After Revali’s ballade, we continue the tests of the Champions in Lanayru. This time we are following in the footsteps of Mipha. The three tests are spread widely across the Zora area: one leads to the eastern coast, one to the Zorana Highlands and the last over the waterfalls at Lake Mikau and Lulu back to Ploymus Mountain. At the end, Ganon’s water curse awaits again – this time in an illusionary world with severely limited equipment.
The effort is worth it. After completing Mipha’s Ballad, Mipha’s Grace upgrades to Mipha’s Grace+. The automatic revival then only takes eight minutes instead of 24 minutes to fully charge. For the later Lynels, strong guardians, difficult shrines and Hyrule Castle, this improvement is one of the most valuable rewards of the entire DLC.
[DLC] This chapter requires DLC pack 2 “The Champions’ Ballad”, four freed Titans and the completed Destroyer stage on the Great Plateau.
Back to the village of Zora
Teleports you to Ne’ez Yohma Shrine in Zora Village. Before we visit the monument, we go back to King Dorephan’s throne room. With the start of the Champions’ Ballad, a new item has appeared here that did not exist before.
Optional: Read Mipha’s diary
Optional – DLC Story: On a table in the throne room is now Mipha’s diary. If necessary, speak to King Dorephan and then read all the entries.
The diary contains Mipha’s personal memories of Link, her appointment as pilot of Vah Ruta, and her thoughts on the devastation to come. Reading is not required for card scoring, but it is clearly required for a complete passage through the Champions’ Ballad. Especially together with the later DLC memories, a much more complete picture of Mipha emerges.
Afterwards we leave the village again. Already putting on the Zora Robe. Two of the three tests require his ability to swim up waterfalls.
Miphas Monument on the Ja’Abu Ridge
The monument is located south of the eastern reservoir on a spur of the Ja’Abu Ridge. From the village of Zora you can quickly gain altitude via the eastern paths or with Revalis Sturm+ and then glide towards the reservoir. The three tall Sheikah pillars can be seen from a distance.
Kass is also on site again. Examine the three pictures on the monument and listen to his song. The verses describe Miphaz’s three trials:
A test requires to follow the path of light. The second leads Link into the face of ancient enemies. In the third, he has to chase through the rings of light in the waterfalls.
The order is free. To keep the route as short as possible, we start on the distant coast with Kee Dafunia, then return to the Zora area via a fast travel point and kill Sato Koda in the Zorana Highlands. Finally, we follow the waterfall test to the Ploymus Mountain. From there, Vah Ruta is already within reach for the subsequent battle of remembrance.
First Trial: On the Path of Light
The first marker leads far east to the sea of Lanayru, in the area east of the Ulra Gorge. If you don’t have a cheap fast travel point there yet, the quickest way is from the village of Zora over the high rocks and then by Paraglider. Revalis Sturm+ helps significantly with this.
On the edge of a high cliff you will find a small Zora camp with Muzu and the guard Tottika. Talk to them. They tell of a test that Mipha once completed in this place and of the light of the rising sun.
There is a fire right next to the warehouse. Sit by it and wait until morning. Then look east over the sea. Between the islands Knuckel Island and Ankel Island, the rising sun draws a bright path of light on the water surface. In this light, a blue ring appears for a short time.
The ring is only visible in the early morning. So don’t wait unnecessarily long after getting up. Jump off the cliff and Paraglider towards the circle of light. Cross it completely – if necessary, let Link fall into the water just before the ring and swim through.
As soon as you pass the ring, the Kee Dafunia Shrine bursts out of the middle of the sea.
Kee Dafunia Shrine – Melting Points
[DLC] Shrine: Activate and enter the Kee Dafunia Shrine. Right at the beginning, take the torch that is provided, light it on the fire bowl and walk across the ice to the first large block of ice.
The central idea of the shrine is not to completely melt all the ice. Several blocks are intentionally reduced in size only because we then need them as weights, steps or transportable platforms.
First hold the burning torch to one of the large ice blocks until Link can carry it. Don’t let it disappear completely. Axyl up the reduced block and place it on one of the two Floor Switch. This will make the next area accessible.
