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* The initial trek to Zora's Domain requires you to navigate a long, narrow, winding path full of near-constant enemies, some of whom have [[ThatOneAttack electric attacks]]. The first few enemies aren’t that hard to take on, but then you reach a camp along a long narrow path full of Lizalfos on watchtowers that fire nothing but Shock Arrows, which is pretty much impossible to sneak past, and said path is littered with puddles and metal boxes that can generate unblockable domes of electricity if struck. It keeps throwing tricky encounters at you from there, including having to travel through a tight space full of [[GoddamnedBats Electric Kesse]], a sudden encounter with a Blue Moblin on a bridge that ''will'' hit you if haven’t gotten the hang of dodging, the introduction of barricades that damage you if you run into them, and battling both weapon-wielding and Shock Arrow-shooting Lizalfos in another tight space. It's also raining thanks to Divine Beast Vah Ruta, so you can't use your usual shortcut strategy and just climb around it. On the bright side, all the Lizalfos drop lots of arrows, so persevering though the path is worth it if you’re running low on them.

to:

* The initial trek to Zora's Domain requires you to navigate a long, narrow, winding path full of near-constant enemies, some of whom have [[ThatOneAttack electric attacks]]. The first few enemies aren’t that hard to take on, but then you reach a camp along a long narrow path full of Lizalfos on watchtowers that fire nothing but Shock Arrows, which is pretty much impossible to sneak past, and said path is littered with puddles and metal boxes that can generate unblockable domes of electricity if struck. It keeps throwing tricky encounters at you from there, including having to travel through a tight space full of [[GoddamnedBats Electric Kesse]], a sudden encounter with a Blue Moblin on a bridge that ''will'' hit you if haven’t gotten the hang of dodging, the introduction of spiky barricades that damage you if you run into them, and battling both weapon-wielding and Shock Arrow-shooting Lizalfos in another tight space. It's also raining thanks to Divine Beast Vah Ruta, so you can't use your usual shortcut strategy and just climb around it. On the bright side, all the Lizalfos drop lots of arrows, so persevering though the path is worth it if you’re running low on them.



* The opening trial of the ''The Champion's Ballad'' DLC makes everything else in the game look like a cakewalk by comparison. You are given a weapon called the One-Hit Obliterator, which does exactly what it says and lets you kill any enemy in one hit. The trouble is that in exchange, it drains your hearts all the way down to a single quarter, meaning one hit from an enemy or an accidental fall from a great enough height, and you’re dead. And you aren’t allowed to unequip it. Also, all healing items will be negated, the Champion’s Blessings are once again disabled, and the Obliterator only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Using the Obliterator, four different enemy camps need to be taken out; the enemies within often have a lot of weapons with long reach and some have long range weapons too meaning one slip up will cause a game over and they all have horns so if one sees you, the rest will be alerted to you as well. It is actually more efficient to use bows and arrows to deal with these camps. Thankfully, unlike the Trial of the Sword, you don’t have to start all the way from the beginning upon death, because saving is enabled during the trial, but if you aren’t at the top of your game, prepare to die a lot. The Shrines unlocked when the enemies get defeated are not exactly easy (much of the difficulty comes from you only having one quarter heart) but they are a breather compared to the camps.

to:

* The opening trial of the ''The Champion's Ballad'' DLC makes everything else in the game look like a cakewalk by comparison. You are given a weapon called the One-Hit Obliterator, which does exactly what it says and lets you kill any enemy in one hit. The trouble is that in exchange, it drains your hearts all the way down to a single quarter, meaning one hit from an enemy or an accidental fall from a great enough height, and you’re dead. And you aren’t allowed to unequip it. Also, all healing items will be negated, the Champion’s Blessings are once again disabled, and the Obliterator only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Using the Obliterator, four Four different enemy camps need to be taken out; out to progress; the enemies within often have a lot of weapons with long reach and some have long range weapons too meaning one slip up will cause a game over and they all have horns so if one sees you, the rest will be alerted to you as well. It is actually more efficient to use bows and arrows to deal with these camps.camps, but then there’s the possibility of accidentally running into a spiky barricade since the trial takes place in a perpetual night. Thankfully, unlike the Trial of the Sword, you don’t have to start all the way from the beginning upon death, because saving is enabled during the trial, but if you aren’t at the top of your game, prepare to die a lot. The Shrines unlocked when the enemies get defeated are not exactly easy (much of the difficulty comes from you only having one quarter heart) but they are a breather compared to the camps.
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* The initial trek to Zora's Domain requires you to navigate a long, narrow, winding path full of near-constant enemies, some of whom have [[ThatOneAttack electric attacks]]. One segment in the first half has a camp along a long narrow path full of Lizalfos on watchtowers that fire nothing but Shock Arrows, which is pretty much impossible to sneak past, and said path is littered with puddles and metal boxes that can generate unblockable domes of electricity if struck. It's also raining thanks to Divine Beast Vah Ruta, so you can't use your usual shortcut strategy and just climb around it. On the bright side, all the Lizalfos drop lots of arrows, so persevering though the path is worth it if you’re running low on them.

to:

* The initial trek to Zora's Domain requires you to navigate a long, narrow, winding path full of near-constant enemies, some of whom have [[ThatOneAttack electric attacks]]. One segment in the The first half has few enemies aren’t that hard to take on, but then you reach a camp along a long narrow path full of Lizalfos on watchtowers that fire nothing but Shock Arrows, which is pretty much impossible to sneak past, and said path is littered with puddles and metal boxes that can generate unblockable domes of electricity if struck.struck. It keeps throwing tricky encounters at you from there, including having to travel through a tight space full of [[GoddamnedBats Electric Kesse]], a sudden encounter with a Blue Moblin on a bridge that ''will'' hit you if haven’t gotten the hang of dodging, the introduction of barricades that damage you if you run into them, and battling both weapon-wielding and Shock Arrow-shooting Lizalfos in another tight space. It's also raining thanks to Divine Beast Vah Ruta, so you can't use your usual shortcut strategy and just climb around it. On the bright side, all the Lizalfos drop lots of arrows, so persevering though the path is worth it if you’re running low on them.
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* The initial trek to Zora's Domain requires you to navigate a long, narrow, winding path full of Lizalfos, some of whom have [[ThatOneAttack electric attacks]]. One segment in the first half has a camp along a long narrow path full of Lizalfos on watchtowers that fire nothing but Shock Arrows, which is pretty much impossible to sneak past, and said path is littered with puddles and metal boxes that can generate unblockable domes of electricity if struck. It's also raining thanks to Divine Beast Vah Ruta, so you can't use your usual shortcut strategy and just climb around it. On the bright side, all the Lizalfos drop lots of arrows, so persevering though the path is worth it if you’re running low on them.

to:

