Monday, August 31, 2020

Breath of the Wild: Sidon

When Link went into Lanayru chasing shrines, he met a Zora who said the Zora Prince Sidon was looking for a Hylian near the Inogo Bridge, so I set that as the next destination. I decided to come into the region via roads, starting at Riverside Stable, crossing the Horwell and Eagus Bridges, and eventually coming to the Wetland Stable. There’s not much of interest here; behind the stable, Izra looks at a treasure chest in the river and wonders what’s inside. Link pulls it out with Magnesis and shows him the sword. The local Shrine, Kaya Wan Shrine/Shields from Water, is an advanced Cryonis tutorial. The “shields” part comes up with the little Guardians all over the place, but it’s not hard to just shoot them and move on.

The road to Inogo Bridge leads north, then east, through a group of places with names derived from The Minish Cap (Crenel Hills/Peak, Trilby Plain, Thims (almost “Smith” backward) Bridge). The final stretch is just north of the area Link had already visited. Just before the bridge, there’s another Shrine, Soh Kofi, which is A Minor Test of Strength; if I hadn’t explored so much of Hateno, this would have been the first Test of Strength shrine I found and an introduction to the concept. As it is, it’s kind of a letdown; the Guardian died during the first laser circle sweep phase.

As Link approaches the Inogo Bridge, Sidon (“Zora Prince”) calls to him from atop a pillar, and jumps down to meet him. He introduces himself to Link with an arm pump and a twinkly smile, and says he finds Link’s name familiar. He goes on to describe the problem facing the Zora: Divine Beast Vah Ruta is causing massive rainfall. This is also a problem for Link for all-too-familiar reasons – although it’s scripted and planned here, so for this one section I don’t mind it so much – Link can’t climb cliffs, so he has to follow the one road in, which is infested with monsters with electric attacks. But Sidon believes in Link and gives him an elixir to defend against electricity, then leaves to go scout ahead.

The region’s tower is just up the cliffs from the bridge, but the cliffs can’t be climbed, so Link’s got to continue the journey on mostly blind. The road is clear and well-defined, so it’s hard to get lost, and Sidon pops up every now and again to shout encouragement. At first it’s fairly easy, although Water Octoroks have become deadly accurate with their attacks; in previous games they were easy to ignore and kill, but here they’re a bloody menace. The electric attacks start after Link passes through a tunnel; he comes out into a Lizalfos camp filled with archers that rain shock arrows. I’d already decided archery was the best approach to combat, and it paid off here, sniping the Lizalfos between their shots. (They drop so many arrows, I came out ahead.) There are also Electric Keese (easily picked off when they’re hanging still; the bright yellow does not allow effective camouflage) and an Electric Wizzrobe (harder than the fire type, since there’s no way to one-shot them).

Finally, Link makes it to Zora’s Domain, and Sidon comes running to greet him. Sidon wants to take Link to meet the Zora King but Link has more pressing business. First, Zora’s Domain has a shrine, Ne’ez Yohma/Pushing Power. For the shrine, Link has to run up a slope with water constantly pouring down (fortunately, Link can do this in any footwear – probably barefoot, if he wants; no need for iron booting it up at a turtle’s pace) and – more dangerously – rocks rolling down, then release an orb and guide it to its pedestal at the bottom. There’s a graceful path it can be guided along using Cryonis… or you can do it the hard way like me and use Stasis to nudge it when it’s rolling the wrong way, particularly with a tough save at the end of the shrine where you have like a second to catch it before it rolls off into the abyss.

Every settlement (town or stable) Link has visited has had an inn, which offers Link two options for resting to regain health/advance time. The basic bed just refills all Link’s hearts and, since settlements have a shrine nearby Link can teleport to and he has a free bed back at his house in Hateno, is a waste of rupees. The nicer bed gives bonus hearts; in Zora’s Domain, the nicer bed is a water bed, with the humorous touch of hearing Link bouncing around on it during the blackout cutscene.

Next: Shocking the elephant.

Friday, August 28, 2020

Breath of the Wild: Mountain Shrines

There are two more quests in Hateno Village, both leading to shrines near Mt. Lanayru. First, Clavia points to three trees atop mountains that form a line on the map, and says she found a passage in a book that relates to them: “When the three summit trees become one, turn your back to them and head toward the sea. A trial encased in stone awaits you there.” She wants to find out what it means, but can’t leave her child behind to go off on a treasure hunt. Medda says that the Spring of Wisdom that Zelda visited is in the mountains and probably has a treasure. The cedar line is the easier of the two quests; extend the line to the shore, stand Link there, and walk west toward the trees. There’s a bombable wall there, with the Tahno O’ah shrine behind it. It’s a blessing shrine, with the third piece of the Climber’s Armor set.

The Spring of Wisdom is easy enough to find, but once there, the real fun starts. There’s a Malice-infected dragon [1] draped over the mountainside, and the Goddess Statue nearby tells Link the dragon is Naydra, who has looked over the shrine for ages but… became infected with Malice, and it’s up to Link to free it. There are eyes all over its body, and those are the archery targets. After Link takes out the first, Naydra flies off and Link has to give chase. This serves as a tutorial on riding updrafts to chase after Naydra and taking advantage of the slow time effect while shooting while airborne. I’ve been quite critical of the parts of the game that don’t work for me, so let’s say this: This part was exhilarating and showed off the fun of archery, the scenery around Mt. Lanayru, and (of course) the dragon.

Once the dragon is free, the Malice around it disappears and it returns to the spring, and Link is teleported back as well. The Goddess Statue thanks and congratulates Link, and tells him to shoot Naydra one last time to free its spirit. After Link does, Naydra flies off, dropping a scale in the process. Link takes the scale and drops it in the spring as an offering, opening the door to the Jitan Sa’mi Shrine. After all that, of course it’s simply a blessing shrine.

There are three more shrines to find in the area. One, Muwo Jeem, is technically in the next area to the south, just across the border, but the Sheikah Slate led me there. This is A Modest Test of Strength; similar to the other Test of Strength shrine I’ve done but significantly easier. Behind a waterfall near the road leading to where I’ve fought a Lynel, there’s the Dow Na’eh Shrine. This one, Three Boxes, has a simple test of finding three metal treasure chests and loading them (not necessarily with their contents) onto a floor switch; this gives Link the large metal block he needs to reach the monk.

The final shrine is another one Kass speaks of in song: “A beast that wears a crown of bone, / Prancing through the lush green. / Mount the beast upon its throne, / For only then the shrine is seen.” The crowned beast is a deer with big antlers, and the tricky part of the quest is sneaking up on it without spooking it – even the stealth armor and crouch-walking weren’t enough for me. Once Link finally mounts him and calms him, he leads him over to the pedestal near Kass, which opens the shrine (Mezza Lo/Ancient Trifecta). There are four platforms arranged in a cross and a fifth platform that moves between them; the one nearest the entrance has a crystal switch that moves the fifth platform. As Link goes around the cross, the next two platforms have a treasure chest and floor switch that need to be brought together to open the exit on the last platform.

