A Game Breaking Bug Has Been Found in Zelda Breath of the Wild

When it comes to sequence breaking and doing strange things, the development team for the latest Zelda game have covered most of their bases. They’ve added in a new cutscene in case you reach Zora’s Domain without meeting Prince Sidon:

They’ve set up roadblocks to stop you rescuing Yunobo early, entering the Yiga Clan Hideout early or boarding a Divine Beast without fighting it.

And pretty much every sidequest and shrine quest in the game is designed with the possibility you’ve beaten it before even knowing it exists. Heck, even reactions from Impa, Purah and the town elders differ based on stuff like if you’ve freed the Divine Beasts or gotten the Master Sword! The level of detail here is absolutely insane.

But unfortunately, it turns out there’s one situation they forgot to prepare for. Namely, you having a full inventory at the time an NPC gives you a piece of armour.

Admittedly, this is a very rare situation. It won’t happen with the Warm Doublet for sheer resource limitation related reasons, and the only other armour in the game given to you like this is the Zora Armour and the Thunder Helm. So unless you’ve collected five pages worth of junk, it’s unlikely this bug will affect you.

My Full Armour Inventory

If you have though… well this video shows you the results:

As you can see, Riju appears to give you the Thunder Helm just fine. The box appears with the text and icon, and she says you’re a friend of the Gerudo like normal.

If you actually then go to your inventory however, it turns out the Thunder Helm just isn’t there. It’s gone. The helm has literally vanished forever.

No, asking Riju won’t get it back. She just acts like you already have it.

And don’t bother with Grante in Tarrey Town either. He never stocks this item, since you can’t normally sell it.

Grante's full inventory

So the end result is that a useful piece of armour is just gone forever. But wait, it may get worse than that.

Why? Well, the Thunder Helm as a piece of equipment is not super important to the main story. It’s used as a key item sure. But as equipment? You only get given it after freeing Vah Nabooris/defeating Thunderblight Ganon and clearing all the sidequests in the town. As a result, while losing it is bad, it doesn’t break much of the game.

However, as I mentioned earlier, that’s not the only quest which has an NPC just hand you a piece of armour. No, Prince Sidon hands you the Zora Amour in a similar fashion back in Zora’s Domain. It’s needed to convince the elder that Mipha knew you, and to take down Vah Ruta/complete the first dungeon/free Mipha’s spirit.

This means that if the same glitch exists there too (which given the unlikeliness of running out of inventory space and the general mechanical similarities is likely), a really bored/dedicated player could find themselves locked out of the true ending, as well as unable to use Mipha’s Grace or get all Heart Containers.

Either way, it’s an oversight that I kind of expected Nintendo to have thought about, and one that genuinely needs to be patched in the foreseeable future.

Otherwise, Zelda Breath of the Wild can basically be made unwinnable by insanity.

Nintendo Details First Zelda Breath of the Wild DLC Pack

Back before Breath of the Wild was released, Nintendo mentioned that they’d be releasing two DLC packs for the game. One would be in summer, and come with Hard mode. Whereas the other would be in winter and come with things like a new dungeon and story quest.

And now with summer just a month away, Nintendo has finally told everyone what the first DLC pack consists of. So here is everything added via the first DLC pack. The one that’ll be released this summer…

Hard Mode

Starting with the hard mode. As you can probably guess, it’s not just double damage. Otherwise you know, it wouldn’t have taken six months to release.

Instead, it’s an interesting mix of new features that may or may not catch anyone’s attention. First and foremost being, all enemies have been upgraded to the next rank.

What do I mean by next rank?

Well at the moment, Breath of the Wild has four ‘ranks’ for each enemy type. The basic one in red which is fairly weak with minimal health. The slightly harder one in blue that can survive a couple more hits. A difficulty version in either black or white (depending on the enemy type). And a super version in silver which drops jewels and other valuable items. It’s the same system that makes the Lynels tougher and tougher as you clear more of the world.

And so in the hard mode for the game, everyone’s rank has been upped by one to begin with. That means that harder enemies will be encountered early on, and the tougher ones (like Silver Lynels) will in turn be replaced by even tougher versions. Like say, a gold version with even more health than the already mighty silver one.

It’s a minor change, but one that I guess does increase the game’s difficulty by about a fraction of a percent. However, that’s not all hard mode adds. Oh no, it also adds regenerating health for enemies.

Enemy rank up

Enemy Rank up on Great Plateau

Yeah, you read that right. Now if you don’t defeat an enemy quickly enough, their health will start to regenerate over time. This means that staying a good distance away is not a sure fire victory any more, and means that getting close to a powerful monster (like a Lynel) is key to actually defeating it. Again, not a huge change, but one that could up the difficulty a bit none the less.

