Key Takeaways
- Echoes of Wisdom challenges players with timed combat trials in the Slumber Dojo.
- The trials vary in difficulty, from Moblins to boss rushes, testing Zelda’s abilities.
- Strategic use of Echoes and abilities is essential to overcome the challenges.
The Legend of Zelda series is known for it’s sense of adventure and focus on puzzle-solving within dungeons, but it rarely has much of a focus on difficult, speedy combat. In spite of this, Echoes of Wisdom shakes this up by offering a series of trials in the Slumber Dojo.
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Housed on the west side of Kakariko Village, Zelda will unlock a series of 15 trials that will test her ability to take out a room full of enemies within a time limit. Some of these are a fun challenge, while others can get quite frustrating, so out of all the Slumber Dojo trials, which are the hardest?
15 Caromodillos’ Revenge
Caromodillos are one of the more frustrating enemies to take on in the early-game of Echoes of Wisdom, but by the point you reach the Slumber Dojo in Kakariko Village, you’ll have likely learned the best way to counter these rolling enemies.
With access to the Sword of Might, platforms to hide on top of, and all of your Echoes, this challenge will likely end quickly. If you’re struggling, try using an Echo that is less affected by stun, since these enemies attack quickly, you don’t want to rely on an Echo that will be spending most of the encounter out of action.
14 Titans’ Gathering
Posed as one of the harder challenges to end off the first batch of Slumber Dojo trials for Zelda to complete, Titans’ Gathering will challenge the princess to beat the first three bosses of Echoes of Wisdom again. Given an incredibly generous time limit, this mini boss rush will be one of the easiest challenges for Zelda to beat.
Try to use the same strategies that you used the first time you encountered these bosses, and you should be fine, and if you’re struggling to stay alive, remember you can use smoothies in this trial.
13 Wizzrobe Gathering
While Wizzrobes can be quite annoying enemies when you encounter them in the over world, when you can focus on them in a challenge, they’re a lot easier to dodge and take down, especially with this trial’s lengthy time limit. With access to even your strongest Echoes, automatons, and the Sword of Might, this challenge will not pose too much of a threat.
An Echo that can actually work quite well in this fight is another Wizzrobe. Just remember to summon it out of sync with the other Wizzrobes’ attacks so it can get a hit in before they can.
12 Moblins’ Revenge
Moblins’ Revenge puts the princess in a room full of Moblins, as the name suggests, and tasks her with taking them out. Yes, Moblins can be frustrating to beat, but at this point in the story, with access to every Echo available, and all of her other abilities, this challenge can be easily dealt with before getting anywhere near the time limit.
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Try and avoid using another Moblin Echo when fighting against these ones, since they tend to be ineffective at attacking each other, spin attacks with the Sword of Might are much better at dealing damage to the crowd.
11 Trial Of Flame And Ice
Similarly to Moblins’ Revenge, but unlocked even later, Trial Of Flame And Ice puts Zelda in a room full of, albeit powerful, enemies and lets her take them out however she wants. By the time you unlock this trial you’ll have access to a pretty powerful Tri Rod letting you summon some tough enemies, as well as a powered up Sword of Might, and likely some automatons too, making this challenge quite simple to overcome.
To make this trial even easier, try not to aggro the Octorocks on the edge until you want to take them down, since their incessant attacks can be tricky to avoid.
10 A Shock In The Dark
While the selection of enemies in A Shock In The Dark are not that tricky to beat, the main challenge here is getting around the obscured platforms to find each of the enemies you need to take out before hitting the time limit. If you fail this trial once, by the second attempt you’ll likely understand the layout and enemy positions to take out everything pretty easily.
If the dark is proving troublesome, you can create braziers using your Echo ability to help explore the room and use your Sword of Might to attack instead.
9 Revenge From The Skies
As you can imagine based on the name, Revenge From The Skies poses the challenge of taking down a collection of flying enemies, but since this trial is unlocked so late in the game, their revenge against Zelda won’t get very far. With a combination of a flying Echo and Zelda’s bow attacks in the Sword of Might form, these enemies can be taken out quickly.
Even if you have not buffed your bow attacks on your Sword of Might, this skill will still be effective because none of these enemies are sturdy enough to require the upgraded damage.
