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Throughout the development of Hyrule: Total War and its expansions, content has been revised or outright removed from the game by UndyingNephalim for a variety of reasons. A number of these units, maps, and other content survive through in-game files, but cannot be accessed in regular gameplay. Any cut features associated with an existing game feature can be found on its associated page.

Cut Factions[]

Ancient Hylians[]

Ancient Hylians
Ahylian1

Main Colour

Gold

Religion

Goddess Worship

Culture

Civilized

Marching Themes




The Ancient Hylians were a playable faction in Hyrule: Total War that was eventual replaced with the Storm Zora NPC faction, with its units merged into the Kingdom of Hyrule. It was playable in Hyrule Historia's Ancient Age Missions and Custom Battles, but not the Freeform Campaign. They are the ancestors of the modern Sheikah, Hylians, Gerudo, Ordonians, Horonians, Labrynnians, and Twili as well as the extinct Tarminians, and relatives of the Lokomo, Cobble, and Wind Tribe.

Description[]

The Ancient Hylians represent the group of people that existed from roughly five thousand years before Princess Zelda to the ending reign ofHylia. During this time they generally did not refer to themselves collectively as Hylians, and this term was later applied to them by modern scholars. Ancient Hylians share many traits of modern Hylians. Where they differ is their affinity for magical arts, their notable red eyes, and their notably more humble attitude regarding their place in the world. It was common for the Ancient Hylians to operate under confederations with their more powerful neighbors such as the Huskus and the Wind Tribe, and at various points of history two or more of these peoples acted as one nation. Until the arrival of Hylia, the Ancient Hylians were strictly patriarchal. Only men were allowed positions of power and women were relegated to either mundane tasks or forced into magical study since they were naturally more attuned with those forces. At best they could hope to be footsoldiers in an army. With the arrival of Hylia however, the Hylian culture took a complete turn and became matriarchal. There is no exact date that the Ancient Hylians were no longer recognized as such, rather they became modern Hylians in the long transition from Hylia's disappearance to the rise of Princess Zelda.

Strengths, Weaknesses, and Abilities[]

  • Plains Fighter: The Ancient Hylians excel at combat on open plains.

Units[]

Standard[]

Siege Weaponry[]

Command[]

  • Ancient Captain

Heroes[]

Hyrule Historia[]

Twili Remnants
[[Twi Mizorant1|300px]]

Main Colour

Vermillion

Religion

Majora Worship

Culture

Alien





Zant's Forces[]

Zant's Forces, known ingame as the Forces of Twilight, were originally a rebel faction, later updated in update 3.5 as the player faction in the Hyrule Historia chapter The Realm of Twilight and as one of two rival Twili splinter factions in the Freeform Campaign. It was later conveted into the Haunts NPC faction.

Freeform Campaign[]

Twilight Remnants advantages and disadvantages:

  • Begins the campaign with a large army.
  • Prince Zant and Lady Middee are the only generals that the rebellion begins with, with General Onox joining upon capture of Uzu.
  • Cannot recruit new generals until the Palace of Twilight has been taken.
  • Suffers no unrest penalty when taking over cities from Queen Midna.
  • Can "hire" Twili units as if they were mercenaries if no city is under your control, though they are much more expensive then they would be to train them.

To win the civil war as Prince Zant, the player had to successfully kill Queen Midna and take over any cities that her forces controlled. At that point the player would be given a prompt to either kill Midna or spare her. Killing Midna would cause whatever forces she has left to fight to the death and the player would not have access to Midna's unique units. Sparing Midna would cause all of her remaining forces to surrender to the player, allowing them will gain access to her unique units, and Midna would be banished from the royal palace.

Upon constructing a Mirror of Twilight as King Zant, Midna would escape into Hyrule and begin to rebuild her forces in secret. Unless the player was able to find and kill her in time, she would lead an invasion against King Zant later in the campaign.

If the player was playing as Prince Zant and lost, Queen Midna will offer them a chance to surrender to her rule. At this point the player could either join her as part of the Forces of Twilight faction, or could reject and continue their mission to dethrone her. If the player succeeded in retaking the throne they would not have access to Midna's unique units once she was defeated.

Units[]

Standard[]

Siege Weaponry[]

Heroes[]

Hero of Time[]

Hero of Time was a planned "psuedofaction" that would have allowed the Freeform Campaign to track the allegiances and hostilities of several powerful hero characters, most notably Link. The relationship between the heroes of this faction and the player would have shifted depending on their relationship with rival characters and factions.

Heroes[]

Cut Units[]

Kingdom of Hyrule[]

Noblearchers

The Noble Archer was a unique ranged bodyguard unit for Princess Yanera Zelda II. It was removed along with other special bodyguard units to open up unit slots under the Medieval 2: Total War engine's hardcoded limits.

Taking over Hyrule after the elder death of the first Princess, Zelda II was left with a Kingdom undergoing an age of civil war. Together with her husband she led a campaign to unite the Hylians once again and led Hyrule to a long age of peace. In battle she uses a Longbow along with her mother's rapier. Other noble archers of Hyrule join along to guard her.

Holymacemen

The Holy Maceman was a unique melee bodyguard unit for Rauru. It was removed along with other special bodyguard units to open up unit slots under the Medieval 2: Total War engine's hardcoded limits.

Gerudo[]

The Sentinel was a polearm unit that never moved beyond conceptual stages.

