The Legend of Zelda: Echoes of Wisdom marks a significant turning point in the beloved franchise, presenting Princess Zelda as the primary protagonist in a mainline adventure for the Nintendo Switch. In this captivating action-adventure, Zelda embarks on a quest to rescue Link and the kingdom of Hyrule from the clutches of mysterious rifts, wielding the power of the magical Tri Rod bestowed upon her by the ethereal fairy, Tri. This artifact grants Zelda the extraordinary ability to create “echoes”—magical imitations of objects and monsters found throughout the vast regions of Hyrule and the enigmatic Still World. This guide serves as a definitive resource for players seeking to understand and master this unique “echo” mechanic, providing detailed information on acquiring, utilizing, and strategically deploying each of the 127 echoes available in the game.
Understanding the Fundamentals of Echoes
The core gameplay of Echoes of Wisdom revolves around Zelda’s ability to learn and utilize echoes to overcome obstacles, solve intricate puzzles, and engage in strategic combat. Early in her adventure, Zelda encounters Tri, who gifts her the Tri Rod and the fundamental knowledge of creating echoes. By approaching sparkling objects in the environment and pressing the ZR button, Zelda can “learn” the echo of that item, permanently adding it to her collection. Similarly, upon defeating most monsters encountered throughout Hyrule, a small, floating version of the defeated foe appears, allowing Zelda to copy its essence and gain its echo. Once an echo is learned, it can be summoned at any time by pressing the Y button.
However, the power to create echoes is governed by Tri energy, visually represented by a series of triangles that float behind Tri. Each echo possesses a specific Tri energy cost, indicated by the number of triangles required to summon it. This system introduces a crucial element of resource management, as Zelda can only have a limited number of echoes active simultaneously, determined by the current amount of Tri energy available. As Zelda progresses through her journey, she can upgrade Tri’s power by completing dungeons and clearing rifts scattered across Hyrule. These upgrades not only increase the maximum number of simultaneous echoes Zelda can summon but can also reduce the Tri energy cost of certain echoes, allowing for greater flexibility and strategic depth.
The application of echoes is remarkably versatile. Object echoes can be used to manipulate the environment in numerous ways, such as creating makeshift stairs with beds to reach higher platforms, forming bridges across gaps with water blocks, or moving heavy boulders to uncover hidden pathways. Furthermore, Zelda can utilize the “bind” ability (granted by Tri) to attach herself to objects or even monster echoes, allowing her to move them or move with them, opening up even more creative puzzle solutions. Monster echoes, on the other hand, serve as invaluable allies in combat, fighting alongside Zelda against the myriad of enemies that populate Hyrule and the Still World. Players can even strategically direct these monster echoes to attack specific targets by holding down the ZL button, adding a tactical layer to encounters.
While the in-game Notebook provides basic descriptions and hints for each echo, the true potential of this mechanic lies in experimentation. The game encourages players to try different echoes in various situations, as many possess hidden or unconventional uses that may not be immediately apparent. There are no penalties for repeatedly summoning and dismissing echoes, allowing for uninhibited exploration of their capabilities. By understanding the properties and interactions of each echo, players can discover unique and creative solutions to the challenges they face in Echoes of Wisdom.
Comprehensive Echo Compendium
This section provides a detailed breakdown of all 127 echoes in The Legend of Zelda: Echoes of Wisdom, categorized into Object Echoes and Enemy Echoes. The following table offers a quick reference guide to all echoes, their initial Tri cost, and a brief description of their primary use. This allows for easy navigation and identification of specific echoes.
Key Table: Comprehensive Echo List
This section presents a complete listing of all 127 echoes found within “The Legend of Zelda: Echoes of Wisdom.” The table below provides a quick reference, detailing the “Echo Name,” its designated “Category,” the “Initial Tri Cost” associated with its creation, and a brief description of its “Primary Use.” This consolidated information aims to offer players an efficient way to access key details for any echo they may encounter or wish to utilize .
