In The Legend of Zelda: Echoes of Wisdom, you’ll request to revisit Hyrule Castle again after helping the Gerudo and Zora with their respective giant rifts.
Before this, you’ll visit Lueberry again at his workshop to get the lowdown. From there, you’ll head north on the map until you hit Hyrule Castle in the center. General Wright will effort to get back inside, but not before the rift at the castle expands, swallowing most of the town.
By this time, you should have a decent arsenal of echoes from your erstwhile dungeons. You’ll want to usage these to aid you rapidly traverse the Stilled area ahead. Make certain to besides power up your Swordfighter form utilizing Might Crystals in Lueberry’s workshop if you haven’t already.
Below is our full Hyrule Castle walkthrough for Echoes of Wisdom, where we’ll show you how to get all chest and fresh echo along the way, plus where to find the dungeon map and how to beat the dungeon’s boss.
Stilled Hyrule Castle Town walkthrough
Once you’re ready, head consecutive inside Hyrule Castle Town and take out the shadow baddies in front of you. Go left and then up until you see the open well. usage an echo to give yourself a boost in and jump in there.
Tri will open up an entrance to the rift here for you, so dive in whenever you’re ready.
In the Stilled Hyrule Castle Town, follow the only way you can: Go up the stairs, out of the barracks, and then to the right. You’ll request to take out respective bad guys along the way, which we urge just breaking out your Swordfighter form for, as they’ll give you back Swordfighter energy after defeating them.
There are respective buildings you can go into, but no of them have anything notable in them, so feel free to pass them by.
Before you proceed north, crossing over a bridge that’s made out of a sideways house, scale up the wall on the right. Go north, utilizing a flying tile to cross this large gap. Keep going north, and usage water blocks to scale up this ledge to get a chest with a monster fang inside.
Jump down and now cross that house-bridge and keep following the way west. You’ll yet pass a fountain (with more bad guys), so head north to find a chest with 7 radiant butter inside and a warp waypoint. usage Tri to get the chest out of the ground, activate the waypoint, and scale up the wall on the left side. Again, usage a flying tile to cross this gap, landing on a platform on the left and claiming a red rupee (worth 20 rupees) from a chest.
Backtrack to the butter chest and scale up the water by swimming. At the top, drop off the ledge on the right side to safely land on any trees and proceed right.
Jump down the ledge on the right to catch another red rupee, and then make your way up the water. Carefully swim and jump from these isolated waters until you’re at the castle.
Hyrule Castle walkthrough
Once you get inside the castle, activate the warp waypoint and proceed forward. Take out the knight in this area to learn the Darknut Lv. 2 Echo, a very helpful combat echo. Keep heading forward to the throne area for a short cutscene.
Use Tri to decision the throne behind the frozen king to uncover an underground passageway. proceed consecutive down this 2D passage and activate the warp waypoint in the next room. usage Tri to pull at the handles on the wall to uncover another hidden passageway.
The next condition of the game is simply a stealth mission akin to your first breakout of the Hyrule Castle Underground jail. If you’re caught, you’ll be teleported into a bizarre void jail cell where rift enemies will appear, and then back to the start of the area or to a midway checkpoint, depending on where you got caught.
Lucky for you, you should have a full slew of tools at your fingertips to cross this area without having to truly do besides much stealth. Our individual favourite method was scaling up 1 of the shelves and leaning on the ever-trustworthy Flying Tile Echo to just skate consecutive over the guards. Doing this at the shown location below will drop you on to another bookshelf safely:
From there, you can usage another flying tile, which will drop you by 3 crates — which is besides the checkpoint. If you get caught again, don’t fret, as you’ll start here next time.
From here, you actually gotta stealth a bit. Wait for the defender in front of the trees to turn around and usage Tri to decision the potted tree distant from the ladder. Climb up the ladder decision the boxes so you’re on the right part of the shelves. usage another flying tile at this location to be safely transported to the top of any crates and barrels:
Wait for the defender that circles the shelves you’re on to turn around (they might be confused by your tile breaking, so just wait it out), and then head right towards the potted plants. decision 1 out of the way so you can keep heading right and then climb up the shelves so you can sneak behind the guard.
