Preparatevi per imparare come completare le Rovine di Jabul in Zelda Echoes of Wisdom, perché qui vi spiegheremo come fare.

Dopo aver ripulito il dungeon Suthorn Ruins, Zelda deve decidere la sua prossima mossa in questo famoso gioco, The Legend of Zelda: Echoes of Wisdom. Da un lato, può dirigersi a ovest per conquistare il Gerudo Desert e il suo dungeon; dall'altro, dirigersi a est le consente di aiutare Zora con la missione principale "Jabul Waters Rift". Ci sono lievi vantaggi nell'andare in entrambe le direzioni e alla fine dovrai fare una sosta in entrambi i posti. Che tu ti avventuri per primo o per secondo a Jabul Waters, questa guida ti condurrà attraverso il suo dungeon principale: Jabul Ruins.

Guida alle rovine di Jabul – Pulsante viola B1






Alla fine della sezione Stilled Jabul Waters Rift, e alla fine della missione della trama "Jabul Waters Rift", troverai il dungeon chiamato Jabul Ruins. Quando entri dalla porta principale, ti troverai al 1° piano nel corridoio dell'ingresso principale.


Obiettivo primario: fare clic sul pulsante sulla parete destra dell'ingresso per attivare il waypoint di viaggio rapido.



Convergenza su B1:




Procedi ora verso lo Swordfighter. Nel corridoio d'ingresso principale, forma una bolla di energia. Nel momento in cui entri nel corridoio centrale, precipiterai verso la tua morte giù nel seminterrato. Questa parte della serie sarà a scorrimento laterale.








Nuota sott'acqua ora e usando Bind sarai in grado di spostare i grandi massi che bloccano il tuo percorso. Sconfiggere il secondo grande masso innesca un incontro con il boss della regione, Vocavor. Creerà un enorme vortice sottomarino in cui Zelda dovrà nuotare indenne.




Nel tuo viaggio lungo l'imbuto, hai diversi ostacoli che devi superare. Rimani su questa strada:




Livello 1: basta saltarlo ed evitare i nemici di basso livello.




Livello 2: è più facile tagliare il traguardo che distruggere le scatole sotto di te.




Nel terzo ostacolo, dovrai tenere conto delle meduse elettriche, che rappresentano un pericolo di scossa. Assicurati di lasciare abbastanza spazio per il pericolo di scossa circolare mentre ti infili tra i nemici.




Quarto ostacolo: sposta l'enorme masso con Vincolo.



Livello intermedio B1




Coming out of the side-scrolling part, you'll be at a mid-level that's actually B1. A long chamber of Octoroks, Sand Crabs, and Tanglers will call this home. The mentioned enemies won't be any challenge for Simple Echoes. For the fish, use Lvl. 2 Tanglers if available. As for the octopuses and sand crabs, any flying Echo will do fine.








Not only is it not necessary to defeat every foe, but there is no incentive to do so either. Head back to 1F by the west door which is located on the right side of the chamber.




Head out the exit, and you will eventually be back on 1F, on the opposite side of the broken corridor. Make sure to interact with the waypoint before proceeding into the main dungeon.




In the first large room in 1F, there is a purple floor button. It activates a small cutscene explaining what this button does.




There are five wall squares above that button with colors of different hue each. Each color of those squares corresponds to a button of that color. And every time you push that button, water would be sipped out from the square on the wall. Pressing the first three buttons will create a spring which will launch Zelda to 2F. By looking on the wall, you can tell which way each of the button chambers is. Decide which blue or red button you want to take and choose it.



1F Red Button Path:




Head down the path to the Red Button route for access to the Map, and an extremely powerful Echo, but either path is safe to walk for now. For the 1F Red Button route, trace the line of red wall to the right.




Go down the ladder to proceed to the next side-scrolling section. You'll find Bombfish in the waters, plus one Needlefly above. Have a flying Echo- such as a Guay- grab the Needlefly for you. Round up the Bombfish using Bind to make them explode. Once you reach the final pool of water, you can find a treasure chest containing valuables.



Level 1 Dungeon Map Treasure Chest




You must blow up the last Bombfish before you can exit the room.








The Chompfin Echo in the next room is dangerous. When you swim under the bars into the large pool, be prepared to jump out of the water quickly. You can step onto a small rock that is surrounded by boxes. But there are also about a zillion Octoroks in there. Defeat the Octoroks using a flying Echo before turning to the Chompfins.








Your first move against the Chompfins should be to use the Swordfighter Form. If you can master the Echo and target a single shark with it, then you may release your Chompfin onto the others. This will be the indication that they have been taken care of. You will have to pick up the Chompfin Echo before exiting the chamber.



Chompfin Echo Collecting: A Significant Achievement




Go underwater, once all enemies have been defeated and find a chest - near the bottom of those bars that separate the small opening at the northern end of the chamber. Take out the container and swim through the opening. You'll have to climb up onto the platform to get across to the treasure chest in the northwest corner of the chamber. A Water Block will help you achieve this.







