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{{Italic Title}}
{{Italic Title}}
{{Noncanon}}
<!-- THIS GAME IS CONSIDERED NON-CANON. DO NOT CHANGE THIS HEADER. -->{{Noncanon}}<!-- If you disagree, feel free to read our statement on the Age of Calamity Guidelines (https://zeldapedia.wiki/wiki/Guidelines:Hyrule_Warriors:_Age_of_Calamity) and then ask us on our Discord server.-->
{{Quick Links|
{{Quick Links|
{{Nav Icon|File:HWAoC Terrako Artwork.png|Characters in Hyrule Warriors: Age of Calamity|Characters}}
{{Nav Icon|File:HWAoC Terrako Artwork.png|Characters in Hyrule Warriors: Age of Calamity|Characters}}
{{Nav Icon|File:HWAoC Harbinger Ganon Artwork.png|Bosses in Hyrule Warriors: Age of Calamity|Bosses}}
{{Nav Icon|File:HWAoC Harbinger Ganon Artwork.png|Bosses in Hyrule Warriors: Age of Calamity|Bosses}}
{{Nav Icon|File:HWAoC Astor Artwork.png|Enemies in Hyrule Warriors: Age of Calamity|Enemies}}
{{Nav Icon|File:HWAoC Astor Artwork.png|Enemies in Hyrule Warriors: Age of Calamity|Enemies}}
{{Nav Icon|File:HWAoC Training Sword Icon.png|Scenario|Scenarios}}
{{Nav Icon|File:HWAoC Training Sword Icon.png|Chapters|Chapters}}
{{Nav Icon|File:HWAoC Lucky Ladle Icon.png|Challenge|Challenges}}
{{Nav Icon|File:HWAoC Bokoblin Trophy Icon.png|Items in Hyrule Warriors: Age of Calamity|Items}}
{{Nav Icon|File:HWAoC Bokoblin Trophy Icon.png|Items in Hyrule Warriors: Age of Calamity|Items}}
{{Nav Icon|File:BotW Sheikah Slate Artwork.png|Hyrule Warriors: Age of Calamity Translations|Translations}}
{{Nav Icon|File:BotW Sheikah Slate Artwork.png|Hyrule Warriors: Age of Calamity Translations|Translations}}
{{Nav Icon|File:HWAoC Robbie Artwork.png|Hyrule Warriors: Age of Calamity/Credits|Credits}}
{{Nav Icon|File:HWAoC Robbie Artwork.png|Hyrule Warriors: Age of Calamity/Credits|Credits}}
}}
}}
:''Not to be confused with {{HW}}, a similarly named game in {{TLoZ|Series}}.''
{{Hatnote|Not to be confused with {{HW}}, a similarly named game in {{TLoZ|Series}}.}}
{{Infobox Game
{{Infobox Game
|name= {{HWAoC|-}}
|name= {{HWAoC|-}}
|image= [[File:HWAoC English Logo.png|320px]]<br>[[File:HWAoC Box NA.png|x320px]]
|image= {{List|[[File:HWAoC English Logo.png|250px]], [[File:HWAoC Box NA.png|250px]]}}
|caption=  
|caption=  
|developer= [[Omega Force]]<br>[[Nintendo]]
|developer=  
|publisher= [[Nintendo]]<br>[[Koei Tecmo]] {{Small|(Japan)}}
{{List|
|designer= [[Ryota Matsushita]] (director)<br>[[Yosuke Hayashi]] (producer)<br>[[Masaki Furusawa]] (producer)<br>[[Daiki Iwamoto]] (supervisor)<br>[[Satoru Takizawa]] (supervisor)<br>[[Takuhiro Dohta]] (supervisor)<br>[[Hajime Wakai]] (supervisor)<br>[[Hidemaro Fujibayashi]] (story supervisor)
[[Omega Force]],
|released= {{Release|jp=November 20, 2020|na=November 20, 2020|eu=November 20, 2020|aus=November 20, 2020}}
[[Nintendo EPD]]
}}
|publisher=  
{{List|
[[Nintendo]],
[[Koei Tecmo]] {{Small|(Japan)}}
}}
|designer=  
{{List|
[[Ryota Matsushita]] (director),
[[Yosuke Hayashi]] (producer),
[[Masaki Furusawa]] (producer),
[[Daiki Iwamoto]] (supervisor),
[[Satoru Takizawa]] (supervisor),
[[Takuhiro Dohta]] (supervisor),
[[Hajime Wakai]] (supervisor),
[[Hidemaro Fujibayashi]] (story supervisor)
}}
|released=
{{Release
|JP= November 20, 2020
|US= November 20, 2020
|UK= November 20, 2020
|AU= November 20, 2020
}}
|genre= Hack and Slash
|genre= Hack and Slash
|modes= Single-player<br>Multiplayer
|modes=  
|ratings=
{{List|
{{List
Single-player,
  |{{Game Rating|ESRB|T}}
Multiplayer
  |{{Game Rating|PEGI|12}}
}}
  |{{Game Rating|CERO|B}}
|ratings=  
  |{{Game Rating|USK|12}}
{{List|
  |{{Game Rating|CB|M}}
{{Game Rating|ESRB|T}},
  |{{Game Rating|DEJUS|10}}
{{Game Rating|PEGI|12}},
  |{{Game Rating|RARS|12+}}
{{Game Rating|CERO|B}},
  |{{Game Rating|GRAC|12}}
{{Game Rating|USK|12}},
  |{{Game Rating|GSRMR|12+}}
{{Game Rating|ACB|M}},
  |{{Game Rating|FPB|13}}
{{Game Rating|ClassInd|10}},
  |{{Game Rating|GCAM|12}}
{{Game Rating|RARS|12+}},
  |{{Game Rating|NMC|12}}
{{Game Rating|GRAC|12}},
{{Game Rating|GSRR|12+}},
{{Game Rating|FPB|13}},
{{Game Rating|GCAM|12}},
{{Game Rating|NMC|12}}
}}
}}
|platforms= [[Nintendo Switch]]
|platforms= [[Nintendo Switch]]
|canon= Non-Canon
|canon= Non-Canon <sup>([[Guidelines:Hyrule Warriors: Age of Calamity#Canonicity|see here]])</sup>
|predecessor= {{BotW}}
|successor= {{TotK}}
|strategy= {{StrategyWiki}}
|strategy= {{StrategyWiki}}
|zu=
}}
}}
''{{Term/Store|Hyrule Warriors: Age of Calamity||Series, HWAoC}}'' is a spin-off game of {{TLoZ|Series}}. It takes place in the world of {{BotW}} in a different timeline during the second {{Term|HWAoC|Great Calamity|link}}.<ref>{{Cite web|quote= |author= Nintendo |published= September 8, 2020 |retrieved= September 8, 2020|url=https://www.youtube.com/watch?v=uDMWRRAEogs |title= Hyrule Warriors: Age of Calamity - Announcement Trailer - Nintendo Switch |site= YouTube |type= }}</ref>
''{{Term/Store|Hyrule Warriors: Age of Calamity||Series, HWAoC}}'' is a spin-off game of {{TLoZ|Series}}. It takes place in the world of {{BotW}} in a different timeline during the second {{Term|HWAoC|Great Calamity|link}} due to the actions of a time-traveling {{Term|HWAoC|Terrako|link|display=Guardian}}.<ref>{{Cite Web|quote= |author= Nintendo |published= September 8, 2020 |retrieved= September 8, 2020|url=https://www.youtube.com/watch?v=uDMWRRAEogs |title= Hyrule Warriors: Age of Calamity - Announcement Trailer - Nintendo Switch |site= YouTube |type= }}</ref>
 
On February 17, 2021, downloadable content for the game was announced, called the {{Term|HWAoC|Hyrule Warriors: Age of Calamity Expansion Pass|link}}. It was released in two waves, the first, {{PotA}}, being released on June 18, 2021, and the second, {{GoR}}, on October 29, 2021.<ref>{{Cite Web|quote= |author= Nintendo|published= February 17, 2021|retrieved= February 17, 2021|url= https://www.youtube.com/watch?v=IjzfW6UB7zc|title= Hyrule Warriors: Age of Calamity – Expansion Pass Announcement Trailer – Nintendo Switch
|site= YouTube|type= video}}</ref><ref>{{Cite Web|quote= Available June 18 on Nintendo eShop|author= Nintendo|published= June 15, 2021|retrieved= October 3, 2021|url= https://www.youtube.com/watch?v=Xpa8baKl-9k&t=50s|title= Hyrule Warriors: Age of Calamity Expansion Pass Wave 1 – Pulse of the Ancients|site= YouTube|type= video}}</ref><ref>{{Cite Web|quote= Available October 29|author= Nintendo|published= September 23, 2021|retrieved= October 3, 2021|url= https://www.youtube.com/watch?v=dG9fAtmYdlM&t=468s|title= Nintendo Direct - 9.23.2021|site= YouTube|type= video}}</ref>


{{OTOC}}
{{OTOC}}


==Story==
==Story==
{{Lacking Sources}}
{{Main|/Story}}
===Chapter 1===
{{Stub|HWAoC}}
At about the same time {{Term|BotW|Zelda|link}}'s powers awakened in the events of {{BotW}}, a small {{Term|HWAoC|Guardian|link}}, named {{Term|HWAoC|Terrako|link}}, emerges from a box in {{Term|HWAoC|Hyrule Castle|link}}. As it sees the destruction caused by {{Term|HWAoC|Calamity Ganon|link}}, it opens a {{Term|HWAoC|Gate of Time|link}} to travel back before the {{Term|HWAoC|Great Calamity|link}}. Before it jumps into the gate, a {{Term|HWAoC|Guardian Stalker|link}} attacks it, but the small {{Term|HWAoC|Guardian}} manages to make it into the gate. Unknown to it, a part of {{Term|HWAoC|Calamity Ganon}}'s {{Term|HWAoC|Malice|link}} also made its way through the {{Term|HWAoC|Gate of Time}}, following the small {{Term|HWAoC|Guardian}}.


