Bokoblin Gang Elects to Set Up Camp Directly Adjacent to Giant Boulder on Hilltop

HYRULE — Insisting it adds a unique charm to the spot, a local Bokoblin gang has decided to set up their new camp directly in line with a precarious giant boulder, sources confirmed.

“In all my years leading this gang, I’ve never come across a spot as perfect as this,” declared Oolgeth with complete disregard to all laws of physics. “Behold that magnificent boulder up there, its immovable might bestowing upon us a sense of protection! Let it serve as our guardian, an embodiment of our unyielding spirit! Some naysayers may say it could tumble down towards us at any given second, and to that I say let’s be real, what are the actual odds of that happening?”

One member of the gang, Sluud, felt skeptical about his leader’s decision.

“I’ve got to be honest, gang, I’ve got some doubts about this whole boulder debacle,” confessed Sluud. “And call me a certified loony, but I’m also not entirely convinced we should be placing our beloved collection of explosive barrels right next to us either. I mean, have you guys heard the buzz? Rumor says there’s this physics-based slapstick murderer on the loose! One minute you’re just chilling, and the next, you’re nailed to a cross, spinning above open flames like some sort of biblical rotisserie chicken!”

As the gang continued bickering, Link reportedly made his way up to the hilltop.

“At times like these, I just can’t help but salivate,” confirmed Link, through a series of arm-waving motions and a devilish glint in his eye. “Oh, I can’t wait to taste the flavors of triumph that await me once I unleash the force of this boulder upon them. Just look at them down there, so unsuspecting. Why the fuck is their camp right there of all places anyway? Either way, I will  relish every delectable moment of this.”

As of press time, the gang narrowly dodged the boulder and had to relocate to a much safer location, right next to the opening of a volcano.

Overwatch 2 Has Cancelled Hero Mode PvE, Its Reason to Exist

As of May 16, Overwatch 2 has cancelled its PvE experience, arguably its most anticipated feature, and the game’s entire reason to exist. This single player mode is one of the first things that was advertised about the game. Now, that mode will never see the light of day. Here’s what happened to the cancelled Overwatch 2 PvE mode, and what it means going forward.

Is Overwatch 2 PvE Cancelled?

In a developer livestream, Blizzard Entertainment developers confirmed that the game’s original vision for PvE, Hero Mode, complete with those talent skill trees you probably saw in early trailers and a long-term campaign, is no more. Instead, the game will focus on more individual PvE co-op experiences that will change throughout the game’s season.

Speaking in more detail to GameSpot’s Tamoor Hussain, Overwatch 2 Director Aaron Keller said “we are doing part of what the team set out to do, but not the entirety of what was discussed back at BlizzCon 2019. So the real focus is on the story missions and that experience as opposed to the more open-ended hero mode and that stuff.” 

There is a small bright spot in this interview, though. Keller also said that when the decision was made later last year, they made the choice to focus “all of our PvE efforts on this new story arc that we’re launching in Season 6.” Overwatch 2 fans who simply want to experience more story may get some more of that

Despite this, fans planning on playing Overwatch 2 for the new Hero Mode are a bit out of luck. It’s worth noting that the developers seemed just as disappointed as fans that this mode will no longer be coming. However, as an original Overwatch player since the first game’s release, the switch over to Overwatch 2 just seems like a reskin to a worse business model.

Lego 2K Drive: Release Date, Game Pass, & Early Access

The upcoming release of LEGO 2K Drive is around the corner, with fans curious about the release date and how to get early access! In this game, you can build your own vehicles (without risk of running out of pieces) and drive around the open world of Bricklandia through many modes, including a story mode, tournaments, and minigames. Read on to find out everything you need to know about the game before the release.

When Does LEGO 2K Drive Come Out?

LEGO 2K Drive is set to be released on Friday, May 19 across all major platforms: Nintendo Switch, PS4, PS5, Xbox Series X|S, Xbox One, and PC (via Steam or Epic Games Store). You can also purchase one of the premium editions of the game to get early access and play right now! Pre-ordering any edition of the game before release (by May 18) will also come with the Aquadirt Racer Pack, which includes:

  • Aquadirt Racer Street Car
  • Aquadirt Racer Off-Road Car
  • Aquadirt Racer Boat

Is LEGO 2K Drive Going to Be On Game Pass?

