All four stretching tests have been passed. Revali’s Gale+, Mipha’s Grace+, Daruk’s Protection+ and Urbosa’s Fury+ are available to Link and Priest Monk Maz Koshia calls him one last time to the Great Plateau. Beneath the Shrine of Resurrection awaits the completion of “EX: The Champions’ Ballad”: a complete additional dungeon that combines elements of all four Titans.
This final trial is also the most extensive single dungeon in the second DLC. Four side areas are based on fire, electricity, wind and water. In each, Link must activate a terminal. The central mechanism is a huge gear train, the direction of rotation of which can be changed using the Titan card.
For our 100% route it is also important that in the labyrinth seven Treasure Chests lay. We’ll take all seven with us before we Monk Maz Koshia confront. Several deliberately contain weapons that are needed for later re-production of the warrior weapons.
[DLC] This section requires DLC Pack 2. If you don’t have the expansion pass, skip the chapter. The previous sections of the additional adventure are summarized in the ZeldaCollection guide for “The Champions’ Ballad”.
Preparation for the final trial
Before traveling to Great Plateau, replenish your normal supplies. In contrast to the memory battles, you can use your own equipment in the labyrinth again. Strong weapons, a good bow, enough normal arrows and a robust shield make encounters with the guards particularly easier.
Antique arrows are helpful, but not essential. As the dungeon progresses, several nano-guards appear, later a guard cannon and finally two flying guards. If you still have some ancient arrows from the Akkala Institute, you can use them to quickly take out the large units. Normal guards can also be eliminated with headshots, perfect shield blocks or the Master Sword.
The four improved combat skills do not help you within the labyrinth. They are disabled there. They are only available again in the final fight against Monk Maz Koshia. So save yourself the trouble of trying to shorten complicated puzzles with Revali’s Gale or taking out a guard with Urbosa’s Fury.
For the boss fight it is also worth having a supply of Mighty Bananas. This sounds absurd at first, but there is a good reason: Monk Maz Koshia is a Sheikah and has the same weakness for Mighty Bananas as the Yiga. We can use this later to identify the real priest during his doppelganger phase.
Return to the Shrine of Resurrection
Teleports you to the Shrine of Resurrection on the Great Plateau. Go to the chamber where Link woke up from his hundred-year sleep at the beginning of the game.
Place the Sheikah Slate back into the original pedestal. The doors close and the entire room begins to move. The Shrine of Resurrection is actually part of a much larger ancient construction: the chamber travels like an elevator deep beneath the Great Plateau.
After the long descent, the doors open to reveal a huge mechanical labyrinth. Its shape is reminiscent of an engine – a first indication of the reward that awaits Link at the end of the test.
Final Trial Divine Beast Map
First go straight ahead. A small nano-guard patrols the central area. Eliminate him and then go to the card terminal in the middle.
Insert the Sheikah Slate. You will receive the map of the labyrinth. Unlike Ruta, Rudania, Medoh or Naboris, this time the entire dungeon cannot be tilted. Instead you can Direction of rotation of the central gear train reverse.
This seemingly small change affects almost the entire dungeon. Gears run the other way around, platforms move in the opposite direction, balls roll through other sections, and fans create their air currents in a different direction.
You can see four long side chambers on the map. Each is based on one of the four Champions or Titans. We start in the fire area, then work our way through electricity and wind, and finish with water. This order allows us to take the central Treasure Chests with us on the go without having to search through the entire gear train again later.
Fire area – first terminal
From the entrance, the fire area is in the first short side corridor on the right . There is lava around the entrance. The large gear in front of the entrance rotates together with the central mechanism.
Adjust the direction of rotation using the map so that an accessible area of the gear takes you up to the entrance. Jump onto one of the platforms and let yourself go up.
In the next room, a large cylinder rotates over lava. Its surface is spiked but has a free spiral path. Watch the movement briefly and wait until the safe section is in front of Link.
If necessary, changes the direction of rotation of the maze so that the path moves in a direction that is favorable for Link. Run along the free path and always stay in the area without spikes. Hectic jumps over the peaks are unnecessary.
Treasure Chest 1: Stone Smasher
Optional – Treasure Chest: While the large cylinder is rotating, you will reach an increased projection on the right or upper side with a Treasure Chest. Let the rotating mechanism carry you to the appropriate height and slide onto the ledge.
There is a stone splitter in the chest. This Goron weapon is the basic form needed to recraft Daruk’s Mountain Cleaver. Even if you don’t currently need it, the find is worth it.