While exploring the area, Link finds his first living Hinox. They’re asleep as Link approaches, and take a few moments to wake up, giving Link some time to prepare. If he hits them in the eye with an arrow, it stuns them. Starting from far enough away – and using the patented Obi-Wan Kenobi High Ground approach, if possible – they can usually be killed before they close the gap. The first one I fought I chainstunned. If Link’s bow’s good enough, he can kill them before they fully wake up. Basically, Hinox mean free gear and food; after their deadly upgrades in A Link Between Worlds and the bloody nuisance bosses in Tri Force Heroes, seeing them like this is kind of a letdown.

There are a bunch of Koroks in the area, and a couple new ways of catching them. Sometimes Link will find a trail of lights and leaves along with a clinking sound; when the trail comes close enough to Link (or if he chases and catches it), he can examine it to make a Korok appear. One is similar to something I’ve seen before, but more elaborate: There are a bunch of targets on a path, and when they’re all shot, Link can shoot the balloon that appears. There are stumps that, when Link stand on, create a nearby circle of lights that Link needs to reach before they go out. One of these pretty much requires something I wish the game had explained somewhere: Link can jump on his shield and go snowboarding, without a Yeti in sight. And finally, there are blocks of ice that, when melted down, reveal Koroks.

Next: An electrifying gauntlet.

[1] I’d actually seen a green dragon flying around the Bridge of Hylia while exploring Dueling Peaks, but didn’t comment on it at the time.

Wednesday, August 26, 2020

Breath of the Wild: Hateno Roundup

Link is, once again, done with Kakariko for now, so it’s back to Hateno for more sidequests. First up, a kid named Teebo has an interesting discovery to share with Link, and leads Link to a statue similar to the Goddess Statues, only this one has horns. It’s got a “I have a quest, talk to me” speech bubble, and when Link talks to it, the spirit trapped inside steals one of Link’s heart containers (or, if he’s going all-in on stamina first [1][2], a stamina orb). When Link talks to it again, it can return it as either a heart container or stamina orb. Further uses of the Horned Statue involve rupees – selling gives 100 rupees per essence, and buying costs 120, making transfer cost an effective 20 rupees.

There’s another kid in the village whose late grandfather loved weapons and left descriptions behind, and the kid wants to see the described weapons. First up is an easy one: a Traveler’s Sword, plentiful on the Great Plateau. The kid gives Link 20 rupees for that, which is probably more than it’s worth. (Hard to tell, since this game won’t let you sell weapons. Pity, I’d prefer that to having to leave them behind.) Next up is a Fire Rod, and while I got a Meteor Rod from a Wizzrobe during my wanderings, it’s neither a horseshoe nor a hand grenade.

Next, Link gets involved in dating once again; Manny wants to get a gift for Prima, who works at the Hateno inn. When Link asks her what she wants, she says she wants a collection of 100 restless crickets. I’m not sure how sincere that dream is, but Manny takes it and… asks Link to get a starter set of 10. While wandering around collecting those, I ran into a Stone Talus, the Wizzrobe mentioned above, and a bunch of Pebblits, mini-Taluses. Pebblits are… cute and kind of pathetic; all Link needs to do to defeat them is pick them up and set them on their back, then they explode. Seriously. Manny pays 100 rupees for the cricket collection starter pack, so it was time well spent.

Outside of the village, a rancher named Koyin is having trouble with monsters coming up from the beach to steal her sheep. Link finds their camp; it’s six Bokoblins and a Moblin. Once they’re gone, there’s a chest in camp Link can open for a ruby, and the reward from Koyin is ten jars of milk.

While wandering the beaches, there were two interesting sights out at sea. First, on a tall island not far from shore, there’s a Rito playing the accordion. His name is Kass, and he’s a wandering bard with songs about various locations about Hyrule. He has one about the island he’s on and its surroundings: An ancient hero spoke these words: / “One day I’ll return to fight evil. / My cache is at 17 of 24, / This rock will point toward its retrieval.” I’m not quite sure of “17 of 24” means, but the island does seem to point to an underwater chest to the southeast containing a gold rupee, which completes the quest. Kass is surprised there was so little in the chest, but figures the ancient hero was richer in character. He doesn’t seem interested in a share of the reward.

Further out to sea – requiring me to find and figure out how to use a raft (use a Korok Leaf to blow wind into the sail) – there’s a shrine, Chaas Qeta/A Major Test of Strength. As the monk describes it, this is a simple combat trial: Link vs. a Guardian. This Guardian is armed with an axe, sword, and spear, and fighting it was where I started to get good at perfect dodging and Flurry Rushes. The axe is the hardest for me to perfect dodge – I usually jump way too soon. It has a second attack style where it spreads its weapons and turns into a whirling buzzsaw, but Link can make it hit a pillar, stunning it. As its health gets low, it jumps back and starts shooting a laser in circles around it, giving Link a chance to pepper it with arrows. When its health gets really low, it goes for the Guardian Death Laser – perfect guard, and wham, it’s done. The monk’s parting message is different here, too: “Your triumph over the test of strength subverts a prophecy of ruin. From the ashes of Hyrule, a hero rises.” A chest has the torso armor to match Link’s Climber’s Bandana.

Armed with the Guardian’s weapons and practice getting perfect dodging, I decided it was time for a rematch with the Lynel. It took some work to get the dodge timing down, and I had this problem where I’d press the thumbstick in to crouch rather than down to backflip away from its sword attacks – it works, but leaves Link a sitting duck, which is bad when it does three slashes in a row. Still, once I was able to beat it, walk away for a few hours, and come back and beat it twice in a row, I figured I had it down enough for now.

Next: Cyclopes, deer, and dragons.

[1] Which makes a certain kind of sense at this point… health-restoring food is plentiful, most attacks seem to deal token damage or fairy-time damage even with seven hearts, but there have been lots of things just out of reach with the base stamina wheel. I’m stubborn, old-fashioned, and well-stocked on Staminoka Bass enough to stick to hearts for now, but I see the appeal.
[2] I’m not sure, and I’m not resetting my save to check, but I think you need to get one or the other before Rhoam will give Link the paraglider.

Monday, August 24, 2020

Breath of the Wild: Stolen Heirloom

Still in Kakariko Village, Lasli, the woman who advertises for the armor shop, spends her nights at home because it’s not safe out anymore. She particularly enjoyed catching fireflies, so Link releases a few of the ones he’s caught in her house, which lifts her spirits a little and she gives Link a purple rupee. (And, just like the apples and Korok bowls, Link can round up the fireflies before he leaves, with no reaction.)

One of Paya’s duties is caring for a large ball that’s been a Sheikah heirloom for some time. There’s a bit of text associated with it: “The hero, as chosen by the Sheikah heirloom, will be gifted the blessing of antiquity.” Paya, thinking Link is said hero, has been researching what it could mean, and decided it’s the key to opening a shrine. And before she could tell Link this, someone stole it. Paya’s shaken by this turn of events, and Impa asks Link to stay with her. Once Paya’s feeling better, Link begins investigating who in the village could have stolen the heirloom. Dorian, the guard on Impa’s house with the daughters, tells Link he’s seen suspicious movement from Lasli and Mellie (the woman with the plum garden). Link follows Lasli at night to a graveyard where someone she loved is buried; she’s annoyed he thought she could be the thief. (I didn’t follow Mellie, so I don’t know what she’s up to.)

