Jive Turkey
Unconfirmed Member
wait what
Makes killing them a whole lot easier and gives you more loot. Pair it up with Stasis and you'll be untouchable.
wait what
When youwait what
There are probably only about 20-30 shrine quests. Do you have your Sheikah Sensor set to shrines? It should be going off like crazy if you only have 43 shrines.
If you're not too far along, I'd recommend doing the one in the snowy mountains first. You get a great ability there that will make traversal in the rest of the game better and more enjoyable. Plus it's probably the easiest one and will ramp you up for the rest of the game.
Lol, 105 hours in and out of nowhere I discover a brand new stable () in a part of the world I must've first visited like 80-90 hours prior.Highland Stable
Use a 3x bow with bomb arrows.
wait what
120 hours into the game, I've decided to retrace my journey. Starting at the Great Plateau, it's amazing all the things I've missed. Some obvious, some hidden but it's put a new light on what I thought were familiar areas.
I would recommend not doing that one first, not because it will be too difficult to complete, but because the top left and bottom right ones are better suited for doing first.
Yeah, I don't disagree that BotW does in fact have some pretty good puzzle-scaffolding. The shrines are a great template for that.
I would love to see the "dungeons" be more bold in scaffolding their solutions, though. And I think it's possible without sacrificing openness. Past Zelda dungeons had a great solution for this in that you could often bomb your way through parts of a dungeon instead of taking the "correct" path, if you could intuit the location of a shortcut.
In BotW, it often felt like each puzzle in the Divine Beasts was self-contained, but with a common interface for manipulating the dungeon, so it was almost like you were playing five different shrines crammed in a single space. I'd prefer something that feels a bit more unified, and that gives you the opportunity to go "deeper" into the zone without necessarily requiring you to jump through a bunch of hoops.
I complained about it early in because undiscovered shrines were everywhere.I turned it off instantly, super annoying. Not complaining just to be clear, just seems like there are some pretty well hidden ones.
Man that is so good to know. I won't sell mine thenOh dear, the grind for upgrade materials is real. This is a real downer for me :|
For some armors you need star fragments, do you know how many I've collected in 95 hours? ... 4.
BTW: Today I completed the 120th shrine
There are at least 7 fragments the game gives you btw. So unless you're completing amiibo gear and jewelry it's best to track those down rather than farming.Oh dear, the grind for upgrade materials is real. This is a real downer for me :|
For some armors you need star fragments, do you know how many I've collected in 95 hours? ... 4.
BTW: Today I completed the 120th shrine
I'm 130+ hours in and I finally noticed Outskirt Stable on the weekend. I even had the shrine near it, but I noticed the stable.
So ran into Eventide Island. Cool idea.
Cleared out a big camp of dudes, finally got to cook some stuff up, equipment is looking okay, and I think I am going to be okay.
Just looked up at the sky and it's a damned bloodmoon.
Man, fuck this game.
Man that is so good to know. I won't sell mine then
So ran into Eventide Island. Cool idea.
Cleared out a big camp of dudes, finally got to cook some stuff up, equipment is looking okay, and I think I am going to be okay.
Just looked up at the sky and it's a damned bloodmoon.
Man, fuck this game.
I'm 130+ hours in and I finally noticed Outskirt Stable on the weekend. I even had the shrine near it, but I noticed the stable.
I think the ancient amor also needs star fragments for the last level.There are at least 7 fragments the game gives you btw. So unless you're completing amiibo gear and jewelry it's best to track those down rather than farming.
It does, but unless I'm forgetting there's only two armor sets that aren't amiibo sets that require Star fragments, so you should only need 6.I think the ancient amor also needs star fragments for the last level.
This just happened to me last night, 150 hours in, just discovered South Akkala Stable, and I also had the shrine but never noticed the stable nearby.
Ok, I hear you on the first part but the bolded is something that makes no sense to me. All dungeons are essentially a bunch of small challenges (puzzles) strung together by a central theme. I don't see how the Devine Beasts are any less unified (in fact I'd argue they're much more so).
This game makes me feel so dumb, every other shrine i find myself having to look up a guide on youtube lol
I wish they were harder. Some of the harder ones I've found have been an absolute blast and the peak of Zelda puzzles. There was one where I'm certain the only solution was needing to double shield jump over a lava pit and I basically screamed when that worked.
I've seen 3 and two disappeared before I got to them, despite running the moment they fell.How long to falling stars last? Do I need to chase after them immediately?
Yeah, I have been impressed by a few but in general I wish they were a bit tougher. I am happy overall with what BotW provides but I wish it were allowed to be just a little bit more difficult across the board.I wish they were harder. Some of the harder ones I've found have been an absolute blast and the peak of Zelda puzzles. There was one where I'm certain the only solution was needing to double shield jump over a lava pit and I basically screamed when that worked.
