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StarTopic The Legend of Zelda: Tears of the Kingdom |ST| Linkin' Parts (Please Tag All Spoilers)

Finally did the Zora questline yesterday…

I can honestly see why people were disappointed in the Water Temple. Aside from the flat and very open structure, I also think that unlike the Wind and Fire Temples it just wasn’t as nicely contextualized. Unless I missed something this was the source of the Zora domain’s pure water… that modern Zoras didn’t know about? Just chilling above them? Weird and not nearly as cool as Stormwind Ark or organic as Lost Gorondia.

All that said, everything from arriving at Zora’s domain, getting the Zora armour, teaming up with Sidon to fight the Sludge Like, jumping into the whirlpool to land in the old waterworks for a good ol' water level segment, going up the massive waterfall, navigating the islands through low gravity… so good. Not as impressive as the ascend to the Wind Temple but very fun nonetheless. Even the four parts at the Water Temple were actually pretty neat, using low/no grav Zonai devices and water for puzzles. I also really enjoyed the boss but I'm a sucker for the gimmicks they combined here (little freak hiding in a bigger freak, restricting movement etc.).

Really the only major blemish here is the four locks of the Water Temple itself. It goes back to what was discussed earlier in the thread, that they're basically stretching the "dungeon experience" across multiple smaller settings within a larger context: the waterworks, the low grav ascend and the temple itself combine into one big scenario that ties into the sage's story. Conceptually and thematically these scenarios are exactly what I wanted after BotW but it shouldn't come at the expense of a more complex final section. It'd have been much cooler if they had made four silos that you have to navigate and clean out rather than these open areas.

Easily the weakest of the three temples I've done so far but overall still a very enjoyable part of the game that didn't quite stick its landing.
 
Ohh Tukarok shrine is that one. It had me scratching my head at first because the objective seemed so simple. I just built a long-ass bridge.
 
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Lol I think I almost accidentally beat the game. I am going to put this whole thing in spoiler text as I don't know how much of it would be considered a spoiler and I also don't know how to do the blur thing on text.

So I had just finished my first dungeon (Rito) and I decided to start working on my rather long list of side quests. I decided to start with one of my earliest quests which was to find the Champions Tunic. This took me up to Hyrule Castle and as I was exploring I came upon a ledge and I found myself staring into the large gaping maw of a chasm. I barely blinked before I decided to jump, my curiosity as the what could be at the bottom (or if I could even reach a bottom) pulled me down. I did, in fact reach a bottom. What followed was a rather long trek past many ferocious monsters and ghouls. I fought and defeated my first Lynel (a white maned one!), found a new enemy type I had not seen before, and eventually made it to a cutscene. My boy Tulin showed up to assist me as hordes of Ganondorf's minions swarmed me. I defeated a group that was mostly Bokoblins and took a breath, but it wasn't over. A new group spawned, this time Lizalfos, who were handily defeated by my collection of spears. A third group spawned but I was injured and tired and out of food and I could tell that I was beat. They hit me hard and I was defeated.

So I teleported out of there and went back to what I was doing. Not sure how close I was to the end but I feel like I was almost there. With the resources I had there was no way I would have beat the final boss or anything but I just thought it was funny that one of my random side treks almost led me to the end.
 
Finally did the Zora questline yesterday…

I can honestly see why people were disappointed in the Water Temple. Aside from the flat and very open structure, I also think that unlike the Wind and Fire Temples it just wasn’t as nicely contextualized. Unless I missed something this was the source of the Zora domain’s pure water… that modern Zoras didn’t know about? Just chilling above them? Weird and not nearly as cool as Stormwind Ark or organic as Lost Gorondia.

All that said, everything from arriving at Zora’s domain, getting the Zora armour, teaming up with Sidon to fight the Sludge Like, jumping into the whirlpool to land in the old waterworks for a good ol' water level segment, going up the massive waterfall, navigating the islands through low gravity… so good. Not as impressive as the ascend to the Wind Temple but very fun nonetheless. Even the four parts at the Water Temple were actually pretty neat, using low/no grav Zonai devices and water for puzzles. I also really enjoyed the boss but I'm a sucker for the gimmicks they combined here (little freak hiding in a bigger freak, restricting movement etc.).

