Link
Link is the playable protagonist of The Legend of Zelda: Tears of the Kingdom, a swordsman who explores Hyrule, the Sky Islands and the Depths while searching for Princess Zelda and opposing Ganondorf.
Key Takeaways
Link is the playable protagonist of The Legend of Zelda: Tears of the Kingdom, whose investigation of the upheaval connects the game's exploration, quests, abilities, and central conflict. These takeaways summarize his role without revealing the ending.
Hyrule’s returning hero
Link serves as Zelda’s trusted knight and Hyrule’s principal defender. After the events beneath Hyrule Castle leave the kingdom in crisis, he becomes the central figure searching for Zelda and confronting the threat behind the upheaval. See [Role in the Story].
A fully playable protagonist
Link is the player character throughout the main adventure. Exploration, combat, shrine challenges, dungeon progression, and most quest interactions are experienced through his actions and equipment rather than through a separate party-based character system. See [Gameplay].
Rauru’s right arm changes his capabilities
After the opening crisis, Link receives Rauru’s right arm. Its powers give him access to the new abilities Ultrahand, Fuse, Ascend, and Recall, while Autobuild later expands his ability to reproduce previously constructed vehicles and devices. See [Gameplay].
The investigator of the upheaval
Link’s journey takes him across the Surface, Sky, and Depths of Hyrule as he investigates the Upheaval and follows evidence connected to Zelda’s disappearance. The main quest uses Regional Phenomena and other discoveries to build that investigation rather than confining him to one region. See [Role in the Story].
Supported by Hyrule’s peoples and Sages
Link works with allies from several of Hyrule’s peoples, including the Rito, Gorons, Zora, and Gerudo. The Sages and their abilities provide both story support and practical assistance during the Regional Phenomena questlines. See [Relationships].
A hero defined by persistence and adaptability
Link begins the game separated from much of his familiar equipment and faces a changed Hyrule. His progression centers on recovering tools, learning to combine weapons and Zonai Devices, and adapting to threats across different environments rather than relying on one fixed combat style. See [Character Development].
Overview
Link is the playable protagonist of The Legend of Zelda: Tears of the Kingdom, a Hyrulean hero whose actions drive the search for Princess Zelda and the effort to protect the kingdom from a returning ancient threat. The game presents him as a largely silent player avatar, so his identity is defined through his history, choices in exploration, relationships, and practical role as Hyrule’s champion.
In Tears of the Kingdom, Link is a knight serving Princess Zelda and the central character through whom the player experiences Hyrule. He returns from the events of The Legend of Zelda: Breath of the Wild as an established hero rather than an unknown traveler. His close association with Zelda, his service to Hyrule’s royal family, and his experience defending the kingdom provide the foundation for the game’s opening situation without requiring the story to repeat his entire previous adventure.
Link’s importance becomes clear during the expedition beneath Hyrule Castle that begins the game. The discovery made there changes the immediate situation in Hyrule and separates Link from Zelda, establishing the central objective that guides much of the early narrative. From that point, Link investigates the upheaval affecting the kingdom, travels across the Surface, Sky, and Depths, and works with allies whose regional conflicts are connected to the wider crisis. His role is therefore both personal, through his search for Zelda, and national, through his response to Hyrule’s danger.
Unlike most characters in the game, Link is the player’s direct means of interacting with nearly every major system. He explores freely, solves Shrines, undertakes Main Quests, Side Adventures, and Side Quests, and uses the Purah Pad alongside abilities such as Ultrahand, Fuse, Ascend, Recall, and Autobuild. These tools make him more than a conventional swordsman: he is also the game’s principal problem-solver, able to approach travel, combat, construction, and environmental puzzles in multiple ways. His equipment and methods can vary substantially between players while his story role remains consistent.
Link is also distinguished by the contrast between his quiet presentation and his visible influence on the world around him. Although he rarely speaks in ordinary gameplay, other characters recognize his past service and rely on him during the crisis. His connections to Zelda, the people of Hyrule, and the Sages give the protagonist a defined place in the setting even as the player supplies much of his moment-to-moment personality through exploration and action. This combination of established heroic identity, limited spoken characterization, and broad player freedom makes Link the organizing figure for both the narrative and gameplay of Tears of the Kingdom.
Background
In The Legend of Zelda: Tears of the Kingdom, Link's background is defined by a long service to Hyrule rather than by a detailed personal history. Before the game's main narrative begins, he is already recognized as the appointed knight and protector of Princess Zelda. His earlier life is only partially documented: the series establishes his exceptional skill with a sword and his connection to the Master Sword, but does not provide a complete account of his childhood, family, birthplace, or education. Those omissions are part of Link's established characterization. His identity is expressed primarily through his actions, duties, and relationships rather than through an extensive biography.
A Hyrulean Knight Without a Recorded Childhood
Link's known prehistory begins with his rise as a knight of Hyrule. By the time of Tears of the Kingdom, he has already earned a reputation as an unusually capable swordsman and has been entrusted with the protection of Princess Zelda. The game treats this role as an established fact rather than narrating the specific trials through which he earned it. His official position places him close to the Hyrule Royal Family and gives him responsibilities beyond ordinary military service: he is expected to accompany Zelda, defend her, and act when the kingdom faces danger.
The available history does not identify Link's parents, provide a confirmed age, or describe a conventional civilian occupation before his knighthood. It is therefore safer to describe him as a Hyrulean knight and Zelda's appointed protector than to assign him an unsupported birthplace or family background. Earlier depictions of Link across The Legend of Zelda series also vary by continuity, so details from other games should not be treated as part of this Link's history unless Tears of the Kingdom or its immediate continuity establishes them.
The Hero of the Great Calamity
A century before the opening of Tears of the Kingdom, Link served among the defenders of Hyrule during the conflict with Calamity Ganon. He was selected as the wielder of the Master Sword and fought alongside the Champions chosen to operate the Divine Beasts. Zelda's memories and the historical record surrounding the Great Calamity establish him as the kingdom's principal sword-bearing champion, while the Champions represented the major peoples of Hyrule through their own appointed roles.
Link's relationship with Zelda during this period was initially shaped by duty and expectation. Zelda was investigating the power sealed within her, while Link was assigned to guard her and carry the Master Sword. Their early interactions were not presented as an uncomplicated friendship. Zelda's frustration with her own failure to awaken her sealing power affected how she viewed Link, and Link's reserved manner made their relationship difficult for her to read. Over time, however, their shared travels and the pressure of the impending Calamity changed that dynamic. The memories preserved from this era show a developing mutual trust before the disaster interrupted their lives.