At launch, the game will not be on Xbox or PC Game Pass. While it is always possible that it could hit the service some time after launch, the only way to play the game when it releases is by purchasing it through a retailer. You can keep an eye on updates regarding the status of the game on Game Pass through the developer’s official Twitter.

Can You Get Early Access to the Game?

Yes, you can get early access to LEGO 2K Drive! To play the game three days early, you can purchase either of the premium editions: the Awesome Edition ($99.99) or the Awesome Rivals Edition ($119.99). These editions also come with other goodies, like access to the Premium Drive Pass for Year 1, and additional coins and cosmetics.

We Played and Ranked EVERY SINGLE N64 Game

The reign of the Nintendo 64 is emblematic of the mid to late ‘90s, an era remembered for what it produced while it was preoccupied with looking ahead. Most video games of the time were unapologetic about pushing 3D graphics forward, even if it wasn’t a fully realized concept yet. Meanwhile, as a society, we were worried sick about what Y2K might do to our computers while so obsessed with the upcoming millennium that roughly half of all media produced in 1999 had a ‘2000’ at the end of the title. They even gave the guy that made The X-Files some other show based entirely on how fucked up it was that the millennium was approaching. With the notable exception of one child screaming about the Nintendo 64 he’d received as a Christmas gift, we were too focused on the future to enjoy the present. 

The irony here is that many of the things society was obsessing over later became a blip on the radar. Y2K was a bust, and as of this writing, none of the three dozen prominent streaming services currently feature Chris Carter’s Millenium (67 episodes across three seasons). Yet we all know GoldenEye, Mario 64, and Knife Edge: Nose Gunner!

Okay, maybe not Knife Edge: Nose Gunner

The Nintendo 64 is many things to many people, probably more so than other consoles. To some, it was the gateway to a new, fully realized world of possibilities, in-depth adventures, and precision controls. To others, it’s overrated nostalgia, home to lifeless worlds the player often struggled to navigate thanks to that wonky controller and frequent camera issues. As always, the truth lies somewhere in the middle. With 296 games released in North America, its library is somewhat scarce compared to other similarly beloved consoles. Yet despite this, a half dozen titles routinely mentioned among the finest in gaming are found in its catalog. Rightfully, these and a handful of others have been discussed throughout the years as variations of “The Best 25 Nintendo 64 Games of All Time” lists permeate the internet. 

We here at Hard Drive have never seen a party we didn’t want to invite ourselves to, but we also wanted to shine a light on the games that haven’t been endlessly ranked and re-ranked over the subsequent 25 years. We wanted to pay homage to both the stone-cold classics of the era (meaning the wrestling games with Steve Austin on the cover) and the outliers, the dubious games given as well-intentioned gifts by aunts and stepparents. These ghastly licensed titles and inexplicable originals often shaped our collective gaming experiences as much as anything else. And even if we say some pretty mean things, we just really love video games, man. It beats talking about anything else. 

So here you go; all 296 North American Nintendo 64 games ranked and reviewed, as well as way too many references to our fathers, video stores, and 9/11. We hope you enjoy reading it —  it’s the biggest thing we’ve ever done (not that it will impress our dads). 

Mark Roebuck

List by: Chris Colman, Patrick Crooks, John Danek, Chandler Dean, Kyle Duggan, Seth Finkelstein, Luca Fisher, Ryan Fleishman, Jeremy Kaplowitz, Michael Katz, James Knapp, Naomi Krause, Walker MacDonald, Ashley Oh, Kevin Podas, Gabe Porter, William Quant, Mark Roebuck, Matt Saincome, Joe Tilleli, Brad Waters, Thomas Wilde, and a guy who is stuck in a hole. 

Art by Matt Harding

 

# 296. Batman Beyond:  Return of the Joker

December 13, 2000
Kemco
Ubisoft
$65.99 on Amazon

I played this game, I beat this game, and I have no idea what happens in this game.