Then use the same ice block as a step to get to the middle platform. There are several more ice blocks there. Melt them one after the other just enough to create a walkable staircase. A block that is too melted is useless; So always take the torch away and check the height.
Treasure Chest at Kee Dafunia Shrine
Optional – Treasure Chest: As the middle ice wall melts, take a close look at the back or the area behind the blocks. Behind one of the ice blocks there is a small niche with a Treasure Chest.
Just completely melt the block in front of the opening and go inside. The chest contains a Ice Sword. Take it with you before you climb further up.
Then light the torch again and use the remaining ice blocks to form a sufficiently high staircase to the upper level.
Push the ice block under the barricade
The final part of the puzzle awaits on the upper level. Melt the ice block there enough for Link to pick it up. But it must not disappear completely.
Carry him to the low barrier. Link himself can’t easily carry the block through, so place it in front of it and push or throw it under the low wall. Go to the other side and bring the ice block right up to the high back wall.
Stand on the ice block and activate the cryo module. You can create an ice column in the water immediately below the ice block. The cryoblock lifts the smaller ice block and link upwards and gives you enough height to climb the last wall.
Priest Kee Dafunia is waiting upstairs. You will receive the first character from Ruta. You can also find the complete overview of the additional shrines in the ZeldaCollection guide to the Shrines of the Ballad of the Champions.
Second Trial: Ancient Enemies in Zorana Highlands
Teleports you back to Ne’ez Yohma Shrine in Zora Village. Our next destination is west of Lake Toto in the Zorana Highlands. With Revalis Sturm+ you can climb directly from the village onto the northwestern rock walls and then glide towards Lake Toto.
Even from a distance you can see several guards glowing unusually orange. The test consists of destroying all four ancient enemies in this area: three flying sentinels and a sentinel turret.
Don’t rush into the middle of the open area. Keeping track of multiple guards at once is unnecessarily difficult. Use the hills and rocks of the Zorana Highlands as cover and pick off enemies one by one.
Defeat Three Flying Guardians
The three Guardian Airmen are patrolling the area. Ancient Arrows are the quickest solution: a clean hit to the central eye can instantly destroy a Guardian. Since we have now collected several ancient materials and reactor cores, you can use this method if there are enough ancient arrows.
If you want to save ammunition, use a strong bow and concentrate on the propellers first. Damaged propellers limit the Guardian’s ability to fly and can eventually force him to the ground. Bomb arrows speed this up significantly.
Another option is the perfect shield block. The lasers can be reflected back to the guard if the timing is right. With mobile aircraft this is more demanding than with a stationary gun, but it works reliably once you know their rhythm.
Daruk’s Protection gives you additional protection in the event of a bad timing. Since its improved version only follows in a later chapter, you should still not use up the three charges thoughtlessly.
After each Guardian is destroyed, collect the ancient springs, screws, axles and possible reactor cores from the ground. We’re walking right past it anyway and need large amounts of these materials for ancient equipment and armor upgrades.
Disable Guardian Turret
The stationary gun is easier to control. Stay behind a rock until it prepares its laser, stepping out at the last moment and reflecting the beam with a perfect shield block. Alternatively, an ancient arrow to the eye will also kill this enemy immediately.
If you have destroyed all four guards, the Sato Koda Shrine will emerge from the ground on the rock.
The guardians of this trial area can respawn after a blood moon. Of course, the shrine remains permanently unlocked.
Sato Koda Shrine – Supporting Pillars
[DLC] Shrine: Inside, an orange ball keeps rolling down from the top left over a complex waterway. Our task is to use the cryomodule to create ice columns exactly where the ball would otherwise fall into the depths.
First stand at the central viewing edge and observe a complete run. This way you can see where the ball goes off the path.
Creates the first cryoblock in the upper gap, directly below where the ball begins its path. The ice block forms a bridge and prevents the ball from falling at the beginning.
The ball then reaches a tiltable stone ramp. Creates the second cryoblock under the left side of this top rocker. This prevents the ramp from tipping in the wrong direction and guides the ball further downwards.
Further down is the next sloping platform. Creates the third cryoblock under her left side. This stops the ball or sends it in the right direction.
