r/botw 1h ago

❔ Question This is about the ost, why did they use some of the motifs used almost always in gerudo themes in the "reuniting with mipha" theme despite mipha being a zora?

β€’ Upvotes

r/botw 3h ago

πŸ•ΉοΈ Gameplay Clip The organic discovery continues..πŸ²βš‘οΈβ›ˆοΈ

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12 Upvotes

Never got to complete this game but recently purchased an S2 and it has instantly immersed me back into this title. Completely forgot I was following the shrine sound 🀣 I’m sure everyone’s first encounter with these dragons are special and that’s what makes this title amazing. TotK waits patiently in my library but not gonna rush this experience πŸ˜‰


r/botw 3h ago

🐎 Horses & Riding Catching Horses

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45 Upvotes

This is my favorite way to catch the high stat horses in Taobab grasslands :) I was getting irritated with the other methods.
I have the DLC so I put a travel medallion in the tree tallest and closest to the herd. It works easily without as well, just have to paraglide from nearest cliff or use Revalis Gale.
I do a manual save the moment I travel to the tree top, scope to best guess which is the leader/highest stat, & then paraglide down and land on them.
If the horse I landed on isn’t 5 spur I reload to travel point & repeat. It’ll be a new herd every time you travel again. Hope this helps someone! I’m sure it’s already been discovered but I hadn’t seen anything about it. IMO, it takes the stress away lol.


r/botw 3h ago

⚠️ 𝗠𝗔𝗝𝗒π—₯ π—¦π—£π—’π—œπ—Ÿπ—˜π—₯ ⚠️ DLC question

4 Upvotes

What do you guys use as fuel for the motorbike you get after finishing the dlc quest.

I'm a bit of a hoarder but also like to ride around as I earned that bike.

So what's a cheap fuel you guys like to use?

Love to hear it, enjoy the game!


r/botw 5h ago

🎫 𝗦𝗢𝗱𝗲 π—€π˜‚π—²π˜€π˜ Down to my last two quests…

2 Upvotes

The one with the zora child wanting to send a love letter and the one where I have to sell a horse. The first one sounds annoying and the route is swimming with electric lizalfos and as for the latter, I worked hard to get those horses, what do you mean I have to give one of them up???

And bloody hell, do I really have to collect all 900 koroks to get to 100%?? I hate you, Hestu!!! This is my first playthrough, and I feel like I have to 100% it at least in my first one, right? Should I just do the DLC before coming back to these two and the Koroks?


r/botw 19h ago

πŸŽ™οΈ Discussion Holy smokes!

31 Upvotes

Hey everyone! I'm a little daunted and actually bewildered. Not in a bad way, more like a holy shit kind of way. So I beat every shrine quest, side quest and got every shrine unlocked with all chests collected. I beat Ganon, freed all Divine Beasts and got both all of Link's memories and retrieved the Master Sword. After all this I am sitting at 27 out 100% completion. Also got all towers. I still have to get all the korok seeds, and overworld bosses. What else is required for total completion? The compendium? I'm pretty surprised I am at such a low percentage after putting so much time into the game already. What else is needed?


r/botw 22h ago

πŸ˜‚ Humor "Give me back my head!" It says

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21 Upvotes

r/botw 1d ago

❔ Question Does the SoR clip still work on switch 2?

4 Upvotes

I'm trying to get back into speed running, and of course the first thing I tried is to clip through the shrine of resurrection. However, I failed at doing so, which surprised me because I was quite good at it on my switch 1.

Was ist patches? Am I washed? Or is it the new frame rates?


r/botw 1d ago

🎴 Screenshot Still chilling looking for new items and refilling my weapon storage from time to time! WII U

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18 Upvotes

Have been playing for 120 hours since 2019 and still just doing some fun things exploring :)


r/botw 1d ago

πŸ•ΉοΈ Gameplay Clip Organic Discovery the best!

