The final part of The Legend of Zelda: Echoes of Wisdom is a face-off against the big bad behind it all, Null. After venturing into the Stilled Ancient Ruins, you’ll hit the point of no return, where Tri will warn you that if you keep going, you won’t be able to turn back.
Yes, once you enter, you can’t go back, but once you finish the dungeon, your save file will be updated to have the little star icon showing that you beat the game, and you’ll reload the game right outside of the dungeon again (in true Zelda fashion).
Once you’ve mixed enough smoothies and powered yourself up enough, talk to Link and return his belongings to start the journey in Null’s Body.
Below we walk through how to complete Null’s Body, which doesn’t have any new echoes or collectables, but can still pose a challenge.
Null’s Body walkthrough
Most of this dungeon just involves summoning creatures to fight monsters. Link will have his sword, bombs, and bow back, which means outside of summoning things, you don’t have much to do.
Follow Link into the next few rooms and you’ll face off against a swarm of shadowy enemies. Just summon your strongest echoes to help Link take these down. You’ll face off against three waves of enemies: a set of moblins and piglins, some zirro and keese, and then a lynel. Just focus on dodging and spamming more echoes to help when yours die. Link does a pretty decent job attacking, and while he’s not as efficient as you would probably be with your sword, he gets the job done.
After this room, Zelda and Link will get split up. You’ll need to use an echo to break the glowing orb on the right side in order to proceed. We far-summoned a sea urchin to poke the orb and it shattered.
Proceed into the next room for another swarm of enemies, though you’re still split up from Link. Let him handle his half of the room and summon an echo to take out the enemies on your half.
Continue on to get to a 2D platforming room. Cross the initial gap using your bridge-method of choice. At the next few platforms, you’ll need to use Tri’s ability to latch on to the top block and follow it, so it lifts you up this platform safely.
In the next room, use a flying echo to glide over the gustmasters and up the air vents. At the top, use a strandula to get up to the next platform and continue on.
You’ll eventually hit a room where you can see Link again, though he’s separated from you by a wall. You’ll want him to get to the top of the ledge on the right so he can break the webbing with his sword. We picked him up using Tri and wiggled him around like this to get him on the ledge:
Once he’s up there, he’ll slash the wall and press the button, allowing both of you to move on.
You’ll now be reunited and you can proceed together to get to the final fight.
How to beat Null in Zelda: Echoes of Wisdom
Null will go in and out of the walls, breaking the fight up into various segments, so we’ll explain them all part by part for you. Note that this is a fairly lengthy fight and all you can really do is summon echoes (and use automatons, if you have them), so buckle in. We primarily used the Sword Moblin Lv. 3 Echo, which is found in the Eternal Forest, but we also used a mix of keese and other useful bad guys. This fight is a simplified boss rush — though not really, as you won’t be fighting the bosses themselves, but avoiding attacks from echoes of them.
Null phase one
In phase one, Null will trap you in a room and it’ll appear as an orb with three arms. It’ll swap between two modes:
* As an orb with arms, one arm will slam down, blasting some claws forward toward Zelda. This attack can curve a bit, so you will need to keep moving to dodge it.
* After enough damage is done, Null will flee and it’ll just have its arms stick out from the walls, doing the same slam-and-shoot attack as above. The arms will also slink back into the walls and come out at different points, so just focus on taking them down one by one.
After you take out the three arms, Null will reappear in its orb form, doing the same stuff as before, though with more frequency. After getting rid of its arms a third time, it’ll go back into the wall, but add another attack to its repertoire:
* The arms slam down, creating a pool of poison around them that deals damage.
After getting rid of the arms in the walls again, Null will reform and return as the orb, now doing a mix of both the poison pool and the slamming attack. Keep taking out its arms and it’ll weaken, going to its next phase.
Null phase two
In phase two, Null will take on a jellyfish-like appearance, you’ll be swept into water, and it’ll summon a shadow version of Vocavor, the boss from the Jabul Ruins. It doesn’t have many attacks, but you’ll still need to watch out:
* Vocavor summons big whirlpools to avoid. You can ignore Vocavor itself, as it’s not an enemy you can actively defeat.
* There’ll be some shadowy versions of water enemies, including Sea Urchins and Biri. Keep your eyes out for these, as sometimes they can be hard to see against the purple background.
Other than that, just use your strongest water enemy echoes to attack Null’s tendrils. We used a chompfin, which made pretty quick work for this phase. After you do enough damage, Zelda will get sucked into a hole and reunited with Link.
Null phase three
Null will now show its third and final phase, which has more arms and many more attacks. Its gimmicks include summoning past bosses, in addition to the slam and pool-creating attacks from phase one:
* Null summons the Seismic Talus boss from Suthorn Ruins, which swings its arms in a big circle. Make sure you’re against a wall before it starts spinning to avoid taking damage.
* Null summons Mogryph from Gerudo Sanctum, who creates tornadoes aimed at Link and Zelda.
After Null’s front arms are taken out, it won’t be able to attack anymore outside of the summons, leaving it wide open for damage between summoning the above bosses.
After you’ve dealt enough damage, Null will retreat back into the walls, with its arms sticking out. This time it’ll do some new stuff in addition to the attacks from before:
* Arms will now come out of the ground trying to grab Zelda, so keep moving to dodge these.
* The arms will summon darknut-type shadows, so get rid of these so they don’t pile up.
Once the arms are taken out, Null will return, bringing some new summons to the fray:
* Null summons three Ganon shadows, and each of them will lunge forward at Zelda with their tridents. Keep moving to dodge these.
* Null summons two Skorchill shadows, which will spin around, ricocheting off each other and the walls quickly. Again, keep moving to dodge these, though admittedly these are the most annoying to dodge in our opinion.
Keep dodging the summons and bringing in your strongest echoes to attack Null. After you take out its arms, Null will make a cowardly retreat back into the walls, letting its arms do its dirty work. The attacks from the arms will be the same, though they’ll now summon lizalfos and piglins instead of darknuts. Once you beat its arms again, Null will reemerge.
This time Null’s summons will have a bit of an upgrade:
* Null will now summon six Ganon echoes, which will all form from shadows into Ganon and lunge forward at different times. Bait out their attacks and dodge them one at a time.
* Null summons three Skorchill (instead of two), which do their usual rolling ricochet attack. Do your best to dodge all three, which will knock into each other.
* Null summons Gohma, the spider boss from Faron Temple, who will spit webs all over the floor. Burn them away quickly, as the webs will hinder your movement. (We used a Torch Slug Echo to do this quickly.) After Gohma spits webs on the floor, Mogryph will show up to spin up three tornadoes around the room.
* Null summons the Seismic Talus with two Ganon echoes alongside it, so you’ll need to dodge the golem’s attack on the outer ring of the arena, and then dodge Ganon’s lunges.
Just keep attacking Null between summons and it’ll go down for the count.
After that, it’s done. You’ve saved Hyrule! A few cutscenes will play out and Hyrule will return back to normal, thanks to you.