If the weapon inventory is full, you can leave a common weapon behind. Although the stone splitter can also be found elsewhere, this guaranteed chest costs us practically no additional journey.
Pillars of fire pass through
At the end of the rotating cylinder, several pillars of fire block the way. They switch off one after the other in a fixed rhythm.
First stands still and observes the order. As soon as the first pillar goes out, you run into the safe zone that has been created. Wait there for the next gap and continue working this way. Don’t try to sprint through all the flames at once.
The actual ball puzzle awaits behind the fire pillars.
Guide the ball through the rotating labyrinth
There is a Floor Switch in front of you. A large circular structure rotates on the wall with a labyrinth-like path.
Steps onto the Floor Switch. A grid opens and an orange ball falls towards the rotating maze. It is crucial that the opening of the track is correct at this moment.
If the ball doesn’t fall in, nothing is lost. It will be made available again and you can try again.
As soon as the ball is on the track, you can always change the direction of rotation using the titan card. Use gravity to guide the ball through the different curves little by little. You don’t have to make any complicated movements with the controller – just observe which wall the ball is hanging on and then reverse the rotation.
At the end the ball falls out through an opening in the middle and lands on the floor.
Axyl it up and carry it back toward the fire pillars. There is a small shaft to the right. Put the ball in it. It automatically rolls into the designated recess and opens a grid at a deeper level.
Jump down and Paraglider to the opened area. Activate the first terminal there.
New guards in the main room
After each terminal, the central hall becomes more dangerous. After the first seal, several new nano-guardians appear.
It is worth eliminating them immediately. If you leave the enemies standing, they will make it more difficult to switch between the side chambers later. Use a good bow or the Master Sword and clear the main room completely.
Then we go into the short side corridor opposite for the electrical test.
Electrical area – second terminal
The electrical section is located in the first short aisle on the left from the starting point. Before you even enter the room, look up.
There is a long metal rod in a rotating gear. Activates the magnetic module, grabs the rod and pulls it outwards. There is a matching recording on the wall above the entrance. Push the metal rod in.
This connects the central gear train with the mechanics of the adjacent room. The large wall in the electrical area also begins to rotate.
Wait until the openings of the two rotating elements overlap and go into the room.
Treasure Chest 2: Gerudo Scimitar
Optional – Treasure Chest: Turn around immediately after entering. Several platforms move in a circular path on the rotating wall. One of them has a Treasure Chest on it.
Climb onto one of the passing platforms and let yourself be carried up. As soon as you are level with the chest, jump or glide over it.
Inside is a Gerudo Scimitar. This sword is needed to recraft Urbosa’s Treasure Saber.
Photograph the Gerudo Knife again for the Hyrule Compendium if necessary. However, the entry should already have been there on our previous Gerudo route.
Correctly connect metal rods
Then ride one of the rotating platforms to the top right side of the room. There is another metal rod in a holder.
Pull it out with the magnetic module and drop it on the bottom floor. Jump after it and place this staff in the open opening in the center of the chamber.
Now you wait until the metal rod attached to the rotating wall comes by. Grab it with Magnesis and pull it outwards until it touches the firmly inserted rod as it passes.
The two metal parts interlock and transmit the movement to the rear mechanism. The large wall at the end of the room begins to rotate.
Wait until the opening with the rear room is level with the floor, go through and activate the second terminal.
Guardian gun and two central Treasure Chests
After the second terminal, a Guardian Gun will appear in the central area. Turn it off before climbing further up. An ancient arrow to the eye is the quickest solution. Alternatively, reflect his laser with a perfect shield block.
Now is also the right time for two Treasure Chests in the central mechanism.
Treasure Chest 3: Gerudo Shield
Optional – Treasure Chest: Ride the large gears to one of the upper levels and move back on the central axis towards the Shrine of Resurrection elevator.
There is a large turbine rotating there. Behind her wings is a Treasure Chest. Activate Stasis and wait until an opening in the rotating wings is right in front of the chest. Freezes the mechanism at this moment.
Run through the opening and open the chest. Inside lies a Gerudo shield.
The shield is not just another Hyrule Manual item. Along with Diamond and Flints, a Gerudo Shield is required if Urbosa’s Treasure Shield is to be recrafted after its destruction.
Treasure Chest 4: five bomb arrows
Optional – Treasure Chest: Then walk along the central axis towards the two long side rooms. A metal chest stands or hangs on a small side platform near the later exit.