From the right-most part of the shelf, fire a flying tile (or throw any pot, crate, etc), to catch the last guard’s attention. erstwhile he moves towards where the item exploded, head towards the door and get out of there.
You’re now in the jail cell room, so head up through that first gap in the wall that helped you escape the first time to see a mediocre frozen Impa. Read her diary if you want, and then proceed on, making certain to activate the warp waypoint in this area before you head down the ladder.
Continue on and take out the knights in the room. (The darknut you picked up earlier should aid take these down quickly.) erstwhile all 3 are defeated, the gate on the left side will open and you can keep moving.
This area has any shadowy enemies inside that you should be able to take out rapidly in Swordfighter form. Head down the ladder and first go left to choice up a chest with a monster stone. Then head down another ladder on the right (next to a pot) to get to 2 chests. 1 of them has 3 twisted pumpkins and the another has 5 floral nectar. Go down the 2 ladders to get to a area where Tri talks about a torch behind any metallic fencing.
Use a fire-creating object of choice (a brazier or an ignizol) to light the brazier behind the fence. You’ll request to usage the new-ish ability to place objects far distant by holding Y to do so. Take out the shadowy bats in the area and light the 2 braziers on the advanced platforms utilizing the same strategy you utilized before.
For the last brazier behind the wall, you’ll request to place a fire origin on the platform and then usage Tri to carry it over, like so:
The next area has a gustmaster in it, which blows air in all directions all fewer seconds. You can defeat it by hitting it between air blasts, though it’s easier to just sicc a bunch of crows on it. You’ll get a Gustmaster Echo for your troubles. After you kill and collect your first one, you usage Tri to just catch and drop them off their platforms, though the 3rd and final gustmaster can be utilized with a flying echo to scope the next point. If you’ve already dropped it off the platform, then you can usage water blocks to climb up instead.
Hyrule Castle dungeon map location
Now that you have the Gustmaster Echo, you can summon these on the grey-blue tiles that show up in the following part to make fast work of each enemy or puzzle. You can besides just kill the enemies the average way, it’s up to you.
At the top, there’s any ignizol, so take them out utilizing whatever method and then head into the right room. Place a gustmaster on the blue square to mass-clear out the sand in this area (or summon a tornando). The sand will uncover a half-buried chest in the top right corner. Pluck it out of the sand with Tri and open it up to get the dungeon map.
Head back out to where you fought the ignizol and go north, leading to any shadowy zol. usage a gustmaster or kill ‘em the average way, and then build a bridge up to the next platform. (We utilized beds due to the fact that we love utilizing beds.)
You’re now in the area with the boss door, though you don’t have the boss key yet. Interact with the warp waypoint and head into the left door. Take out the shadow enemies (or ignore them) and head down the ladder.
The next part of the game is an underwater maze in the darkness, somewhat akin to what you dealt with in the Jabul Ruins. usage a Tangler Lv. 2 Echo to light up the path, making certain to usage the bubbles to replenish your air supply. There’ll besides be shadowy webbing blocking off paths, which you can get free of utilizing your Swordfighter mode.
In all seriousness, this isn’t much of a maze due to the fact that you have access to a map that beautiful much will tell you where to go. If you don’t want to deal with beginning it to double check your location constantly, here it is:
The chest in the mediate of the area has a red rupee inside, and the chest in the bottom left has a silver rupee (worth 100 rupees) inside.
Once you swim up the left side, you’ll get another stealth segment, this time little cheese-able with flying tiles. Boo. To avoid the guards, stick to the top half of the map, just making certain to wait out the guards that ellipse the 2 top pillars.
Once you make it across, activate the white control (drop a dense echo on it or press it yourself after making a bridge) to make a chest with a tiny key appear in the center of the room. Warp back to the area with the boss door and now head right.