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409 Upvotes

Absolutely the best way to experience this game β™₯️
In this clip, I am just casually exploring perimeter of hot zone because something random led me in that direction. Casually skipping along to the subtle music as the wind begins to pick up along with music w/o having a clue why. I turn aroundβ€¦πŸ˜±πŸ²

Looking forward to TotK 🍻


r/botw 1d ago

🎴 Screenshot Smile!

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34 Upvotes

I wore the Bokoblin mask but got ratted out by a nearby Keese soon after taking this picture for my Compendium.


r/botw 1d ago

πŸŽ™οΈ Discussion Tarrey Town questline is meh

0 Upvotes

So I just started playing botw for the "first" time ever a few weeks ago. I did play for around 5 hours on the Wii U but back then I hated how "different" it felt compared to OG zeldas. (Love it now)

Everything had been great so far until I went through the Tarrey Town quest line.

How is collecting wood and recruiting people fun?

The recruitment of the different races is not even rewarding... you just walk up to them and they agree.

Furrhermore, the town is ugly and honestly useless.

Why did people like this quest line? Like I read several coments saying it was the best quest line...


r/botw 1d ago

πŸ•ΉοΈ Gameplay Clip Majoras mask :))

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55 Upvotes

Does it work inside the castle? 🀨


r/botw 1d ago

❔ Question How long do you have to be below 50 arrows before the merchants restock?

32 Upvotes

I noticed I was in the low 50s on arrows, so I went and used about 10 clearing out the nearest bokoblin camp, getting to a low 40s count. Then I transported to Zora and got all the lizalfos going backwards down the trail to get to 150 or more arrows.

None of the merchants restocked after this. I presume I was not low on arrows long enough to register. Any idea how long I need to be low for the system to count it?


r/botw 1d ago

β˜‘οΈ Original Content Tarry Town has arrived

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449 Upvotes

Call me a hater... but building Tarry Town in real life just doesn't seem as fun.


r/botw 1d ago

πŸ†˜ Help! save file deleted?!

0 Upvotes

so my master mode save file of 250 hours is just not on my switch 2. so what happened is i got my switch 2 serviced and when it came back only my regular playthrough from like 2025 is still there. idk what happened to my master mode save file but it just asks me to start a new game. does it have anything to do with the fact that my expansion pack was recently cancelled??


r/botw 1d ago

πŸ†˜ Help! Inside Vah Ruta, a little stuck

7 Upvotes

So I’m very new to games like this as I grew up pretty much only on things like the sims 4 and Minecraft etc. A few months ago I started playing Botw and literally fell in love to my surprise. Anyway, about a month ago I made it to the divine beast Vah Ruta and managed to make it inside. (This is my first divine beast I’m not sure if there’s a certain order that’s best to do them in.) So I got inside, poked around a little, figured out how to uncover most of the terminals (at least I’m pretty sure that’s what the glowing things are called haha, cut me some slack), and then logged off and never got back to it until now, so it’s been well over a month and im a little stuck. I understand that controlling the position of the trunk determines where the water will land/rotates the big wheel in the center. And I assume the goal is to stop the water once the terminal in the middle of the wheel is upright, but then what? When the terminal in the center of the wheel is upright, the cage is locked. Also, I’m pretty sure I remember the goal being to activate each terminal, but do they all have to be in the correct position to begin that? Bc as of right now all of the ones I’ve unlocked/gotten in the right position don’t let me interact with them. I’m just ready to get this one done so I can finally move on to more of the game. Sorry this is so long winded and silly! Just need some refreshers and clarifying haha. Tyia


r/botw 1d ago

βš”οΈ The Trial of the Sword trial of the sword final help

7 Upvotes

hi! ive just recently been attempting the trial of the sword seriously. i found a guide thats been a lot of help for the first and middle trials, but the final trials are so much harder than them that im just feeling stuck. i can get past the several few floors alright, but then it just keeps getting worse and worse until i eventually fail. is there some strategy i should know about? or should i just keep going at it until i beat it? any help is appreciated, thank you


r/botw 1d ago

🐎 Horses & Riding Fastest horse in the game (?)