The Great Calamity ended in catastrophe for Hyrule's defenders. The Champions were lost, Hyrule Castle fell, and Link was gravely wounded while attempting to protect Zelda. The Master Sword was placed in the care of the Great Deku Tree while Link was taken to the Shrine of Resurrection. These events form the immediate historical foundation for his state at the beginning of the Breath of the Wild and remain relevant background for Tears of the Kingdom, which follows that continuity rather than replacing it with a new origin.
The Century in the Shrine of Resurrection
Link spent approximately one hundred years recovering in the Shrine of Resurrection after the Great Calamity. The process restored his body enough for him to survive, but it did not preserve his memories. When he eventually awoke, he had to reconstruct his identity and the events of the Calamity through recovered memories, environmental evidence, and accounts from people who had survived the disaster. His lost memories were not presented as a new personality or a different person; they were the result of the injuries and recovery that separated him from his earlier life.
This century also explains why Link enters the modern era without an ordinary continuous biography. He did not grow up during the rebuilding of Hyrule, serve through the intervening decades, or maintain ordinary relationships during that time. The kingdom developed around the ruins of the old order while Link remained physically removed from it. As a result, his background at the start of the new era consists of two sharply separated periods: his life as a knight before the Calamity and his awakening after a century of recovery.
The Shrine of Resurrection is therefore more than a place where Link regains consciousness. It is the boundary between the historical Hyrule that existed before the Calamity and the changed world he must later protect. His lack of memory also affects the way other characters respond to him. Some survivors remember the knight who fought beside the Champions, while Link himself has to rediscover the significance of those relationships. That gap between public reputation and personal memory is one of the defining consequences of his pre-story history.
The Master Sword and the Hero's Responsibility
Before Tears of the Kingdom begins, Link's connection to the Master Sword has already been established through his service during the Great Calamity and his role as Hyrule's chosen hero. The sword is not simply a weapon he happens to carry. Within the history of Hyrule, it represents the recurring responsibility placed on the kingdom's hero and links Link to the older traditions surrounding the fight against evil. His ability to wield it distinguishes him from ordinary soldiers, although the game presents his worth through conduct and action rather than through a detailed explanation of his ancestry.
After the Calamity, Link's restored role remains tied to protecting Zelda and investigating threats to Hyrule. The period between his awakening and the opening events of Tears of the Kingdom belongs primarily to the preceding game's story, so it should not be retold here as part of his origins. What matters for this background is that Link enters the sequel already carrying the reputation, obligations, and unresolved history of the hero who helped restore Hyrule after the Great Calamity.
The Expedition Beneath Hyrule Castle
Immediately before the main narrative of Tears of the Kingdom, Link accompanies Zelda during an investigation beneath Hyrule Castle. This expedition is the final transition from his established background into the events of the game. It reflects the position he has reached by this point: he is no longer an unknown knight beginning his career, but Zelda's trusted companion and Hyrule's principal defender, participating in an effort to understand a danger connected to the kingdom's distant past.
The expedition also brings together the major elements of Link's pre-story identity. His knightly duty places him at Zelda's side, his experience with the Master Sword makes him the kingdom's foremost weapon against ancient evil, and his history with the Great Calamity gives him a personal connection to the consequences of Hyrule's buried threats. The specific discoveries and consequences of the expedition belong to the Story section, while its place in this section is limited to showing how Link's earlier life leads directly into the game's opening situation.
Role in the Story
SpoilersPersonality & Motivations
A Hero Defined by Action Rather Than Explanation
In The Legend of Zelda: Tears of the Kingdom, Link remains a largely silent protagonist, so his personality is communicated through decisions, persistence, and the way he responds to other people. The game rarely gives him extended speeches that explain his inner life. Instead, it presents a hero who continues moving toward danger even when the path is uncertain, accepts responsibility when Hyrule is threatened, and repeatedly places himself between vulnerable communities and the forces endangering them. His character is therefore less about a stated personal philosophy than a consistent pattern of conduct.
Link’s restraint should not be mistaken for a lack of personality. His reactions, expressions, animations, and interactions give him a recognizable identity: attentive, patient, courageous, and willing to work within other people’s traditions rather than treating himself as the sole solution to every problem. He listens to leaders, investigates local problems, helps ordinary residents, and adapts to unfamiliar cultures across the Surface, Sky, and Depths. These actions establish a hero whose authority comes from service and reliability, not from demanding obedience.
Duty Without Personal Glory
Link’s most immediate motivation is to protect Zelda and restore Hyrule after the disaster beneath Hyrule Castle. That goal is personal, but it is not portrayed as an exclusive or possessive attachment. He also acts for people who have no direct connection to the royal family: villagers facing monsters, researchers investigating dangerous phenomena, travelers stranded in hostile regions, and communities affected by the Regional Phenomena. His willingness to address these problems shows that his sense of duty extends beyond the central crisis.
This broad responsibility also explains why Link accepts tasks that appear small beside the struggle against the Demon King. He repairs practical problems, gathers information, escorts people through dangerous areas, and assists local leaders before or alongside the larger quest. These activities are not evidence that he has forgotten his main objective. They show that he understands heroism as sustained protection rather than a single decisive battle. The same motivation that drives him toward Ganondorf also makes him stop for people who need immediate help.
Courage as Persistence Under Uncertainty
Link’s courage is most visible in the situations where he lacks complete information. After the opening expedition ends in catastrophe, he awakens separated from Zelda, deprived of the Master Sword, and confronted with a transformed Hyrule. He does not receive a complete explanation before beginning his search. Instead, he follows partial evidence, investigates the upheaval, and gradually reconstructs what happened. His behavior suggests practical courage: he acts despite uncertainty rather than waiting until every risk has been removed.
That persistence continues through environments that are deliberately disorienting. The Sky Islands force him to navigate unfamiliar terrain, while the Depths are dark, dangerous, and only gradually revealed through exploration. Link repeatedly enters places where visibility, safety, and even the route forward are limited. His response is not reckless confidence so much as methodical adaptation. He observes, experiments with his abilities and Zonai Devices, learns from each setback, and continues. The game’s emphasis on exploration makes this persistence a central part of his characterization rather than merely a gameplay convenience.
