Table of Contents
- Prologue: Escape from Hyrule Castle: Step-by-step guide to escaping the castle, introducing basic mechanics.
- Chapter 1: Suthorn Forest & The Mysterious Rifts: Navigating Suthorn Village and completing the Suthorn Ruins dungeon.
- Chapter 2: Gerudo Desert: Guidance on completing quests and dungeons in the Gerudo Desert region.
- Chapter 3: Jabul Waters: Strategies for tackling quests and dungeons in the Jabul Waters region.
- Chapter 4: Return to Hyrule Castle: Progressing the main storyline upon returning to the castle.
- Chapter 5: Eldin Volcano: Strategies for navigating the Eldin Volcano region and its challenges.
- Chapter 6: Faron Wetlands: Guidance on completing quests and dungeons in the Faron Wetlands.
- Chapter 7: Hebra Mountains: Navigating the Hebra Mountains region and overcoming its challenges.
- Chapter 8: The Eternal Forest & Endgame: Preparation and strategies for the final challenges and boss encounters.
Overview
The Prologue: Escape from Hyrule Castle serves as the tutorial and opening chapter of The Legend of Zelda: Echoes of Wisdom. In this section, you’ll briefly play as Link to learn basic controls and combat, face a miniboss (Ganon), and then take control of Princess Zelda as she escapes from the castle dungeon. This prologue introduces core gameplay mechanics (like combat and the new **“Echo” ability) and sets up the story with several cutscenes. Below is a structured walkthrough covering all objectives, puzzles, and encounters, along with important story moments, item locations, and beginner tips for new players.
Objectives
- Learn Basic Controls as Link: Traverse a linear corridor, defeat minor enemies, and get comfortable with sword attacks, blocking, and item use (bow & bombs).
- Defeat the Miniboss (Ganon): Use your combat skills to win an easy introductory battle against Ganon.
- Escape the Underground Ruins (Zelda): After a story cutscene, control Zelda, flee a collapsing cavern, and return to Hyrule Castle with the help of royal guards.
- Speak with the King: Explore Castle Town briefly and meet Zelda’s father in the throne room; a cutscene will lead to Zelda’s imprisonment
.
- Break Out of the Castle Jail: As Zelda, acquire the Tri Rod and use “Echoes” of objects to solve puzzles, avoid guards, and escape the dungeon.
- Meet Impa & Secure a Disguise: Find ally Impa, who provides a disguise (hood) and an adventure log (map/quest journal) to begin your journey.
Walkthrough
Playing as Link – Tutorial Combat
The game begins with a cold open featuring Link in a mysterious underground passage. Follow the on-screen prompts to learn movement and combat basics. This area is very linear – simply move forward through the corridors and defeat any enemies that appear. You’ll encounter a few low-level foes (like bats or keese, and sword-wielding guards). Use your sword to strike them and practice using your shield to block. Remember to lock on to enemies by holding ZL, which makes it easier to strafe and land hits. Link starts with a full arsenal (sword, bow, and bombs) and a full 20-heart health meter, so don’t be afraid to experiment with weapons. For example, you can fire arrows from a distance or hold A to ready a bomb and release it as a Bombchu to take out enemies creatively. Grab any hearts dropped by enemies to refill health and continue until you reach a large door leading to the first boss arena.
Boss Fight: Ganon (Miniboss)
Surprisingly, Link’s tutorial culminates in an early face-off with Ganon – but don’t worry, this fight is designed to be manageable. Cutscene: A brief cinematic may show Zelda captured by Ganon, setting the stakes for the battle. Once the fight begins, stay alert for Ganon’s two simple attack patterns:
- Spear Charge: Ganon will teleport to a corner of the room and lunge forward with his spear. The telltale sign is when he reappears and readies the thrust. Dodge to the side quickly to avoid the charge, then dash in and land a few sword strikes while he recovers. You can also fire an arrow or two if you’re at a distance.
- Energy Orb (Dead Man’s Volley): Ganon’s second move is a classic slow-moving energy ball attack. He conjures a glowing orb and hurls it toward you. You can simply move out of its path, but the best strategy is to use Link’s sword to smack the orb back at Ganon. Be prepared – Ganon might swat it back, initiating a tennis-like exchange known as a “Dead Man’s Volley”. Continue timing your sword swings to deflect the orb until it finally hits Ganon and stuns him. While he’s paralyzed, rush in and unleash sword attacks to deal heavy damage.
With 20 Hearts, Link can afford to take a few hits, but practice dodging to preserve health. After a few cycles of these attacks, Ganon will fall.
