east. 

You’ll hear Dradd trying to move some rocks, and learn that Kushara and a Zora child are trapped in a cave. Dradd promises to try and help move the boulders, however it might be faster to locate a different entrance to the cave. Lucky for you, just to the right of the pile-up is an under water cave entrance. Dive down to enter. 

Head down the ladder and dive into the water. This is going to be a good time to equip the Zora Scale so you can stay under water a bit longer, because there are long tunnels of water with some illuminating rocks. Pretty quickly you’ll come across a Tangler Lv. 2. I used two Biris to create a barrier in front of me and let them electrocute the Tangler. There are some bubble spouts to hang out in and replenish Zelda’s oxygen. 

Further in there’s a normal Tangler hanging out in the dark. I used the newly acquired Tangler Lv. 2 to take him out. Swim up to snag the chest with 10 pieces of bubble kelp, and keep swimming up to leave. 

You’ll find Kushara and the Zora child. The only way out is blocked by a large boulder, which means this is a job for Tri’s Bind ability! Use Bind to move the boulder, and free Kushara and the Zora child. The child is too scared to leave the cave, so Dradd whips out his large horn and plays a lovely tune to cheer him up. 

At this point you should have helped both Zora tribes, and they’ll discover the best kind of music is the kind when they all work together. Aww, how lovely. We still have a rampaging giant fish to deal with. Jabu-Jabu was seen heading back to his den, and the two leaders will head out to meet you there. 

Ocean

You are welcome to do some exploration before you head to Lord Jabu-Jabu’s den. If you swim south of Zora Island, there’s a chest at the bottom of the ocean. Create a bed to float on the water, and then dive down to bind to the chest. Bring it to the surface and retrieve 5 pieces of bubble kelp. 

Swim west from this chest to find another chest guarded by Sea Urchins. Move them with Bind, and then Bind to the chest to bring it to Zora Island for 20 rupees. 

If you keep swimming west, you’ll come across a ship-wreck. There’s a fairly powerful Echo you can nab here called the Chompfin. I tried several things before settling on Bombfish. Turns out the chompy shark can’t bite through the Bombfish, and it’ll set off the explosion. It takes three Bombfish to get rid of the shark, and you can snatch the Chompfin Echo

Swim north of the shipwreck to find a cave entrance. Inside you’ll find a Zol, an Ignizol, and a new blobby monster called a Hydrozol. Set up some Sea Urchins to quickly poke them to death and claim their Echo. Head down the ladder and drop some Sea Urchins onto the large Hydrozols to clear the way.

In the next room, use some Hydrozols to put out the Ignizol’s flames. To open the doors, toss your wet buddies at the flames to put them out. The north door will give you a Piece of Heart. Leave the cave through the door on the west. 

Return to Lord Jabu-Jabu’s Den by fast traveling or hiking your way. 

14.5. Lord Jabu-Jabu’s Den

Head on in to the den. You’ll quickly find Dradd and Kushara among the rubble. Evidently they need to have the two platforms in full repair before they can perform their music. First thing’s first, use Bind to move the rubble off the platforms.

The next part requires a bit of puzzlin’ skills. The pieces are scattered throughout the den. Using Bind, put the two pieces back together. The first piece is next to the broken platform, and the larger piece is in the bottom of the pond directly below. 

The two chiefs will set up upon the pedestals, and play a rather lovely little ditty. Turns out, working together is the best kind of music! The door to the den will open. By all accounts, Lord Jabu-Jabu should be satisfied. That is, if this was the real Lord Jabu-Jabu. Tri will point out that this could very well be an imposter. 

With good intentions, Dradd and Kushara will offer to help you. When you dive into the water, though, you will be on your own for this fight. 

How to defeat Imposter Jabu-Jabu in Lord Jabu-Jabu’s Den

The rhythm to this fight will go like this: Imposter Jabu-Jabu will spit out some monsters and debris. Wait for him to suck up everything in sight, and send a Bombfish into his mouth. It will explode, give you time to activate Zelda’s Sword Fighter Form and whack some sense into the large fish. Do this four times, avoiding the chomping and thrashing that happens and the distractions he sends your way. Soon, Inawa and Rogma will be returned to you. 