Resourcefulness and Willingness to Adapt
Link is defined by an unusually practical form of creativity. The abilities granted through the Purah Pad allow him to manipulate objects, combine materials, reverse motion, build machines, and recreate constructions. Although these are player-facing systems, they also fit the character presented in the story. Link approaches unfamiliar problems with tools, observation, and experimentation instead of relying only on inherited weapons or conventional combat skill. His use of Ultrahand and other abilities reflects a willingness to work with the possibilities of a situation, even when the solution is improvised.
This adaptability extends beyond technology. Link cooperates with different peoples, learns how local crises affect them, and changes his approach according to the region. A problem in the Hebra region does not require the same response as one in the Gerudo Desert or Zora’s Domain. He accepts assistance from sages and allies, while still taking responsibility for moving the investigation forward. The relationship between Link and the sages is therefore not simply that of a commander issuing orders. He helps them confront their own regional crises, and their powers become part of a broader cooperative effort.
Compassion Expressed Through Attention
Link’s compassion is usually understated. He does not make long declarations about protecting civilians, and the game does not present him as someone who seeks recognition for every rescue. Instead, compassion appears in the time he gives to people whose problems are easy to overlook. He investigates rumors, responds to requests, and treats local concerns as worthy of attention even when the fate of the kingdom is at stake. His repeated willingness to help strangers gives emotional meaning to the game’s optional activities without requiring him to verbalize a moral code.
He also tends to meet unusual or frightened individuals with curiosity rather than immediate suspicion. Hyrule contains researchers, travelers, monsters, sages, and communities with different histories and customs. Link’s usual response is to observe first and determine what assistance is needed. This does not make him naïve: he fights enemies that threaten others and recognizes the danger posed by the Demon King’s forces. His compassion is paired with discernment, allowing him to offer trust where cooperation is possible while remaining decisive against genuine threats.
A Quiet Hero Among More Expressive Allies
Link’s silence creates an important contrast with the people around him. Characters such as Purah, the regional leaders, and the sages often explain their concerns, fears, and plans in explicit terms. Link generally communicates through action and short responses, making him a stable point within conversations that can be energetic, anxious, or emotionally intense. This contrast gives other characters room to express themselves while allowing Link’s decisions to serve as the clearest statement of his priorities.
His quietness also makes him an adaptable social presence. He can work with scholars, royalty, soldiers, villagers, and members of different peoples without being defined by a single social role. He is a knight, an adventurer, a rescuer, and a trusted agent of Zelda, but no one title fully contains his function in the story. Other characters often provide the context and emotional language that Link does not, while he answers by investigating, protecting, or taking the next necessary step.
Loyalty, Loss, and the Pressure to Recover
Link’s loyalty to Zelda is one of his strongest continuing motivations, but Tears of the Kingdom places that loyalty under unusual pressure. The opening crisis separates them and leaves Link with incomplete knowledge of her situation. His search is therefore shaped by both devotion and uncertainty: he must determine where Zelda is, what happened beneath the castle, and how the changes affecting Hyrule are connected. He continues pursuing those questions even when misleading evidence and apparent contradictions make the truth difficult to identify.
The loss of the Master Sword adds a symbolic and practical complication to this journey. Link begins the game without one of the objects most closely associated with his heroic identity, and he must continue protecting Hyrule while that absence remains unresolved. His response is important to his characterization. He does not treat the missing sword as proof that he is no longer capable of acting as a hero. He uses the resources available to him, works with allies, and continues the mission. His identity is shown to rest on commitment and conduct rather than on a weapon alone.
A Hero Who Shares Responsibility
Link’s motivations become most complete when he works with others rather than attempting to claim every victory for himself. The Regional Phenomena questlines repeatedly place him alongside leaders who must confront threats affecting their own people. Link provides crucial assistance, but those leaders also make decisions, face danger, and contribute powers that Link cannot supply by himself. The story therefore presents his heroism as collaborative. He is the person who connects separate efforts and carries the central investigation forward, not the only person capable of meaningful action.
This collaborative role also reveals a tension in Link’s position. He is often treated as the dependable figure who can enter danger first, solve an immediate crisis, and continue when others cannot. At the same time, the game shows that Hyrule’s survival depends on communities and allies acting alongside him. Link’s strength is partly his ability to create that cooperation. He earns trust through repeated help, accepts support when it is offered, and turns individual acts of courage into a shared resistance against the Demon King.
The Consistency Behind His Development
Link does not undergo a dramatic personality reversal in Tears of the Kingdom. His development is better understood as a deepening of established commitments. He begins as a capable protector responding to a new catastrophe and gradually becomes a more resourceful, informed, and cooperative defender of Hyrule. The events he encounters broaden the scale of his responsibility, from finding Zelda and surviving the upheaval to restoring knowledge, reuniting allies, and confronting the source of the kingdom’s crisis.
What changes is not his basic compassion or courage, but the range of situations in which he applies them. He must operate without familiar equipment, travel through radically altered versions of Hyrule, and rely on powers and allies connected to ancient history. Across those challenges, Link’s defining motivation remains stable: protect Zelda, help the people affected by the upheaval, and prevent the Demon King from destroying the kingdom. His quiet personality gives that consistency particular force. He does not need to announce a transformation; the continued choice to act is the transformation the game asks the player to observe.
Relationships
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Princess Zelda
Link's disappearance from Zelda's side and subsequent search for her form the central personal thread of the game.
Ganondorf
Link investigates the upheaval caused by Ganondorf and ultimately confronts him.
Rauru
Rauru provides Link with the replacement arm and guidance during the opening progression.
Mission Appearances
Link begins the adventure beneath Hyrule Castle alongside Zelda, where the discovery of the Gloom-covered mural and the awakening of the Demon King’s power set the central mystery in motion. The quest establishes Link’s role as Zelda’s searcher and protector while leading directly into the events that separate him from her and alter his right arm.
After awakening on the Great Sky Island, Link investigates the sealed Temple of Time and attempts to restore the strength needed to return to Hyrule. The quest introduces the island’s early challenges and frames the regional crisis as part of a much older Zonai conflict.
Link descends from the Great Sky Island and reaches the modern surface of Hyrule. His arrival connects the opening sky sequence to the search for Zelda and gives him the immediate objective of reporting the upheaval at Hyrule Castle while beginning the investigation into the regional phenomena.
Link returns to Hyrule Castle to investigate Zelda’s apparent reappearance and the monsters gathering around the capital. The quest develops the mystery of the false Zelda and directs Link toward the four Regional Phenomena, making it the principal bridge between the opening investigation and the game’s major regional questlines.