{{Term|HWAoC|Terrako}} emerges in {{Term|HWAoC|Hyrule Field|link}} before the Second {{Term|HWAoC|Great Calamity|link}} began, where {{Term|HWAoC|King Rhoam|link}} is rallying a group of {{Plural|HWAoC|Soldier|link}} to drive off an incoming horde of {{Plural|HWAoC|Enemy|link}}. During "{{Term|HWAoC|The Battle of Hyrule Field|link}}", {{Term|HWAoC|Link}}, one of the {{Plural|HWAoC|Soldier}}, comes across the seemingly inert {{Term|HWAoC|Guardian}}, but before he can inspect it {{Term|HWAoC|Impa|link}} arrives being pursued by {{Plural|HWAoC|Bokoblin|link}}. She stumbles and drops her {{Term|HWAoC|Sheikah Slate|link}}, which causes {{Term|HWAoC|Terrako}} to awaken. It raises a {{Term|HWAoC|Sheikah Tower|link}} from underground, fending off the {{Plural|HWAoC|Bokoblin}} in the process.
==Development==
By mid-2012, following the reception to {{SS|-}}, {{TLoZ|Series}} producer Eiji Aonuma had determined that the franchise was in urgent need of reinvention, in order for it to remain relevant. Aonuma decided that the development team would focus on rethinking the conventions of ''Zelda'', and that this would largely center around two misconceptions:<ref>{{Cite Person|quote= Aonuma: Our mission in developing this new Zelda game for Wii U is quite plainly to rethink the conventions of Zelda. I'm referring to things such as the player is supposed to complete dungeons in a certain order. That you are supposed to play by yourself, the things that we've come to take for granted recently. We want to set aside these "conventions," get back to basics to create a newborn Zelda so players today can enjoy the real essence of the franchise. We had actually worked on this kind of challenge with Skyward Sword, but we weren't able to put efforts in changing the linear structure of the game. I hope to be able to talk with you in more detail about how it will change after I see it come together a bit more. |name= Eiji Aonuma |url= https://www.youtube.com/watch?v=4MzG6lDA1A0 |title= Wii U Direct - Nintendo Games 1.23.2013}}</ref>


When the battle ends, {{Term|HWAoC|Terrako}} rushes off until it finds {{Term|HWAoC|Zelda|link}}. {{Term|HWAoC|Zelda}} notices that the {{Term|HWAoC|Sheikah Slate}} has reacted to {{Term|HWAoC|Terrako}}, and decides to head to the {{Term|HWAoC|Royal Ancient Tech Lab|link}} to study it. {{Term|HWAoC|Link}} is appointed as {{Term|HWAoC|Zelda}}'s bodyguard, and {{Term|HWAoC|Impa}} joins them on their journey. On their way to the lab, {{Term|HWAoC|Malice}} possesses a ruined {{Term|HWAoC|Guardian Stalker}} and attacks {{Term|HWAoC|Zelda}}'s party in the battle, "{{Term|HWAoC|Road to the Ancient Lab|link}}". Though initially outmatched, {{Term|HWAoC|Terrako}} reactivates other ruined {{Plural|HWAoC|Guardian}} in the area, breaking the armor of the corrupted {{Term|HWAoC|Guardian}} and allowing {{Term|HWAoC|Link}} and his allies to destroy it. After defeating the {{Term|HWAoC|Guardian Stalker}}, they eventually reach the {{Term|HWAoC|Royal Ancient Tech Lab}}.
#That ''Zelda'' games needed to be linear
#That ''Zelda'' games were strictly meant to be single player experiences


{{Term|HWAoC|Robbie|link}} and {{Term|HWAoC|Purah|link}} confirm that {{Term|HWAoC|Terrako}} is a previously unknown form of {{Term|HWAoC|Guardian}} able to amplify the effects of other ancient technology. They are also able to decode part of its memory, revealing to {{Term|HWAoC|Zelda}} the devastation that will occur if {{Term|HWAoC|Calamity Ganon}} is not stopped.
The development team tackled the notion of non-linear ''Zelda'' games with {{ALBW|-}} and {{BotW}}. While both games were in development, Nintendo was approached by publisher Koei Tecmo, whose studios had previously worked with the company on titles like ''Metroid: Other M'' and ''Fatal Frame'', with a proposal to develop a new kind of ''Zelda'' game using its Omega Force studio—the team behind the ''Dynasty Warriors'' series of games.<ref>{{Cite Person|quote= "When Mr. Hayashi approached me for this collaboration, he said, 'let’s rethink our preconceived ideas of what we can do with a Zelda game'."|name= Eiji Aonuma|url= https://www.nintendolife.com/news/2014/09/interview_eiji_aonuma_and_yosuke_hayashi_on_hyrule_warriors_and_shigeru_miyamotos_definitive_role|title= Interview: Eiji Aonuma and Yosuke Hayashi on Hyrule Warriors and Shigeru Miyamoto's Definitive Role}}</ref> The original pitch by Koei Tecmo producer Yosuke Hayashi involved a number of elements that were staples of ''Zelda'', such as dungeon exploration, with elements of the ''Warriors'' series mixed in to create something new. However, Nintendo "Fellow" Shigeru Miyamoto asked that Hayashi graft the world of ''Zelda'' onto ''Dynasty Warriors'' gameplay instead.<ref>{{Cite Person|quote= At first, when Hayashi-san approached me, he wanted to make this title closer to a Zelda game than a Dynasty Warriors game — that extended to having boss battles in the dungeons and [having] certain characters in the game. However, Mr. Miyamoto came along and up-ended the tea table, saying, 'No, that should not be the case. What we’re doing here is grafting Zelda onto the Dynasty Warriors experience.' It was a reversal of the original proposal from Hayashi-san, which was adding elements of Dynasty Warriors onto the Zelda franchise. It ended up being the other way around based on Miyamoto’s direction.|name= Eiji Aonuma|url= https://www.nintendolife.com/news/2014/09/interview_eiji_aonuma_and_yosuke_hayashi_on_hyrule_warriors_and_shigeru_miyamotos_definitive_role|title= Interview: Eiji Aonuma and Yosuke Hayashi on Hyrule Warriors and Shigeru Miyamoto's Definitive Role}}</ref>


===Chapter 2===
At the time, Aonuma had been playing ''One Piece: Pirate Warriors'', another ''Warriors''-style game developed by Omega Force, and saw the potential in a similar crossover with ''Zelda''.<ref>{{Cite Person|quote= At the time I was playing a Musou collaboration game called One Piece: Pirate Warriors. In this game, you are fighting a battle where there are many bases on the battlefield, and you have to figure out what order you take the bases in — and also the timing in which certain things occur. This is not something that had been in previous Zelda games, and so it was a very exciting idea for me to connect with.|name= Eiji Aonuma|url= https://www.nintendolife.com/news/2014/09/interview_eiji_aonuma_and_yosuke_hayashi_on_hyrule_warriors_and_shigeru_miyamotos_definitive_role|title= Interview: Eiji Aonuma and Yosuke Hayashi on Hyrule Warriors and Shigeru Miyamoto's Definitive Role}}</ref> Development of this game, dubbed {{HW}} (''Zelda Musou'' in Japan), was completed in 2014, making it the first multiplayer ''Zelda'' game since ''Four Swords Adventures''. In parallel, a small portion of the ''Zelda'' team also worked with Grezzo, the studio responsible for {{OoT3D|-}} and {{MM3D|-}}, to develop {{TFH|-}}, a three-player ''Zelda'' game for the Nintendo 3DS.
As {{Term|HWAoC|Korok Forest|link}} is cut off by monsters and {{Term|HWAoC|Zelda}}'s sealing power has not yet awakened, {{Term|HWAoC|King Rhoam|link}} sends {{Term|HWAoC|Link|link}} and {{Term|HWAoC|Zelda}} to meet with the four candidates selected to pilot the {{Plural|HWAoC|Divine Beast|link}}. With some reluctance, he allows {{Term|HWAoC|Terrako|link}} to accompany them as well.


(The following four segments up until "{{Term|HWAoC|The Champions Assembled|link}}" can occur in any order, as decided by the player.)
While work progressed on {{BotW|-}}, Aonuma had already begun thinking of ways to explore another multiplayer ''Zelda'' title, this time using lessons the team had learnt from the development of that game.<ref>{{Cite Person|quote= I would like to take what I learned from Breath of the Wild and see if we can somehow fuse those learning points into another multiplayer Zelda. For example, with Tri Force Heroes, which followed a similar format of Four Swords, there was a multiplayer involved in that game. That's definitely a possibility and we will continue to [experiment] throughout the Zelda franchise.|name= Eiji Aonuma|url= https://in.ign.com/the-legend-of-zelda-hd-158649/95944/news/zelda-producer-after-breath-of-the-wild-next-game-could-be-multiplayer|title= Zelda Producer: After Breath of the Wild, Next Game Could Be Multiplayer}}</ref> After development wrapped, director Hidemaro Fujibayashi and art director Satoru Takizawa pitched Aonuma the idea of a second ''Warriors'' title, this time set in ''Breath of the Wild's'' past, against the backdrop of that game's "Great Calamity" event. Fujibayashi and Takizawa already had some sense of the kind of game they wanted to see, and the extent to which they had thought through their plans spurred Aonuma to discuss a second collaboration with Koei Tecmo.<ref>{{Cite Person|quote= The idea came from Breath of the Wild’s director Hidemaro Fujibayashi and art director Satoru Takizawa. When they first pitched the “Great Calamity” as a setting for a Musou game, I was very interested but wondered if there would be difficulties when crafting the story. From there, we deliberated on how things would go, and the two of them already had plans in mind. Driven by how serious Mr. Fujibayashi and Mr. Takizawa were, I decided to consult with Hyrule Warriors producer Yosuke Hayashi.|name= Eiji Aonuma|url= https://nintendoeverything.com/hyrule-warriors-age-of-calamity-devs-on-how-the-game-came-to-be-nintendo-wanting-it-to-be-a-new-experience-more/|title= Hyrule Warriors: Age of Calamity devs on how the game came to be, Nintendo wanting it to be a new experience, more}}</ref>


