ZeldaCollection

EX Champion Urbosa’s Song

Revali’s Gale+, Mipha’s Grace+ and Daruk’s Protection+ are already unlocked. The only thing missing is Urbosa’s Ballad before the final test of the second DLC opens. The three tasks lead once again across the Gerudo region: Link must defeat the unique Molduking, chase through a series of light rings with a sand seal and then penetrate the Yiga’s lair a second time to throw a stolen Sheikah ball into the abyss.

The last part in particular is more than a repeat of our earlier Yiga quest. Master Kohga’s gang has occupied their hideout again and this time they are guarding another treasure. At the same time, the exams take us through areas where there is still some sensible 100% content. So after the sand seal race, we pick up a Korok and a gold Rupee in the West Gerudo Ruins before moving on to the Yiga Hideout.

[DLC] This chapter continues DLC Pack 2 “The Champions’ Ballad“, four freed Titans and the completed Destroyer section on the Great Plateau in advance. The three additional shrines are called Keive Tala Shrine, Takama Shiri Shrine and Kihiro Moh Shrine. All DLC shrines are also available in the ZeldaCollection guide Shrines of the ballad of the Champions listed.


Urbosa’s diary in Gerudo Town

First teleport to the Daqo Chisay Shrine in front of Gerudo Town and put on the full Gerudo female set. Even after Vah Naboris is freed, the guards won’t let Link pass in ordinary men’s clothing.

Optional – DLC Story: Go into the palace and up into Riju’s bedroom. After the start of the ballad, the Champions lies on the sofa Urbosa’s diary. Riju specifically allows Link to read it.

Urbosa writes about her close friendship with Zelda’s Mother, her concerns for the young princess and her appointment as pilot of Vah Naboris. The entries add significantly to the memories surrounding Urbosa and explain why she takes on an almost motherly role towards Zelda.

The diary is not required for normal card scoring. For our full DLC route, we’re still reading it now because we’re starting in Gerudo Town anyway.


Urbosas Monument in the East Gerudo Highlands

The Gerudo-Reckin Monument stands in the East Gerudo Highlands southeast of Vah Naboris. From the Wasteland Tower or one of the already activated shrines in the eastern desert area, you can reach the highlands without a major detour using Revalis Sturm+ and the Paraglider.

Pay attention to the temperatures. It can get very hot on the lower levels during the day, while the higher areas cool down significantly at night. The desert kit or suitable heat and cold protection clothing should therefore remain at hand.

Kass is waiting at the monument. Examine the three Sheikah pillars and listen to his verses. The tests are as follows: The ruler of the sand must be thrown from the throne, Link must race through rings of light with a loyal mount and the treasure of the desert city must be carried to the great abyss.

Our route begins in the very southeast near the Molduking. Afterwards we drive through western Gerudo with a sand seal and end the section in the north at the Yiga hideout. This allows us to move meaningfully around the desert once instead of teleporting back and forth between the same points several times.


First test: Molduking in East Gerudo

The first trial is in the southeastern part of Gerudo Desert in East Gerudo, east of the Misae Suma Shrine and southwest of the southern maze. On an elevated rock you will meet the Gerudo Traysi. She reports about an exceptionally large Molduga, which even the Gerudo could hardly do anything against.

The so-called Molduking is a unique, stronger variant of the normal Molduga. She only appears with the DLC and only as part of Urbosa’s Ballad. Their basic mechanics still largely correspond to the four normal sand monsters.

Optional: Photograph Molduking

Optional – Hyrule Compendium: Be sure to photograph the Molduking before defeating it. She has her own entry in the Hyrule Handbook and is one of the most unusual enemies in the expansion pass.

First stay on one of the rocks. As soon as the monster jumps out of the sand, activate the Camera Rune and wait for the red name to appear. The entry is now securely registered.

Normal Molduga and their Locations are also described in the ZeldaCollection guide to the Molduga in Breath of the Wild.


Defeat Molduking

Stand on one of the rocks sticking out of the sand. As long as Link is standing on solid Depths, the Molduking cannot swallow him directly. Throw a round remote bomb onto the sand and wait for the subsurface movement to head right towards it.

As soon as the monster swallows the bomb or appears directly underneath it, you detonate it. The explosion throws the royal moldora out of the sand, exposing its delicate belly.

Jump from the rock and attack with a strong weapon. Urbosa’s Fury is particularly effective against the Molduking. Launches a charged attack while the boss is still stunned and triggers the lightning bolt. The Molduking is sensitive to electricity and loses enormous amounts of health.