Another thing that’s changed here is stealth. Basically, enemies can now spot Link much better, which in turn makes it much harder to sneak up on them. No idea if this applies to the Yiga Clan Hideout, but I’m going to guess it does none the less. So yeah, stealth sections are now going to be a tad trickier than before.

Finally, there are floating planks in this game now. These planks (held up by the Octo Balloons you usually get from fighting Octoroks) hold enemies and treasure, with whoever can reach them being able to get it. Yeah, I don’t really see how this increases difficulty either.

Moblin on floating plank

So that’s what Hard Mode adds. Nothing massive (assuming Nintendo won’t announce even more features for it nearer the mode’s release date), but a little more than just double damage none the less. However, Hard Mode is only part of this DLC set. And that brings us to…

Trial of the Sword

Breath of the Wild’s equivalent to the Cave of Ordeals. Named Trial of the Sword, this mini dungeon is accessed by placing the Master Sword back in its pedestal, and has Link fight his way through 45 rooms of enemies. Here’s a picture showing the entrance to the area:

Entering the Trial

As well as a room before the enemies appear:

Trial Of the Sword

It’s a pretty standard setup that works like you’d expect, except with one small addition that’ll make it a tad harder.

Namely, you don’t get to start with any armour or weapons.

Yep, you heard me right. This mode works like Eventide Island, with your weapons being removed the minute you enter. As a result, you’ll need to scavenge for new equipment to stay alike, with things like runes and champion powers hence being key to even clearing the early rooms. It’s an interesting little setup really, and prevents Link coming in with level 4 armour and a full armoury of Savage Lynel equipment in order to sweep it with no challenge whatsoever.

But what do you get for beating it, you may ask? Well to put it bluntly, you get a fully upgraded Master Sword. In other words, it’ll then always be in its powered up state, aka the one it’s in when you’re exploring Hyrule Castle or fighting Guardians. Pretty basic reward, but I suspect the actual challenge matters a lot more than the prize here.

Hero’s Path

Also added to the game is the Hero’s Path mode. This mode basically tracks where you’ve been in Hyrule, complete with a nice green line showing the player’s last 200 hours of playtime. So if you need help finding the last few shrines or Korok Seeds, this could be a somewhat helpful tracker.

Travel Medallion

Which itself is made better by a new item called the Travel Medallion. This item basically acts like Farore’s Wind from Ocarina of Time, and can be used to register a temporary new travel point on the map. Admittedly only one can be used at a time, but it does let players quickly warp back to a location not easily served by a warp point none the less.

Travel Medallion

So yeah, if you want to trivialise the Blood Moon shrine quest (by setting the warp on the pedestal and teleporting back naked when the Blood Moon appears… you can do that now. Same with quickly getting good items (just set the warp to go to Hyrule Castle with the Royal Guard’s gear) or tracking a certain overworld boss you haven’t defeated yet.

Above: Though it probably won’t work to cheat Eventide Island…

Finally, the DLC adds some new armour/costume options to the game. Including…

New Costumes

Tingle’s infamous green getup from past Zelda games, and the Phantom armour from the DS games! So if you want to pretend you’re a ghost knight serving Bellum or a manchild that likes fairies… that’s now possible I guess.

Tingle's Outfit

Phantom Armour
[Phantom Armour]

As is cosplaying as Midna:

Midna's Helmet

Or wearing Majora’s Mask. Hopefully the last one doesn’t cause the moon to start falling on Hyrule!

You also get a Korok Mast, which shakes when a Korok is nearby. As a result, it’s now a tad easier to find all the seeds without a map or walkthrough, which is pretty nice.

Korok Mask

And so that’s everything in the first pack. But what do you think of it? Do you like the new content that’s been announced for the game? Does it make the Season Pass you paid for seem worth it?

Post your thoughts on the matter here or at the Gaming Latest forums today!


Expansion Pass DLC Pack 1 Detailed (Official Zelda Site)

How Should Zelda Improve Upon Breath of the Wild?

Recently, The Legend of Zelda Breath of the Wild was released for the Nintendo Switch. An incredible game with a huge explorable worlds and tons of interesting things to do, it received universal acclaim from players and critics alike.

In other words? It became the Ocarina of Time for the Nintendo Switch era.

However, as great as the game is, that still leaves one ‘issue’ for Nintendo. Namely, how do you improve upon near perfection?

Because let’s face it, Ocarina of Time left Nintendo in the same daunting situation. And while their follow ups to it were all great games in their own right, they also all felt like they lacked something or another in general. Like Nintendo had kind of missed the point in regards to what made Zelda popular or beloved.

