The Legend of Zelda:Echoes of Wisdomshakes up thestandard 2D Zelda formulain a variety of different ways, but one aspect which remains close to tradition is how the game approaches dungeons. Through Zelda’s first solo adventure, you’ll have to tackle eight dungeons to reach the credits.
These dungeons are spread out evenly and serve as skill checks to see how well you understand the mechanics of the game. Some of them feature stand-out puzzle-solving tests, while others drag and are a lot less fun to work through. So, out of all the dungeons in Echoes of Wisdom, which are the best?
Contains Spoilers For The Legend Of Zelda: Echoes Of Wisdom Storyline From The Start
8Null’s Body
Let’s Just Get To The Boss
Throughout the final hours of Echoes of Wisdom, it seems like the game is going to avoid a traditional final dungeon, instead offering a series of tests like the journey through Eternal Forest, but at the last moment, it reveals that you’re going to have to work through Null’s Body to reach the final boss.
Unfortunately, this final dungeon screws up the pacing of the last hour of Echoes of Wisdom, and the gimmick of working with Link feels underdeveloped in places. Featuring some of the more finnicky uses of the Echo and Bind skills, and not being long enough to be interesting (even if maybe its shortness is its saving grace), the final act of Echoes of Wisdom was a disapointment.
7Suthorn Ruins
Starting Slow
A potential weakness of Echoes of Wisdom is that the ‘tutorial’ part of the game slightly drags, with an ambiguous feeling of when the game finally lets you off the training wheels and into the world at large. You could argue that the tutorial lasts long enough to encompass even the game’s first dungeon, with Suthorn Ruins feeling like a forgettable final test before you can actually explore.
Compared to other dungeons that have memorable motifs and mechanics, Suthorn Ruins instead feels like a basic test to see if you understandthe Echo and Bind mechanics. It serves its function, but it also is one of the easiest to forget first dungeons in Zelda history.
6Faron Temple
Get Your Bearings
The second half of Echoes of Wisdom lets you tackle its three main dungeons in whichever order you like, and while they mostly feel equal in difficulty level, Faron Temple is definitely the most complex.
Once you finally understand how this dungeon works, it isn’t too hard to get through, but constantly entering and exiting the main dungeon to explore the outer Still World feels more disorienting than rewarding. Gohma is a fun finale to the temple, but it arguably would’ve been more fun to work through if it was slightly more contained.
5Hyrule Castle
Mid-Game Mix-Up
Echoes of Wisdom treats you to a Hyrule Castle-themed dungeon for completing the first half of the game, and working through the gargantuan building you were imprisoned in at the beginning of the game is very rewarding.
The dungeon features engaging puzzles, and is a great mid-game skill check, but it’s a lot shorter than most of the other main dungeons, and would’ve benefited from having more room to breathe. It also doesn’t help that the boss of the dungeon is Ganon, mostly unchanged from his fight with Link at the beginning, with the most noticeable difference being that you’re Zelda now.
4Gerudo Sanctum
Desert Investigation
Depending on whether you choose to help the Gerudo or the Zoras first, Gerudo Sanctum could be the first ‘real’ dungeon you explore following Suthorn Ruins, and luckily, it doesn’t disappoint.
Gerudo Sanctum helps you get comfortable with the idea of using Echoes like a traditional Zelda dungeon item, with interesting use of the fan and flying tile being integral to completing it. It also helps that Mogryph is one of the more interesting early-game bosses.
3Eldin Temple
Heating Things Up
Aside from Null’s Body, Eldin Temple is definitely the most linear dungeon in the second half of the game, but there’s not much wrong with that, since the concept is well-executed. Featuring incredibly few warp points, you’re not going to need to backtrack at all when working through Eldin Temple.
The dungeon ends up feeling like more of an obstacle course with light puzzle-solving thrown in. Compared to other second-half dungeons, it feels a lot quicker, but unlike other shorter dungeons, it feels like it has got a chance to shine. It also features Volvagia as a final challenge, being one of the best bosses in the game.
2Jabul Ruins
Ancient Plumbing
Afterhelping the two Zora factions make peace, and quelling the rage of the dark Jabu Jabu, you’re finally able to explore Jabul Ruins, and it’s a highlight of the early-game. Compared to previous water dungeons, Jabul Ruins doesn’t overcomplicate itself, and the task of turning on each of its colour-coded water pipes is a fun and rewarding challenge.
This dungeon also remains fresh with underwater exploration to change up the more standard top-down gameplay. Unfortunately, Vocavor is a slightly uninteresting boss for the dungeon, but definitely not the game’s worst.
1Lanayru Temple
Thermostat Control
After finally making it to the top of Holy Lanayru Mountain with the help of Conde the yeti, you are tasked with clearing out the Lanayru Temple. Coupled with one of the most interesting dungeon mechanics of the game, it ends up becoming the best dungeon overall.
Strategically using the bind ability, Zelda needs to manipulate fans to blow hot or cold air to change the landscape of the dungeon by freezing or melting different surfaces. This concept is well utilized throughout the dungeon, not outstaying it’s welcome, and Skorchill is an interesting and emotionally charged boss to finish with.