When the Gerudo build or capture a fortress, they no longer have the need to fight only as a mobile and swift fighting force. The addition of great walls allow them to arm their troops in a more traditional military fashion in order to defend their Keep. Sentinels are the product of that shift in their military thinking, the Guards of a Fortress or City that both keep the peace and defend the walls.

Gold knuckle

The Gold Knuckle was a planned Gerudo General unit.

When the soul of a remarkably powerful Gerudo Warlord is found in the depths of the Spirit Temple, an exceptionally powerful living Gerudo woman is merged with his and becomes a Golden Knuckle. Now one being, these symbiotic Gerudo house all the tactical genius and knowledge of their ancestors as they lead their armies to battle.

Gerscout1-0

The Gerudo Scout was a ranged recon unit cut with the Gerudo's faction redesign.

Raised in foreign lands away from the Gerudo Desert, Scouts often serve as navigators for Gerudo armies marching into unfamiliar territory. They are fast on their feet and are proficient at both ranged and melee combat.

Mounted Dune Archer were a Gerudo ranged cavalry unit, cut in the faction remodel.

After years of honing their skills at the Gerudo's secret training grounds, these mounted soldiers can fire and hit any foe from the back of a swift horse. There are no other foes who can match their speed and precision.

Bronzeknuckle-0

The Bronze Knuckle was a special armored heavy infantry unit that could only be recruited from the Spirit Temple. It was cut with the Gerudo faction redesign due to redundancy with Iron Knuckles, and replaced by the Tomb Guard.

Infused with spirits of long-dead male Gerudo, Bronze Knuckles serve as powerful tank units that cut swathes through enemy ranks. They are slow, but powerful.

Gorons[]

Mounted fire warrior

The Mounted Fire Warrior, originally known as the Dodongo Rider, was a heavy cavalry unit, cut during the faction remodel due to its redundancy with dismounted Fire Warriors.

Taming the Dodongos of Death Mountain is not an easy accomplishment, but if there's anyone who can do it, it's the Fire Warriors. These mounted counterparts to their infantry brothers charge into battle and plow over enemy soldiers with ease.

Bomb platform-0

The Bomb Platform was a ranged fortification unit, eventually cut along with the other fortifications due to their buggy implementation.

When the Gorons need to hold their ground for a long period of time, Bomb Platforms serve as one of the best emplacements they can field. An elevated dock manned by a group of Bomb Throwers, a single Bomb Platform can hold off approaching armies until the melee arrives.

Zora Dominion[]

Mage spire

The Mage Spire was a magical ranged fortification unit, eventually cut along with the other fortifications due to their buggy implementation.

When the Zora Dominion comes under the attack of invaders, a group of Mages can establish a Mage Spire to hold ground from the aggressors. With the combined power of three Mages, a Spire can build up a powerful electrical shock over a period of time from which it can be unleashed in a titanic blast against an approaching army.

Bigocto battle platform

The Bigocto Battle Platform was a magical ranged cavalry unit that was eventually replaced by the Bigocto Sparkpike to avoid redundancy with the Sapphire Warden.

Taking massive Bigoctos that have reached an exceptional age and outfitting their shells with a stable platform, these huge cavalry units can wade through masses of enemy soldiers and trample them to death. In addition, Untainted Zora Mages fling Blue Fire off the platform at enemies afar.

Kokiri[]

Kbarricade

The Kokiri Barricade was a ranged fortification unit, eventually cut along with the other fortifications due to their buggy implementation.

When the Kokiri Forest is threatened with invasion most Kokiri settlements set up chokepoints from which to defend their keeps. These simple barricades made of logs are able to provide adequate cover for a battery of Slingshotters and any other Kokiri stationed behind them, as well as forcing enemy attackers to move around their positions to fight.

Gohma[]

Gohma Juevenile-0

The Gohma Juvenile was a melee upgrade variant of Gohma Larvae.

After several weeks of growth a Gohma Larva begins to sprout its appendages. The appendages depend on the caste that the creature will grow into to, but most often the first things to come are claws. Sporting a stronger exoskeleton and razor sharp claws, these juvenile are hungry for flesh and ready to rend it apart.

Gohma Adolescent-0

The Gohma Adolescent was a ranged upgrade variant of Gohma Larvae.

These larva have grown past their youth and have now shown signs of their new appendages. Though their claws are deadly, they are still small and relatively fragile. Rather then charging head on to rend their victims, these Gohma use their claws to hurl large stones and other deadly objects from a distance before closing in for the kill.

Trap Door Gohma-0

The Trap Door Gohma was a melee fortification unit, eventually cut along with the other fortification due to their buggy implementation.

Though the Gohma seek to ever expand, occasionally, their enemies are bold enough to invade into their territory. Enter these devious monstrosities. Trap Door Gohma lay in wait under boulders until a hapless enemy marches too near. With lightning speed, the Gohma snatches its target and tears it apart. Placing a field of Trap Door Gohma at a critical chokepoint or in front of your armies will greatly support your forces.

Ordona Province[]

Elder goats

The Elder Goat was a special cavalry unit that only appeared at the unique building Ordon Springs. It was cut during Ordona's faction remodel.

While many Goats of Ordon die at a fairly natural age from sickness and the elements, few do manage to live long past such a time. It is said in many old legends that the Elder Goats would arrive to defend those that only prayed to the Spirit of Ordona for help. Found deep in the southern mountains of the Province, these rare and giant ungulates are often considered blessed with long life by the spirit of Ordona himself.

Shepherds

The Shepherd Flock was an animal handler unit cut with Ordona's faction remodel.