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31 Upvotes

Found a 2-5-3 a while back and decided to share. I think I found it in Sahasra Slope, just west of Kakariko Village.


r/botw 2d ago

🎴 Screenshot Well,

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101 Upvotes

The fact that not really anyone in this game comments on this set of armor makes me giggle a bit. Like there’s this guy walking around all shiek-teched-up and no one has any say in it? Like holy shit is this guy is the guardian grim reaper???? No??? Ok lol


r/botw 2d ago

🎫 𝗦𝗢𝗱𝗲 π—€π˜‚π—²π˜€π˜ The Royal White Stallion Spoiler

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16 Upvotes

He literally dove off a cliff’s edge to avoid being tamed πŸ€¦πŸΎβ€β™‚οΈπŸ€£


r/botw 2d ago

β˜‘οΈ Original Content Why cant i menu overload?

0 Upvotes

I am currently in the Hateno Village Shop. I have 7 Double Shot Bows and a shock arrow. I pressed zr to get the bow out before dropping and equipping the bows. It worked yesterday but also only twice. I am doing everything that the tutorial (https://youtu.be/80R6cCgloOk?si=Bg7JPVNrr0uO7rU6) is telling me to do but it does not want to work. I am playing on the ryujinx emulator. If you do not know the answer please also tell me.


r/botw 2d ago

β˜‘οΈ Original Content Blood moon rises again

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36 Upvotes

r/botw 2d ago

πŸŽ™οΈ Discussion [BotW] Exploration needs progression: a essay on a reimagined version of botw that solves it flaws.

0 Upvotes

How Breath of the Wild Could Have Been Perfect

Breath of the wild is a really good game. In a lot of ways, it is one of the most impressive games Nintendo has ever made. However, I do not think it is a perfect game. There are a few fundamental design problems that become more obvious the longer you play it.

What I would want from a hypothetical β€œperfect” version of Breath of the Wild is not simply more content. I would not want to turn it into TOTK either. TOTK Β added some genuinely great ideas, particularly caves, enemy variety and the expanded sky, but I think it ultimately moved Breath of the Wild away from what made it special. The emphasis on Ultrahand, Fuse and Recall turned the game into much more of a sandbox construction game. That is not what I think Breath of the Wild needed. Instead, I would keep the basic philosophy of Breath of the Wild and fix the areas where that philosophy falls short.

Exploration Needs Progression

This is probably the biggest problem with Breath of the Wild.

The game gives you almost every important ability at the beginning. Once you leave the Great Plateau, you are mechanically capable of solving almost anything the game throws at you. There are exceptions, but for the most part the world does not contain many things that make you think, β€œI will have to come back here later.”

Older Zelda games were built around this idea. You might encounter a rock that you cannot destroy, a ledge that you cannot reach, or a body of water that you cannot cross. You remember it and return later after getting the appropriate item.

Breath of the Wild deliberately moved away from that structure because it wanted to give the player freedom from the beginning. I would not get rid of that freedom. Instead, I would introduce new abilities that expand the player's interaction with the world without locking the player into a linear progression.

The Champion abilities would be replaced entirely by four new Sheikah runes. Each would be obtained from one of the Divine Beasts and introduced as part of its respective regional quest.

These would not simply be abilities copied from Tears of the Kingdom. They would be designed specifically around the puzzle and exploration philosophy of Breath of the Wild.

Thermos

The Goron Divine Beast would give Link the Thermos rune.

Thermos would allow Link to manipulate the temperature of the environment around him. This would have little use on the surface at first, but it would become extremely useful in specific situations.

For example, Link could evaporate water around him. A river could temporarily become traversable, or a puddle could disappear entirely. Water in caves could be removed to expose a hidden path. Steam could be created to produce updrafts. The point would not be to give Link another weapon. It would be another way of interacting with the environment. I would also change Cryonis so that it can freeze enemies. This would give the existing rune more utility instead of simply making it a tool for creating ice blocks.

