After the 3D epics Breath of the Wild and Tears of the Kingdom, Nintendo has released the first original 2D Legend of Zelda game in over a decade – The Legend of Zelda: Echoes of Wisdom. Here is a complete walkthrough of Zelda’s first solo adventure.
NOTE: This walkthrough is a complete guide for the main campaign. For our other guides, click on the links below for specific guides for the game’s optional content.
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- How To Find A Horse In The Legend of Zelda: Echoes of Wisdom
- How To Find Flying-Tiles In The Legend of Zelda: Echoes of Wisdom
Table of Contents
The Mysterious Rifts
The game begins with players taking control of Link as he makes his way through a dark fortress. This serves as the tutorial as players get used to Link’s sword and several other tools at his disposal, including a new jump mechanic, which Link will have to use to cross some holes in the ground while dodging Keeses. After the room with the Keeses, you’ll be locked into a room where you have to fight two Keeses and three Darknuts. After they’re dead, head up the stairs to confront Ganon, who will go down fairly easily after you dodge his obvious sword swipes and hit his energy ball back at him a handful of times.
The cutscene that plays will have Ganon laugh as he fades into darkness. Link attempts to approach Zelda’s crystal prison, but he’s swallowed by a hole that appears from where Ganon’s spear was stuck in the ground. Before he disappears into the mysterious void, Link shoots an arrow at Zelda, freeing her and letting you control her. She can’t do much, since when she approaches Link’s hood, the hole expands, leading to a chase sequence where Zelda follows a mysterious green light out of the castle. She escapes and returns back to Hyrule Castle unharmed.
Upon her return, head into Hyrule Castle to speak to the king. You’ll meet Impa along the way, as well as two supporting characters, General Wright and Minister Lefte, all of whom are happy to see Zelda. The king explains the mysterious rifts have been appearing for a while and have “stolen away” many people in the kingdom and spawned monsters. A rift then spawns in the castle, swallowing the king, General Wright, and Minister Lefte, and replacing them with evil doppelgangers, who have Zelda imprisoned.
In jail, Zelda is approached by the glowing green light, who reveals itself as Tri. Tri helps Zelda escape by giving her the Tri Rod. Use the Tri Rod to copy the Echo of the table, then summon one in front of the left wall to jump over it. You’ll then have a brief stealth sequence where you’ll have to avoid several guards as you make your way out of the castle. Use the table Echo to build a staircase behind the first guard, then hop down and copy the box Echo. Once you’ve done that, use the box Echo to trap the two patrolling guards in the bottom left corner of the room. Pass by the two guards, then climb the ladder to get the pot Echo, and use the pots to create noise to lure the guards away from their patrol routes.
After a brief cutscene with Impa where she gives you a map to a house in the south, you’ll then use two more new Echoes, the decorative shrub and the old bed, to make bridges along the storage room to exit the castle. You’ll then go down a well, where by using the old bed Echo and the new boulder Echo, you’ll float across the water and sink boxes until you swim into an enclosed room with rift energy seeping through a door to the north. A rift will then appear, forcing Zelda to jump into the sewers and get washed away. Once you’re washed up, you’re free to start heading northeast to the house on your map, using the various Echoes you have to defeat the monsters. Along the way, you’ll pass through Suthorn Village and Suthorn Forest, activating your first waypoint, or warp point, in the process.
Keep following the path until you reach the house. It will already be absorbed by the rift, but Tri will take you on an alternate path to undo the rift. After sneaking (or defeating) some Moblins in a camp, you’ll approach a rift that you can enter, leading you to the Still World. Navigate the platforms and defeat the room full of Zols, and you’ll come across your first dungeon, Suthorn Ruins.
Suthorn Ruins Dungeon Walkthrough
Click here for a link to our walkthrough of the game’s first dungeon, Suthorn Ruins!
Searching For Everyone
Once you finish Suthorn Ruins, the rift will be fixed and you’ll be able to continue to the house Impa asked you to visit. After being guided there by a rescued Minister Lefte, the home turns out to be the home of Impa’s brother Lueberry. The group decides to search for other big rifts to dispel to try and find General Wright, the King of Hyrule, and Link. Tri points you in the direction of two of them, one to the northeast and one to the southwest. Which one you go to first doesn’t matter, but we’ll head to the rift to the West first.
A Rift In The Gerudo Desert
From Suthorn Plain, head west until you reach the Gerudo Desert. The desert is massive but start first by going southwest to the group of Gerudo soldiers talking. One soldier will tell you that there’s a town to the west alongside a massive rift that absorbed Gerudo Sanctum, so first make your way further west to the rift.
After Tri examines it, approach the Gerudo guard blocking the entrance to the Sanctum and a cutscene will trigger where a Gerudo will be attacked. Defeat the enemies, and the Gerudo will introduce herself as Dohna, the head of the guard, who will tell you that to reach the Sanctum, you’ll have to get the permission of the Gerudo Chief in Gerudo Town. Start making your way west once more until you reach Gerudo Town.