Now a special feature of the cryomodule comes into play: only three ice columns can exist at the same time. As soon as the ball has safely passed the very first upper ice block, create one in the bottom right new cryoblock. The oldest block disappears automatically – it no longer matters because the ball is long gone.
The new lower block directs the ball to the right into the narrow channel. From there it falls onto a launcher, is catapulted back up and finally lands in the intended recess. The gate to the priest opens.
Giant Ancient Core in Sato Koda Shrine
Optional – Treasure Chest: Don’t go directly to the priest yet. Above the depression where the ball landed is an easily overlooked Treasure Chest.
Creates several cryoblocks on top of each other or offset as a small staircase on the water-covered back wall. Use it to climb onto the raised platform. The chest contains a Giant Ancient Core.
This item is significantly rarer than regular ancient cores and is required for particularly high-quality ancient equipment. Especially since we are in the shrine anyway, he should definitely not be left behind.
Then jump down again and go to the priest. Sato Koda gives you the second sign of Ruta.
Third test: Through the light rings of the waterfalls
Teleports you once again to the Zora village. For the final test you absolutely need the Zora Robe, because without this ability Link cannot swim up waterfalls.
Leave the village to the east and go to Lake Mikau. To the west or at the beginning of the waterfall route, a large blue ring of light appears. Cross it and the time trial begins.
From now on only the next ring will appear. Therefore, keep moving and align yourself with the next one when crossing one ring.
Swimming up waterfalls at Lake Mikau
The first section leads directly to a waterfall. Swim in and press the indicated action button to make Link shoot up with the Zora robe. At the top it is catapulted far into the air.
Opens the Paraglider immediately. The next ring is often located in such a way that you can cross it directly while gliding. Don’t lose height unnecessarily, as this would mean you would then have to climb or swim again.
The following rings stretch across several levels of Lake Mikau. If a ring is hanging directly in front of a waterfall, swim right through it and begin the climb immediately afterwards. There is enough time comfortably as long as you don’t have to look for the next destination on land.
After the waterfalls at Mikau Lake, the route continues towards Lulu Lake.
From Lake Lulu to Ploymus Mountain
You also have to swim up more waterfalls at Lake Lulu. Make sure to open the Paraglider after each ascent and look for the blue glow of the next ring before landing anywhere.
The last section leads up to the Thunderhorn. We already know this area from our first visit to the Zora and the hunt for electric arrows. The Korok there has already been collected on our previous route and therefore does not need to be searched for again.
Cross the last ring of light above Lake Lulu. The Mah Eliya Shrine then rises at the foot of the Thunder Horn.
Mah Eliya Shrine – Iron Pillars
[DLC] Shrine: In front of you, two long rectangular metal blocks hang vertically on rails. Water runs down the wall behind them. There is also a smaller metal cube at the top left. From these three metal parts and cryoblocks we have to build a staircase to the priest.
First go to the middle and create a cryoblock in the water between the two long metal blocks. Climb onto the ice and from there onto the long blocks. Jump onto the left side platform.
The smaller metal cube is there. Grab him with the magnetic module and move him down to the central area.
Now place the cube under the left long metal block. It serves as a spacer. Then create a cryoblock in the water under the cube. The ice column lifts the cube and with it the long metal block upwards.
The next step sounds more complicated, but it follows a simple principle: the long metal block should keep its new height, while we use the small cube for the other side.
Therefore creates another cryoblock in the waterfall behind or immediately below the raised left metal block. This block of ice takes on the supporting function. Then destroy the lower cryoblock or pull out the small metal cube with the magnetic module.
The left long block remains elevated on the ice pillar.
Now take the small metal cube and use it in the same way on the right long metal block. Raise it enough to create an offset staircase together with the left block.
In the end, the small cube and the two long metal blocks should be placed one above the other or offset in such a way that Link can climb several steps to the upper right platform.
The puzzle has several solutions. What matters is that you use Cryonis to fix a block at the height it has gained, while the small metal cube with Magnesis serves as a movable spacer for the next step.
Royal Shield in Mah Eliya Shrine
Optional – Treasure Chest: Before you go to the priest, turn around again from the upper construction. There is a metal chest on a high platform on the opposite side.