Really the only major blemish here is the four locks of the Water Temple itself. It goes back to what was discussed earlier in the thread, that they're basically stretching the "dungeon experience" across multiple smaller settings within a larger context: the waterworks, the low grav ascend and the temple itself combine into one big scenario that ties into the sage's story. Conceptually and thematically these scenarios are exactly what I wanted after BotW but it shouldn't come at the expense of a more complex final section. It'd have been much cooler if they had made four silos that you have to navigate and clean out rather than these open areas.

Easily the weakest of the three temples I've done so far but overall still a very enjoyable part of the game that didn't quite stick its landing.
I echo the weird lack of contextualization for the Zora dungeon. It’s just not as interesting as an ancient airship descending from the heavens or a lost underground minecart city. Haven’t done Gerudo yet.

Also that bullet time arrow switch puzzle was weird. I overthought the fuck out of that one lmao, couldn’t believe that was the solution.

It’s also just… small. Gorondia is huge, and I don’t know if Rito is, but it felt bigger, at least felt like the size it should’ve been.

I will say though starting with the ascent with the orange waterfalls, and then the dungeon itself, the whole journey is utterly gorgeous. The visuals combined with the music and zero gravity come together to create such a serene atmosphere. I took so many screenshots.

Also the rest of the quest before (ascent to the mountain and finding the new court dedicated to Mipha, deciphering the tablet and going to the fish island, searching out king Dorephan, miniboss with Sidon, and the ancient Zora waterworks) was also at least better than Rito in everything but atmosphere.

It’s hard for me to compare Goron because Zora and Rito have the tightly designed sky island lead ups. Closest thing there is mine carting up death mountain. But I already have a soft spot for it because I’m a sucker for a unique one off mini boss like Moragia, and diving into the death mountain crater and ending up in the depths only illuminated by lava was awesome.

Also agree with the hate for the boss being weird. It’s not as epic as Colgera, but I actually found it pretty mechanically interesting with a good amount of valid ways to tackle it - you have a lot of water tools at your disposal. It’s a nice blend of the classic Zelda puzzle boss and the freeform combat of BotW.
 
In regards to how my story went in TotK

  • Focused on exploring the Sky and Depths before doing anything on the surface
  • Ended up doing the Zora Quest Chain first
  • Went to the Zonai Forge and found the Light Dragon, jumped on top of it and found
    the Master Sword
  • Then went unga bunga mode from there and thought: those thunderclouds over there are interesting lets go
    • Manages to find the Shrine there and a huge ass door that takes my hearts
  • Finally gets enough hearts to open the door. Weird mask appears and a new main quests
  • After doing the boss and seeing the memory realizes that this was a very late boss due the story beats it gave.
    • I quickly realised the whole deal with Zelda and such.
In short my story was so out of wack as I did Zora, Spirit, Gerudo, Ruto and Goron in that order. And after Spirit I also got the Master Sword. So when I was done with the Phenomena Quest it was cool to see they had special dialogue for people that did things out of order, haha

Yeah, my story really was out of wack.
 
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Did not play last night at all (!) but am currently both curious and very "I don't wanna know" about two locations I've been to that seemed like they could be endgame or have major story beats that I don't want to trigger early.

Hyrule Castle surely wouldn't be the endgame again since they know people will want to go there immediately, right? But it once again gets unique music and a separate map. And Gloom's Approach in the Depths seemed pretty gnarly and like there must be something big happening down there so I noped out lol.



I don't think there will ever be a duplication glitch easier than this, better get on it before it's patched.


This is him here, Mr Bowser, send him to Switch jail immediately. 🥺
 
Recommend everyone just messing around to go to the gerudo region. Lots of interesting mysteries and caves, love it there.

Also, it’s so funny that the game actually has (gerudo quest spoiler)

a coordinates puzzle.
 
Question about getting into the Hebra Sky Labyrinth...

IMG6728.jpg


Is this the entrance or the end of it? Am I getting in the "correct" way, or have I just sequence broke and jumped to the finish?
 
