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Zelda: Guides for Every Shrine in the Champions' Ballad

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The EX The Champions’ Ballad is one of DLC Main Quests in The Legend of Zelda: Breath of the Wild. It is located at the Shrine of Resurrection at the Great Plateau.

Take note that in order to access this mission, you’ll have to have the DLC purchased and installed, but you’ll also need to have completed each of the Divine Beasts and defeated the Blight Ganons inside:

Once you have completed these main quests, Zelda will speak to you, and urge you to return to the Shrine of Resurrection where you first began the game, and place the Sheikah Slate back onto the pedestal where you initially found it.

Once the slate has been active, you will begin the Divine Beast Tamer’s Trial. You must defeat groups of enemies in four locations around the Great Plateau, and must use a weapon that will be summoned nearby.

As you obtain the One-Hit Obliterater, the true test will be revealed: The weapon will sap all of your health – and in return can defeat enemies with a single swipe, putting both you and your foes on the same playing field. However, once used the weapon will lose its luster – much like the Master Sword – and will need to recharge before you can take advantage of its power again.

Leave the Shrine of Resurrection, and head to one of the four points to prove yourself. If the challenges give you trouble, remeber these important tips:

  • Food items cannot restore health when holding the One-Hit Obliterator, though food effects do remain. Since effects like increased attack and defense mean little in this scenario, consider adding effects like increased stamina, stealth, or run speed.
  • With the above knowledge, armor effects are also important. It may be wise to upgrade the Sheikah Set to grant increased stealth and night run speed, or use the Dark Link or Tingle Set for night run speed too.
  • You’re only allowed to use the One-Hit Obliterator, but bows and shields are fair game. This is incredibly valuable when sneaking into enemy camps – as you can snipe the guards before the sound alarms to give yourself the element of surprise. Once in, a good sturdy shield can absorb damage that would otherwise kill you until you can counter to defeat enemies – especially useful against spear-wielding enemies or projectiles.
  • Champion Abilities cannot be utilized during these trials, but runes can be used. An upgraded Stasis Rune can take an annoying enemy out of the game while you focus on his friends. Bombs can also be used to clear swarms of Keese or trigger explosive barrels – just get clear first!
  • Only enemies that surround the camp need to be defeated to summon the shrine. This only applies to main weapon-wielding enemies: Chuchus and Keese can be avoided entirely.

The Forest of Spirits area is home to one such challenge. Deep in the forest, a group of Bokoblins armed with various weapons have made a camp around the huge fallen tree. Do not take them lightly, as they wield everything from spears to bows with lightning arrows – and some even hold Lightning Rods too. Be extremely careful of the two archers – one atop the fallen tree and the other on the remains of the large trunk.

There is also a swarm of Keese that circle the area, and a hit from just one of them is enough to do you in. Let the melee enemies come to you and wait for the moment to strike, then strafe or sneak up on the ranged attackers to finish them before they can react. Once all the Bokoblins are gone (Chu Jellies and Keese don’t count) a shrine will emerge and beckon you inside.

Once in the Yokawa Ita Shrine – Collected Soul – you will find that you still only have one life to lose, and the shrine provides many dangers.

To unlock the path to the Monk, you must brave several areas full of moving balls of various sizes and spikes. To avoid them, try running along the side and jumping up on a ledge and make your way to the catwalks on either side.

At the next area – you must use the provided metal bowl to collect the Shrine Orb as it tumbles out with other balls and objects along the side. Note that there’s also a chest in the mix that contains 5 Bomb Arrows, and a large Orb you can catch to unlock a door to yet another chest holding a Phrenic Bow.

If you’re having trouble, remember to nudge the fast moving target to slow them down as they fall off the ledge – then slowly reel them in. If you jerk too hard, they’ll fly out of the bowl.

With the small orb back in the cup, don’t dump it out yet – and head back to the first slope with the moving objects and extend the bowl carefully across to the other side and leave it so you can cross without having to worry about using Magnesis at the same time. Once on the other side, deposit the orb and speak to the Monk to complete the trial.

The Eastern Abby houses another Monster Camp just outside its borders. It’s filled with an assortment of Lizalfos – which is tricky considering their incredible speed and fast attacks.

If you can, get the drop on them by gliding down from the nearby Great Plateau Tower and take out the archers on top before they can sound an alarm. If not, you’ll have to contend with their fire arrows on top of everything else.

As with the Bokoblins, luring Lizlafos away from each other to get smaller battles will help stay alive as your weapon recharges. You should also make use of the wooden cover at the top of the ridge and avoid getting hit by boulders – letting them sprint around corners to get hit by your ambushing attacks.

When they all fall, the Rohta Chigah will appear nearby, beckoning you inside.

Inside Rohta Chiga Shrine – Stop to Start – you’ll find a hall full of spikes – and only a few metal platforms to keep you from getting skewered. As the spiky platforms bounce up and down, they’ll jostle the platforms – meaning you’ll need to be good about placement or you might find your platform wobbling into your demise – especially the large metal box.

However, if you angle the platforms to build a walkway to the right side, you can climb up to the ledge to get a chest holding a Forest Dweller’s Shield.

Once on the other side of the spiky hall, you’ll find more platforms – moving gears with spikes on the side that force you constantly move to keep ahead. Note that you can use Stasis to stop the movement – but you’ll want to save it for what’s ahead.

Beyond lies a narrow path leading to two short platforms both with conveyor belts heading into the close spike walls. Here you’ll want to use Stasis to stop one – but you’ll have to move quick and carefully to cross the other.

The next test requires you to glide between three giant spiked balls dangling from the roof. Again, you can only Stasis one – so be careful when deciding when to start your glide – if you dodge to the side too much, you won’t have enough air to complete the journey. To make the glide a little easier, you are able to shoot the first spiked ball down using an arrow.