Use the magnetic module and pull her towards you. Inside are 5 bomb arrows.
This completes four of the seven Treasure Chests.
Wind range – third terminal
The wind range lies in one of the two long side arms. In front of the entrance there is another mechanism that is initially not connected to the central gear train.
Looks at the wall. There is a rectangular metal block there. Grab it with Magnesis and insert it into the free slot in the top gear.
Then grab the metal pin or the movable connection on the central gear and pull it outwards until it touches the block that has just been inserted.
As soon as both parts are connected, the rotation is transferred to the mechanics of the wind room. Wait for an open passage and go in.
Large fan with stasis stop
At the end of the first gear there is a huge fan spinning. Its wings completely block the passage.
Initially sets the direction of rotation so that the air flows in the desired direction. Then freeze the fan with Stasis and quickly run between the stationary blades.
There is a nano guard waiting behind the fan. Kill him immediately so that he doesn’t surprise you when you return later.
Treasure Chest 5: Swallow Bow
Optional – Treasure Chest: The Nano Guardian also guards the next chest. Open it and take the swallow arch with you.
This bow is the basic weapon needed to recraft Revali’s Eagle Bow. Its own attack power is low, but its high cocking speed makes it a useful replacement bow.
This means that our final test already has three of the four basic weapons for the warrior weapons.
With the wind to the terminal
Freeze the fan with Stasis again and return to the other side. Climb the stairs there and then up the ladder.
Now changes the direction of rotation of the central mechanism. This also reverses the airflow. Open the Paraglider and let yourself be carried back towards the entrance, but this time onto the higher platform.
Climb up the next ladder there. Changes the direction of rotation again so that the wind blows towards the back room again.
A platform in front of you moves regularly through the airflow. Wait for an opportune moment and glide over to her. If it’s in an awkward position, you can stop it briefly with Stasis.
From the platform, freeze the large fan again and slide through the stationary blades into the small niche behind it.
There you activate the third terminal.
Treasure Chest 6: Diamond
Optional – Treasure Chest: Do not simply leave the wind area in a direct path. Let the rotating door or gear wheel carry you back to the central area and climb onto the large gear wheels.
On a higher level, behind a low wall, stands an easily missed Treasure Chest. Ride the gear to the appropriate height and jump over.
There is a diamond in the chest.
The discovery is no coincidence: Together with the four basic weapons from this dungeon, the diamond forms a central part of the recipes for new warrior weapons. If you keep enough flints, you can easily make a replacement after a warrior weapon is destroyed.
Two flying guardians appear
Patrol for the third terminal two flying guardians through the central area. You can try to avoid them, but for our complete route, taking them out is more convenient.
An ancient arrow to the central eye can instantly destroy a flyer. Without ancient ammunition, you first shoot at his propellers. Several destroyed propellers force the Guardian to the ground and make him much easier to attack.
Kill both of them before moving on to the final side area. This leaves the central space free for the return route after the fourth terminal.
Water area – fourth terminal
The water area is in the remaining long branch. Even before its entrance you can see a slowly rotating gear wheel with movable stone blocks on the spokes.
Adjusts the direction of rotation so that the blocks move down regularly. Our target is the second gear above the entrance. Normally the two mechanisms do not reach each other.
Wait until one of the moving stone blocks is approximately at the right or three o’clock position and freeze it with Stasis. Because the block can no longer slide downwards due to gravity, it presses against the neighboring gear.
This raises the ramp to the water area. Quickly run across before Stasis ends and the platform descends again.
Cryonis activates the
water wheel mechanism
There is shallow water in the first room. Directly above it hangs a large piston or switch that ends just above the surface of the water.
Use Cryonis to create a block of ice immediately below. The ice column grows upwards and pushes against the switch.
This connects the large rotating axis of the room to the central gear train. Change the direction of rotation so that one of the large shovels carries you upwards.
Ride the structure to the opening on the left and go through the passage to the back of the water area.
Drain water
In the back room there is a large stone crank or wheel above the water basin. Freezes the central mechanism with stasis.
Then hit the lower lever several times so that after the stasis ends, enough stored force builds up in the direction that lowers the water level .
When stasis ends, the mechanism rotates and the water drains out. This will make the previously flooded ground accessible.
Treasure Chest 7: Zora Spear
Optional – Treasure Chest: Once the water level is low enough, jump down. The last Treasure Chest of the dungeon stands on the previously flooded ground.