Cutscene: Upon Ganon’s defeat, a story event occurs – mysterious rifts erupt across Hyrule, and in a twist of fate, Link is swallowed by one of the rifts. Zelda is left on her own, setting the stage for her adventure.
Controlling Zelda – The Rift Escape and Return to the Castle
After the prologue battle, you now assume control of Princess Zelda. A cutscene shows her freed from Ganon’s grasp just as Link disappears, and a glowing yellow spirit named Tri briefly appears in the chaos
(you’ll learn more about Tri soon). Zelda finds herself in the collapsing underground ruin. Objective: Escape the area before the spreading rift engulfs you.
- Grab the Mysterious Hood: Before fleeing, walk up to the hood on the ground and pick it up. (This hood belonged to Link or was dropped during the chaos – it will become important later as a disguise.) As soon as you have the hood, the dark void behind you starts expanding.
- Run from the Rift: Dash through the cave hallway away from the encroaching rift. This sequence is straightforward platforming – follow the glowing light (likely Tri guiding you) and keep moving. If the void catches up and pulls Zelda in, don’t panic; the game will restart you at the beginning of this chase segment. Just keep running and jumping over any debris. The path is linear and short, so you should reach the exit after a few turns.
- Emergence & Capture: Zelda escapes the underground ruin and emerges outside near Hyrule Castle. Here, a cutscene triggers: Zelda encounters two Hyrule Castle guards. Instead of harming her, the guards escort Zelda back to Hyrule Castle, assuming she’s in danger or needs help. Zelda is safe for the moment and is taken to Castle Town.
Now back in the familiar surroundings of Castle Town, you briefly regain control. This is a chance to catch your breath and get familiar with controlling Zelda.
Note: At this point, Zelda has no weapon or special ability yet, so you cannot attack. You can, however, walk around the town square.
Beginner Tip: Take a moment to learn how to interact with NPCs or objects – though in this early segment, most townsfolk have limited dialogue and many areas are blocked until later. When ready, continue the story by heading toward the castle gates.
- Explore Castle Town (Optional): Feel free to roam the small town area outside the castle. There isn’t much you can do right now (many shops or side activities unlock later), but you can get a sense of the layout. If you try to wander off, guards or invisible barriers will keep you focused on the main quest. New players should note that the game will keep you on track during the prologue.
- Enter Hyrule Castle: When you’re done looking around, go to the north end of town where Hyrule Castle’s entrance is. Walk inside the castle foyer and proceed up the grand staircase to the throne room. A marker or guard prompt will likely indicate the correct path (usually straight up the main hall).
Cutscene – Audience with the King: Approaching the throne triggers a story cutscene. Princess Zelda speaks with her father, King of Hyrule, recounting the incident with the rifts and Link’s disappearance. However, the reunion turns sour: the King and his advisor (or someone in the court) accuse Zelda of causing the rifts and the calamity befalling Hyrule. In a dramatic turn of events, Zelda is declared a suspect (or unwitting culprit) in the disaster. The scene quickly escalates – guards surround Zelda, and despite her protests, she is placed under arrest. The screen fades as Zelda is taken away, setting up the next gameplay segment.
Escape from Hyrule Castle Jail (Zelda’s Stealth Mission)
Zelda awakens to find herself locked in a jail cell deep beneath Hyrule Castle. This begins the stealth/puzzle portion of the prologue, where combat is minimal and creativity is key. You must help Zelda break out of her cell and sneak out of the dungeon. Fortunately, help arrives from an unusual source:
Zelda awakens in a dark jail cell beneath Hyrule Castle, with only a small table and shelf as furnishings. A mysterious glowing companion soon appears to assist her.
Cutscene – Tri’s Aid: As Zelda regains control in the cell, the glowing yellow spirit Tri appears. (This is the same entity that guided her out of the cave.) Tri introduces itself and offers to help. After some dialogue, Tri grants Zelda the Tri Rod, a magical rod imbued with the power of Echoes. This item is the core mechanic of Echoes of Wisdom: it allows Zelda to “capture” the essence (Echo) of certain objects and create copies of them to use for puzzles and traversal.
Now the gameplay tutorial resumes, focusing on using the Tri Rod and stealth. Here’s a step-by-step guide to escaping the jail:
Acquire the Table Echo: In the cell, you’ll notice a sturdy four-legged table and some debris. Approach the table and follow Tri’s instructions to capture its Echo (press ZR when prompted to scan the object). Once captured, you now have the ability to create copies of this table.