Echo Name |
Category |
Initial Tri Cost |
Primary Use |
---|---|---|---|
Table |
Object |
1 |
Used as a step, platform, or obstacle; can be pushed, stacked, and floats. |
Old Bed |
Object |
1 |
Platform; interact to sleep and restore hearts (slow); floats. |
Soft Bed |
Object |
2 |
Platform; interact to sleep and restore hearts (medium); floats. |
Zelda’s Bed |
Object |
3 |
Platform; interact to sleep and restore hearts (fast); floats. |
Decorative Shrub |
Object |
1 |
Platform or obstacle. |
Wooden Box |
Object |
1 |
Platform or obstacle; floats. |
Hyrule Castle Pot |
Object |
1 |
Obstacle or throwable projectile; climb inside to hide. |
Pot |
Object |
1 |
Obstacle or throwable projectile; climb inside to hide. |
Gerudo Pot |
Object |
1 |
Obstacle or throwable projectile; climb inside to hide. |
Boulder |
Object |
1 |
Platform or fire-proof obstacle; can sink platforms below water. |
Rock |
Object |
1 |
Step or throwable projectile. |
Lava Rock |
Object |
4 |
Fire-proof platform; floats on lava. |
Ice Block |
Object |
1 |
Platform or obstacle; slides and melts. |
Snowball |
Object |
2 |
Rolls downhill and causes damage on impact; used in quests. |
Sign |
Object |
1 |
Obstacle; features a random message; can act as a shield (once). |
Grilled Fish |
Object |
1 |
Attracts monsters. |
Meat |
Object |
1 |
Attracts monsters. |
Rock Roast |
Object |
1 |
Used in quests; attracts Tweelus monsters. |
Stuffed Toy |
Object |
1 |
Attracts ghosts. |
Carrot |
Object |
1 |
Calls Zelda’s horse. |
Water Block |
Object |
1 |
Creates vertical and horizontal water passages; extinguishes flames. |
Elephant Statue |
Object |
1 |
Used in quests; obstacle. |
Hawk Statue |
Object |
1 |
Used in quests; obstacle. |
Cat Statue |
Object |
1 |
Used in quests; obstacle. |
Snake Statue |
Object |
1 |
Used in quests; obstacle. |
Ancient Orb |
Object |
1 |
Used in quests; obstacle; set atop pedestals. |
Trampoline |
Object |
1 |
Platform that allows bouncing to reach greater heights. |
Wind Cannon |
Object |
2 |
Blows away sand and enemies; can be carried. |
Flying Tile |
Object |
3 |
Ride on top to fly briefly; damages enemies. |
Cloud |
Object |
2 |
Creates temporary platforms in the air. |
Spiked Roller |
Object |
4 |
Rolls downhill and causes damage on impact. |
Beetle Mound |
Object |
3 |
Spawns Beetle echoes. |
Firework |
Object |
2 |
Used in quests; causes damage to enemies above. |
Brazier |
Object |
2 |
Keeps you warm; melts adjacent ice and ice-based enemies. |
Zol |
Enemy |
1 |
Hops to attack nearby enemies. |
Ignizol |
Enemy |
2 |
Sets grass, wood, webs, and enemies on fire; melts ice; provides warmth. |
Hydrozol |
Enemy |
2 |
Extinguishes fire; effective against fire enemies; grows larger in water. |
Buzz Blob |
Enemy |
3 |
Electrocutes and stuns enemies; triggers electric crystals and blocks. |
Spear Moblin |
Enemy |
2 |
Throws spears at enemies. |
Spear Moblin Lv. 2 |
Enemy |
4 |
Throws spears faster and farther. |
Sword Moblin |
Enemy |
2 |
Attacks with a sword. |
Sword Moblin Lv. 2 |
Enemy |
4 |
Attacks with a sword and blocks with a shield. |
Sword Moblin Lv. 3 |
Enemy |
5 |
Attacks with a sword and blocks with a shield. |
Club Boarblin |
Enemy |
2 |
Attacks with a club. |
Club Boarblin Lv. 2 |
Enemy |
4 |
Attacks with a club and blocks with a shield. |
Boomerang Boarblin |
Enemy |
2 |
Attacks from a distance with a boomerang. |
Boomerang Boarblin Lv. 2 |
Enemy |
4 |
Attacks from a distance with a boomerang. |
Lynel |
Enemy |
6 |