Those aren’t the only people who behave suspiciously at night, however. Dorian himself sneaks off into the mountains, talking about how he has to do something. Link follows, and at the entrance to the shrine, witnesses a confrontation between Dorian and a Yiga Clan member, the one who stole the heirloom. Dorian himself is ex-Yiga, and apparently told the Yiga about the heirloom. The Yiga plans to kill off Dorian, but first intends to deal with Link, prompting a small boss fight. This is tougher than the Yiga Travelers Link encounters, and sadly, his cool-looking sword disappeared in the cutscene after Link defeats him. Dorian confesses the truth to Link, that he tried to leave the Yiga when he married a Sheikah woman, and they killed her for it and forced him to pass information to them. The Yiga didn’t get far with the heirloom, so Dorian gives it to Link; Link puts it in the pedestal, causing the shrine to emerge from the ground. As a final request, Dorian asks Link to keep his involvement a secret, promising to do better from now on.

The shrine – Lakna Rokee/Lakna Rokee’s Blessing – is different from the other ones Link has completed. The monk greets Link, “By entering this place, you’ve already proven your worth.” There’s nothing to it, just a chest with a Sheikah greatsword and the monk’s cubicle; the monk’s parting message is also a bit different: “You have done well to arrive at this shrine. A hero rises to right the wrongs of Hyrule.” Spirit Orb, monk dissolves, done.

While I was following Lasli, I’d seen a shrine off in the distance, and I decided to tackle it before I headed back to Hateno. The shrine’s in the next region up (Lanayru), on one of a group of islands named for people and places primarily from Phantom Hourglass (Linebeck, Zauz, Molida, Bannan), plus Goponga Swamp from Link’s Awakening. Both of which took place in completely different worlds. The monk’s name is Daka Tuss, and the trial is Sunken Scoop. There’s a pool of water with several balls floating on the surface, and a bowl that can be controlled via Magnesis on the bottom of the pool. The third element of the puzzle is a walled-off area with a basin for one of the balls, so Link needs to scoop a ball with the bowl and dump it in the walled area. Then there’s another version with another complication: a trap door on the walled area controlled by a floor switch in the pool that can only be pressed by the bowl. Set the ball on the trap door, press the switch, clear.

There was one other shrine I could make out from Daka Tuss Shrine, and that was Sheh Rata to the north. This shrine, like the Hateno Tower, is surrounded by brambles, so Link has to burn them away to go in. The puzzle inside (“Speed of Light”) has a wheel that, when spun, causes a mounted laser to sweep around the room, eventually hitting a crystal switch that raises/lowers the water level in the shrine. The second room has a floor switch that can only be pressed when the water’s low. I’ve seen several different solutions for it; what I did was probably the hardest way – spin the wheel, raise the water, spin the wheel, quickly swim across before the laser hits the crystal switch and the water goes back down.

Next: The Great Calamity may come, Hyrule may fall into ruin, but polka, apparently, will never die.

Friday, August 21, 2020

Breath of the Wild: Photographs and Memories

The Hateno Ancient Tech Lab is at the top of a hill on the eastern outskirts of the village. As Link gets close, the signs take on a goofy tone. The sign outside warns about the flame in the furnace, except there’s no flame in the furnace right now. There are two people inside; Link first speaks to Purah, the girl closer to the entrance, who points him to Symin in the back when he asks about the director. Symin talks about their book collection before noticing the Sheikah Slate. He checks the runes, and goes through the ones Link got on the plateau, but there’s some missing. (He didn’t actually note the amiibo rune.) At this point, he realizes introductions are in order and identifies himself, and says he knows who Link is because Impa told them to expect him. (Probably during the hundred-year sleep, although I spent enough time mountain climbing she could have sent a message ahead of Link.) Oh, and Purah’s the director.

Purah asks if Link’s surprised she’s the director (not exactly, and if so, only because she lied when she said it was Symin; I didn’t notice how young she looks at first). We go through the “Link’s lost his memories, so no, he doesn’t remember you, sorry” bit again, and Purah is the one who took Link to the Shrine of Resurrection. Her childlike looks are the result of a failed experiment (or, as she says and her diary – which she asks Link not to read, only ensuring that he will – reveals, an anti-aging experiment that worked too well). She can fix the Slate, but needs Link to run an errand: relight the furnace outside from the one in town.

Link takes a torch to the town furnace, and there are a bunch of lanterns on the way back he can light. This is a very good thing, because guess what happened while I was running the torch. Guess how possible it is to keep a torch lit from one lantern to another when it’s raining. Guess who’s completely over this mechanic. *sigh* After it finally stopped, Link was able to relight the torch from a lantern and, this time, made it back to the lab and lit its furnace, activating the teleportation gate. More importantly, it activates the Guidance Stone inside, allowing Link to repair the Sheikah Slate, restoring the camera rune, a dozen pictures left on the Slate, and the Hyrule Compendium. To test out the camera, Purah has Link take a picture of her.

The Hyrule Compendium is a successor to Wind Waker’s Nintendo Gallery, minus several of the frustrations. There’s no figurines to make, no need to go to one out-of-the-way place to get them made, no real need to worry about camera storage space, and you can tell if the picture’s good enough before you take it. It collects Hyrule’s wildlife, cooking materials, monsters, weapons, and a few miscellaneous things (treasure chests and ore deposits). No need to go take pictures of every single NPC in each village. As for the pictures left behind, Purah thinks they’re Zelda’s, and Link was maybe with her when they were taken, so she suggests asking Impa if there’s anything that can be done with that. She also asks for some ancient parts, which can be used to upgrade three of the Sheikah Slate’s features: bombs get a bigger blast radius, stasis can be used on enemies, and the sensor can be calibrated to locate anything in the Compendium. (There’s a tutorial on the Compendium at this point, and Symin unlocks a free picture, and notes Link can come back and buy more for 100 rupees apiece.)

Back in Kakariko, Impa has heard from Purah, so apparently they do have a quick communications network. (I mean, Link has a smartphone.) She looks at one of Zelda’s pictures, suggests if Link visits the places in the pictures, he might remember things. Now that Link has a camera, he can help out with something in town as well. A painter, Pikango, wants to see the Fairy Fountain, but runs out of breath when he tries to get there himself, so Link brings back a picture. Pikango looks at one of Zelda’s pictures and identifies the location as a gate on the road beyond the fairy fountain, so Link makes the trek. It’s not an easy one; there’s a bridge held by a bunch of Bokoblins and a Moblin a little past there, but Link goes there and remembers with Zelda meeting with the four Champions by that gate. Zelda had apparently made a trip up Mount Lanayru to awaken her power, but it didn’t work. As Mipha starts to suggest something, the earth begins shaking, and Revali flies up to look at Hyrule Castle to confirm that Ganon has returned. The Champions prepare to man their Divine Beasts with Link leading the assault, and Zelda plans to help out as well.