Escape the Cell via the Broken Wall: Look around for a way out. The cell door is locked, but part of the wall on the left is crumbled, revealing a hole high up that leads to the adjacent cell. To reach it, use the Tri Rod to materialize the Table Echo. You can create a table and even stack multiple copies. Stack table copies like a staircase beneath the broken section of wall. Climb up the makeshift steps (jump if needed) and crawl through the gap into the next cell. (If you have trouble stacking, ensure you’re positioning each table directly on top of the previous one. Zelda can climb onto a table by pushing against it.) On the other side, drop down into the neighboring jail cell, which luckily has its door left unlocked. Open the door and step out into the dungeon hallway.
Sneak Past the First Guard (Upper Shelf Route): Move carefully now – you’ve entered a corridor patrolled by castle guards. Zelda is unarmed, so avoid being seen (if a guard catches you, you’ll likely be thrown back into the cell or triggered to a checkpoint). Immediately to your right is a wooden shelving unit and a guard stationed on the ground nearby. Use a table (from your Table Echo) as a platform to help Zelda climb up onto the shelf quietly. By staying above the guard’s line of sight, you can sneak past him without a fight. Walk across the top of the shelf and drop down on the far side, beyond the guard’s patrol vision. Here you’ll find a large wooden box. Use the Tri Rod to capture the Wooden Box Echo just like you did with the table. Now you have a new object to replicate.
Bypass the Two Patrolling Guards: In the next area, two guards are patrolling back and forth together, blocking the hallway you need to exit. Engaging them is not an option, so use your new Echo cleverly. Select the Wooden Box Echo and place a couple of boxes to create a blockade on their patrol path, effectively “boxing” them in. For example, if there are already some crates in the room, spawn a new box in a gap to complete a barricade. This will prevent the guards from moving or turning around, giving Zelda a window to slip past unnoticed. Time your move carefully: as soon as their backs are turned or they pause, quietly walk by. Continue forward to the next chamber. (Beginner Tip: Observe guard patterns. Guards have cones of vision; stay out of sight by moving behind them or above them. If you make a noise or enter their line of sight, an alert will sound. Take it slow if needed.)
Climb and Distract with the Hyrule Castle Pot Echo: Up ahead, you’ll overhear two guards conversing with their backs toward you, conveniently distracted (one jokes about breaking pots – a hint you’ll use shortly). They aren’t looking your way, so you can sneak straight past them initially. You’ll see a ladder leading up another tall shelf or ledge. Climb the ladder to reach a high ledge of storage cabinets. Run across the top to find a distinctive ornate pot sitting here. Capture this object to gain the Hyrule Castle Pot Echo. Now climb down or drop back into the room. In the final corridor ahead, a couple of guards stand watch near the exit. Use the pot Echo to distract these guards so you can get by. There are two methods:
- Throw a Pot: Materialize a pot and throw it so that it shatters on the floor within the guards’ hearing range (but away from Zelda’s intended path). The sudden crash will lure the guards toward the sound to investigate. While they are distracted and move away, quickly sneak around the opposite side to the door.
- Hide in a Pot: Alternatively, for a fun stealth trick, you can spawn a pot and hide inside it. The game allows Zelda to jump into the pot Echo, essentially wearing it as camouflage. In this state, guards will not notice her unless you move in their direct line of sight. Carefully tiptoe (only when they’re not looking your way) to reposition past them. If a guard turns toward you, stop moving and stay still – you’ll resemble just another piece of pottery! Once the guard looks away, hop out and proceed to the exit.
- Whichever method you choose, ensure the guards are not looking at the door when you make your move. Slip through the door into the next area.
Meet Impa and Escape: You’ve made it out of the jail section and into a safe room. Here, a cutscene plays as Zelda unexpectedly encounters Impa, her trusted caretaker and advisor. Impa has been searching for Zelda and is relieved to find her. She reveals that she never believed the accusations – something is amiss with the King (Impa even suggests the King who jailed you might not have been himself or was an imposter, hinting at a larger plot). Impa helps Zelda finalize her escape from Hyrule Castle by equipping her with two crucial items:
- The Hood Disguise: Impa returns the hood you picked up earlier, which belonged to Link. Zelda can wear this hooded cloak as a disguise, allowing her to move through certain areas without immediate recognition. (This essentially becomes a cosmetic change that also has a gameplay purpose – guards outside might not recognize the princess at a glance.) The disguise might also grant a special spin attack or spin move (as noted in the game’s tutorial) to aid in later situations.