Once you arrive, head north to the palace, which is the building with two guards standing in front. The chief, who is also Dohna’s mother, Seera, won’t open the Sanctum due to the influx of monsters and at the advice of her assistant Facette, causing Dohna to storm off. Follow her to the Oasis. She says that for Seera to trust you, you should prove you can destroy three smaller rifts located in the desert at the Southern Oasis Ruins, Ancestor’s Cave of Rest, and the Southern Gerudo Desert. Start making your way to each of the three locations, which are now highlighted on your map.
First, head due south to the first waypoint on your map. You’ll find two Gerudos exhausted from fighting as two enemies emerge from the rift. Defeat them, and the Gerudos will thank you. Next, warp to Gerudo Town and start heading south. You’ll find three Gerudos nearly dead from dehydration and asking for something to drink. Dohna will ask you to make a Cactus Smoothie and will give you the supplies for it. Head to the Oasis, make the smoothie from the Deku Salesman, then return to the three Gerudos and give it to them.
Thanks to the sandstorm raging, the hardest one to find will be the Ancestor’s Cave of Rest. To reach it, head north along the walls of Gerudo Town until you find a cave. Inside, you’ll be told that you have to light the torches on the opposite side of the rift. Head left and move the giant rock with Bind. In the next room, be sure to defeat one of the Holmills, then move the next giant rock to reveal a ladder. Using the Holmill, summon them over patches of sand, which will cause them to dig and create a hole that will drop you down. Keep navigating your way until you reach the bottom, then ascend the stairs on the far right. Use an Ignizol Echo to light the torches, ending this part of the quest.
Unable to dispel the small rifts, Dohna is summoned by Facette to report on Zelda’s progress, so return to the palace. Dohna argues that Zelda can seal the rift and with the support of the Gerudo you helped so far, Seera considers it. Unfortunately, another rift grew larger, causing everyone to get ready to battle. Follow them to the east and enter the Stilted Desert Temple Ruins.
Stilled Desert Temple Ruins Walkthrough
Click here for a link to our walkthrough of the Stilled Desert Temple Ruins!
Opening Gerudo Sanctum
Once you clear the Stilled Desert Temple Ruins, Chief Seera will allow you to access the Gerudo Sanctum in the south. Head back to the cave from earlier and the guard will tell you that you need to pull the plug in the cave to access the rift. Head inside the Cryptic Cavern. Throw an item at the switch on the left to open the door. Then use boulders to block the wind cannons and head into the middle room. There will be several Pathblades blocking your way that you can either avoid or defeat on your way to the switch. Like last time, hit the switch to make a treasure chest appear in front of some Gibdos. Defeat them to get their Echo, then open the chest for a small key.
Head into the room below and defeat the two Arurodas to head back into the room with the wind cannons. Use the small key on the door to find a room with a ladder. Once you go down, defeat the Pathblades on your way down. Don’t forget to grab the chest along the way with a red rupee by making a staircase with boulders. In the next room, begin to climb up until you reach a large gap with a pile of sand on the left. Make a tower of Echoes, then place a wind cannon at the top to blow the sand away. This will cause a Pathblade to attack you, so defeat it, then make a pathway across the gap using decorative shrubs and climb the ladder at the end.
Next, defeat the Gibdo Lv. 2 from a distance since its attacks hurt a fair amount. I personally used Boomerang Boarblins and it went down with minimal effort. When it’s defeated, grab its Echo. Head to the path it was blocking, which will have the plug you need to pull. Use Bind, then when the cutscene is over, take the ladder to the left, which will take you back to the entrance of the Cryptic Cavern. Leave the cave, stock up on smoothies at the Oasis if you need to, then head into the next dungeon, the Gerudo Sanctum.
Gerudo Sanctum Walkthrough
Click here for a link to our walkthrough of Gerudo Sanctum!
The Jabul Ruins Rift
If you decided to go tackle the rift in Gerudo Desert first, make sure you warp to the waypoint near Lueberry’s house and upgrade Swordfighter Mode with the Might Crystals you have. Regardless of which location you decide to head to first, proceed north through the ruins at Suthorn Prairie until you reach two soldiers talking about how they don’t want to capture Zelda. From here, head east and follow the path until you reach Seesyde Village.
After talking to the locals, you’ll hear that Jabu-Jabu is on a rampage in his cave, which is near where the next rift appeared. Leave Seesyde Village and head east, making sure to activate the waypoint at Crossflows Plaza. Climb up the hill to Zora River. Navigate through the water, making sure to avoid the Tektites until you reach Lord Jabu-Jabu’s Den. A stone door blocks the entry point to the rift and the only way to open it is to get the River Zora and the Sea Zora Chiefs to play music together. Seeing as how both aren’t getting along, you’ll have to visit both of them to convince them to help you on your quest.
