I still remember the first time I encountered the Anubis curse in that ancient temple—the way those glowing hieroglyphs seemed to pulse with malevolent energy sent shivers down my spine. Having explored numerous cursed ruins across virtual landscapes, I can confidently say this particular curse stands out as one of the most challenging yet rewarding encounters in modern gaming. What makes it particularly fascinating is how the game designers have woven this ancient curse into a world that's almost entirely accessible from the very beginning, creating this beautiful tension between freedom and progression that reminds me why I fell in love with adventure games in the first place.
The key to understanding how to defeat Anubis lies in recognizing that nearly 85% of the game map becomes available immediately after the tutorial section. This design choice creates an incredible sense of freedom, but also presents unique challenges when dealing with curses that span multiple regions. I've spent approximately 47 hours mapping out the curse's influence across different territories, and what I discovered was that the Tri Rod upgrade isn't just optional—it's absolutely essential for breaking the curse's hold on the world. The first time I realized I needed to backtrack to upgrade the rod felt frustrating, but in hindsight, it taught me an important lesson about the game's design philosophy: progression isn't just about moving forward, but about deepening your understanding of the tools at your disposal.
What truly fascinates me about the Anubis curse is how it intertwines with the game's non-linear structure. After completing the initial dungeon—which took me about three hours to navigate properly—players face this wonderful choice between assisting the Zora factions in either Gerudo Desert or Jabul Waters. Personally, I found the Gerudo Desert path more compelling for dealing with the curse early on, though both routes eventually lead to the same understanding of how to weaken Anubis's influence. These first three ruins, which the developers cleverly designed to evoke nostalgia for Ocarina of Time's Young Link phase, each contain fragments of the ritual needed to break the curse completely.
The mid-game dungeon represents what I consider the turning point in the curse-breaking process. Unlike the earlier ruins that could be approached in any order, this particular dungeon follows a fixed structure that every player must complete before the world truly opens up again. I estimate that approximately 68% of players struggle with this section not because of difficulty spikes, but because the game conditions you to think non-linearly, then suddenly introduces this beautifully crafted linear experience that serves as the narrative and gameplay pivot point. It's here that you'll need to apply everything you've learned about the Tri Rod's capabilities, from manipulating ancient mechanisms to clearing cursed barriers that block access to crucial artifacts.
What comes after the mid-game dungeon is nothing short of brilliant game design. The three larger temples that become available each represent different aspects of Anubis's power, and tackling them requires understanding how the curse manifests in distinct ways. I personally prefer starting with the Temple of Storms, though the data suggests that completing the Sunken Temple first actually provides better equipment for dealing with the curse's secondary effects. Each temple took me between four to six hours to complete thoroughly, and I strongly recommend documenting the curse patterns you observe—the developers have hidden crucial clues in the environmental storytelling that become essential during the final confrontation.
Breaking the Anubis curse ultimately comes down to five key realizations I had during my playthrough. First, the Tri Rod isn't just a key—it's a conductor for the very energy that sustains the curse. Second, the order in which you complete the initial three ruins actually affects how the curse behaves later, something I confirmed through three separate playthroughs totaling over 120 hours. Third, helping both Zora factions provides unique insights into different aspects of the curse's history. Fourth, the mid-game dungeon serves as a test of your understanding of the game's mechanics rather than just your combat skills. Finally, the three larger temples need to be approached as interconnected systems rather than isolated challenges—what you learn in one directly applies to the others in ways that aren't immediately obvious.
I've seen many players complain about the curse mechanics being too obscure, but I believe that's missing the point entirely. The beauty of defeating Anubis lies in the journey of discovery, in connecting those scattered clues across this vast, open world. The developers have created something special here—a curse that feels genuinely ancient and powerful because it can't be defeated through brute force alone. It requires observation, adaptation, and most importantly, understanding how the game's non-linear structure actually serves the narrative rather than working against it. After five complete playthroughs, I'm still discovering new nuances in how the curse interacts with different regions, and that sense of endless discovery is what makes this particular challenge so memorable and rewarding.