The goats of Ordona Province are the iconic symbol of their society, and they are so integral to their lives that they are considered sacred. While the goats provide food, manual labor, and excellent lawn control, they are most notable for their habit of being easily angered. In a battle shepherds can antagonize these ungulates and guide a charge right into an enemy force.

Mrangerbg

The Mounted Ranger was a unique ranged cavalry bodyguard unit for Annara. They were removed along with other special bodyguard units to open up unit slots under the Medieval 2: Total War engine's hardcoded limits.

Annara

Annara was a hero unit for Ordona Province, cut and replaced with the mercenary hero Ashei with Ordona's faction remodel.

The current head of the Ordona Rangers, Annara's served most of her young life defending the borders of the Province from Moblins and other hostile creatures. She claims to be the illegitimate daughter of Malon, though there is no proof of such a claim. Regardless, her skill at hunting and archery are second to none. In battle Annara prefers to ride on horseback and pick off enemies from afar with her longbow, though she can close into melee and fight with an Ordon Sword.

Annaraicon

Snipe: Annara releases a pinpoint accurate shot at long range that will instantly kill a target.

The Deku Tribes[]

Chantingscrubsbg

Chanting Battle Scrubs were a unique support bodyguard unit for Odolwa. They were removed along with other special bodyguard units to open up unit slots under the Medieval 2: Total War engine's hardcoded limits.

Forest scrub-0

The Forest Scrub was the mainline infantry unit for the Deku Tribes and were replaced by Battle Scrubs when the Deku Tribes' aesthetic was changed.

Undoubtedly the most numerous and common type of Deku Scrub, the Forest Scrubs populate almost every verdant spot of Hyrule. Short in stature and mind, Forest Scrubs tend to be easily excited and angered like most of their race. While they may be tiny and weak, in the right conditions a group of Scrubs can ambush and beat down an unsuspecting enemy before they knew what hit them.

Pine scrubs-0

The Pine Scrub was a hardy cold weather-adapted Deku Scrub variant that were cut when the Deku Tribes' aesthetic was changed.

Native to the southern mountains near Ordon, the Pine Scrubs have grown in the higher and colder climates. This has made them very hardy and durable, especially in weather conditions that would normally kill most other Deku races such as snow. In battle they can hold out without tiring much longer then most of their brethren, and the addition of their spiky tops serves as a convenient makeshift weapon in a melee.

Yucca scrub-0

The Yucca Scrub was a desert-adapted Deku Scrub variant with a powerful ranged attack. They were replaced by Bombardiers when the Deku Tribes' aesthetic was changed.

Native to the arid lands of Hyrule, the Yucca Scrubs grew in regions with little water to support them. Their bodies thus are optimized to store large amounts of water inside and use very little. This not only means the Yucca Scrubs can travel longer distances without tiring, but they can build up more pressure inside their snouts to fire projectiles much further then the average Scrub.

Magnolia scrub-0

The Magnolia Scrub was a giant Deku Scrub that spat boulders at enemies that were cut when the Deku Tribes' aesthetic was changed.

Quite possibly the rarest member of the Scrub family, these angry giants are well known for their rampages regardless. Able to swallow objects larger then a Goron, these scrubs often consume huge boulders to spit at whatever unfortunate creature happens to pass by. The various Deku Tribes treat these members much like animals and have done their best to domesticate them by directing their fire at enemy armies rather then themselves.

Lily scrub-0

The Lily Scrub was an aquatic-based Deku Scrub variant focused on recon. It was replaced by almost visually-identical Camo Scrubs when the Deku Tribes' aesthetic was changed.

Occasionally found drifting down the rivers of Hyrule, the Lily Scrubs are probably the most passive of the Scrubs. They prefer to sleep most of the day, with their bodies submerged and their pad exposed to the sun. They are not the best of fighters, but their pad is a fair substitute for a shield and their ability to traverse across large bodies of water makes them ideal scouts.

Fungi scrub-0

The Fungi Scrub was a subterranean Deku Scrub variant that attacked enemies from below much like Trap Door Gohma, that were cut when the Deku Tribes' aesthetic was changed.

Among the rarest of the Scrub family, these denizens of subterranean Hyrule rarely have reason to come up to the surface. When threatened though, the Fungi Scrubs are masters of hiding and striking from where you least expect. Unlike their brethren that need flowers to burrow into, the Fungi Scrubs can dig almost anywhere and hide until an unfortunate soldier happens to step on it's head.

The Deku Baba was a melee fortification unit, eventually cut along with the other fortifications due to their buggy implementation.

Dekubaba1-0

A reflection of Deku Scrub extremity, entire gardens of these vicious and carnivorous plants dwell within their cities. While they are not very practical as a means of beautifying their settlements, Deku Babas are a creative means of defense when the Scrubs are invaded by enemies. A patch of Deku Babas can spring up underneath an enemy army for a nasty surprise attack.

Zirro

The Zirro was a Deku flying unit removed with the faction remodel.

These relatives of Deku Scrubs have learned to makeshift their leaves into wings in order to take flight. While not exactly swift or graceful fliers, Zirros can drop explosive Deku Nuts on their enemies and fall back to safety with relative ease.

Camo scrub

The Camo Scrub, successor to the cut Lily Scrub's role as a stealth unit, was cut with the faction remodel.

Deku Scrubs that were born relatively more beautiful then their counterparts, Camo Scrubs are able to disguise themselves as normal and attractive flora. Their disguises gives them the ability to sneak into places they are not wanted, notably behind enemy ranks.  