If Urbosa’s Fury is not available, powerful two-handed weapons or the Master Sword also work great. However, don’t keep hitting until the last possible moment. As soon as the monster begins to stand up again, you retreat to a rock.

Repeat Bomb Bait and Melee Phase until Molduking is defeated. Then collect all the materials left behind. As with regular Molduga, fins and hearts are valuable ingredients for armor upgrades.

After the victory, the Keive Tala Shrine rides out of the sand on the nearby rock.


Keive Tala Shrine – Large and Small

[DLC] Shrine: In the Keive Tala Shrine you have to close an electrical circuit using several metal objects of different sizes. The magnetic module and the cryomodule are the crucial tools.

The electrical line begins at an energy source to the left of the entrance. A metal ball hangs on a chain in the water. Take one of the small metal cubes from the right niche with the magnetic module and place it in the water so that the electricity jumps from the source to the ball.

Follows the now active line. It splits and ends at another contact. Take the second small metal cube and place it between the two contact points. This causes a moving platform to receive power and move upwards.

Wait until the platform reaches its highest position. Then pull the small cube out of the circuit and place it onto the raised platform. The cube now bridges the higher gap and passes on the electricity.

In the next section there is a large metal ball hanging on a long chain. Grab it with the magnet module and place or swing the chain over the protruding metal bar. This causes the ball to stay on the other side and closes the next section of the circuit.

At the end all that is missing is a connection to a very high contact. Creates a Cryoblock in the water below. Then lift the large metal cube onto the ice platform using Magnesis. Due to the additional height, the cube now reaches to the contact and the circuit to the output is closed.


Advertisement

Sun shield in Keive Tala Shrine

Optional – Treasure Chest: Don’t go to the priest immediately. To the right of the exit is a control panel for a motion control test. Activates it.

In front of you are several platforms or contacts and a laser mechanism. By turning the controller or the switch, you have to align the construction so that the laser can hit the intended switches and then a complete circuit is created.

The orange switches set individual platforms in motion, while blue switches fix their current position. Bring the four conductor pieces into line step by step so that the current can flow from one side to the receiver.

Once the connection is complete, an additional grid will open on the right. Behind it is the shrine’s only chest. Inside there is a sun shield.

Photograph him for the Hyrule Compendium if the entry is still missing. Then you go to the priest and receive the first sign of Naboris.


Second test: With the sand seal through the light rings

For the second test we return to Gerudo Town. Teleport to Daqo Chisay Shrine and rent a sand seal if necessary. You can also use a wild seal, but a tamed rental seal is easier to control.

Travel from Gerudo Town northwest towards West Barrens. There you will meet the Gerudo Essa, who is watching several sand seals. The first blue ring shines on a nearby dune.

Ride through with the sand seal. The next ring immediately appears further west. The rings only remain visible for a limited time. The route is therefore practically impossible to manage on foot.

Accelerates regularly, but steers as smoothly as possible. Hard curves cause the sand seal to break away and cost more time than a slightly wider curve. Align yourself with the next one as you drive through one ring.

Several electric Lizalfos are on the route. Don’t fight. Drive past them. The Thunder Helmet reliably protects Link from lightning strikes, but a direct physical attack can still throw you off your rhythm.

The route leads through the West Gerudo Ruins and continues to the western edge of the desert. If you miss a ring or time runs out, return to the first ring and start again.

After the final ring, the Takama Shiri Shrine rises from the sand.


Takama Shiri Shrine – Multiple Use

[DLC] Shrine: Takama Shiri Shrine combines two functions of the same metal blocks. On the one hand, they have to conduct electrical currents, but on the other hand, Link also needs them as safe bridges. An electrified metal block is normally not allowed to be walked on.

The thunder helmet makes this test much more comfortable. With it, Link cannot be injured by electrical discharges. Of course, the following steps also work without the helmet.

In the first room there are two metal blocks on rails. First pull both of them to the left with the magnetic module and use them as a bridge to the locked gate. Cross them.

From the other side, turn around and now pull the blocks to the right into the power line. As soon as they connect the two broken contacts, electricity flows to the receiver and the gate opens.

In the second room the principle becomes more demanding. First, unplug the first metal block so that Link can enter it safely. Move the blocks one after the other so that you get along the edge of the room to the platform opposite.

Then place a climbable metal block directly in front of the locked gate. You place a second block next to it as an additional step. The remaining blocks are moved so that they transfer the electrical current to the opposite contact surface and open the gate.

The only important thing is that your two stepping blocks are not part of the circuit at the same time – unless you are wearing the thunder helmet.


