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Case History: Historical Perspective on The Legend of Zelda

By Sean Sylvis

Professor Lowood STS 145: History of Computer Game Design
Introduction The Legend of Zelda, arguably the most popular series of adventure games for any gaming system, includes eight games on four consoles (three on the Game Boy (Color)) and spans a period of 15 years, with another installment going to be released for Nintendos next console, the Gamecube. My focus in this paper, a historical perspective on the development of the Legend of Zelda series, will focus on three of those games, The Legend of Zelda for the Nintendo Entertainment System (NES), A Link to the Past for the Super NES (SNES), and Ocarina of Time for the Nintendo 64 (N64). Nearly every game in the Legend of Zelda series has some elements that qualifies it as a Legend of Zelda game: the hero is a young elf-boy named Link who is trying to save his princess Zelda from the clutches of the evil villain, Ganon, who Link must vanquish to finish the game. In order to defeat Ganon, Link has to collect several pieces of the Triforce, which are scattered throughout Hyrule, the virtual world of the Zelda games. There are a few exceptions to these rules, such as Majoras Mask for the Nintendo 64, but the game play always follows a couple of rules. You can expect the environment to be expansive and immersive, taking many days to explore for the latest Zelda game. There will also be many sub-adventures, or mini-quests, in addition to the primary task of rescuing Zelda, which must be completed before confronting Ganon. The game will be difficult to finish, but not impossible, with many mental puzzles that must be solved in order to progress through the game. And of course, the graphics and sound will be impressive in all respects.
The mastermind behind each of the games in the series, as well as the creator of the Mario, Donkey Kong, and Starfox games, is Nintendos famous game designer Shigeru Miyamoto. Ironically, the president of Nintendo, Hiroshi Yamauchi, first hired Miyamoto, an artist at that time, as a favor to a friend. Miyamoto in turn designed the arcade game Donkey Kong, which was a runaway hit in the United States, with demand reaching incredible proportions. Thus, the game design career of Miyamoto was born. As the arcade boom declined, Nintendo saw the potential for a kind of home entertainment system and designed the Family Computer (Famicom) for the Japanese market. At the same time, Miyamoto was finishing the development of a game, Super Mario Bros., that would directly influence the design of the first Legend of Zelda game and would be hugely popular when the Famicom was released in the U.S. (redesigned and renamed the NES). After the success of Super Mario Bros., Shigeru modified and improved upon its game concept and created the Legend of Zelda, which would become hugely popular and introduce Americas children to the adventures of Link. Since then, Miyamoto has created all of the Zelda, Mario, and Donkey Kong games and, as general manager of Nintendos Entertainment Analysis and Development Department, he has had input on many other Nintendo games. David Scheff writes, Its impossible to calculate Miyamotos value to Nintendo, and its not unreasonable to question whether Nintendo would have succeeded without him, [SCH]. With such an impressive list of past releases and several more upcoming titles, including the next game in the Zelda series, it is no wonder that Miyamoto is considered by many in the industry to be the greatest game designer in the world.
History of the Legend of Zelda At the height of the NESs popularity in the late 1980s, Nintendo had nearly 90% of the market share, and in 1992 the company profited more than all the American movie studios combined and the three television networks combined, [SCH]. The Legend of Zelda series has always had a bright spot in the history of Nintendo, each game in the series often being released with enormous anticipation and thereafter being hailed as the best game yet released. While much of this is media hyperbole, most of the praise is well-founded and a great deal of Nintendos success and popularity is due to series such as the Legend of Zelda that are developed only for the Nintendo console and have a gigantic, worldwide fan base. One of the oldest companies in the entertainment business, Nintendo has been in existence since around 1889, where it began by making and selling Japanese-style Hanafuda playing cards (and has stayed in the family since then the current president is the great-grandson of the founder). Incidentally, the Japanese symbols for the word Nintendo roughly translate in English to leave luck to heaven. It was not until the late 1970s that Nintendo become involved in the video game industry, first creating several arcade games (the most famous of course was Donkey Kong), then releasing the NES in the United States in 1985. A year later in 1986, Miyamoto finished the first game in the Zelda series and Nintendo released Legend of Zelda, which would become the first Nintendo game to sell one million copies (besides Super Mario Bros., which was packaged with the NES). It was during this period that Nintendo reached the height of its popularity, defining a new video game market from the days of Atari, but one that

was controlled by Nintendo. Part of Nintendos domination of the market is due to the key-chip that Nintendo built into the console. This chip, patented by Nintendo, disabled the console unless a complementary chip was present in the game cartridge. Thus, publishers were required to get a license from Nintendo, allowing them to engineer the chip, in order to publish games for the NES. Because Nintendo was so popular, publishers would get a license from Nintendo on the condition that they did not publish games for other companies. In this way, Nintendo was able to maintain market domination, despite Sega having released a slightly better system during the same period. However, with their success, Nintendo became complacent and did nothing to further their stance in the video game market, content to continue producing games for the 8-bit console while it was popular. Sega meanwhile developed and released a 16-bit system, the Genesis, in 1989, to try to get some of the market share back from Nintendo. The Genesis did very well, but still could not compete with the sales of the 8-bit NES and handheld Game Boy, which was released the same year. For example, Super Mario Bros. 3 was released that year, selling seven million copies by the end of 1990 and another four million in Japan, going on to become the greatest-selling video game in U.S. history. In 1989, Super Mario Bros. grossed over $500 million just in America. In the field of entertainment, only the movie E.T. has made more revenue, [HART]. However, realizing they were losing some of their market share to Sega, Nintendo decided to begin work on a 16-bit system and released the Super NES two years later in 1991. Unfortunately for Zelda fans, it was not until April 1992, that A Link to the Past was released, the first Zelda game for the SNES and the third game in the series (The
Adventures of Link was released in 1989 for the NES). A Link to the Past utilized the new 16-bit processor to produce the largest Zelda world to date, encompassing two different worlds (Hyrule and Dark World) and a memorable cast of characters (Zora and Agahnim), which is why it remains a favorite in the Zelda series for many fans. It was around this time that Sega discovered that the Super Nintendos processor was nearly twice as slow as the Genesis and thus Sonic the Hedgehog was born, the antithesis to Mario and family-oriented characters of Nintendo. Sonic the Hedgehog was basically designed to highlight the differences between the processing speeds between the systems. Suddenly, Nintendo was no longer the only system kids were playing and a fierce competition began between Sega and Nintendo for the rights to the market. Sometime thereafter Sega released the Sega CD, a console add-on that used CDROMs instead of game cartridges, so Nintendo began looking into CD-ROM technologies with electronics giant Sony. The console developed in secret by the two companies was tentatively called the Playstation, but soon thereafter Nintendo cancelled the partnership after Sega CD sales proved to be unsuccessful. Ironically, this turned out to be a huge mistake however as Sony redesigned the console and released the Playstation in 1995, eventually overtaking Nintendo in sales and gaining the title of most popular console in North American, Europe, and Japan. Ever since the release of the Playstation, Nintendo has been trying to regain the popularity and market share they once held in the 1980s, but have been unable due to the competition from Sony, Sega (who seems to have finally gone under), and now Microsoft. In 1996, the Nintendo 64 system was launched in the U.S., one of the most successful console launches in the industry (topped by the Sega Dreamcast a few years later), outselling the Playstation by