This central Main Quest sends Link to the Hebra, Eldin, Lanayru, and Gerudo regions to investigate the crises affecting Hyrule’s peoples. Each regional investigation introduces a Sage successor, a Temple, and a temporary companion ability. Resolving the phenomena is the main route through the game’s middle story.
Link helps Tulin investigate the storm threatening the Rito and the source of the abnormal conditions around the Hebra region. Their search leads to the Wind Temple, where Tulin assumes his role as the Sage of Wind. Link’s partnership with him establishes the first of the game’s major Sage questlines.
Link joins Yunobo in investigating the strange behavior affecting Goron City and the dangerous heat spreading through the Eldin region. The investigation leads to the Fire Temple and reveals the influence behind Yunobo’s altered actions. The quest establishes Yunobo as the Sage of Fire and gives Link access to his rolling charge.
Link works with Sidon to investigate the sludge contaminating the Zora’s Domain and the source of the crisis around the Lanayru region. Their search leads to the Water Temple, where Sidon becomes the Sage of Water. The quest also places Link within the Zora succession and relationship drama surrounding King Dorephan and Princess Zelda’s investigation.
Link helps Riju defend Gerudo Town and uncover the cause of the sand shroud covering the desert. The investigation culminates in the Lightning Temple and confirms Riju’s role as the Sage of Lightning. Link’s work with Riju also ties the present crisis to the Gerudo’s historical conflict with Ganondorf.
After learning that Zelda’s appearance at Hyrule Castle was misleading, Link follows the investigation into the Depths. The quest introduces the threat posed by the Yiga Clan’s activities and the deeper connection between the upheaval, ancient Zonai technology, and the Demon King. It expands the story beyond the surface regions.
Link assists Josha and Robbie with an expedition into the Depths and receives the Camera function for the Purah Pad. Although the quest is brief, it establishes Link’s role in documenting the underground world and opens the way to later investigations involving the Depths, the Yiga Clan, and ancient Zonai ruins.
Link follows a mysterious voice and investigates the Great Plateau and the Depths beneath it. The quest concerns a fragmented Bargainer Statue and provides a separate exploration-focused objective connected to the underground world. It is optional, but its discoveries add context to the statues and the Depths’ spiritual landscape.
Link joins Impa in examining the enormous geoglyphs appearing across Hyrule. The quest introduces the method for viewing the memories hidden in the Dragon’s Tears and turns the geoglyph network into a major source of information about Zelda’s disappearance and the ancient past. Further geoglyph investigations continue through the related Main Quest.
Link searches for the remaining Dragon’s Tears scattered across Hyrule and views the memories stored within them. The quest gradually clarifies Zelda’s fate and the history of the ancient conflict. Its discoveries are central to the game’s narrative, although the memories are optional to collect and can be viewed in different orders.
Link investigates the Ring Ruins near Kakariko after the village’s research restrictions begin to change. The quest follows evidence connected to the ancient Zonai and the identity of the hidden fifth Sage. It leads into a larger search that expands the Sage storyline beyond the four Regional Phenomena.
Link searches for the fifth Sage after evidence suggests that another ancient power is necessary to confront the Demon King. The investigation moves through the Thunderhead Isles and Faron’s Zonai ruins, eventually identifying Mineru and her construct-based legacy. This quest significantly broadens the game’s explanation of the Sages and the Imprisoning War.
Link follows the research surrounding Mineru and the Zonai construct body prepared for her spirit. The quest provides the narrative route to Mineru’s Sage ability and the Spirit Temple. It is closely tied to the fifth-Sage investigation and explains why Mineru’s contribution differs from the abilities granted by the other Sages.
Link uses Mineru’s construct to explore the remnants of the ancient Zonai civilization and confront the consequences of the Imprisoning War. The quest places him in the role of inheritor and operator of an ancient weapon while revealing more about Mineru’s preparations and the long-term plan to oppose Ganondorf.
Link follows clues about the Master Sword after learning that the weapon is no longer where he left it. The quest connects the sword’s movement to Zelda and the Light Dragon, while making its recovery part of Link’s preparation for the final confrontation. Its narrative information can also be discovered through other investigations.
Link recovers the Master Sword from the Light Dragon after reaching it through the game’s open-ended investigation. The quest represents the restoration of his signature weapon and resolves one of the central questions created by the opening sequence. It is a major story milestone, though the game permits considerable freedom in when Link pursues it.
Link descends beneath Hyrule Castle to confront Ganondorf and end the threat created by the Upheaval. The final Main Quest brings together the investigation into Zelda, the legacy of the Sages, and Link’s recovered equipment. Its battles and ending contain major story and fate spoilers, so the detailed encounter belongs on the dedicated quest page.
Link works with the Lucky Clover Gazette to investigate reports of Zelda across Hyrule. The Side Adventure links a series of regional investigations and recurring encounters, allowing Link to examine false leads while helping Penn and Traysi pursue a broader explanation. It complements the main search for Zelda without replacing the central storyline.
Link pursues Master Kohga through several Depths locations as the Yiga Clan attempts to exploit ancient Zonai technology. The Side Adventure turns the Yiga leader into a recurring antagonist and gives Link additional context for the clan’s relationship with the Depths, Autobuild research, and the Demon King’s army.
Link undertakes the Yiga Clan’s examination after reaching their hideout and navigating their faction-specific requirements. The Side Adventure is a character-facing encounter with the clan rather than a main-story battle, and it highlights Link’s ability to infiltrate or oppose the Yiga while expanding the optional content surrounding their activities.
Link helps Hudson and Rhondson support Mattison as she considers leaving Tarrey Town for Gerudo Town. The Side Adventure focuses on family, community, and the responsibilities created by Hudson Construction’s growth. Link’s role is that of a trusted helper whose intervention allows the Hudson family to address the conflict directly.
After Lurelin Village is attacked, Link helps its residents reclaim and rebuild the settlement. The Side Adventure gives him a practical role in restoring a community damaged by monsters and connects his actions to the village’s long-term recovery. The quest is separate from the Gerudo Regional Phenomena despite taking place in the wider southern portion of Hyrule.
Link assists Riju and the Gerudo in investigating the identity and history of the mysterious eighth heroine. The Side Adventure extends the Gerudo’s historical storyline beyond the Lightning Temple and sends Link through ancient sites and relics associated with the heroine statues. Its discoveries add context to Gerudo history and the region’s relationship with the past.