Inside is a Zora Spear.
With this we have collected all seven Treasure Chests from the final trial: stone splitter, Gerudo Scimitar, Gerudo shield, five bomb arrows, swallow bow, diamond and Zora spear.
The Zora Spear is required to craft Mipha’s Lightscale Lance. This means that this dungeon actually delivers all four basic weapons of the warrior weapons in a single pass.
Raise the water wheel again
With the water level lowered you can go under the previously blocked grate. Climb up the steps behind it and stand on the Floor Switch.
This causes a platform or a piston to extend. Behind him is a large metal ball.
Grabs the ball with the magnet module and places it in front of the movable piston. Leave the Floor Switch briefly and then step on it again. The mechanism pushes the ball across the room.
It hits the water wheel on the other side and sets the mechanism in motion again. The water level is rising again.
Now create several cryoblocks in the raised water and climb onto the high platform behind the launcher.
There is the fourth and final terminal. Activates it.
Open door to Monk Maz Koshia
With the fourth terminal, all locks on the huge door at the end of the central hall are released. It still doesn’t open completely because the actual mechanical shutter also has to be moved.
Return to the main room. Above or directly in front of the large door there is a sliding metal gear. Activates the magnetic module and pulls the metal part into the designated position on the door mechanism.
The gear engages and the entire shutter starts moving. The monumental door opens.
Behind her lies an unusually quiet chamber. At the end, a Sheikah priest sits on his pedestal: Monk Maz Koshia.
Preparation for Monk Maz Koshia
Before you examine the pedestal, prepare thoroughly. Unlike in the labyrinth, the four improved combat skills are available to you again in the following fight.
Fully heals Link and, if necessary, eats a dish with attack power level 3. A defense bonus also works, but Monk Maz Koshia has several long phases and changes its attack pattern multiple times. More damage shortens the doppelganger phase in particular.
Take a strong one-handed sword for quick slow-motion counterattacks, a powerful two-handed weapon for longer stun periods and a good spear. Spears are extremely useful against the numerous doppelgangers because they have a long reach.
A multi-shot bow is also very helpful. Anyone who already has a Lynel Bow can use it for the later phases.
And again: Put some Mighty Bananas in your inventory. They are not a joke, but a real weakness of the final boss.
Optional: Monk Maz Koshia photograph
Optional – Hyrule Manual: Once the battle begins, photograph Priest Monk Maz Koshia for the Hyrule Manual. Unlike the four Ganon Curses, Monk Maz Koshia can be challenged again after victory, so the photo is not permanently missable.
Nevertheless, the first fight is the most sensible time. Afterwards you don’t have to return to the labyrinth specifically.
Then go to the podium. Monk Maz Koshia actually rises from his millennia-long meditation and teleports Link to a giant floating arena above the Great Plateau.
Boss: Monk Maz Koshia – first phase
Monk Maz Koshia is no ordinary shrine priest. His fighting techniques combine skills from the Sheikah, the Yiga and various opponents that Link met during his adventure.
At the beginning he has several direct attacks. He teleports in front of Link and strikes with his weapon, fires elemental arrows or falls from above. He can also cause the ground beneath Link to crack and create rock spikes.
Fix him with ZL and wait for his quick melee attacks. A side jump or backflip at the right moment starts a slow motion counter. This is one of the most reliable ways to cause damage.
His elemental arrows are easier to avoid if you constantly move sideways. When a large rock attack is prepared, the movement of the ground creates an updraft. Open the Paraglider and let it carry you up briefly.
Draw the bow while flying and hit Monk Maz Koshia. The slow motion makes it much easier to hit. Then land and immediately engage in close combat.
Daruk’s Protection+ reliably protects against a surprise hit. Thanks to its short recharge time, we no longer have to save the charges excessively in the final DLC battle.
Defeat Monk Maz Koshia – Doppelganger
After about a quarter of its health, Monk Maz Koshia creates numerous doppelgangers. Suddenly there are several identical priests around Link.
The copies disappear after just one normal hit. The real Monk Maz Koshia, however, remains. A spear is therefore excellent: run around the side of the group and quickly stab several enemies in a row. Copies dissolve immediately.
remote bombs also work well. Throw a bomb into a cluster of doppelgangers and detonate it. Multiple false priests can disappear at the same time.
The most comfortable solution, however, is Urbosa’s Zorn+. With multiple priests surrounding Link, launch a charged attack and unleash lightning. The copies disappear and the real Monk Maz Koshia becomes paralyzed at the same time.