a small margin. The N64 console possessed an impressive list of features, but the most stunning were the innovative controllers designed by Nintendo. The new controllers kept the control pad and button configuration from the SNESs controllers, but completely redesigned the ergonomics and introduced the c- and z-buttons. The controller now had three prongs, one in the middle and on each end, that one could grip instead of having to hold the edges of the controller. Soon after the release of the N64, the most highly anticipated and talked about game in the Zelda series (which will most likely be eclipsed by the release of the Zelda game for the Gamecube) was released in 1997, Ocarina of Time. This game has been heralded as one of the best games ever by members of the industry and, in my opinion, meets and exceeds every expectation one would have for the best game ever.
Historical Analysis In order for the creation of the Legend of Zelda, the first game in the series, two breakthroughs, technological and conceptual, were needed, which is why the game is considered revolutionary by many. Prior to the year Legend of Zelda was released, games only had the ability to scroll in one direction due to the limitations imposed by the technology of the game chip. However, the Legend of Zelda was designed with a new chip, the MMC11, that allowed screen elements to scroll vertically or horizontally at the same time. Thus, a whole new dimension was added to games, offering worlds that could be explored in any direction (in 2-dimensions). This was a necessary innovation
Metroid, released the same year as Zelda, is credited as being the first video game to use the MMC1 chip. [NIN]
for the type of game Miyamoto envisioned: one in which players could spend days exploring a virtual environment. Both Mario and Zelda are based on the same concept of making a miniature garden, which the players can explore rather freely, says Miyamoto, They have to become creative and independent they need to think about what they should do next, [TECH]. In addition, the MMC1 was the first chip to provide on-board memory, which could be used to save the progress of a game. No longer was playing a game a one-shot experience. Now, the progress of a game could be saved and picked up again at any time, giving the game a feel of continuity between playing sessions. With the introduction of the MMC1 chip, game designers were not restricted any longer in the kind of games they could design. In addition to changing the technology of future games, the Legend of Zelda built upon the conceptual shift in game play that Super Mario Bros. had introduced. Before the release of Super Mario Bros., video games were still designed under the arcade model of gaming: accumulate as many points as possible, getting your name on the high score list, with a limited number of lives. Before the release of the MMC1 chip, when continuity in games was not possible, nearly all of the games produced for the home console market were arcade translations. This design concept made sense in the socialcentered arcade community, but not in the home market where the player, now experiencing the game alone, has an unlimited amount of playing time. The release of Legend of Zelda, and the chip that made it possible, caused a shift in the design philosophy of many home video game companies, from arcade-centered games such as Donkey Kong to continuity-based games such as Legend of Zelda. Designers, realizing the potential of on-board memory, could now develop games with a broader

storyline and that provided playing stimulus over a period of weeks instead of hours. In this way, Legend of Zelda greatly influenced the way games in the home market were designed. Indeed, the birth of strategic and fantasy role-playing games is often credited to Miyamoto and the Zeldas design team. In 1991, the 16-bit SNES was released in the U.S., followed by the release of the muchanticipated A Link to the Past a year later. Unlike the first game in the series, which revolutionized the video game market, A Link to the Past took the successful game play and design foundation of Legend of Zelda, and created a much improved environment and cast of supporting characters. We tried to make it as easy as possible for the player to move Link, reveals Miyamoto, When it comes to developing characters, we think of the new game systems first, and their increased capabilities and then later think about the characters, to use the advanced ideas in the new systems, [TECH]. Taking advantage of the 16-bit processor, A Link to the Past boasted a larger world, more difficult and complex dungeons, and more numerous and expanded quests. This latest Zelda game provided the player with a more interactive environment than previous Zelda games. Dungeon puzzles required more interaction from the player, such as shooting raising or lower the water lever in a maze, and Link could now speak to villagers, many of whom offer clues as to how to solve these same game puzzles. However, there were no major innovations in A Link to the Past, which was simply an improved version of the first game in the series. Nintendo would wait until the next game in the series to revolutionize the market again.
It is interesting to note that slightly before the time when A Link to the Past was released, Sega had exposed the processor speed discrepancy between the Genesis and SNES and created Sonic the Hedgehog to highlight the fact. This development caused a backlash against Nintendo in the younger age group, who found the attitude of Sonic more appealing to Mario. The generation of kids who first became hooked on Nintendo in their youth were growing up and, as is typical of adolescent youth, developing rebellious attitudes towards authority and society. Rebellious youths could more easily relate their own feelings of rebellion with the type of attitude Sonic was designed with. Thus, part of the reason Nintendo lost part of its market share to Sega is simply due to a percentage of their fan base growing up and developing defiant attitudes on society. Interestingly enough, it seems that A Link to the Past was largely unaffected by this shift in cultural attitude because all age groups seemed to rate it well and it enjoyed fantastic sales upon its release. The most hotly anticipated game in the Zelda series to date has been Ocarina of Time, released in 1997 for the N64, selling nearly 2.5 million copies in a month and a half. Not only was Ocarina the largest Zelda game yet, requiring a minimum of nearly 70 hours to complete, but it revolutionized nearly all aspects of the traditional Zelda games and indeed most games on the market. The world created for Ocarina is truly amazing, with everything in the environment fully rendered and life-like, giving the game a very realistic feel. The power of the N64 processor is certainly evident in this game, as nearly everything in the world reacts to the players actions. I think Zelda 64 is utilizing about 90 percent of the N64 potential, says Miyamoto. When we made Mario 64 we were simply utilizing 60 to 70 percent, [BAX]. In addition, the sound effects of Ocarina are