Now I'm hoping "hard mode" is Master Quest.I enjoyed all the shrines and consider them a good replacement for the old, traditional dungeons (that I love to death, they are the reason Skyward Sword is my #2 Zelda game of all time) but I am not going to lie, if they sell me a Master Quest Expansion Pack in which every shrine is changed to more harder versions I will buy that in second.
Would be hillarious that one of the Major Test of Strenght shrines get replaced by something similar to thebottom of the Labyrinth of the Akkala region
... Can you all imagine a harder version of Tempered Power? laskd;slakd's;adsa
I enjoyed all the shrines and consider them a good replacement for the old, traditional dungeons (that I love to death, they are the reason Skyward Sword is my #2 Zelda game of all time) but I am not going to lie, if they sell me a Master Quest Expansion Pack in which every shrine is changed to more harder versions I will buy that in second.
Would be hillarious that one of the Major Test of Strenght shrines get replaced by something similar to thebottom of the Labyrinth of the Akkala region
... Can you all imagine a harder version of Tempered Power? laskd;slakd's;adsa
They disappear at 5am in-game time.How long to falling stars last? Do I need to chase after them immediately?
BTW, do Guardians respawn? I was under the impression they'd be taken care of for good but one I thought we took care of has come back.
I wish they were harder. Some of the harder ones I've found have been an absolute blast and the peak of Zelda puzzles. There was one where I'm certain the only solution was needing to double shield jump over a lava pit and I basically screamed when that worked.
I've done all possible upgrades at this point; it took a week of gathering for me to do so.As for the falling stars, I get them more often since I started camping at full moon at a very high point where I can see everything beneath me (I recommend the top of twin peak mountain) - after seeing a falling star; I can simply mark it on the map from above than look at the map and teleport to the nearest shrine and travel only the rest by foot. Never had them disappear after changing to that method.
But in past Zelda games, they're often not self-contained challenges. That is, in traditional Zelda dungeons, the challenge you complete in one place builds up to other challenges in other places.
This is rarely true of the Divine Beasts. The puzzles don't build on each other at all. There are discrete terminals all over the dungeon, but they aren't related to each other. Only Nabooris really has any meaningful scaffolding, because you need to connect the electricity before you can get to some of the puzzles. The other divine beasts are all about finding a puzzle, then manipulating the map to reach/solve the puzzle. In other Zelda games, you often need to have found a key or item first, or done something in another part of the dungeon to open up a path or adjust the water level or something.
There's nothing inherently wrong with open/non-linear dungeon design, but one of the issues it creates is that the dungeon feels like a fetch quest/checklist if you don't structure it correctly. That's one reason why I like Zelda 1 - instead of just having a bunch of checkpoints to reach, it has a series of locked doors that require keys, but you can just break the dungeon and avoid them if you can find breakable walls or know the layout well enough. I'd imagine we'd need some other conceits for this kind of design to work in a 3D Zelda game, but... well, this game has a physics system that's already perfectly suited for this... and even used to this effect in some of the shrines.
I'm about ready to watch a playthrough of this on YouTube because stores are always sold out but I don't know if I wanna spoil the experience ughhh
I'd really love another "Majora's Mask" to go along with this "OoT moment". Reuse the engine (with some improvements) and major/basic assets and pump out an experimental new game with a smaller team/budget/development cycle. Take all the groundwork they've spent years on and do something crazy with it. Would be a good way to break the beginning and/or end of platform lifespan cycle they've been stuck on, and help make up for BotW's development costs, which had to be pretty high.I wonder were they will take the series post BotW.
I mean ... seems like an OoT moment to me were they did something soo big and and sooo well that it may be what they see as the benchmark or status to build off of in the future. Every big console lol has been trying to be "better OoT" in some way until now.
On a side note ... I do hope they add in wild animals to stables in the DLC. I wanna tame the world and ride what ever I want!! EVEN BATTLE CAT/HORSE MEN! (Or atleast make a less smart version of them that can be tamed ...)
What shrine was that? I can tell you with full certainty after completing every shrine that I have never needed to double shield jump over a lava pit, lol.
trying to figure something out here. I'm in gerudo highlands and was searching for shrines and ran across a bunch of small 'eye' statues (the little symbol on them, theyre about link's height), and the further you run into the chasm the more ninja dudes you fight, and at the end isAny idea how to open it?a huge stone slab wall.
On a side note ... I do hope they add in wild animals to stables in the DLC. I wanna tame the world and ride what ever I want!! EVEN BATTLE CAT/HORSE MEN! (Or atleast make a less smart version of them that can be tamed ...)
Stalhorses not being keepable is, no joke, the single most disappointing thing in the game for me.I would love to be able to keep a Stalhorse. As for the Lynels, they shouldn't try and sidestep the weirdness of riding around a sentient being; just embrace the situation for what it is, like the use of TP Link as an animal companion.
Stalhorses not being keepable is, no joke, the single most disappointing thing in the game for me.