So to avoid repeating the mistakes of the past, here are my answers to that question. To how Nintendo can in fact improve upon Breath of the Wild with their next few Zelda titles…

1. Focus on a New Central Idea for a Direct Sequel

Or in other words, you’ve got a great engine now. Time to consider the Nintendo Switch equivalent to Majora’s Mask. Aka a game with the same engine and resources but a new main concept completely different to anything found in Breath of the Wild.

Heck, maybe even bring back the parallel universe gimmick. After all, there are lots of NPCs here that you could put into new roles, and plenty of neat twists you could make to the ideas found within the title in general.

So yeah, start with something simple first.

2. Expand upon the dungeons and bosses

But then move onto improving perhaps the only minor ‘downside’ Breath of the Wild has. Namely, that its dungeons aren’t as interesting or unique as those in past games.

Okay, don’t get me wrong here. The Divine Beasts being huge animal shaped mechs is amazing, and the idea of you fighting them in a boss battle before you can get inside is a really neat twist on the formula too.

So those aspects could easily be retained for one or two of the dungeons.
However, what’s less amazing is the actual inside of the dungeons themselves. Basically, they have too little variety in enemies or puzzle setups.

Seriously, look at the dungeons here and tell me what enemies you remember fighting there. I’m pretty sure the answer is ‘just Guardians and Corruption Eyes’.

And that’s a bit disappointing really. One of the best aspects of the older games was how each dungeon used to have a unique mini boss encounter in it, as well as how the dungeons and setups would be themed around the region they’re in. No, that doesn’t require the game to be linear or the dungeons to be bland item puzzle based setups either. Just look at Link Between Worlds if you need proof of that.

So another improvement they could make in a sequel is to bring back the themed dungeons and greater enemy variety inside, and add them to the amazing world presented in Breath of the Wild.

I also think the bosses could be improved here too. Yeah, they are brilliant in Breath of the Wild (especially in a mechanical sense). And I do like the idea of bosses that act more like a physical battle than a glorified item puzzle, where the player can choose how they take them down. That’s really appreciated too.

But the downside here in Breath of the Wild’s bosses is that design wise, they just don’t look very varied. They’re all Ganon Blights, no exceptions. Which in turn makes them all weird Phantom Ganon like ghosts with Guardian weapons attached.

Hence I feel that visual design thing should be improved upon in future Zelda games too. Make the bosses look as unique as they feel, while keeping the same ‘action’ based setup as in Breath of the Wild. Give us a ton of different looking bosses with the same battle strategies and AI skills as the Ganon Blights. Make the bosses in Zelda both visually interesting and difficult at the same time.

3. Reintroduce some Classic Items and Upgrades

Another thing I feel future Zelda games could do is bring back some of the items and upgrades from past games. For example, the Hookshot could be reimagined to let Link instantly shoot to any land or wall he can climb within a reasonable distance. Or to steal items away from enemies like the Grappling Hook in The Wind Waker.

And the same goes for many other items. Not all of them mind (since many have been rightfully replaced by the weapons system or runes), but enough of them to expand upon the formula a bit. You could bring back the Magic Cape and its invisibility effects. The Dominion Rod could be merged with the Command Melody to brainwash enemies (imagine how cool it’d be to turn a Bokoblin or Moblin against its friends!) The Mole Mitts… well, digging underground seems pretty useful in an open wide title like this one.

The list just goes on and on. But that’s not all that could come back either.

Oh no, upgrades could return to. For example, remember the Golden Gauntlets (or slightly weaker Silver ones) in Ocarina of Time?

Yeah, those let you pick up and move large objects. I think those could make for an interesting rune or magic spell in a Breath of the Wild like game too. After all, we can already fling metal objects with Magnesis or catapult heavy ones with Stasis, why not let us literally throw or swing around even bigger ones with this power too?

Similarly, the boots from Ocarina of Time could make a comeback as well. I mean, we’ve already got sand and snow shoes (to walk at full speed on sand and snow respectively). So why not add in Iron, Hover and Magnetic Boots too? These could let us go underwater/brave strong winds, hover in the air for a few seconds or even climb on metal walls/ceilings like in Twilight Princess’ Goron Mines!

Really, there are so many great possibilities here, and I hope Nintendo looks into some of them for the next Zelda title.

4. Allow for new methods of exploration

Finally, I think Nintendo should consider allowing new methods of exploration and new places to explore in the next game.
What do I mean by this?

Well, at the moment we can go anywhere we like on land via climbing. We can swim or sail anywhere we like providing our stamina holds up/we can find a raft. And with Stasis and some neat tricks, we can do a few more creative things there too.

