Locations
Nearly every named place on our 63 Tears of the Kingdom location pages has something the matter with it when Link first walks up. Towers are jammed, towns are under siege, a factory is missing its arms and legs, and the only places that work exactly as you find them are the holes in the ground. So this guide sorts the bucket by the fault you will find on arrival: none, a broken machine, a missing part, a town in trouble, or a road that is not yet a road. Each place links to its own page, and the fix is stated in a line.
| What is wrong on arrival | Places | Count |
|---|---|---|
| Nothing; it is a hole and it works | Chasms into the Depths | 25 |
| The machine is jammed | Skyview Towers | 15 |
| A limb is missing | Construct Factory depots | 4 |
| The town has a problem | Settlements | 9 |
| The road does not go there yet | Regions, mountains, lodges, hideouts and isles | 10 |
Nothing wrong: the 25 chasms
A chasm is the one kind of location that never needs fixing. Walk to the edge, jump, open the paraglider, and the Depths are below you, so what our pages record is not how to open each one but what is at the bottom. The Hyrule Field Chasm south of Lookout Landing is the first most players use, and the Hyrule Castle Chasm under the castle is the last, because Ganondorf is at the bottom of it. The four Great Plateau chasms are a set: the north, east, south and west holes each take a stone eye for A Call from the Depths, and the south one drops you next to a Frox, a Talus and Colgera's rematch.
| Chasm | What waits below |
|---|---|
| Death Mountain Chasm | Lava, the Fire Temple and Yunobo's quest |
| East Akkala Plains Chasm | The hole Dinraal rises out of |
| East Hill Chasm | Schema Stones, Forge Constructs and Marbled Gohma's rematch |
| Elma Knolls Chasm | A Yiga structure with schematics and Zonai Charges |
| Eventide Island Chasm | The southeastern corner of the Depths |
| Forest of Time Chasm | The Grove of Time and its dangers |
| Hills of Baumer Chasm | West Necluda Depths, Lightroots and three mini-bosses; Farosh dives in here |
| Hyrule Castle Moat East Chasm | A back way in near Sepapa Shrine |
| Hyrule Castle Moat West Chasm | An island entrance south of the Castle Town Prison |
| Lake Hylia Chasm | Ame-no Lightroot and Keese to farm |
| Lanayru Wetlands Chasm | Mercay Island's drop to a Master Kohga fight |
| Lomei Labyrinth Chasm | The Evil Spirit armor under the northeast maze |
| Mount Daphnes Chasm | Marked as a well; the Canyon Mines near the Coliseum |
| Naydra Snowfield Chasm | Usukaz Lightroot and Naydra's claws |
| Rito Village Chasm | Under the slippery hills; leads to the Abandoned Hebra Mine |
| Skull Lake Chasm | A Stalnox guarding Biggoron's Sword |
| South Akkala Plains Chasm | Akkala Depths, a Traveler's Sword and Spear |
| Tingel Island Chasm | The Cap of the Wind |
| Chasm under Zora's Domain | The Abandoned Lanayru Mine, behind the waterfall below the Great Zora Bridge |
The machine is jammed: 15 Skyview Towers
Every Skyview Tower does the same thing, launching you high enough to scan the region's map, and every one of them except the first is broken in a different way when you arrive. That fault is the whole content of our tower pages, so the table lists it. The Skyview Towers roundup maps all 15.