Attacks with a sword; immune to most status damage. |
Lizalfos |
Enemy |
3 |
Attacks with a spear; able to dodge. |
Lizalfos Lv. 2 |
Enemy |
4 |
Attacks with a spear by leaping at enemies. |
Lizalfos Lv. 3 |
Enemy |
5 |
Attacks with a spear and can fight underwater; immune to fire. |
Darknut |
Enemy |
3 |
Attacks with an axe swing; armored. |
Darknut Lv. 2 |
Enemy |
4 |
Attacks with an axe swing; armored. |
Darknut Lv. 3 |
Enemy |
5 |
Attacks with an axe spin attack; armored. |
Armos |
Enemy |
2 |
Blocks and pushes enemies; triggers switches remotely; works underwater. |
Ball and Chain Trooper |
Enemy |
4 |
Uses a circular attack by swinging a ball and chain. |
Gibdo |
Enemy |
3 |
Slow-moving; attacks with both hands when close. |
Gibdo Lv. 2 |
Enemy |
3 |
Slow-moving; attacks with both hands when close; turns into ReDead when burned. |
ReDead |
Enemy |
2 |
Stuns enemies with scream; attacks; grounds birds. |
Fire Wizzrobe |
Enemy |
5 |
Warps and shoots fire projectiles. |
Ice Wizzrobe |
Enemy |
5 |
Warps and shoots ice projectiles. |
Electric Wizzrobe |
Enemy |
5 |
Warps and shoots electric projectiles. |
Caromadillo |
Enemy |
2 |
Rolls into a ball and attacks enemies, bouncing off walls. |
Caromadillo Lv. 2 |
Enemy |
3 |
Rolls into a ball and attacks enemies, bouncing off walls. |
Rope |
Enemy |
1 |
Lunges straight at nearby enemies; dodges aerial attacks. |
Tornando |
Enemy |
2 |
Blows enemies away and off platforms. |
Ribbitune |
Enemy |
2 |
Croaking attracts monsters. |
Drippitune |
Enemy |
1 |
Croaking creates rain, extinguishing fire. |
Torch Slug |
Enemy |
3 |
Sets things and enemies on fire. |
Freeze Slug |
Enemy |
3 |
Freezes everything in its path. |
Holmill |
Enemy |
1 |
Digs holes in soft earth to retrieve items or create passages. |
Wolfos |
Enemy |
3 |
Circles around enemies and attacks. |
White Wolfos |
Enemy |
5 |
Circles around enemies and attacks; summons backup. |
Keese |
Enemy |
1 |
Swarms and divebombs enemies; can be held to glide. |
Fire Keese |
Enemy |
4 |
Attacks and causes fire damage; can be held to glide. |
Ice Keese |
Enemy |
4 |
Attacks and causes ice damage; can be held to glide. |
Electric Keese |
Enemy |
4 |
Attacks and causes electric damage; can be held to glide. |
Mothula |
Enemy |
3 |
Rapidly blasts towards enemies; can be held to glide. |
Mothula Lv. 2 |
Enemy |
5 |
Immune to damage while blasting at enemies; can be held to glide. |
Needlefly |
Enemy |
2 |
Attacks in a straight line; can be held to glide. |
Albatrawl |
Enemy |
2 |
Attacks enemies above or below water; can be held to glide. |
Crow |
Enemy |
2 |
Attacks and knocks rupees out of its target; can be held to glide. |
Beakon |
Enemy |
3 |
Attacks and calls in allies to attack. |
Guay |
Enemy |
3 |
Attacks by divebombing enemies. |
Octorok |
Enemy |
1 |
Sentry; spits rocks at enemies; can float on water. |
Fire Octo |
Enemy |
2 |
Spits fire at enemies; can float on water. |
Ice Octo |
Enemy |
2 |
Spits ice at enemies; can float on water. |
Sea Urchin |
Enemy |
1 |
Immobile spiky enemy harms anything that touches it. |
Sand Crab |
Enemy |
1 |
Attacks with sharp claws above or underwater. |
Biri |
Enemy |
2 |
Creates damaging electric field; larger underwater; energizes crystals. |
Tangler |
Enemy |
1 |
Attacks enemies underwater. |
Tangler Lv. 2 |
Enemy |
2 |
Attacks enemies underwater; lights up the dark. |
Bombfish |
Enemy |
4 |
Attacks with timed blasts underwater and above; use to break cracked walls. |
Chompfin |
Enemy |
4 |