Royal Arch in Takama Shiri Shrine

Optional – Treasure Chest: In the third room there are several metal blocks on three levels. Before we open the exit, let’s take care of the hidden side room.

Look behind or under the metal blocks. An additional electrical line runs in the floor to a separate receiver. Moves the blocks so that the power reaches exactly this receiver.

A side grille opens. Go through the small corridor and open the Treasure Chest. It contains a royal bow.

Then return to the six metal blocks. Three of them have side surfaces that Link can climb up. Use these climbable blocks to build a staircase to the upper right platform near the priest.

You connect the remaining blocks at the same time from the power source at the bottom right to the receiver at the top left. Be careful not to accidentally power the top block of your stairs while you still have to climb it.

As soon as the receiver is active, the last gate opens. Climb your prepared stairs to the priest and receive the second sign from Naboris.


Optional: Korok in West Barrens

Optional – Korok: Since we are already at the western end of the desert, we pick up a seed that was still open on our previous route.

Drive or walk a bit from the area of the Takama Shiri Shrine to the west or southwest. On a low, sandy hill there are three cacti with trembling fruits.

Compares the three plants closely. Two bear the same number and arrangement of fruit; additional trembling fruits hang on the third. Shoot down only the excess fruits with a normal arrow until all three cacti look identical.

The Korok appears immediately afterwards. Feel free to collect the trembling fruits that have been shot down.


Optional: 300 Rupees in West Gerudo Ruins

Optional – Treasure Chest: The West Gerudo Ruins also contain a particularly worthwhile chest, which of course we were unable to open on the way during the time-critical ring trip.

Move into the western part of the ruins and examines the half-collapsed walls. There is one in one of the ruins Treasure Chest with a Golden Rupee worth 300 Rupees.

Since we are in exactly this area after Takama Shiri, we are taking the treasure with us now. This saves us a later trip to the far western edge of the desert.

The remaining Koroks of the West Gerudo Ruins are further scattered across the large bone formations. We will later connect this to the full western desert route and not force an additional collection loop at this point.


Advertisement

Third Trial: The Treasure of the Desert City

For the final task go back to the Yiga Hideout. Kass’s clue speaks of carrying the desert city’s treasure to the Great Maw. What is meant is a large Sheikah ball that the Yiga stole.

Teleport yourself near the Kalzer Valley or use the Wasteland Tower and glide with Revalis Sturm+ towards the large circular arena where we defeated Master Kohga.

The hideout’s former main entrance is now blocked. You have to enter from the back via Master Kohga’s former arena. There are two adventurers in front of the entrance who will confirm that the Yiga have returned again.

Saves before entering. The great Yiga officers are present again and their attacks cause enormous damage. Although Link is now much stronger than when he first visited, sneaking is still the quickest and cleanest solution.


Steal the Yiga Orb from the hiding place

Go from the former Master Kohga room through the passage into the hideout. You will soon reach the large guard room with the Yiga officers again.

If there are Mighty Bananas in your inventory, use the same method as our first break-in: place a banana on the ground where a guard can see it. As soon as the officer leaves his post, you sneak past him.

With the Ninja set or a strong stealth bonus, this section becomes significantly easier. Unlike the first visit, you no longer need to open the normal Treasure Chests; we have already completely looted the hideout after Master Kohga’s defeat.

Our target is the banana warehouse on the upper level. Climb up the ladders or the familiar catwalk. Between the numerous Mighty Bananas there is now a large, glowing Sheikah ball.

Before you pick it up, plan your way back. Link cannot climb or fight normally with the orb. Therefore, first eliminate or distract the guards who could become problematic on the way back.

Carefully carry the ball out of the bearing. If a guard is in an unfavorable position, briefly place the ball in a safe place, throw a sword banana as a distraction and then pick up the ball again.

Revali’s Gale doesn’t help much inside the hideout. Outside, however, you can throw the ball over short slopes and then jump down yourself instead of running back exactly every way.

If the ball is completely lost, it will reappear at the back of the hiding place. So you cannot fail the exam permanently.


Throw the Sheikah Orb into Master Kohga’s Abyss

Return the ball to the large circular arena. The huge abyss that Master Kohga fell into on our first visit is still there.

Kass’s verse is meant literally: Carry the treasure of the Gerudo to the edge and throw the ball into the abyss.

The ball disappears into the darkness. Shortly afterwards, the ancient Sheikah technology responds and the Kihiro Moh Shrine emerges from the ground nearby.