Summon a bombfish to blow up this gap in the wall and head inside to find a chest with a purple rupee (worth 50 rupees) and a bunch of pots:
Head south of this sandy area to usage the tiny key on the confederate door. advancement forward, waiting out the gustmaster and head down the ladder. usage a flying tile here while the second gustmaster isn’t gusting to cross over it.
Climb up the wall and the ladder on the right and press on until you’re in a area with 3 knights. Take them out (again, the darknut you got earlier should help), notably claiming a Ball-and-Chain Trooper Echo. erstwhile you beat them, both doors will open, but head north first for a plethora of loot.
The left chest will have the frog ring, arguably the best accessory in the game, as it doubles the tallness you can jump. Huge. The right chest has a golden egg in it, and of course the boss chest has the boss key in it.
Teleport back to the area with the boss door and get ready for a fight that can be rough if you’re not prepared. We urge stacking up on smoothies to replenish Swordfighter energy and ones that heal you before you head in.
How to beat Ganon, the Hyrule Castle boss
This fight is highly akin to the first Ganon fight you did as Link in the beginning bit of the game, with any ramped up difficulty.
During the phase one, Ganon will only do a fewer attacks:
- Ganon charges up and then lunges consecutive forward towards Zelda. Bait out the direction that he’ll lunge and then decision out of the way. After he finishes his lunge, he’ll stand there for a bit, allowing chance to get any free licks in.
- Ganon stands and rotates his axe in front of him in a circle. This is simply a large time to usage an echo to attack him, as he’ll face Zelda, so echoes can attack him from his open sides.
Phase two gets a bit trickier, as now he adds a fewer attacks to his repertoire:
- Ganon throws his axe in a consecutive line towards Zelda. He’ll immediately vanish after throwing it and reappear in a different place. His axe will slow go back him to his fresh location. Hit him while he’s waiting for his axe to return.
- Ganon fires off respective fire keese enemies at Zelda or an echo target. If the keese hit the wall, they’ll drop Swordfighter energy. If you can get behind him while he’s firing the keese, you can attack him beautiful freely.
Avoiding his thrown weapon is harder than avoiding the bats and he doesn’t seem to teleport to a set location. We urge walking consecutive distant from Ganon while he winds up, and erstwhile he throws it, start moving in a ellipse around the arena. Hopefully Ganon will reappear in your way and you get any attacks in. If not, at least your dodged the axe.
After you hit him adequate times, he’ll enter his phase three, where he only adds 1 more attack to his arsenal:
- Ganon fires a large fire orb at Zelda, which she can repel back in Swordfighter form. proceed volleying it back to Ganon to stun him, allowing you to get a ton of attacks in.
Getting the cadence for hitting the fireball back can be tough, as it does get faster as you volley it for longer, but keep practicing and drinking smoothies if you request to recover. He will besides mix in his fire keese attack, so you can stay topped up on Swordfighter energy.
After letting out another roar, Ganon will enter his phase 4 (his final phase), which is just him utilizing a combination of all the attacks above. Focus on dodging, collecting Swordfighter energy from the keese, and volleying those fireballs back, and he’ll be down in no time.
You should besides be utilizing enemy echoes to aid aid you in battle, whether it’s the darknut you got at the beginning of the dungeon, an army of crows, or the ball-and-chain trooper you got shortly before the fight. While they will die in 1 hit to any of Ganon’s attacks, there’s no punishment for continuously spamming them, and they aid distract Ganon at times, allowing you to get any free hits in.
After he’s down, Tri’s buddies will appear, they’ll power up, and you’ll get a Heart Container — the usual post-dungeon stuff. Leave the dungeon and a cutscene will play out and Zelda will yet get to remainder in her own bed. Before you go back to the throne room, make certain to catch the Zelda’s Bed Echo, as it restores the most wellness in the game.
Once you chat up the king and his advisors, you’ll be tasked with closing 3 more immense rifts: 1 eating up the Eldin Volcano, 1 in the Hebra Mountains, and 1 in the Faron Wetlands.