Yesterday, I wrote about Misko’s Treasures, in which you find most of the different outfits that are part of The Master Trials. Today, I’ll be going over my impressions on everything else except The Trial of the Sword, which I will be covering tomorrow.
Hero’s Path Mode
You don’t have to do anything to get Hero’s Path Mode once you get the DLC, and it carries over all of your data from before you bought it even if you got the game on day one! While this is a cool feature, the problem is that a lot of people might have already gone to all of the major points on the map before The Master Trials dropped, rendering the usefulness of the map little to none. While I can imagine Hero’s Path Mode being useful for finding the last handful of shrines, korok seeds are too widespread for Hero’s Path Mode to efficiently weed them out. It looks cool all the same, and brings back fond memories of every time you died with Link’s signature comical death scream.
The Travel Medallion and the Korok Mask
The only chests hunted down that aren’t Misko’s Treasures are the Korok Mask and Travel Medallion. The locations for the hints, just like Misko’s Treasures, are clearly marked on your map. One solution takes patience and utilization of the Sheikah Sensor set to treasure chest, while the other requires either skill and determination, or, as in my case, the ability to warp instantly to where you need to go and enough defense/ hearts to cheese your way through the “challenge.” Either way, getting it is a little more involved than simply going to every ruin in Hyrule Field, without being too difficult. The Korok Mask appropriately requires you to get to the Korok Forest before making it easier to find koroks, while the Travel Medallion also appropriately requires you to travel to the most distant location from where the game starts before you are able to fast-travel to any location your heart desires.
The Travel Medallion has the potential to save time, but considering how many shrines, towers, and other warp points there are in the game, by the time you’re able to get the Travel Medallion, you’re probably never more than a couple minutes from anywhere you want to go. I’ll probably keep my Travel Medallion in the Coliseum Ruins because it’s a short trek from the nearest shrine and I go there quite often to farm enemy parts.
The Korok Mask is easily the most useful mask in The Master Trials, but it doesn’t hurt that it’s also the cutest! And it’s even cuter when it rocks from side to side and makes a little jingle, letting you know when another korok is near. While this is entirely my fault, I have succumbed to the use of a guide to collect the remaining 650 or so korok seeds still scattered about Hyrule in my quest for the shiniest poo, so the mask usually isn’t pointing out koroks that I hadn’t known about before. Nevertheless, it’s still useful for pinpointing the exact locations of the little guys just a little bit faster, which adds up when you’re trying to collect 900 of them. And it’s even more helpful if you, like me, are crazy enough to want to do it all over again in Master Mode, bringing the total up to 1,800 seeds and two golden turds. Speaking of which, that brings us to...
Like that segue? Doing everything in The Master Trials except for Master Mode could very well last you around seven hours, possibly more if you hadn’t done everything to get all the rewards in the most efficient manner. But Master Mode essentially doubles the length of completing an already very long game to complete by adding a “hard mode,” but what a hard mode it is!
While some hard modes content themselves with mirroring the world, doubling damage dealt, or improving the AI, The Master Trials is a bit more creative in how it tries to make you suffer. There’s none of the aforementioned added challenges, but instead changes what types of enemies will appear in different places. First of all, all of the enemies have been “upscaled.” Sometimes, a red bokoblin from normal mode would be turned into a blue bokoblin in Master Mode, but sometimes the difference can be a bit more drastic. My point? This is a picture of an enemy I found on the Great Plateau in Master Mode:
Yep. That’s a silver lynel. On the Great Plateau, what is supposed to be the “tutorial” section of the game. Obviously, unless you’re way too good at this game than any human should be, (and as some YouTube videos have shown me, there are quite a few of you that fit that description) you’re not supposed to fight these ridiculous enemies until you’re ready. But when you are ready, there’s a new golden enemy class in town, and while I was only able to finish the story mission on the Great Plateau for this review, where thankfully there aren’t any golden enemies, I can assure you from other footage I’ve seen that they 1) look badass, and 2) will kick your ass.
Perhaps the most difficult aspect of Master Mode is that enemies can how regenerate health. This means that although you are now more likely to be in a position where you need to plan out your attacks more thoughtfully, you can’t do that without your opponent taking back health. This means that you have to constantly engage the enemy or face having to start from scratch if it heals all the way. I usually tended to take my time and wait for the perfect opening while fighting before, but a few minutes in Master Mode quickly taught me that that method was going to get me nowhere. Master Mode is devious because it encourages riskier combat while also presenting more challenging enemies earlier in the game, and I feel like I’m going to have a blast playing it as long as I remember to keep my cool.
Thanks for reading this article! Tomorrow, we finish off The Master Trials trilogy with The Trial of the Sword. See you then!