Kihiro Moh Shrine – In the box

[DLC] Shrine: In the center of the first room floats a large closed structure full of different colored balls. Activate the control panel and use the motion controls to rotate the box until you can count all the balls in it.

The correct distribution is: 1 red ball, 2 green balls, 2 yellow balls and 4 purple balls.

There are several depressions for each color before construction. The rows are marked by one to five illuminated markers. You have to place the colored ball in the hole that corresponds to the number of the same color in the large box.

Puts the red ball in position 1, the green ball in position 2, the yellow ball also in position 2 and the purple ball in position 4.

As soon as all four are correct, the big gate opens.


Electrolance in Kihiro Moh Shrine

Optional – Treasure Chest: Before you go to the priest, we get the hidden chest in the second room.

If necessary, return to the control panel and turn the large ball box so that your metallic flap down shows. Then go under the construction and activate the magnetic module.

Opens the metal flap. Several additional balls fall out of the structure. Three of them are large metal balls that can be moved with magnesis.

To the right is a smaller number puzzle with three wells marked by one, two and three lights. Since there were a total of three metal balls in the large construction, you place one of the balls in the recess with three lights.

The side gate opens. In the chest behind there is a Electrolance.

Take the weapon with you or photograph it for the Hyrule Compendium if the entry is still missing. Then you go to the priest. With the third sign of Naboris, Urbosa’s three trials are completed.


Preparation for Thunderblight Ganon

The priest now sends Link back to Vah Naboris. Before you visit the Titan, we prepare the most dangerous of the four memory battles as well as possible.

Link’s inventory is almost completely replaced in the illusion world. However, active effects from previously eaten dishes or drunk elixirs remain. It is therefore particularly worthwhile to eat a dish with attack power level 3 and lasting as long as possible immediately before the fight.

If you had great difficulty with the extremely fast attacks in the first fight, you can choose a defense bonus instead. However, since Thunderblight Ganon only allows limited healing items in the illusion world, a shorter battle time is usually a better bet.

Also wait until Mipha’s Grace+, Daruk’s Protection+ and Urbosa’s Fury are fully charged. Revalis Sturm+ is less important in the tight arena, but remains available.

You can also find the original boss strategy in the ZeldaCollection chapter for Vah Naboris and Thunderblight Ganon.


Advertisement

Thunderblight Ganon in the Illusion World

Approach Vah Naboris and begin the trial. The three Marks of Naboris are withdrawn and Link ends up once again in a version of the Titan created from his memories.

The specified equipment is much more scarce than in normal combat. Link receives Urbosa’s Treasure Saber, a Cutting Duality Greatsword, the Treasure Shield, and a Sheikah Shield. He wears the twice-improved desert set as armor. This time a bow is not available at all.

There is also hardly any food: just a trembling fruit, a trembling and raw Meat. Therefore, rely primarily on clean blocks, perfect evasive maneuvers and stretching skills.


Thunderblight Ganon – Phase 1

Thunderblight Ganon begins with his well-known high-speed attack. He moves in several extremely fast zigzag steps and then strikes with his blade.

First equip the Treasure Saber and the Treasure Shield. Hold ZL and watch the boss’s final sprint. The moment before the hit you jump backwards. A correctly timed backflip starts a slow-motion counterattack.

The Treasure Saber is fast enough to deliver multiple hits during Flurry Rush. Alternatively, you can simply block his attack and then hit the Thunder Curse’s small shield.

After several hits, his guard is broken and he staggers. At this moment, if necessary, switch to the Cutting Duality and use the higher attack power for the short open phase.

Daruk’s Protection+ is excellent against missed dodge timing. It automatically blocks the first quick attack and prevents Link from immediately losing large amounts of energy due to an unfortunate combination.

If you have fully charged Urbosa’s Fury, you can also use one of the three charges. Wait until Thunderblight Ganon is near Link, launch a charged attack and release the lightning bolt. The ability deals high damage and forces an additional stun.


Thunderblight Ganon – Metal Stakes in Phase 2

At approximately half health, Thunderblight Ganon retreats to the ceiling. Shortly afterwards, he drops several long metal stakes into the ground around Link.

First take a few steps away. After a short time, the poles begin to crackle electrically and lightning strikes.

Immediately activates the magnetic module. Grab one of the metal poles and lift it up. Leads him right next to Thunderblight Ganon.

You don’t have to hit the boss with the stake. Just hold the metal as close to his body as possible. When the next lightning strikes, the electricity is transferred through the pole to Thunderblight Ganon.

