| Region | Hyrule Field (Dampé Studio) and Kakariko Village, Eldin Volcano (Slumber Dojo) |
|---|---|
| Location | Dampé Studio in Eastern Hyrule Field (start and finish); the part comes from the Slumber Dojo in Kakariko Village |
| Quest giver | Dampé |
| Available | After Automaton Engineer Dampé: pick “Chop ’em in two!” in Dampé’s journal on his desk |
| You’ll need | A Sword Moblin echo; the heirloom katana (Slumber Dojo reward for passing 6 trainings) |
| Reward | The Roboblin (sword-wielding automaton that cuts through monsters’ defenses) |
Dampé wants “a fearless automaton that can slice through anything blocking its path.” Show him a Sword Moblin echo, then earn the heirloom katana at the Slumber Dojo in Kakariko Village by passing six of the master’s dream trainings. Hand the katana over and Dampé builds the Roboblin. The dojo trip pays off twice: the same trainings also give a Piece of Heart and the First Mastery along the way.
How to Start
Visit Dampé Studio in Eastern Hyrule Field and read the journal on his desk (the “Dampé’s journal!” marker). Choose “Chop ’em in two!”. The concept reads “A fearless automaton that can slice through anything blocking its path.” Dampé tells you to keep an eye out for “a monster with a sword who fights alongside others.” He adds that the automaton will have a fightin’ spirit, so it’ll need a special weapon, and he has heard the leader of the dojo in Kakariko Village has a rare sword. The “Chop ’em in Two!” side quest banner appears.




Walkthrough
Step 1: Show Dampé a Sword Moblin
Stay in the studio and summon a Sword Moblin on the metal pedestal in the middle of the floor. You can learn one at the log-fenced Moblin camp in Hyrule Field, and the stronger Sword Moblin Lv. 2 at a Moblin camp in Eastern Hyrule Field. Dampé says “Hmmm… Lemme have a gander…”, then “That’s it! It matches my concept perfectly!” and “We’re so close to a real zingy automaton!” The quest updates. Now you only need the sword.



Step 2: Sign up at the Slumber Dojo
Warp to Kakariko Village and enter the Slumber Dojo, the room with the big drum, sleeping mats and a white circle on the floor. Step into the circle and the master greets you: “Oho! Are you a new recruit?!” He explains this is “the ONLY dojo where you train via your dreams”: he shows you a dream, and you defeat all the foes in it. Each training session has a goal time, and beating it earns a reward. Training is free, and if you keep at it there will be “an ASTOUNDING reward” as proof of your skill. Answer “I am READY.” to become an official student and open the menu of dream options.



Step 3: Pass six trainings
The menu lists Blank-Slate Battle, Caromadillos’ Revenge, Flow of Battle, Blank-Slate Battle: Wind, Titans’ Gathering and Moblins’ Revenge, each with its rules, goal time and your best time. Beat a training’s goal time to pass it. After each pass the master tells you how many more passes until the next ASTOUNDING reward: the 2nd pass gives a Piece of Heart, the 4th the First Mastery, and the 6th the katana. Passing each of the six listed trainings once is enough. Moblins’ Revenge is a short one: a purple-floored arena packed with Moblins and a 1-minute goal, and it can be cleared in about 13 seconds.



Step 4: Collect the heirloom katana
When your sixth training is passed, the master hands out the regular reward first, and a fast clear also earns a “special reward.” Then comes the ASTOUNDING one: “You got an heirloom katana!” “Supposedly, this katana is so sharp it can cut through anything. It was just collecting dust in the Slumber Dojo!” He warns you not to go swinging it around or running with it. The countdown then starts again toward the next reward, the Second Mastery after 8 passes.



Step 5: Bring the katana to Dampé
Warp back to Eastern Hyrule Field and walk into Dampé Studio. Talk to Dampé: “Which automaton should I make?” Pick “Chop ’em in two!”. He gushes over the katana (“It’s b-beautiful!”), asks for it, and you answer “Here you go!”. Dampé is burnin’ with inspiration and goes to work on his plate.



Reward
“Slicey! This one’s known as Roboblin. Hacky-slashy!” “You got the Roboblin!” Dampé explains that his work of art “shreds up monsters with its blade” and “cuts right through their defenses,” and if it breaks, you know where to find him. Summon it and wind it up with the clockwork key like the other automatons. The “Side Quest Complete” banner for Chop ’em in Two! appears, and the journal now offers the last commission, Get Rich Quick!




Tips
- Keep training after the katana: Shisho, the dojo master, gives the Second Mastery after 8 passes and the Final Mastery after 14, and passing all 15 trainings earns the Green Tunic. See Minigames and the heirloom katana entry.
- The two Blank-Slate trainings start you with no echoes and no items; you pick echoes back up inside the dream, so you don’t need a strong echo list to pass them.
- You wake up “without a scratch, every time,” so a failed dream costs nothing. Retry until you beat the goal.
- Dampé repairs a broken Roboblin and takes Monster Stones instead of rupees.