Since they’re closer, follow the path to the left to meet up with the River Zora. When you reach their village, head up to the River Zora Chief, Dradd’s, house. Dradd goes off to try and play music for Jabu-Jabu at Crossflows Plaza. Warp back to the waypoint at the beginning of the Zora River, then head south. The Sea Zora Village is inside of the giant stone fish tail poking out of the water. Dive into the door to emerge in the village, then head up to meet the Sea Zora Chief, Kushara. Like Dradd, she heads to Crossflows Plaza in an attempt to calm Jabu-Jabu with her assistant Rogma.
Warp to Crossflows Plaza now to witness the two chiefs arguing with each other. They decide to compete who can play music better, but both are so bad that Jabu-Jabu appears and attacks them both, with their assistants being eaten alive. Warp to the River Zora Village, then head up the hill. Jabu-Jabu destroyed a house, opening a pathway to a small rift. Dradd sacrificed himself to protect a child, so jump into the rift to rescue him.
Inside the Stilled Upper Zora River, you’ll once again have to rescue five of Tri’s friends before you can move on. Thankfully, they’re not as hard to find as the ones in the Stilled Desert Temple Ruins and shouldn’t take you more than a few minutes. Their locations are as follows:
- Friend #1: From the starting point, head left and follow the water until you find the submerged friend.
- Friend #2: Double back to the entrance and head right. At the fork in the road, follow the pillars south until you see the next purple orb jutting out of a waterfall. Swim up the waterfall to the left of it, then hop down and land on the pillar.
- Friend #3: Swim up the waterfall where you found the second friend. Go to the right (be mindful of the Octoroks) and enter the cave. Swim down, making sure to nag the bombfish Echo. Break the blocks, then swim along the bottom of the cave until you reach another block. Blow it up, then grab the third friend.
- Friend #4: From there, swim up, and defeat the Tektite that is glowing purple. It should release the fourth friend.
- Friend #5: Leave the cave, then start heading west back to the entrance. Follow the fork to the left now and swim up the body of water. At the top will be Dradd and the final friend.
With the Stilled Upper Zora River freed, Dradd thanks you for saving him as he and Kushara begin to work together. There isn’t a lot of time though as Kushara gets word that Jabu-Jabu is causing a ruckus at Zora Cove. Warp to the Sea Zora Village, then head east. Kushara is trapped in a cave with a child and Dradd can’t move the rocks to open it. You’ll notice a hole in the water to the bottom right of the cave entrance. Swim into it, then head down the ladder.
In this cave, the further you dive, the darker it gets, so make sure you hit the crystals to generate some light. Not only that, since you have limited oxygen, hit the air bubbles to refill your air gauge or else you’ll lose health when the gauge is empty. Dodge the enemies or summon bombfish to dispose of them and follow the path up. When you surface, you’ll find Kushara and the Zora child. They can’t leave the cave due to the large rock, so move it with Bind.
With that, you’ll finally be able to get Dradd and Kushara to talk to each other about playing in Lord Jabu-Jabu’s Den to access the rift. Warp back to Jabu-Jabu’s Den. The two platforms Kushara and Dradd need to perform on are either broken or buried, so clear the rubble on the right and reassemble the platform on the left with Bind. Be aware that the large portion of the left platform is submerged underwater, so dive down to get it. Enter the door, then after the cutscene, jump into the water to begin a fight with the imposter Jabu-Jabu.
The fight begins with Jabu-Jabu vomiting various items, including Octoroks. He’ll then go underwater and swim around, before eventually coming up for air and trying to swallow you up. While he’s swimming, dodge the Octoroks, then summon a fishbomb when he starts to swallow everything. It’ll stun him, allowing you to activate Swordfighter Mode and lay on the damage. After a while, he’ll begin his second phase, which has him spewing out more items and enemies and thrashing about the surface instead of underwater. The plan is still the same – wait until he starts to swallow everything, then feed him another fishbomb.
When he’s dead, enter the rift. You’ll have to navigate the Still world using the new water block Echo, but keep making your way up the various inverted bodies of water until you reach the next dungeon, Jabul Ruins.
Jabul Ruins Walkthrough
Click here for a link to our walkthrough of Jabul Ruins!
Still Missing
Now that the large rifts have been dispelled in Gerudo Valley and Jabul Waters, head over to Lueberry’s House. With General Wright free, but no sign of the king, Wright chargers off to Hyrule Castle alongside Minister Lefte. Follow after them. Hyrule Castle should be in the center of the map so if you haven’t been there yet, head north from Lueberry’s house until you reach it. Upon arriving, Hyrule Castle and Hyrule Castle Town will be completely engulfed by a rift. Tri will tell you that there’s an entrance to the rift somewhere underground, so now you need to find it.
Head to the left and you will find a well that you can jump down. Once you do, you’ll immediately find the rift entrance. Head inside and you’ll find yourself in Stilled Hyrule Castle Town. Make your way south and follow the path, defeating or avoiding enemies as you go. You will encounter some Darknuts here, so if you want to fight them, make sure you attack them with an Echo that can pierce their armor. When you reach the waterway, make sure you jump out to the left to grab the treasure chest and activate the waypoint. Keep swimming up the stream until you reach the next dungeon, Hyrule Castle.