I echo the weird lack of contextualization for the Zora dungeon. It’s just not as interesting as an ancient airship descending from the heavens or a lost underground minecart city. Haven’t done Gerudo yet.

Also that bullet time arrow switch puzzle was weird. I overthought the fuck out of that one lmao, couldn’t believe that was the solution.

It’s also just… small. Gorondia is huge, and I don’t know if Rito is, but it felt bigger, at least felt like the size it should’ve been.

I will say though starting with the ascent with the orange waterfalls, and then the dungeon itself, the whole journey is utterly gorgeous. The visuals combined with the music and zero gravity come together to create such a serene atmosphere. I took so many screenshots.

Also the rest of the quest before (ascent to the mountain and finding the new court dedicated to Mipha, deciphering the tablet and going to the fish island, searching out king Dorephan, miniboss with Sidon, and the ancient Zora waterworks) was also at least better than Rito in everything but atmosphere.

It’s hard for me to compare Goron because Zora and Rito have the tightly designed sky island lead ups. Closest thing there is mine carting up death mountain. But I already have a soft spot for it because I’m a sucker for a unique one off mini boss like Moragia, and diving into the death mountain crater and ending up in the depths only illuminated by lava was awesome.

Also agree with the hate for the boss being weird. It’s not as epic as Colgera, but I actually found it pretty mechanically interesting with a good amount of valid ways to tackle it - you have a lot of water tools at your disposal. It’s a nice blend of the classic Zelda puzzle boss and the freeform combat of BotW.
For sure, agreed on all counts.

I think it's nice that even though all temples so far have the 4/5 locks structure at the end, they differ wildly in the leadup and how they're incorporated in the environment, taking the player through all the different layers (overworld, sky, caves, depths). Like, you can go back to the ancient waterworks for a nice surprise after beating Mucktorok. For a game like TotK this is absolutely the right approach but even though I can see what they're going for, not everything hits.

Ultimately, when people playing Zelda see "Temple" they imagine a singular, separate location like Gorondia, not 5 separate platforms, even if the surrounding stuff "covers" what you'd usually do in a dungeon.

Question about getting into the Hebra Sky Labyrinth...

IMG6728.jpg


Is this the entrance or the end of it? Am I getting in the "correct" way, or have I just sequence broke and jumped to the finish?

You can't really sequence break the labyrinths afaik since you first need to unlock something on ground level before you can progress in the sky.
 
For sure, agreed on all counts.

I think it's nice that even though all temples so far have the 4/5 locks structure at the end, they differ wildly in the leadup and how they're incorporated in the environment, taking the player through all the different layers (overworld, sky, caves, depths). Like, you can go back to the ancient waterworks for a nice surprise after beating Mucktorok. For a game like TotK this is absolutely the right approach but even though I can see what they're going for, not everything hits.

Ultimately, when people playing Zelda see "Temple" they imagine a singular, separate location like Gorondia, not 5 separate platforms, even if the surrounding stuff "covers" what you'd usually do in a dungeon.



You can't really sequence break the labyrinths afaik since you first need to unlock something on ground level before you can progress in the sky.

Thanks for the reply. I've already unlocked something in the ground labyrinth below, then I floated up here. It just seemed weird to me that the entrance is the back of a shrine? I'll press on later then I guess.
 
It's funny that a few people above are doing the dungeons in the same order as me - I've also done Wind, Water and Fire, just one left now.

I think, if you count the journeys to each temple as part of the larger 'dungeon experience', they're all pretty good. However, I think if you look at the temples themselves, strictly in regards to length, complexity, variety and bosses, they're so so - with some being better than others.

Again, I think looking at the 'dungeon experience' as whole, it's good stuff. But the temples themselves are surprisingly easy and brisk given their status as tentpole, critical path play spaces.

Of course, you can't look at these temples in a vacuum. They are surrounded by a bevy of optional challenges, some of which are really involved and excellent in their own right.

But while these are a step up over the divine beasts, it's a small step. The flip side of being able to creatively tackle these dungeons however you want is you can stumble through each dungeon, cackhandedly stitching together different elements in way that robs you of that 'aha' moment.