Not far beyond the gate, there’s a Lynel. More than just the fire-breathing enemies from the 2D games, they’ve taken up weapons and are basically like Darknuts/Iron Knuckles [1]. I was distinctly not ready for this fight; my weapons were barely able to scratch it, and every time it hit Link, it knocked out all of Link’s hearts, requiring a fairy rez, and there’s only a finite number of those. After three or four times of the Lynel doing his centaur dance on Link’s head with minimal resistance, I abandoned this and returned to Impa. She gives him the tunic he was wearing in the memory, which is the best armor he has available and reveals enemies’ health, but it’s bright blue and can’t be dyed so I don’t use it.

Next: Ninja war.

[1] They still have fire breath weapon attacks, but it’s not their main weapon. And this visit, I didn’t survive long enough/do enough damage to see it. They also get down on all sixes for a bestial charge attack.

Wednesday, August 19, 2020

Breath of the Wild: There's No Place Like Home

Heading north from the Dueling Peaks Stable, the road forks right before the Kakariko Bridge. Turning east instead of going on to Kakariko Village leads toward a new region, Hateno. The first landmark for the new region is a Guardian graveyard before the gate of Fort Hateno, which was the line of defense that kept Hateno Village safe during the Great Calamity. A man named Garill is there to tell Link the history of the place, and various travelers and merchants pass through as well.

East of the fort, Link finds a archaeologist named Calip studying a bunch of statues. If Link indulges his request to be referred to as “Doctor Calip,” he’ll share a secret with Link – a quote from a text, “When a dark light resides in the cursed statue's eyes, pierce its gaze to purge the seal from the shrine.” This starts a Shrine Quest, the Cursed Statue. At night, Calip returns home so not to be monster food, which is too bad for him because one of the statues’ eyes starts glowing. Shooting the statue with an arrow blows it up, completing the quest and raising the Kam Urog Shrine from the ground. The trial is Trial of Passing, which largely involves navigating the inside of a giant wheel as it spins.

Even having seen the tower to the south and marked it on the map, I missed the fork from the main road that leads across the river, so I had to double back when I started getting close to the village and realized I missed the tower. (In my defense, there’s not actually a path so much as a tiny bridge over the river, so missing it is really easy.) There are a bunch of enemies around the tower, but the true challenge in climbing it is dealing with the brambles that have grown all around the grounds and walls. There are two basic options for this: Navigating through them like Magda’s protecting them, or breaking out the fire arrows and going to town. (Not recommended for Magda, by the way.) At the top of the tower, Link gets the map of the region and it’s even bigger than the Dueling Peaks region. A good deal of that is water along the edges, but still, there’s going to be a lot to do.

As Link rides into Hateno Village, the Sheikah Sensor starts pinging again. The village shrine is hosted by Myahm Agana, and it’s another apparatus/motion control shrine. The sole challenge in the shrine is a ball/maze puzzle, complicated by cutouts in the walls where the ball will go flying into oblivion if not carefully managed. There’s also a trick at the end where Link has to flick the ball across a gap, and, yes, if it doesn’t go right and the ball is lost, he has to start the whole thing over. I was never much good at these puzzles when I could actually hold them in my hand, although having it on screen while I tilt a controller means I never lost my line of sight, so… let’s call that a wash. (Apparently there’s a trick/exploit where you can flip the maze over and use the featureless underside to quickly guide the ball where it’s supposed to go.)

Not far behind the shrine, there’s a group of carpenters starting to tear down a house. Link expresses interest in buying the house instead, and after some initial reluctance, the lead carpenter agrees if Link can pay 3000 rupees along with a contribution of 30 bundles of wood. The rupees aren’t much of a problem with all the random stuff I get from daily amiibo scanning, but I had to go out and get the wood. The house is pretty bare-bones at first, with a single wall mount for a weapon Link wishes to display (showing off a cool weapon, or storing something so he doesn’t accidentally use it). Two of the carpenters hang around, and for extra rupees, will add extra wall mounts, including shield and bow mounts, a bed, a front door(!), and various decorative options. Sadly, there’s no stable anywhere nearby, and no option to add a stable to the house [1]. (Once it’s all done, they still spend their days lazing around the cooking pot.) The third carpenter is sent to a new job in Akkala, which opens a new sidequest to check on his progress.

Other features of the town include an armor shop that sells… actual armor (soldier’s armor set) that has good defense bonuses. There’s also a dye shop of certain notoriety [2] to give Link’s clothes a personalized touch, although they won’t dye the Twilight Princess set. Dyeing is done by having Link wear the clothes he intends to dye, stand on a trap door over the vat, and… yeah.

Next: Just forgotten photographs to remind me of the past / Oh, but I can still see everything just fine…

[1] This feels like a wasted opportunity. There could have been a whole quest chain: find someone in the town to manage the stable, get it connected to the stable network’s horse teleportation network…
[2] I was still half-asleep when I first read that passage, and my first thought was, “Wait, that’s six things. Link can only hold five at a time.”

Monday, August 17, 2020

Breath of the Wild: Rain, Rain, Go Away

The Dueling Peaks region is much bigger than the Great Plateau, with many more Koroks to find. New ways of finding Koroks include rolling a boulder down a hill into a depression, jumping fences on horseback, and more of the apples-in-bowls. There’s also pinwheels that spawn archery targets for Link to shoot, and sets of three apple trees, two of which have apples on the same branch and the third has apples on many branches and Link needs to pick the ones that don’t match. There are some really hard climbs, especially when trying to get to the top of the Dueling Peaks. One Korok is in the hunting ground of a mobile Guardian; gave me a chance to practice Perfect Deflecting their laser right back at them. (I first tried the stationary ones near the shrine on the Great Plateau; I expected to take multiple tries to get it right, but went 3/3 my first try.) There are also several Stone Taluses in the area, and by the end I became pretty adept at killing them. One had the vulnerable outcropping as a tail rather than a hat, so Link stood on its back and fired arrows at the outcropping.

Atop the namesake peaks, there are a pair of shrines with similarly named monks, Shee Vaneer and Shee Venath, and the same trial name, Twin Memories. They each have a tablet with the same message, “The shrines atop these peaks share a connection – their memory the answer to the other’s question. Commit a memory before you start, lest, a failure, you will depart.” The other common feature is a 5×5 grid of depressions, with 5 balls set in them. The trick is to move the balls to match the starting arrangement of the other twin shrine. This is one of the few times I’ve intentionally used the Switch’s screenshot feature.

Because I don’t have too much to say about exploring this time but want to leave getting to Hateno for another post, I’m going to rant for a bit about two things that I greatly dislike about the game. First, rain. Rain means Link can’t climb (well). When Link has to climb to get where he’s trying to go but it’s raining, there aren’t really any good options. The first thought is obviously to create a campfire and wait the rain out – but as I learned at Camp Freedom, lighting a campfire in the rain is a tricky thing. Go off and come back when it’s drier? Okay, that works sometimes, but if there’s a significant time (and/or stamina-boosting food) investment to get where Link is and little to nothing to do in the immediate vicinity, that’s not an appealing option. Try anyway and hope to make enough progress between slipping? Might work for very short climbs. Hopeless for long ones, especially when you’re halfway up already. The best thing I’ve found is to leave Link clinging for dear life while I walk off to take care of real world things and hope nothing horrible comes along and eats Link in the meantime.

