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Realm of Memories: The minigame you didn’t know was in Twilight Princess

Sometimes you have to make your own fun in video games. The Legend of Zelda fans are pros at this, always able to find all kinds of ways to manipulate in-game content to create unexpected challenges and experiences. Years before we got to experiment to our hearts’ content in the giant playground that is Breath of the Wild, a few fans here at Zelda Universe came up with a neat challenge in Twilight Princess that the developers at Nintendo likely never saw coming. It involves that snazzy Magic Armor, your trusted steed, Epona, and a marathon ride around Hyrule.

I first discovered the idea on the Zelda Universe forums, but I regrettably do not recall which members were behind it, or where the discussion took place. All I know for sure is that it was only shortly after Twilight Princess released, so we’re talking more than 13 years ago.

The goal is simple: slip on the Magic Armor, hop on Epona, and see how many rupees you still have after a speedrun through the overworld. Your starting point is the entrance to Hyrule Field from Faron Woods, so as soon as that brief loading cutscene is over and Epona sets a hoof down past Faron, your “timer” begins. You have your choice of going east or west, but the path is always supposed to include riding through Lower Eldin, Upper Eldin, Upper Lanayru, and over the Great Bridge of Hylia. The route ends once you’re circled through the overworld and returned to Faron Woods.

Still one of the most chic attires that Link has ever donned.

If you’re wondering why the Lower Lanayru section of Hyrule Field is excluded, that was due to the loading cutscene that occurs as you transition into that area. The rule set for this makeshift game always intended for a nonstop ride throughout Hyrule Field without any interruptions, which means that you’ll need to have the northernmost path connecting Lake Hylia and Upper Lanayru (with the lengthy Spinner track) open to complete the challenge. No warping is allowed, nor is any travel on foot. You must stay on Epona at all times as you progress forward. For you hockey buffs out there, think of it like the NHL’s shootout rule, where you must advance the puck at all times while attempting a penalty shot or a shootout goal.

You will also require a wallet that holds at least 1,000 rupees. In the GameCube and Wii versions of Twilight Princess, that would be the Giant Wallet, given to you by Agitha once you collect and hand over all 24 Golden Bugs. In Twilight Princess HD for Wii U, that would be the Big Wallet, which Agitha gives you after just offering her a single Golden Bug. Either way, that 1,000-rupee threshold is the bare minimum you want to attempt this challenge with. Because trust me, you’ll run down to zero rupees long before you make it back to Faron with any smaller wallet.

The HD remake of Twilight Princess also brings another potential bit of fun to the table. In theory, thanks to the addition of the Colossal Wallet (which holds up to 9,999 Rupees), you could attempt one of these marathons throughout Hyrule Field on foot and see what you end up with.

In an era where any smartphone has a stopwatch feature, using the Magic Armor as an in-game timer may seem clunky, but remember that we came up with this idea way back in 2006-2007. Many of us younger fans didn’t have a smartphone just yet. In addition, the race against the clock is only half of the challenge. Your marathon throughout the overworld will also test just how good you are at avoiding the many enemies that populate Hyrule Field. A normal stopwatch can’t keep track of the hits you endure from various foes the way that the Magic Armor does. Bulblin Archers, Bulblin Riders, Kargaroks, Lizalfos, and more creatures may harass you in your travels. Taking a single hit will make a dent in your rupee supply and immediately ruin your chance at your best score.

The route you must take through Twilight Princess’ Tour de Hyrule.

But the enemy that you need to be most wary of? Believe it or not, Tektites. Yes, those darn Tektites that loiter about on the Upper Lanayru trails. The problem with the Tektites is that it’s very difficult to gauge the angle of their jumps and where they’re going to land while you’re barreling toward them at full speed on Epona. I had plenty of what could have been my best runs dashed by those overgrown bugs.

Playing this inventive, addicting, fan-created challenge has always made me yearn to see Nintendo add a dedicated sidequest of a similar nature to a Zelda game — a “Tour de Hyrule,” if you will. The series has always taken players into sprawling, stunning worlds that are a joy to explore. A map-wide journey would be a great way to see many of a game’s most scenic locations in a single go, while testing your ability to keenly navigate the land’s many different environments.

Twilight Princess’s huge map would have been more than capable to play host. Sailing across the entirety of the Great Sea in The Wind Waker would have been just as fun. Of course, no game would have been more ideal to feature this than Breath of the Wild, with its enormous version of Hyrule. It could have even tasked you with traversing the map through a mix of the game’s numerous means of travel: horseback, on foot, climbing, gliding, Sand Seals, etc.

If you never knew about this unique challenge in Twilight Princess, hopefully, you’ll boot up your GameCube, Wii, or Wii U and give it a shot now. My personal best score is completing the long journey using just 757 rupees, but maybe you’ll be able to top that. Let us know in the comments below or on any of our social media pages how you fare!

Jeffrey Pawlak
Jeffrey Pawlak is the Features Director for Zelda Universe, and has been a member of the website's community for more than 20 years. He is also a high fantasy author and an aspiring comic book artist.

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