Chops and spin-attacks underwater; immobile out of water. |
Piranha |
Enemy |
2 |
Homes in on and bites enemies underwater. |
Sand Piranha |
Enemy |
2 |
Homes in on and bites enemies in sand. |
Deku Baba |
Enemy |
2 |
Immobile plant enemy attacks by biting; can be picked up. |
Bio Deku Baba |
Enemy |
3 |
Immobile plant enemy can swallow enemies whole; can be picked up. |
Deku Baba Lv. 2 |
Enemy |
3 |
Immobile armored plant enemy can swallow enemies whole; can be picked up. |
Peahat |
Enemy |
3 |
Flies by spinning and damages enemies with spikes. |
Giant Goponga Flower |
Enemy |
4 |
Immobile plant attacks with pollen clouds. |
Zirro |
Enemy |
3 |
Flies and drops bombs; can be held to glide. |
Ghirro |
Enemy |
2 |
Flies and blows enemies away; can be held to glide. |
Mini Moldorm |
Enemy |
1 |
Moves erratically and causes damage on impact. |
Strandtula |
Enemy |
2 |
Creates flammable thread from ceilings for use as a rope. |
Crawltula |
Enemy |
3 |
Attacks by biting; can crawl on all surfaces (use Bind to transport). |
Baby Gohma |
Enemy |
2 |
Attacks with flammable webs that slow ground enemies. |
Beetle |
Enemy |
1 |
Swarms enemies but causes low damage. |
Aruroda |
Enemy |
2 |
Attacks enemies with its stinger. |
Tektite |
Enemy |
2 |
Leaps at enemies on ground and water surfaces. |
Tektite Lv. 2 |
Enemy |
3 |
Leaps at enemies and causes damage with spikes. |
Hoarder |
Enemy |
3 |
Camouflages as a mushroom and attacks nearby enemies. |
Poe |
Enemy |
4 |
Attacks with fire; can warp and move through walls. |
Moa |
Enemy |
3 |
Floating sentry protects allies by firing at enemies. |
Goo Specter |
Enemy |
3 |
Attacks enemies; impervious to damage when flattened. |
Ghini |
Enemy |
1 |
Attacks by licking enemies; can move through walls and trigger switches. |
Ghini Lv. 2 |
Enemy |
3 |
Attacks by licking enemies; can move through walls and trigger switches. |
Leever |
Enemy |
3 |
Attacks with rotating blades; hides in the ground. |
Pathblade |
Enemy |
1 |
Moves in straight lines and attacks with sharp blades. |
Gustmaster |
Enemy |
3 |
Immobile; produces circular gusts of air to push enemies. |
Tweelus |
Enemy |
2 |
Attacks enemies; resistant to fire. |
Temper Tweelus |
Enemy |
3 |
Attacks enemies and counter-attacks with fire; resistant to fire. |
Freezard |
Enemy |
3 |
Blows icy breath at enemies and follows them; fire melts it. |
Snomaul |
Enemy |
3 |
Attacks with icy snowballs that it can regrow; fire melts it. |
Spark |
Enemy |
2 |
Causes electric damage on impact; moves along set paths; triggers crystals. |
Platboom |
Enemy |
3 |
Crushes enemies by dropping on them; pushes away nearby enemies; elevator platform. |
Beamos |
Enemy |
3 |
Immobile sentry fires beams at enemies on the ground or in the air. |
Object Echoes: Tools for Exploration and Puzzles
Object echoes form the backbone of Zelda’s puzzle-solving capabilities, allowing her to manipulate the environment in diverse ways. Many of these echoes possess multiple applications beyond their initial obvious function. For instance, the Table Echo, one of the first obtained, serves not only as a step to reach slightly higher ledges but can also be pushed and stacked to create makeshift platforms. Similarly, the various Bed Echoes (Old Bed, Soft Bed, Zelda’s Bed) not only allow Zelda to rest and recover health but can also be strategically placed to form platforms and bridges. Notably, the healing rate increases with each subsequent bed acquired, with Zelda’s Bed offering the fastest recovery.