- Adventure Log (Map & Notebook): Impa gives you the Adventure Log, which serves as the game’s menu for tracking your main quests, side quests, and includes a map of Hyrule. This will mark the start of your first official quest, “The Mysterious Rifts,” in your log. The log is essentially your guide for objectives going forward, and the map will help you navigate the world outside the castle.
At this point, the prologue is complete.
Cutscene: Zelda, now disguised and with Impa’s guidance, slips out of Hyrule Castle and into the wider world, officially beginning her journey. You’ve successfully escaped the castle! Save your game if possible, and get ready to tackle the next chapter.
Cutscene Story Highlights
- Mysterious Rifts Appear: Just after Link defeats Ganon, dark rifts open across Hyrule. Link is consumed by one, setting up the mystery of his disappearance. Zelda witnesses this, establishing her as the protagonist to resolve the crisis.
- Zelda’s Arrest: Upon returning to Hyrule Castle, Zelda is accused of unleashing the rifts. In the throne room, the King (possibly under influence or impersonated) orders her imprisonment. This dramatic twist paints Zelda as a fugitive hero wrongly blamed for the disaster.
- Tri – The Spirit of Wisdom: In the jail, Zelda is aided by Tri, a small yellow spirit. Tri’s presence was hinted at during the escape from the cave (guiding Zelda as a light). Tri gifts Zelda the Tri Rod and introduces the concept of Echoes, indicating that Zelda will use the “wisdom” of objects (Echoes) to overcome challenges. Tri seems to be a key ally (possibly a personification of the Triforce of Wisdom or a magical companion).
- Impa’s Alliance: After escaping the dungeon, Zelda reunites with Impa. Impa confirms that the situation in Hyrule Castle is dire – even the King’s orders can’t be trusted – and she fully supports Zelda. Impa provides Zelda with the disguise (the hood, symbolizing Link’s legacy or protection) and the adventure log, effectively setting Zelda on her quest to investigate the rifts and find Link. These story elements establish the central quest: discover the truth behind the rifts and clear Zelda’s name.
Hidden Items & Collectibles in the Prologue
While the prologue is fairly linear, there are a few important items and collectibles to obtain:
Sword, Bow, and Bombs (Link’s Gear): At the very start, Link already has his sword, a bow, and bombs in his inventory. These are given for tutorial purposes – you won’t retain them when control shifts to Zelda, but use them to learn combat mechanics. (Link’s bombs are infinite in this sequence, and they function as Bombchus when thrown.)
Tri Rod: This key item is given to Zelda by Tri in the jail cell. Automatically obtained, it allows you to record and reproduce Echoes of objects. Check your inventory to see the Tri Rod; it will be used frequently throughout the game for puzzle-solving.
Table Echo: The first Echo you learn, drawn from the wooden table in Zelda’s cell. Echoes are not items you carry in a typical sense; rather, they are like blueprints stored in the Tri Rod. After scanning the table, you can create as many table copies as needed (within some limit) whenever you have the Tri Rod active. This Echo is essential for escaping the cell and will remain available for future use in puzzles.
Wooden Box Echo: Obtained on the shelf after the first guard. Capture the Echo from the crate/box there. This Echo lets you spawn wooden boxes, useful for obstructing paths or possibly reaching high ledges. It’s used to trap guards in the prologue and will be helpful in later puzzles where a sturdy cube is needed.
Hyrule Castle Pot Echo: Found on the high cabinet via the ladder, this Echo copies the properties of a big castle pot. With it, Zelda can spawn pots to throw as distractions or hide in them for stealth. Pots might also be used to hold down switches or as stepping stools in future puzzles.
Hood Disguise: This wearable item is given by Impa at the end of the prologue It’s the hood Zelda picked up earlier, now repurposed as a disguise. When equipped, it changes Zelda’s appearance (and presumably how NPCs/guards react to her). The hood doesn’t have stats like armor, but it has functional importance for stealth and story. You’ll find it in your equipment or key items menu after the cutscene.
Adventure Log (Map and Quest Journal): Also given by Impa, the Adventure Log is essentially your map and quest tracker. It automatically updates with the “Mysterious Rifts” main quest at the end of the prologue. You can open it to view a map of the immediate area (and world map once available) and to read quest objectives or lore entries. It’s not a collectible per se, but it’s an important tool you now have.
Rupees and Hearts: Throughout the prologue, you might find a few green or blue rupees in pots or dropped by enemies, as well as hearts for healing. Notably, in Zelda’s jail escape, if you throw pots or move crates, you might uncover a heart or rupee here or there, but there are no big treasure chests or permanent power-ups in this section. Make sure to start collecting rupees now, as you’ll need money later for shops.