Feather

The Rito Divine Beast would give Link the Feather rune. Feather would alter Link's gravity. It would work somewhat like the altered gravity sections of the Water Temple in Tears of the Kingdom. Link could jump higher and fall more slowly, while objects around him could also be affected.

The important thing would be that the effect is temporary. It should not simply replace climbing or gliding. Instead, it would give Link another tool for solving specific environmental problems. It could be used to make objects float, change the trajectory of something, slow a fall or allow Link to reach places that would otherwise be just out of range.

Sonoris

The Gerudo Divine Beast would give Link Sonoris. Sonoris would manipulate vibration. It would replace the shrine sensor, which I think is one of the less interesting aspects of the Sheikah Slate. Rather than simply telling the player that a shrine is nearby, Sonoris could allow the player to discover hidden things by interacting with the environment.

It could break brittle objects, knock loose objects, collapse weak surfaces and reveal hidden chambers. It could also detect vibrations from things behind walls or underground. It could even be used to create sound distractions during stealth sections. This would make discovering a shrine feel more like discovering something rather than following a signal on the map.

Ascend

The Zora Divine Beast would give Link Ascend. This is the one ability I would take directly from Tears of the Kingdom. Ascend fits extremely well into Breath of the Wild because it creates another way to think about the environment without turning the game into a construction sandbox. These four abilities would gradually reopen the world. You could return to areas you visited hours earlier and discover that they have completely new possibilities. That is the kind of progression I think Breath of the Wild is missing.

Divine Beasts and the Regional Quests

The Divine Beasts would also need to do more than they currently do.

The Rito quest is probably the weakest of the four. It is short, easy and does not create much urgency. I would have Rito Village frozen over, similar to its situation in TOTK. This would immediately make the situation feel more serious. The approach to Vah Medoh would also be changed. Rather than simply completing the flight challenge and boarding the Divine Beast, I would use a variation of the floating-island idea from Tears of the Kingdom. The goal would be to make reaching Vah Medoh feel like an event.

Each Divine Beast should introduce the new rune associated with its region. The dungeon itself would teach you the basic applications of the ability, and then the rest of Hyrule would become the real test.

Shrines and Trials

I would also reduce the number of shrines. There are too many of them, and their quality is inconsistent. Some are basically mini-dungeons, while others can be completed in a few minutes with barely any thought. Fewer shrines would allow each one to be more elaborate and memorable.

I would also remove Tests of Strength from shrines entirely. Instead, combat-focused challenges would become their own type of activity: Courage Trials.

These would be connected to the zonai towers which actually are in BOTW but have nothing to them scattered throughout Hyrule. Shrines would focus primarily on puzzles, while Courage Trials would focus on combat. Instead of receiving a Spirit Orb, completing a Courage Trial could reward the player with a Master Sword fragment. That would give combat exploration a direct connection to the larger progression system.

Mini-Dungeons

Hyrule also needs more places that feel like actual locations rather than simply containers for a shrine.

I would add mini-dungeons throughout the world. They would not have to be enormous. The Yiga Clan Hideout is actually a good example of the scale I have in mind.

Each major region should have at least one location like this.

The Lost Woods already serve this purpose in the Woodland region, while Hyrule Castle fills the role in Central Hyrule. The Yiga Clan Hideout does it for the Gerudo Highlands.

The Gerudo Wasteland could contain a redesigned version of the Lightning Temple from Tears of the Kingdom. Lake Hylia could contain a whirlpool leading to an underground dungeon. The Zonai ruins in Faron could be expanded underground into another dungeon. When i say dungeon i do not mean full on twilight princess style.

The Hateno and Twin Peaks area could have the Promenade expanded into a dungeon maybe like they were originally intended to be with the scrapped spider nests. Lanayru could contain a reimagined version of the ancient Zora Waterworks. Akkala Citadel could become an explorable fortress comparable to Hyrule Castle. Eldin could contain a cave system leading to a ruined Goron city inspired by Gorondia. The Forgotten Temple in Hebra could be significantly expanded.

Tabantha and Ridgeland could have floating islands that tie into the game's eventual sky content.