astonishing, with environmental effects throughout birds chirping, water running and wonderful background music for the different areas of the game. Ocarina also utilized the N64 controllers to their fullest, using the c-buttons for item selection and the z-button for targeting, an innovation the play control is centered upon and one of the most important of the game without intuitive player control, most players would get frustrated and give up without experiencing the rest of the game. Every aspect of the game graphics, sound, and play control act to further immerse the player into the environment Miyamoto has created and the effect is truly remarkable. Throughout the Zelda series Ive tried to make players feel like they are in a kind of miniature garden. So, this time also, my challenge was how to make people feel comfortable and sometimes very scared at the same time. [BAX]. With this game, Miyamotos vision of a miniature garden is realized.
Conclusion It would be tough to find another series of games that has found more success, or had more influence on the industry, than the Legend of Zelda series produced by Nintendo. And it would be difficult to imagine Nintendo without the Legend of Zelda. The games offer an unparalleled blend of graphics and sound with character development and storyline, resulting in an amazing, immersive gaming experience. Based on the history of the series so far, one almost expects a Zelda game to be ground-breaking in some way and, from current reports, it seems that the next game in the series will not disappoint.
Sources [BAX]. Baxter, Steve. Zelda: A Tale of Two Video Game Legends. Article at: http://www.cnn.com/TECH/computing/9812/04/nintendo.zelda/ [HART]. Hart, Sam. A Brief History of Home Video Games. Article at: http://www.geekcomix.com/vgh/ [NIN]. Nintendoland.com. Review: Metroid. Article at: http://www.nintendoland.com/home2.htm?reviews/nes/metroid.htm. [SCH]. Scheff, David. Game Over: Press Start to Continue. [TECH]. TechTV.com. The History of the Legend of Zelda. http://www.techtv.com/extendedplay/videofeatures/story/0,23008,3013160,00.ht ml. Horwitz, Jer and Miller, Skyler. The History of Nintendo. Article at: http://www.videogames.com/features/universal/hist_nintendo/. Muldoon, Moira. The Father of Mario and Zelda. Article at: http://www.salon.com/21st/feature/1998/12/02feature.html. Nielson, Martin. Nintendo Entertainment System FAQ. Article at: http://www.djbsports.com/faq/nes_faq.html.

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Introduction ~ Training ~ Items ~ Friends & Fiends ~ Walkthrough ~ Multiplayer ~ Checklist The Legend Reborn The Legends of Zelda How to Use This Book
D wno de ie o la Gud Introduction
The Legend of Zelda: Spirit Tracks is the latest in a long line of adventures featuring a green-clad sword-wielding hero named Link. This game is set approximately 100 years after the events of Phantom Hourglass, the previous installment of Zelda on the Nintendo DS. That means Spirit Tracks star is a different Link than the hero of Phantom Hourglassand as youve no doubt discovered by watching the games opening, hes not alone. For the first time ever in this beloved and long-standing series, Princess Zelda, the games titular character herself, fills a major role throughout the adventure and becomes a playable ally!

The Legend Reborn

Introduction
The Legend of Zelda, 1987 (NES)
Many consider the original Legend of Zelda, released for the 8-bit Nintendo Entertainment System (NES) in July 1987, to be the title that took video games to a new level. It was the first nonlinear adventure game, meaning that gamers werent led by the nose to the next objective. They could spend hours exploring the overworld if they wanted to and could continually discover new and unexpected things. The Legend of Zelda established most of the major game elements that have since appeared in every Zelda game to date. It featured Link, the boy hero dressed in green; Zelda, the imperiled Princess of Hyrule; and Ganon, the monstrous archenemy who tried to bring darkness to Hyrule. Links main objective was to assemble the eight shards of Zeldas Triforce of Wisdom and defeat Ganon in his Death Mountain lair. Best of all, when you finished the game, you could play through a wholly different second version, in which the placement of the dungeons had been switched around. You could also jump straight into the second version of the quest by entering ZELDA as your name.