Second Treasure Chest: Purple Rupee


Take a Water Block with you to the narrow wood ledge behind the bars, and then take a rope to the top of the game. Step out of this room and into the next one.








The following chamber would require Zelda to kill a swarm of Sand Crabs; the last room can be entered from there. Clear off the land-based Sand Crabs by performing an ariel Echo, and defeat the aquatic ones with the recently acquired Chompfin. This chamber should not be too hard since this is a short one.








Once in the final room press the red button. After a brief cinematic, the floor opens to reveal an exit. To return through the first room via the chasm, go down and follow the red path. To get back to the central room, climb up the ladder on the left.



Path of the 1F Blue Button:




Go left from the center room on 1F to the path with the blue button, and head down the ladder here to find another side-scrolling level.








You'll be fighting Biri, Bio Deku Baba, and Level 2 Tanglers underwater. All three of these are trivial with the Chompfin. You can really just have an overdose of fun with the Chompfin here. Really the only challenge is the darkness. If you swim into one of the underwater plants, it will light up. Some of the Bio Deku Baba are hiding in dark spots.








Careful not to drop down right to its base, you'll notice in the shadows a treasure chest. Head west out of the room to continue.



Chest 3's Treasures: 100 Rupees in Silver




In the next room, there are four braziers-count them: three on the walls, one in the water, and one in the middle. Get the last one out of the pool by using Bind. Then put an Ignizol on each of the four various braziers once all of them are prepared this way. This will make the door open.








This path leads to the blue button chamber. Once the blue button is pressed you are able to leave the main room by going down into the hole.




With the water, Zelda can catapult herself to 2F when she returns to the main room. The White Button path along with the Yellow Button path is presented in front of her here.



Level 2's Yellow Button Route:




The trail of the Yellow Button can be found at 2F that heads west.








It would be the first chamber of a fast-moving river downstream, in which wooden planks are moving. She would take a plank all the way to the end and then leap to the accessible platform.








Presently, Zelda has to climb the other side, swimming upstream, by platform-jumping. Now rush out of the room. While crossing over the planks, keep the contact with the enemies in the chamber as less as possible as it is useless fighting them.








Five trigger devices are spread across the next room. You'll need to hit each one to activate the door to open on the far side. It's not quite that simple. From the doorway, you should be able to make out two of the triggers. Either of those is within easy reach of a flying Echo. As soon as you call an Echo, remember to press ZL to lock onto the device.








The third unit is placed up against the western wall. A flying Echo might be able to reach this one as well. The fourth unit sits on a lone platform in the northwest, encircled by a bunch of boxes. Water Blocks to reach the platform, Bombfish to blow up the boxes and turn it on.








The final device rests underwater in the south half of the room. With all the devices activated, Zelda is finally able to exit the room.








In this room, Zelda must eliminate all of the enemies to unlock the door. One good tactic for these flying enemies is to use a flying Echo summon, such as the Guay, and then use Bind to lock the enemy into place before allowing the Guay to attack.




Yellow Button room can be entered by going downstairs from there. To return to the main room, click the button.



2F White Button Path:




Go straight forward on 2F to the white button route entrance.




You can bind on the wood planks in the first room, and bombfish to destroy the planks if they are on your path.








According to the map, there are two Treasure Chests in this room. To your left is a chest containing a Golden Egg. The second contains the Big Key to open the path into the boss chamber. That is little more there is to this chamber, so exit it. Head to the east end to leave.








You will have to defeat a few Shadow enemies in order to proceed further into the next room. Chompfin Echo will easily defeat them all. Just make sure to keep away while the Chompfin does its business. Every defeated enemy will drop an energy bubble. Conserve for the final boss coming up soon.








You can see the white button in the next chamber, but it's underwater. Two Bio Deku Babas are stationed at the button, as well. After purging the area of its baddies using the Chompfin, you can call a boulder down to set on the button. The door will open. Head back to the main room and head to level 3F.



Battling Vocavor - 3F




Before initiating the fight, go to the smoothie shop and prepare an enhanced ability to breathe underwater drink. This will be a huge bonus should a battle take place fully under the water.








Ora che sei tornato nella camera principale, con il getto d'acqua, puoi sollevare Zelda fino al terzo piano. Se usi una Big Key sulla porta chiusa, è lì che si trova Vocavor, il boss di Jabul Ruins; questo dà inizio al combattimento.








Dato che ci si trova sott'acqua, la cosa principale è controllare il livello di ossigeno; sii particolarmente cauto e utilizza una delle numerose fonti di bolle d'aria disponibili.



La prima fase:




All'inizio della battaglia, Zelda deve correre in giro ed evitare lo sciame di piccoli mulinelli di Vocavor. Dopo che saranno passati, sarà momentaneamente vulnerabile agli attacchi. Colpisci il punto blu onice sul retro delle bestie.




Questo è tutto su come completare le rovine di Jabul in Zelda Echoes of Wisdom e speriamo davvero di essere stati d'aiuto il più possibile.






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