====Mipha====
Yosuke Hayashi would serve as producer on the new project, alongside Omega Force's Masaki Furusawa, the director of the first {{HW|-}}. Ryota Matsushita, who had served as a game designer on ''Samurai Warriors 4'', ''Warriors Orochi 4'', and ''Dynasty Warriors 9'', was tapped to direct. Once the game's core elements had been decided upon, Omega Force proposed an outline for {{HWAoC|-}}, with the ''Zelda'' team supervising each draft of the plan.<ref>{{Cite Person|quote= After mixing in the core game elements, we were able to propose an outline from our side. We received close supervision from the first rough drafts of the storyline, and we kept in mind the point to balance ‘new experiences in the world of the past.’ Whenever we fleshed it out, were were supervised with each addition therein.|name= Ryota Matsushita|url= https://www.zeldadungeon.net/koei-tecmo-developers-discuss-the-freedoms-and-challenges-in-working-with-the-zelda-team-to-create-hyrule-warriors-age-of-calamity/|title= Koei Tecmo Developers Discuss the Freedoms and Challenges in Working With the Zelda Team to Create Hyrule Warriors: Age of Calamity}}</ref>
{{Main|Mipha, the Zora Princess}}
{{Term|HWAoC|Zelda}}, {{Term|HWAoC|Link}}, and {{Term|HWAoC|Impa|link}} travel to {{Term|HWAoC|Zora's Domain|link}}, where they request for {{Term|HWAoC|Mipha|link}}, the {{Term|HWAoC|Zora|link}} princess, to pilot the {{Term|HWAoC|Divine Beast Vah Ruta|link}}. {{Term|HWAoC|King Dorephan|link}} is reluctant to allow {{Term|HWAoC|Mipha}} to pilot the {{Term|HWAoC|Divine Beast}}, as he believes it will not be safe for her to go without the {{Term|HWAoC|Link|link|display=knight who seals the darkness}}. {{Term|HWAoC|Zelda}}'s protest is cut short by a warning of a monster attack from {{Term|HWAoC|Ploymus Mountain|link}}. {{Term|HWAoC|King Dorephan}} sends for {{Term|HWAoC|Mipha}} and {{Term|HWAoC|Sidon|link}}, when {{Term|HWAoC|Mipha}} realizes that {{Term|HWAoC|Sidon}} is missing. {{Term|HWAoC|Mipha}}, {{Term|HWAoC|Link}}, {{Term|HWAoC|Impa}}, and {{Term|HWAoC|Zelda}} search for {{Term|HWAoC|Sidon}}, eventually finding him trying to fight a {{Term|HWAoC|Lynel|link}} on {{Term|HWAoC|Ploymus Mountain}}. The {{Term|HWAoC|Lynel}} is driven off, allowing {{Term|HWAoC|Sidon}} to escape.


{{Term|HWAoC|Mipha}} is upset by her brother's recklessness, but cannot help but be proud of his courage. They are interrupted again by the sight of a monster horde approaching {{Term|HWAoC|Zora's Domain}}, and in response {{Term|HWAoC|Terrako}} summons {{Term|HWAoC|Divine Beast Vah Ruta}} for {{Term|HWAoC|Mipha}} to pilot. She drives off the invading army, saving {{Term|HWAoC|King Dorephan}} in the process. After the battle, {{Term|HWAoC|King Dorephan}} acknowledges that the {{Term|HWAoC|Zora}} were not able to hold off the Calamity on their own and gives his permission for {{Term|HWAoC|Mipha}} to pilot the {{Term|HWAoC|Divine Beast Vah Ruta}}.
Omega Force collaborated much more closely with the team this time around, than they had on {{HW|-}}. Elements such as gameplay, graphics, the depiction of Hyrule, and all character dialogue were discussed with the ''Zelda'' team to ensure consistency with {{BotW|-}}.<ref>{{Cite Person|quote= The previous Hyrule Warriors games were filled with Zelda conventions. The Legend of Zelda: Breath of the Wild broke these conventions entirely, and perhaps it's the same for everyone here, but for someone like me, who's been playing Zelda games for a long time, this was an extraordinary experience. It's a new, special title for me. Unlike the previous Hyrule Warriors games, Hyrule Warriors: Age of Calamity was developed by working closely with the Zelda team in every step of the process, including gameplay direction, graphics, world, and all dialogue. And while we maintain the distinct gameplay style of the Warriors series with exciting '1 vs. 1000' battles, and a wide variety of playable characters, this became the only game that will let you experience the world 100 years prior to the events of The Legend of Zelda: Breath of the Wild firsthand.|name= Eiji Aonuma|url= https://youtu.be/ifm8tpcO4vw|title= Hyrule Warriors: Age of Calamity - A story 100 years before The Legend of Zelda: Breath of the Wild
}}</ref> ''Breath of the Wild's'' characters had fragments of lore scattered throughout that game, and Omega Force used these as a starting point. They held discussions with the ''Zelda'' team to understand the team's impression of each character, which helped flesh out their personalities in {{HWAoC|-}}.<ref>{{Cite Person|quote= We created various characters’ personalities and their relationships to Link during Breath of the Wild’s development. However, we consulted with the Musou team to flesh that out in this game. Like with Purah, who ages quite strangely. I feel like we allowed her charms – and just her as a character to shine in this title.
|name= Eiji Aonuma|url= https://nintendoeverything.com/hyrule-warriors-age-of-calamity-devs-on-how-the-game-came-to-be-nintendo-wanting-it-to-be-a-new-experience-more/|title= Hyrule Warriors: Age of Calamity devs on how the game came to be, Nintendo wanting it to be a new experience, more}}</ref> In the case of characters that were now going to require younger variants, such as Impa, Purah, and Robbie, Omega Force proposed new designs for each.<ref>{{Cite Person|quote= I’m so glad we at Koei Tecmo were able to propose designs for Impa, Purah, and Robbie. Every character had fragments of rich lore scattered throughout Breath of the Wild, so we used those as clues to match the Zelda team’s impression and establishment of the characters. That’s how we formed their depictions of 100 years past. I felt it resembled how Link regained his memories in Breath of the Wild through little spurs.|name= Ryota Matsushita|url= https://nintendoeverything.com/hyrule-warriors-age-of-calamity-devs-on-how-the-game-came-to-be-nintendo-wanting-it-to-be-a-new-experience-more/|title= Hyrule Warriors: Age of Calamity devs on how the game came to be, Nintendo wanting it to be a new experience, more}}</ref>


====Daruk====
Prior to development, Aonuma had requested that the ''Zelda'' team allow Omega Force a degree of freedom whilst creating the movesets for each playable character, which would allow them to explore more outlandish special moves for each.<ref>{{Cite Person|quote= While the theming is that of Breath of the Wild, a combat-centric game like Hyrule Warriors may have things like ‘special techniques for tearing up hordes,’ and I wanted them to be able to go a little crazy with those things without having to be too conscientious of the frame work... That is the perspective I asked the Zelda team to take in their management of the project.|name= Eiji Aonuma|url= https://www.zeldadungeon.net/koei-tecmo-developers-discuss-the-freedoms-and-challenges-in-working-with-the-zelda-team-to-create-hyrule-warriors-age-of-calamity/|title= Koei Tecmo Developers Discuss the Freedoms and Challenges in Working With the Zelda Team to Create Hyrule Warriors: Age of Calamity}}</ref> While designing moves for the game's cast, Omega Force based Link, Zelda, and Impa on existing archetypes—namely, a knight, a mage, and a trickster.<ref>{{Cite Person|quote= As for Impa’s style, that came together smoothly. Both as a factor of fighting with Sheikah Tribe techniques, and for balance between the three starting party members: the orthodox knight in Link, the mage-like Zelda, and the third member being a ninja-styled character with tricky abilities fit perfectly. So I think it came together naturally.|name= Ryota Matsushita|url= https://www.zeldadungeon.net/hyrule-warriors-age-of-calamity-developers-discuss-their-approach-to-combat-in-recent-interview/|title= Hyrule Warriors: Age of Calamity Developers Discuss Their Approach to Combat in Recent Interview}}</ref> Of the three, Zelda proved hardest to design, owing to the fact that she was never intended to be a fighter in {{BotW|-}}, and that making her a combatant would potentially be at odds with her personality. The development team eventually settled on the idea of Zelda being driven by a sense of duty and taking up arms using the Sheikah Slate, using her backstory in {{BotW|-}} as a point of reference.<ref>{{Cite Person|quote= In Zelda’s case, she remained a challenge throughout production. No matter how you cut it, she wasn’t really envisioned as a warrior-princess, so it wouldn’t do to suddenly have her performing these Warriors-style actions. However, she is a person driven by her sense of duty, so what emerged as the action she should take in her situation was the Sheikah Slate-based combat.|name= Ryota Matsushita|url= https://www.zeldadungeon.net/hyrule-warriors-age-of-calamity-developers-discuss-their-approach-to-combat-in-recent-interview/|title= Hyrule Warriors: Age of Calamity Developers Discuss Their Approach to Combat in Recent Interview}}</ref> In contrast, Impa's moveset came together more smoothly, as a byproduct of her being from the ninja-like Sheikah tribe.<ref>{{Cite Person|quote= As for Impa’s style, that came together smoothly. Both as a factor of fighting with Sheikah Tribe techniques, and for balance between the three starting party members: the orthodox knight in Link, the mage-like Zelda, and the third member being a ninja-styled character with tricky abilities fit perfectly. So I think it came together naturally.|name= Ryota Matsushita|url= https://www.zeldadungeon.net/hyrule-warriors-age-of-calamity-developers-discuss-their-approach-to-combat-in-recent-interview/|title= Hyrule Warriors: Age of Calamity Developers Discuss Their Approach to Combat in Recent Interview}}</ref> According to the developers, the individual Sheikah Slate abilities for the rest of the cast were easy to derive from their personalities as well.<ref>{{Cite Person|quote= That came together unexpectedly smoothly. The individual personalities and fighting styles of Breath of the Wild’s characters are consistently unique, so it was easy to give them that distinction. For instance, if we ask ourselves, “What would Revali do if asked to fight using the Stasis Rune?” we could get very strong, detailed, opinionated answers that, “Revali would obviously use it like this!” which we were able to piece together to create his actions. Everyone was able to give an answer quite readily. [laughs]|name= Ryota Matsushita|url= https://www.zeldadungeon.net/hyrule-warriors-age-of-calamity-developers-discuss-their-approach-to-combat-in-recent-interview/|title= Hyrule Warriors: Age of Calamity Developers Discuss Their Approach to Combat in Recent Interview}}</ref>
{{Main|Daruk, the Goron Hero}}
{{Term|HWAoC|Zelda}}, {{Term|HWAoC|Link}}, and {{Term|HWAoC|Impa}} travel to {{Term|HWAoC|Death Mountain|link}} and ask {{Term|HWAoC|Daruk|link}} the {{Term|HWAoC|Goron|link}} to pilot {{Term|HWAoC|Divine Beast Vah Rudania|link}}. {{Term|HWAoC|Daruk}} agrees, but warns {{Term|HWAoC|Zelda}} and her allies that the path to the {{Term|HWAoC|Divine Beast Vah Rudania}} is overrun by monsters. He persuades the party to accompany him and wipe out the monster infestation. After an intense series of battles, they reach {{Term|HWAoC|Divine Beast Vah Rudania}}, which {{Term|HWAoC|Daruk}} uses to eliminate the monsters on {{Term|HWAoC|Death Mountain}}.


