Finding Every Echoes of Wisdom Side Quest Without Losing Your Mind

Finding Every Echoes of Wisdom Side Quest Without Losing Your Mind

You’re staring at the map of Hyrule, and something feels off. Maybe it’s that nagging sense that a house in Hyrule Castle Town still has a greyed-out icon, or perhaps you’re just tired of having a measly amount of Might Crystals. Let's be real: Zelda: Echoes of Wisdom is massive. It’s not just about the rifts. Honestly, the heart of this game lives in the weird, sometimes frustrating, and often hilarious Echoes of Wisdom all side quests that pop up the moment you think you’re done with an area.

Greedy Deku Scrubs? Check. A cat that won't stop judging you? Absolutely. The game has 81 side quests in total. That's a lot of errands for a princess who is technically trying to save her entire kingdom from being swallowed by purple goo. But if you want the Automatons, the best outfits, and enough Heart Pieces to actually survive the late-game bosses, you’ve got to do the work.

Why the Side Quests Matter More Than the Main Plot

Most people rush through the rifts. They want to see the credits roll. But if you skip the side content, you’re basically playing half a game. You’ll miss the Silk Pajamas—which, frankly, are essential for fast healing—and you’ll definitely miss out on Dampé’s wild inventions.

The rewards aren't just cosmetic. We're talking about game-changing mechanics. Some quests unlock the ability to call a horse from anywhere. Others give you accessories that make you swim faster or jump higher. It's the difference between struggling through a dungeon and breezing through it like a legend.

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The Early Game Scramble: Suthorn and Beyond

When you first step out into Suthorn Forest, the game feels manageable. Then you hit Suthorn Village. Suddenly, everyone has a problem. "The Gustaf’s Birthday" quest is usually the first one people stumble upon. It’s simple, sure, but it teaches you the fundamental rule of this game: if you see something interesting, make an Echo of it immediately.

You’ll need a Grilled Fish. Don't overthink it. Just find where the seagulls are hanging out or check the local shop.

Then there’s the "Flying Plant" quest. A guy wants to see a plant that flies. If you’ve been exploring, you know exactly what he wants—a Peahat. But here’s the kicker: summoning a Peahat in the middle of a village feels chaotic, and it is. That’s the charm of Zelda’s world this time around. It’s less about "find item A and bring it to person B" and more about "how can I break the physics of this world to satisfy a random NPC’s curiosity?"

Dealing with the Deku Scrubs

The Faron Wetlands are a nightmare. I said it. The scrubs are obsessed with "sweetness" and cotton candy-like substances. To finish the Echoes of Wisdom all side quests in this region, you’re going to spend a lot of time dealing with the "Extremely Difficult" request.

One scrub wants to see a "monstrous" flower. You might think of a standard Deku Baba. Wrong. It’s usually the Bio-Deku Baba or something even more exotic found deeper in the forest. The game thrives on these slight subversions of your expectations.

The Mid-Game Power Spike: Dampé and the Automatons

If you haven't found Dampé yet, stop what you're doing. He’s usually hanging out north of Hyrule Ranch after you’ve cleared a few major rifts. His questline is easily the most rewarding "sub-story" in the game.

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He asks for specific Echoes to build "Automatons." These are clockwork summons that don’t use your Tri-Rod energy but have their own durability.

  • The Tocktor: You’ll need an Octokos and a Crow.
  • The Gizmol: This one requires a Zol and a Tektite.

What’s annoying is that Dampé doesn't just want the Echoes; he often wants you to bring him a physical item or solve a mini-puzzle nearby. It’s a multi-step process that feels like actual engineering. But having a wind-up robot that spits fire? Worth it. Every single time.

Hunting for Heart Pieces and Might Crystals

Let’s talk numbers. You need Might Crystals to upgrade Zelda’s swordfighter form. While you get a decent chunk from the rifts, the real hoard is buried in the side quests.

Take the "Dohna’s Challenge" in Gerudo Desert. It’s a stealth-based quest that tests your ability to use Echoes for distraction rather than combat. If you fail, you’re kicked out. If you succeed, the rewards are top-tier. Most players miss this because they’re too busy trying to stay cool in the desert heat.

And then there are the "Zora Child’s Fate" style quests. Between the River Zora and Sea Zora, there is constant bickering. Solving their domestic disputes usually involves showing them an Echo that represents the "other side" of their culture. It’s a bit on the nose with the "let’s all get along" theme, but it pays out in Pieces of Heart.

The Great Fairy’s Expensive Taste

South of Lake Hylia, the Great Fairy is waiting. She doesn't want your courage; she wants your Rupees. Lots of them. Her "quest" is basically a massive sink for all the money you’ve been hoarding.

  1. First upgrade: 100 Rupees.
  2. Second: 300 Rupees.
  3. Third: 500 Rupees.
  4. The final ones? Hope you've been smashing every pot in Hyrule.

This is technically categorized under side content, and while it feels like a transaction, it's the only way to wear more than one accessory at a time. Trying to finish the final boss without at least three accessory slots is basically asking for a "Game Over" screen.


The Frustrating "Missing" Quests

We’ve all been there. You’re at 80/81 quests and you’re losing your mind. Usually, the one you’re missing is "The Curious Child" or something tucked away in the Hebra Mountains that only triggers after a very specific world event.

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In the late game, go back to the Sanctuaries. Go back to the King’s advisors. Once the main threat is "waiting" for you at the final rift, the NPCs suddenly realize they have a bunch of unfinished business.

One often overlooked quest is "A Gift for My Beloved" in the Eternal Forest. It’s quiet, easy to miss, and requires you to have a specific late-game Echo that glows. If you aren't looking at the ground for sparkles, you’ll walk right past the quest giver.

Pro-Tips for Completionists

Don't do these one by one. That’s a recipe for burnout. Instead, group them by region.

  • Gerudo Desert: Focus on the "Tumbleweed" and "Sandstone" related quests all at once.
  • Mount Hebra: Make sure you have the "Fire" element Echoes ready before you even head up there, or you’ll be warping back and forth constantly.
  • The Stamp Guy: Technically a world-spanning quest. If you see a stamp station, hit it. The final reward from the Stamp Man is one of the best items for exploration.

Honestly, the Echoes of Wisdom all side quests experience is about the journey. It’s about the weirdness of Hyrule. It’s about Zelda finally getting to know her people instead of just being the princess in the tower.

Essential Checklist for the Final Stretch

  • Check the quest log for any "Active" markers that you started and forgot.
  • Talk to every cat while wearing the Cat Clothes (yes, this is a thing, and yes, it's necessary for certain hints).
  • Visit the Slumber Dojo in Kakariko Village. Some "quests" are actually tucked into the rewards for clearing Dojo challenges under a certain time.
  • Make sure you’ve talked to the Great Fairy recently; she sometimes acts as a bottleneck for other NPC dialogues.

Hyrule is a big place, and Zelda is more than capable of handling it. Just keep your Tri-Rod ready and don't be afraid to summon a bed whenever you need to climb a wall.

Actionable Next Steps:
Start by checking your map for any yellow exclamation points in the major hubs: Hyrule Castle Town, Kakariko Village, and the Zora Coves. If your quest log is empty but you haven't reached 81, head to the Hebra Mountains—specifically the Colderia area—as many late-game quests only trigger after the "Stilled Hebra Mountain" rift is closed. Prioritize Dampé's quests first to unlock Automatons, as they make the combat-heavy side quests significantly easier to manage.