A devastatingly bad brawler that’s as devoid of redeeming qualities as Bruce Wayne is parents. Batman Beyond: Return of the Joker suffers from lightning quick animations that make it seem like Terry Batman is moving faster than the camera can keep up with, which is frustrating but also kind of hilarious. Batman’s move set mostly consists of kicking and punching, and several strikes can be strung together to form “combos” in the way that eating a bowl of barbecue sauce at 6:30 PM could loosely be considered “eating supper.” The game consists of five levels, and the score consists of five notes. The cinematics in between levels literally go by too fast to keep up with, which is probably a good thing, as I’m assuming this game’s story is as insulting as every other aspect of it. One of my favorite examples is that level two, Wayne Enterprises Building, is the exact same as level one, The Gotham Air & Space Museum, except the hallways have potted plants in them now. On the bright side, it’s all over in about an hour. It’s fucked up that this is the only Batman game they made for the Nintendo 64, because it really sucks. — Mark Roebuck

#295. Carmageddon 64

July 26, 2000
Stainless Games/Software Creations
Titus Interactive
$124.99 on Amazon

Somewhere, someone is going through an actual car crash, doomed to have to go through physical therapy for the next two years as a result of their injuries to have some semblance of their full range of motion back, on top of an unholy amount of medical debt. And that person would still be having more fun than me playing this abomination of a racing game. I was hoping that this game’s infamy was some kind of hyperbole; that perhaps people were harsher on it in its time and that modern days may have actually vindicated it like some of these other old games we played. But no. This one is just as dreadful as everyone says it is. 

Besides creeping to the framerate of a slideshow on basically every turn, nothing works the way it’s supposed to and it all just feels like ass. The worst part is there’s no point to any of it! The game presents itself as some kind of apocalyptic race where you must ‘race or die’ as the opening narration spells out, but your only objective is to complete the race. No other racer is competing against you and yet you’re prompted to kill all other drivers you see. Also, there’s zombies everywhere as some sort of alternate win condition that is impossible to complete. And if I don’t want to destroy or maim anything in your apocalyptic demolition derby race, then what’s the point of it all? — William Quant

 

#294. Superman: The New Superman Adventures

May 31, 1999
Titus Interactive
$25.49 on Amazon

Look, you don’t need me to tell you this game sucks. We all know it sucks. It’s not even the developer’s fault that it sucks (the licensing team at WB hated the devs and tried to make them turn this into a SimCity clone). The controls suck. The gameplay sucks. The graphics suck. You don’t really do Superman things, you just do minigames all day with extremely strict time limits. Did you know you get to fight Darkseid in this game? He’s in a hallway. They’re all in hallways in this game! You know what? That’s enough. I’m going to spend the rest of this review begging someone, anyone, to make a Superman game. I don’t want to hear anything about how he’s too powerful and no one can hurt him. Figure it out! Have him fight Titano, the giant robot ape. Hey, and while we’re at it, let’s make another Incredible Hulk: Ultimate Destruction. You can make car boxing gloves in that. Man, what a fun game that was. — Seth Finkelstein

 

#293: B.I.O.F.R.E.A.K.S.

May 19, 1998
Midway

B.I.O.F.R.E.A.K.S. is a travesty. This fighting game is set in Neo Amerika, where escalating tech overlords have caused the nation to break down in the Techno-Industrial Civil War (great naming convention, really nailed it). Every character is a variant of unholy cyborg abomination named something like KillFucker because of how much they like Killing and Fucking. Honestly, B.I.O.F.R.E.A.K.S. would be a The Room­, ­so-bad-it’s-good type game if the name of the flagship character on the cover wasn’t a racial slur used as a play on words (he has an actual zipper on his head, so funny). This checks out since the game as a whole feels targeted towards your dipshit cousin that still says the f-slur.

In terms of actual gameplay, B.I.O.F.R.E.A.K.S. characters control like a Walmart mobility scooter. The game is comically unbalanced, mainly due to a shield mechanic that makes characters invulnerable by removing all the textures on their already-ugly polygons. The game also blatantly cheats by reading your inputs so the computer enemies can easily beat all your attacks, which is why you can find multiple videos of content creators hopelessly trying to beat the BS final boss of Arcade Mode. The next time you want to complain about modern fighting games, pop in B.I.O.F.R.E.A.K.S. and thank god you’re getting another Street Fighter sequel instead of this roadkill. — Ryan Fleishman

 

 

#292. Monster Truck Madness 64

August 31, 1996
Terminal Reality
Microsoft
$37.99 on Amazon

A monstrous waste of time

Monster Truck Madness 64,  Rockstar’s third release, long before they created Grand Theft Auto and Red Dead Redemption, opens with a caffeine-addled announcer screaming “ARE YOU READY?!” followed by a dick-crushing industrial metal track, so it’s clearly among the best games ever conceived. But alas, no amount of personality and testosterone can compensate for messy gameplay.