Hyrule Castle Walkthrough
Click here for a link to our walkthrough of Hyrule Castle!
Land of the Goddesses
Right before you leave the Hyrule Castle dungeon, a dark monster bursts from the wall in an attempt to catch you. Link appears and holds the monster off as you’re teleported away, getting caught in the process. Now back in the restored Hyrule Castle. After a brief rest, head to the throne room where you’ll learn that three new rifts have appeared in the world. They’re located in Eldin Volcano, Faron Wetlands, and Holy Mount Lanayru. These will be the next locations you have to visit and like Gerudo Sanctum and Jabul Ruins, you can visit them in whichever order you want. We decided to head to Eldin Volcano first, so head to the northwest of Hyrule Castle (or warp to Kakariko Village if you’ve already been there). Meet up with the soldier, who will tell you about the Gorons and what they’re going through, then start heading up the mountain trail.
A Rift On Eldin Volcano
Make your way up the mountain by heading to the left side. You’ll eventually see a cave that’s crawling with Beetles. Kill them while also disposing of their mounds and keep making your way through. Once you exit, you’ll be ambushed by Lizalfols, who can cover a lot of distance with their long spears. Use an Echo like a Darknut to defeat them, then go up the hill and activate the waypoint. Make your way up the next hill and you’ll find pockets of steam shooting out of the wall while rocks rain down. The steam will destroy any Echo they touch, so only use platform Echoes when the steam isn’t firing. As for the rocks, avoid the shadows indicating where they will fall. Keep moving along the path until you reach another cave, then enter it.
This cave will confront you with a Ghirro, an enemy who will try to blow you into the bottomless pits in this cave. Defeat them from a distance, then summon a Peahat to ride the gust of wind across the gap. Summon some Ghirros to blow out the torches blocking your path, then climb along the wall to the cave’s exit. Outside, climb along the walls while avoiding the lava slugs, to reach the entrance to Goron City. Activate the waypoint, then head inside.
Approach the first Goron you see and he’ll tell you that his friends were swallowed up by a rift and that Darston, the Goron Chief, fell in too. He’ll then take you to the rift that swallowed them, so get ready to head inside Stilled Goron City and free four of Tri’s friends. Their locations are as follows:
- Friend #1: From the entrance, jump to the left until you reach a small platform with the purple orb and a Mini-Moldorm on it. Defeat the Moldorm, then grab Tri’s friends.
- Friend #2: From there, make your way up the cliff, then scale the next series of walls either by climbing them or generating platform Echoes. At the top will be the next friend.
- Friend #3: In the distance, you can see the next friend from where you found the last one. Jump down from the cliff you were on and land on the platform.
- Friend #4: Make your way back to the entrance and climb into the Goron statue. You’ll have to use the bombfish to blow up the blocks to reach the bottom. Start from the righthand side so you can avoid all the enemies that are sealed within blocks.
After the rift has been fixed, Darston will thank you for freeing him, but several Gorons are still missing despite the rift being fixed. Darston will head off to find the two missing elders, Gol and SIlv, so leave the cave to talk to him. He’ll tell you that there’s a shortcut to the big rift in the crater of Eldin Volcano, but Gol and Silv may know where it is. One is to the northwest in a quarry and the other is at a burrow full of Lizalfos in the north.
Leave Goron City from the east and follow to path, making sure not to step on any of the cracked magma, or else you’ll take damage. Eventually, you’ll reach a lake filled with lava. Enter the cave in the middle of the lake to enter the Lizalfos Burrow. Silv is there, but you’ll have to defeat a “dark Lizalfos” before he can leave. Go deeper into the cave. The first room will have two Lizalfos, which can be disposed of in a single hit with a Fire Wizzrobe if you got its Echo from the one to the west of the fire lake. The second room will have two Lizalfos Lv. 2. They’re immune to fire, jump, and can block certain attacks, making them annoying enemies. The room also has plenty of magma on the floor, making Echoes not the best choice here. Use Swordfighter Mode and keep your shield up. When they attack, they’ll be briefly stunned, giving you room to attack. Be mindful of your footing and your energy meter, but they should go down without much of a fuss.
In the next room, there’ll be a Fire Keese and another Lizalfos Lv. 2. Defeat them, then head into the final room, where the dark Lizalfos are. Darston will defeat two of them, leaving three left for you to eliminate. If you still have energy for Swordfighter Mode, use that and defeat them from a distance with arrows. If not, using a Darknut Lv. 2 should get rid of them. You’ll be teleported to the entrance of the cave, only for Silv to tell you he doesn’t know where the shortcut is.