Following their victory, {{Term|HWAoC|Daruk}} confirms his willingness to pilot {{Term|HWAoC|Divine Beast Vah Rudania}}, offering {{Term|HWAoC|Link}} a celebratory rock roast.
During development, the team used its learnings from having worked on the first {{HW|-}}, but encountered challenges while deciding how to integrate the open-world design of {{BotW|-}} into the stage-based style of a ''Warriors'' game. The development team ultimately chose to design each stage to be more three-dimensional, with height or interconnected terrain, to create the feel of a more expansive world.<ref>{{Cite Person|quote= A lot of the direction for how we integrate the Zelda setting and its rewarding gameplay into the Warriors systems came from our prior experience with Hyrule Warriors, but we encountered new challenges this time when deciding how to integrate the open-world systems of BotW into the stage-based design of Warriors. Basically, instead of changing the stage-by-stage structure of the game, we designed each stage to be more three-dimensional (with height or interconnected terrain) to create the feel of a more expansive world than before.|name= Eiji Aonuma|url= https://www.gameinformer.com/interview/2020/11/20/why-the-hyrule-warriors-age-of-calamity-team-made-a-breath-of-the-wild-prequel|title= Why The Hyrule Warriors: Age Of Calamity Team Made A Breath Of The Wild Prequel}}</ref> Omega Force found that working on {{HWAoC|-}} required less trial-an-error than its predecessor, as it had already understood how to incorporate ''Zelda''-like concepts into a ''Warriors'' game, and was instead able to allocate resources towards creating a game that was of higher quality.<ref>{{Cite Person|quote= The previous game was a challenge in terms of incorporating the concepts of one game into a different game, and we went through a lot of trial and error on the ground. As a development team, we had a number of things that we weren't able to achieve or would've done differently in hindsight. We didn't need to repeat that trial and error for Age of Calamity, and I think that allowed us to allocate those resources towards increasing the quality of the game.
|name= Yosuke Hayashi|url= https://www.gameinformer.com/interview/2020/11/20/why-the-hyrule-warriors-age-of-calamity-team-made-a-breath-of-the-wild-prequel|title= Why The Hyrule Warriors: Age Of Calamity Team Made A Breath Of The Wild Prequel}}</ref> All throughout development, the ''Zelda'' team reviewed each aspect of {{HWAoC|-}} to ensure that the game inherited the look and tone of {{BotW|-}}.<ref>{{Cite Person|quote= To ensure that the game inherited the look and tone of BotW, we asked the Zelda team to review every detail of what we made. They consistently suggested ways to make the game exponentially more fun, while simultaneously showing great respect for the ideas the Warriors team had for this game as an action game.|name= Ryota Matsushita|url= https://www.gameinformer.com/interview/2020/11/20/why-the-hyrule-warriors-age-of-calamity-team-made-a-breath-of-the-wild-prequel|title= Why The Hyrule Warriors: Age Of Calamity Team Made A Breath Of The Wild Prequel}}</ref>


====Revali====
The following members of the {{TLoZ|Series}} team are credited as part of {{HWAoC|-}}'s credits:<ref>{{Cite Web|quote= |author= Koei Tecmo|published= |retrieved= May 5, 2021|url= https://zelda.fandom.com/wiki/File:HWAoC_Zelda_Team_Credits.jpg|title= Hyrule Warriors: Age of Calamity credits|site= |type= }}</ref><ref>{{Cite Web|quote= |author= Koei Tecmo|published= |retrieved= May 5, 2021|url= https://zelda.fandom.com/wiki/File:HWAoC_Supervisor_Credits.jpg|title= Hyrule Warriors: Age of Calamity credits|site= |type= }}</ref>
{{Main|Revali, the Rito Warrior}}
{{Term|HWAoC|Zelda}} and her party travel to {{Term|HWAoC|Rito Village|link}}, but are attacked by {{Term|HWAoC|Rito|link}} warriors under {{Term|HWAoC|Revali|link}}'s command, who believe them to be raiders sent to attack {{Term|HWAoC|Rito Village}}. {{Term|HWAoC|Link}} and {{Term|HWAoC|Revali}} fight and prove to be equally matched, but {{Term|HWAoC|Zelda}} intervenes in the fight before it can get out of hand.


{{Term|HWAoC|Zelda}}'s party learns that {{Term|HWAoC|Rito Village}} had recently been attacked by an army of monsters led by a {{Term|HWAoC|Guardian}} very similar to {{Term|HWAoC|Terrako}}, and had thought it had returned to launch a second attack. While {{Term|HWAoC|Zelda}} is grateful that neither {{Term|HWAoC|Link}} nor {{Term|HWAoC|Revali}} was hurt, {{Term|HWAoC|Impa}} points out that the presence of a {{Term|HWAoC|Guardian}} like {{Term|HWAoC|Terrako}} linked to {{Term|HWAoC|Calamity Ganon}} is worrisome in its own right. {{Term|HWAoC|Revali}} interrupts to volunteer his service piloting {{Term|HWAoC|Divine Beast Vah Medoh|link}} and questions {{Term|HWAoC|Link}}'s competence as a knight. When {{Term|HWAoC|Terrako}} also chimes in, apparently to insist that it is also a knight serving {{Term|HWAoC|Zelda}}, {{Term|HWAoC|Revali}} can only grumble.
{| class="wikitable"
 
|-
====Urbosa====
!Name!!Credit on ''Age of Calamity''!!Credit on {{BotW}}!!Notes
{{Main|Urbosa, the Gerudo Chief}}
|-
As the party arrives at {{Term|HWAoC|Gerudo Town|link}}, they are attacked by {{Term|HWAoC|Gerudo|link}} forces seemingly commanded by {{Term|HWAoC|Urbosa|link}} to kill them. {{Term|HWAoC|Zelda}} is confused by their unexplainable aggression, but is sure that the {{Term|HWAoC|Gerudo}} chief can clear it up.
|Yoshiyuki Oyama||Nintendo Zelda Team||Senior Lead Artist - Character / Item||
 
|-
When they reach {{Term|HWAoC|Urbosa}}'s palace, she attacks, claiming that she wishes to "thwart their destiny". Before she can strike, however, the real {{Term|HWAoC|Urbosa}} appears and exposes the one they had seen as a disguised {{Term|HWAoC|Master Kohga|link}}. {{Term|HWAoC|Master Kohga}} flees after summoning the {{Term|HWAoC|Yiga Clan}} to surround the town, and {{Term|HWAoC|Link}}'s allies fight them off. With {{Term|HWAoC|Urbosa}} assisting them, they summon a {{Term|HWAoC|Molduga|link}} to distract the {{Term|HWAoC|Yiga}} forces long enough to launch an assault on the {{Term|HWAoC|Yiga Clan Hideout|link}}. {{Term|HWAoC|Master Kohga}} is defeated, but his lieutenant {{Term|HWAoC|Sooga|link}} helps him escape. {{Term|HWAoC|Urbosa}} thanks {{Term|HWAoC|Zelda}} and her allies for helping her deal with the {{Term|HWAoC|Yiga Clan}}, and agrees to pilot {{Term|HWAoC|Divine Beast Vah Naboris|link}}.
|Ryuji Kobayashi|| Nintendo Zelda Team ||Senior Lead Artist - Animation||
 
|-
Meanwhile, {{Term|HWAoC|Master Kohga}} and {{Term|HWAoC|Sooga}} are reprimanded for their failure by the dark prophet {{Term|HWAoC|Astor|link}}. He calls upon the corrupted small {{Term|HWAoC|Guardian}} seen earlier, which he calls the {{Term|HWAoC|Harbinger Ganon|link|display=Harbinger}}, to show them a vision of the future in which the {{Term|HWAoC|Great Calamity}} goes unchecked, and warns that he will not allow the future to be changed.
|Manabu Takehara||Nintendo Zelda Team||Lead Artists - Structural
 
|
====The Champions Assembled====
|-
With her magic still dormant, {{Term|HWAoC|Zelda}} dedicates herself to calibrating the {{Plural|HWAoC|Divine Beast}} for their pilots' use. However, she is increasingly disheartened by {{Term|HWAoC|King Rhoam}}'s frustration with her lack of progress. On their way through {{Term|HWAoC|Hyrule Castle Town|link}}, they are ambushed by {{Term|HWAoC|Sooga}} and the {{Term|HWAoC|Yiga Clan}}, who are supported by monsters. The {{Plural|HWAoC|Champion}} fend off the attack and make their way to the enemy stronghold, only to find that it was a diversion. This leaves {{Term|HWAoC|Link}} on his own to battle {{Term|HWAoC|Sooga}}, and he ultimately prevents the Yiga second-in-command from assassinating {{Term|HWAoC|Zelda}}. Defeated, {{Term|HWAoC|Sooga}} then calls for the {{Term|HWAoC|Yiga}} to retreat.
|Keijiro Inoue||Nintendo Zelda Team ||Senior Lead Artist - VFX / Technical||
 