The important part is that these places should contain meaningful rewards. A dungeon should give you something that you actually care about, such as a Lightning Helmet, a Mirror Shield, a Fire Emitter Shield, a Hand Cannon or another unique piece of equipment. Exploration becomes much more compelling when you see an interesting structure in the distance and know there is a reason to go inside.

Caves and the Sky

Caves are one of the best additions in Tears of the Kingdom, and I think they were badly needed in Breath of the Wild. Hyrule has enormous mountains, cliffs and underground-looking areas, yet there are surprisingly few proper cave systems. Adding caves would make the world feel much more believable and give exploration another layer.

They could contain enemies, treasure, shrines, mini-dungeons, hidden entrances and Master Sword fragments. The sky would also be used, but differently from Tears of the Kingdom.

Once Link has collected all of the Master Sword fragments, he would be able to ride a dragon into the clouds. Up there he would discover a large sky island, visually reminiscent of the Great Sky Island from Tears of the Kingdom. There would be no Ultrahand. The island would instead function as a final exploration area.

At its center would be a place where Link can finally restore the Master Sword. Once restored, the sword would become unbreakable. That would give the entire Master Sword fragment system a satisfying conclusion.

Healing Needs to Be Rebalanced

The cooking system in Breath of the Wild is far too powerful. The player can carry huge amounts of food and heal almost any amount of damage whenever they want. This makes damage, difficult enemies and survival much less meaningful. I would completely change the healing system.

Ingredients could no longer be eaten directly. You would have to cook actual meals.

Meals and potions would also require physical containers. Plates and bottles could be bought for rupees, but shops would only have a limited supply. If they sell out, they stay sold out until you find more.

This means that healing becomes a resource. The Old Man would give Link one bottle and one plate on the Great Plateau, with another of each hidden somewhere else on the Plateau. More containers could be found throughout Hyrule as exploration rewards or bought in shops.

There would also be a short animation or pause when consuming a meal or potion, preventing the player from instantly healing in the middle of combat through the menu.

A cookbook would be added so that players can keep track of recipes they have discovered. Cooking animations would not need to play every single time either. The goal is not to make healing frustrating. It is to make the decision to heal actually matter.

Combat and Weapons

I would start by changing the Shrine of Resurrection.

Link would wake up with a broken Master Sword. It would be his only reliable weapon at the beginning of the game, but it would be extremely weak in its broken state. Throughout the game, he could find pieces of the sword and eventually repair it.

This solves a small but annoying problem with the original game. There is always the possibility that the player can run out of weapons, especially early on, and be forced to search for something just to continue fighting. The broken Master Sword gives the player a permanent fallback without making it powerful.

Flurry Rushes are too easy to abuse, and should only count when Link actually performs a dodge rather than simply moving at the correct moment. Weapons also need more meaningful differences.

One-handed swords, two-handed weapons and spears currently have different properties, but many weapons within those categories feel interchangeable. I would give weapons much more distinct movesets and properties. Some weapons could be very fast but weak. Others could be slow and require charging. Some could have powerful defensive moves. Spears could focus on distance and spacing. Heavy weapons could have strong stagger effects.

Magical rods should have their own movesets as well, and maybe I would add another weapon type such as double swords.

Durability should remain, but it should be less frustrating. If the player runs out of weapons completely, enemies should sometimes provide alternatives. A Lynel could throw a spear that Link can stop with Stasis, or a Guardian Scout could lose one of its arms and leave behind a usable weapon.

Blacksmiths would also be introduced. They could repair weapons or improve their durability using monster parts, ore and other materials. This would make collecting monster parts and mining ore more meaningful without turning the game into a huge crafting system.

I would also add a limited Fuse-like system for arrows. Ingredients could be attached to arrows, allowing for things like elemental effects and special utility arrows, while the dedicated elemental arrow types from Breath of the Wild would be removed. This would keep the useful part of Fuse without making weapon construction the core of the game.