8 Blank-Slate Battle
The first, and luckily easiest of the Blank-Slate trials, Blank-Slate Battle, teaches you how these trials work. Wiping clean all of Zelda’s abilities, and even limiting how many Echoes she can make, Zelda will have to relearn Echoes and use them to defeat the enemies, using only Echoes she can learn in the room.
This selection of enemies is spaced out nicely to encourage learning the Echoes in the right order, but it can still be quite tricky to achieve in the time limit. Remember that Zelda can deal damage by throwing a rock to start of the chain of attacks, and this battle should be a breeze.
7 Floating On Fire
While Zelda will still have access to all of her Echoes, Floating On Fire stands out for providing a large and dangerous battlefield. With masses of lava, even the most powerful Echoes can instantly die by making contact, so you’ll need to be strategic with Echo choices, while also platforming quickly between each of the areas to take out all enemies before the time is up.
Prioritize using your Sword of Might instead of Echoes, since they are less effective thanks to all the lava. The buffed platforming capabilities of the Sword of Might will also help here too.
6 Flow Of Battle
One of the earliest trials you’ll gain access to is Flow of Battle, and while you can use all of your abilities, thanks to the constantly moving platforms, it can be quite tricky to take out all of the enemies present, especially if you don’t have a powerful flying Echo.
Once you learn how to traverse the battlefield, this trial shouldn’t be too hard, but it definitely stands out as an early challenge. The enemies are relatively weak, so the focus here is on not falling in the water, but even if you do, it isn’t too tricky to get back on if you have enough space before reaching the waterfall.
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5 The Titans Gather Again
Compared to the first boss rush, the second incarnation is a lot tougher. The bosses from the second half of Echoes of Wisdom are a lot slower to beat, thanks to limited periods of vulnerability, as well as having multiple phases. While Volvagia, Gohma, and Skorchill are fun bosses to fight, having to beat all three within a time limit can be pretty tough, while also demoralizing to retry if you fail.
The boss who can take the longest if you aren’t prepared is Volvagia thanks to its maneuverability, so make sure to try and take it out quickly, so there is less pressure for the next two.
4 Blank-Slate Battle: Final
With a small room, difficult terrain, no access to previous Echoes, and an aggressive batch of enemies, all paired with a tight time limit, you’ll likely be making several attempts to finally beat the final Blank-Slate Battle. Learning the Echoes of each of the enemies in the correct order will be key to beating this trial and not dying in the process.
The enemy that will cause the most trouble is actually the fire slug since it is resistant to almost all the melee attacks the other enemies use, so try and get access to one of the projectile-using Echoes to help take this particular enemy out of the equation.
3 Blank-Slate Battle: Ice
Perhaps one of the most frustrating trials, the icy incarnation of Blank-Slate Battle, will require strategic use of Fire Brazier Echoes and the Bind ability to take out dangerous and aggressive homing ice enemies. This would be tricky enough, but the slippery, thin path that the trial is set on will waste plenty of the limited time as well.
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Echoes of Confusion
The best way to beat this trial is to learn which of the icy enemies are easier to take out with a brazier or by using the Bind ability, since both have their advantages. Bind tends to be better in the second half of this trial, while strategic braziers are better in the first.
2 The Final Titans’ Gathering
The combination of both of the previous Titan’s trials, this time you’ll have to face all of the standard bosses in one extended trial. It shouldn’t cause too much trouble if you’ve managed to beat the previous versions, but thanks to its length, you won’t want to have to attempt this one more than once.
The best way to save wasting time on this trial is to know when to give up so you can stay within the time limit. If one boss has taken too long to beat, then it might be more efficient to start again instead of spending extra time on a doomed attempt.
1 Blank-Slate Battle: Wind
One of the earliest Slumber Dojo trials, Blank-Slate Battle: Wind, is also the most annoying. Requiring strategic movement and placement of fans, all while dodging enemies and existing fan currents, combined with the awkward stage layout, this trial is the most frustrating to beat, especially thanks to it’s severely short time limit.
Remember that Zelda can angle, push, and hold the fans to help you traverse through the trial easily, but even then it can cause a lot of trouble, so try and try again to try and get them all in the pit within the time limit, since this one is inherently challenging.