|-
===Chapter 3===
|Daigo Shimizu||Nintendo Zelda Team||UI Design||
King Rhoam commands the Divine Beasts' pilots to find a knight able to wield the sword that seals the darkness, which will first require them to fight off the monsters in Korok Forest. Zelda accompanies them to gather more data to calibrate the Divine Beasts, and Link follows as well. After delivering a few more petty insults towards Link, Revali summons Vah Medoh to eliminate the monster outposts surrounding the Great Hyrule Forest.
|-
 
|Makoto Yonezu||Nintendo Zelda Team||Senior Lead Artist - Landscape||
The party enters the forest, where they meet Hestu. The Korok musician agrees to escort them through the woods in exchange for protection against the monsters. After fighting their way past a Stalnox, the party's progress is stymied by a pool of Malice conjured by Astor. They trace the source of the Malice to four [[Hollow]]s- dark replicas of the Divine Beast pilots composed of Malice. When they are destroyed, the Malice dissipates.
|-
 
|Aya Shida||Nintendo Zelda Team||Wildlife Art||
Hestu volunteers to hold off the monsters long enough for Link and Zelda to reach the Master Sword's resting place. They find Astor waiting for them, and he summons the Hollows to attack. The Hollows' combined assault overwhelms Link and breaks his sword, but before they can kill Zelda he draws the Master Sword from its pedestal and is able to defeat the Hollows once more. Astor takes matters into his own hands and battles Link himself, but the Master Sword's power forces him to withdraw.
|-
 
|Tomohisa Saito||Nintendo Zelda Team||Graphics/Terrain Programming||
The Great Deku Tree awakens to speak with Zelda, telling her that the Master Sword has chosen Link to wield it and that she must have faith in herself. With his message delivered, he returns to his slumber.
|-
 
|Atsushi Asakura||Nintendo Zelda Team||Graphics/Terrain Programming||
Even with the Deku Tree's message, Zelda still fears that she may not be able to awaken her power in time. The Diminutive Guardian soothes her by playing Zelda's Lullaby, and she recalls that she has met it once before. However, the realization is cut short by the appearance of monsters blocking the road to Hyrule Castle, which the party fights through.
|-
 
| Yoshiyuki Sawada||Nintendo Zelda Team||Technical Artist||
Zelda reflects on how much stronger Link has become, and Urbosa correctly guesses that she finds herself to be lacking in comparison. The Gerudo champion reassures the princess that Link is no different from who he was before he claimed the Master Sword, and in that respect is just like Zelda herself.
|-
 
|Manaka Kataoka||Nintendo Zelda Team||Music||
The ceremony is held in which Link, Mipha, Daruk, Revali, and Urbosa are named Champions. The Diminutive Guardian and Impa get into a fight, distracting the princess from her worries for a time.
|-
 
|Yasuaki Iwata||Nintendo Zelda Team||Music||
===Chapter 4===
|-
Purah's research into the Sheikah Tower reveals the presence of other towers hidden underground, all linked to a control system within Hyrule Castle. The Champions set out to bond the Sheikah Slate with the tower, which will activate the control device.
|Koji Kondo||Nintendo Zelda Team|| ||Not credited on {{BotW}}.
 
|-
King Rhoam continues to express his irritation with Zelda's failure to manifest her powers and focus on the relics, but accepts a relic from Zelda that she and her mother believed to have unknown potential and gives her permission to continue studying the ancient technology.
|Daiki Iwamoto||Supervisor||Assistant Director||
 
|-
Back at the Yiga hideout, Kohga and Sooga realize that if the Sheikah Towers are activated the Yiga will be exposed. Astor quiets their dissent, reminding them that they will have their parts to play. The corrupted Guardian is revealed to be possessed by Calamity Ganon itself, and Astor declares that he will use it to seize power over all of Hyrule. Sooga warns the prophet that Ganon cannot be controlled by mortals, but his words go unheard.
|Satoru Takizawa||Supervisor||Art Director|| Pitched the idea for {{HWAoC|-}}.
 
|-
Link activates the first tower with the Sheikah Slate, triggering the appearance of the other towers across Hyrule. Link and his allies continue to activate the towers until they reach the last one in Akkala. There, they are informed that the Yiga Clan has captured Akkala Citadel, where the last tower is located. They break through the Yiga's defenses, defeating Sooga again and forcing the Yiga to retreat. With the last tower activated, Purah explains how the towers can provide maps for a region. Urbosa uses the maps to lead a preemptive strike on the Yiga Clan hideout, clearing a path for a follow-up assault. The party confronts Master Kohga and Sooga once more, and the Yiga leaders flee to save themselves after being defeated.
|Takuhiro Dohta||Supervisor||Technical Director||
 
|-
Kohga and Sooga confront Astor, demanding to know why he failed to tell them that they would be defeated. Astor merely comments that all is going according to plan, reminding the Yiga that they are bound to serve Calamity Ganon and that Ganon will punish them if they try to harm his chosen seer.
| Hajime Wakai|| Supervisor|| Sound Director||
 
|-
Purah continues to lead research on the Towers, demonstrating their ability to be used for teleportation. Zelda gives her support to further study, but she is troubled by her own lack of progress.
|Hidemaro Fujibayashi|| Scenario Supervisor||Director||Pitched the idea for {{HWAoC|-}}.  
 
|-
The Guardian's records indicate that Calamity Ganon will return on Zelda's 17th birthday. In the hopes of awakening Zelda's power in time, King Rhoam sends her to train at the Spring of Courage. Zelda's ruminations over her perceived failure are interrupted by a horde of monsters that besieges the spring. They are able to make it out of the spring thanks to Zelda's knowledge of the relics in the area, and Impa chides Zelda for thinking so little of her efforts.
|Eiji Aonuma||Zelda Franchise Supervisor||Producer||
 
|}
===Chapter 5===
As nobody younger than 17 is permitted to set foot on Mount Lanayru, Zelda plans to train at the Spring of Wisdom as soon as she comes of age. As the Guardian's memory indicates that this would be the day that Calamity Ganon would awaken, Rhoam makes arrangements for evacuations and deploys the Divine Beasts to prepare for the Calamity's coming.
 
Robbie and Purah finish analyzing the Diminutive Guardian's memory, only for them to be captured by Yiga spies. Purah manages to slip the Sheikah Slate with the decoded data to the Guardian, which delivers the slate to Zelda just as she leaves for the Spring of Wisdom. It is at that exact moment that the Calamity arrives.
 
Link, Zelda, and Impa retreat from the castle as the Guardians are possessed one by one by Calamity Ganon. As they reach the exit, King Rhoam saves them from a Guardian attack. He entrusts Link with protecting Zelda at all costs, and stays behind to give them a chance to escape. Zelda is dragged away by Link as three Guardian Stalkers surround the king and his men, and he is seemingly killed by their lasers.
 
As Calamity Ganon emerges from the castle, Impa shows Zelda the Sheikah Slate, revealing that Ganon has attacked the Divine Beasts. She breaks down in despair, lamenting her inability to awaken the sealing magic. However, the Diminutive Guardian opens a new set of time portals and the party realizes that there is still a chance to stop the Great Calamity.
 
(The following two sections can be completed in any order, as decided by the player.)
 
====Water and Fire====
{{Main|Water and Fire}}
Daruk fends off Firebight Ganon's fireballs as Mipha struggles against Waterblight Ganon. As the blow that would have killed Mipha in the original timeline is about to land, an adult Sidon bursts out of one of the time portals summoned by the Diminutive Guardian, declaring that he will not lose his sister a second time. At the same time, Yunobo emerges from a second portal just in time to block the attack that would have slain Daruk.
 
As Vah Rudania is surrounded by lava, Link's party chooses to make their way to Vah Ruta first. Sidon's aid is able to keep Mipha alive long enough for Link and his allies to join them in fighting Waterblight Ganon. Vah Ruta is not at its full strength and so cannot summon enough rain to clear the lava, so Sidon moves ahead to slay the Igneo Talus producing the lava flows. With the Talus dead, Vah Ruta is able to cool down the lava.
 
Yunobo begins to panic as Fireblight Ganon continues to pressure the two Gorons, but Daruk rallies his spirits with a reminder that Yunobo was supposed to save him. Link and his party arrive, and Fireblight Ganon is destroyed. Daruk thanks both Link and Yunobo for their help, as Sidon explains to Mipha that he is indeed her brother from the future. Zelda then explains what had happened at Hyrule Castle.
 
Daruk and Yunobo move out to support the Hylian forces at Akkala Citadel, wiping out an army of monsters and Guardians.
 
====Air and Lightning====
{{Main|Air and Lightning}}
Despite her best efforts, Urbosa is losing her battle against Thunderblight Ganon. Revali is faring little better against Windblight Ganon, notwithstanding his insistence otherwise. But at the fateful moments in which they would have died, Riju and Teba appear out of the time portals to support their respective Champions.
 
With Vah Medoh too high in the air to reach, the heroes set their sights on Vah Naboris. Riju and Urbosa are nearly overwhelmed by Thunderblight Ganon, but Link and his allies arrive in time to help defeat it. Riju helps the party clear the path to Vah Medoh, and they arrive to help Revali. Windblight Ganon is bested, but teleports away before it can be killed.
 
Urbosa thanks Riju for saving her, though the younger Gerudo is sure to ascribe credit to the whole party. Revali on the other hand insists that he would have been just fine on his own; Teba is surprised to learn that the Rito Champion was so arrogant, but Urbosa suggests he not say that out loud. After Zelda tells the Champions about the events at Hyrule Castle, Revali and Teba move out with Vah Medoh to clear the skies around Hyrule Castle. They confront Windblight Ganon again in the aerial battle, ultimately slaying it.
 
====Heroes from the Future====
Zelda recalls how Sidon told her that he had a vision of Mipha being attacked by Waterblight Ganon, only to find himself within Vah Ruta with her. She realizes that the Diminutive Guardian was responsible for summoning him and the other future heroes and thanks it for its help. Their next destination is Akkala Citadel, where Robbie has escaped to.
 