Aaaand that’s leaving out thunderstorms. When there’s lightning in the area, it’s always within a few dozen meters of Link – the flash of lightning and the sound of thunder are simultaneous. If Link’s unfortunate enough to be wearing metal armor or carrying a metal shield, weapon, or bow (and even once you realize this it’s easy to forget one of them), he becomes a living lightning rod, and the few hearts he can have at this point aren’t going to keep him alive if he gets struck. I think my absolute lowest point in the game so far was when a thunderstorm came up while I was fighting a Stone Talus. Climbing up on its back was out of the question because rain. Even if it wasn’t, doing damage was out of the question because I only had metal weapons left. I got a lot more practice dodging the flying fists of death than I ever wanted, or needed.

Second, in Ocarina of Time, Hyrule Field during the Young Link era would endlessly spawn Stalchildren. In that game, it was… well, the one time it truly mattered, it was a welcome diversion while waiting for dawn to break and Hyrule Castle Town to lower the drawbridge again. Here, Stal- versions of Bokoblins and Moblins irregularly spawn at night, and after the first couple times I was thoroughly sick of it. Rather than limited to one area Link only really passes through on the way to the real objectives, they’re fscking everywhere outside the little pockets of civilization. The fight is considerably more complicated; Link has to smash the body, then destroy the skull before the body can reform, and if there’s multiple, none die until they all do (and they’ll all go after a single head, which was comical once). (Headshots kill them in one shot, but it’s not worth it.) Weapons still break against them. Link can’t light a fire to wait till morning while they’re around (Ocarina Link could bust out the Sun’s Song and they’d crumble with the dawn). And they don’t drop anything good. I’m not afraid of Taluses or Stalnoxes, but I’ll run from a Stalkoblin. When it’s an option; they don’t care about the “already in combat” thing and will pop up just to make things worse.

tl;dr: Rain is the death of fun, and the Stalfos apocalypse, much like Stalfos, should stay buried but won’t.

To end things on a better note: enemy camps will often have explosive barrels; enemies will throw them at Link if needed. However, if Link can sneak up on them, he can unleash his inner Bolshevik Muppet. It’s quite gratifying to find a giant skull with Bokoblins and a couple explosive barrels, shoot a Fire (or Bomb) Arrow inside, watch the inferno, and go in and pick up anything neat they left behind.

Next: Be it ever so humble…

Friday, August 14, 2020

Breath of the Wild: Kakariko Village

Every morning near the path that leads up into the mountains, one of Impa’s guards tells his two daughters stories that always seem to be about how the mountains are scary and they shouldn’t go up there. He confides to Link that there’s a shrine and the village’s guardian spirit in the mountains, but also monsters, which is why he doesn’t want his daughters exploring, but Link should be able to handle himself. After storytime’s over, the girls are free to run around the village. Cottla runs around town, bored, so Link offers to play hide and seek with her. (She hides behinds Impa’s house.) Koko instead finds a cooking pot and tries to recreate her mother’s recipes, but she’s short one ingredient she asks Link to provide. Of the ingredients she wants, the only one I didn’t have on hand was Goat Butter, which is sold at one of the stores nearby. As thanks for his help, Link gets to keep the thing Koko cooked.

The shrine above the village is the Ta’loh Naeg Shrine (Trial Name: Ta’loh Naeg’s Teaching), in which Ta’loh Naeg summons a Guardian to teach the player… er, Link some advanced combat moves. Dodging an attack at the right time allows Link to Flurry Rush, getting in several free hits before the enemy catches up. A well-timed shield deflect leaves the enemy stunned. And Link can use his stamina wheel to charge up attacks; for swords, it’s the familiar spin attack, but spears have a series of thrusts. After the spin attack, the Guardian is dead and the trial complete.

Up the hill from the shrine is a pond with several small fairies flying around (if Link catches them, he just stores them with the rest of the materials; no need for bottles anymore). There’s a large bulb; when Link investigates, the Great Fairy Cotera speaks to him from inside. Ganon’s victory means things are more dangerous, so fewer people come to see her and offer rupees, but for the low, low sum of 100 rupees, her power will be restored and she can help Link. Link gives her the rupees, the bulb opens, and Cotera emerges from a pool inside. (Awakening her power also cause the Great Fairy theme to start playing.) The help she can provide is not healing, like other fairies have offered, but armor upgrades in exchange for materials.

Speaking of armor, there’s a shop in town that sells the rest of the Hylian armor set as well as the Stealth armor set which increases Link’s stealth. (As a tradeoff, it’s not as strong as regular armor, but switching armor can be done mid-battle, so Link can wear the Sheikah armor, sneak up on his enemies, do as much damage as he can before getting noticed, then switch to a more defensive set once the actual fighting starts.) Another shop in town sells arrows; the shopkeeper asks Link to light the torches around the Goddess Statue. She sells fire arrows, but Link can just use normal arrows, dip the bow in a campfire near the statue, and light the torches that way. She’s apparently on the outs with her husband over his Cucco obsession. Said husband apparently is having trouble keeping the Cuccos in their pen, because there’s a sidequest to round them up. One of the Cuccos is in a plum garden whose tender won’t let Link in when she’s around, so he has to wait for her to go home.

Throughout the village, Link would sometimes hear mentions of the Yiga Clan, a group of Sheikah who turned evil and serve Ganon. Now that Link’s heard of them, Yiga Clan members appear near the road disguised as Travelers. They lure Link in with generally innocuous questions (although the very first one I met asked if Link wished to join them), then attack. They teleport around, making it hard to get hits, but they only have two attacks (a charging slash and a falling strike), and both are easy to dodge. Simply avoiding attacks, taking full advantage of Flurry Rush opportunities, and scoring the odd strike here and there while they’re stunned is enough to beat them. And they’re generally easy enough to avoid, especially if you talk to everyone else, because the people you’ve talked to display their names over their heads, while the Yiga Travelers don’t. (Alternately, don’t avoid them, because they drop rupees and Mighty Bananas that, when cooked, boost Link’s attack power.)

Next: Why I’m now #TeamLoki.

Wednesday, August 12, 2020

Breath of the Wild: Hestu and Impa

Just across the Kakariko Bridge, Link finds a large Korok named Hestu. Like the first Korok Link met, Hestu is surprised Link can see him. Hestu has a problem, however; a nearby group of Bokoblins stole his maracas, and despite his size he’s not able to go get them back himself. So, it falls to Link to get them back. Two short rides and three dead Bokoblins later, Link gives the maracas back to Hestu, who’s happy to have them back, but disappointed the Korok seeds inside are all gone. He says if he had even just one Korok seed, he could expand Link’s inventory, so Link gives him a seed and gets an extra weapon slot. (He “Dah-na-na-na-naaaaaaa!”s along with the lesser Item Get jingle.) Link is able to trade one more seed for a bow slot before Hestu decides to go home, even though Link has enough seeds to get a few more inventory slots. Link caught up with him again at the Riverside Stable and was able to get two each weapon and shield slots and another bow slot before he left again. He’s apparently gone to the Korok Forest, which would be a helpful hint if I had any idea where that was.

