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BotW Trial of the Sword: Floor-by-Floor Guide and Tips

Save the Ancient Arrows from floors 6, 10 and 14 for the Lynels and last Guardian rooms. Floor-by-floor routes for all three trials, with rest rooms.

9/22/2026 QuestFern Team Last updated: 10/7/2026 14 min read

What should you prepare before entering the Trial of the Sword?

Install the Expansion Pass, obtain the Master Sword and return it to the pedestal in Korok Forest. The sword must have energy remaining. The usual 13-heart requirement belongs to obtaining the sword; the trial does not perform another heart check.

Link standing at the Master Sword pedestal with the option to return the sword
Return the Master Sword to its pedestal to choose an available trial.

Heal before entering and eat a useful long-duration meal: your current hearts and active food effect carry in, while your inventory does not. Upgrade your runes first, particularly Stasis+, if you want to use the enemy-freezing openings described below. Champion abilities are unavailable inside the trial.

Every table below is for normal mode. Master Mode changes enemy ranks and adds health regeneration, making drawn-out fights much more costly. Floor numbers include rest rooms; each section ends with a separate sword reward room.

SectionCombat and rest floorsRest roomsReward roomMaster Sword base power afterward
Beginning1–1271340
Middle1–165, 111750
Final1–236, 12, 182460

You must defeat every enemy to open the next gate. Before stepping into it, collect weapons, arrows, food and any useful chest: you cannot return to the previous floor. Death restarts the current section, while a completed section stays cleared.

How do you clear the Beginning Trials floor by floor?

The early floors are your equipment supply. Use bombs for weak groups and breakable boxes; keep arrows and your strongest bow for the Lizalfos dock. The only rest room is floor 7.

FloorEnemies or roomRoute and priority
1BokoblinsUse bombs to break up the camp before collecting its weapons. Search the tree for eggs and the camp for food.
2Bokoblin archers, Fire ChuchuUse the tall tree as cover and approach the wooden platforms from above. Remove archers before looting.
3Chuchus and Fire ChuchusStay clear of the explosions. Burning grass makes updrafts that help reach the elevated chests before the grass burns out.
4Bokoblin camp and watchtowersScout the towers first. Pick off the lookout and separate the enemies around the raised camp instead of rushing into the group.
5Moblins and a skull campDeal with the wandering Moblins outside before entering the skull. Detonate the explosive barrels from a safe distance.
6Stone TalusBomb an arm to bring it down, climb onto its body and hit the ore deposit. Use the hammer or another suitable heavy weapon.
7Rest roomCrouch for the fairy before opening chests. Catch the fish and cook the supplies; prepare your best bow for floor 10.
8Lizalfos and an Electric ChuchuKeep away from the electric burst and isolate the Lizalfos along the rocks. Check the chests and roasted fish after combat.
9Water Octoroks and Electric WizzrobeRemove the Octoroks before chasing the Wizzrobe. Shoot the Wizzrobe to interrupt it and keep its Lightning Rod.
10Lizalfos on a narrow dockStop the front lookout with Stasis+ and focused arrows, then approach each remaining Lizalfos separately. Avoid knocking a surviving one into the water.
11Bokoblin platforms and a MoblinUse Cryonis for stable stepping stones between platforms. Clear the archers before committing to the central camp.
12Blue HinoxShoot its eye, attack during the stun and retreat before it gets up. Spend your remaining useful food and weapons here.

How do you avoid getting surrounded on floor 10?

The narrow wooden platform and Lizalfos in Beginning Trials floor 10
Floor 10 offers little room to recover if all the Lizalfos attack together.
  1. Have your bow ready when you enter. Use Stasis+ on the front lookout, then concentrate your arrows on it before it calls the others.
  2. Once the lookout is gone, crouch and approach one of the remaining enemies from behind. Use your strongest suitable weapon for the sneakstrike.
  3. Keep the fight on the platform. An enemy knocked into the water may survive and return to attack while you are watching another direction.
  4. If the stealth approach breaks down, use the Lightning Rod from floor 9 to stun the group, then retreat and isolate a target. Do not trade blows with several spears at once.

After floor 12, enter the sword room and take the permanent upgrade to 40 attack. Trial equipment does not come back with you.

How do you clear the Middle Trials floor by floor?

Floors 1–4 use updrafts, floors 6–10 are dark, and the final section focuses on Guardian Scouts. Preserve a torch or useful fire weapon at the first rest room, and do not spend your best melee weapons on the weakest Scouts.