The Legends of Zelda

The Adventure of Link, 1988 (NES)
The only Legend of Zelda game not to have the word Zelda in the title, The Adventure of Link was a dramatic departure from the original game. Although there was a top-down overworld perspective in the game, most of the action took place in a side-scrolling platform. However, many of the original games elements were retained for the new game. Link quested through dungeons in search of a piece of an artifact of great power (shards of a Magic Crystal, rather than pieces of the Triforce of Wisdom), all to save Princess Zelda, who was put into an enchanted sleep. Instead of Ganon, Link fights his own shadow at the games climax! While some of the Adventure of Links innovations were discarded (such as Links ability to earn experience points and raise his skill level), some remained, including the ability to learn new sword techniques.
Prima Official Game Guide
The Legend of Zelda: A Link to the Past, 1992 (SNES)
Links third adventure, A Link to the Past, was his first adventure on the Super Nintendo Entertainment System (SNES). Released in April 1992, A Link to the Past was a return to the original games top-down, dungeoncrawling, overworld-exploring formula. During his quest, Link gathered magic amulets and crystals to rescue Zelda, free Hyrule, and stop the evil plans of Ganon and his accomplice, Agahnim.
Introduction ~ Training ~ Items ~ Friends & Fiends ~ Walkthrough ~ Multiplayer ~ Checklist Introduction ~ Training ~ Items ~ Friends & Fiends ~ Walkthrough ~ Multiplayer ~ Checklist The Legend Reborn The Legends of Zelda How to Use This Book
A Link to the Past was the first Zelda game to imply that each game featured a different Link. It was described as a prequel to the original Legend of Zelda, taking place long before the events of the first game.
A Link to the Past drew inspiration from the original Legend of Zelda, but thanks to the power of the 16-bit SNES, it had twice as much of everything: more detailed graphics, more dungeons, more enemies and bosses, more itemseven two overworlds that Link could warp between! A Link to the Past was one of Super Nintendos most popular games, and it is remembered as one of the greatest Zelda games ever created. Its timeless appeal was proved by its successful rerelease as a Game Boy Advance game in December 2002, The Legend of Zelda: A Link to the Past/ Four Swords.
The story line of Ocarina of Time was divided between two time periodsone featured Link as a boy, and the other was set seven years later, featuring Link as a young man. It had all the action and adventure of the previous Zelda games, but many gamers loved Ocarina for the detail it brought to Link, Zelda, Ganon, and the kingdom of Hyrule and all its major races.

Introduction ~ Training ~ Items ~ Friends & Fiends ~ Walkthrough ~ Multiplayer ~ Checklist Introduction ~ Training ~ Items ~ Friends & Fiends ~ Walkthrough ~ Multiplayer ~ Checklist All Aboard! Links Moves and Abilities

Combat

After Link has acquired the Recruits Sword from Hyrule Castle, he can engage enemies in battle. There are four different ways you can attack an enemy (these all become available once you acquire the sword). Each attack has its benefits and shortcomings. Thrust: Tap a nearby enemy to make Link perform a fast stab. This is a great way to quickly target an enemy as it gets close, but it is not Links strongest attack. Targeted Attack: Quickly draw a short line from Link to an enemy to make the hero lunge forward and stab with his sword. This is a stronger attack than a basic thrust, but keep in mind that while lunging, you can be attacked from the sides. Side Slash: Draw a short line that divides Link from a nearby enemy. Link swipes at the enemy with his sword. This is a good attack, but you leave yourself open while drawing the line. Spin Attack: Draw a quick circle around Link to make him spin on his heels with the sword outstretched. You will hit any enemy within range (the range is noted by a green blur along the swords path). If you ever get surrounded, this is a great attack. However, if you use the spin attack more than three times in rapid succession, Link gets dizzy and must take a small breather. During his rest, you are completely vulnerable to attack. As you quest, you discover which attacks are best against Links different enemies. You can dispatch smaller foes, like Red ChuChus, with a quick stab. But against tougher monsters, like Zora Warriors, you may need stronger attacks like the lunge.
D wno de ie o la Gud Training Training
In addition to his sword and shield, Link also has a variety of special items he uses during his adventure, such as a boomerang or Bombs. If youre a Legend of Zelda fan, you surely have experience with many of these items, but controlling them with the Nintendo DS Touch Screen is very different from using a traditional controller. To select an item, tap the Menu button. This brings up a bar along the screens bottom. Tap the item you want to equip. The selected item then appears in the lower screens upper-right corner. Tap the on-screen item icon to use the item or put it away.
You can use ( and ) to equip the currently selected item. The item can be easily unequipped in any instance by clicking ( or ) again.
Link receives the Spirit Flute from none other than Princess Zelda herself. The ornate pan flute is a prized family heirloom dating back to the origins of Hyrule. Playing the flute allows Link to reveal some of the worlds most obscure secrets and treasures. During his journeys, Link is taught new songs to play on the flute, each with its own unique effect. The flute also plays a role in recharging the Spirit Tracks, allowing Link to explore new realms. Once you equip the flute, play it by blowing into the Nintendo DSs microphone and dragging the flute horizontally with the stylus. The flute consists of different colored tubes, each producing a unique note. To play different notes, line up the orange vertical line (in the top screen) with the appropriate colored tube in the bottom screen. Once the proper tube is selected, blow into the microphone to produce the note. The various songs Link learns along the way require him to play several consecutive notes. To do this, continue blowing into the microphone while sliding the flute left or right. Its certainly a unique interface, but with some practice, playing the flute becomes second nature.

Spirit Flute

Did we say four attack techniques? Well, Link actually has five, but you must complete a quest for Niko to unlock the final power. However, you dont need to use a different stylus motion to unleash it.
But thats not all. You must also protect your train from attack. If the train is damaged during the journey, it will adversely affect the mood of your passenger. So keep those enemy units at bay! Finally, when you approach the final destination, bring the train to a gentle stop at the station never throw the gearbox into reverse for an emergency stop. So whats the point of keeping your passengers happy? Some passengers merely thank Link for such a smooth ride. But others are so grateful that they hand over some Rupees or other treasures. Therefore, treat all of your passengers like the precious cargo they are; you never know what you might receive for your efforts.
Warp-gate travel is essential when undertaking time-sensitive quests such as when transporting ice or Dark Ore.
Speaking of cargo, you can also transport goods on your train once you acquire the Freight Car from the Gorons. Unlike passengers, cargo doesnt care whether you obey the rules posted on the railway signs. You can even screech to a halt without protest. However, you must still protect the train from attack. Every hit taken reduces your cargo by one unit. If you sustain too much damage, you might not have enough cargo left to fulfill a quests requirements. Furthermore, some cargo is sensitive to certain environments: Ice melts when transported outside the Snow Realm, and Dark Ore disintegrates when exposed to prolonged sunlight. When hauling such volatile cargo, its even more important to protect your train from attackeven if you arrive at your destination untouched, youll still end up with less cargo than you began the trip with. Need to get somewhere fast? Consider using one of the many warp gates to magically transport your train from one realm to another. These gates encircle certain pieces of track, but they wont function until activated. To activate a gate, fire your cannon at the green triangle at the top. This turns the triangle yellow, indicating that the gate is operational. For each pair of gates, there is one gate that you must activate before commencing warp travel. If you come across a gate that has no triangle at the top, it cant be activatedyou must find and activate its corresponding gate elsewhere. Once a gate is activated, roll toward it and blow the trains whistle to trigger a yellow warp portal. Zoom directly into the portal to warp your train to a different realm.