MTM 64 is both slippery and heavy, like trying to deadlift a sea lion. Or, in this case, like trying to push a monster truck with tires made of butter across a track made of soap. One must imagine their opponents laughing as their truck keels over into the mud on its side, a metaphor for life’s inevitable cruelty.

There is also a distinct lack of car-crushing — a crushing disappointment in its own right. Battering fences and tombstones is fun, but it doesn’t compare to the raw, primal thrill of man-hicular vehicle-slaughter that monster trucks bring to mind. And unlike the game’s trucks and corny announcer, the environments are almost entirely devoid of personality and largely identical to one another. Even the stage called DEATH TRAP was pretty nonlethal. I was expecting both DEATH and a host of booby TRAPs, or perhaps wild bears for flavor, but found neither.

Like Sisyphus making sweet love to the boulder that binds him in eternal punishment, I mindlessly chased an ever-returning ball (or puck) in the identical Soccer and Hockey minigames. Through all of it, the emcee’s commentary helped me to stay strong — he was there for me in each of these miserable game modes, even as I slipped all over the place and ate the dirt. My fondest memory of this game will be the exact moment I hurtled into an enemy vehicle in Summit Rumble, prompting the emcee, my only friend in this wasteland, to shout “Hell hath no fury like a monster truck scorned!” — Luca Fisher

 

#291. Rugrats in Paris: The Movie

November 8, 2000
Avalanche Software
THQ
$21.24 on Amazon

Rugrats in Paris is a beautiful kids movie that made me confront the grief of what it’s like to have lost a parent and learn how to welcome new familial love into your life. The video game adaptation of the film explores different thesis surrounding how I wish everyone around me was dead. It opens with selecting your favorite baby and then lets you explore its theme park overworld in a manner not unlike pushing a stroller without wheels. They seriously gave these babies tank controls. They cannot turn. The babies can only move forward, leaning slightly toward one direction or the other, and require stopping to turn and walk backwards at a crawl. If the dev’s goal was for me to re-experience learning to walk for the first time, well then I guess they succeeded. 

The gameplay is structured as a series of carnival minigames so you can win enough tickets to buy the helmet that controls Reptar—then fight his arch-nemesis, RoboSnail. I never got to RoboSnail. These minigames range from a clunky ‘hit the targets with a baseball’ game where the hitboxes are incomprehensible to an almost-serviceable minigolf course that would maybe work if you didn’t have to run your baby from your previous stroke to the next with the same overworld tank controls that make me feel glad the vibrant orange and greens of Nickelodeon Studios in Orlando, Florida, have been painted over beige and its presence erased from the earth. — Joe Tilleli

 

#290. Armorines: Project S.W.A.R.M.

December 9, 1999
Acclaim Studios London
Acclaim
$26.99 on Amazon

No one on the cover actually looking at the enemies they’re killing is actually pretty game accurate

When I began Armorines: Project S.W.A.R.M., I was greeted with a cheesy B-movie style plot of alien invaders. I thought it would be good for a few laughs. Unfortunately, the game ended up laughing at me. I couldn’t move for the first few minutes of gameplay, only to learn that you move with the C-buttons, which is just as confusing and difficult as you’d imagine. Also, you cannot see anything in this game. You just keep barreling headfirst into darkness, hoping that the horrible bug enemies that you are unable to aim at for more than a second aren’t about to kill you. The worst part, however, is when you finish a level, only to be told you didn’t do one of the obtuse missions, leading to an instant game over and you needing to redo everything. And I still am completely lost as to what the fuck an Armorine is. —  Gabe Porter

 

#289. NBA In The Zone ‘98

February 16, 1998
Konami
$22.49 on Amazon

This is one of those games where the graphics aren’t so much ‘weird but forgivable demonstration of growing pains in three dimensional graphics’ as they are ‘vaguely humanoid creatures made up of uneven shoulders and blurry textures who’s every movement and action invoke unease and terror.’ Nothing about this game looks, sounds, or feels good. Factor that in with weird features like the ability to trade players in the pre-game setup menu (I think these guys are dressed for the game already, fellas) and omissions like the ability to call plays, you have the worst basketball game on the Nintendo 64. Anyone that’s played Fox Sports College Hoops ‘99 knows I’m talking mad shit right now. — M. Roebuck

 

#288: South Park Rally

January 5, 2000
Tantalus Interactive
Acclaim Entertainment
$99.99 on Amazon

I wanted to go to bat for this game. I consistently saw it toward the top of every ‘Worst N64 Games’ list—and that puzzled me. I thought, “Shouldn’t even a middling kart racer be worth playing if it means I get to enjoy some irreverent South Park vibes in the process? Shouldn’t the fun of PLAYABLE CHEF alone be enough to get this thing to a 6/10!?”