Fairies of Tarm[]

Perceptionward1

The Perception Ward was a magical ranged fortification unit, were a ranged fortification unit, eventually cut along with the other fortifications due to their buggy implementation.

Invisible to the naked eye until it's too late, Perception Wards unleash bolts of magic on passing travels who likely were not even able to see the contraption. A wall of these strange constructs can suddenly halt an army on a mad rampage out of thin air.

Labrynna Regime[]

Cannonfodder

Cannon Fodder were a Labrynna Regime light infantry unit cut with the faction remodel.

Exploitation of willing Tokay Slaves in Labrynna knows no bounds, and as such the military is not afraid to use them in unethically creative ways. Sporting a shield with a bulls-eye and no weapons of any sort, Cannon Fodder line themselves up in front of army formations to take the bulk of enemy fire. Their large numbers and cheap cost make them an effective and mobile alternative to Gunner Posts and Walls.

Gunnerpost-0

The Gunner Post was a ranged fortification unit, eventually cut along with the other fortifications due to their buggy implementation.

When the Regime needs an area to be held and secured, nothing can do the job quite as well as a battery of gunners. By stationing themselves behind barriers, these Gunners have all the advantages they would out in the open, with the addition of being immune to charges and forward assaults. Placed in a narrow chokepoint or at the top of a hill, an array of Gunner Posts can fight off an entire army on their own from a distance.

Mechs

The Mech was a Labrynna Regime heavy infantry unit, cut with the faction remodel.

Applying hydraulic principles to good use, Labrynna has been able to construct durable suits of armor with no penalty on the wearer's mobility. While still clumsy to a degree, Mechs can move with speed, despite their size, and are largely protected from most melee attacks by their polished Bronze armor.

Sheikah Cadre[]

Spy

The Sheikah Spy was a melee unit cut with the faction remodel of the Sheikah.

The eyes and ears of the Sheikah, Spies are the lowest ranking recruits and have little experience in more advanced Sheikah arts. Taking advantage of their youthful bodies, Spies are swift on their feet and very flexible, and are thus able to dart around the land and the battlefield with ease. Their duties are primarily for finding and stealing information though, should a Spy run into trouble, they can draw a dagger to fight with.

Kingmaker

The Kingmaker was a ranged mage unit cut with the faction remodel of the Sheikah.

A myth amongst the majority of Hyrule's inhabitants, the legendary Kingmakers are believed to bring down corrupt rulers before they rise to power. Some stories tell of them ripping the very air apart with black lightning; other tales tell of them single-handedly forcing armies to bow before them. Regardless, all versions of the Kingmaker tale share one trait: A Kingmaker is always a figure dressed in dirty rags and robes and almost always is mistaken for a beggar. The ultimate irony that a monarch be removed by the lowest social scum.

Stalfos[]

Stalfos eurdi

The Stalfos Eurdi was a melee unit cut in the faction redesign of the Stalfos, removed along with the other undead variants of other races.

At one time, in generations past, they were Knights that fought for the Hylian crown and country. Whether they were tempted by everlasting life, wished to strike back at the crown, or simply had their graves violated after a natural death, these skeletal automatons are all that is left of these once proud soldiers. Armed with rusted swords, shields, and whatever armor they happened to have on at death, these new warriors of the walking dead now serve as the baseline unit in any Stalfos army, slaying the living for their unseen and unknown masters to convert into more soldiers.

Stalfos gerudo

The Stalfos Gerudo was a melee unit cut in the faction redesign of the Stalfos, removed along with the other undead variants of other races.

While it is tradition for Gerudo to burn their dead to ashes, during the grand executions of the Arbiter Grounds thousands of Gerudo corpses of criminals and fallen warriors were left to sink into the sands of the complex. Now rediscovered by the unseen masters of the undead, these animated shells of once proud Gerudo women march across the desert with the goal of slaying their living sisters to add their corpses to the army.

Zarko

The Stalfos Zarko was a polearm unit cut in the faction redesign of the Stalfos, removed along with the other undead variants of other races.

Submerged under the depths of Hyrule's waterways lay countless graves of long dead Zora, countless corpses for the Stalfos to raise and field into their ranks. While they no longer possess the grace or physique that they had in life, the undead Zora nonetheless are a deadly menace in combat. They haunt the waterways of Hyrule in search of more victims to collect for the grand Stalfos army, but are more than capable of marching to wherever their masters please. Armed with Zora armor that has stood the test of time, these mockeries of the beautiful Zora discard their elegance in exchange for unnatural durability.

Parutamu

The Parutamu was a melee unit cut in the faction redesign of the Stalfos, removed along with the other undead variants of other races.

Moblins were among the first to willingly subject themselves to experiments in the realm of the undead. Now immortalized as bloodthirsty skeletons, these remnants of their barbaric race do nothing but rampage in the direction they face, slaughtering anything they come across that might serve as a potential recruit for the army of the undead.

Stalfos lizal

The Stalfos Lizal was a melee unit cut in the faction redesign of the Stalfos, removed along with the other undead variants of other races.

Once vicious members of the Lizalfos, these fallen reptiles have now added their corpses to the ranks of the undead. While they may not retain the speed of their living counterparts, the undead Lizalfos are nonetheless superior combatants that know nothing of fear.

Dark Stalfos

The Dark Stalfos was a heavily-armored melee unit cut in the faction redesign of the Stalfos, removed along with the other undead variants of other races.

Soldiers risen from the corpses of fallen Darknuts, Dark Stalfos are huge hulking monstrosities that bring raw power to the frontlines. Their armour makes them nearly as durable as they were in life, and their undeath makes them even more frightening in battle than their living counterparts.