Link helps Kilton and Hudson create realistic monster statues in Tarrey Town. The Side Adventure is built around Link supplying information and allowing the town’s display to expand over time. It is primarily a character and settlement quest, showing how Link’s encounters with Hyrule’s monsters can contribute to civilian projects after the Upheaval.
Link investigates the ancient Lomei labyrinths and follows a chain of challenges spanning Hyrule’s surface, sky, and Depths. The Side Adventure emphasizes exploration and Zonai architecture rather than a regional character’s personal story. Its structure makes Link the active investigator of a multi-layered archaeological trial.
Gameplay
Link’s Right-Hand Abilities
Link’s distinctive gameplay in Tears of the Kingdom is built around the abilities granted through the right arm he receives at the beginning of the adventure. Ultrahand lets him pick up, rotate, attach, and detach objects, turning loose materials and Zonai Devices into vehicles, bridges, weapons, and other constructions. Fuse attaches materials to weapons, shields, and arrows, changing their properties and often creating unusual combat or traversal solutions. These abilities are central systems rather than optional character perks, and they are used throughout exploration, Shrine challenges, combat preparation, and environmental puzzles.
Ascend allows Link to move upward through a suitable ceiling, giving him a fast way to bypass vertical spaces when the terrain above is accessible. Recall reverses the movement of a selected object, which can return a fallen platform to an earlier position, redirect a moving object, or create a route across otherwise difficult terrain. Autobuild records previously created constructions and recreates them by spending nearby materials when the required components are available. Together, these abilities make Link’s interaction with the world more flexible than a fixed moveset: the player solves problems by combining powers, objects, terrain, and timing rather than by selecting from a conventional skill tree.
Combat Role and Equipment
Link remains the player-controlled combatant for the game’s major encounters. He can fight with one-handed weapons, two-handed weapons, spears, bows, shields, and improvised fused equipment. Each weapon category changes spacing, attack rhythm, defensive options, and the amount of room available for movement. A shield can block attacks and support shield-based traversal techniques, while a bow gives Link a ranged option for targeting enemies, activating distant mechanisms, or applying the properties of fused materials to arrows. His effectiveness therefore depends heavily on the equipment and materials the player chooses rather than on a fixed class or permanent loadout.
Weapon and shield durability are important parts of Link’s equipment management. Most ordinary weapons eventually break through use, so the player is encouraged to replace equipment, fuse materials, and adapt to what is found in the current region. The Fuse ability makes even basic weapons useful by allowing them to gain additional attack power or situational effects from attached materials. This system also changes how Link approaches enemy encounters: a weapon may be selected for raw damage, reach, elemental utility, crowd control, or a specific environmental interaction. There is no need to treat Link as having a single best build, because the game’s intended combat loop continually changes the available inventory.
Traversal Across the Surface, Sky, and Depths
Link’s movement tools support exploration across the game’s three broad vertical layers: the Surface, the Sky, and the Depths. The Paraglider helps him cross gaps and descend safely after launching from elevated points, while climbing remains a major way to navigate cliffs and structures. Stamina limits affect extended climbing, swimming, and gliding, so route planning and temporary recovery options can matter even when no enemy is present. Ascend and Recall often provide alternatives to a direct climb or long detour, allowing the player to reinterpret the shape and movement of the environment.
Zonai Devices expand Link’s traversal options beyond ordinary movement. Fans, rockets, steering devices, balloons, carts, and other components can be combined through Ultrahand to create machines for air travel, land travel, water crossings, or puzzle solving. These constructions are not a separate vehicle roster assigned permanently to Link; they are player-made solutions assembled from discovered parts. Autobuild makes frequently used designs easier to reproduce, but it does not remove the need to gather or supply the materials involved. The result is a traversal role defined by experimentation: Link can often approach a destination through climbing, gliding, building, or manipulating an existing object.
Sage Powers and Companion Support
As Link advances through the Regional Phenomena questlines, the Sages provide powers that can assist him in exploration and combat. Their abilities are accessed through the game’s companion system rather than functioning as additional weapons in Link’s inventory. Activating a nearby Sage ability can produce a specific effect, such as a forward gust, a defensive water barrier, a lightning strike, or a powerful attack associated with the relevant Sage. The player can manage the active companion abilities, and their presence adds situational support without changing Link’s position as the primary playable character.
Sage powers are especially useful when their effects match the problem in front of Link. A gust can extend gliding distance, a water effect can provide protection or interact with certain attacks, and offensive powers can help damage groups or exploit openings. Their usefulness is balanced by the need to bring the relevant avatar close enough for activation and by the fact that the player still controls Link’s movement, equipment, and timing. The powers therefore supplement rather than replace Link’s core abilities. Their narrative acquisition and mechanical function are closely connected, but the detailed quest and Temple progression belongs in the relevant [Main Quests] and [Temples] sections rather than in this gameplay overview.
Player Progression and Adaptation
Tears of the Kingdom does not present Link with a conventional experience-level system or a class-selection screen. Progression instead comes from expanding the player’s options and improving Link’s survivability. Shrines can provide resources used to increase health or stamina, while armor, meals, elixirs, weapon materials, and discovered Zonai Devices broaden the ways Link can prepare for a challenge. The player also becomes more capable by learning how abilities interact: attaching a material to an arrow, reversing an object with Recall, or building a device can matter as much as acquiring a stronger piece of equipment.
This design makes Link’s gameplay identity adaptable rather than specialized. He can focus on direct melee combat, ranged attacks, stealth, shield use, environmental manipulation, or elaborate Zonai constructions, but these are approaches available to the player rather than locked character classes. Different armor sets and consumables can support particular situations, yet the game does not require a permanent build commitment. Link’s strongest advantage is the combination of reliable fundamentals—movement, blocking, dodging, aiming, climbing, and gliding—with the freedom to apply Ultrahand, Fuse, Ascend, Recall, Autobuild, and Sage abilities in unexpected ways.
Locations and Properties
Hateno Village House
Link is associated with the house in Hateno Village that served as his residence in the preceding game. In The Legend of Zelda: Tears of the Kingdom, it remains an important private location connected to Link and Zelda, although the game presents it primarily through its current occupants and story context rather than as a player-managed property. The house contains personal records and belongings that provide background on life in Hyrule between the two games.