As Link heads into Kakariko Village, the villagers react to the Sheikah Slate, saying that Link having it marks him as the legendary hero. He’s directed to Impa, the village elder, who lives in a distinctive house. There are guards in front of stairs leading to the house who block Link’s way at first, but recognize the Slate and send him up. At the door to the house, a young woman is scrubbing the deck, and becomes flustered at meeting Link, holding her head in her hands. She finally manages to introduce herself as Impa’s granddaughter, Paya. As soon as Link opens the door, Impa recognizes him and welcomes him, although she doesn’t realize at first that Link’s lost his memory. She says Zelda left Link a message, but will only pass it along if Link promises to accept the responsibility for carrying out Zelda’s wish.

Once Link does that, Impa begins by telling Link about the history of Hyrule and (Calamity) Ganon. Ganon’s has been held back through the ages through numerous conflicts with a Hero and a princess, which have faded into legends. (I hardly recognize the drawing of the Hero as Link. If you showed it to me and asked who I thought it was, I’d have said Ganon(dorf).) Her story goes back to a time 10,000 years ago, when Hyrule was at its peak and built the Divine Beasts – a bird of some sort, a lizard, a camel, and an elephant – and the Guardians. And… to sum up, they’re never going to make a game based on this Link and Zelda, because Ganon didn’t corrupt the Divine Beasts and Guardians and was thoroughly outmatched, defeated, and sealed away. So, when he came back 100 years ago they tried the same thing again, and this time didn’t go so hot.

And so we have Zelda’s mission: “Free the four Divine Beasts.” Impa names the Divine Beasts and their champions: Vah Rudania (Daruk/Goron), Vah Medoh (Revali/Rito), Vah Ruta (Mipha/Zora), and Vah Naboris (Urbosa/Gerudo). She tells Link to seek out the four races for their help freeing the beasts and marks the locations on the Sheikah Slate. In doing that, she notices the Sheikah Slate is incomplete. She directs Link to Hateno Village, a village to the east that was largely untouched by the Great Calamity, and says someone there might be able to help.

Outside Impa’s house, there are five bowls, and a few have apples in them. If Link places apples in the empty bowls, a Korok appears. (Link can take all five apples after receiving the Korok seed. It feels a bit like stealing from the church collection basket, and honestly I have more apples than I can ever imagine using and sell a bunch for three rupees each every time I sell off junk, but… free apples/rupees.) Across the way, there’s a Goddess Statue, so Link doesn’t have to teleport to the Temple of Time every time he wants to redeem Spirit Orbs. He’s got enough now to get another Heart Container [1].

Next: Questing in and around Kakariko Village.

[1] Right now my plan is heart containers to 10, get a second stamina wheel, then alternate two hearts and one stamina orb until I max something out.

Monday, August 10, 2020

Breath of the Wild: Dueling Peaks

The road to Kakariko Village leads east through a river pass between two mountains, the Dueling Peaks of the region’s name. At the tower, the Sheikah Slate received a new feature, the Sheikah Sensor, which pings when there’s an inactive shrine nearby, and louder/more frequently if Link’s walking toward it. (If Wolf Link’s out, he’ll guide Link to the shrine.) The shrine – Ree Dahee Shrine – is on a ledge Link can climb to (or, alternately, it’s quite long and easily within paraglider distance of the tower).

The trial’s name is Timing Is Critical, and it consists of three puzzles where Link stands on a floor switch that simultaneously drops a ball to start rolling and tilts the platform the ball’s rolling on. The first puzzle is simple; if Link stands on the switch, the puzzle completes itself. The second puzzle has two platforms, and Link needs to step off the switch so the ball rolls onto the second and toward the goal rather than flying off into space. The third puzzle has a gap between the platform and the goal so Link needs to step off to turn the platform into a ramp to make the ball fly to the goal. There’s a treasure chest here with a Climber’s Bandana, a headpiece that makes Link climb faster. As I’ve learned through experimentation, Link burns through stamina at the same faster rate, so big climbs aren’t going to be any easier, but they will be quicker.

Through the pass, the road forks over two bridges, with the north path over Big Twin bridge being the one Link needs. Immediately over the bridge, there’s another stable to the right, and in a pond, a shrine to the left. At this point, I think it’s clear that most important/notable locations are going to have a shrine nearby so Link can quick travel there easily. This shrine (Ha Dahamar / The Water Guides) is built around using Cryonis. The first two puzzles have Link cross moving water; the first is easy and obvious, the second requires using Cryonis on the water flowing down the wall to create a horizontal pillar, which is a new one for me. Then there’s another rolling ball puzzle that uses the Cryonis wall pillars to guide the ball to its goal.

The Dueling Peaks Stable is intended to be the first stable the player comes across. A man in front of the stable offers directions to Kakariko Village and Hateno Village, and also challenges Link to a horse taming contest. There’s a group of horses near the stable, and all Link has to do is mount one and bring it back to the stable in under two minutes. The two tricky parts of the quest are getting close enough to a horse to mount it; once Link does that, the horse starts trying to throw him, which can be tricky to deal with without stamina upgrades. (I had to use stamina-boosting food to hold on. I love that Link can just eat a full meal while on a bucking horse which should, among other complications, make for a rather unsettled stomach.)

Inside the stable, there are two guys discussing a treasure belonging to a bandit named Misko. Link overhears and asks what they’re talking about, then gives them the 100 rupees they want for the information. “The little twin steps over the little river. My cave rests above that river’s source.” Well, that’s easy enough if you actually look at a map. The Little Twin Bridge is to the south of the Big Twin Bridge, so cross it and follow the river to the source. Climb the wall, blow up the obvious place, and there it is. There’s some gems and, behind another bombable wall, a flameblade that I immediately resolved to never use because I don’t want to waste it. So it sits in my inventory doing nothing, which is an even worse waste but one I can live with. *sigh*

As Link was heading to Misko’s treasure, the Sheikah Sensor started pinging. Looking around, there’s a bombable wall across the river, and in the cave behind that, the Toto Sah Shrine. The trial name is Toto Sah Apparatus, and Link steps up to each apparatus and then the player has to rotate the affected bit of the shrine’s construction by rotating the Switch (or, in docked mode, the controller; I can imagine this is fun in handheld mode when you turn it so you can’t see the screen); shades of Skyward Sword’s big keys. One decision I found particularly questionable was that you can’t “pause” a puzzle to reset the controller; canceling and restarting resets the bit you’re trying to rotate. That’s actually not something bad to have, but I wish we could have both pause puzzle and reset puzzle.

Or, you know, not using motion controls. That works, too. Anyway, Link solves three of these puzzles (or four, if you count getting the small key from the chest as a separate puzzle) and gets Spirit Orbed.