The regular solution is to align your metal stairs a little more towards this platform and then pull the chest towards it using the magnet module. You don’t necessarily have to climb straight to the chest; All you have to do is stand high enough for Magnesis to reach them.
A faster alternative works with a bomb arrow. Don’t shoot at the chest itself, but directly next to it. The explosion throws the metal chest off the platform and onto the ground, where you can open it safely.
Inside is a Royal Shield. If your shield inventory is full, replace a significantly weaker shield. The King’s Shield is one of the stronger regular shields Hyrule’s.
Then climb over your metal and ice pillars to the upper right platform and reach the priest. Mah Eliya gives you the third mark from Ruta.
With three characters from Ruta back to Vah Ruta
As soon as you have received the third character, Priest Monk Maz Koshia will report and send Link back to Vah Ruta. The three symbols serve as the key to a new test on the Titan.
Before you travel there, it’s worth doing a little preparation. In the coming battle, Link’s normal inventory will be almost completely replaced, but active effects of food or medicine will remain.
Therefore, if necessary, cook a dish with attack power level 3 and the longest possible duration of effect. If you had trouble fighting Waterblight Ganon for the first time, you can choose a strong defense bonus instead. Since illusion equipment offers little healing, an offensive bonus is usually more valuable: the shorter the fight lasts, the less chance the water curse has of hitting.
If possible, also wait until Urbosa’s Fury, Daruk’s Protection, Revali’s Gale+ and Mipha’s Grace are fully charged. The warrior abilities remain available in the illusion world.
Waterblight Ganon in the Illusion World
Approach Vah Ruta. The three characters of Ruta react to the Titan and Link is transported to the world of illusions. Ganon’s water curse is waiting there again.
This time you can’t use your normal arsenal. Link carries the twice-upgraded Zora set and only receives a limited selection of weapons: Mipha’s Lightscale Lance, two ceremonial lances, a silver bow, and just ten normal arrows. One sign is completely missing.
The food supply is also extremely small. You only get a few simple ingredients. Therefore, don’t treat the fight like a normal replay of Vah Ruta. The real difficulty lies less with the opponent than with the very limited resources.
If you missed the photo for the Hyrule Handbook during the original fight, the illusion provides another opportunity to photograph Waterblight Ganon. However, this entry should already exist on our previous route.
Waterblight Ganon – Phase 1
In the first phase, Waterblight Ganon uses his enormous lance again. Since Link doesn’t have a shield this time, you shouldn’t try to block attacks in the classic way. Instead, watch the movement of the weapon.
During a horizontal swing, you perform a backflip or a side jump, depending on the direction of attack. If you hit a straight lance, you will jump sideways. A perfectly timed evasive maneuver triggers the slow-motion counterattack.
For these attacks, first use one of the ceremonial lances and save the light scale lance for safe damage windows or the second phase. The ceremonial lances are weaker, but are sufficient for a slow-motion counterattack.
A particularly quick solution is Urbosa’s Fury. Once Waterblight Ganon is within range, keep the lance attack charged and release the lightning bolt. The electric attack causes huge damage and unbalances the boss. Then use the short stun for further lance hits.
If possible, you should not waste the ten arrows in this phase. They become significantly more valuable after the arena is flooded.
Waterblight Ganon – Phase 2 with Cryonis
With approximately half health, Ganon’s water curse floods the arena again. Only four small platforms remain above the surface of the water. The boss hangs in the air and summons ice blocks that fly towards Link one after the other.
Now consistently uses the cryomodule. Aim it at the incoming ice cubes and destroy them before they reach your platform. Neither arrow nor weapon durability is consumed for this.
Waterblight Ganon later throws several ice blocks at once. Feel free to work through them one after the other. The cryo module can destroy ice from a long distance as long as you aim at the block in question.
Throw back a block of ice against the water curse
A particularly effective alternative is to not destroy the last ice block of an attack. Wait until he’s close enough and freeze him with Stasis+.
Strike the frozen block of ice several times with a lance so that the stored kinetic energy builds up towards Ganon’s water curse. When Stasis ends, the ice block shoots back to the boss. One hit knocks him out of the air and causes him to collapse onto one of the platforms.