You’ll be left to enter the rift by yourself. 

14.6. Stilled Jabul Waters

Head up along the path and hang to the left. There are some vertical waters and some pillars sticking out. Through some clever Echo maneuvering, make your way up to the second level of water and swim up to the top. Head right, and release a Chompfin or Tangler Lv. 2 into the water to deal with the shadow fish.

Climb up to the next level, and you’ll see two water blocks that you can learn. Learn the Water-block Echo. Use this echo to fill the gaps in the water and swim across. There is a quick rule for this Echo; it cannot be created in the air. It has to be connected to water, or ground. But, you can create echoes inside of the echoes to build up columns of water! That’s handy! 

Use the water-blocks to cross the gap to the right, and keep swimming. Keep going north, and create some water-blocks that stack upward to connect to the higher waters. 

Continue left, and use your water-blocks to cross the gaps. You’ll see a suspicious platform to the left that has a small puddle–but there’s nothing there, so don’t waste your time heading down that way. Continue north up into the larger bodies of water. 

Venture to the right and up some bodies of water and some small boats to retrieve 10 riverhorses from a chest. 

Return to the large vertical platform of water and trees, and work your way up and to the right. There are several places where you’ll have to walk out onto the trees and use your water blocks to cross the gaps. 

At the very top you’ll see the very upsetting sight of the true Lord Jabu-Jabu laying petrified across the gap. You’ll have to walk across him to reach the temple entrance.  

15. Dungeon: Jabul Ruins

Activate the waypoint when you walk in. When you continue forward, Zelda will fall down through some weak flooring. Move the large boulder using Bind and swim through. There will be another boulder to move up onto a platform to keep swimming down. If you don’t have the Zora Scale or the Zora Flippers, you might struggle a bit as you reach the first bubble spout for air. 

A mysterious monster will appear and create a water cyclone that will chase Zelda through an obstacle course. Ignore the monsters in your way, and swim and dive your way through. I had the Zora Flippers equipped and chose to brave the more trickier path, rather than try to clear the obstacles in the way. It’s fairly simple, and you’ll soon reach the end with no problem. 

Climb up the ladder and make your way to the left to find a staircase. Activate the waypoint in this next room, and go through the north door. 

When you enter, veterans of The Legend of Zelda games will notice some typical water-temple shenanigans, like water switches and water levels. The temple basics is this: find the five colored buttons to raise the five levels of the geyser

Step on the pink button in front of you to raise the first level of the geyser. 

Where to find the Jabul Ruins dungeon map

Head to the right and into a corridor of Bombfish, Needlefly, and water. Swim through and locate the chest. This contains the Dungeon Map. Jump back into the water and swim down. Avoid the Bombfish in this area and take the ladder up. 

In this next area there are boxes, Octoroks, and Chompfins. If you didn’t snatch the Chompfin from the pirate ship area, you can get one here. Release a Bombfish three times to earn a Chompfin Echo, then release your own sharky friend into the water. Once you’ve cleared the area, dive down to the box under water in the north end, and climb up the cliffs to a chest surrounded by jars for 50 rupees. 

Create some water blocks to climb up to the wooden platform. Use some Peahats to get rid of the Needleflies. Carefully walk across the ropes to the platform to the left, and go up the staircase. 

In this next room, defeat all the monsters to open the locked doors. I found it easiest to drop some Sea Urchins on the Sandcrabs. Go through the newly unlocked door on the left to enter the room with the red button. Activate the red button to raise the second level of water. 

Drop down the hole and go up the ladder to the left to return to the main hall. 

Go down the ladder on the left side of the main hall. Drop down into the water and avoid the Tangler Lv. 2 monsters. Use the glowing stones and the bubble spouts to stay afloat in this dark water area.

There’s a new monster, the Bio Deku Baba that you’ll run into. Use some of your more aggressive Echoes to get rid of it and claim the Echo for yourself. Work your way up and to the left ladder. Go up the ladder to the next room. 