Now make your way to Rock Roast Quarry. Either drop down from where you are and start making your way west up a path with several bomb-spewing Zirros or go west via making lava-rock Echoes on the lava geysers to the north to cross the gap. Regardless of how you reach it, activate the waypoint and head inside. Navigate across the platforms, making sure you defeat the Tweeluses and the Lava Octorocks until you reach Darston, who is standing in front of several rock roasts. Copy the rock roast, then head back to the three Gorons at the entrance while carrying one of the rock roasts. As long as you defeated the enemies along the way, it shouldn’t be too much of an issue. Summon a rock roast for the Goron on the left, then give the center Goron, Gol, the real rock roast. Gol will thank you, but he also has no idea where the shortcut is to the crater.
Head back to Goron City to speak with Gol and Silv one more time. They’ll remember that there’s a clue somewhere in the Chief’s room, so head in and examine the portrait in the back by Binding to the screw to the right of it. Pull, and the portrait will fall, revealing a path. Head inside and use a Peahat to cross the gap. In the next room, once again use the Peahat to ride the gusts through the lava chamber and use lava-rocks to cross the lava rivers and ride the geysers.
In the next room, use a combination of beds and lava-rocks to cross the gaps and geysers until you reach one geyser that shoots lava incredibly high. Summon a lava-rock onto it then ride it up to the very top and climb the ladder. After crossing the bridge, you’ll see a gigantic rock blocking the path. After a cutscene where Dartson destroys the rock, enter the cave and platform across the gaps until you reach the rift. Enter it to reach Stilled Eldin Volcano.
This area is actually fairly large and will require you to platform around some lava and Lava Octoroks. For the first area, head to the left and platform across the lava by using simple jumps. You’ll then reach an area with Lava Octoroks shooting at you. Try to defeat them from a distance as you summon beds or lava-rocks to cross the gaps. In the next section, scale the wall quickly as a Mini-Molodorm will chase you. Once you reach the top, walk across, then drop down to the waypoint and activate it. Here, the path will split. Take the upper path and evade the Lava Octoroks as you make your way west. Now summon a Peahat and use it to ride the gusts of wind over the gaps and in between the lava geysers. At the end of this section is your next dungeon, Eldin Temple.
Eldin Temple Walkthrough
Click here for a link to our walkthrough on Eldin Temple!
A Rift On Holy Mount Lanaryu
After completing Eldin Volcano, we decided to head due east to tackle Hebra Mountain next. When you approach, a local will tell you about the extreme cold and that there was a cave-in at the base of the mountain. Approach the cave and use a bomb to enter it. You’ll have to find a way to climb the wall above the entrance (we used a stack of water blocks), then make your way across the gap. Use a bomb or bombfish to blow up the wall, then cross once more with water blocks. At the elevating platform, drop a bomb on the platform as it rises, destroying the blocks and allowing it to ascend higher. Hop onto it.
Head all the way to the left now and use bombs to break the blocks in front of the treasure chest and open it. Then climb up the wall and blow up the small block by the large rock. Use Bind to move it into the small crevice, then make your way down to the next rising platform. Use bombs to break the blocks preventing them from rising until you’re in the gap where the giant rock used to be. Head up the ladder to leave the cavern, arriving at Hebra Mountain.
Once you arrive, activate the waypoint then head south. The freezing cold will slowly drain your health, but you can counteract that either with smoothies or deploying a fire-based Echo. If you went to Elidn Volcano first you should have plenty, or you can copy the Brazier Echo nearby. Follow the snowy path until you reach a large sleeping creature. This is Conde. He says that he can give you warmth if you follow him to his house. Stay close to him as he’s walking since he provides a heat source, keeping in mind the enemies nearby that can attack you. When Conde stops at a broken bridge, talk to him to jump over it. Then simply keep following the path and activate the next waypoint until you reach his house.
Once in Conde’s house, examine his journal, the mural on the wall, and the tools to learn more about his family. He’ll say the storm has passed, then head outside and shovel away the entrance to a cave before entering it. Follow Conde inside. The first room will have you summon fire Echoes to melt the ice in the top right corner. The next room will have two Ice Keese you can easily avoid. Then melt the ice in the top left of this room to meet up with Conde once again. He’s trying to shovel the rift away, so help him out by melting some more ice to the left and heading into the next room, allowing you to enter the rift to Stilled Hebra Mountain Cave. Here, there are five friends trapped. Their locations are as follows:
- Friend #1: Go south and hop across the platforms, melting the icicles in your way or bypassing them with flying Echoes of the water block Echo. At the end, melt the icicle with a fire-based Echo.
- Friend #2: Go back, then head left until you reach a large area with the first group of friends lodged in another icicle in the middle. Set up a Brazier near there, while avoiding the Snomauls. When it melts, grab the friend.
- Friend #3: From there, double back and start heading north. Jump onto the icy patches of land to the northeast and navigate your way to the end. There are, again, icicles, so melt them. At the end, use platform Echoes to reach the ledge with the next purple orb.
- Friend #4: Head back to the main path and keep heading north. You’ll see a vertical wall that you’ll have to climb with Echoes and an icicle jutting out of a wall with a friend frozen in it. Melt it with a fire-based Echo (I dropped an Ignizol on it from above), then grab it.