Elsewhere, Astor is harvesting the souls of slain Yiga Clan members to resurrect the Blight Ganons. Kohga and Sooga are outraged by his treachery, and demand that the prophet explain himself. Astor informs them that their enemy has grown strong enough to warrant a change of tactics. Summoning a Hollow of Link to attack them, he declares that they can be useful "for once in their lives" as blood sacrifices for Calamity Ganon. Sooga requests that Kohga escape, but he cannot bring himself to abandon "his favorite lackey". Seeing his master's resolve, Sooga vows to protect Kohga even if it means he must die to do so.


===Chapter 6===
Note: At present, it is unknown whether all of the employees listed above are permanent members of the {{TLoZ|Series}} team. Some (like Eiji Aonuma and Hidemaro Fujibayashi) have worked on the ''Zelda'' series throughout most of their careers, while others move between various Nintendo projects as required.
The defenders of Akkala Citadel are besieged by monsters and Guardians, and it seems as if the stronghold will fall to their assault. Robbie has a feeling that their luck will change, and he is proven right when Vah Ruta arrives. Mipha and Sidon clear the way for Link, Impa, and Zelda to reach the citadel. Mipha leaves the Divine Beast to provide aid to the defenders, and the rest of the party makes their way to Robbie. When they reach him, they fight off a Malice-infused Guardian and destroy the citadel bridge to keep any further monsters from reaching it.
 
Robbie directs the party to Fort Hateno, where Purah is located. However, it too is under siege. Urbosa and Riju fight off the army of Guardians and monsters occupying Hyrule Field as Link and the others depart. As the seemingly endless swarm draws closer, the other three Divine Beasts appear to reinforce them.
 
The party rushes to the fort, only to find Astor commanding the invaders. Taunting Zelda over her imminent death, he summons the four Blight Ganons to attack. Link is nearly defeated by their combined power, but Zelda unleashes her sealing magic to save him and destroys Fireblight Ganon and Waterblight Ganon. Purah attempts to shut down the Guardians using devices based on the Diminutive Guardian, but only succeeds after Thunderblight Ganon and Windblight Ganon are also defeated.
 
After the battle, Zelda gives a speech to motivate the soldiers, urging them not to let despair get the better of them and assuming command of the armies of the Hyrule. Some time later, Zelda and Impa meet with a soldier who turns out to be Master Kohga, who has come to join her forces in order to avenge the Yiga Clan members that Astor has betrayed.
 
===Chapter 7===
The party responds to news of Hylian forces in battle at the Great Plateau by rushing to their aid. While it is too far to reach by foot, Purah is able to reactivate the Sheikah Towers and enhance their teleportation abilities. The Yiga report that rubble is blocking the way to the Temple of Time where most of the soldiers are, and Purah comes up with the idea of using the Shrine of Resurrection as a travel gate. They break through into the temple and discover that King Rhoam is alive. He explains that the relic Zelda gave him turned out to be an ancient shield that saved his life, and father and daughter reconcile.
 
The unified Hylian forces march to Hyrule Field. They find that the castle is blocked off by a wall of Malice, generated by a group of Malice-infused monsters. Zelda is able to dispel the wall after they are slain, only for the Blood Moon to revive all the monsters in the field. However, the combined strength of the heroes is enough to make one final push towards the castle.
 
Astor confronts the heroes as they enter the castle. He is accompanied by the possessed Guardian, which is now clearly visible as the Diminutive Guardian of their own timeline. The latter, now the being known as Harbinger Ganon, shapeshifts into a monstrous humanoid form as the mad prophet rants about how his destiny is to destroy Zelda and her allies.
 
Fighting their way through the castle, the party battles the Blight Ganons once more to reach the gatehouses. They battle Astor and Harbinger Ganon there, forcing them to withdraw. Enraged by his defeat, Astor commands Ganon to destroy the heroes; instead, Astor is consumed and Harbinger Ganon uses his power to manifest itself as Calamity Ganon. To make matters worse, it lets out a surge of power that corrupts the Diminutive Guardian, forcing it to attack Link and Zelda. They have no choice but to battle it.
 
Zelda is grief-stricken by having to fight their friend, who is now critically damaged. As she weeps over it, it begins to play Zelda's Lullaby for her, as if trying to comfort her. A flashback reveals the origins of the Guardian, now revealed to be called Terrako: as a young girl, Zelda had activated it as a playmate. It had helped console her after her mother's death, and had been confiscated by King Rhoam when he assumed it was nothing more than a simple toy. Her resolve strengthened, Zelda swears to stop Calamity Ganon at all costs.
 
Despite their best efforts, the heroes cannot even harm Calamity Ganon. As the abomination prepares a devastating attack that Zelda struggles to hold back, Terrako reactivates. The Guardian uses the last of its energy to launch itself at Ganon and self-destructs, breaking through Ganon's shield but leaving behind only a single screw. Terrako's sacrifice renews the fighting spirit of the party, and after a long and grueling battle Link and Zelda seal away Calamity Ganon.
 
As the sun rises, the people of Hyrule rejoice to see that the Great Calamity is ended. Terrako's screw begins to shine, and Riju realizes that she, Teba, Yunobo, and Sidon must return to their own future. The Champions say their farewells to their descendants, and Zelda vows to treasure their friendship for all time.
 
===Epilogue===
An unknown amount of time after Calamity Ganon's sealing, Robbie, Purah, and Zelda have finished repairing Terrako using parts gathered from all over Hyrule.<ref name="Gallery">{{Cite|{{Big|Terrako}}<br>Guardian of Time<br>A tiny guardian who has traveled from the future to save Zelda. It was broken in the fight against the Calamity but has now been repaired and reactivated thanks to the effort of Link and the others.|Gallery|HWAoC}}</ref> While they initially fear that they were unsuccessful, the sight of Zelda's face causes Terrako to fully reactivate. Link, Impa, and the Champions happily look on as Zelda tearfully welcomes back the Guardian whose aid and sacrifice ultimately changed the course of history.
 
==Development==
By mid-2012, following the reception to {{SS|-}}, {{TLoZ|Series}} producer Eiji Aonuma had determined that the franchise was in urgent need of reinvention, in order for it to remain relevant. Aonuma decided that the development team would focus on rethinking the conventions of ''Zelda'', and that this would largely center around two misconceptions:<ref>{{Cite person|quote= Aonuma: Our mission in developing this new Zelda game for Wii U is quite plainly to rethink the conventions of Zelda. I'm referring to things such as the player is supposed to complete dungeons in a certain order. That you are supposed to play by yourself, the things that we've come to take for granted recently. We want to set aside these "conventions," get back to basics to create a newborn Zelda so players today can enjoy the real essence of the franchise. We had actually worked on this kind of challenge with Skyward Sword, but we weren't able to put efforts in changing the linear structure of the game. I hope to be able to talk with you in more detail about how it will change after I see it come together a bit more. |name= Eiji Aonuma |url= https://www.youtube.com/watch?v=4MzG6lDA1A0 |title= Wii U Direct - Nintendo Games 1.23.2013}}</ref>
 
#That ''Zelda'' games needed to be linear
#That ''Zelda'' games were strictly meant to be single player experiences
 
The development team tackled the notion of non-linear ''Zelda'' games with {{ALBW|-}} and {{BotW}}. While both games were in development, Nintendo was approached by publisher Koei Tecmo, whose studios had previously worked with the company on titles like ''Metroid: Other M'' and ''Fatal Frame'', with a proposal to develop a new kind of ''Zelda'' game using its Omega Force studio—the team behind the ''Dynasty Warriors'' series of games.<ref>{{Cite person|quote= "When Mr. Hayashi approached me for this collaboration, he said, 'let’s rethink our preconceived ideas of what we can do with a Zelda game'."|name= Eiji Aonuma|url= https://www.nintendolife.com/news/2014/09/interview_eiji_aonuma_and_yosuke_hayashi_on_hyrule_warriors_and_shigeru_miyamotos_definitive_role|title= Interview: Eiji Aonuma and Yosuke Hayashi on Hyrule Warriors and Shigeru Miyamoto's Definitive Role}}</ref> The original pitch by Koei Tecmo producer Yosuke Hayashi involved a number of elements that were staples of ''Zelda'', such as dungeon exploration, with elements of the ''Warriors'' series mixed in to create something new. However, Nintendo "Fellow" Shigeru Miyamoto asked that Hayashi graft the world of ''Zelda'' onto ''Dynasty Warriors'' gameplay instead.<ref>{{Cite person|quote= At first, when Hayashi-san approached me, he wanted to make this title closer to a Zelda game than a Dynasty Warriors game — that extended to having boss battles in the dungeons and [having] certain characters in the game. However, Mr. Miyamoto came along and up-ended the tea table, saying, 'No, that should not be the case. What we’re doing here is grafting Zelda onto the Dynasty Warriors experience.' It was a reversal of the original proposal from Hayashi-san, which was adding elements of Dynasty Warriors onto the Zelda franchise. It ended up being the other way around based on Miyamoto’s direction.|name= Eiji Aonuma|url= https://www.nintendolife.com/news/2014/09/interview_eiji_aonuma_and_yosuke_hayashi_on_hyrule_warriors_and_shigeru_miyamotos_definitive_role|title= Interview: Eiji Aonuma and Yosuke Hayashi on Hyrule Warriors and Shigeru Miyamoto's Definitive Role}}</ref>
 
At the time, Aonuma had been playing ''One Piece: Pirate Warriors'', another ''Warriors''-style game developed by Omega Force, and saw the potential in a similar crossover with ''Zelda''.<ref>{{Cite person|quote= At the time I was playing a Musou collaboration game called One Piece: Pirate Warriors. In this game, you are fighting a battle where there are many bases on the battlefield, and you have to figure out what order you take the bases in — and also the timing in which certain things occur. This is not something that had been in previous Zelda games, and so it was a very exciting idea for me to connect with.|name= Eiji Aonuma|url= https://www.nintendolife.com/news/2014/09/interview_eiji_aonuma_and_yosuke_hayashi_on_hyrule_warriors_and_shigeru_miyamotos_definitive_role|title= Interview: Eiji Aonuma and Yosuke Hayashi on Hyrule Warriors and Shigeru Miyamoto's Definitive Role}}</ref> Development of this game, dubbed {{HW}} (''Zelda Musou'' in Japan), was completed in 2014, making it the first multiplayer ''Zelda'' game since ''Four Swords Adventures''. In parallel, a small portion of the ''Zelda'' team also worked with Grezzo, the studio responsible for {{OoT3D|-}} and {{MM3D|-}}, to develop {{TFH|-}}, a three-player ''Zelda'' game for the Nintendo 3DS.
 