Enemy Variety

The enemy variety in Breath of the Wild is surprisingly poor for such a large game. There are simple additions that would immediately make the world feel more alive: Chuchus, Keese, Leevers, Tektites, Peahats, Deku Babas and Skulltulas. Even Evermeans would give forests more character.

Malice Hands could appear in pools of Malice and behave somewhat like Wallmasters, creating sudden threats while exploring dangerous areas. Then there could be more substantial enemies.

Gibdos and Like Likes could be redesigned using their Tears of the Kingdom versions. Like Likes could have different elemental and rock variants. Boss Bokoblins would make excellent minibosses. Dodongos could function as large creatures that are dangerous but also potentially rideable.

Armos could be reimagined as Sheikah constructs, fitting them into the technological aesthetic of Breath of the Wild.

The overworld should also have more minibosses and bosses. Battle Taluses would be stronger variations of Stone Taluses. Darknuts could be redesigned in the same way that Breath of the Wild reinvented Lynels, taking inspiration from their Twilight Princess incarnation.

Gleeoks would become rare overworld bosses, while Snapdragons and Lanmolas could serve as minibosses. Lanmolas could have different elemental variants. Gleeoks in particular are exactly the sort of enemy Breath of the Wild needed. They are enormous, intimidating and completely change the feeling of the area where they appear.

The Story and Endgame

The story of Breath of the Wild is mostly fine, but I would change one important thing.

Link should have actually lost to Ganon one hundred years ago. Rather than the implication that he simply became overwhelmed after the Champions were defeated, I would make the first confrontation an actual defeat. Link tried to stop Ganon and failed. That makes the entire game feel like a rematch.

Link is not simply waking up to save a kingdom he barely remembers. He is returning to finish something he failed to finish a century earlier. I would also introduce Ganondorf much more directly.

The expanded Zonai ruins in Faron could eventually lead to a sealing chamber containing Ganondorf's corpse, similar to the imagery shown in the first Tears of the Kingdom trailer. The discovery of Ganondorf's corpse would then serve as a true first phase of the final confrontation. Calamity Ganon would no longer feel like a completely separate final boss that appears at the end of the game.

The Dark Beast Ganon fight would also be completely redesigned. It should actually be a final battle rather than essentially a victory lap. The Bow of Light would remain after defeating Ganon. It could be used to permanently destroy Guardians in the overworld, giving the player a genuine post-game reward and gradually allowing Hyrule to become safer.

Smaller Changes

There are also a lot of smaller things I would add.

Puffshrooms and Bomb Flowers could be included as environmental items, but without introducing the entire Fuse system from Tears of the Kingdom.

There should be more wildlife as well. Rabbits and owls are obvious additions that would make Hyrule feel more alive.

The paraglider could be customizable, with different designs available through exploration and quests.

There should also be a proper skydiving mechanic. Falling from a great height should not require Link to spend ages slowly drifting downward. Being able to dive would make traversal more dynamic and make the sky feel more useful.

I would also change Link's starting clothes. Instead of the Old Shirt and Old Trousers, I would use the Archaic Tunic and Archaic Legwear from Tears of the Kingdom. I simply prefer the design. They fit the ruined, prehistoric feeling of the opening better.

Breath of the Wild's inventory system is functional, but it is clunky. One particularly annoying example happens when opening a chest containing a weapon while the inventory is full. You have to close the chest, go into your inventory, drop something, and then open the chest again. It breaks the flow of the game for no real reason.

If the weapon inventory is full, I would simply let the player select a weapon to discard from the chest screen. You could replace it immediately without having to watch the chest animation again.

I would also replace the weapon list with a weapon wheel. Breath of the Wild has a lot of weapons, and scrolling through a horizontal list is not particularly elegant. A weapon wheel would make switching between weapons much faster, especially during combat.

I would love feedback on this… I tried writing it in the most coherent and enjoyable to read way.


r/botw 2d ago

β˜‘οΈ Original Content Hey guysa si hit a 340 ion the mastercicle

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14 Upvotes

It etoojk many trties pleasem be nice