* The initial trek to Zora's Domain requires you to navigate a long, narrow, winding path full of Lizalfos, near-constant enemies, some of whom have [[ThatOneAttack electric attacks]]. One segment in the first half has a camp along a long narrow path full of Lizalfos on watchtowers that fire nothing but Shock Arrows, which is pretty much impossible to sneak past, and said path is littered with puddles and metal boxes that can generate unblockable domes of electricity if struck. It's also raining thanks to Divine Beast Vah Ruta, so you can't use your usual shortcut strategy and just climb around it. On the bright side, all the Lizalfos drop lots of arrows, so persevering though the path is worth it if you’re running low on them.
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None


* The opening trial of the ''The Champion's Ballad'' DLC, makes everything else in the game look like a cakewalk by comparison. You are given a weapon called the One-Hit Obliterator, which does exactly what it says and lets you kill any enemy in one hit. The trouble is that in exchange, it drains your hearts all the way down to a single quarter, meaning one hit from an enemy or an accidental fall from a great enough height, and you’re dead. And you aren’t allowed to unequip it. Also, all healing items will be negated, the Champion’s Blessings are once again disabled, and the Obliterator only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Using the Obliterator, four different enemy camps need to be taken out; the enemies within often have a lot of weapons with long reach and some have long range weapons too meaning one slip up will cause a game over and they all have horns so if one sees you, the rest will be alerted to you as well. It is actually more efficient to use bows and arrows to deal with these camps. Thankfully, unlike the Trial of the Sword, you don’t have to start all the way from the beginning upon death, because saving is enabled during the trial, but if you aren’t at the top of your game, prepare to die a lot. The Shrines unlocked when the enemies get defeated are not exactly easy (much of the difficulty comes from you only having one quarter heart) but they are a breather compared to the camps.

to:

* The opening trial of the ''The Champion's Ballad'' DLC, DLC makes everything else in the game look like a cakewalk by comparison. You are given a weapon called the One-Hit Obliterator, which does exactly what it says and lets you kill any enemy in one hit. The trouble is that in exchange, it drains your hearts all the way down to a single quarter, meaning one hit from an enemy or an accidental fall from a great enough height, and you’re dead. And you aren’t allowed to unequip it. Also, all healing items will be negated, the Champion’s Blessings are once again disabled, and the Obliterator only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Using the Obliterator, four different enemy camps need to be taken out; the enemies within often have a lot of weapons with long reach and some have long range weapons too meaning one slip up will cause a game over and they all have horns so if one sees you, the rest will be alerted to you as well. It is actually more efficient to use bows and arrows to deal with these camps. Thankfully, unlike the Trial of the Sword, you don’t have to start all the way from the beginning upon death, because saving is enabled during the trial, but if you aren’t at the top of your game, prepare to die a lot. The Shrines unlocked when the enemies get defeated are not exactly easy (much of the difficulty comes from you only having one quarter heart) but they are a breather compared to the camps.
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* The Divine Beast Tamer’s Trial, the opening quest of the ''The Champion's Ballad'' DLC, makes everything else in the game look like a cakewalk by comparison. You are given a weapon called the One-Hit Obliterator, which does exactly what it says and lets you kill any enemy in one hit. The trouble is that in exchange, it drains your hearts all the way down to a single quarter, meaning one hit from an enemy or an accidental fall from a great enough height, and you’re dead. And you aren’t allowed to unequip it. Also, all healing items will be negated, the Champion’s Blessings are once again disabled, and the Obliterator only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Using the Obliterator, four different enemy camps need to be taken out; the enemies within often have a lot of weapons with long reach and some have long range weapons too meaning one slip up will cause a game over and they all have horns so if one sees you, the rest will be alerted to you as well. It is actually more efficient to use bows and arrows to deal with these camps. Thankfully, unlike the Trial of the Sword, you don’t have to start all the way from the beginning upon death, because saving is enabled during the trial, but if you aren’t at the top of your game, prepare to die a lot. The Shrines unlocked when the enemies get defeated are not exactly easy (much of the difficulty comes from you only having one quarter heart) but they are a breather compared to the camps.

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* The Divine Beast Tamer’s Trial, the opening quest trial of the ''The Champion's Ballad'' DLC, makes everything else in the game look like a cakewalk by comparison. You are given a weapon called the One-Hit Obliterator, which does exactly what it says and lets you kill any enemy in one hit. The trouble is that in exchange, it drains your hearts all the way down to a single quarter, meaning one hit from an enemy or an accidental fall from a great enough height, and you’re dead. And you aren’t allowed to unequip it. Also, all healing items will be negated, the Champion’s Blessings are once again disabled, and the Obliterator only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Using the Obliterator, four different enemy camps need to be taken out; the enemies within often have a lot of weapons with long reach and some have long range weapons too meaning one slip up will cause a game over and they all have horns so if one sees you, the rest will be alerted to you as well. It is actually more efficient to use bows and arrows to deal with these camps. Thankfully, unlike the Trial of the Sword, you don’t have to start all the way from the beginning upon death, because saving is enabled during the trial, but if you aren’t at the top of your game, prepare to die a lot. The Shrines unlocked when the enemies get defeated are not exactly easy (much of the difficulty comes from you only having one quarter heart) but they are a breather compared to the camps.

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* Shora Hah Shrine is often regarded as the most disliked shrine due to being a very long shrine requiring you to have a torch and many arrows to continuously transfer a blue flame to various torches throughout the shrine, ending with having to use a Spin Attack on a circle of torches, which, if not done right, can leave one torch unlit and cause the others to be put out by water. Though most of the other challenges aren't that difficult, they are impossible to do if you don't have enough arrows or a torch, even though the latter is provided and a wooden weapon could serve similar purpose.



* The Divine Beast Tamer’s Trial, the opening quest of the ''The Champion's Ballad'' DLC, makes everything else in the game look like a cakewalk by comparison. You are given a weapon called the One-Hit Obliterator, which does exactly what it says and lets you kill any enemy in one hit. The trouble is that in exchange, it drains your hearts all the way down to a single quarter, meaning one hit from an enemy or an accidental fall from a great enough height, and you’re dead. Also, any healing items will be negated, Mipha’s Grace and Daruk’s Protection are disabled, and the Obliterator only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Using the Obliterator, four different enemy camps need to be taken out; the enemies within often have a lot of weapons with long reach and some have long range weapons too meaning one slip up will cause a game over and they all have horns so if one sees you, the rest will be alerted to you as well. It is actually more efficient to use bows and arrows to deal with these camps. Thankfully, you don’t have to start all the way from the beginning upon death since the game autosaves after you clear each camp, but if you aren’t at the top of your game, prepare to die a lot. The Shrines unlocked when the enemies get defeated are not exactly easy (much of the difficulty comes from you only having one quarter heart) but they are a breather compared to the camps.

to:

* The Divine Beast Tamer’s Trial, the opening quest of the ''The Champion's Ballad'' DLC, makes everything else in the game look like a cakewalk by comparison. You are given a weapon called the One-Hit Obliterator, which does exactly what it says and lets you kill any enemy in one hit. The trouble is that in exchange, it drains your hearts all the way down to a single quarter, meaning one hit from an enemy or an accidental fall from a great enough height, and you’re dead. Also, any healing items will be negated, Mipha’s Grace and Daruk’s Protection are disabled, and the Obliterator only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Using the Obliterator, four different enemy camps need to be taken out; the enemies within often have a lot of weapons with long reach and some have long range weapons too meaning one slip up will cause a game over and they all have horns so if one sees you, the rest will be alerted to you as well. It is actually more efficient to use bows and arrows to deal with these camps. Thankfully, you don’t have to start all the way from the beginning upon death since the game autosaves after you clear each camp, but if you aren’t at the top of your game, prepare to die a lot. The Shrines unlocked when the enemies get defeated are not exactly easy (much of the difficulty comes from you only having one quarter heart) but they are a breather compared to the camps.