While work progressed on {{BotW}}, Aonuma had already begun thinking of ways to explore another multiplayer ''Zelda'' title, this time using lessons the team had learnt from the development of that game.<ref>{{Cite person|quote= I would like to take what I learned from Breath of the Wild and see if we can somehow fuse those learning points into another multiplayer Zelda. For example, with Tri Force Heroes, which followed a similar format of Four Swords, there was a multiplayer involved in that game. That's definitely a possibility and we will continue to [experiment] throughout the Zelda franchise.|name= Eiji Aonuma|url= https://in.ign.com/the-legend-of-zelda-hd-158649/95944/news/zelda-producer-after-breath-of-the-wild-next-game-could-be-multiplayer|title= Zelda Producer: After Breath of the Wild, Next Game Could Be Multiplayer}}</ref> After development wrapped, director Hidemaro Fujibayashi and art director Satoru Takizawa pitched Aonuma the idea of a second ''Warriors'' title, this time set in ''Breath of the Wild's'' past, against the backdrop of that game's "Great Calamity" event. Fujibayashi and Takizawa already had some sense of the kind of game they wanted to see, and the extent to which they had thought through their plans spurred Aonuma to discuss a second collaboration with Koei Tecmo.<ref>{{Cite person|quote= The idea came from Breath of the Wild’s director Hidemaro Fujibayashi and art director Satoru Takizawa. When they first pitched the “Great Calamity” as a setting for a Musou game, I was very interested but wondered if there would be difficulties when crafting the story. From there, we deliberated on how things would go, and the two of them already had plans in mind. Driven by how serious Mr. Fujibayashi and Mr. Takizawa were, I decided to consult with Hyrule Warriors producer Yosuke Hayashi.|name= Eiji Aonuma|url= https://nintendoeverything.com/hyrule-warriors-age-of-calamity-devs-on-how-the-game-came-to-be-nintendo-wanting-it-to-be-a-new-experience-more/|title= Hyrule Warriors: Age of Calamity devs on how the game came to be, Nintendo wanting it to be a new experience, more}}</ref>
 
Yosuke Hayashi would serve as producer on the new project, alongside Omega Force's Masaki Furusawa, the director of the first {{HW}}. Ryota Matsushita, who had served as a game designer on ''Samurai Warriors 4'', ''Warriors Orochi 4'', and ''Dynasty Warriors 9'', was tapped to direct. Once the game's core elements had been decided upon, Omega Force proposed an outline for {{HWAoC|-}}, with the ''Zelda'' team supervising each draft of the plan.<ref>{{Cite person|quote= After mixing in the core game elements, we were able to propose an outline from our side. We received close supervision from the first rough drafts of the storyline, and we kept in mind the point to balance ‘new experiences in the world of the past.’ Whenever we fleshed it out, were were supervised with each addition therein.|name= Ryota Matsushita|url= https://www.zeldadungeon.net/koei-tecmo-developers-discuss-the-freedoms-and-challenges-in-working-with-the-zelda-team-to-create-hyrule-warriors-age-of-calamity/|title= Koei Tecmo Developers Discuss the Freedoms and Challenges in Working With the Zelda Team to Create Hyrule Warriors: Age of Calamity}}</ref>
 
Omega Force collaborated much more closely with the team this time around, than they had on {{HW}}. Elements such as gameplay, graphics, the depiction of Hyrule, and all character dialogue were discussed with the ''Zelda'' team to ensure consistency with {{BotW}}.<ref>{{Cite person|quote= The previous Hyrule Warriors games were filled with Zelda conventions. The Legend of Zelda: Breath of the Wild broke these conventions entirely, and perhaps it's the same for everyone here, but for someone like me, who's been playing Zelda games for a long time, this was an extraordinary experience. It's a new, special title for me. Unlike the previous Hyrule Warriors games, Hyrule Warriors: Age of Calamity was developed by working closely with the Zelda team in every step of the process, including gameplay direction, graphics, world, and all dialogue. And while we maintain the distinct gameplay style of the Warriors series with exciting '1 vs. 1000' battles, and a wide variety of playable characters, this became the only game that will let you experience the world 100 years prior to the events of The Legend of Zelda: Breath of the Wild firsthand.|name= Eiji Aonuma|url= https://youtu.be/ifm8tpcO4vw|title= Hyrule Warriors: Age of Calamity - A story 100 years before The Legend of Zelda: Breath of the Wild
}}</ref> ''Breath of the Wild's'' characters had fragments of lore scattered throughout that game, and Omega Force used these as a starting point. They held discussions with the ''Zelda'' team to understand the team's impression of each character, which helped flesh out their personalities in {{HWAoC|-}}.<ref>{{Cite person|quote= We created various characters’ personalities and their relationships to Link during Breath of the Wild’s development. However, we consulted with the Musou team to flesh that out in this game. Like with Purah, who ages quite strangely. I feel like we allowed her charms – and just her as a character to shine in this title.
|name= Eiji Aonuma|url= https://nintendoeverything.com/hyrule-warriors-age-of-calamity-devs-on-how-the-game-came-to-be-nintendo-wanting-it-to-be-a-new-experience-more/|title= Hyrule Warriors: Age of Calamity devs on how the game came to be, Nintendo wanting it to be a new experience, more}}</ref> In the case of characters that were now going to require younger variants, such as Impah, Purah, and Robbie, Omega Force proposed new designs for each.<ref>{{Cite person|quote= I’m so glad we at Koei Tecmo were able to propose designs for Impa, Purah, and Robbie. Every character had fragments of rich lore scattered throughout Breath of the Wild, so we used those as clues to match the Zelda team’s impression and establishment of the characters. That’s how we formed their depictions of 100 years past. I felt it resembled how Link regained his memories in Breath of the Wild through little spurs.|name= Ryota Matsushita|url= https://nintendoeverything.com/hyrule-warriors-age-of-calamity-devs-on-how-the-game-came-to-be-nintendo-wanting-it-to-be-a-new-experience-more/|title= Hyrule Warriors: Age of Calamity devs on how the game came to be, Nintendo wanting it to be a new experience, more}}</ref>
 
Prior to development, Aonuma had requested that the ''Zelda'' team allow Omega Force a degree of freedom whilst creating the movesets for each playable character, which would allow them to explore more outlandish special moves for each.<ref>{{Cite person|quote= While the theming is that of Breath of the Wild, a combat-centric game like Hyrule Warriors may have things like ‘special techniques for tearing up hordes,’ and I wanted them to be able to go a little crazy with those things without having to be too conscientious of the frame work... That is the perspective I asked the Zelda team to take in their management of the project.|name= Eiji Aonuma|url= https://www.zeldadungeon.net/koei-tecmo-developers-discuss-the-freedoms-and-challenges-in-working-with-the-zelda-team-to-create-hyrule-warriors-age-of-calamity/|title= Koei Tecmo Developers Discuss the Freedoms and Challenges in Working With the Zelda Team to Create Hyrule Warriors: Age of Calamity}}</ref> While designing moves for the game's cast, Omega Force based Link, Zelda, and Impa on existing archetypes—namely, a knight, a mage, and a trickster.<ref>{{Cite person|quote= As for Impa’s style, that came together smoothly. Both as a factor of fighting with Sheikah Tribe techniques, and for balance between the three starting party members: the orthodox knight in Link, the mage-like Zelda, and the third member being a ninja-styled character with tricky abilities fit perfectly. So I think it came together naturally.|name= Ryota Matsushita|url= https://www.zeldadungeon.net/hyrule-warriors-age-of-calamity-developers-discuss-their-approach-to-combat-in-recent-interview/|title= Hyrule Warriors: Age of Calamity Developers Discuss Their Approach to Combat in Recent Interview}}</ref> Of the three, Zelda proved hardest to design, owing to the fact that she was never intended to be a fighter in {{BotW}}, and that making her a combatant would potentially be at odds with her personality. The development team eventually settled on the idea of Zelda being driven by a sense of duty and taking up arms using the Sheikah Slate, using her backstory in {{BotW}} as a point of reference.<ref>{{Cite person|quote= In Zelda’s case, she remained a challenge throughout production. No matter how you cut it, she wasn’t really envisioned as a warrior-princess, so it wouldn’t do to suddenly have her performing these Warriors-style actions. However, she is a person driven by her sense of duty, so what emerged as the action she should take in her situation was the Sheikah Slate-based combat.|name= Ryota Matsushita|url= https://www.zeldadungeon.net/hyrule-warriors-age-of-calamity-developers-discuss-their-approach-to-combat-in-recent-interview/|title= Hyrule Warriors: Age of Calamity Developers Discuss Their Approach to Combat in Recent Interview}}</ref> In contrast, Impa's moveset came together more smoothly, as a byproduct of her being from the ninja-like Sheikah tribe.<ref>{{Cite person|quote= As for Impa’s style, that came together smoothly. Both as a factor of fighting with Sheikah Tribe techniques, and for balance between the three starting party members: the orthodox knight in Link, the mage-like Zelda, and the third member being a ninja-styled character with tricky abilities fit perfectly. So I think it came together naturally.|name= Ryota Matsushita|url= https://www.zeldadungeon.net/hyrule-warriors-age-of-calamity-developers-discuss-their-approach-to-combat-in-recent-interview/|title= Hyrule Warriors: Age of Calamity Developers Discuss Their Approach to Combat in Recent Interview}}</ref> According to the developers, the individual Sheikah Slate abilities for the rest of the cast were easy to derive from their personalities as well.<ref>{{Cite person|quote= That came together unexpectedly smoothly. The individual personalities and fighting styles of Breath of the Wild’s characters are consistently unique, so it was easy to give them that distinction. For instance, if we ask ourselves, “What would Revali do if asked to fight using the Stasis Rune?” we could get very strong, detailed, opinionated answers that, “Revali would obviously use it like this!” which we were able to piece together to create his actions. Everyone was able to give an answer quite readily. [laughs]|name= Ryota Matsushita|url= https://www.zeldadungeon.net/hyrule-warriors-age-of-calamity-developers-discuss-their-approach-to-combat-in-recent-interview/|title= Hyrule Warriors: Age of Calamity Developers Discuss Their Approach to Combat in Recent Interview}}</ref>
 