There are no missable pieces of heart or major collectibles in the prologue, so focus on getting comfortable with the controls and abilities. All essential items (Tri Rod, Echoes, Log, Disguise) are unmissable story unlocks.
Beginner Tips for the Prologue
Follow the On-Screen Prompts: Echoes of Wisdom gently guides you in the opening. Pay attention to tutorial messages about attacking, defending, and using items. These prompts will teach you actions like targeting (ZL), using your bow (ZR or right stick aim) and bombs, jumping, and interacting with objects. Don’t rush – make sure you understand each mechanic as it appears.
Practice Combat Safely: With Link’s large health pool in the intro, use this chance to practice blocking and dodging. Try locking on to a enemy and circle-strafing, or raise your shield to see how it negates damage. You can also test throwing bombs (hold A) or shooting arrows to hit enemies from afar. There’s no penalty for taking a few hits as Link since you have plenty of hearts and there are recovery hearts in pots. This practice will help when Zelda later obtains her own weapons.
Use Your Items Strategically in Boss Fights: During the Ganon fight, remember what you’ve learned – avoid the charging attack by moving aside quickly and strike Ganon from behind. When he uses the energy orb, time your sword swings to send it back at him. This “ping-pong” counterattack is a recurring theme in Zelda games, so mastering the timing now is valuable. If you struggle with timing, you can also simply dodge the orb to avoid damage, but the fight will last longer.
Stealth Basics: Once you control Zelda in the jail, direct combat is not an option. Stealth is key. Pay attention to enemy sight-lines – if a guard has a cone of vision (sometimes indicated by the direction they face), stay out of it. Walking (or crouch-walking if available) is quieter than running. If a guard starts to notice you (you might see an “!” or hear a sound), back away and break line of sight. Getting caught typically results in an alarm and you might have to retry from the last checkpoint. Be patient and observe patrol patterns before making a move.
Master the Echo Ability: The Tri Rod’s Echo power is new, so take time to get used to it. To capture an Echo, approach the glowing outline on an object and press the prompted button (ZR). To deploy an Echo, select it from your ability wheel (or it might auto-equip) and place it with the confirm button. You can often rotate or adjust placement – make sure the hologram of the item is where you want it before finalizing. If an Echo placement isn’t useful, you can usually dismiss it and try again (or it might vanish after a while). Experiment in the cell with stacking tables, since this is a safe area, to understand how multiple echoes can interact.
Use Distractions to Your Advantage: The game encourages clever solutions. If an enemy is in your way, think of how to use the environment. For instance, throwing a pot as a distraction noise works not just in the prologue but anytime you need to lure enemies away. Similarly, creating barriers with boxes or other Echoes can divide enemies or block their sight. You even have the option to hide in certain objects (like the pot) when the situation calls for it. These tricks are often safer than trying to outrun a guard.
Checkpoint System: The prologue has frequent checkpoints (usually before or after a major section or puzzle). If you fail the stealth segment by being seen, the game will reload a recent checkpoint rather than making you start all over. Don’t get discouraged by a few retries; use each attempt to refine your approach. For example, if a guard caught you because you moved while they were looking, next time wait for a better moment.
Consult Your Map and Log: As soon as you receive the Adventure Log and map from Impa, get in the habit of checking them. The map can show you the layout of known areas (useful when backtracking through the castle or later exploring the overworld). The log will outline your next objective (“Escape from Hyrule Castle” during the jail segment, then update to “The Mysterious Rifts” after). This can be a helpful reminder if you put the game down and come back later, so you know what to do next.
Enjoy the Story: Lastly, soak in the narrative. Echoes of Wisdom puts Zelda at the forefront, and the prologue story sets the tone for the adventure. If you’re a newcomer, this section neatly introduces you to the Zelda universe’s staples (a fight with Ganon, mystical powers, and a world in peril) in a beginner-friendly way. Watching the cutscenes will make your quest more meaningful, and the adventure log will record key lore bits.
With the prologue completed, you have learned the fundamentals of combat, puzzle-solving with Echoes, and stealth. You’ve also unraveled the initial plot threads: the appearance of rifts, Link’s disappearance, and Zelda’s resolve to clear her name and save Hyrule. Now, equipped with the Tri Rod and guidance from Impa, you’re ready to embark on the first main quest of Echoes of Wisdom! Good luck on your journey, and enjoy the adventure ahead.