While it's great that anything can work - that's rewarding in it's own way. It also means some pretty inelegant, hodgepodge solutions can often work, which don't always feel as satisfying as something more hand-crafted.

It's a trade-off of course. BoTW's powers felt more constrained - like they dovetailed into the core puzzle-solving experience in a more natural way. Ultra Hand is a game in and of itself, it's a creative blank cheque that disrupts and overrides the rules of the world to an extent.
 
Thanks for the reply. I've already unlocked something in the ground labyrinth below, then I floated up here. It just seemed weird to me that the entrance is the back of a shrine? I'll press on later then I guess.
Having finished both the shrine and the labyrinths, I'd say the former is up there for convenience, but it has nothing to do with the labyrinths.
 


There's people straight up playing this like a multi-chapter JoJo fight.


Holy shit that's beautiful.

I know it just became popular recently to throw boomerangs upward to make them orbit you, and it's cool to see people already taking that to new levels.
 
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I find myself really wanting a Master Mode for TotK. Not that the base game is too easy (I mean, it's Zelda) but I really like the idea of playing some more unforgiving version of this after I'm done with the base difficulty. I do hope it's better implemented than it was in BotW though, Master Mode sucked there. What I'd want:
  • Buffed health and attack for all enemy types but no health regen (or only on certain enemies)
  • More aggressive attack patterns
  • New enemy placements on the sky islands, shrines, dungeons. The latter specifically needs much more enemy variety.
  • Constructs using much more Zonai devices
  • [depths spoiler] Some twist on the boss rematches, like new elemental powers, gloom etc.
  • No eating or teleporting while enemies are nearby
 
Finished the game.

Absolutely loved it from beginning to end. I fell in love with the game the same way I fell in love with BoTW back in 2017, which was by favorite game until now. Took me about 60 hours with about 30% completion. I will come back later to finish it and finally properly engage with the depths, as I found the place too intimidating until you get the golem. But even without the depths the experience was incredible.

Only disappointment is that the final trailer track isn't in the game. Again lol.

Lowkey wish that the next Zelda game is a sequel with the same cast, which I adore. Just go to a different region this time!
 
Huh, I thought they would have added gimmicks, actually. At least the one I fought in the Depths, the Rito dungeon boss, was different in that your altitude is lower than during the dungeon, so it's a bit harder to dodge through his spikes.
I'm not sure I understand. The spikes don't appear in the regular boss fight? Or do you just mean the decreased height? I fought Colgera in the depths and found it quite easy, especially since by that point I had more health and stamina than during the Wind Temple.
 
I find myself really wanting a Master Mode for TotK. Not that the base game is too easy (I mean, it's Zelda) but I really like the idea of playing some more unforgiving version of this after I'm done with the base difficulty. I do hope it's better implemented than it was in BotW though, Master Mode sucked there. What I'd want:
  • Buffed health and attack for all enemy types but no health regen (or only on certain enemies)
  • More aggressive attack patterns
  • New enemy placements on the sky islands, shrines, dungeons. The latter specifically needs much more enemy variety.
  • Constructs using much more Zonai devices
  • [depths spoiler] Some twist on the boss rematches, like new elemental powers, gloom etc.
  • No eating or teleporting while enemies are nearby
Agree, enemy HP regen in BotW was overkill and it made almost impossible some of the floors in the Trial of the Sword.
Maybe my memory is playing tricks on me but I think that floating enemy platforms only appear in Master Mode, right? TotK could add something similar with more elaborated flying machines so new enemies can surprise you from anywhere.
 
Agree, enemy HP regen in BotW was overkill and it made almost impossible some of the floors in the Trial of the Sword.
Maybe my memory is playing tricks on me but I think that floating enemy platforms only appear in Master Mode, right? TotK could add something similar with more elaborated flying machines so new enemies can surprise you from anywhere.
Yeah, Master Mode added Sky Oktoroks (which are weirdly absent from TotK) alongside golden variants.
 
Yeah, Master Mode added Sky Oktoroks (which are weirdly absent from TotK) alongside golden variants.
They are a rare omission indeed, specially because a floating platform would create more opportunities to use Ascend in combat, right now I feel that and Recall are underused when compared to Ultrahand and Fuse.
 