As the name implies, the Rabbit Rescue (in the Forest Realm) is a refuge for rabbits. Upon visiting this location and speaking with its eccentric proprietor, youre given a rabbit net that you will use to collect rabbits during your journey. While traveling along the rails, look out for rabbit ears poking over the tops of rocks or barrels. Take this as your cue to blast away the rabbits hiding spot with your cannondont worry, you wont injure the rabbit. Once the rabbit is on the run, a minigame begins tasking you with catching a rabbit in your net. These little creatures hop around in predictable patterns, so study their movements before attempting to drop the net on them. But you have only 10 seconds to catch the rabbit, so dont wait too long. There are a total of 50 loose rabbits scattered throughout the world, so keep your eyes peeled. Once youve captured a few rabbits, return to the Rabbit Rescue for a reward. Capture them all to receive the Sword Beam!

Rabbit Rescue

Warp Gates
Introduction ~ Training ~ Items ~ Friends & Fiends ~ Walkthrough ~ Multiplayer ~ Checklist Common Items Rupees Dungeon Items Collectibles Quest Items

Prize Postcard

Where to Get: Various shops How to Get: Buy with Rupees (usually 100 for 10 cards) Use: Mail these at a postbox for a chance to win the treasures of the day (check a towns bulletin board to see whats available)

Recruits Sword

D wno de ie o la Gud Items
Where to Get: Hyrule Castle (given by guard captain) How to Get: Speak with Russell, the guard captain, after Zeldas suggestion Uses: Defeating monsters; activating statues and switches; cutting tall grass and skinny trees, etc.

Purple Potion

Where to Get: Various shops How to Get: Buy with Rupees (usually costs 150) Use: Restores up to eight of Links hearts; automatically used when Link is about to fall in battle

Recruits Uniform

Where to Get: Hyrule Castle How to Get: Given by Zelda during secret meeting following Links graduation ceremony Use: Allows Link to blend in with the castles guards, facilitating Zeldas escape

Quiver 1

Where to Get: Goron Village (after clearing the Fire Temple) How to Get: Purchase from shop for 2,000 Rupees Use: Increases arrow capacity to 30 arrows

Red Potion

Where to Get: Various shops How to Get: Buy with Rupees (amount varies) Use: Restores up to six of Links hearts when used

Quiver 2

Where to Get: Pirate Hideout (after rescuing the Papuchia prisoner) How to Get: Earn less than 4,000 points when replaying the challenge Use: Increases arrow capacity to 50 arrows

Sand Wand

Where to Get: Sand Temple How to Get: Obtained while clearing the dungeon Use: Raises walls of sand that help Link overcome obstacles in a variety of ways

Rabbit Net

Where to Get: Rabbitland Rescue How to Get: Speak with the rescues owner and agree to hunt for rabbits Use: Allows you to catch trackside rabbits

Shield of Antiquity

Where to Get: Aboda Village How to Get: Collect 10 stamps for Niko, then speak with him Use: Allows Link to wield a more antiquatedlooking shield (speak to Niko to change back to the Wooden Shield at any time), cannot be eaten by Like Likes.
Rail Maps (Fire, Forest, Ocean, and Snow)
Where to Get: Tower of Spirits How to Get: Scale the tower, section by section Use: Each rail map reveals lost Spirit Tracks to its associated realm

Song of Awakening

Where to Get: Forest Sanctuary How to Get: Mimic the Air Stones melody on the Spirit Flute Use: Play near Gossip Stones to wake them and chat

Song of Birds

Where to Get: Papuchia Village How to Get: Mimic the Air Stones melody on the Spirit Flute Use: Play near birds and Cuccos to attract them to you
Introduction ~ Training ~ Items ~ Friends & Fiends ~ Walkthrough ~ Multiplayer ~ Checklist Introduction ~ Training ~ Items ~ Friends & Fiends ~ Walkthrough ~ Multiplayer ~ Checklist Common Items Rupees Dungeon Items Collectibles Quest Items

Song of Discovery

Where to Get: Anouki Village How to Get: Mimic the Air Stones melody on the Spirit Flute Use: Play to reveal nearby hidden objects
D wno de ie o la Gud Items Items
Where to Get: Ocean Temple How to Get: Obtained while clearing the dungeon Uses: Yanking on handles; swinging on overhead posts; retrieving out-of-reach items; stunning and defeating enemies from medium range

Song of Healing

Where to Get: Forest Temple How to Get: On the Spirit Flute, mimic the Air Stones melody near the entrance Use: Play in any dungeon to summon a fairy that fully restores Links health, but only one time

The Whirlwind

Where to Get: Forest Temple How to Get: Obtained while clearing the dungeon Uses: Blowing enemies away and stunning them; clearing out poisonous fog; blowing distant objects into easy reach; casting objects into other objects; blowing out torches

Song of Light

Where to Get: Trading Post How to Get: Mimic the Air Stones melody on the Spirit Flute Use: Play to activate dark crystals, causing them to light up and emit guiding laser beams

Wooden Shield

Where to Get: Sold at various shops How to Get: Buy for 80 Rupees Use: Automatically defends against weak frontal attacks just by holding it
Where to Get: Hyrule Castle How to Get: Given by Zelda after she becomes a spirit Uses: Equip and blow into the microphone to sound the instruments color-coded notes, completing songs and melodies for a variety of purposes throughout the adventure

Yellow Potion

Where to Get: Papuchia Village shop How to Get: Buy for 200 Rupees Use: Restores all of Links hearts when used

Stamp Book

Where to Get: Aboda Village (after Tower of Spirits 2) How to Get: Speak with Niko after bringing Alfonzo home Use: Allows you to record stamps from stamp stations you discover on your journey