And one last thing before continuing on; at night in the woods near Misko’s cave and the Toto Sah Shrine, a Stalnox (Stalfos Hinox) comes to life. I don’t know if Hinox are in the game or not, but if they are and their skeletons are any indication, they’re huge. The Stalnox will pick up trees or rip off its ribs to throw at Link. Its vulnerable point is, of course, its eye; if it’s not holding anything, sometimes it will shield the eye with its hand. This game’s other Stal-foes lose their head when they take damage and Link has to destroy it before they can pick it up and reattach them; with the Stalnox, when it gets low on health and is shot in the eye, the eye falls out, and must be destroyed to put the Stalnox to rest. This wasn’t a particularly challenging fight, but knowing mistakes would hurt a lot made it exciting.

Next: No, wait, I’ve got more… don’t you… okay, fine, be that way.

Friday, August 7, 2020

Breath of the Wild: Greater Hyrule

Link lands in some ruins, where a couple of people are being harassed by Bokoblins. Link takes care of the Bokoblins, and the woman says she could’ve handled it on her own, and neither of them seems inclined to cut Link in on any treasures in the ruins. The only treasure I found in the ruins was a Traveler’s Bow, which does crap damage, breaks if you look at it funny, and takes up an inventory slot that can be used for better bows until that happens, so they’re welcome to it. I’m not sure what led me to head north rather than follow the road east, but on the west bank of the Hylia River near some bridges named for Skyloft instructors (Owlan, Horwell, Eagus), there’s the Riverside Stable. Inside, Link finds a couple people with gossip to share about treasure in Hyrule Castle, and that’s a way off for me. Beedle is also here, willing to relieve Link of anything he doesn’t want.

As for horses, this is where I finally used my amiibo, and I got two horses from them – somehow both Epona. I’m sure the guy who actually runs the stable was wondering how Link had two clones of the same legendary horse, but he was even less amused by the mess of broken crates and barrels and empty treasure chests and discarded weapons Link left all over the stable grounds. (I’d think the discarded weapons might be profitable, but Link can’t sell weapons for some reason, so maybe not.) Aside from the horses, my favorite things I’ve gotten from amiibo so far have been Sheikah katanas and the Twilight armor set so I can have Link wearing a version of his traditional outfit (although one that looks kind of out of place in Breath of the Wild’s art style).

Near the stable, there’s a shrine, this one hosted by Wahgo Katta. The challenge of the shrine – Metal Connections – is to use Magnesis to move a stack of three blocks, first to a corner pillar where Link finds a metal plate, then near the platform where the monk is, and use the metal plate to bridge the gap. I’m not a huge fan of Magnesis, and having to stack the three metal blocks so they don’t fall over and Link can climb them is tough enough without also having to get the metal plate on top where it can bridge the gap. Oh, well, another shrine, another Spirit Orb.

Now on horseback, Link headed south and found the bridge he was meant to take in the first place, Proxim Bridge. A man on the bridge directs Link’s attention to a couple nearby features. First, he’s keeping an eye on an inert Guardian in the river, having had a close call with a Guardian near Hyrule Castle, and in case the player didn’t pick up on something during Rhoam’s cutscene, they’re apparently not all broken-down immobile rustbuckets. Second, there’s another shrine nearby, the Bosh Kala Shrine. The trial is The Wind Guides You, a simple tutorial on using wind to paraglide farther and faster.

As Link rides on, he sees a tower across the river. Unlike the river on the Great Plateau, Link could try swimming across, and if he’s got enough Stamina-boosting food (not only does Link not have to wait thirty minutes between eating and swimming, he can eat while swimming without the food getting soggy and gross), make it, but there’s a better way. There’s a Korok trail leading across islands a manageable distance apart from each other that will guide Link across the river, and he gets a Korok seed for doing it that way, to boot. The tower’s already up, so there’s no free ride to the top, just a long climb with balconies to rest on when Link gets tired from the climb. At the top, Link puts his Sheikah Slate in the pedestal, activating the tower and revealing a map of the Dueling Peaks region. (Which, as hinted by the quests pointing at Hyrule Castle, does not include Riverside Stable or Wahgo Katta Shrine.) Filling in the map reveals the road to Kakariko Village.

While the tower’s usefulness as a vantage point is limited by the mountains immediately to the east, there is one shrine Link can spot off to the north. The shrine is surrounded by flowers, and the woman who planted them is… protective of them. Violently so. Let’s… ah… let’s say it’s a good thing I chose heart container rather than stamina vessel when selling the Spirit Orbs. So, Link has to navigate the flowers without stepping on them to reach the shrine, and I wouldn’t care if it’s the only useful point for a hundred miles around, I’m never quick travelling here. (It’s actually a side quest, in its own special category since it technically leads to a shrine.)

Compared to the flower maze above, the shrine itself (Hila Rao Shrine / Drifting) is pretty easy. There are three watery areas to cross, each with a current. The first two have floating platforms to help Link across; the third doesn’t, but Cryonis (which in hindsight could have gotten across the river) can make them. There are exploding barrels in the third stream, which Link can blow up to blast open a path forward, or he can use his own bombs. Oh, and just because Link’s gotten to the shrine doesn’t mean he can step on the flowers. So Link leaves the woman to her beloved flowers, warps back to the tower, and jumps off toward Epona, and I am very gratified to learn that if you manage to do it right, you can land in the saddle and ride off into the sunset.

Next: Er, except Kakariko’s to the east.

Wednesday, August 5, 2020

Breath of the Wild: Around the Great Plateau

Link takes his new paraglider and zips down to Hyrule proper, only for me to realize that there are chunks of the Great Plateau I didn’t explore and exploration is sort of this game’s big selling point. Thankfully, quick travel back up to the tower still works, and Link sets out to see the sights before continuing his quest. At this point, I decided it was time to break out one of my amiibo, the Wolf Link/Midna one. This summons a Wolf Link companion for Link. He’s only got three hearts [1], but for the easy enemies on the Great Plateau, that’s more than enough. (I mean, Link only has four.) He starts barking when enemies are near, which is great when they’re trying to sneak up on Link, but… less great when Link’s trying to sneak up on them, although with Wolf Link to split attention from enemies, stealth isn’t really needed. He’s also a good hunter, able to take down wildlife for meat (which he’ll eat if needed to refill his hearts, nice) very well… maybe a little aggressive, but good.

There are at least a dozen Koroks on the Great Plateau. They’re hidden in various ways: there’s usually something in the world designed to draw the player’s attention, and Link needs to interact with it somehow to make the Korok appear. Examples include moving a metal plate with Magnesis to find a hidden rock the Korok’s hiding under, jumping into a circle of lilies, filling an incomplete circle of stones with a nearby stone, stepping on a flower and following it as it reappears a short distance away, or simply checking out a bunch of sparkles (usually in some hard-to-get place, like at the top of a spire on the Temple, under the bridge over the frigid river, or just somewhere one might not think to look like the pool Link was sleeping in). The first Korok Link finds mentions someone named Hestu and seems surprised Link can see them, and asks Link to give Hestu a Korok Seed. The rest just greet Link, give him the Seed, and say buh-bye.