No directly spoken Link line is included.Across the prologue beneath Hyrule Castle, the Dragon's Tears memories, the Regional Phenomena questlines, and the ending, Link is generally presented as a silent protagonist rather than given clearly attributable spoken dialogue. Verification: recalled from model knowledge, unverified
Character Development
From Champion to Survivor
At the beginning of The Legend of Zelda: Tears of the Kingdom, Link is not starting his journey as an inexperienced hero. He has already helped defeat Calamity Ganon, restored Hyrule's Divine Beasts, and become Zelda's principal protector. His development therefore begins with the loss of a stable identity rather than the discovery of a first calling. The opening expedition beneath Hyrule Castle leaves him severely injured, separates him from Zelda, and strips away the confidence associated with his previous role. He awakens in the Great Sky Island without his familiar equipment, with no clear understanding of what happened and with a damaged right arm replaced by Rauru's arm.
The change makes Link a survivor before he becomes Hyrule's champion again. His physical condition and missing memories create vulnerability, but the game does not portray him as helpless. He immediately begins testing his surroundings, learning unfamiliar abilities, and searching for a way forward. His recovery is expressed through action rather than extended self-reflection: he adapts, observes, and continues despite the absence of clear answers. This preserves his established courage while showing that his heroism is not dependent on having all of his weapons, memories, or allies available at once.
Learning to Rely on New Power
Rauru's arm changes more than Link's combat options. It gives him Ultrahand, Fuse, Ascend, and Recall, abilities that require experimentation and flexible problem-solving. Link's development is consequently tied to a broader idea of strength than swordsmanship. He learns to manipulate objects, combine materials, reverse movement, and construct solutions from what is available. These abilities make his progress feel like a practical form of adaptation: the damaged hero does not simply recover the power he had before, but learns to use a new form of power on its own terms.
The arm also creates a continuing connection between Link and an ancient figure whose life and sacrifice are central to Hyrule's survival. Rauru's presence is not merely a source of upgrades; it places Link within a chain of responsibility extending from the Zonai past into the present. Link cannot personally resolve the historical tragedy surrounding Rauru, Sonia, and Ganondorf, but he becomes the person capable of carrying their unfinished defense of Hyrule forward. His growth is therefore collaborative even when he remains the player's direct avatar.
A More Deliberate Protector
Link's relationship with Zelda becomes more complicated in this game because his role as her protector is tested by separation and uncertainty. He begins by trying to find her, but the search gradually becomes larger than a rescue mission. The condition of Hyrule, the Regional Phenomena, the memories preserved in the Dragon's Tears, and the threat represented by Ganondorf all force Link to understand the crisis as a conflict spanning different eras. His loyalty to Zelda remains a central motivation, yet it is expressed through a sustained commitment to Hyrule rather than through a single act of personal rescue.
The game also gives Link a wider network of allies than the opening situation suggests. The Sages and their descendants do not replace him, and Link does not become a conventional commander who directs every decision. Instead, he acts as the connecting figure among people whose regions and histories have been placed under pressure. His development lies partly in accepting that protecting Hyrule is not a solitary task. The player gathers allies, restores regional confidence, and brings the different parts of the kingdom into a shared resistance. Link's quiet leadership is defined by reliability: he arrives, helps, and gives others the chance to stand with him.
Identity Through Choice and Action
Link remains largely silent, so Tears of the Kingdom does not present character growth through long speeches or explicit statements of belief. His personality is instead communicated through repeated choices. He investigates dangers that do not directly benefit him, helps communities facing local crises, and continues pursuing Zelda even when the evidence surrounding her becomes confusing or alarming. Optional Side Adventures and Side Quests broaden this characterization by showing that his role is not limited to the main conflict. He can restore a settlement, assist travelers, investigate regional problems, or help people preserve ordinary life during a national emergency.
This structure makes Link's identity feel active rather than purely inherited. He is recognized as the hero who carries the Master Sword, but recognition alone does not explain why he continues. Across the game, Link repeatedly chooses responsibility when certainty is unavailable. He does not know the full history of the Upheaval at the beginning, cannot immediately interpret the visions he encounters, and must act before every mystery has been resolved. His defining trait is therefore not simple fearlessness. It is the willingness to move toward danger while accepting that understanding may come later.
The Master Sword and the Meaning of Restoration
Link's connection to the Master Sword also develops beyond the familiar image of a hero reclaiming a legendary weapon. The sword is damaged during the opening confrontation, and its recovery is tied to Zelda's fate and to the long history revealed through the game's memories. Link's effort to restore and reclaim it parallels his own recovery. Both hero and weapon have been displaced from their expected condition, and both must endure a longer process before they can return to the conflict against Ganondorf.
This parallel gives Link's journey a sense of continuity without making him unchanged. He does not simply regain the same status he possessed before the Upheaval. The experience has forced him to rely on unfamiliar powers, trust allies across generations, and confront the cost of Zelda's decision and sacrifice. When he once again stands as the kingdom's foremost defender, that position represents persistence rather than a reset to the past. His earlier achievements establish his reputation; the events of this game demonstrate why that reputation continues to matter.
A Hero Who Carries Hyrule Forward
By the final confrontation, Link has moved from isolated survivor to the central force connecting Hyrule's present with its buried past. His development is not a moral conversion or a dramatic change in temperament. He remains courageous, disciplined, and devoted to Zelda. What changes is the scale of his understanding and the range of people included in his responsibility. The hero who begins the game searching for one missing person ultimately fights for a kingdom, its communities, its history, and the possibility of restoring what was lost.
The ending reinforces restoration while preserving the cost of the journey. Zelda returns to her human form, and Link's damaged arm is restored, but the experience cannot be treated as though it never happened. Link has gained no ordinary spoken confession of growth; instead, the completed journey shows that he can survive the loss of his established tools and still choose to protect others. In Tears of the Kingdom, his development is best understood as an expansion of responsibility: from champion and bodyguard to an adaptable leader whose actions allow Hyrule's scattered allies to become a united force.
Endings and Fate
SpoilersSeries Appearances
- The Legend of Zelda: Breath of the WildPlayable protagonist; the same incarnation of Link who appears in Tears of the Kingdom.
- The Legend of Zelda: Skyward SwordPlayable protagonist; a different incarnation of Link.
- The Legend of Zelda: Ocarina of TimePlayable protagonist; a different incarnation of Link.
- The Legend of Zelda: Majora's MaskPlayable protagonist; the Hero of Time from Ocarina of Time.