And sure enough, when I started navigating the menu—with fart noises accompanying my every click—I had reason to hope. Between a full 3D rendition of the iconic theme song (complete with obligatory Kenny death) and a surprisingly wide array of playable characters, I dared to ask myself: for Acclaim Entertainment’s South Park games, could the third time have been the charm?

Then I started playing it. And I came to realize that in other racing games, we often fail to appreciate how wonderful it is to know where you are supposed to be going and how you are supposed to get there. Instead of simply circling around a set path, South Park Rally is one of very few racing games to embrace FromSoftware-style open world hostility; you’re free to go wherever you want, but you’re fucked if you don’t take one highly specific route. Other things we’ve taken for granted? Controls that work, sound that’s audible, AI that’s beatable, and most of all: a game that’s playable. South Park Rally succeeds only as an exercise in cynicism. Acclaim took this beloved franchise, chopped it up, fed it to us, and licked up our tears. Jesus Christ, dude. — Chandler Dean

 

#287. Deadly Arts

September 29, 1998
Konami
$64.99 on Amazon

You’re a better fighter in real life than you are in this game.

Deadly Arts may be the most authentic fighting game ever created, given how its shit show mechanics force it to so closely match the pace of most fights that occur in real life. 

I started working on this review by inviting over my unemployed friend Tad, and we drank fourteen Michelob Ultras each to prepare. As the first round of martial combat began, we were amped and ready to have at it. We smack-talked and boasted about how badly we were going to beat one another. At one point we just straight up started spitting at each other. Then, some time later, the first awkward punch finally landed thanks to the absolutely appalling frame rate in the game. It was at this time that Tad threw down his controller and quit, no longer wanting to be a part of this painful and pointless exercise. I’d rather go watch the fights outside of Shady McGrady’s at 2 AM on a Sunday. James Knapp

 

#286. ECW Hardcore Revolution

February 17, 2000
Acclaim
$40 on Amazon

You’re infinitely better off just creating your favorite ECW guys in WWF No Mercy or WCW/nWo Revenge.

Since some Hard Drive readers might not be wrestling fans, let me spin you a yarn. In the same year this game came out, ECW – which stood for Extreme Championship Wrestling and was famed for their no holds barred, car crash style of wrestling – put on a Pay-Pew-View show called Living Dangerously that was also sponsored by Acclaim and this very game. At this event, a wrestler named New Jack, famous for being an absolute legitimate psychopath, dragged another wrestler to the top of a scaffolding to perform an unplanned stunt that resulted in them both crashing 20 feet unprotected onto a concrete arena floor. They both survived, but not without injuries and for New Jack, not without losing a fuckton of vision in one eye. Watching this horrific accident unfold was still a more enjoyable experience than playing ECW Hardcore Revolution. — W. Quant

 

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Zelda Tears of the Kingdom: Gerudo Canyon Skyview Tower Guide

When you get to Gerudo Canyon Skyview Tower in The Legend of Zelda: Tears of the Kingdom, you’ll be greeted with a sight you likely haven’t seen: a broken Purah Pad slot. No matter how many times you mash the A button, the tower won’t activate. Unfortunately, this tower is left in a broken state, and it won’t activate until you take a few extra steps. Here’s a guide on how to fix the Gerudo Canyon Tower in Zelda: TOTK.

How to Fix the Gerudo Canyon Skyview Tower in Tears of the Kingdom

If you want more detail on the situation, you can seek out help from an NPC nearby, Swanson. Swanson can be found at the coordinates (-2395, -2138, 0273). However, if you’re already at the Tower coordinates of (-2438, -2182, 0307), you can solve this puzzle without ever talking to the NPC.

When you’re right outside Gerudo Canyon Skyview Tower, you’ll see a half-finished elevator with a chain. Once you’re back at the top, when you look at the wood pallets scattered all around, it might be tempting to start to try and make a working elevator. Attach a pallet, put metal boxes on it to weigh it down, and eventually get a functioning elevator. However, the easiest solution actually requires none of that.