* Shora Hah Shrine is often regarded as the most disliked shrine due to being a very long shrine requiring you to have a torch and many arrows to continuously transfer a blue flame to various torches throughout the shrine, ending with having to use a Spin Attack on a circle of torches, which, if not done right, can leave one torch unlit and cause the others to be put out by water. Though most of the other challenges aren't that difficult, they are impossible to do if you don't have enough arrows or a torch, even though the latter is provided and a wooden weapon could serve similar purpose.

to:

* Shora Hah Shrine The Divine Beast Tamer’s Trial, the opening quest of the ''The Champion's Ballad'' DLC, makes everything else in the game look like a cakewalk by comparison. You are given a weapon called the One-Hit Obliterator, which does exactly what it says and lets you kill any enemy in one hit. The trouble is that in exchange, it drains your hearts all the way down to a single quarter, meaning one hit from an enemy or an accidental fall from a great enough height, and you’re dead. And you aren’t allowed to unequip it. Also, all healing items will be negated, the Champion’s Blessings are once again disabled, and the Obliterator only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Using the Obliterator, four different enemy camps need to be taken out; the enemies within often regarded as the most disliked shrine due to being a very long shrine requiring you to have a torch lot of weapons with long reach and many some have long range weapons too meaning one slip up will cause a game over and they all have horns so if one sees you, the rest will be alerted to you as well. It is actually more efficient to use bows and arrows to continuously transfer a blue flame to various torches throughout the shrine, ending deal with these camps. Thankfully, unlike the Trial of the Sword, you don’t have to start all the way from the beginning upon death, because saving is enabled during the trial, but if you aren’t at the top of your game, prepare to die a lot. The Shrines unlocked when the enemies get defeated are not exactly easy (much of the difficulty comes from you only having to use a Spin Attack on a circle of torches, which, if not done right, can leave one torch unlit and cause the others to be put out by water. Though most of the other challenges aren't that difficult, quarter heart) but they are impossible a breather compared to do if you don't have enough arrows or a torch, even though the latter is provided and a wooden weapon could serve similar purpose.camps.
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* The Divine Beast Tamer’s Trial, the opening quest of the ''The Champion's Ballad'' DLC, makes everything else in the game look like a cakewalk by comparison. You are given a weapon called the One-Hit Obliterator, which does exactly what it says and lets you kill any enemy in one hit. The trouble is that in exchange, it drains your hearts all the way down to a single quarter, meaning one hit from an enemy or an accidental fall from a great enough height, and you’re dead, plus it only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Using the Obliterator, four different enemy camps need to be taken out; the enemies within often have a lot of weapons with long reach and some have long range weapons too meaning one slip up will cause a game over and they all have horns so if one sees you, the rest will be alerted to you as well. It is actually more efficient to use bows and arrows to deal with these camps. Thankfully, you don’t have to start all the way from the beginning upon death since the game autosaves after you clear each camp, but if you aren’t at the top of your game, prepare to die a lot. The Shrines unlocked when the enemies get defeated are not exactly easy (much of the difficulty comes from you only having one quarter heart) but they are a breather compared to the camps.

to:

* The Divine Beast Tamer’s Trial, the opening quest of the ''The Champion's Ballad'' DLC, makes everything else in the game look like a cakewalk by comparison. You are given a weapon called the One-Hit Obliterator, which does exactly what it says and lets you kill any enemy in one hit. The trouble is that in exchange, it drains your hearts all the way down to a single quarter, meaning one hit from an enemy or an accidental fall from a great enough height, and you’re dead, plus it dead. Also, any healing items will be negated, Mipha’s Grace and Daruk’s Protection are disabled, and the Obliterator only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Using the Obliterator, four different enemy camps need to be taken out; the enemies within often have a lot of weapons with long reach and some have long range weapons too meaning one slip up will cause a game over and they all have horns so if one sees you, the rest will be alerted to you as well. It is actually more efficient to use bows and arrows to deal with these camps. Thankfully, you don’t have to start all the way from the beginning upon death since the game autosaves after you clear each camp, but if you aren’t at the top of your game, prepare to die a lot. The Shrines unlocked when the enemies get defeated are not exactly easy (much of the difficulty comes from you only having one quarter heart) but they are a breather compared to the camps.
Is there an issue? Send a MessageReason:
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* The initial trek to Zora's Domain requires you to navigate a long, narrow, winding path full of Lizalfos, some of whom have [[ThatOneAttack electric attacks]]. One segment in the first half has a camp along a long narrow path full of Lizalfos that fire nothing but Shock Arrows that’s pretty much impossible to sneak past, and said path is littered with puddles and metal boxes that can generate unblockable domes of electricity if struck. It's also raining thanks to Divine Beast Vah Ruta, so you can't use your usual shortcut strategy and just climb around it. On the bright side, all the Lizalfos drop lots of arrows, so persevering though the path is worth it if you’re running low on them.

to:

* The initial trek to Zora's Domain requires you to navigate a long, narrow, winding path full of Lizalfos, some of whom have [[ThatOneAttack electric attacks]]. One segment in the first half has a camp along a long narrow path full of Lizalfos on watchtowers that fire nothing but Shock Arrows that’s Arrows, which is pretty much impossible to sneak past, and said path is littered with puddles and metal boxes that can generate unblockable domes of electricity if struck. It's also raining thanks to Divine Beast Vah Ruta, so you can't use your usual shortcut strategy and just climb around it. On the bright side, all the Lizalfos drop lots of arrows, so persevering though the path is worth it if you’re running low on them.

Changed: 583

Removed: 583

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* The battle against Vah Rudania is a combined StealthBasedMission and EscortMission. The escort, Yunobo, is surprisingly not the problem, because he has
Daruk’s Protection to shield himself with and you can order him to stay where he is at any time. The sentries need to be knocked out with metal blocks, and not everyone figures out that they should do this (and the controls aren't the best either). And the Moblins you encounter on the way up are powerful and can easily knock you off the mountain. In addition, the sentries in view of the first two cannons have led many players to believe that you should fire the cannons at them and not realize you have to fire at Rudania itself, as this is not explicitly said, though hinted at.

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* The battle against Vah Rudania is a combined StealthBasedMission and EscortMission. The escort, Yunobo, is surprisingly not the problem, because he has
has Daruk’s Protection to shield himself with and you can order him to stay where he is at any time. The sentries need to be knocked out with metal blocks, and not everyone figures out that they should do this (and the controls aren't the best either). And the Moblins you encounter on the way up are powerful and can easily knock you off the mountain. In addition, the sentries in view of the first two cannons have led many players to believe that you should fire the cannons at them and not realize you have to fire at Rudania itself, as this is not explicitly said, though hinted at.