Mighty Bananas vs Monk Maz Koshia
There is an even more unusual method. Open the material inventory, take a Sword Banana in your hands and place it in the middle of the arena.
Monk Maz Koshia can’t resist the fruit any more than a Yiga can. The fake priests react differently or stay behind while the real Monk Maz Koshia runs to the banana and picks it up.
Seize this moment immediately. Run to the real priest and attack before he switches back to his normal attack pattern.
Alternatively, you can briefly activate the Camera Rune. Only the real Monk Maz Koshia is recognized as a Hyrule Handbook motif. However, because of the doubles who continue to attack, the banana method is much more relaxed.
Doppelganger in a row
Later the copies change their formation. Several Miz-Kyoshias line up and attack one after the other with quick advances.
Don’t try to stop in the middle of the line. Move sideways and let the first copies rush past. You can hit them with a spear as they approach and thereby eliminate them.
If the real Monk Maz Koshia remains at the end of the formation, concentrate all melee attacks on him.
Again, Urbosa’s Fury+ is an excellent shortcut if the ability is already available again.
Monk Maz Koshia becomes the giant
With about half of his health, Monk Maz Koshia changes his strategy completely. He grows to gigantic size and hovers over the arena.
His attacks are now partially based on Guardian technology and Master Kohga. He summons huge metal spiked balls, tilts the entire arena and later fires a powerful energy beam.
When Monk Maz Koshia hits the ground with an energy wave or rock attack, an updraft is created again. Open the Paraglider and let yourself be carried upwards.
While flying you can shoot at his head or face. A good hit knocks the huge priest off balance and causes him to fall to the ground.
As soon as he is lying, run to him and use your strongest weapon. A charged spin attack with a powerful two-handed sword deals massive damage during this long stun.
Send back metal balls with magnesis
Monk Maz Koshia summons several huge metal spiked balls in the next attack and throws them across the arena. First, run out of their trajectory.
After a short time, the sky becomes electrically charged and lightning strikes the metal balls. This is exactly where the weakness of this attack lies.
Activates the magnetic module and grabs one of the balls. Lift her up and bring her as close to Monk Maz Koshia as possible.
When lightning strikes, the electricity is transferred directly to the priest via the sphere. Monk Maz Koshia is hit and falls to the ground.
Drop the ball and immediately sprint to him. Use the stun for a full melee series or a powerful charged two-handed attack.
The arena may tilt during this attack. Then don’t concentrate on running against gravity. Grab a metal ball early with Magnesis; As long as you control it, it won’t roll towards Link.
Sentinel beam reflect
In the giant phase, Monk Maz Koshia also directs a red targeting beam at Link and charges up an attack like a Guardian.
A perfect shield block reflects the energy beam directly at Monk Maz Koshia and can force him to the ground. Wait for the familiar bright flash immediately before the shot and press the parry button.
If you don’t feel confident with your timing, use Daruk’s Protection+. The stretch ability automatically blocks the laser and can also reflect the attack.
Then immediately go into melee combat while the priest is dazed.
Final phase: Giant Maz Koshia on the ground
In the final section, Monk Maz Koshia remains huge, but now stands on the arena and tries to crush Link with his feet. At the same time, he can summon two smaller doppelgangers and continue firing sentinel beams.
Stay away from his feet when he raises one leg significantly. The stomp attack has a large area of effect and can knock Link down.
If he summons the two little priests, eliminate them first. They don’t last much, but they can distract Link during the next laser attack.
Urbosa’s Fury+ is also ideal here. The large area of effect hits the small copies and can at the same time damage or stun the actual boss.
With Guardian Beam, the perfect shield block remains the best opportunity for high damage. Reflect the beam, sprint to the fallen priest and attack his legs or body with your strongest melee weapon.
Revalis Sturm+ can also help you quickly escape from a dangerous position and target your face from the air. But don’t rely exclusively on arrows in the very last phase; the reflected laser and melee damage are more reliable.
Mipha’s Grace+ is the final safeguard. If Link does fall, he will automatically be revived and can continue the fight without restarting.
After the last hit, Monk Maz Koshia shrinks back to its normal size. The test has been passed.
Obtain Master Cycle Zero
Monk Maz Koshia finally recognizes Link as worthy of wielding a Titan himself. The arena changes shape and an unusual machine rises from the ancient mechanics: the Master Cycle Zero.