Look behind the wood and assembly parts and you’ll find a giant, metal cube.

Use this cube to fix the Gerudo Canyon Tower elevator.

Attach this cube to the chain and Swanson will come shooting up. After a few seconds of being shell shocked, you’ll be able to talk to him, and he’ll get the tower working in tip-top shape for you. He’ll even reward you with some Chilly Steamed Mushrooms, which will let your resist heat, a great boon when you’re exploring the Gerudo Desert during the day.

That’s the deceptively simple solution to activate Gerudo Canyon Skyview Tower! While you’re activating towers in Zelda: Tears of the Kingdom, check out our guide on how to activate Sahasra Slope Tower.

9 Tips for Getting Started in Tears of the Kingdom

The Legend of Zelda: Tears of the Kingdom is finally out and fans are digging into every inch of it! Before you start, though, here’s 9 things we wish we knew when we were dropping into Hyrule.

Press the ‘A’ Button

Many novice gamers will get stuck right away on the game’s first puzzle, requiring players to both find and press the ‘A’ button to begin the game. 

Sell Your Plasma

Hey, that $70 has to come from somewhere.

Make Peace With God

The good Lord may call you home at any time, and playing Nintendo’s amazing new open-world game is no exception.

Collect Every Single Material and Drop You Find

Every food, crafting material, weapon, and item the game drops will eventually come into play, so meticulously pick up everything you find, and if your inventory fills up: Fucking. Panic. 

Torture Koroks

The Koroks know what they have done and it’s time to punish them for their sins. Make them feel true pain.

Take Link Out for Coffee

Players can familiarize themselves with the Zelda protagonist’s controls and abilities easily by taking the adventurer out for a cup of joe and picking his brain for 2-4 hours. 

It’s Just Fortnite

Building, paragliding, shooting people with guns, dabbing. Fortnite did all these things way before Zelda did. Don’t even think about giving Nintendo credit.

Watch Copious Amounts of Detailed Walkthroughs and Guides

Make sure you pause the game every ten minutes to watch an in-depth video on how to beat every boss and puzzle to make sure the game offers you no challenge or thought. 

Pace Yourself

To ensure you complete the game just in time for the next Zelda installment, don’t even begin your first Tears of the Kingdom playthrough for at least five years. 

The Legend of Zelda: TOTK Orochium Shrine Guide: How to Solve

Orochium Shrine is a shrine located near the Tabantha Tundra in The Legend of Zelda: TOTK, and you can solve it easily with our guide! This shrine is a bit of a lengthy one, but our guide can help you through the long haul. Here’s what you need to know to solve “Courage to Fall,” the puzzle of Orochium Shrine in Tears of the Kingdom.

How to Open the Chest in Orochium Shrine: Zelda TOTK Guide

When you walk in, you’ll see your obvious win condition to your right: a slot for a ball to go into, and a gate that will open once you do so. You’ll also see a large set of doors in front of you. Open the large doors, but don’t try to go through the lasers. Getting the doors open now will be key for the end of the puzzle. Then, head to the left to begin your journey proper in Orochium Shrine. Fight past the Construct, then use Ascend when you’re at an impasse with the wall in front of you.

How to get the chest in Orochium Shrine.

This ascension will put you on a platform with a ladder. Climb the ladder, then crouch and move through the small gap to your right. Use your paraglider to float downwards, and fight off two more Constructs that put up a fight. Run past the stairs and around the corner to come across this the Orochium Shrine chest, and open it up to add 5 arrows to your quiver.

The Legend of Zelda TOTK: Courage to Fall Solution

Head back up those stairs and you’ll be faced with a room of lasers that will activate a trapdoor if you make contact, which will be familiar to players who have already faced Sahirow Shrine in Tears of the Kingdom. This may sound a bit weird, but you’re going to want to intentionally fall through the first trapdoor, hence the puzzle name “Courage to Fall.”

Get the small key at the end of this path in Orochium Shrine to solve the puzzle in Zelda: TOTK.

After this fall, you’ll be faced with a new gauntlet of lasers and trapdoors, but this time with a chest at the end containing a Small Key. To get up to this chest, go to the end of this path and use Ascend under the platform with the chest on it to rise through it.