FloorEnemies or roomRoute and priority
1Bokoblins in an updraft chamberOpen the paraglider to stay above the void. Use airborne aim to remove archers and land on their platforms for equipment.
2Fire Wizzrobes and BokoblinsTake the bow users first, then fight the Wizzrobes while keeping a safe platform below you. Recover their fire rods.
3Bokoblins and explosive barrelsKeep your distance from the barrels. Use their explosions to clear platforms and gather arrows before leaving.
4Decayed GuardianBreak its line of sight with the central cover. Stun the eye with an arrow, or reflect its beam if you can time the shield parry.
5Rest roomCollect fairies first, then armor and food. Keep a wooden weapon or torch for the dark rooms ahead.
6Fire Keese and Electric Chuchu in darknessLet the glowing enemies reveal their positions. Do not rush into the Chuchu’s shock radius while pursuing the bats.
7Lizalfos in darknessLure one enemy toward the lit area. Keep the fight close to visible cover and use the fire-breathing enemies to locate the group.
8Meteo Wizzrobe and Bokoblin campShoot the visible camp enemies from cover, then deal with the Wizzrobe. Its Meteor Rod is useful for lighting the next rooms.
9Decayed Guardian in darknessLocate the Guardian by its targeting beam. Approach using cover and keep enough room to evade if you miss a parry.
10Black Hinox in darknessLight the area if needed, then shoot the eye. Attack during the stun and move before the Hinox can sit on you.
11Rest roomCook and equip the armor you found. Keep your strongest weapons for the last two Guardian Scout rooms.
12Small Guardian ScoutsUse walls to prevent several Scouts firing together. Collect their weapons and use Cryonis to reach the arrow chest.
13Guardian Scouts with melee weaponsKeep one Scout in front of you at a time. Search behind the tall barrier for the chest before leaving.
14Mixed Guardian ScoutsRemove the weaker ranged Scouts first so they do not interrupt your duel with the armed ones.
15Two Guardian Scout III enemiesBack away until you can fight one without the other reaching you. Use Stasis+ to create an opening if both close in.
16Guardian Scout IVUse the pillars to interrupt its spinning charge. Ride the laser-spin updraft and finish the fight before its charged beam sequence overwhelms you.
Torches and a skull in the dark chamber of Middle Trials floor 7
In the dark rooms, locate the enemy before committing to a melee attack.

Use the light and targeting cues to keep track of your opponent. On floor 10, the Hinox’s eye is still the stun target; avoid fighting directly under its body once it recovers. Floors 15 and 16 need more weapon durability than the small Scouts before them, so arrive with your stronger equipment intact. The sword room after floor 16 raises its base attack to 50.

How do you clear the Final Trials floor by floor?

The sequence is thunderstorm, volcanic heat, snow, then Guardians. Prepare for the next environment in the rest room, rather than after stepping into it. Ancient Arrows are the most valuable shortcut here: use them deliberately instead of spending them on the early camps.