Cross this gap, and the last test has you dropping down to open a path. As you do so, a spiked wall will come from behind, forcing you to run into uncertain territory as spikes comes from all sides to surprise you. When the first groups hit the stone block – go around the side. The next stone block will be hit from both sides, but then the top, so carefully inch around and keep running. Finally, more spikes will come from all sides as you reach a gap – just jump on the blocks to the right and use the spike platform to cross to the Monk – and collect your Spirit Orb.

Outside, you may hear the tunes of Kass playing his accordion nearby, and you can talk to him to learn about a new story, and the promise of what’s to come.

The next enemy camp is located down in the plains to the South of the Temple of Time.

The temple also makes a great point to infiltrate from, as the bluffs allow you to oversee the camp without being spotted by their archer scouts.

The camp is home to an assortment of Bokoblins, Lizalfos, Moblin, and all are dangerous. Some of the Bokoblins ride on stal-horseback with long spears, while others use Korok Leafs to sweep you off balance (the wind thankfully can’t damage you). If you have a bow, consider sniping the Lizalfos archers before they can rally the camp – the Phrenic Bow found in the earlier shrine is great for sniping.

Once you move down into the camp, let the enemies charge you and defeat them carefully without getting overwhelmed. If you have to – shoot the bokokblins off their steeds to stun them before following up with your one-hit kill attacks.

When all the enemies here are gone, a new shrine will appear.

In the Ruvo Korbah Shrine – A Major Test of Strength – you’ll be up against a Guardian. Surprisingly, this isn’t as bad as it sounds. Thanks to your new weapon, you just need to hit it first to win.

As the guardian advances, pull out your shield and start strafing to avoid its explosive shots that guardians like to fire as they close in. Once you get in range, wait for it to either pull back its spear or axe, and dash in for a quick kill.

Grab the 10 Bomb Arrows in the chest, and speak to the– wait, there’s no Monk! Stepping on the plate where the Monk should be lowers the pit where the Guardian came from, revealing a new path down. In this new area, there’s a locked door in front of you and a ledge up on the right with a chest out of reach. Head left instead to go down a hall to encounter a smaller guardian.

With your shield up, engage and block its blast before retaliating to destroy it, then head up the stairs onto a catwalk to defeat more small guardians – including one with a spear. Note the chest below the catwalk, and head down the stairs to encounter another guardian – with one more hiding on a high ledge, head towards it and duck into a passage on the left to get under the previous catwalk where the chest is to get a Giant Ancient Core.

Returning to the hall with the guardian above, and wait for it to try and blast you before turning your back and climbing the stairs. Then rush towards the guardian and defeat it to claim the key in the nearby chest.

Through the next door – the Monk is in sight – but do NOT let your guard down. As you move forwards, Guardians will drop down from above on all sides, and many of them may try to hit you with a quick laser blast. Take cover and assess each of the enemies. You can use a bow for potshots if you want, otherwise, create a Cryonis platform for cover, and after the guardian on top fires, jump off to the side and quickly kill one of the scouts on the lower platform, then race up the stairs and into cover.

Take out the top one next – being wary of a blast from the scout by the nearby platform. From here you can either drop down to take him out, or go back down the other side to take out the remaining guardian.

When all four Guardian Scouts are down, the gate will open, and you can finally speak to the Monk to claim your Spirit Orb.

The last camp of enemies are up in the mountains by Mount Hylia. Because it is cold – you will need warm clothes or cold-resistant food effect or you will die immediately. If you insist on keeping stealth clothing, make sure to pack plenty of food with cold-resistant effects.

If you travel from the Owa Daim Shrine over the mountains you can come upon a peak overlooking the camp. Be wary, as any frost attack can kill you. The camp consists of Moblins, Frost Lizalfos, and a Blizzrobe circling the place – but they aren’t the only problem.

In order to safely attack the camp, snipe from the ridge, and take out the Ice Keese nearby, then the Ice Chuchus. The real pain here is the Bizzrobe – as his attack is unloblockable and covers a wide area. However, he is vulnerable to fire – so take aim and use fire arrows to defeat him instantly.

Then, drop down and eliminate the Lizalfos on the right, then run up left to take out the other before all the Moblins see what’s going on. One of the Moblins has ice arrows – Keep out of line of sight as you lure in the other Moblins and take them out, and rush him last.

When all are dead, the entrance to the shrine will be revealed.

Inside Etsu Korima Shrine – Path of Light – you will notice the lack of light. Your weapon offers some light – and you can also hold out your Runes like Stasis to get some more light.

In the first room, run around the lasers and duck under the next three, and watch for the last one on a moving platform.

Down the stairs, there are large moving spike walls. Use the torches as safe areas and illuminate the walls with your Runes if you need to help cross to the other side. At the end, look up on the left for a chest on a wooden ledge. Use the torches and an arrow to light the leaves up to the chest that holds 300 Rupees.

The next room has a small path lines with flame pillars – you’ll need to check the pattern and run across when its safe.

At the end, three Guardian Scouts will appear in the dark – you might be able to get the drop on one of them, then wait for them to fire back and guard with your shield before fighting back. When they are gone, take the long stairway up to the Monk and claim your last Spirit Orb on the Great Plateau.

The Monk Maz Koshia will congratulate you on your efforts thus far – but the trials are far from over. The One-Hit Obliterator will explode into four orbs, and make their way to sites near each of the Divine Beasts – bringing up new strange looking pedestals.

For the next part of your trials, you must travel across the land to find new shrines related to each of the Champions. You can choose them in any order, and each of the quests involve taking on multiple challenges:

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