Now… I am going to try to get all the Koroks. But there’s a metric pancaketon of them, and there’s not much variety, so rather than slog the commentary down with details on every single Korok in Greater Hyrule, I’ll leave that to GameFAQs [2] and just mention milestones, new ways they’re hidden, or ones that are otherwise notable. And, of course, I’ll bring up Hestu and whatever in-game rewards gathering the seeds brings.

The other cool thing to find on the Great Plateau is in the forest region to the north, where the quest for the shrines didn’t lead. As Link approaches a rock formation, it comes to life as a major enemy, the Great Plateau Stone Talus – it gets its name, location, and health bar displayed prominently on the screen. The vulnerable spot is easy enough to see: an ore outcropping on its head. Hitting it is another matter; the monster is surprisingly nimble for a walking pile of rocks but still hits exactly as hard as you would expect a walking pile of rocks to hit. Its main attack is to throw its arms at Link; when it runs out of arms it bends down and picks up new ones. (That is a supremely weird sentence, both in construction and the visuals it summons. It makes sense when actually fighting it, though.) If Link blows up one of the arms with a bomb, the Talus is stunned for a few seconds, giving Link a chance to climb up on its head. Once there, he can get a few whacks in on the weak spot before the Talus gets angry and starts bucking and Link is thrown. Sometimes chunks of amber or flint fly from the weak spot, and when the Talus is defeated it explodes into a bunch of chunks and I even got a ruby from the wreckage.

As I was wrapping up on the Great Plateau, red and black flakes started drifting through the air, the sky turned red, and a cutscene played. Zelda speaks to Link, “Be on your guard. Ganon’s power grows… it rises to its peak under the hour of the blood moon. By its glow, the aimless spirits of monsters slain in the name of the light return to flesh. Link… please be careful.” In the cutscene, the flakes formed into the resurrected monsters. I can’t figure any particular rhyme or reason to when blood moons happen, unless it’s like Java garbage collection and the game’s using too much memory keeping dead monsters dead so it flushes that data. The early signs of a blood moon are rather alarming, but a rather cool effect.

Done enough with the Great Plateau, Link heads to the eastern side and paraglides off, ready to continue the adventure.

Next: Stop the senseless killing, can’t you hear those roses cry…

[1] There’s a way to raise this by playing Twilight Princess HD, which I fully intend to do eventually.
[2] …well, I was going to link to a Korok Seed Guide on GameFAQs, but they don’t have one! (At least, not a standalone one that I could find.)

Monday, August 3, 2020

Breath of the Wild: The Great Calamity

As Link makes his way up to meet the old man, a voiced cutscene starts. The old man greets Link and says the time has come to show who he is: Rhoam Bosphoramus Hyrule, the last king of Hyrule. He abandons the old man disguise, now appearing as the ghost of the king. (He gets the name and title treatment – King Rhoam / The Last King of Hyrule – that previous games have reserved for bosses.) He explains: “The Great Calamity was merciless. It devastated everything in its path, lo, a century ago. It was then that my life was taken away from me. And since that time, here I have remained, in spirit form. I did not think it wise to overwhelm you while your memory was still fragile. So rather than that, I thought it best to assume a temporary form. Forgive me.”

“I think you are now ready. Ready to hear what happened 100 years ago,” he says. “To know Calamity Ganon’s true form, one must know the story from an age long past. The demon king was born into this kingdom, but his transformation into Malice created the horror you see now. Stories of Ganon were passed from generation to generation in the form of legends and fairy tales. But there was also a prophecy. ‘The signs of the resurrection of Calamity Ganon are clear. And the power to oppose it lies dormant beneath the ground.’ We decided to heed the prophecy and began excavating large areas of land. It wasn’t long before we discovered several ancient relics made by the hands our distant ancestors. These relics, the Divine Beasts, were giant machines piloted by warriors. We also found the Guardians, an army of mechanical soldiers who fought autonomously. This coincided with ancient legends, oft repeated through our land. We also learned of a princess with a sacred power and her appointed knight, chosen by the sword that seals the darkness. It was they who sealed Ganon away using the power of these ancient relics.”

“One hundred years ago, there was a princess set to inherit a sacred power and a skilled knight at her side. It was clear that we must follow our ancestors’ path. We selected four skilled individuals from across Hyrule and tasked them with the duty of piloting the Divine Beasts. With the princess as their commander, we dubbed these pilots Champions – a name that would solidify their unique bond. The princess, her appointed knight, and the rest of the Champions were on the brink of sealing away Ganon… But nay… Ganon was cunning, and he responded with a plan beyond our imagining.”

“He appeared from deep below Hyrule Castle, seized control of the Guardians and the Divine Beasts, and turned them against us. The champions lost their lives. Those residing in the castle as well. The appointed knight, gravely wounded, collapsed while defending the princess… And thus, the kingdom of Hyrule was devastated absolutely by Calamity Ganon. However… the princess survived… to face Ganon alone.”

As the princess faces Ganon, she says, “Link, you are our final hope. The fate of Hyrule rests with you.” Surprise, surprise, it’s the same voice Link’s been hearing all along.

The King continues, “That princess was my own daughter… My dear Zelda. And the courageous knight who protected her right up to the very end… That knight was none other than you, Link. You fought valiantly when your fate took an unfortunate turn. And then, you were taken to the Shrine of Resurrection. Here you now stand revitalized, 100 years later. The words of guidance you have been hearing since your awakening are from Princess Zelda herself. Even now, as she works to restrain Ganon from within Hyrule Castle, she calls out for your help. However, my daughter’s power will soon be exhausted. Once that happens, Ganon will freely regenerate himself and nothing will stop him from consuming our land. Considering that I could not save my own kingdom, I have no right to ask this of you, Link… But I am powerless here… You must save her… my daughter. And do whatever it takes to annihilate Ganon.”

Ganon still has control of the Divine Beasts and Guardians, so Rhoam feels it would be too reckless to go straight to the castle and take on Ganon. Instead, he directs Link to Impa in Kakariko Village to the east for more information. Finally, he gives Link the Paraglider and vanishes with one last “Link… you must save… Hyrule….”

Thoughts on this:
  1. It’s sort of the backstory that would be printed in the manual back when games had them, the opening story roll, and the post-tutorial “here’s the job at hand, get to it” story dump all rolled into one. (The latter is only half here; I’m guessing being told to go to the Divine Beasts to free them from Ganon will wait until Link meets Impa.)
  2. The four champions are a Goron, a Zora, a Gerudo, and a Rito. This setup reminds me of Majora’s Mask: go to the four major groups of people and free a giant Divine Beast to fight the villain.
  3. And we’ve got Zoras and Ritos in the same game. In my first post, I kind of noted that this game seems designed to troll timeline theorists, and this is one of the clearest examples. We’re also set long, long after the older games. (My – semi-serious – theory is something like what happened at the end of Majora’s Mask (the best of Link’s cycles merged into one timeline) happened to the overall timeline with no regard to sense.)
  4. I haven’t noticed much of the music in the game, but Rhoam gets a somber remix of the Hyrule Castle theme, somewhat reminiscent of Wind Waker’s “Farewell Hyrule King.”
  5. I still don't like Zelda's voice. Something about the way she reads her lines is... weird.
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