Added: 583

Changed: 581

Is there an issue? Send a MessageReason:
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* The battle against Vah Rudania is a combined StealthBasedMission and EscortMission. The escort, surprisingly, is not the problem, because he has a barrier to protect him and you can order him to stay where he is at any time. The sentries need to be knocked out with metal blocks, and not everyone figures out that they should do this (and the controls aren't the best either). And the Moblins you encounter on the way up are powerful and can easily knock you off the mountain. In addition, the sentries in view of the first two cannons have led many players to believe that you should fire the cannons at them and not realize you have to fire at Rudania itself, as this is not explicitly said, though hinted at.

to:

* The battle against Vah Rudania is a combined StealthBasedMission and EscortMission. The escort, surprisingly, Yunobo, is surprisingly not the problem, because he has a barrier has
Daruk’s Protection
to protect him shield himself with and you can order him to stay where he is at any time. The sentries need to be knocked out with metal blocks, and not everyone figures out that they should do this (and the controls aren't the best either). And the Moblins you encounter on the way up are powerful and can easily knock you off the mountain. In addition, the sentries in view of the first two cannons have led many players to believe that you should fire the cannons at them and not realize you have to fire at Rudania itself, as this is not explicitly said, though hinted at.
Is there an issue? Send a MessageReason:
None


* In ''The Champion's Ballad'' DLC, the trials that begin the quest make everything else in the game look like a cakewalk by comparison. You are given a weapon called the One-Hit Obliterator, which does exactly what it says and lets you kill any enemy in one hit. The trouble is that in exchange, it drains your hearts all the way down to a single quarter, meaning one hit from an enemy or an accidental fall from a great enough height, and you’re dead, plus it only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Using the Obliterator, four different enemy camps need to be taken out; the enemies within often have a lot of weapons with long reach and some have long range weapons too meaning one slip up will cause a game over and they all have horns so if one sees you, the rest will be alerted to you as well. It is actually more efficient to use bows and arrows to deal with these camps. Thankfully, you don’t have to start all the way from the beginning since the game autosaves after you clear each camp, but if you aren’t at the top of your game, prepare to die a lot. The Shrines unlocked when the enemies get defeated are not exactly easy (much of the difficulty comes from you only having one quarter heart) but they are a breather compared to the camps.

to:

* In The Divine Beast Tamer’s Trial, the opening quest of the ''The Champion's Ballad'' DLC, the trials that begin the quest make makes everything else in the game look like a cakewalk by comparison. You are given a weapon called the One-Hit Obliterator, which does exactly what it says and lets you kill any enemy in one hit. The trouble is that in exchange, it drains your hearts all the way down to a single quarter, meaning one hit from an enemy or an accidental fall from a great enough height, and you’re dead, plus it only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Using the Obliterator, four different enemy camps need to be taken out; the enemies within often have a lot of weapons with long reach and some have long range weapons too meaning one slip up will cause a game over and they all have horns so if one sees you, the rest will be alerted to you as well. It is actually more efficient to use bows and arrows to deal with these camps. Thankfully, you don’t have to start all the way from the beginning upon death since the game autosaves after you clear each camp, but if you aren’t at the top of your game, prepare to die a lot. The Shrines unlocked when the enemies get defeated are not exactly easy (much of the difficulty comes from you only having one quarter heart) but they are a breather compared to the camps.
Is there an issue? Send a MessageReason:
None


* The initial trek to Zora's Domain requires you to navigate a long, narrow, winding path full of Lizalfos, some of whom have [[ThatOneAttack electric attacks]]. One segment in the first half has a camp along a long narrow path full of Lizalfos that fire nothing but Electric Arrows that’s pretty much impossible to sneak past, and said path is littered with puddles and metal boxes that can generate unblockable domes of electricity if struck. It's also raining thanks to Divine Beast Vah Ruta, so you can't use your usual shortcut strategy and just climb around it. On the bright side, all the Lizalfos drop lots of arrows, so persevering though the path is worth it if you’re running low on them.

to:

* The initial trek to Zora's Domain requires you to navigate a long, narrow, winding path full of Lizalfos, some of whom have [[ThatOneAttack electric attacks]]. One segment in the first half has a camp along a long narrow path full of Lizalfos that fire nothing but Electric Shock Arrows that’s pretty much impossible to sneak past, and said path is littered with puddles and metal boxes that can generate unblockable domes of electricity if struck. It's also raining thanks to Divine Beast Vah Ruta, so you can't use your usual shortcut strategy and just climb around it. On the bright side, all the Lizalfos drop lots of arrows, so persevering though the path is worth it if you’re running low on them.
Is there an issue? Send a MessageReason:
None


* In ''The Champion's Ballad'' DLC, the trials that begin the quest make everything else in the game look like a cakewalk by comparison. You are given a weapon called the One-Hit Obliterator, which does exactly what it says and lets you kill any enemy in one hit. The trouble is that in exchange, it drains your hearts all the way down to a single quarter, meaning one hit from an enemy or an accidental fall from a great enough height, and you’re dead, plus it only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Using the Obliterator, four different enemy camps need to be taken out; the enemies within often have a lot of weapons with long reach and some have long range weapons too meaning one slip up will cause a game over and they all have horns so if one sees you, the rest will be alerted to you as well. It is actually more efficient to use bows and arrows to deal with these camps. Thankfully, you don’t have to start all the way from the beginning since the game autosaves after you clear each camp, but if you aren’t at the top your game, prepare to die a lot. The Shrines unlocked when the enemies get defeated are not exactly easy (much of the difficulty comes from you only having one quarter heart) but they are a breather compared to the camps.

to:

* In ''The Champion's Ballad'' DLC, the trials that begin the quest make everything else in the game look like a cakewalk by comparison. You are given a weapon called the One-Hit Obliterator, which does exactly what it says and lets you kill any enemy in one hit. The trouble is that in exchange, it drains your hearts all the way down to a single quarter, meaning one hit from an enemy or an accidental fall from a great enough height, and you’re dead, plus it only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Using the Obliterator, four different enemy camps need to be taken out; the enemies within often have a lot of weapons with long reach and some have long range weapons too meaning one slip up will cause a game over and they all have horns so if one sees you, the rest will be alerted to you as well. It is actually more efficient to use bows and arrows to deal with these camps. Thankfully, you don’t have to start all the way from the beginning since the game autosaves after you clear each camp, but if you aren’t at the top of your game, prepare to die a lot. The Shrines unlocked when the enemies get defeated are not exactly easy (much of the difficulty comes from you only having one quarter heart) but they are a breather compared to the camps.
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* In ''The Champion's Ballad'' DLC, the trials that begin the quest make everything else in the game look like a cakewalk by comparison. You are given a weapon called the One-Hit Obliterator, which does exactly what it says and lets you kill any enemy in one hit. The trouble is that in exchange, it drains your hearts all the way down to a single quarter, meaning one hit from an enemy or an accidental fall from a great enough height, and you’re dead, plus it only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Using the Obliterator, four different enemy camps need to be taken out; the enemies within often have a lot of weapons with long reach and some have long range weapons too meaning one slip up will cause a game over and they all have horns so if one sees you, the rest will be alerted to you as well. It is actually more efficient to use bows and arrows to deal with these camps. The Shrines unlocked when the enemies get defeated are not exactly easy (much of the difficulty comes from you only having one quarter heart) but they are a breather compared to the camps.