- The Legend of Zelda: The Wind WakerPlayable protagonist; a different incarnation of Link known as the Hero of Winds.
- The Legend of Zelda: Twilight PrincessPlayable protagonist; a different incarnation of Link known as the Hero of Twilight.
- The Legend of Zelda: A Link to the PastPlayable protagonist; a different incarnation of Link.
- The Legend of Zelda: Link's AwakeningPlayable protagonist; the same incarnation of Link from A Link to the Past.
- The Legend of Zelda: Oracle of AgesPlayable protagonist; the same incarnation of Link who also appears in Oracle of Seasons.
- The Legend of Zelda: Oracle of SeasonsPlayable protagonist; the same incarnation of Link who also appears in Oracle of Ages.
- The Legend of Zelda: The Minish CapPlayable protagonist; a different incarnation of Link.
- The Legend of Zelda: Four SwordsPlayable protagonist; Link can be divided into multiple forms during the adventure.
- The Legend of Zelda: Four Swords AdventuresPlayable protagonist; Link is divided into four forms during the adventure.
- The Legend of Zelda: A Link Between WorldsPlayable protagonist; a different incarnation of Link.
- The Legend of Zelda: Tri Force HeroesPlayable protagonist; Link is one of the possible heroes in the cooperative adventure.
- The Legend of ZeldaPlayable protagonist; the first incarnation of Link introduced in the series.
- Zelda II: The Adventure of LinkPlayable protagonist; the same incarnation of Link from The Legend of Zelda.
Portrayal and Voice Actor
Kengo Takanashi (unverified model-knowledge attribution; Japanese voice)
Link is primarily a silent protagonist in The Legend of Zelda: Tears of the Kingdom, so his performance is built less around spoken dialogue than around animation, physical reactions, combat sounds, exertion vocalizations, and brief vocal responses. The Japanese voice attribution most commonly associated with Link in this game is Kengo Takanashi, but that credit has not been independently verified for this entry in the current publication workflow and should receive editorial confirmation before publication.
Because Link does not deliver extended spoken conversations, the performer’s contribution is deliberately restrained. His vocalizations support the physical immediacy of climbing, swimming, gliding, taking damage, using weapons, and surviving hazardous environments without turning him into a conventionally talkative protagonist. This limited vocal approach preserves Link as a player-facing character while still giving his actions audible weight during exploration and combat.
The game’s portrayal also depends heavily on performance through animation and direction rather than on a conventional dialogue performance. Link communicates through posture, facial reactions, gestures, and his responses to the people of Hyrule. These details let him remain a distinct character within scenes while leaving room for the player to project intentions onto him. No separately verified motion-capture or performance-capture credit is included here.
Takanashi’s contribution should therefore be understood as one part of a broader character-performance system involving animation, cinematic direction, sound design, and the player’s control of Link. His short vocal reactions help connect those elements, particularly during traversal and action sequences, while the surrounding presentation carries most of the character’s emotional and narrative expression.
No additional role-specific casting statements, independently verified notable-performance credits, or awards and nominations for this portrayal are included here. The actor attribution and any expanded career information should be checked against official game credits or a reliable industry source before this section is published as authoritative.
Behind the Scenes
From Breath of the Wild Expansion Ideas to a New Adventure
The development of The Legend of Zelda: Tears of the Kingdom began as additional downloadable content ideas for Breath of the Wild before expanding into a much larger project. That shift gave the team room to build a new version of Hyrule and to redesign Link's role around abilities that supported experimentation rather than simply extending the previous game's systems. Link therefore remained the familiar player character, but the sequel's design treats him as an explorer, builder, and problem-solver whose solutions can vary significantly from one player to another. The development direction is reflected in the game's emphasis on constructing vehicles, combining equipment, manipulating objects, and approaching objectives from unusual angles rather than relying on a fixed solution.
Designing Link Around the New Arm
Link's most visible design change in Tears of the Kingdom is the ancient arm that replaces the injured arm he has at the beginning of the story. From a development perspective, the arm provides a unified visual and gameplay identity for the sequel's new abilities: Ultrahand, Fuse, Ascend, Recall, and Autobuild all make the player's interaction with the world part of Link's character design. The asymmetrical appearance also distinguishes this version of Link from his Breath of the Wild incarnation without abandoning the recognizable silhouette and equipment associated with him. The arm's functions were developed as connected tools for manipulating objects, traversing spaces, and creating solutions, allowing Link's character presentation and the game's central systems to reinforce one another. Specific cut concepts or creator statements about earlier versions of Link are not included here without reliable verification.
Reception
In Tears of the Kingdom, Link was generally received as a strong player-directed protagonist: reviewers and players focused more on his agency, abilities, and bond with Zelda than on extended spoken characterization.
- Critical reception: Discussion of Link was usually tied to the game’s broader praise for player freedom. His role as the character who combines Ultrahand, Fuse, Ascend, Recall, and Autobuild made him the practical center of the game’s experimentation, allowing players to express solutions through construction, combat, exploration, and traversal.
- Player-directed characterization: Link remains mostly silent, so the game communicates his personality through choices the player makes, his persistence in recovering lost abilities and equipment, and his responses to Hyrule’s crisis. This approach preserves the series’ avatar-like quality while still presenting him as an experienced hero with an established relationship to Zelda.
- Relationship with Zelda: Reactions to Link were frequently shaped by the game’s presentation of his loyalty to Zelda and his determination to find her. Players could read his journey as a personal rescue mission as well as a wider effort to protect Hyrule, although the game leaves much of Link’s internal perspective unstated.
- Gameplay and identity: The new arm abilities became a major part of how players understood Link in this game. Rather than defining him through a fixed class or a narrow set of signature attacks, Tears of the Kingdom presents him as an adaptable problem-solver whose identity is expressed through experimentation with weapons, materials, Zonai Devices, and the environment.
- Limits of the characterization: The same silent-protagonist design that supports player projection also limits direct access to Link’s thoughts. Some discussion therefore treats him less as a conventionally outspoken dramatic lead and more as the player’s active viewpoint within the story. This is a design characteristic rather than evidence of a uniformly negative response.
- Standing over time: Link’s Tears of the Kingdom portrayal is commonly understood as a continuation of the version established in Breath of the Wild: a capable hero whose actions carry the narrative while the player supplies much of his moment-to-moment expression. The sequel strengthened that identity through broader abilities and more open-ended interaction, even though it did not substantially change his restrained dialogue style.