Jump into the water and immediately swim to the appropriate platform or use Revalis Storm+ to quickly gain altitude and glide across. As soon as you reach Waterblight Ganon, attack with the Lightscale Lance.
This method saves the limited arrows and turns the boss’s own attack into your strongest ranged weapon.
Insert the ten arrows correctly
When Waterblight Ganon floats far out of your lance’s reach, you can use the Silver Bow. Don’t waste the ten arrows on the body. Targets only the big blue eye.
Revalis Sturm+ is ideal for this. Create an updraft on a platform, let yourself be carried up and pull the bow. The slow motion allows you to aim at the eye in peace. Multiple hits will cause Waterblight Ganon to crash.
As soon as he falls, switch back to the lance and use the stun for melee damage. In this way, the ten arrows are easily enough for the entire fight.
Laser Attack and Daruk’s Shield
Towards the end of the second phase, Waterblight Ganon also uses his Guardian-like energy beam again. Because Link doesn’t have a shield, the normal possibility of a perfect shield block is eliminated.
Daruk’s Protection is particularly valuable here. Hold ZL when the red aiming beam locks on Link. An available charge from Daruk’s shield intercepts the attack and can even reflect the energy beam back at the opponent.
Alternatively, jump into the water and bring one of the platforms between Link and the boss. You can also quickly change the altitude with Revali’s Gale. The only important thing is not to remain motionless on the open platform.
Mipha’s Grace acts as additional life insurance throughout the battle. Because we are just about to unlock its improved version, the long normal recharge time still applies. So don’t rely on it becoming available a second time after an early failure.
Stick with the combination of Cryonis against ice blocks, Stasis+ for counterattacks, targeted arrows to the eye, and Urbosa’s Fury during safe melee phases. Waterblight Ganon doesn’t stand up to this strategy for long.
Reminder: Mipha’s Ballad
After the victory, the illusionary world dissolves and Link stands in front of Vah Ruta again. Kass has now also arrived and is performing his completed Ballad of Mipha.
The music evokes a new memory from before the devastation. Princess Zelda visits Mipha at the Zora and officially asks her to pilot Vah Ruta as a warrior pilot. Mipha accepts the task.
At the same time we see her with her still very young brother Sidon. Mipha teaches him to swim up a waterfall and explains the royal family’s responsibility to its people. The scene shows a side of the Zora Princess that is only hinted at in normal memories.
The memory is one of the five additional sequences in the expansion pass and complements the memories already collected in Breath of the Wild.
Obtain Mipha’s Grace+
After the memory, Mipha’s ghost speaks up. Realizing how much stronger Link has become since being freed, she increases her healing ability. Mipha’s Grace becomes Mipha’s Grace+.
The effect does not change: If Link’s hearts fall to zero, Mipha’s Grace automatically revives him, produces all red hearts and also grants five yellow bonus hearts.
The crucial difference is the charging time. The normal Miphas prayer requires outside special areas 24 minutes until it is ready again after use. With Mipha’s Grace+ this time drops to just eight minutes.
This makes the ability for the additional Walkthrough significantly more valuable. A fatal error with a Lynels, Guardian or heavy miniboss is now significantly less likely to result in a complete restart. In the later Hyrule Castle, the ability charges even faster.
Like any warrior ability, you can deactivate Mipha’s Grace+ in the important items menu. This can be useful if you want to complete a specific challenge without automatically reviving. Of course, for our normal 100% route, the ability remains switched on.
Mipha’s Ballad completed
This completes the second warrior ballad. We unlocked and solved Kee Dafunia, Sato Koda and Mah Eliya, opened all three shrine chests, picked up another Giant Ancient Core and saw Mipha’s diary and her additional memory.
The route through Lanayru is also usefully exhausted at this point. The Korok at Ploymus Mountain was already collected during our previous route to Vah Ruta and therefore did not have to be processed twice. Other scattered Koroks and Side Quests in the region belong to later areas in which they are connected to the remaining open sites.
Next up is [DLC] Daruk’s Ballad. The three tests take us back to Eldin, including a particularly strong magmarok and across dangerous lava fields. After the three signs of Rudania, we face the illusion of Ganon’s fire curse and improve Daruk’s Protection.