to:

* In ''The Champion's Ballad'' DLC, the trials that begin the quest make everything else in the game look like a cakewalk by comparison. You are given a weapon called the One-Hit Obliterator, which does exactly what it says and lets you kill any enemy in one hit. The trouble is that in exchange, it drains your hearts all the way down to a single quarter, meaning one hit from an enemy or an accidental fall from a great enough height, and you’re dead, plus it only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Using the Obliterator, four different enemy camps need to be taken out; the enemies within often have a lot of weapons with long reach and some have long range weapons too meaning one slip up will cause a game over and they all have horns so if one sees you, the rest will be alerted to you as well. It is actually more efficient to use bows and arrows to deal with these camps. Thankfully, you don’t have to start all the way from the beginning since the game autosaves after you clear each camp, but if you aren’t at the top your game, prepare to die a lot. The Shrines unlocked when the enemies get defeated are not exactly easy (much of the difficulty comes from you only having one quarter heart) but they are a breather compared to the camps.
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None


* Eventide Island [[NoGearLevel takes away all of Link's gear]] (except the Sheikah Slate) and forces him to use only what he can scavenge from the island. The earliest encounters with no weapons are extremely riskier, and the later encounters aren't much easier either, especially if the player accidentally alerts some enemies too quickly and ends up with a pack of Bokos or a Hinox hunting them down. Oh, and since your armor got taken away, you’re gonna take a lot more damage than usual. This escalates on Master Mode, which makes all enemies one level higher and gives them a HealingFactor, meaning the weak weapons one will find will do little more than ScratchDamage before breaking. Players who do not know you can steal the orb from the Hinox will have a difficult time killing it.
* The Trial of the Sword, one of the big selling points of ''The Master Trials'' DLC, is a gauntlet of multiple floors of enemies which, like Eventide Island, starts you out with no weapons or armor and forces you to scavenge for them. It also cuts out your access to saving, so any death forces you to do the whole Beginning/Middle/Final Trials all over again. Particularly infamous is Floor 10 of the Beginning Trials, which pits the player against three Lizalfos on a tiny raft, one of which spots you immediately and must be killed ASAP lest it warn the others so that they all gang up on you. Worse, Master Mode again boosts all the enemy levels, so an already difficult trial against a somewhat weak Blue Lizalfos and two sturdy Black Lizalfos becomes one Black Lizalfos and two MadeOfIron Silver Lizalfos, all of which can heal off damage. Floor 10 is even considered to be harder than much of the Middle and Final Trials, since those give you decent weapons from the start and focus more on the surprise factor of environmental gimmicks.

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* Eventide Island [[NoGearLevel takes away all of Link's gear]] (except the Sheikah Slate) Slate and any Champion’s Blessings you’ve obtained by the time you get there) and forces him to use only what he can scavenge from the island. The earliest encounters with no weapons are extremely riskier, and the later encounters aren't much easier either, especially if the player accidentally alerts some enemies too quickly and ends up with a pack of Bokos or a Hinox hunting them down. Oh, and since your armor got taken away, you’re gonna take a lot more damage than usual. This escalates on Master Mode, which makes all enemies one level higher and gives them a HealingFactor, meaning the weak weapons one will find will do little more than ScratchDamage before breaking. Players who do not know you can steal the orb from the Hinox will have a difficult time killing it.
* The Trial of the Sword, one of the big selling points of Sword from ''The Master Trials'' DLC, DLC is a gauntlet of multiple floors of enemies which, like Eventide Island, starts you out with no weapons or armor and forces you to scavenge for them. It also cuts out your access to the Champion’s Blessings and saving, so any death forces you to do the whole Beginning/Middle/Final Trials all over again. Particularly infamous is Floor 10 of the Beginning Trials, which pits the player against three Lizalfos on a tiny raft, one of which spots you immediately and must be killed ASAP lest it warn the others so that they all gang up on you. Worse, Master Mode again boosts all the enemy levels, so an already difficult trial against a somewhat weak Blue Lizalfos and two sturdy Black Lizalfos becomes one Black Lizalfos and two MadeOfIron Silver Lizalfos, all of which can heal off damage. Floor 10 is even considered to be harder than much of the Middle and Final Trials, since those give you decent weapons from the start and focus more on the surprise factor of environmental gimmicks.
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* The initial trek to Zora's Domain requires you to navigate a long, narrow, winding path full of Lizalfos, some of whom have [[ThatOneAttack electric attacks]]. One segment in the first half has a camp along a long narrow path full of Lizalfos that fire nothing but Electric Arrows that’s pretty much impossible to sneak past, and said path is littered with puddles and metal boxes that can generate unblockable domes of electricity if struck. It's also raining thanks to Divine Beast Vah Ruta, so you can't use your usual shortcut strategy and just climb around it. On the bright side, all the Lizalfos drop lots of arrows, so preserving though the path is worth it if you’re running low on them.

to:

* The initial trek to Zora's Domain requires you to navigate a long, narrow, winding path full of Lizalfos, some of whom have [[ThatOneAttack electric attacks]]. One segment in the first half has a camp along a long narrow path full of Lizalfos that fire nothing but Electric Arrows that’s pretty much impossible to sneak past, and said path is littered with puddles and metal boxes that can generate unblockable domes of electricity if struck. It's also raining thanks to Divine Beast Vah Ruta, so you can't use your usual shortcut strategy and just climb around it. On the bright side, all the Lizalfos drop lots of arrows, so preserving persevering though the path is worth it if you’re running low on them.
Is there an issue? Send a MessageReason:
None


* The initial trek to Zora's Domain requires you to navigate a long, narrow, winding path full of Lizalfos, some of whom have [[ThatOneAttack electric attacks]]. It's also raining thanks to Divine Beast Vah Ruta, so you can't use your usual shortcut strategy and just climb around it. On the bright side, they drop lots of arrows, so the trek is worth it if you’re running low on them.

to:

* The initial trek to Zora's Domain requires you to navigate a long, narrow, winding path full of Lizalfos, some of whom have [[ThatOneAttack electric attacks]]. One segment in the first half has a camp along a long narrow path full of Lizalfos that fire nothing but Electric Arrows that’s pretty much impossible to sneak past, and said path is littered with puddles and metal boxes that can generate unblockable domes of electricity if struck. It's also raining thanks to Divine Beast Vah Ruta, so you can't use your usual shortcut strategy and just climb around it. On the bright side, they all the Lizalfos drop lots of arrows, so preserving though the trek path is worth it if you’re running low on them.
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* The road up Death Mountain to reach Goron City is difficult because the area is so hot that without proper protection, Link will [[ManOnFire burst into flames]]. The "correct" method is to go to Foothill Stable and buy some Fireproof Elixirs, but the game's WideOpenSandbox nature means that many gamers will likely miss the stable. The only other way to make it through safely would be to make your own elixirs (with creatures [[TheKeyIsBehindTheLock found only on Death Mountain]]) or to buy Fireproof Armor (from a shop [[TheKeyIsBehindTheLock in Goron City]]). Meaning that a fair number of players ended up [[https://www.youtube.com/watch?v=r-VX0wUwbjE eating a bunch of food and running for it]]. Furthermore, even with the Fireproof Elixirs, if one is to take the path starting from Foothill Stable (rather than starting from Eldin Tower), they will run into a Guardian Stalker that is virtually impossible to get past even on horseback unless you are able to kill it.