Certain object echoes are crucial for navigating specific environmental challenges. The Boulder Echo, for example, is not only a heavy object that can be used as a platform or to weigh down switches but is also fire-proof and can be used to block strong gusts of wind, allowing passage through otherwise impassable areas. The Water Block Echo is indispensable for traversing aquatic environments, allowing Zelda to create pathways across water surfaces and even stack them vertically to reach significant heights. The Flying Tile Echo, while costing a significant amount of Tri energy early on, provides a unique means of temporary flight, enabling Zelda to cross short gaps or reach specific airborne targets. The Cloud Echo, acquired later in the game, offers unparalleled freedom in exploration, as these temporary platforms can be created mid-air without needing any underlying support, allowing for traversal of vast chasms and ascents to great heights. Other notable object echoes include the Trampoline Echo, which grants a significant boost to Zelda’s jump, allowing her to reach treetop pathways and other elevated areas ; the Ignizol Echo, a source of fire used to light torches, burn obstacles, and even damage enemies ; and various Pot Echoes (Pot, Hyrule Castle Pot, Gerudo Pot), which can be used as throwable projectiles, hiding places, and even to prevent the stunning scream of ReDead enemies. The strategic placement and combination of these object echoes are key to overcoming many of the game’s environmental puzzles.
Enemy Echoes: Allies in Battle
Enemy echoes provide Zelda with essential combat support, with each monster possessing unique attack patterns, strengths, and weaknesses. Understanding these characteristics is vital for strategic deployment against different enemy types. Early in the game, echoes like the Spear Moblin Echo offer ranged attacks, proving particularly effective against airborne foes. As Zelda progresses, she encounters stronger variants of enemies, such as Lizalfos Lv. 2 Echo and Sword Moblin Lv. 2 Echo, which boast increased health and attack power, making them valuable allies in more challenging encounters.
Certain enemy echoes possess unique abilities that can be strategically exploited. The Buzz Blob Echo, for instance, not only deals contact damage but can also electrocute enemies, rendering them immune to most physical attacks. The Crow Echo, while seemingly weak, has the unique ability to steal rupees from enemies it attacks, making it an invaluable tool for accumulating wealth. The ReDead Echo, despite its slow movement, can unleash a paralyzing scream that briefly stuns nearby opponents, providing an opening for Zelda or other echoes to attack. Flying enemy echoes like the Mothula Lv. 2 Echo can charge through the air, dealing significant damage to targets. For underwater combat, the Bombfish Echo acts as a mobile explosive, capable of damaging enemies and breaking cracked walls. Later in the game, powerful enemy echoes such as the Lynel Echo and the Sword Moblin Lv. 3 Echo become available, offering immense damage output and resilience, capable of turning the tide in difficult boss battles. By strategically selecting and deploying enemy echoes based on the specific combat situation, players can effectively overcome even the most formidable foes.