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Lol I think I almost accidentally beat the game. I am going to put this whole thing in spoiler text as I don't know how much of it would be considered a spoiler and I also don't know how to do the blur thing on text.

So I had just finished my first dungeon (Rito) and I decided to start working on my rather long list of side quests. I decided to start with one of my earliest quests which was to find the Champions Tunic. This took me up to Hyrule Castle and as I was exploring I came upon a ledge and I found myself staring into the large gaping maw of a chasm. I barely blinked before I decided to jump, my curiosity as the what could be at the bottom (or if I could even reach a bottom) pulled me down. I did, in fact reach a bottom. What followed was a rather long trek past many ferocious monsters and ghouls. I fought and defeated my first Lynel (a white maned one!), found a new enemy type I had not seen before, and eventually made it to a cutscene. My boy Tulin showed up to assist me as hordes of Ganondorf's minions swarmed me. I defeated a group that was mostly Bokoblins and took a breath, but it wasn't over. A new group spawned, this time Lizalfos, who were handily defeated by my collection of spears. A third group spawned but I was injured and tired and out of food and I could tell that I was beat. They hit me hard and I was defeated.

So I teleported out of there and went back to what I was doing. Not sure how close I was to the end but I feel like I was almost there. With the resources I had there was no way I would have beat the final boss or anything but I just thought it was funny that one of my random side treks almost led me to the end.
Yeah, stay away from those areas for now
 
I'm not sure I understand. The spikes don't appear in the regular boss fight? Or do you just mean the decreased height? I fought Colgera in the depths and found it quite easy, especially since by that point I had more health and stamina than during the Wind Temple.
I mean the decreased height. I fought the one in the Depths with around the same specs I had when I was at the Stormwind Ark, and I felt that the height difference made it a tad more difficult to dive for the weak spots.

My point was that I would have thought the rest of the bosses in the Depths (I haven't encountered anything aside from the Frox and Stalnox) would have had small gimmicks too since Depths Colgera kinda had one. At the very least I would have expected a gloom-afflicted boss. So it's surprising to hear that isn't the case.

Link trying his best to be cheery despite slowly sinking into the muck is a mood
 
I mean the decreased height. I fought the one in the Depths with around the same specs I had when I was at the Stormwind Ark, and I felt that the height difference made it a tad more difficult to dive for the weak spots.

My point was that I would have thought the rest of the bosses in the Depths (I haven't encountered anything aside from the Frox and Stalnox) would have had small gimmicks too since Depths Colgera kinda had one. At the very least I would have expected a gloom-afflicted boss. So it's surprising to hear that isn't the case.


Link trying his best to be cheery despite slowly sinking into the muck is a mood

The maker of the gif has failed.

They should've used a thumbs up pose so that it would recreate the ending of Terminator 2!
 
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I started with the Rito quest and am going to work my way clockwise around central Hyrule. Much as I'm loving the game I'm looking forward to finally getting out of the Hebra region. In the Tundra part atm and the snowy blizzard type landscape just isn't very pleasant to run around in for this long (10 hours now). At least this area is a bit easier to navigate than the top left segment of the map.
 
I find myself really wanting a Master Mode for TotK. Not that the base game is too easy (I mean, it's Zelda) but I really like the idea of playing some more unforgiving version of this after I'm done with the base difficulty. I do hope it's better implemented than it was in BotW though, Master Mode sucked there. What I'd want:
  • Buffed health and attack for all enemy types but no health regen (or only on certain enemies)
  • More aggressive attack patterns
  • New enemy placements on the sky islands, shrines, dungeons. The latter specifically needs much more enemy variety.
  • Constructs using much more Zonai devices
  • [depths spoiler] Some twist on the boss rematches, like new elemental powers, gloom etc.
  • No eating or teleporting while enemies are nearby

I'm kinda doing this by just not upgrading my armor tbh. Even with 10 hearts I'm 2hko to most things still. It's fun.
 
135 hours playtime and somehow I just did my first
fight alongside some Hyrulians
That was fun.
I need to find more of these. Only did one, soloed it, and didn’t even realize that they were supposed to be with you.
 