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* The road up Death Mountain to reach Goron City is difficult because the area is so hot that without proper protection, Link will [[ManOnFire burst into flames]]. The "correct" method is to go to Foothill Stable and buy some Fireproof Elixirs, but the game's WideOpenSandbox nature means that many gamers will likely miss the stable. The only other way to make it through safely would be to make your own elixirs (with creatures [[TheKeyIsBehindTheLock found only on Death Mountain]]) or to buy Fireproof Armor (from a shop [[TheKeyIsBehindTheLock in Goron City]]).City]], also you can get one of the pieces for free by completing a minor sidequest along the way). Meaning that a fair number of players ended up [[https://www.youtube.com/watch?v=r-VX0wUwbjE eating a bunch of food and running for it]]. Furthermore, even with the Fireproof Elixirs, if one is to take the path starting from Foothill Stable (rather than starting from Eldin Tower), they will run into a Guardian Stalker that is virtually impossible to get past even on horseback unless you are able to kill it.
Is there an issue? Send a MessageReason:
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* The road up Death Mountain to reach Goron City is difficult because the area is so hot that without proper protection, Link will [[ManOnFire burst into flames]]. The "correct" method is to find the nearby stable and buy some Fireproof Elixirs, but the game's WideOpenSandbox nature means that many gamers will likely miss the stable. The only other way to make it through safely would be to make your own elixirs (with creatures [[TheKeyIsBehindTheLock found only on Death Mountain]]) or to buy Fireproof Armor (from a shop [[TheKeyIsBehindTheLock in Goron City]]). Meaning that a fair number of players ended up [[https://www.youtube.com/watch?v=r-VX0wUwbjE eating a bunch of food and running for it]]. Furthermore, even with the Fireproof Elixirs, if one is to take the path starting from Foothill Stable (rather than starting from Eldin Tower), they will run into a Guardian Stalker that is virtually impossible to get past even on horseback unless you are able to kill it.

to:

* The road up Death Mountain to reach Goron City is difficult because the area is so hot that without proper protection, Link will [[ManOnFire burst into flames]]. The "correct" method is to find the nearby stable go to Foothill Stable and buy some Fireproof Elixirs, but the game's WideOpenSandbox nature means that many gamers will likely miss the stable. The only other way to make it through safely would be to make your own elixirs (with creatures [[TheKeyIsBehindTheLock found only on Death Mountain]]) or to buy Fireproof Armor (from a shop [[TheKeyIsBehindTheLock in Goron City]]). Meaning that a fair number of players ended up [[https://www.youtube.com/watch?v=r-VX0wUwbjE eating a bunch of food and running for it]]. Furthermore, even with the Fireproof Elixirs, if one is to take the path starting from Foothill Stable (rather than starting from Eldin Tower), they will run into a Guardian Stalker that is virtually impossible to get past even on horseback unless you are able to kill it.
Is there an issue? Send a MessageReason:
None


* The main road to Zora's Domain requires you to navigate a long, narrow, winding path full of Lizalfos, some of whom have [[ThatOneAttack electric attacks]]. It's also raining thanks to Divine Beast Vah Ruta, so you can't use your usual shortcut strategy and just climb around it. On the bright side, they drop lots of arrows, so the trek is worth it if you’re running low on them.

to:

* The main road initial trek to Zora's Domain requires you to navigate a long, narrow, winding path full of Lizalfos, some of whom have [[ThatOneAttack electric attacks]]. It's also raining thanks to Divine Beast Vah Ruta, so you can't use your usual shortcut strategy and just climb around it. On the bright side, they drop lots of arrows, so the trek is worth it if you’re running low on them.



* The Yiga Clan Hideout is a forced StealthBasedMission where you have to sneak your way around to recover the Thunder Helm. While the Yiga Blademasters can be distracted with bananas so you can OneHitKill them with a Sneakstrike, they move ''very'' slowly and you'll be forced to wait around to make your next move. If you are spotted (which can happen quite easily due to the enemies in the place having a big cone of vision and very sharp hearing), all the Blademasters in the area are alerted to your presence and they'll also summon the more nimbler scouts to fight you. While you ''can'' fight them all and survive, getting hit just once by a Blademaster will instantly kill you no matter how much defense or hearts you have. Getting killed at the hideout won't activate your fairies or Mipha's Grace because it's implied the soldiers are too strong for Link to handle, even though you can fight them outside of the hideout with little trouble and only taking moderate damage from them. Luckily, Ancient Arrows can kill the guards in one shot, but finding said arrows is a crapshoot and getting the materials to craft the arrows requires killing many [[EliteMook Guardians]]. The one silver lining is, in stark contrast to Naboris, it ends with the easiest boss in the game.

to:

* The Yiga Clan Hideout is a forced StealthBasedMission where you have to sneak your way around to recover the Thunder Helm. While the Yiga Blademasters can be distracted with bananas so you can OneHitKill them with a Sneakstrike, they move ''very'' slowly and you'll be forced to wait around to make your next move. If you are spotted (which can happen quite easily due to the enemies in the place having a big cone of vision and very sharp hearing), all the Blademasters in the area are alerted to your presence and they'll also summon the more nimbler scouts to fight you. While you ''can'' fight them all and survive, getting hit just once by a Blademaster without any temporary hearts to tank with will instantly kill you no matter how much defense or hearts you have. Getting killed at the hideout won't activate your fairies or Mipha's Grace because it's implied the soldiers are too strong for Link to handle, even though you can fight them outside of the hideout with little trouble and only taking moderate damage from them. Luckily, Ancient Arrows can kill the guards in one shot, but finding said arrows is a crapshoot and getting the materials to craft the arrows requires killing many [[EliteMook Guardians]]. The one silver lining is, in stark contrast to Naboris, it ends with the easiest boss in the game.
Is there an issue? Send a MessageReason:
None