| Tower | What is wrong | The fix our page gives |
|---|---|---|
| Lookout Landing | Nothing; it is the tutorial tower | Meet Purah and take the Paraglider |
| Hyrule Field | An enemy base has moved in | Clear the camp southwest of Lookout Landing |
| Lindor's Brow | It stands on a steep rock in a pond | Build a plank bridge, then Ascend |
| Sahasra Slope | The door is blocked and Billson blames mushrooms | Enter the cave below and Ascend into the tower |
| Popla Foothills | A greedy man has broken it | Help him fix it |
| Rabella Wetlands | Thorns cover the entrance | Burn them away |
| Mount Lanayru | Cold, and the way up is fallen blocks | Cold resistance, then Recall on the time blocks |
| Upland Zorana | Purple sludge and a Zora stuck in it | Splash Fruit, during Mired in Muck |
| Ulri Mountain | Moving targets guard the switch | Shoot them; our page also teaches a fused arrow |
| Eldin Canyon | The door is jammed | A time block, then in through the broken roof |
| Thyphlo Ruins | A block sits in the mechanism | Rocket a hover platform up, remove the block with Ultrahand, help Billson |
| Pikida Stonegrove | A crafting puzzle bars the way | Solve it for Sky Island access |
| Rospro Pass | Thorns all round | Burn through; it is the launch point for the Wind Temple |
| Gerudo Canyon | The engineer is stranded | Rescue him to reveal the canyon and desert |
| Gerudo Highlands | The entrance is hidden | Find the cave that leads inside |
A limb is missing: the four depots
The Construct Factory in the Depths is missing exactly four things, and Guidance from Ages Past sends you to a depot for each. The Left Arm Depot needs a vehicle and then a boat to cross lava with Mineru's arm; the Right Arm Depot holds the other arm; the Left Leg Depot is a bridge-ramp-and-rocket carry back to the statue; the Right Leg Depot completes the set. Once all four parts are on the statue the Spirit Temple opens and the Seized Construct fight begins, which the shrines guide files with the temples.
The town has a problem: nine settlements
Every settlement on our pages is introduced by its crisis, and the crisis is what the sage quests or side quests fix. Rito Village is snowed in with its children hungry and Tulin missing; Goron City has eaten too much Marbled Rock Roast and its Flamebreaker shop and ore stalls are surrounded by sleepwalkers; Zora's Domain is under falling sludge; Gerudo Town is wrapped in a sand shroud with its people underground, and Kara Kara Bazaar on the road there has three Gibdo hives to destroy while Riju is protected. Those five are the Regional Phenomena in miniature.
The other four are quieter. Hateno Village, Link's home town with its inn, dye shop, boutique, wells and school, is split by a mayoral election. Kakariko Village has ring ruins fallen from the sky across its rooftops. Lurelin Village has been taken by pirates and has to be cleared and then rebuilt. Tarrey Town on Lake Akkala has nothing wrong with it at all except that its plot of land is for sale, which is how the house-buying guide starts. The villages and towns roundup covers the rest of the map's settlements in one place, and the stables and wells roundups cover the roadside stops between them.
The road does not go there yet: ten routes
The last group are places whose problem is getting there. Our region routes explain how to reach Eldin by way of its tower and a glide to Goron City, Hebra from Central Hyrule with cold gear packed, and Lanayru with Recall on falling boulders to reach its tower. The top of Death Mountain is a fan-powered mine cart ride with Yunobo up the rails before Moragia. YunoboCo HQ needs the Flamebreaker set just to walk in, and the Yiga Hideout in the Gerudo Highlands needs the full Yiga outfit. The Hebra Trailhead Lodge north of Rito Village hands out the Meteor Rod, Selmie's Notes and the Blocked Cave quest, and Toto Lake near Zora's Domain is where Jiahto waits with two side quests. The Thunderhead Isles are a storm you glide and Ascend through to reach Dragonhead Island and the fifth sage, and the Abandoned Hebra Mine, reached through the Rito Village Chasm, is where Master Kohga is fought for the last time.
Frequently asked questions
How many Skyview Towers and chasms are there?
Fifteen towers, each with its own page above, and 25 chasms on our pages. Towers fill in the surface and sky map; chasms are the way down, and the Lightroots you light below, covered in the items guide, fill in the Depths.
Which chasm should I use first?
The Hyrule Field Chasm south of Lookout Landing. Our page recommends it precisely because it is the handy entry when you have few Lightroots lit, and the exploration tips roundup covers what to bring down.
Do I need to fix every tower?
Only if you want the map. Each tower reveals its own region, and the hub explains what each of the three layers pays you for exploring it.