Cultural Impact and References
Fan Culture and Memes
Link’s visual identity in The Legend of Zelda: Tears of the Kingdom is unusually adaptable to fan-made humor and creative expression. His changing outfits, improvised vehicles, unusual weapon fusions, and physics-based constructions give players material for screenshots, challenge videos, comics, and gameplay clips. The contrast between Link’s traditionally quiet heroic role and the strange machines players can build with Ultrahand became a particularly recognizable feature of the game’s online fan culture. These creations are player experiments rather than fixed character traits, but they shaped how many players discussed Link’s role in this entry: he is both Hyrule’s champion and the tool through which players test the game’s construction systems.
Tears of the Kingdom also encouraged a form of community storytelling centered on Link’s actions rather than spoken characterization. Players shared unusual solutions to traversal problems, improvised combat combinations, accidental physics interactions, and elaborate vehicles. This expanded the familiar image of Link as a swordsman into a broader player-created identity involving engineering, experimentation, and problem-solving. Such fan practices should not be treated as official canon, but they are a documented part of the game’s reception and helped distinguish its version of Link from versions defined mainly by swordplay or traditional dungeon progression.
References in Other Media
Link’s cultural footprint extends beyond Tears of the Kingdom through his recurring appearances in Nintendo crossover games. He is a playable fighter in the Super Smash Bros. series, where his sword, shield, bow, bombs, and other recurring equipment translate the character into a competitive fighting-game format. The series also includes alternate Link identities, including Young Link and Toon Link, showing how different visual and narrative interpretations of the same heroic role have become recognizable independently of a single Zelda game.
Link also appears in Mario Kart 8 and its Deluxe edition through downloadable content and later included content, represented by a version of the character associated with The Legend of Zelda: Breath of the Wild. That appearance brought Link into a racing context and made elements such as the Master Cycle Zero part of a broader Nintendo crossover vocabulary. These appearances are separate from Tears of the Kingdom’s story continuity; they are references to the wider character and series rather than events in the game’s Hyrule.
Cameos and Crossovers
The Super Smash Bros. and Mario Kart appearances are the clearest major crossovers associated with Link outside his own series. They preserve recognizable features—the green or blue heroic clothing associated with different incarnations, the Master Sword, the Hylian Shield, and his distinctive equipment—while adapting them to genres with different rules. His inclusion in these games reflects the character’s flexibility: Link can function as an adventure protagonist, a fighting-game combatant, or a racing-game participant without losing the basic visual shorthand that identifies him.
Link has also been represented through Nintendo’s broader Zelda merchandise and interactive products, including amiibo tied to different character incarnations and game releases. These products connect the character’s physical design to collectible culture, but individual merchandise lines and release details vary by region and product wave. They should therefore be treated as licensed representations of Link rather than as additional story appearances in Tears of the Kingdom.
Legacy of the Heroic Image
Link’s long-term influence comes from the way the character combines a largely silent player avatar with a strongly recognizable heroic design. Tears of the Kingdom continues that approach while giving the player more expressive systems than earlier entries: Link can combine materials with weapons, manipulate objects, build vehicles, and explore the Surface, Sky, and Depths. The result is a version of the character whose public image is shaped not only by official artwork and story scenes, but also by what players make him do.
The recurring imagery associated with Link—the Master Sword, the Hylian Shield, the Triforce, and the pointed-eared hero in a distinctive adventuring outfit—has become shorthand for The Legend of Zelda in games, merchandise, promotional art, and fan work. These symbols belong to the wider franchise rather than exclusively to Tears of the Kingdom. In this game, they coexist with newer visual markers such as the Purah Pad, Zonai technology, and Link’s altered right arm, allowing the familiar hero to remain recognizable while reflecting the game’s emphasis on exploration, invention, and ancient technology.
Design and Media References
Tears of the Kingdom’s Link is designed as a continuation of the version introduced in Breath of the Wild rather than as an unrelated new incarnation. His clothing options allow players to preserve a classic adventurer silhouette, adopt regional outfits, or create combinations that reflect the game’s open-ended systems. The loss and transformation of his right arm also provides a strong visual link to the game’s major abilities, including Ultrahand, Fuse, Ascend, and Recall. These design choices make his body and equipment part of the game’s mechanical language without changing his core role as the player’s explorer and champion.
The game’s broader cultural references are best understood as an evolution of established Zelda imagery rather than as a documented imitation of a specific outside character. Link remains recognizable through his role, equipment, and visual motifs, while Tears of the Kingdom adds construction technology and Zonai-influenced design to that established foundation. Claims about specific real-world inspirations for these details require dedicated development sources and are not stated here as fact.
Quotes
No directly spoken Link line is included.
Trivia
- Link begins The Legend of Zelda: Tears of the Kingdom with his right arm corrupted and damaged by Gloom. Rauru's disembodied right arm then becomes Link's replacement, giving him access to Ultrahand, Fuse, Ascend, Recall, and Autobuild.
- Link's new arm is not merely a replacement limb: it retains Rauru's connection to Zonai technology. This explains why Link can activate ancient mechanisms and use abilities that are unavailable to ordinary Hyruleans.
- The Fuse ability allows Link to combine weapons, shields, and arrows with materials or environmental objects. These combinations can alter attack power, durability, elemental effects, reach, or utility, making improvised equipment a central part of his adventure.
- Link is the only character who can directly use the four main abilities granted by Rauru's arm. Autobuild is especially unusual because it can reconstruct saved constructions from nearby materials, Zonai Devices, or Zonaite.
- Gloom does not simply reduce Link's health like ordinary damage. It can permanently block portions of his maximum heart capacity until he reaches a Lightroot or uses a suitable recovery method, making the Depths hazardous even after a battle ends.
- Link can call on the Sages through Vows after completing their related Regional Phenomena questlines. These Vows create visible avatars of the Sages, allowing their powers to accompany Link outside their Temples rather than functioning only as temporary story events.
- The Master Sword begins the game in a weakened, decayed state after the opening encounter beneath Hyrule Castle. Its restoration is tied to Zelda's long journey and to the Light Dragon, making the weapon's condition part of the game's central mystery.
- Although Link has a small number of voiced reactions and battle sounds, he remains a primarily silent protagonist in Tears of the Kingdom. Other characters therefore communicate his intentions through his actions, expressions, gestures, and the player's chosen responses rather than through fully voiced dialogue from Link.