Swordsmans Scroll 1

Where to Get: Rabbitland Rescue How to Get: Catch all 50 rabbits and speak to the rescues owner Use: Grants Link the Sword Beam ability, which causes beams of energy to fly out from his sword

Swordsmans Scroll 2

Where to Get: Aboda Village How to Get: Plant all 20 stamps into Nikos Stamp Book, then return to Niko Use: Grants Link the great spin attack, a very powerful but exhausting maneuver
Introduction ~ Training ~ Items ~ Friends & Fiends ~ Walkthrough ~ Multiplayer ~ Checklist Characters Enemies Train Enemies Bosses
D wno de ie o la Gud Friends and Fiends

Princess Zelda

Spinuts are low-grade enemies that charge at Link relentlessly, bouncing harmlessly off his shield when Link isnt attacking. Theres no good reason to spare these little cretins, though, so swing away!

Russell

Hits to Defeat: 1 Attack Type: Contact Power: Weak Damage: 1/4 heart Threat Meter
These fluttering foes have been around since the very first Zelda. Sadly for them, they havent gotten much stronger. You can defeat Keese by practically any means, so dont hold back. When theyre out of reach, use the boomerang to cut them down from afar.

Teacher

Hits to Defeat: 1 Attack Type: Contact Power: Weak Damage: 1/2 heart Threat Meter

Red ChuChu

There are many varieties of ChuChu, and the red ones are the weakest of the bunch. They move slowly and can attack only by leaping at Link; even this you can block with a shield. Put these sad baddies out of their misery with quick targeted attacks.
Hits to Defeat: 1 Attack Type: Contact Power: Weak Damage: 1/2 heart

Vengas

Zelda gets a good scare from Rats, who often creep out from holes in the walls. Though fast and frightening to the princess, Rats pose little threat to Link. Come to your maidens rescue, valiant hero, and slay the foul beasts with righteous steel.

Threat Meter

Vengas live in the Forest Temple. They take just one hit to defeat and bounce harmlessly off Links shield. However, Vengas leave a cloud of noxious poison behind when theyre defeateddont touch the stuff! If necessary, use the Enginee to blow the stuff away.
Hits to Defeat: 1 (with powered-up sword) Attack Type: Contact Power: Strong Damage: 1 heart Threat Meter

Phantom

Phantoms are giant armored guardians entrusted with the Tower of Spirits security. The Demon Kings servants have possessed these noble soldiers, however, and they now serve to hinder Links progress. Should a Phantom spy Link, it chases him down with great speed and focus. Flee to a safe zone, where Phantoms cannot travel. Collect three Tears of Light from each section of the tower to power up Links sword; then attack a Phantom from behind to stun it. Zelda can possess any Phantom Link stuns; simply tap the brute to have the princess take control.

Hits to Defeat: 1 Attack Type: Contact Power: Strong Damage: 1/2 heart Threat Meter

Bubble

Bubbles dont aggressively pursue Link, but theyre also resistant to his sword. Use the Whirlwind to stun and ground these frothing foes; then tap their flapping skulls to finish them off with Links steel.
Hits to Defeat: Multiple Attack Type: Contact Power: Strong Damage: 1/2 heart Threat Meter

Mothula

The Mothula is a foe with unique attacks. Wait for a Mothula to spawn a Bubble, then quickly cast out a cyclone to catch the Bubble and send it crashing back into its creator. This stuns the fiend; rush forward and give it a thrashing with Links blade.
Heads-up: Dangerous Crows often lurk in the treetops, ready to swoop down and strike. These annoying birds steal Links Rupees, so dont let them get too close! Though you can defeat Crows by many methods, theyre fast and tough to target. Its usually best to simply outmaneuver Crows theyre quick to give up the chase.
Dont fire cyclones at a Mothula when no Bubbles are about, because vacant cyclones rebound off the Mothula, heading back toward Link! Drop the Whirlwind quickly and flee when you see a cyclone coming your way.

Blastworm

Geozard
Hits to Defeat: Multiple Attack Type: Sword Power: Strong Damage: 1/2 heart
Creepy crawlers known as Blastworms reside in the Forest Temple. Strike one with Links sword to make it curl up into a spiky ball thats dangerous to touch. Once curled, a Blastworm is moments away from detonating, just like a bomb. Use the Whirlwind to knock these beasts into remote switches, bomb blocks, and enemies for explosive results!
Hits to Defeat: 3 Attack Type: Contact Power: Strong Damage: 1/2 heart Threat Meter

Key Master

These formidable fish-folk are well versed in the use of sword and shield. Geozards block all frontal attacks until Link tears their shield away with his trusty whip, making them vulnerable. But until Link finds the whip, he and Phantom Zelda must work together to penetrate these villains defenses. First, have Zelda engage a Geozard by tracing a line between her and the creature. While the Zoras attention is focused on battling Zelda, Link can slip around behind the monster and assault its vulnerable backside.
Beware when carrying a Boss Key around: Theres a good chance that vile Key Masters will appear! When Key Masters materialize, tap anywhere near Link to set down the Boss Key; then attack the villains without mercy. The Key Masters goal is to capture the Boss Key and return it to its holding chamber, so dont let them past your guard. The creatures arent all that difficult to defeat if youre quick with your swordplay.