During development, the team used its learnings from having worked on the first {{HW}}, but encountered challenges while deciding how to integrate the open-world design of {{BotW}} into the stage-based style of a ''Warriors'' game. The development team ultimately chose to design each stage to be more three-dimensional, with height or interconnected terrain, to create the feel of a more expansive world.<ref>{{Cite person|quote= A lot of the direction for how we integrate the Zelda setting and its rewarding gameplay into the Warriors systems came from our prior experience with Hyrule Warriors, but we encountered new challenges this time when deciding how to integrate the open-world systems of BotW into the stage-based design of Warriors. Basically, instead of changing the stage-by-stage structure of the game, we designed each stage to be more three-dimensional (with height or interconnected terrain) to create the feel of a more expansive world than before.|name= Eiji Aonuma|url= https://www.gameinformer.com/interview/2020/11/20/why-the-hyrule-warriors-age-of-calamity-team-made-a-breath-of-the-wild-prequel|title= Why The Hyrule Warriors: Age Of Calamity Team Made A Breath Of The Wild Prequel}}</ref> Omega Force found that working on {{HWAoC|-}} required less trial-an-error than its predecessor, as it had already understood how to incorporate ''Zelda''-like concepts into a ''Warriors'' game, and was instead able to allocate resources towards creating a game that was of higher quality.<ref>{{Cite person|quote= The previous game was a challenge in terms of incorporating the concepts of one game into a different game, and we went through a lot of trial and error on the ground. As a development team, we had a number of things that we weren't able to achieve or would've done differently in hindsight. We didn't need to repeat that trial and error for Age of Calamity, and I think that allowed us to allocate those resources towards increasing the quality of the game.
|name= Yosuke Hayashi|url= https://www.gameinformer.com/interview/2020/11/20/why-the-hyrule-warriors-age-of-calamity-team-made-a-breath-of-the-wild-prequel|title= Why The Hyrule Warriors: Age Of Calamity Team Made A Breath Of The Wild Prequel}}</ref> All throughout development, the ''Zelda'' team reviewed each aspect of {{HWAoC|-}} to ensure that the game inherited the look and tone of {{BotW}}.<ref>{{Cite person|quote= To ensure that the game inherited the look and tone of BotW, we asked the Zelda team to review every detail of what we made. They consistently suggested ways to make the game exponentially more fun, while simultaneously showing great respect for the ideas the Warriors team had for this game as an action game.|name= Ryota Matsushita|url= https://www.gameinformer.com/interview/2020/11/20/why-the-hyrule-warriors-age-of-calamity-team-made-a-breath-of-the-wild-prequel|title= Why The Hyrule Warriors: Age Of Calamity Team Made A Breath Of The Wild Prequel}}</ref>


==Gameplay==
==Gameplay==
The gameplay is similar to {{HW}}'s which is itself a based on Koei Tecmo's ''{{Wp|Dynasty Warriors}}'' series of video games, in which characters fight large armies of enemies and generals on a battlefield, with the the setting and characters originating from {{TLoZ|Series}}, specifically from {{BotW|-}}. As such, it is set to be much more combat-intensive that most ''Zelda'' games, with hordes of enemies on the screen at once.
The gameplay is similar to {{HW}}'s which is itself a based on Koei Tecmo's ''{{Wp|Dynasty Warriors}}'' series of video games, in which characters fight large armies of enemies and generals on a battlefield, with the the setting and characters originating from {{TLoZ|Series}}, specifically from {{BotW|-}}. As such, it is much more combat-intensive that most ''Zelda'' games, with hordes of enemies on the screen at once.


===Controls===
===Controls===
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===Limited Edition===
===Limited Edition===
A limited treasure box edition of the game was released in Japan. It included a copy of the game, an acrylic art plate, a parasail blanket, and a metal charm.<ref>{{Cite web|quote= |author= |published= |retrieved= September 8, 2020|url= http://www.gamecity.ne.jp/zelda-yakusai/products/|title= TREASURE BOX|site= GAMECITY|type= }}</ref>
A limited treasure box edition of the game was released in Japan. It included a copy of the game, an acrylic art plate, a parasail blanket, and a metal charm.<ref>{{Cite Web|quote= |author= |published= |retrieved= September 8, 2020|url= http://www.gamecity.ne.jp/zelda-yakusai/products/|title= TREASURE BOX|site= GAMECITY|type= }}</ref>


===Reception===
===Speedrun Records===
{{Stub|HWAoC}}
{{Main|Speedrun Records}}
<!-- NOTICE: To update completion records, please edit the Speedrun Records article (https://zelda.fandom.com/wiki/Speedrun_Records). This table will automatically be updated with the records on that page. -->
{{#section:Speedrun Records|HWAoC}}
 
==Post-Launch Content==
===Updates===
{{Main|/Version History}}
 
{{Data Table Copy
|fromPage= Hyrule Warriors: Age of Calamity/Version History
|storedAs= HWAoC_Version_History
}}


===Completion Records===
===Expansion Packs===
{{Main|Speedrun Records}}
{{Main|{{HWAoC|EP}}}}
<!-- NOTICE: To update completion records, please edit the Speedrun Records article (https://zelda.gamepedia.com/Speedrun_Records). This table will automatically be updated with the records on that page. -->
{| class="wikitable" style="max-width:60em"
{| class="wikitable" style="text-align:center; width:500px;"
!Pack!!Release Date!!Content
|-
|Digital Version pre-order bonus||November 20, 2020||{{Term|HWAoC|Lucky Ladle|link}}
|-
|{{HWAoC|EP}} Purchase Bonus||May 28, 2021||{{List<!--
-->|{{Term|HWAoC|Prototype Ancient Sword|link}}<!--
-->|{{Term|HWAoC|Prototype Ancient Gear|link}}
  }}
|-
|-
! Time
|{{List|[[File:HWAoC Expansion Pass Artwork.png|300px|link=Pulse of the Ancients]],{{HWAoC|EP}} Wave 1:, {{PotA}}}}||June 18, 2021||{{List<!--
! Player
-->|New unlockable {{Term|HWAoC|Warrior|link}}: {{Term|HWAoC|Battle-Tested Guardian|link}}<!--
! Date
-->|New weapon types: {{Term|HWAoC|Flail|link}} and {{Term|HWAoC|Master Cycle|link}}<!--
! Category
-->|New Location: {{Term|HWAoC|Royal Ancient Lab|link}}
  }}
|-
|-
{{#section:Speedrun Records|HWAoC}}
|{{List|[[File:HWAoC Expansion Pass Artwork 2.png|300px|link=Guardian of Remembrance]], {{HWAoC|EP}} Wave 2:, {{GoR}}}}||October 29, 2021 ||
{{List<!--
-->|New unlockable {{Plural|HWAoC|Warrior|link}}: {{Term|HWAoC|Purah & Robbie|link}} and {{Term|HWAoC|Sooga|link}}<!--
-->|New story sequences<!--
-->|New stages such as the {{Term|HWAoC|Coliseum|link}} and {{Term|HWAoC|Lanayru Road|link}}
  }}
|}
|}


==Listings==
==Listings ==
<!--do not add text to the following sections-->
<!--do not add text to the following sections-->
===[[Characters in Hyrule Warriors: Age of Calamity|Characters]]===
===[[Characters in Hyrule Warriors: Age of Calamity|Characters]]===
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===[[Hyrule Warriors: Age of Calamity/Credits|Credits]]===
===[[Hyrule Warriors: Age of Calamity/Credits|Credits]]===


==External Links==
==Reception==
*[https://www.zelda.com/hyrule-warriors/ Official North American site]
===Sales===
*[https://www.nintendo.co.uk/Games/Nintendo-Switch/Hyrule-Warriors-Age-of-Calamity-1838129.html Official UK site]
On November 24, 2020, four days after the release of ''Age of Calamity,'' Koei Tecmo stated via ''Famitsu'' that the game had shipped over 3 million combined physical and digital copies worldwide, becoming the first game in the ''Warriors'' franchise to reach 3 million shipments as well as becoming the best-selling ''Warriors'' game of all time.<ref>{{Cite Web|published=November 24, 2020 |retrieved=September 18, 2022 |url=https://www.famitsu.com/news/202011/24210021.html |title=Switch『ゼルダ無双 厄災の黙示録』全世界の累計出荷300万本突破。『無双』シリーズ初の記録 |site=Famitsu}}</ref> As of January 2022, the game has sold over 4 million copies worldwide.<ref>{{Cite Twitter|quote= 『#ゼルダ無双 厄災の黙示録』の全世界累計出荷本数が400万本を突破しました。プレイしていただいた皆さま、誠にありがとうございます。<br/><br/>1月10日(月)までセールも開催中ですので、この機会にぜひお楽しみください。<br/>■購入はこちら<br/>https://store-jp.nintendo.com/list/software/70010000028021.html<br/>#ゼルダの伝説 #Zelda|url= https://twitter.com/zelda_musou/status/1478539711203676161|archive= https://web.archive.org/web/20221113025433/https://twitter.com/zelda_musou/status/1478539711203676161}}</ref>
*[http://www.gamecity.ne.jp/zelda-yakusai/ Official Japanese site]


==Nomenclature==
==Nomenclature==
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==Gallery==
==Gallery==
{{Gallery}}
{{Gallery}}
==External Links==
*[https://www.zelda.com/hyrule-warriors/ Official North American site]
*[https://www.nintendo.co.uk/Games/Nintendo-Switch/Hyrule-Warriors-Age-of-Calamity-1838129.html Official UK site]
*[http://www.gamecity.ne.jp/zelda-yakusai/ Official Japanese site]


{{Ref}}
{{Ref}}
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{{Games|spin-off}}
{{Games|spin-off}}
{{Categories
{{Categories
  |3D Games
  |3D Games, Spin-Offs
}}
}}
[[de:Hyrule Warriors: Zeit der Verheerung]]
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