Link receives a new Sheikah module. In the future, the Eponator can be selected via the Sheikah Slate in a similar way to a remote bomb or the magnetic module and summoned to suitable areas.
A detailed overview of operation can be found in the ZeldaCollection guide for the Master Cycle Zero.
The Eponator is no ordinary horse. You don’t have to register him and you can summon him again at any time after dismounting. He can be controlled much more directly than a horse and can jump over smaller obstacles with the jump button.
It is particularly practical for our further 100% score, because from now on we can process large open areas much more quickly. Korok routes, Treasure Chests and map locations that are far apart can be connected more conveniently.
Refuel Master Cycle Zero
The Eponator has its own energy tank. As you drive, the display gradually empties. To refuel, dismount, pick up several materials and place them in the open tank on the side of the motorcycle.
Almost all common materials can serve as fuel. That’s why it’s not worth burning rare dragon parts, star shards, diamonds or other valuable resources.
The simplest solution is apples. They are available everywhere in Hyrule and have little material value. About ten apples are enough to completely fill an empty tank.
Common monster parts or other common ingredients also work. Simply use materials that you have large quantities of.
However, the Eponator cannot be summoned everywhere. Its use is blocked in the Gerudo Desert and on the Death Mountain. The module also does not work in buildings, many interior areas and narrow parts of Hyrule Castle.
From now on it will still be our preferred means of transport for almost all open plains, forests, plateaus and mountain paths.
The last memory of the Champions’ Ballad
Monk Maz Koshia teleports Link back to the Great Plateau after the battle. Kass waits there one last time.
The Rito has completed the work of his late teacher and plays the complete ballad of the Champions. This will bring back Link’s last DLC memory.
The scene takes place shortly after the appointment of the five Champions. King Rhoam has officially entrusted Link, Mipha, Daruk, Revali and Urbosa with their duties. Zelda stands with them in front of Hyrule Castle.
Purah wants to capture the special moment with the Sheikah Slate and asks the group to line up for a photo. As expected, Revali is not very enthusiastic, Mipha seems nervous and Zelda also tries to maintain her composure.
At the crucial moment, Daruk suddenly pulls everyone Champions close together. Instead of a stiff official portrait, this creates an unplanned, lively group photo.
The Scene is the fifth and final new memory of the Expansion Pass. It also belongs in the ZeldaCollection overview of the memories in Breath of the Wild.
Obtain Group photo of the Champions
After the song, Kass gives Link the exact group photo of the Champions that Purah took 100 years ago. Kass’s teacher had kept the picture along with his notes.
The photo appears as an important item in the inventory. It does not have a gameplay combat bonus, but is one of the DLC’s unique rewards.
With this moment, “EX: The Champions’ Ballad” is fully completed. All sixteen DLC shrines have been mastered, the four warrior abilities improved, Monk Maz Koshia defeated and the Master Cycle Zero unlocked.
Optional: Hang group photo in Link’s house
Optional – unique content: If you have followed our previous Walkthrough, Link already owns his fully furnished house in Hateno Village. After completing the DLC, teleport to Myahm Agana Shrine and go to Link’s house.
Enter the building and go upstairs or to the area next to the bed. There you can hang the group photo of the Champions on the wall.
The photo then remains there permanently and shows Zelda together with Link, Mipha, Daruk, Revali and Urbosa. Since it is a one-time item in the Expansion Pass, this small completion is part of our full route.
If you haven’t fully unlocked Link’s house yet, first follow the ZeldaCollection guide to “Your own dream house”. The photo will not be lost and can be hung up later at any time.
The Champions’ Ballad is completely completed
The big DLC block of our Walkthrough ends with the Master Cycle Zero. The timing was deliberate: we didn’t save the ballad until just before Ganon, but rather completed it before the big open collection routes through Hyrule begin.
This means Link now has Revali’s Gale+, Mipha’s Grace+, Daruk’s Protection+ and Urbosa’s Fury+, the fully enhanced Master Sword from the optional Trial of the Sword and the Master Cycle Zero. It is precisely this combination that makes the remaining areas much more pleasant.
We are now returning to the actual 100% route. Instead of immediately moving to Hyrule Castle, we systematically work through the regions that are still open and connect shrines, Koroks, Side Quests, armor, mini-bosses, map locations and special weapons in such a way that as few subsequent collection trips as possible are necessary.
We will specifically use the Eponator where horses are less flexible. After the completed DLC, this begins the next major section of our complete Hyrule savegame.