Hits to Defeat: 1 Attack Type: Spikes Power: Strong Damage: 1/2 heart Threat Meter

Mounted Miniblin

Hits to Defeat: 2 Attack Type: Contact and Range Power: Weak Damage: 1/2 heart Threat Meter

Octorok

These high-riding Miniblins cruise around atop giant Armos statues, making for a truly peculiar sight. At first, Link and Phantom Zelda must work together to defeat Mounted Miniblins. Link must leap from a high ledge to land atop Zeldas shoulders, leveling the playing field. From this height, Link can use the Whirlwind to knock a Mounted Miniblin from its Armos steed, or he can defeat the creature outright with the whip, the boomerang, or an arrow. Once you best a Miniblin, its Armos companion is also destroyed.
These classic baddies have been around since the dawn of Zelda. They strut about and spit rocks from their snouts at high speed. Block their projectiles with Links shield, and hack these minor threats apart once youve closed in.
Hits to Defeat: 1 Attack Type: Contact Power: Strong Threat Meter
Damage: 1/2 heart (contact); 1/4 heart (freeze)

Ice ChuChu

Even fluffy snow can hide its share of dangers. Ice ChuChus commonly pop up from the powder. Touching these frosty foes encases Link in ice. Rub the stylus across the screen to break free, and defeat these enemies from a safe range with items such as the Whirlwind, boomerang, whip, or bow and arrow.
Hits to Defeat: 2 each Attack Type: Contact Power: Weak Damage: 1/4 heart Threat Meter

White Wolfos

Hits to Defeat: 1 Attack Type: Contact Power: Strong Damage: 1/4 heart (freeze)

Ice Keese

They say trouble comes in threes, and that saying is accurate when speaking about White Wolfos. These hungry hunters bound up from the snow, surrounding Link in a blink. Best them quickly by unleashing spin attacks, or Link will soon become a tasty treat.
Ice Keese radiate a bitter chill that freezes Link in place if he gets too close. Rub the stylus on the screen to break free, then use items such as the Whirlwind, whip, boomerang, or bow to wipe out these fluttering frosties from a safe range.
Hits to Defeat: 1 Attack Type: Range Power: Weak Damage: 1/2 heart Threat Meter

Octive

Octives prefer the icy waters of the Snow Temple. They emerge when Link draws near and spit spiky projectiles at him. Block these projectiles with Links shield, then quickly take up the Whirlwind and use it to repel the next one back at the monster, defeating it with a taste of its own medicine. Or simply pick them off with the bow.
Hits to Defeat: 1 Attack Type: Contact Power: Strong Damage: 1/4 heart

Fire Keese

Fire Keese cant be harmed by Links sword; their flames singe him when he gets too close. Wipe out these pesky fliers with long-range weapons such as the boomerang and whip.

Freezard

Hits to Defeat: 1 (once stunned) Attack Type: Contact Power: Strong Damage: 1/2 heart Threat Meter

Nocturn

Freezards are best avoided. You can defeat them by melting their icy armor, which you do by passing a boomerang through a torch, then onto the villain. Attacking a Freezard without first melting its armor often causes them to skate about at high speed, becoming dangerous obstacles. However, once exposed to heat, Freezards are reduced to garden-variety Octoroks and are vulnerable to Links sword. You can also chip away at their icy armor with sword attacks. Once the armor is removed, they can be defeated.
Fear the dark, friends, because its often home to Nocturns! These poor lost souls attack Link ferociously if he wanders near, but they shun the light and wont pursue Link out of the pitch-dark. Only Torch Phantom Zelda can best these dreary spirits.
Hits to Defeat: 1 (with powered-up sword) Attack Type: Contact Power: Strong Damage: 1 heart

Torch Phantom

Torch Phantoms are similar to regular Phantoms in every way, except the fiery blades they carry provide them a bit of light in dark areas. Once Zelda possesses a Torch Phantom, she can light the way with her burning blade and can light up torches.
Hits to Defeat: Multiple Attack Type: Contact and Range Power: Strong Damage: 1/2 heart (both attacks) Threat Meter

Geozard Chief

Lobarrier
Hits to Defeat: 1 Attack Type: Swipe (claw) Power: Strong Damage: 1/2 heart Threat Meter
Geozard Chiefs are bigger, badder versions of Geozards. In addition to strong defenses and vicious sword attacks, Chieftains also bound around and spit out far-reaching streams of flame. Tackle these worthy foes as you would a Geozard, directing Zelda to attack the creature from the front, then quickly circling Link around to punish its rear. Or simply whip away their shields and assault them from the front with Links steel.
Hiding behind their one massive claw, Lobarriers act like impenetrable roadblocks. Use the whip to disarm these foes and make them vulnerable. If you dont have the whip, keep your distance and toss the boomerang around Lobarriers, whacking them from behind to knock them silly. Then get behind them and finish them off with Links sword.

Hits to Defeat: 1 Attack Type: Swipe (pitchfork) Power: Strong Damage: 1/2 heart Threat Meter

Miniblin

Phantom Zelda can block a Geozard Chiefs flames, sheltering Link.
Miniblins are tiny, fragile monsters that only become dangerous when encountered in large groups. When Miniblins swarm in, unleash rapid spin attacks to wipe them all out in short order.
Hits to Defeat: Multiple Attack Type: Range (inhale) Power: Strong Damage: 1/4 heart (digest) Threat Meter

Like Like

Hits to Defeat: Multiple Attack Type: Swipe (club) Power: Strong Damage: 1/2 heart Threat Meter

Big Blin

These wormlike foes will suck Link up if he gets too close, so toss bombs at them from afar instead. If bombs arent an option, use the boomerang to stun Like Likes before moving close to attack with Links sword. Beware jiggling pots and chests as welltheyre bound to contain Like Likes!
Dont get greedy while battling a burly Big Blin. Slip in, land a few hits, then dart out of range before it unloads a heavy blow. Big Blins are relentless and can take a lot of punishment, so repeat this sequence to keep the Big Blin at bay and eventually drop the brute.
Being swallowed by a Like Like can cost Link his shield. These things will eat anything! Quickly rub your stylus across the screen to break free before the shield is lost.

Yellow ChuChu

Hits to Defeat: 1 Attack Type: Contact Power: Strong Damage: 1/2 heart

Blue ChuChu

Yellow ChuChus regularly become electrically charged, zapping Link if he touches them while theyre all sparked up. Wait for their current to fade before striking, or stun them with the boomerang if youre in a hurry.
Hits to Defeat: Multiple Attack Type: Contact and Range Power: Strong Damage: 1/2 heart Threat Meter

Snapper

These charged-up foes can be tough to handle, but not if you have bombs. Just heave a bomb at a Blue ChuChu to destroy the villain in short order. If you dont have bombs, look around for objects to hurl at them with the whip. Phantom Zelda can also dispatch Blue ChuChus without a problem; just steer her into range.
As their name implies, Snappers lash out at Link with their whips, potentially snaring our hero by the waist. Not good! When Links tied up, wait for the Snapper to pull Link close, then trace straight lines from Link to the villain to make Link thrust forward with his sword. Do this quickly and Link will stab the Snapper as hes being reeled in, breaking free of the whips grip. Dont give a Snapper a chance to snare Link again; stay in its face, slashing away with Links blade.