Skull kid-0

The Fallen Skull Kid was a melee recon unit cut in the faction redesign if the Stalfos, removed along with the other undead variants of other races.

The remnants of undead Kokiri, Fallen Skull Kids have lost their will to the necromancers that rule the Stalfos armies. Swarms of these abominations can chop up a larger force with their tainted Kokiri Swords.

R53

The Rotting Scrub was a ranged unit cut in the faction redesign of the Stalfos, removed along with the other undead variants of other races.

Long dead Deku Scrubs that have been overtaken by fungus and infection, these decaying plants mindlessly serve their Stalfos lords with short ranged firepower.

Forces of Twilight[]

Tassassinbg

The Shadow Assassin was a special melee bodyguard unit for King Zant. They were removed along with other special bodyguard units to open up unit slots under the Medieval 2: Total War engine's hardcoded limits.

Oocca[]

Demokan emmissary

The Demokan Emissary was a melee unit that was never implemented in the game, and can only be accessed through game files.

When an enemy force becomes strong enough to resist the Oocca's plans, Demokan Emissaries are brought forth from the Heavens and sent in by force. The primary soldiers employed by the Oocca, Emissaries are both agile and durable, and not to mention relentless in their goal to subjugate those that oppose their masters.

Mercenaries[]

Yook smasher

Yook Smashers were a melee mercenary unit found at Snowpeak.

Usually hiding in underground caves during the summer, Yooks only ever surface during the winter, and even then are a rare sight on high mountain tops. While reclusive, Yooks enjoy money as much as the next race with language, and are more than willing to earn them by smashing the head of someone's enemy.

Zuna ziggurat

Zuna Ziggurats were a defensive siege unit, removed with the Zuna's HD remodel, after a long history of bugs and balance issues.

Deep within the Gerudo Desert rest the all but impenetrable pyramids built and maintained by the Zuna. On a smaller scale the Zuna construct mobile platforms that can be moved by a contingent of Darknuts and deployed into a defensible position from which a legion of crossbowmen can unleash their firepower.

Tsume

Tsume was a planned ranged mercenary Hero, aligned with Ordona Province, who was based on a DeviantArt community character. She is a blond Hylian woman with a bow, knife, and ornate Kidney Belt bearing a Triforce buckle.

Rebels[]

Trinexxmesh-0

Trinexx's unused mesh.

Trinexx was originally developed as a Wandering boss monster similar to Moldarach or King Dodongo, but was eventually cut from the game.

The Diababa was a planned boss monster.The Diababa would have occasionally been found patrolling Faron Woods in the Freeform Campaign.

A massive Baba like creature, the Diababa wanders around the forest and poisons bodies of water where it nests.

Aquamentus was a planned Boss Monster. Aquamentus was to be found nesting in a randomized ruin in the Freeform Campaign.

A massive reptilian beast, Aquamentus is a fabled creature said to be able to fly and breath fire on its prey.

Manhandla was a planned Boss Monster. Manhandala was to be be found either in the Deep Woods, the Tarm Woods, or in the shadow of Talus Peak in the Freeform Campaign.

A massive plant like monstrosity, Manhandala occasionally wanders from its lair to massacre an unfortunate victim, and in more extreme cases entire armies.

The Gleeok was a planned Boss Monster.

A guardian of knowledge best left forgotten, the Gleeok is reclusive but will not hesitate to scorch anyone foolish enough to venture into its lair.

Cut Agents[]

Neckslicer

Lizalfos[]

The Neck-Slicer was the Lizalfos assassin agent, it was cut when assassins were made Sheikah Cadre-exclusive.

The Lizalfos are not above dishonorable conduct in war. These shadowed women are able to slip into any fortified location and murder an important target in his or her sleep.

Cut Buildings[]

Underworldpassportrait

Before update 4.0, the region Subrosia Core could only be accessed through a special building known as the Underworld Passage in Xolin. This passage would not be accessible until Turn 20 of the Freeform Campaign, upon activation of the "Subrosia Discovered" event. This building was eventually removed due to bugs, and Subrosia Core was moved to a new territory just south of Xolin.

A crack in the earth that leads to the Subrosian underworld. 

The Eastern Palace was a unique faction building that was supposed to appear in the Lizalfos' territory. It was never implemented, with its role being occupied by Faron Temple in Faron Prime.

Believed to have been built by the long dead Kokiri of Faron, the Eastern Palace decayed into nature and ruin for untold years. It now serves as a symbol of power for the Lizalfos that migrated to the south.

Cut Battle Maps[]

Hyrule: Total War originally featured several custom skirmish maps set in iconic Legend of Zelda locales- all but two were eventually cut from the game due to their redundancy and to open space for custom settlements. They can still be randomly accessed via the Freeform Campaign in random field battles or by Quick Battles.

Gerudodesertbm

Gerudo Desert was a battle map replaced by Ashinon.

The harsh homelands of the Gerudo people, this desert offers little hope for survival and an even more hopeless locale for a grand battle. Like Hyrule Field, the Gerudo Desert is a large open map. Rather then flat land though, there are many dunes that stretch across the map that allow for archers to gain the high ground.

Dmrangebm

Death Mountain Range was a battle map replaced by Gor Goronon.

These hostile passes across the Goron's mountainous home serve as their last bastion of defense, and an invader's nightmare to overcome. The Death Mountain range is narrow valley pass bordered by Death Mountain itself and other formations. Though melee battles will likely take place in the valley, archers and ranged units can climb the mountain to gain superior high ground.