Advanced Echo Usage and Strategies
Beyond the basic applications of object and enemy echoes, mastering the “echo” mechanic involves understanding advanced techniques and strategic combinations. Combining different object echoes in specific sequences can unlock access to otherwise unreachable areas. For example, stacking a Trampoline Echo on top of a Wooden Box Echo, followed by a Snake Statue Echo or Decorative Shrub Echo, allows Zelda to ascend to considerable heights. Similarly, strategically placing multiple Water Block Echoes can create intricate pathways for navigating complex aquatic environments or bypassing obstacles. Utilizing flying enemy echoes in conjunction with the “bind” ability allows Zelda to glide across large gaps, providing a unique method of aerial traversal. The Crawltula Echo, when bound to, can be used to scale almost any vertical surface, opening up numerous exploration possibilities.
The “bind” mechanic itself has several advanced applications in both traversal and combat. In addition to moving heavy objects for puzzle-solving, binding to moving platforms or even enemy echoes can allow Zelda to cross vast distances or reach otherwise inaccessible locations. A particularly effective combat tactic involves binding enemies and dragging them into Water Block Echoes, resulting in an instant defeat for most foes. The Reverse Bond ability, while less frequently used, can be crucial in specific scenarios where Zelda needs to move with a bound object.
Many echoes possess hidden or unconventional uses that can provide a significant advantage. The various Bed Echoes, beyond their primary function of healing, can be used to cheese certain mechanics by rapidly entering and exiting them, significantly increasing the healing rate. Pot Echoes can be used not only as projectiles but also as a means of hiding from patrolling enemies and, crucially, to avoid the stunning effects of a ReDead’s scream. The seemingly innocuous Gustmaster Echo can be surprisingly effective for pushing enemies off ledges or even stopping incoming projectiles, providing a unique defensive option. The Holmill Echo, while appearing primarily for digging in sand, can also uncover hidden treasures like rupees, smoothie ingredients, and Might Crystals in specific patches of dirt. Even seemingly static object echoes like statues can be used as temporary shields to block enemy projectiles. Furthermore, certain food-based echoes like Meat Echo or Grilled Fish Echo can be used to distract specific types of enemies, creating opportunities for stealth or repositioning.
Optimizing the use of Tri’s power is paramount to effectively utilizing the echo mechanic. Completing dungeons and clearing the numerous smaller rifts scattered throughout Hyrule are essential for leveling up Tri, which in turn increases the maximum number of simultaneous echoes Zelda can have active and reduces the Tri energy cost of many powerful echoes. Reaching higher Tri levels also unlocks additional benefits, such as the ability to cast echoes at a distance. Players should prioritize exploring and completing these optional rifts to maximize their Tri power and unlock the full potential of the echo system.
Finally, understanding the synergy between the “echo” mechanic and Zelda’s Swordfighter Form is crucial. While echoes are Zelda’s primary means of attack, the Swordfighter Form, obtained early in the game, provides a direct combat option. Utilizing the Swordfighter Form in situations where Tri energy is low or against enemies particularly vulnerable to direct attacks can help conserve echo resources. Furthermore, the Swordfighter Form can be upgraded throughout the game, increasing its power and unlocking new abilities. Combining the strategic deployment of powerful enemy echoes to stun or weaken foes with swift attacks in Swordfighter Form can be a highly effective combat strategy.
Conclusion
The “echo” mechanic in The Legend of Zelda: Echoes of Wisdom is a testament to the game’s innovative approach to puzzle-solving and combat. By mastering the acquisition, utilization, and strategic deployment of the 127 unique echoes, players can fully experience the depth and creativity that this system offers. While there is no significant in-game reward for collecting every single echo beyond some post-game dialogue and features, the knowledge and mastery gained throughout the process are their own reward. The true key to wisdom in Echoes of Wisdom lies in embracing experimentation, thinking strategically about resource management, and discovering the myriad of possibilities that Zelda’s unique ability unlocks.