Once you’ve opened the chest and claimed your key, use Ascend again to rise to the next area. Face off against two more Constructs, then go forward where you should see the ball in a cage. Here you’ll see the door requiring the Small Key you collected earlier. Open the door and use Ultrahand to free this poor ball from its prison.

Use the circled platform to move up after you pick up the ball.

Head back up the stairs to where you just ascended from, where you should see a moving vertical platform on either side of you. Ride this platform to the top and you’ll see a slot to put your ball into. Put the ball in this slot to unlock a glider. Attach the ball to this glider so you can bring it back to the entrance with you. Then, place the glider on its track, activate the fans, and fly right over those pesky lasers and through the doors you opened at the beginning of the shrine. Place the ball in its slot and claim your reward!

That’s it for our Orochium Shrine guide! Check out our Zelda: TOTK guide to Mayaumekis Shrine to complete another shrine up in the northwest of the surface.

The Legend of Zelda: TOTK Mogawak Shrine Guide & Solution

The turbine-themed Mogawak Shrine introduces a battery charging puzzle mechanic to The Legend of Zelda: TOTK. This Zonai Shrine’s solution may take some basic science knowledge to complete, but we’ll cover each of the ins and outs of Mogawak Shrine in Tears of the Kingdom in the following step-by-step walkthrough, including the optional chest. 

Where to Find Mogawak Shrine in Tears of the Kingdom

Mogawak Shrine is located within Zora’s Domain in the East of Hyrule, just underneath the bridge at the front entrance to the Zora homestead. If you’ve already got the map for this area unlocked at the Upland Zorana Skyview Tower, simply shoot up and paraglide your way eastward, you won’t miss the green glow of the Zonai Shrine. 

Watch out for the falling sludge too, it looks like the Zora’s waters have been polluted – so if you’ve been following the Regional Phenomena main quest, the marker will also lead you straight to the Domain and Shrine.

How to Solve Mogawak Shrine: The Power of Water in Zelda TOTK

How to solve Mogawak Shrine in The Legend of Zelda: TOTK.

Upon entry, you’ll see your goal both in front and above you. Head down into the chamber and you’ll see a lift with a fan attached to the bottom, along with a suspiciously placed cylinder. You’ll notice it’s Ultrahand friendly, which means we’ll be finding a use for it.

How to Charge the Battery

How to charge the battery in Mogawak Shrine.

We’re getting into some elementary science territory here, so first thing’s first:

  1. Pick up the cylinder with Ultrahand and take it over to the right side of the lift.
  2. Place the cylinder onto the charging port standing upright, and leave it there for now.
  3. Grab the square stone frame, flip and attach it to the top side of stone cylinder stuck to the wall, beside the running water spout.
  4. Once attached, simply pull one of the now obvious water mill paddles under the running water and let go.
  5. The makeshift mill will now spin perpetually, and provide energy to the cylinder you placed, charging it with electricity. “Science, bitch!” – Jesse Pinkman.

Mogawak Chest Solution

With a fully charged battery, the first thing you’ll want to do is pick it up and turn right around towards the opposite side of the room for the optional chest solution. Here’s what to do:

  1. Bring the battery over, but don’t place it on the port just yet, there’s only a little bit of charge in it and you don’t want to waste time.
  2. Use Ultrahand to see the two chained metal balls in the pool of water in front of the shut gate. 
  3. Grab the balls one by one and place them as close to each other underwater as you can.
  4. Once done, place the battery on the port and you’ll see the electricity pass through and conduct through the water and balls to reach the door on the other side.
  5. Quickly swim over while the door is open and grab the Opal inside the chest.

Mogawak Shrine Solution

With the optional chest complete, all that’s left is the simpler, main solution of Mogawak Shrine – the lift. Firstly, though, you’ve likely got a dead battery in need of a recharge, so do the following:

  1. Using Ultrahand, bring the battery back over to your little turbine station where you first charged it and place it back down.
  2. Once recharged, bring it over to the lift but don’t place it on the port. 
  3. Hop in the lift first, then grab and place the battery.
  4. You’ll zip up and be placed right in front of the Shrine statues and your goal.

As usual, you’ll net yourself a Light of Blessing to put towards reclaiming your lost hearts and stamina from a Goddess Statue, and that’s it for Mogawak Shrine in TOTK. For more Tears of the Kingdom Shrine walkthroughs, check out our Mayaumekis Shrine guide, or our Mayachin Shrine walkthrough.

