Saving the Great Fairies and the Musicians
The Great Fairies of Hyrule have become frightened by the cataclysm and the appearance of miasma from Zelda Tears of the Kingdom. They will only reappear if they hear the sound of a group of musicians. But most of the cast members have split up and it's up to you to find them all.
Tera, the Great Fairy of the Forest Relay
The quest for the Great Fairies begins at the Relais de la Forêtto the east of Hyrule Castle. (Coordinates 1053; 1134; 0022) You will meet Maestrothe leader of the Slaughtered Brides troop.

He would like to take Violaine to the Big Fairy's seed, a little further north, but his trusty touring cart is damaged and has nothing to pull it. It will be up to you to take care of it!
Let's start by repairing the cart. Just put the wheels back on with Emprise. Nothing too complicated.

To lead Maïstro and Violaine to the great fairy, you will need a horse fitted with a harness. Any horse will do as long as it is not legendary (like Eponafor example). As for the harness, you will need to accumulate 3 loyalty points in the relays.
You can either find 3 different relays and talk to their owner to get them, or sleep 3 times in the Forest relay, but this will cost you some money. Once you have obtained the points, ask for your reward at the second counter of a relay and you will be offered the harness.
Take one of your horses out of the Forest Relay and ask the owner to attach the harness. Lead your horse to the troop wagon and use Emprise to attach it to your harness. Then go and talk to Maestro and offer to take him or her away to the Great Fairy. All you have to do is drive it there and it's done.

Caesa, the Great Fairy of the Orée de la Plaine relay
The second Great Fairy to be reassured is near the Orée de la Plaine relay station. (Coordinates -1432; -1265; 0032)
The latter will only want to come out of hiding if it hears the sound of a flute. To do this, you'll need to find Fluol and reintegrate him into the band. To do this, consult our guide on Fluol, the flute player.

Once you have found Fluol, go back to the relay of the Orée de la Plaine and talk to Maïstro. He will explain to you that the path leading to the Great Fairy is impassable for a horse, as the path has suffered a landslide. You will have to find a new solution to take the troop's wagon.
Not too far north you should find an almost complete car against a wall. It only needs a wheel and a rudder, which are not far away either. So build your buggy and attach it to the musicians' trailer.

Then talk to Maistro and offer to take him to the Great Fairy. You can then drive along the path, as the wheels are perfectly capable of crossing this type of terrain. However, you may need to make a few stops or consume some energy hearts if your battery has not been upgraded.
Cotura, the Great Fairy of the Gemini relay
Cotura is the third Great Fairy to be found. It is located to the south of the Gemini relay. (Coordinates 1745; -1919; 0010)
She will only agree to come out of her cocoon if she hears the sound of a drum. So you'll have to find a way to bring back Nambour, the drummer in Maistro's troupe. To do this, consult our guide on Nambour, the drummer.

Once you have found Nambour, go back to the Gemini relay and talk to Maestro. He will explain that the bridge leading to the Great Fairy is destroyed and that the only way to get there is to cross the river. The problem is that the current is extremely strong. So you will have to create a ship that can carry the cart across the water while fighting against the current.
If the bridge is destroyed, it is because of the artefacts that have fallen on it. These include thrusters, a rudder and batteries. Combined with the sail and the nearby planks, you will have enough to build a ship. Be aware that Maistro will only let you hang something on his trailer if it is with a sail.

Once your ship is finished and attached to the musician's wagon, talk to Maistro and offer him a ride. You are now on your way to the Great Fairy. Be careful, if you take the boat out of the water or shake the cart too much, the musicians will get scared and leave.
If you are sailing in a headwind, you can use Emprise to remove the sail during your trip. A simple board and thruster should suffice. Once you arrive, Coltura will agree to come out of its bud.
Mijah, the Great Fairy of the Frozen Meadows Relay
The last Great Fairy is called Mijah and has taken up residence in the mountains of Hebra, near the relay of the Frozen Meadows (Coordinates -1640; -2566; 0233)
Mijah will only come out of hiding if she can hear the Horn of Coréo. But Coréo has disappeared somewhere in Tabanta. You will have to save him. To do so, consult our guide on Coréo, the horn player.
Once Coréo has been rescued, return to the relay of the Frozen Meadows and talk to Maïstro once again. This time, it will only need a roof on his trailer so that you can start. Easy, right? Well, think again. If putting on a roof is easy with the neighbouring boards, we advise you to create a real fortress around the trolley. You will understand as soon as you set off. Once the cart is harnessed to your horse, you can talk to Maestro and set off.

The ground is clear, but the Great Fairy is rather far away and between her and the relay is an army of bokoblins on horseback. They will attack the carriage on sight and if an attack hits a musician, it's back to square one. Protect them with your bow and arrows, or go directly to the fairy. Be careful, the last slope is steep and you will have to go through the left side of the rocks.
Once the last Great Fairy has been released, you can improve your equipment to the maximum level.