Dominionpassbm

Dominion Pass was a battle map replaced by Domain Prime.

A lush canyon connecting Hyrule Field to the Zora's secluded empire, the Dominion Pass will serve as the perfect tug of war battlefield for would be invaders and defenders. Much like the Death Mountain Range, the Dominion Pass is a narrow valley surrounded by rising hills and mountains. A river runs through the valley however, and there's many hills for ranged units to gain the upper hand on.

Kokiriforestbm

Kokiri Forest was replaced by Deku Tree's Grove.

Home of the Great Deku Tree and his children, the Kokiri Forest is a paradise of nature and all things free and wild. That paradise will soon falter as the forest becomes a bloodstained battleground for armies to clash upon. The Kokiri Forest is a relatively flat map with several hills. Its notable feature is the expanse of forest across the map, from which units can hide in and set up ambushes upon the many open glades.

Zorariverhyrulebm

Zora River- Hyrule Field was replaced by Hyrule Prime. The bridge crossing appears on the campaign map just south of Hyrule Prime. Providing fresh water to many in Hyrule, this segment of the long river serves as the main connection between Hyrule Field and the capital of the Hylians. It will serve as a penultimate battlefield for any whom wish to topple the Hylian crown. Most of the fight will take place on the wide bridge that spans across the river, though mostly flat land spans on either side of the crossway.

Miserymirebm

Misery Mire was replaced by Grand Central Hive.

The vile swamps that serve as the home of the Gohma, these violent marshlands are about to become even more deadly when armies march in to exterminate their enemies. The Misery Mire is a relatively flat map with various pits and pockets of dense trees. Archers can hide in these tree pockets to pick off armies passing by in the open.

Plainsofordonabm

Plains of Ordona were replaced by Nal Ordona, though they make an appearance as the setting of the Hyrule Historia Mission The Fallen Sage.

Home to many Ordonians and their farms, these gentle pastures will be fed the corpses of many slain soldiers that do battle here. The Plains of Ordona is a giant bowl of a map, with gentle slopes rising from near the center to the north and south. Most battles will likely take place near the center of the map, with archers struggling to get the best footing on the slopes.

Coastofairubm

Coast of Airu was replaced by Airu.

The peaceful and romantic coast to the ocean will become host to many battles as empires vie for control of Lanayru's many resources. The coast of Airu is a very flat map, with a large portion being covered by the ocean. Armies will struggle to avoid losing ground and being pushed into the ocean by advancing forces.

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Holodrum was replaced by Horon.

A vast and untamed country to the northeast, these wild lands will soon hear the march of hundreds of soldiers with the intent of domination. Holodrum is a largely flat map with a large hill in the center. Armies will grapple for control of the hill, which will offer their archers superior high ground and their cavalry a perfect location from which to charge any army.

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Old Moblin Kingdom was replaced by Demise.

These barren wastelands were once a wild pasture of lush flora until the Hylians burned and scorched the lands in an attempt to commit genocide on the Moblins. These cursed lands will once again host a desperate battle for any army seeking to finish the Hylian's work. The Old Moblin Kingdom is a vast and desolate wasteland, covered with narrow crags and pits. Armies will want to avoid passing through these narrow crags as archers can easily trap and pick them apart.

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Gerudo Cliffs was replaced by Ontheon.

Home to the Darknuts, or Cliff Lords, these steep walls will host many battles for those trying to invade the Legion's homeland. The Gerudo Cliffs serve as a very vertical map. Narrow passageways that descend the cliffs encourage holding ground and blocking. Archers that start on the high ground have a large advantage.

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Faron Woods was replaced by Faron Prime.

South of Kokiri Forest's calm lies another host of flora that are far more feral and wild then that under the blanket of the Great Deku Tree. These wildlands will serve as a prime battlefield for those seeking the secrets of these cursed woods. Faron Woods is a hilly map covered in many forested areas. Archers will naturally want to seek out the hills, though it could backfire on them as such places are exposed from the cover of trees.

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Talus Peak was replaced by Lynna City.

This grand mountain serves as a crown of Labrynna and an icon of majesty. It will soon run with rivers of blood as it's graceful slopes become the home of many corpses. Talus Peak contains a giant mountain in the northeast corner and flatland surrounding it. Naturally armies will want to take control of the very defensible high ground on the mountain, from which they can set up barricades and archer posts.

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Zora River- Gerudo Desert was simply cut, with no replacement settlement. Flowing through the harsh lands of the Gerudo, the Zora River is one the few reliefs for their people. It will soon become a warzone as they defend their lands from invaders. Most battles will take place in the narrow land crossing at the center of the map, though sharp cliffs surround the river on both sides and offer a great vantage point for archers.

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Ikana Canyon was replaced by Ikana. These barren and infertile lands were once home to the ancient and powerful Kingdom of Ikana, until their empire mysteriously vanished. Now with their return, they have brought with them the cursed air of Termina and further twisted the land into an inhospitable maw of death. A series of canyons spans across the map, from which most battles will take place. If archers manage to find a way to the high ground they will have a superior advantage: if they can managed to see through the thick fog and raining ash that blankets the land.

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The Lost Woods were replaced by Sacred Forest Meadow. These passes serve as a gateway to the sacred lands of the Kokiri. They will soon serve as a maze of death for any army trying to reach the treasure of those sacred lands. The Lost Woods is a relatively flat map entirely covered with forest. As the name implies it is easy for armies to become lost in search of an opposing army.