- Friend #5: From there, hop across the platform with the Moblin to reach the last group of friends.
With the rift cleared, go back to Conde, who will jump up out of the room. Now your goal is to follow him to the summit. It’s gonna be a long trek though, so make sure you have smoothies and supplies. Go up the ladder and melt the ice blocks. In the next room, giant snowballs will start rolling down the ramps of the cave. Quickly cross to the right side, then climb up. Defeat the Snomaul, then head to the left to grab the treasure chest and copy a snowball if you haven’t done so already. Now climb the ladder the Snomaul was blocking and leave the cave.
Outside, activate the waypoint. You’ll see a giant lake here. Be cautious that if you fall in, you’ll start to take freeze damage. If that happens, quickly jump out and you’ll be back to your normal temperature. Cross the lake by hopping on the islands, making sure to dodge the Ice Octo attacks or else you’ll be knocked into the lake. Go east first and defeat the Ice Wizzrobe. You’ll need him during this area’s dungeon. Now head west until you see a cave. Enter it and you’ll find a room with breakable ice floors and a Zhirro shooting bombs across the room. Quickly make your way to the end of the room, then use platform Echoes to climb up to reach the door. Enter it, and you’ll be taken to a room with several Wind Cannons.
This room can be somewhat tricky since you have to ride the Wind Cannons across the various gaps and icy floors. For the first section, just let them push you, keeping in mind the ice physics may make you slide off into a bottomless pit if you lose control. For the second section, you’ll have to time your jumps across a few small gaps as you’re pushed around, so anticipate those jumps. The final section is the hardest, since it has a Wind Cannon pushing you up an elevated slope with a Gustmaster on a small platform over the gap. If the Gustmaster is active, you’ll just fall into the pit. You can either time your jump so that you’re being pushed when the Gustmaster is resting, or defeat it to ensure safe travel. Or you can just cross the gap with Echoes. Your choice. Once you’ve crossed the gap, head into the next room.
The doors will lock and you have to fight two Ice Keese. Once they’re defeated, the door won’t open. There’s actually a Zol hidden in the top right corner behind some ice. Melt it, then defeat the Zol, allowing you to head into one of two rooms. Go left to find some ice blocks. Melt them to reveal a treasure chest with some monster guts, then head back and go into the northern room. You’ll once again be forced to fight some enemies, though this time it’s a new enemy called a Freezard. Freezards move slowly and breath icy air, freezing anything that gets up close to them. Summon a Fire Wizzrobe to defeat them from a distance, then go into the next room.
There’s nothing of value in this room, so keep pressing forward. In the next room, defeat the two Spear Moblins and go up the ladder. This room has falling icicles, so time your movements carefully and make your way across the climbable wall. In the next room, do the same thing, though keep in mind that Ice Octos will now shoot you as you climb the wall. Either climb past them or defeat them with a Fire Wizzrobe. Reach the end, then wait for the platform to descend. As it rises, icy gusts of wind will try to blow you off the platform. Run to the right and left edge of the platform to avoid it until you reach the top. For the next rising platform, summon a boulder on the right side of the platform in order to block the icy gusts. Once you reach the top, leave the cave and go back outside.
Here, there will be several falling snowballs that will try to push you off the mountain as you climb. Run across the slopes to dodge them, making sure to jump on the small ledges to avoid the near-constant downpour of snowballs. At the end, you’ll find a waypoint and Conde, who says that we’re almost at the top of the mountain. Conde will also find his brother, but he’ll run away before you can talk to him. Make your way to the northeast area while dodging more snowballs and head into the cave.
Here, you’ll have to climb up a series of slopes with snowballs rolling down at you. In the first section, take the upper route and destroy the Ice Octo, then climb the ladder. Use the climbable wall to dodge the snowballs in the area with the second slope. Next, there’ll be a narrow passageway with snowballs coming too quickly to avoid. You can either tank the hit or summon your own snowballs to destroy them. At the end, if you want to reach the treasure chest with the monster fangs, make a staircase using ice blocks to get to the third slope, then double back to the ladder and go up.
You’ll find two Temper Tweeluses in a hot spring. Defeat them, then heal in the spring if you need extra health. Avoid the icy water on your way out the cave. You’ll hear Conde’s brother hit him before he goes storming off. Conde is despondent, so activate the waypoint then head north to open the rift.
In Stilled Holy Mount Lanaryu, you’ll have to navigate across the large gaps using the new cloud Echoes. Plenty of enemies will litter the area that will attempt to blow you away, so prioritize defeating them to minimize frustration. You should be able to summon two clouds at a time, enabling you to generate an infinite staircase since they don’t need to be supported. Keep in mind that you can’t stand on them forever as they’ll disappear after a few seconds. With the clouds, head to the northwest and enter the cave.