Nah now that I've finished the game I don't care at all, lol

But also it's like not super surprising it's in the game somewhere
In the throne room, you light the 2 torches in front of the throne and then you get it
 


yeah, definitely playing this game wrong

My Link must be bugged, he doesn't do any of that.

BTW, cool little trick I learned today:
  1. Fuse a Zonai Wing to a shield.
  2. Jump and parry mid-air to enter shield surfing stance, you'll gain some extra height thanks to the Wing.
  3. Take out your bow and you'll enter bullet time.
This allows you to trigger bullet time straight from the ground!
 
SQEX: "We've been looking at DMC as an inspiration for FF XVI combat!"

Nintendo: "Heh ... cute."
The part when he surfs on the rocket is lifted straight from Nero's moveset in DMCV.
I had mentioned in other post how much Fuse made shields incredibly more useful, but my pea brain only just scratched the surface of what's possible with them now. Just in this gif:
  1. Shield+Bomb: To boost upwards.
  2. Shield+Cannon: To bombard from above.
  3. Shield+Rocket: To dash to a flying enemy.
He didn't even need to block, he's constantly on the attack thanks to the shields!!

I can think of a new speedrun category: Any% kill all big monsters shields only.
 
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Can someone give me a hint on the best place to find Linel guts? I’ve only found one, up near Tempest Gulch in Akkala, and it isn’t dropping any. Are there any lynel variants in the overworld or do I need to go hunting underground?
 
Fuse a Zonai Wing to a shield
I tried doing this to glide-shieldsurf to hilariously disastrous results

SQEX: "We've been looking at DMC as an inspiration for FF XVI combat!"

Nintendo: "Heh ... cute."
Somehow I was thinking of this too. I was like "turns out TotK copied DMC before FFXVI".

Are there any lynel variants in the overworld or do I need to go hunting underground?
I've seen a Lynel in a grassy clearing near Kakakriko, the one past the giant complete Ring Ruin. There's also one in the lower ground near the pirate ship to the west of Highland Stable. And I remember vaguely encountering one on the northwest corner of the map but I've forgotten where exactly.
 
Can someone give me a hint on the best place to find Linel guts? I’ve only found one, up near Tempest Gulch in Akkala, and it isn’t dropping any. Are there any lynel variants in the overworld or do I need to go hunting underground?
Going to do this nested style, but there’s a place where you can fight five consecutive Lynels. It’s tough and will take a toll on your weapons. If you want to know where it is
It’s in the depths, in an arena directly below the surface coliseum west of the Great Plateau. The enemies were silver level towards the end, and inflicted gloom damage, so prepare accordingly.
 
I tried doing this to glide-shieldsurf to hilariously disastrous results


Somehow I was thinking of this too. I was like "turns out TotK copied DMC before FFXVI".


I've seen a Lynel in a grassy clearing near Kakakriko, the one past the giant complete Ring Ruin. There's also one in the lower ground near the pirate ship to the west of Highland Stable. And I remember vaguely encountering one on the northwest corner of the map but I've forgotten where exactly.

Well, i'd say they copied both, DMC and Skyrim, seeing how you can actually do combat like in those games. ;D
 
I tried doing this to glide-shieldsurf to hilariously disastrous results


Somehow I was thinking of this too. I was like "turns out TotK copied DMC before FFXVI".


I've seen a Lynel in a grassy clearing near Kakakriko, the one past the giant complete Ring Ruin. There's also one in the lower ground near the pirate ship to the west of Highland Stable. And I remember vaguely encountering one on the northwest corner of the map but I've forgotten where exactly.
Thanks!
 
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This game is just trying to pull me in several different directions still. However, I'm determined to complete 2 of the main story quests in the next two days.

I see the Zelda team took inspiration from one of the best Gamecube games, Super Mario Sunshine. But after hearing what I've heard about this dungeon, it won't be as fun lmao.
 
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After completing shrines i like to look up the intended solution, its very interesting. My last shrine i completed by ascending and then shield surfing to the end instead of using ultrahand as intended.
 


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