* In ''The Champion's Ballad'' DLC, the trials that begin the quest make everything else in the game look like a cakewalk by comparison. You are given a weapon called the One-Hit Obliterator, which does exactly what it says and lets you kill any enemy in one hit. The trouble is that in exchange, it drains your hearts all the way down to a single quarter, meaning one hit from an enemy or an accidental fall from a great enough height, and you’ll have to start from the beginning, plus it only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Using the Obliterator, four different enemy camps need to be taken out; the enemies within often have a lot of weapons with long reach and some have long range weapons too meaning one slip up will cause a game over and they all have horns so if one sees you, the rest will be alerted to you as well. It is actually more efficient to use bows and arrows to deal with these camps. The Shrines unlocked when the enemies get defeated are not exactly easy (much of the difficulty comes from you only having one quarter heart) but they are a breather compared to the camps.

to:

* In ''The Champion's Ballad'' DLC, the trials that begin the quest make everything else in the game look like a cakewalk by comparison. You are given a weapon called the One-Hit Obliterator, which does exactly what it says and lets you kill any enemy in one hit. The trouble is that in exchange, it drains your hearts all the way down to a single quarter, meaning one hit from an enemy or an accidental fall from a great enough height, and you’ll have to start from the beginning, you’re dead, plus it only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Using the Obliterator, four different enemy camps need to be taken out; the enemies within often have a lot of weapons with long reach and some have long range weapons too meaning one slip up will cause a game over and they all have horns so if one sees you, the rest will be alerted to you as well. It is actually more efficient to use bows and arrows to deal with these camps. The Shrines unlocked when the enemies get defeated are not exactly easy (much of the difficulty comes from you only having one quarter heart) but they are a breather compared to the camps.
Is there an issue? Send a MessageReason:
None


* In ''The Champion's Ballad'' DLC, the trials that begin the quest make everything else in the game look like a cakewalk by comparison. You are given a weapon called the One-Hit Obliterator, which does exactly what it says and lets you kill any enemy in one hit. The trouble is that exchange, it drains your hearts all the way down to a single quarter, meaning one hit from an enemy or an accidental fall from a great enough height, and you’ll have to start from the beginning, plus it only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Using the Obliterator, four different enemy camps need to be taken out; the enemies within often have a lot of weapons with long reach and some have long range weapons too meaning one slip up will cause a game over and they all have horns so if one sees you, the rest will be alerted to you as well. It is actually more efficient to use bows and arrows to deal with these camps. The Shrines unlocked when the enemies get defeated are not exactly easy (much of the difficulty comes from you only having one quarter heart) but they are a breather compared to the camps.

to:

* In ''The Champion's Ballad'' DLC, the trials that begin the quest make everything else in the game look like a cakewalk by comparison. You are given a weapon called the One-Hit Obliterator, which does exactly what it says and lets you kill any enemy in one hit. The trouble is that in exchange, it drains your hearts all the way down to a single quarter, meaning one hit from an enemy or an accidental fall from a great enough height, and you’ll have to start from the beginning, plus it only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Using the Obliterator, four different enemy camps need to be taken out; the enemies within often have a lot of weapons with long reach and some have long range weapons too meaning one slip up will cause a game over and they all have horns so if one sees you, the rest will be alerted to you as well. It is actually more efficient to use bows and arrows to deal with these camps. The Shrines unlocked when the enemies get defeated are not exactly easy (much of the difficulty comes from you only having one quarter heart) but they are a breather compared to the camps.

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Removed: 823

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* In ''The Champion's Ballad'' DLC, the trials that begin the quest make everything else in the game look like a cakewalk by comparison. You are given a weapon called the One-
Hit Obliterator which does exactly what it says and lets you kill any enemy in one hit. The trouble is it also lets enemies do the same to you and it only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Using the Obliterator, four different enemy camps need to be taken out; the enemies within often have a lot of weapons with long reach and some have long range weapons too meaning one slip up will cause a game over and they all have horns so if one sees you, the rest will be alerted to you as well. It is actually more efficient to use bows and arrows to deal with these camps. The Shrines unlocked when the enemies get defeated are not exactly easy (much of the difficulty comes from you only having one quarter heart) but they are a breather compared to the camps.

to:

* In ''The Champion's Ballad'' DLC, the trials that begin the quest make everything else in the game look like a cakewalk by comparison. You are given a weapon called the One-
Hit Obliterator
One-Hit Obliterator, which does exactly what it says and lets you kill any enemy in one hit. The trouble is that exchange, it also lets enemies do drains your hearts all the same way down to you a single quarter, meaning one hit from an enemy or an accidental fall from a great enough height, and you’ll have to start from the beginning, plus it only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Using the Obliterator, four different enemy camps need to be taken out; the enemies within often have a lot of weapons with long reach and some have long range weapons too meaning one slip up will cause a game over and they all have horns so if one sees you, the rest will be alerted to you as well. It is actually more efficient to use bows and arrows to deal with these camps. The Shrines unlocked when the enemies get defeated are not exactly easy (much of the difficulty comes from you only having one quarter heart) but they are a breather compared to the camps.

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Changed: 1942

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* In the Champion's Ballad DLC, the trials that begin the quest make everything else in the game look like a cakewalk by comparison. You are given a weapon called the One Hit Obliterator which does exactly what it says and lets you kill any enemy in one hit. The trouble is it also lets enemies do the same to you and it only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Using the Obliterator, four different enemy camps need to be taken out; the enemies within often have a lot of weapons with long reach and some have long range weapons too meaning one slip up will cause a game over and they all have horns so if one sees you, the rest will be alerted to you as well. It is actually more efficient to use bows and arrows to deal with these camps. The Shrines unlocked when the enemies get defeated are not exactly easy (much of the difficulty comes from you only having one quarter heart) but they are a breather compared to the camps.
* Eventide Island [[NoGearLevel takes away all of Link's gear]] (except the Sheikah Slate) and forces him to use only what he can scavenge from the island. The earliest encounters with no weapons are extremely risky, and the later encounters aren't much easier either, especially if the player accidentally alerts some enemies too quickly and ends up with a pack of Bokos or a Hinox hunting them down. This escalates on Master Mode, which makes all enemies one level higher and gives them a HealingFactor, meaning the weak weapons one will find will do little more than ScratchDamage before breaking. Players who do not know you can steal the orb from the Hinox will have a difficult time killing it.

to:

* In the ''The Champion's Ballad Ballad'' DLC, the trials that begin the quest make everything else in the game look like a cakewalk by comparison. You are given a weapon called the One One-
Hit Obliterator which does exactly what it says and lets you kill any enemy in one hit. The trouble is it also lets enemies do the same to you and it only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Using the Obliterator, four different enemy camps need to be taken out; the enemies within often have a lot of weapons with long reach and some have long range weapons too meaning one slip up will cause a game over and they all have horns so if one sees you, the rest will be alerted to you as well. It is actually more efficient to use bows and arrows to deal with these camps. The Shrines unlocked when the enemies get defeated are not exactly easy (much of the difficulty comes from you only having one quarter heart) but they are a breather compared to the camps.
* Eventide Island [[NoGearLevel takes away all of Link's gear]] (except the Sheikah Slate) and forces him to use only what he can scavenge from the island. The earliest encounters with no weapons are extremely risky, riskier, and the later encounters aren't much easier either, especially if the player accidentally alerts some enemies too quickly and ends up with a pack of Bokos or a Hinox hunting them down.down. Oh, and since your armor got taken away, you’re gonna take a lot more damage than usual. This escalates on Master Mode, which makes all enemies one level higher and gives them a HealingFactor, meaning the weak weapons one will find will do little more than ScratchDamage before breaking. Players who do not know you can steal the orb from the Hinox will have a difficult time killing it.
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None