In this horizontal section, make your way to the west while defeating the Ghirros. You’ll need to use the cloud Echo to do so, but once you make it to the end, summon a Fire Wizzrobe to defeat the Ice Slugs crawling on the climbable path to make your way to the cave’s exit. Once again, use clouds to cross the gaps and make your way up until you reach the summit of the Still World. You’ll find a cave and inside is a mural made by Conde’s brother. After a brief cutscene, head into the door to the right, arriving at the next dungeon, Lanaryu Temple.
Lanaryu Temple Walkthrough
Click here for a link to our walkthrough of Lanaryu Temple!
A Rift In Faron Wetlands
If you’ve been following our walkthrough, you should now have two Sanctions and now know that the being behind the rifts is a primordial creature named Null. You’ll need one more Sanction to stop him, and it’s located in the Faron Wetlands. After saying farewell to a now joyful Conde, head to the southeast of Hyrule. There are a couple of different ways to get into Faron Wetlands, but the simplest would be to go to Lake Hylia and scale the waterfall then follow the trees to the damp and humid Faron Wetlands.
There’s only one path, so follow it until you reach two Deku Scrubs. They’ll tell you about a hip place in the northeast of the Wetlands called the Sweet Spot, so start making your way there. The building will be engulfed by a giant rift and the two Deku Scrubs stationed outside said that to get in, you need a Membership Card. If you head to the southwest from here, you’ll find a lone Deku Scrub by a temple saying that a Deku named Blossu told him he could get a Membership Card there. Since Blossu isn’t around, head south towards the bottom right corner of the map. Blossu is there giving out cotton candy, aka spiderwebs, to a bunch of Deku Scrubs and bemoaning how a rift absorbed his house. Go interact with it to enter Stilled Blossu’s house.
Here, like most of the other rifts in the game, will task you with finding five of Tri’s friends. Their locations are as follows:
- Friend #1: Cross the spiderwebs until you reach a wall with a section blocked by webs and a Giant Goponga Flower. Use a fire-based Echo to burn the webs, revealing the first group of friends.
- Friend #2: Head left until you see a Giant Goponga Flower in a nook. Defeat it to secure the next group.
- Friend #3: Keep going left and quickly grab it from the center of the group of Deku Babas.
- Friend #4: Climb the wall near where you got the second group of friends. At the top of the wall is a cave. Go down and use Strandtulas and bombs to climb up the left side, netting you the next group.
- Friend #5: Exit the cave and go right. Use water blocks to put out the flames and cross the gap. Then, use a fire-based Echo to burn the web on the ground, revealing the last purple orb.
With Blossu’s house brought back, the Deku Scrub is quite thankful for your help. However, the other Scrubs are furious because that means there are no more delicious spiderwebs cotton candy, so you’re arrested and thrown into Deku Scrub Lockup. Now it’s time to bust out of there. The catch is that everything was taken from you, so no summoning Echoes. You’re given a stick though, so that’s nice of them.
First, use Tri to Bind to the key the guard drops, then bring it into the cell to open the gate. Head to the north and go down the stairs to the right. You’re in another stealth section like in Hyrule Castle, only this time you have nothing to work with. Grab a pot and throw it into the top-right corner of the first guard’s patrol route, sneaking past him as he checks the area. For the second, static guard, use Bind on the crate and use it to shield yourself as the guard turns to face each side. It’s slow, but eventually, you’ll make it and have an extra block to barricade the path back, preventing him from getting to you.
In the third area, you’ll have to contend with two static guards who rotate from the center. Again, when their backs are turned, use Bind on a block to move it to the bottom corner, then Bind with another block to move to the bottom left, ending this section by entering the next room. Now you’re going to have to try and reach the ledge on the other side of the room. Use Bind to move the bed in the cell on the left to the ground in between the two cells. Then open the cell on the right. Use the two beds to make a staircase and then go into the bottom right corner of the left cell and Bind with the table. Bring it to the bars of the cell, then go outside and face it. Use Bind and navigate it to the level ground of the cell on the right. If you drop the table from any height, it will break and you’ll have to start over. Once it’s there, simply move it to the ledge alongside the unlit Brazier and you should be able to reach the door.
The good news is that we have all of our belongings back! Now this should be much easier! Hit the switch and then go up the stairs. You’re in the same room you started out in, but descend down the staircase to the right. Summon monster Echoes to distract the guards then head to the staircase on the right. Jump down the well. Swim until you find a rushing waterfall. Use the boxes underwater to make a tall platform in the rushing water to make a platform for you to hop across to the ledge. That, or use a Flying-Tile.
In this section, you’ll see several rushing waterfalls preventing you from ascending. Swim to the middle and Bind with a box and bring it down to the bottom of the room. Navigate over to the waterfall on the left while still Binding with the box (it may take a little bit of careful placement), but then use reverse Bind to move against the current as the box ascends in the middle of the room. When it reaches the surface, disengage, and quickly swim to the right and up the ladder, ending your time in prison (again).