The boss loses his cover and falls to the ground. Let go of the stake, sprint to it and attack with the Treasure Saber or Cutting Duality.

Repeats the method if he starts a second stake phase. Don’t try to walk directly underneath the boss during this sequence. The lightning strikes are much more dangerous than the actual pole.


Thunderblight Ganon – Electrified Blade

After the Metal Stake phase, Thunderblight Ganon resumes his fast attack pattern, but now charges his blade and shield with electricity.

This is the most dangerous phase of the battle of memory. A common block with metallic equipment can electrify Link and cause him to drop his weapon or shield.

A good alternative is the Sheikah Shield. It is not made entirely of metal like Urbosa’s Treasure Shield and is more suitable for the electrified attacks. A perfect evasive maneuver is even safer: jump backwards at the last moment and use the following slow-motion counterattack.

Do not blindly attack the boss’s electrified shield with quick strikes. Even if Link blocks the first attack, contact with the charged equipment can be dangerous. Either wait for the electric phase to end or force a Flurry Rush.

Daruk’s Protection+ is particularly valuable in this section. Thanks to its recharge time, which has now been reduced to six minutes, there is even a realistic chance that charges that have already been used will become available again in a longer fight.


Laser attack and final combat phase

Towards the end, Thunderblight Ganon can also direct a red aiming beam at Link. A few moments later, he fires a powerful energy shot like a sentinel.

Treasure Shield can reflect this attack if timed perfectly. If you want to avoid the risk, hide behind one of the arena’s massive pillars. Daruk’s Protection+ also automatically blocks a hit.

Mipha’s Grace+ remains your final security. If Thunderblight Ganon does defeat Link, the ability will restore all red hearts and grant additional bonus energy.

The fight becomes much easier as soon as you don’t try to respond to the boss’s speed with frantic attacks of your own. Stand still, fix Thunderblight Ganon with ZL and wait for his advance. Almost every successful slow-motion counterattack brings him closer to the end.

With the last hit the illusion finally dissolves.


Memory: Urbosa’s Ballad

After the battle, Link returns before Vah Naboris. Kass has now arrived and is wearing his finished one Ballad of Urbosa before.

The music triggers another memory of 100 years ago. Zelda visits Urbosa in Gerudo Town and officially asks her to take over as Vah Naboris’ pilot.

Urbosa agrees. During a subsequent walk she notices two Yiga who have dressed up as Gerudo. She easily sees through the ambush and uses her lightning ability against the attackers.

Urbosa then talks to Zelda about her mother. She makes it clear that the late queen was a close friend of hers and that is why she wants to take special care of Zelda.

The sequence is one of the additional DLC memories and complements the memories already collected in Breath of the Wild.


Advertisement

Get Urbosa’s Fury+

After the memory, Urbosa’s spirit speaks to Link one last time during her own ballad. As a reward, she improves her warrior ability to Urbosa’s Fury+.

The actual effect does not change. Hold down the attack button for a charged attack. As soon as the large electrical area of ​​effect has built up, release the button and a huge bolt of lightning will hit all suitable enemies in the area.

Continue to stand three loads available. Urbosa’s Fury deals high damage and paralyzes many enemies, allowing multiple free hits afterwards.

The decisive advantage of the Plus version is the significantly shorter regeneration. Urbosa’s wrath needed so far twelve minutes, after all three charges were used up. Urbosa’s Fury+ reduces this time to just four minutes.

Within Hyrule Castle, the loading time later even drops to around one minute and twenty seconds. This allows us to use Urbosa’s powerful area attack much more liberally while fully exploring the castle.


All four combat skills are improved

With Urbosa’s Fury+ we now have all of the improved warrior abilities: Revali’s Gale+, Mipha’s Grace+, Daruk’s Protection+ and Urbosa’s Fury+.

This concludes the second major section of the Champions ballad. Priest Monk Maz Koshia reports again and calls Link back to the Shrine of Resurrection on the Great Plateau.

The actual final trial awaits there. The Shrine of Resurrection is transformed into a complete new dungeon, with mechanics combining elements of all four Titans. Of course, we’ll take every Treasure Chest there with us and solve all four areas completely before we face the final opponent of the DLC.

At the end, not only the conclusion of the ballad of the Champions awaits, but also the Master Cycle Zero. The Ancient Motorcycle will be extremely useful for the remaining 100% playthrough of Hyrule and is the main reason we are completing DLC ​​2 before the major open collection routes.

The next chapter continues with [DLC] The Champions’ Ballad – Final Pilot Exam.

Continue the walkthrough