Somehow I’ve completely forgotten where I saw any sledgehammers and it’s making it tricky to get money, which I need a lot of to keep arrow supplies up. Turns out you don’t realise how many arrows you go through until you aren’t getting refills every two seconds.
Hey I should mention, anybody playing who hasn’t done any of the main dungeons yet, it’s a really good idea to at least do the Lanayru one. Completing it gives you an auto-revive to double your maximum health (or maybe it’s +5 hearts, not sure) that recharges every 30 minutes or so and makes getting around a lot easier.
I love how easy it is to get distracted by the sight of something. I was set on gliding towards the bazaar and I just wound up drifting over to the Gerudo Shrine and checking that out; if I clear out my unsolved shrines during lunch tomorrow I’m probably gonna just wander around the desert a bunch. I also finally got a second piece of cold weather clothing, so I can finally explore Hebra, Mount Lanayru, and the Gerudo Highlands without worrying about temporary buffs. I also appreciate that it accurately makes the desert super cold at night, so you’re kept on your toes.
Mechanics spoilers: Speaking of cold weather, I realised that holding a torch in the cold is enough to keep you warm, so you can get by with that if you aren’t going to run into any enemies. Also, I’m pretty sure if you’re at maximum health, no regular enemy can oneshot you. I would consistently get beaten by giant clubs and wizrobes and combat trials and I would still have a quarter of a heart left. Only the Yiga patrols and direct hits from guardians have wiped me out in one hit, I think. Can someone else confirm?
Spoilers for the Gerudo branch: [spoiler]Turns out having the ability to freeze an enemy in time for six seconds busts stealth sections in half. I still really liked the atmosphere of the Yiga hideout and Karusa Valley. Going through the valley felt suitably eerie, the uncertainty of who might be watching down from on high, and the various means of hiding passageways in the hideout itself were clever and felt like something a ninja clan would actually do.
Naboris felt a lot more involved and complex than Ruta did to solve. In the latter, pretty much all of the terminals were easy to find, and the puzzles were just about reaching them. Half the time in Naboris I couldn’t even tell where the terminals were, and once I worked out where I needed to get to it would take less than a minute.
What I really liked about the dungeon was how open it was, with a single central chamber that made for probably the most mobile boss I’ve fought in a Zelda. I didn’t even move around all that much, but I was jumping up and down the various ramps to keep away from Thunderblight’s attacks. Thunderblight’s second phase felt like a better execution of what I can see is going to be a recurring theme of the boss fights. Against Waterblight, the second phase only used cryonis to defend myself, while I was able to use magnesis in this fight to turn the tables and place the lightning rods next to Thunderblight’s head. I’m definitely looking forward to seeing how stasis gets used, at least.
Also Gerudo Link is a blessing.[/spoiler]