In this room, there is one lit torch, two unlit torches, and one in the water. Bind to the one in the water to bring it to the surface. Use an Ignizol to light the three unlit torches to open the door. This gives access to the blue button. Push it to activate the third geyser level. 

Return to the main water hall, and at this point the geyser is powerful enough to launch Zelda to the top platforms. 

Go to the right and head down the ladder you see here. 

Swim down in the water and move the boulder holding down the wooden platform. Swim down this channel to reach a chest that contains a golden egg. Swim back up and move another boulder to the right, and swim down. Move the next boulder to let the platform float up, and then drop it down on the second platform to push it down.

Where to find the Jabul Ruins Big Key

There’s a cracked block that can be blown up with a Bombfish. Blow up the block and swim down until you find a chest that is illuminated by two spotlights. Congratulations, you found the Big Key!

Swim back up and replenish your oxygen. Swim up, Bind to one of the boxes to give you access to the air pocket at the top. I ended up binding to each box on the right side to move them out of the way. Once they are gone, swim up the side of the crevice. 

Use a Chompfin Echo to get rid of all the shadow monsters to unlock the doors. Create a heavy echo to activate the green button at the bottom of the water, rising the geyser to level four. Dive down in the open hole in the floor. 

You need to move the boulder to dive down the gap, but first, Bind to the platform and shuffle it out of the way in order to give the boulder room to maneuver. Once the obstacle is cleared, replenish your oxygen and dive down. Leave the area through the ladder on the left. 

Back in the main hall, use the geyser to jump across to the next platform. 

In the next room there are floating platforms, Frogger style. Jump across them to reach the ledge at the end. On the other side, you’ll have to jump across the platforms to work your way up the water current. You can jump into the water as well to jump onto a platform, however, look out for the Octorok and the Tektite that is waiting at the top of the river. 

In the next room there are five eyeball statues that need to be switched, as well as a water current that will carry you through the water. I used a Crow and targeted the statues that were on the pillars, and a Chompfin to take care of the Sea Urchins surrounding the statue underwater. For the statue behind the bars, I threw an Ignizol across to set the boxes on fire. Go through the open door at the north end of the wall. 

Take out the Tektites in order to open the locked door. Go through the door on the right, and step on the yellow button to activate the fifth, and final, geyser level.

Drop down and return to the main hall. Ride the geyser up to the top floor, and open the Boss Door with the Big Key! 

15.2 Jabul Ruins Boss: Vocavor

How to defeat the Jabul Ruins Boss Vocavor

For the first stage, avoid the whirling water tornados, and swim over to Vocavor when it gets tired. Transform into Sword Fighting Form and whack away at the blue eggs on its back three to four times

For the second stage, you might be out of blue energy for this. When Vocavor unleashing its largest cyclone, it will get tired. Use some dive-bombing Echoes like a Crow or an Albatrawl to attack the egg sac. Do this three to four times until you receive enough energy back. It will fall back onto a platform, and you should use your Sword Fighting Form to take it out. 

When Vocavor is gone, Tri will receive some of their power from their friends, boosting them to level four. This lowers the cost of all your level two and higher Echoes by one! Tri will give you 5 might crystals and you will receive a Heart Container. 

**As we mentioned at the start of the article, this walkthrough is in progress and will be updated as we play.**

Before you go

Thank you so much for popping in and using our walkthrough. We’ve been excited for this game ever since it was initially revealed. If you love Zelda games but haven’t got the cash for it just yet, check out The Plucky Squire because it’s cheaper and should scratch that itch you have for similar games.

We’re on a journey to make independent games journalism better, but we can’t do that without support. So, if you like what you’ve read and continue to read, please consider signing up as a free or paid Patreon member. Every little bit helps, and however you sign up, you get to hear and see more from us.


Discover more from Bonus Action

Subscribe to get the latest posts sent to your email.

Discover more from Bonus Action

Subscribe now to keep reading and get access to the full archive.

Continue reading