FloorEnemies or roomRoute and priority
1Stalkoblins in a thunderstormRemove archers and break exposed skulls. Carry metal weapons if useful, but do not keep them equipped while lightning builds.
2Electric Keese and StalizalfosShoot the Keese before entering the skull camp. Detonate barrels safely and finish the skulls before bodies rebuild.
3Electric Chuchus and StalmoblinsTrigger the Chuchus from a distance. Break the larger skeletons and immediately finish their detached skulls.
4Mounted StalkoblinsUse arrows to separate riders from their mounts. Keep moving and check for surviving skulls before searching for loot.
5StalnoxShoot the eye and attack when it falls. When the eye detaches, finish it directly; collect the elemental weapons before leaving.
6Rest room: Ancient ArrowsOpen every chest: this room supplies the first three Ancient Arrows. Save them, cook and prepare fire protection for the hot section.
7Rock Octorok, Fire Chuchu and Igneo PebblitsAvoid Bomb Arrows in the volcanic heat. Use safe ranged attacks; the Rock Octorok can clean a rusty weapon before you defeat it.
8Fire-Breath LizalfosUse ice attacks if available and avoid letting the group surround you. Recover useful metal weapons for the next camp.
9Meteo Wizzrobe, Moblin and LizalfosRemove the Wizzrobe before it controls the battlefield. Keep fire equipment for the snowy section later.
10Moblins on a metal structureFight the Moblins one at a time. Before leaving, use Magnesis to lift the lava chest containing three Ancient Arrows.
11Igneo TalusCool its body with ice, then attack the ore deposit. Updrafts provide another way to get a clear shot at its weak point.
12Rest room before the cold sectionCook cold-resistance meals. Keep a fire weapon ready and check the chests, pond and fairies before continuing.
13Ice enemies and BokoblinsUse fire against the small ice enemies. This floor has the last cooking pot before floor 18; cook anything you still need.
14Ice-Breath Lizalfos and a large campSplit the camp instead of taking every enemy together. Melt the ice covering the chest for three more Ancient Arrows.
15Blizzrobe, Moblin and BokoblinsUse a fire attack to remove the Blizzrobe, then fight the camp from cover rather than in open snow.
16Frost TalusThaw it with fire before climbing. Strike the ore deposit with a suitable heavy weapon and retreat when it throws you off.
17Blue-Maned LynelFor the low-risk route, use one Ancient Arrow on the Lynel. A hit removes it immediately, but you forfeit its equipment.
18Last rest roomCook each hearty ingredient separately for more full-recovery meals. Collect the royal equipment and count your Ancient Arrows.
19Several Decayed GuardiansUse trees and inactive Guardians to block sightlines. Wake and defeat them separately; preserve Ancient Arrows for the mixed final rooms.
20Guardian StalkerShoot the eye to interrupt it and destroy its legs to keep it off balance. Use a beam parry only if you are comfortable with the timing.
21Guardian SkywatcherClimb the tower for a clear angle. If using an Ancient Arrow, aim at the eye; a body hit is not the same one-shot target.
22Stalker, Skywatcher and TurretStay out of the three-way crossfire. Use cover to line up Ancient Arrow eye shots, tackling one Guardian at a time.
23White-Maned Lynel, mounted Bokoblins and a TurretRemove the Lynel with an Ancient Arrow before the riders surround you. Use the tower for cover, deal with its Guardian and finish the riders.

Where are the nine Ancient Arrows, and where should you use them?

Magnesis targeting the chest in the lava on Final Trials floor 10
Do not leave floor 10 before recovering the lava chest.
FloorHow to collect the arrowsAmount
6Open the chest in the rest room3
10Use Magnesis to lift the chest from the lava3
14Melt the ice around the chest3

A cautious plan reserves one arrow for each Lynel on floors 17 and 23. Keep more for the Skywatcher on floor 21 and the mixed Guardians on floor 22. Against Guardians, an eye hit is the one-shot target; a body hit can waste your limited supply. Ordinary enemies removed by Ancient Arrows leave no equipment, so avoid using them when you still need that enemy’s weapon.

If you miss a chest, count your remaining arrows before leaving floor 18 and adjust the plan. A lone Stalker on floor 20 can be fought conventionally; Guardian attack patterns explain the eye stun, legs and beam parry.

What should you do in every rest room?

A Trial of the Sword rest room with treasure chests along the sides
Search the whole rest room before stepping into the next gate.
  1. Crouch as soon as you arrive so you can approach the fairies without frightening them.
  2. Open the chests, collect the ingredients and catch the fish. Equip any armor you have received.
  3. Cook for the next section. A hearty ingredient cooked alone gives another full-recovery meal; combining several can leave you with fewer separate heals.
  4. Check arrows and weapon durability. Keep the strongest equipment for the next boss, but spend it when doing so prevents a failed run.

You cannot carry trial supplies back to Hyrule. Completing the Final Trials makes the sword’s usable state permanently 60 attack; it still runs out of energy and needs 10 minutes to recharge. For the separate story expansion and its rewards, continue to The Champions’ Ballad or the DLC overview.

The Perfect Guards, Sneakstrikes and Flurry Rushes these floors lean on are explained on combat tips.

Video walkthrough

FAQ

Does this route also apply to Master Mode?
The tables describe normal mode. Higher enemy ranks and health regeneration change Master Mode fights, especially on narrow platforms; do not assume the same attacks will finish an enemy.
Where are the Ancient Arrows?
The Final Trials give three in the floor 6 rest room, three in a lava chest on floor 10 and three in an ice-covered chest on floor 14, for nine in total.
Can I save during the trials?
There are no manual saves or checkpoints within a section. Clearing an entire section preserves that completion and unlocks the next one.

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