Mark Wahlberg Says He Could Have Prevented Ganondorf’s Return

HYRULE — Actor Mark Wahlberg is facing criticism after saying that he could have prevented the revival of Demon King Ganondorf if he had been present beneath Hyrule Castle during a recent exploration.

“If I was in that cave with the princess, it wouldn’t have went down like it did,” said Wahlberg, who added that he used to have a Triforce tattoo before having it removed. “There would have been a lot of blood in that mysterious cavern and then me saying, ‘OK, we’re going to learn more about the Zonai, don’t worry.’”

Captain Hoz, the authority in charge of monster control in post-Upheaval Hyrule, characterized Wahlberg’s statement as more than simply insensitive.

“Of course his words are hurtful to everyone who has been affected by these tragic events,” said Hoz, who gave the statement as he was marching slowly toward a Bokoblin encampment, glancing over his shoulder expectantly. “But his words were thoughtless in more ways than one. How exactly did he plan on fighting Ganondorf? He wields neither the Master Sword nor the Light Arrows that allow a warrior to counter Ganon’s evil. Unless he’s hiding a previously unknown piece of the Triforce up his Wahlburger, I think he would be better off sticking to being a pretend hero in the pictures.”

Despite the near universal criticism of the actor’s comments, Boston resident Sean Fitzpatrick defended Wahlberg.

“I think Marky Mark had a good point,” said Fitzpatrick. “They’re gonna send some blond kid down these secret tunnels to protect a princess? Nah, you gotta go with a Boston guy. We get, like, a bonus or whatever when we’re underground ‘cause of the Big Dig. Plus, that Ganondorf guy looks pretty ethnic, which activates Mark’s berserker mode. It’s Walhlberg in one, no chance.”

At press time, Wahlberg was reportedly seeking a pardon for a Cucco harassment charge springing from an unrelated incident in 1998.

The Legend of Zelda: TOTK Mayaumekis Shrine Guide & Solution

Mayaumekis Shrine is a skyward shrine The Legend of Zelda: Tears of the Kingdom, and you can solve it easily with our guide! Found on the Rising Island Chain, you will most likely find this shrine when completing the main quest “Tulin of Rito Village.” While you can activate this shrine and come back after you finish the quest, Mayaumekis Shrine can be a quick detour with our guide. Here’s what you need to know to solve “Downward Force,” the puzzle of Mayaumekis Shrine.

How to Complete Mayaumekis Shrine in Zelda: Tears of the Kingdom

Where to find Mayaumekis Shrine in The Legend of Zelda: TOTK.

If you aren’t there yet, you can find Mayaumekis Shrine at the coordinates (-2947, 3051, 0897) in the sky. You’ll come across it pretty naturally as you progress through the main storyline of “Tulin of Rito Village.”

How to get in the entrance of Mayaumekis Shrine in Zelda TOTK.

When you walk into the shrine, you’ll be greeted with a closed gate. To the right of this gate, you can see a crystal through the bars. Shoot an arrow through a gap in the bars to activate it, and open the gate.

In the next room, you’ll see many ships, all resembling the one that Tulin mentions is from the Song of the Stormwind Ark. Climb the stairs straight in front of you, and dispose of the Construct in front of you with your weapon of choice. Then, jump on the ship directly in front of you to shoot up to the next level of the shrine.

Jump on the other ship that’s now in front of you, and glide over to the ship sailing in a circle, taking care to make a soft landing. This ship will give you the extra boost you need to make it to the next platform.

How to solve Mayaumekis Shrine in TOTK.

From this platform, jump on the ship directly in front of you. As you shoot up, look to your right to find another crystal behind a grate, just like the one from the very beginning of the shrine. Shoot this crystal to open a grate that formerly blocked off your ascent to the shrine’s reward. Use the ship to the right of the one you just jumped off of to rise up and claim your reward!

How to Get the Chest in the Shrine

How to get to the chest in Mayaumekis Shrine.

To get this chest, you’ll want to use the same ship you jumped off of to activate the crystal, but glide to the left instead of the right. It’s a tough glide, but if you get it right, Link will land on the edge of the chest’s platform and climb up to claim your treasure: a bundle of 10 arrows.

That’s it for our Mayaumekis Shrine guide! Check out our guide on TOTK‘s Gatakis Shrine to complete a shrine near Rito Village once you return to the surface.