Hits to Defeat: 1 Attack Type: N/A Power: N/A Damage: N/A Threat Meter

Phantom Eye

Helmet ChuChu
These little creeps are practically invincible while wearing their giant spiked helmets, so use the whip to relieve them of their defensive gear. After snatching off a Helmet ChuChus helmet, its reduced to a garden-variety Red ChuChueasy pickings!
Beware all those little eyeballs you see on your map while exploring the Tower of Spirits higher floors. They represent new adversaries called Phantom Eyes, which act as sentries for Warp Phantoms. If you need to defeat a Phantom Eye, try stunning it by tossing the boomerang from around a corner. The Whirlwind can also stun a Phantom Eyeand since stunned Phantom Eyes cant call for backup, Link can safely slip past or dispatch them with Links sword.
Many Phantom Eyes reincarnate, returning to duty moments after you defeat them.

Warp Phantom

Moldola
As their name implies, Warp Phantoms can instantly teleport to any Phantom Eye the moment the sentry catches sight of an intruder. So keep well out of sight! Once Zelda possesses a Warp Phantom, she can warp to any Phantom Eye on the map; simply trace a line to the sentry to warp her there.
Keep away from Moldolas that slink along the walls; theyll give Link a nasty shock if he touches one. Only an arrow from the bow can defeat these mindless wanderers.
Hits to Defeat: 2 Attack Type: Contact and Range Power: Strong Damage: 1/2 heart (both attacks) Threat Meter

Fire Baba

Heatoise
These carnivorous plants are native to the Fire Realm. Though rooted to the ground, Fire Babas spit searing flames at Link from range. The flames cant be blocked, so stay mobile and hurl bombs at these menaces to quickly eliminate them. Better yet, learn to tap them the moment they sprout up to dispatch Fire Babas in one fast, long-range leap attack.
When Link first encounters a Heatoise, hes unable to attack it directly and must trick the creature into slamming into a roaming Moldola to stun the beast. Once Link acquires the bow, he can stun Giant Turtles by firing arrows directly into the gem on their forehead. Once it is stunned, quickly assault a Giant Turtles exposed head to dispatch it before the monster recovers.

Stalfos

Wrecker Phantom
Stalfoses are skinny skeletons that toss bones at Link from afar. Theyre too agile to attack directly, so whip them repeatedly to defeat them, or use bombs or arrows to bust them up even faster.
Wrecker Phantoms chase Link down with great speed by turning into huge wrecking balls. Its best to keep well out sight when one of these rolling guardians lurks nearby. Once Zelda has possessed a Wrecker Phantom, shes able to smash through bomb blocks, Armos statues, and many other obstacles. She can even slam other Phantoms around, knocking them dizzy while Link sprints past!

PRIMA Official Game Guide
Written by Stephen Stratton with David Knight
Prima Games An Imprint of Random House, Inc. 3000 Lava Ridge Court, St. 100 Roseville, CA 95661 www.primagames.com The Prima Games logo is a registered trademark of Random House, Inc., registered in the United States and other countries. Primagames.com is a registered trademark of Random House, Inc., registered in the United States. 2009 by Prima Games. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system without written permission from Prima Games. Prima Games is an imprint of Random House, Inc. Senior Product Manager: Mario De Govia Associate Product Manager: Shaida Boroumand Design & Layout: Marc W. Riegel Manufacturing: Stephanie Sanchez, Suzanne Goodwin & 2009 Nintendo. Special thanks to the team at Nintendo: Staci Antich, Tim Casey, Dave Casipit, Shawn Gates, Kindra Timmerwilke, James Kim, Ann Lin, Teresa Lillygren, Noriko Matsunaga, Byron Munford, Josh Newman, and Michael Ottaviano. All products and characters mentioned in this book are trademarks of their respective companies. Please be advised that the ESRB Ratings icons, EC, E, E10+, T, M, AO, and RP are trademarks owned by the Entertainment Software Association, and may only be used with their permission and authority. For information regarding whether a product has been rated by the ESRB, please visit www.esrb.org. For permission to use the Ratings icons, please contact the ESA at esrblicenseinfo.com. Important: Prima Games has made every effort to determine that the information contained in this book is accurate. However, the publisher makes no warranty, either expressed or implied, as to the accuracy, effectiveness, or completeness of the material in this book; nor does the publisher assume liability for damages, either incidental or consequential, that may result from using the information in this book. The publisher cannot provide any additional information or support regarding gameplay, hints and strategies, or problems with hardware or software. Such questions should be directed to the support numbers provided by the game and/or device manufacturers as set forth in their documentation. Some game tricks require precise timing and may require repeated attempts before the desired result is achieved. Stephen Stratton has authored over 40 guides in his seven years with Prima. His personal favorites include Resident Evil 4: Wii Edition, Mercenaries: Playground of Destruction, Mass Effect, and pretty much every guide hes written that has either Mario or Zelda in its title. Steve is a lifelong video gamer who attended the Rochester Institute of Technology in Rochester, NY. In addition to his Prima Games guides, he also held a staff position with Computec Media and managed the strategy section of their incite.com video game website. Steve would like to thank Noriko Matsunaga and all the good people of Nintendo for their tremendous help and hospitality. Special thanks to Mike Keough and Dave Casipit at Nintendo for taking the time to bail me out whenever things became dicey. Happy Holidays to all my family and friends, and all my love to Jules. We want to hear from you! E-mail comments and feedback to sstratton@primagames.com.

 

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