But we cannot quite do everything just yet. We can’t actually go underwater, minus some recently found glitches. Flight is more like gliding, with no way to gain height in mid air. And while anywhere on the surface can be fully explored and enjoyed, going beneath that is limited to a few caves or Shrines.

So that’s the final thing I think Nintendo should work on in future Zelda games. A way to let us not only explore an open world environment on the surface, but to fly around, go underwater or even dig underground to drastically increase the number of possibilities for locations and mechanics. Take what you learned from Ocarina of Time, Minish Cap and Skyward Sword and implement it into the open world environments of Breath of the Wild.

That’s what Nintendo should do to build on Breath of the Wild’s success. Take what worked well, and add in the few things missing from Breath of the Wild to make an amazing new set of Zelda games for future generations.

But hey, what do you think? Do you feel Nintendo should do the above for the Zelda games post Breath of the Wild? Or is there another direction the series should be taken in now?

New Zelda Glitch Lets You Get Infinite Arrows

Have you ever run out of arrows in The Legend of Zelda Breath of the Wild?

Oh of course you have. This game gives you a million things to hit with arrows, but you actually have to go and work somewhat to actually find and attain them. It’s not like other Zelda games where you can just cut the grass and hope magic refills pop out.

Fortunately though, it seems you’re in luck. Why? Because as the title suggests, a YouTuber called Austin John has found an interesting trick that will let you farm as many arrows as you like without getting hit! Here’s his video showing off the process:

It’s pretty simple really. Just go to the area marked (with the Bokoblins on horseback), then use Revali’s Gale to fly upwards. Upon landing, keep the camera pointed down so you never see the enemies and well… you don’t get hit by arrows any more. Leaving you free to stand still pressing A to pick up all the arrows falling to the ground nearby.

But why does it happen anyway?

Well, I don’t know for sure. But my best guess is that it’s part of Nintendo being nice to the player. Part of a setup that Nintendo has implemented in a couple of games to avoid players being infuriated by attacks they can’t see.

In other words, the arrows never hit because Nintendo thinks it’s unfair if a projectile is fired at you from off screen without you being able to know where it’s coming from. They know you can’t see the Bokoblins, so they simply have their attacks JUST miss in order to get you moving/make you move the camera into a position where you can easily see and avoid them.

And I believe this because surprisingly, this isn’t the only game where such a tactic works. Oh no, Mario & Luigi Paper Jam did the exact same thing in its papercraft battles. If you can’t see the boss on screen, then the boss can’t hit you at all. Period.

That’s all for the same reason. If you can’t see the boss, having it repeatedly hit you is seen as being cruel to the player. So they simply disabled its attacks until you turned round.

Either way, their kindness is our gain. So go on guys! Go out there and get some more arrows in Zelda Breath of the Wild!

The Disney Afternoon Collection has been Announced!

Ever wanted to play DuckTales, or Darkwing Duck on a modern games console? Feel like the classic adaptations of TaleSpin and Chip ‘n Dale need a revival? Or wanted to see DuckTales 2 finally get out from its predecessors shadow?

If so, it seems like you’re in luck! Because as the title suggests, Disney have just announced The Disney Afternoon Collection for PC, PS4 and Xbox One! Coming on April 18th and available for $19.99, the title includes six great Disney adaptations from the NES era. Aka:

  • Darkwing Duck (NES)
  • DuckTales (NES)
  • DuckTales 2 (NES)
  • TaleSpin (NES)
  • Chip ‘n Dale Rescue Rangers
  • And Chip ‘n Dale Rescue Rangers 2.

In other words, all the classic Capcom video game adaptations of Disney’s old cartoons, all in one convenient package. Here’s a trailer showing the title in action:

What’s more, these games aren’t just a bunch of ROMs slapped on a disc either. Oh no, there are also other neat additions here too. These include a Museum Mode (where you can see concept art for each game), emulator type rewind options and online leaderboards among other things. So if you ever felt like seeing who was best at these classics… well you can do that too.

Time Attack Mode in Chip 'n Dale

Unfortunately, there’s one downside here. What is it?

This collection hasn’t been announced for the Wii U or Nintendo Switch. That’s disappointing really, especially how the originals got popular on a Nintendo platform, and their fans will likely really want to experience these games again in the near future. Add how the Switch is a hybrid system, and well… you can imagine how awesome playing DuckTales on the go would be!

Still, at least the collection exists, and such games are no longer in legal limbo. So if you’re a fan of classic Disney and have a PS4 or Xbox One, go and check it out. It’s definitely something you might miss if you’re not quick enough!


The Disney Afternoon Collection Revisits Classic Games on April 18th (Official Capcom Blog)