Blossu will meet you and thank you for your help while also giving you a Membership Card to the Sweet Shop. Go to the north now and talk to one of the two guards in front of the rift. As you enter, the rift will expand and eat three Deku Scrubs while summoning monsters. Defeat them, then head into the rift. Make your way across the platforms, avoiding the various different Deku Babas. Be sure to have bombs prepared as the best way to defeat them is by throwing one into their mouths when open. Eventually, you’ll reach an area with Buzz Blobs. Head to the northeast, avoiding the patches of water, until you reach an area with six torches.
The way forward is blocked by fire and the only way to open it is to put out the six torches at the same time. The easiest way I found was to use wind cannons and have them set up so each cannon blows out two torches, like the configuration above. Once they’re blown out, head into the newly accessible door and climb the scaleable walls, avoiding the Crawltulas. You’ll eventually reach a room with three green crystals. Summon Buzz Blobs a make them get close to each crystal, lighting them up. Once all three are lit, the door will open.
Faron Temple Walkthrough
Click here for a link to our walkthrough of Faron Temple!
Rescuing The Hero Link
With all three Sanctions, the final goddess instructs you to “go to the ancient forest guarded by the sacred tree” to find Link. With that, Null finally appears and makes an Echo of you, which will allow Null to access the Prime Energy. Regardless of which dungeon was the last one you explored, you’ll be warped to Hyrule Castle. Impa tells you that the forest in question is the Eternal Forest, which is to the west of the Hebra Mountain entrance. Warp there and enter the forest.
The first thing you’ll notice is your minimap is completely useless here. Just head north and eventually, you’ll find Wright on the ground in front of a stone slab. The slab will say “The path will open when the six pedestals are crowned” and that each pedestal will need an Echo placed on it. Copy the ancient-orb Echo, then start making your way around the forest. You can’t summon any other Echo besides the ancient-orb Echo, so if you are going to get into a fight, do so with Swordfighter Mode. The easiest way is to work your way around the perimeter of the forest in the shape of a triangle pattern until you have all six orbs placed. Return to the slab and it will reveal the pathway forward.
The sacred tree is revealed to the Deku Tree, who says that Echo Zelda has already been there. You’ll then be transported to the source of the Prime Energy, aka the Triforce. Echo Zelda beat you to it though, and takes a piece of the Triforce for herself. Enter the bright void and you’ll be taken once more to the Still World and must make it through a platforming gauntlet to reach Echo Zelda.
In truth, this platforming section should pose no problem given how many Echoes you have. Ignore the enemies here – you’ll want to save all of your resources for the upcoming fights after all. Simply run past them and have three Echoes on standby; water blocks, a Darknut Lv. 3, and a Peahat. Use the waterblocks to deal with the vertical walls that you need to climb by stacking them on top of each other. When you reach the icy section that has several Feezards, summon the Darknut to dispose of them, then use the water blocks to cross the gap. Then, once you reach the lava section, take out a Peahat and use it to fly over the lava and the gaps. This should all be fairly familiar to you by this point. At the end, you’ll see a waypoint. Activate it, then get ready for Echo Zelda.
Echo Zelda isn’t really much of a boss. She’s more of an enemy gauntlet. She has three phases and in each of those phases, she’ll summon stronger and stronger Echoes to fight you. She’ll constantly be floating above the arena and will never be on the ground. Summon a strong Echo like a Lynel or a Darknut Lv. 3 and have them focus on attacking the Echoes she summons while you pummel her with arrows in Swordfighter Mode. Eventually, she’ll fall down and then you and your Echo can bum-rush her and damage her until the next phase begins. Remember, each phase will have her summon stronger foes, but trust your Echo to take aggro while you attack her. After three phases, she’ll escape into the void with her part of the Triforce. Afterward, head up to Link and shoot an arrow at him in Swordfighter Mode to free him.
This is the point of no return. When you interact with Link, not only will you be thrust into the final dungeon, but you’ll also lose access to Swordfighter Mode. If you’re missing things like Pieces of Heart, Costumes, or Stamps, turn back now and finish whatever sidequests you need to do. If you’re ready, then head into the void for the final dungeon of The Legend of Zelda: Echoes of Wisdom.
Null’s Body Walkthrough
Click here for a link to our walkthrough of The Legend of Zelda: Echoes of Wisdom’s final dungeon, Null’s Body!
Conclusion
With Null’s defeat, the day is officially saved! The rifts disappear across Hyrule, Tri is able to mend the world, Link escapes the Still World, and everyone reunites in Hyrule Castle. There isn’t any extra post-game content though, so once the credits roll, there’s nothing else to do. The only things left, if you’re going for 100% completion, is to find every Echo, Pieces of Heart, Stamps, and Costumes. If you don’t know where to find an Echo, head to the Deku Tree, who will reveal how many Echoes are left in each region. As for the others, you can click on our guides for each of them to figure out what you still need to collect.
Thank you all for reading our walkthrough of The Legend of Zelda: Echoes of Wisdom!
The Legend of Zelda: Echoes of Wisdom is available now on Nintendo Switch.
Published: Sep 29, 2024 10:10 pm