* The Master Trials, a gauntlet of multiple floors of enemies which, like Eventide Island, starts you out with no weapons or armor and forces you to scavenge for them. It also cuts out your access to saving, so any death forces you to do the whole Beginning/Middle/Final Trials all over again. Particularly infamous is Floor 10 of the Beginning Trials, which pits the player against three Lizalfos on a tiny raft, one of which spots you immediately and must be killed ASAP lest it warn the others so that they all gang up on you. Worse, Master Mode again boosts all the enemy levels, so an already difficult trial against a somewhat weak Blue Lizalfos and two sturdy Black Lizalfos becomes one Black Lizalfos and two MadeOfIron Silver Lizalfos, all of which can heal off damage. Floor 10 is even considered to be harder than much of the Middle and Final Trials, since those give you decent weapons from the start and focus more on the surprise factor of environmental gimmicks.

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* The Trial of the Sword, one of the big selling points of ''The Master Trials, Trials'' DLC, is a gauntlet of multiple floors of enemies which, like Eventide Island, starts you out with no weapons or armor and forces you to scavenge for them. It also cuts out your access to saving, so any death forces you to do the whole Beginning/Middle/Final Trials all over again. Particularly infamous is Floor 10 of the Beginning Trials, which pits the player against three Lizalfos on a tiny raft, one of which spots you immediately and must be killed ASAP lest it warn the others so that they all gang up on you. Worse, Master Mode again boosts all the enemy levels, so an already difficult trial against a somewhat weak Blue Lizalfos and two sturdy Black Lizalfos becomes one Black Lizalfos and two MadeOfIron Silver Lizalfos, all of which can heal off damage. Floor 10 is even considered to be harder than much of the Middle and Final Trials, since those give you decent weapons from the start and focus more on the surprise factor of environmental gimmicks.
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Van Rita? The love child bwteen Van Pelt and Rita Repulsa?


* The main road to Zora's Domain requires you to navigate a long, narrow, winding path full of Lizalfos, some of whom have [[ThatOneAttack electric attacks]]. It's also raining thanks to Divine Beast Van Rita, so you can't use your usual shortcut strategy and just climb around it. On the bright side, they drop lots of arrows, so the trek is worth it if you’re running low on them.

to:

* The main road to Zora's Domain requires you to navigate a long, narrow, winding path full of Lizalfos, some of whom have [[ThatOneAttack electric attacks]]. It's also raining thanks to Divine Beast Van Rita, Vah Ruta, so you can't use your usual shortcut strategy and just climb around it. On the bright side, they drop lots of arrows, so the trek is worth it if you’re running low on them.
Is there an issue? Send a MessageReason:
None


* The main road to Zora's Domain requires you to navigate a long, narrow, winding path full of enemies, some of whom have [[ThatOneAttack electric attacks]]. It's also raining, so you can't use your usual shortcut strategy and just climb around it.

to:

* The main road to Zora's Domain requires you to navigate a long, narrow, winding path full of enemies, Lizalfos, some of whom have [[ThatOneAttack electric attacks]]. It's also raining, raining thanks to Divine Beast Van Rita, so you can't use your usual shortcut strategy and just climb around it.it. On the bright side, they drop lots of arrows, so the trek is worth it if you’re running low on them.
Is there an issue? Send a MessageReason:
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Added DiffLines:

[[folder:''Tears of the Kingdom'']]
* Remember Eventide Island from ''Breath of the Wild'' where you're stripped naked of your gear and had to scavenge whatever you could find to defend yourself? There are several shrines in ''Tears of the Kingdom'' that take that concept and run with it. Every "naked" trial will have some gimmick to mix things up, such as one shrine having a moat and an island in the middle while another shrine will have [[BlackoutBasement complete darkness]]. Without your gear, Link effectively has zero defense, thus enemies can hit quite hard and can easily kill him in one or two hits unless you managed to have gotten a lot of Heart Containers to offset the damage. Enemies that use long sticks and Zonai devices like Flame Emitters will be your worst foes to face due to their sheer long range capabilities. Since you can't proceed until you beaten all the Constructs, you'll have to play it safe and avoid being hit as much as possible or risk dying and having to start the trial over from the beginning.
[[/folder]]
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** First, for a value of 'level' the final trek to ''get'' to the Great Palace is horrendously painful. Full of bottomless pits, LedgeBats, durable enemies, and mandatory magic use. And without the Cross (found in the sixth palace), the flying Moas will be ''invisible''. The wandering monsters are impossible to avoid; you'll literally run into them every three steps, and the mini-levels they trigger are absolute murder.

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** First, for a value of 'level' the final trek to ''get'' to the Great Palace is horrendously painful. Full of bottomless pits, LedgeBats, durable enemies, and mandatory magic use. And without the Cross (found in the sixth palace), the flying Moas will be ''invisible''. The wandering monsters are impossible to avoid; you'll literally run into them every three steps, and the mini-levels they trigger are absolute murder. Thankfully, if you're braced to do the entire Great Palace in one setting (or are playing on a re-release that allows for save-states) you only ever have to make the trek to the end once.
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Correcting a false statement about being able to softlock in Dungeon 7 of Oracle of Ages.


* Jabu-Jabu's Belly in ''Oracle of Ages'' puts all other water dungeons in all other ''Zelda'' games to shame. It's entirely possible to get stuck with no keys, no way to access the boss key, and no way to start the water levels over from the beginning to fix your mistake. In order to continue the game from this point, you must perform the [[GoodBadBugs Veran Warp]], which can corrupt your save file -- but also allows you to skip this level and everything else after the Tune of Ages. It's also got the problem of the infamous Water Temple of being so damn ''tedious.'' Expect to spend a ''lot'' of time re-re-retaking the long trek back and forth to the room where you can raise and lower the water level.

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* Jabu-Jabu's Belly in ''Oracle of Ages'' puts all other water dungeons in all other ''Zelda'' games to shame. It's entirely possible It infamously has got a very easy set-up to get stuck with no keys, no way accidentally fall into that seemingly soft-locks the level. Fortunately, there is a hidden pushable block that allows you to access the boss key, and no way to start part of the water levels mechanism needed to reset it again to a finishable state, but many players have started their entire games over from the beginning to fix your mistake. In order to continue the game from at this point, you must perform the [[GoodBadBugs Veran Warp]], which can corrupt your save file -- but also allows you to skip this level and everything else after the Tune of Ages. point not knowing this. It's also got the problem of the infamous Water Temple of being so damn ''tedious.'' Expect to spend a ''lot'' of time re-re-retaking the long trek back and forth to the room where you can raise and lower the water level.

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