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Peak Province was replaced by Snowpeak. The icy mountain opposed to the Goron's crowned volcano, Peak Province is blanketed in gentle snow and an aura of serene peace. The white of the mountain will be stained red in times to come as battles unfold on the mountainside. Peak Province takes place at the crown of the mountain, as such most of the map is a more then gentle slope from the center. Armies will spiral around the peak while tried to hold the highest ground.

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Zora River- Ordona Border was replaced by Hylia Marine.The Hylian-Ordona border is the finalresting place of the Zora's River before emptying into Lake Hylia. The blood of many soldiers that die on these grounds will wash away into the lake. Both sides of the river have gently sloping hills, while the east side of the map is dominated by Lake Hylia. Most battles will take place on the wide river crossing at the center of the map.

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Crescent Island was replaced by South Tokay Village. The lush but wild island home of the Tokay, this tropical paradise will become a frenzied battlefield as armies try to take control of the islands resources. With one side of the map covered in ocean, the remainder rises to the mountains in the distance. Armies will want to avoid ending up between the ocean and their enemies.

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The Realm of Twilight was replaced by the Palace of Twilight.The mysterious world in which the Interlopers were banished, the Realm of Twilight is an alien land of twisted beauty. For those brave enough to venture forth into this world, the Realm of Twilight will become a hellish warzone of certain doom. The Realm of Twilight is an extremely hilly map, surrounded by enormous and impassable cliffs. Armies will be trading high ground every few moments as they march into battle with each other.

Cut Features[]

Motivational Speeches[]

Originally generals were intended to give their armies voiced motivational speeches during the initial loading period of a battle- this feature was cut when the decisions was made to not implement voice acting in Hyrule: Total War. Below is a script of planned speeches.

Gerudo Speeches[]

(Vs. the Hylians)

"I stand now not as a noble but as one of the Gerudo, crying with you for freedom.

Hylian greed has extended to not only to our deserts, our possessions but even to ourselves, who they see only as impudent subjects. But the Godesses are not with those who have the heaviest armour, the lavish most temples and fattest men but they are on the side of those with righteous determination.

Their armies shall see the skill of the Gerudo, they shall draw forward and perish beneath a storm of arrows and swords or think better and flee.

Which ever they choose, they shall not outlast even our cries, let alone of blades and arrows. For, if you weigh well the strength of the armies, and the causes of the war, you will see that in this battle you must conquer or die. This is a woman's resolve; as for men, they may live and be slaves."

(Vs. the Gorons)

"The Goron are old and tired from a life hiding from the heat of the sun.

They know not of hardship or fellowship, their honor is born in darkness and there it shall perish yet they think to march against us.

The stone-skins are unaccustomed to pain, but they shall feel it soon in a flurry of arrows, blades and hooves. The sun shall burn at them and the only darkness they shall find shall be in the approaching storm we bring. Whether it is underweight of steel or sun, an hour of battle shall see the Goron grow weary and collapse.

(Vs. the Zora)

"What are the Zora doing so far from water? Should they not be making their racket deep in the depths where we cannot hear them? They have no business on the harsh earth. Let them flee to their frozen mountains as they always have in times of woe. Seal themselves away until the storm has past.

But a reckless prince keads lead them forward. They are so used to the comfort of their ice that they have forgotten what danger looks like, what war feels like and worst, what defeat tastes like.

We Gerudo shall do them the service of reminding them.

Darknut Speeches[]

(Vs. the Hylians)

"We march to the old Temple of the Hylians, which they hide in their castle. We shall not relent, we shall not yield and we shall not rest until we drink at the temple. The Hylians would slow us on our march. For that they shall learn a lesson, paid for in blood; We are the Darknuts, brothers of one mind and one passion. We shall march on the temple or every last one of us shall fall. Which shall pass is a matter for the Goddesses, but the die is cast. FORWARD!"

(Vs. the Stalfos)

"What unites the Stalfos? Among them march Hylians, Zora and Gerudo. What is it that they share? I will tell you then! They are those weak enough to have fallen in battle. So weak to have fallen to the Stalfos, the remants of another army's weakest no less! They are the dishonoured remants of the fallen, reduced to brittle, pale remnants in their shame! Now they come to us for recruits! And I say, Let them! For now, you do not see a lone Cliff Lord in their ranks and I do not intend to break with this tradition!'

(Vs. the Gohma)

"The Gohma are insects. Parasites. Termites. That have been allowed grow rich and fat by forest dwellers. I have seen many much insects in my days by the cliffs and never did they grow larger than a nail. These spoilt insects, fat from the weakness and neglectfulness of the forest dwellers shall soon taste the steel of the Cliff lords and with it, famine of the desert."

Lanayru Speeches[]

(Vs. the Hylians)

These Hylians are not your loving parents. They are tyrants with darkness in their minds and hatred in their hearts. May our coralmold remove such cancer!

(Vs. the Zora)

Soldiers from the Domain are not your kindred. They seek to kill any Zora who would accept our kind. Let us crush them so that we may all be free!

(Vs. the Gorons)

Stones always smooth against the beating tide, and stronger currents even drag them into the abyss. So shall we show these rocky Gorons the power of the sea!

(Vs. the Gohma)

I expect neither god nor mortal to shed tears for these Gohma. Heartless, merciless, and above all, brainless!

Stalfos Speeches[]

(Vs. the Hylians)

Oh proud Hylians, we have come to claim you. Fear not death for we give escape, dread not our swords for they bring immortality, resist not my will or I will destroy you.

Goron Speeches[]

(Vs. the Kokiri)

Goron warriors. Our conquest shall roll through this forest like a boulder rolling down a mountain. Never slowing, never stopping. If it hit's a flat surface, it just rolls over, onto the next slope. We are the rock. This forest is flat surface! We shall roll over it, and leave only ash and dead wood! We shall cut down these trees, and use them as firewood for our families back home! We shall Crush! We shall Conquer!

Sheikah Cadre Stances[]

The Sheikah, in their initial design, utilized two "stances" they could switch between during a campaign: Shadow Stance and Death Stance. This feature was cut due to bugs and the potential for other players to exploit it due to a glitch in Hotseat campaigns, with the Sheikah changed to operate as a more traditional faction.

Shadow Stance[]

The Shadow Stance was the default stance the Sheikah began with. While operating under Shadow Stance the following effects were in place:

  • New Sheikah are constantly trained for free and will spawn under your command when they finish their lifelong training.
  • The Kingdom of Hyrule and Strict Goddess Worship factions are always considered your allies no matter the circumstance.
  • Sheikah cannot be defeated so long as the Kingdom of Hyrule controls Kakariko or Hyrule Prime.
  • All cities you take control of are given to the Kingdom of Hyrule at the start of their turn.
  • The following units are available: Spies, Monks, Truthbearers, Blood Wizards.

Death Stance[]

The Death Stance could be initiated when things started to take a turn for the worse for the Cadre or Kingdom of Hyrule. While operating under Death Stance the following effects were in place:

  • Kakariko falls under your control if the Kingdom of Hyrule possesses it.
  • All cities you take control of are not given to the Kingdom of Hyrule on their turn.
  • The Kingdom of Hyrule and Strict Goddess Worship Factions can potentially dislike and declare war on you.
  • Can be defeated if every city and unit you control is destroyed.
  • Sheikah do not undergo traditional training and instead must be recruited like normal soldiers.
  • The following units are available: Soldiers of Agahnim, Interrogators, Kingmakers.

The Cadre was intended to convert to death Stance if CPU-controlled, and the Kingdom of Hyrule was performing poorly under player control.

Twili Civil War[]

The Forces of Twilight faction, from updates 3.5 to 3.8, were split into two warring splinter factions, Zant's Twili Remnants and Midna's Forces. Before leaving the Realm of Twilight, the player-controlled faction had to defeat the rival Twili faction, or alternatively surrender and be absorbed by them. From Update 3.9 onward, the Forces of Twilight are again a single faction, with the rival leader now being as member of the rebel faction depending on who a player sides with at the beginning of the campaign.

Midna's Forces[]

Midna's Forces advantages and disadvantages:

  • Queen Midna and Una serve as starting generals.
  • Can recruit new generals at the Palace of Twilight.
  • Cities captured have higher unrest and may try to rebel against you as long as Prince Zant lives.
  • Has line of sight to all of Zant's armies as long as every city in the Realm of Twilight is under your control.

To win the civil war as Queen Midna the player had to successfully kill Prince Zant and take over any cities that his forces controlled. At that point the player could offer Zant's armies the chance to surrender. Doing so woudl let the player gain access to his unique units, at the cost of increased unrest in their cities Rejecting the surrender would deny the player access to Zant's unique units.

If the player playing as Queen Midna lost, King Zant would give them the option to die or surrender. If the player refused to surrender, Midna would be killed but the player would still retain control of her forces and have a chance to retake the Realm of Twilight from King Zant. If they succeeded in retaking the throne they would not have access to Zant's unique units once he is defeated. If the player instead chose to surrender, they would lose all of their forces as Midna was banished and had to begin the long quest of searching Hyrule for allies to strike back at Zant.

As Imp Midna, the player would have to hire mercenaries and find a safe place to start rebuilding her forces. If she survives the player would be able to strike back at King Zant and take over the Realm of Twilight. Killing King Zant and taking over all the cities in the Realm of Twilight would restore Midna to her true form, as well as immediately cause all of his forces to surrender and grant the player access to all of Zant's unique units.

Twili Remnants (Zant)[]

Twilight Remnants advantages and disadvantages:

  • Begins the campaign with a large army.
  • Prince Zant and Lady Middee are the only generals that the rebellion begins with, with General Onox joining upon capture of Uzu.
  • Cannot recruit new generals until the Palace of Twilight has been taken.
  • Suffers no unrest penalty when taking over cities from Queen Midna.
  • Can "hire" Twili units as if they were mercenaries if no city is under your control, though they are much more expensive then they would be to train them.

To win the civil war as Prince Zant, the player had to successfully kill Queen Midna and take over any cities that her forces controlled. At that point the player would be given a prompt to either kill Midna or spare her. Killing Midna would cause whatever forces she has left to fight to the death and the player would not have access to Midna's unique units. Sparing Midna would cause all of her remaining forces to surrender to the player, allowing them will gain access to her unique units, and Midna would be banished from the royal palace.

Upon constructing a Mirror of Twilight as King Zant, Midna would escape into Hyrule and begin to rebuild her forces in secret. Unless the player was able to find and kill her in time, she would lead an invasion against King Zant later in the campaign.

If the player was playing as Prince Zant and lost, Queen Midna will offer them a chance to surrender to her rule. At this point the player could either join her as part of the Forces of Twilight faction, or could reject and continue their mission to dethrone her. If the player succeeded in retaking the throne they would not have access to Midna's unique units once she was defeated.

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