Follow TV Tropes

Following

History GuideDangIt / TheLegendOfZelda

Go To

OR

Is there an issue? Send a MessageReason:
Not examples


* The game's WideOpenSandbox nature trips up ''Zelda'' fans who realize that they can go ''anywhere'' they want once they leave the Great Plateau -- only to go west instead of east and run into a lot of Guardians, [[BossInMookClothing Lynels]], and harsh weather conditions. The game does suggest that you go east to Kakariko Village, but ''Zelda'' fans are expecting it to {{railroad|ing}} you.
* Several places have lanterns that you can light with a blue flame. ''Zelda'' veterans were convinced that you would get something for lighting them all at the same time, but you don't. Many people only found this out by looking it up ("where is the last lantern?" was one of the most-searched phrases when the game came out).



* Quests themselves give barely any hints if at all. Tracking does not exist. If a quest giver asks for a certain item, it's fastest to just look it up.



* The cooking system is unexplained outside of a brief introduction and does not track recipes at all, requiring either an external device or pen and paper. Fortunately it's completely optional.
* To get to Goron City without being set on fire, you have to either catch Fireproof Lizards and cook them into Fireproof Elixirs, or talk to Gaile at Foothill Stable, who will sell these elixirs to you. Unless you happen to catch some fireproof lizards in the area or talk to everyone at the stables, there isn't much to point you towards this, and this was the place many players had difficulty figuring out how to approach on their own.
Is there an issue? Send a MessageReason:
Added example(s)

Added DiffLines:

* If you attempted to use Windcleavers in the previous game, you might think that the RazorWind that Eightfold Longblades throw out aren't anything special. What the game doesn't tell you is that these {{Razor Wind}}s have been massively [[BalanceBuff buffed]]: not only do they now share the same damage as the weapon itself, but they can be further enhanced with elemental effects such as fire, ice, and lightning! Most amusing of all, the RazorWind can even have the Muddle Bud's confusion effect applied to it, giving it a reliable way to confuse groups of monsters.
Is there an issue? Send a MessageReason:
Added example(s)

Added DiffLines:



Added DiffLines:


[[folder:''Tears of the Kingdom'']]
* If you didn't learn from the previous game, this game won't get you any further to figuring out that Rock Octoroks can suck in and improve your weapons (sans amiibo ones). Even if you did learn from ''Breath'', there's still no hint that this time around, they can fully restore durability ''and'' give modifiers to any weapon.
* A few Zonai devices have properties that are not immediately obvious:
** Hover blocks for example negate up-down momentum (i.e., an activated hover block in water won't be pushed up by a buoyant object trying to surface) but counterintuitively do not resist lateral momentum (i.e., one pushed by a paddle or an impact keeps going).
** The Portable Pot appears at first to just be a tool to make it convenient to cook in a pinch. However, the pot can move independently of its base, allowing Link to use it as a suspension mechanism for machines to improve their maneuverability.
* All of the Lightroots in the Depths directly correspond to Shrines on the surface (the exception are shrines in the sky islands, which do not have a counterpart in the Depths), and their names are even mirrors of each other. The only hint you get for the former is a brief remark in one of the research notes during the quest to unlock the camera feature.
* Link's official signature look for this game pairs the Champion's Leathers armor with the Hylian Hood, worn down off his head. The player is never told how to achieve this latter aspect in-game, since the Hylian Hood is still modeled up on the head like it was before. You have to talk to fashion guru Cece after the Hateno election quests are complete while wearing the hood, and [[YouHaveResearchedBreathing she'll offer to take it down for you]], converting the model to the "hood-down" version until you talk to her again to reverse it.
* This game's version of the Champion's Tunic, the Champion's Leathers, has no ability to see the exact health enemies have. What it ''does'' have, which the game doesn't hint to at all in its description, is being able to fire the Master Sword's beams regardless of how much health Link has. This power is also present on the Tunic of Memories.
* The way pristine weapons are offered by ghost soldiers in the Depths is very unintuitive. When it comes to normal decayed weapons, they reliably respawn every Blood Moon so that the player can return to them then. While pristine weapons can respawn every Blood Moon, they spawn from a pool of weapons unique to every ghost, each weapon in a pool is only unlocked when a decayed version is broken first, and they can ''only'' respawn if the weapon is removed from their hands somehow (ignoring the weapon will simply leave it there until the player decides to pick it up). Also, most of these ghosts have an "initial" spawn of [[StarterEquipment Traveler's Weapons]], which as stated will remain in their hands until they are removed. Nothing in the game hints about how any of this works, so in effect, most players without a guide will ignore these weak spawns and not bother to return to their spots even if they pick them up.
* Much like the previous game, trying to find all 1,000 Korok Seeds for completion's sake is an exercise in frustration without an external guide, even with the in-game Korok Mask. Thankfully, if all the player is interested in is maxing out Link's weapon, bow, and shield inventories, less than half of the total number of seeds is needed (421 seeds in total, and 20 less than in ''Breath of the Wild'').
[[/folder]]
Is there an issue? Send a MessageReason:
There are far more korok seeds than are needed so that maxing out the size of your inventory isn't unreasonably difficult. It's an unfortunate side-effect that it creates a nightmare scenario for diehard completionists.


* There are 900 Korok seeds, and many of them found only by lifting random rocks, jumping in random circles of lilypads, and jumping into random clumps of leaves. The game itself is bigger than any other ''Zelda'' game, so good luck searching even if you know what to do when you get there. And you only need half of them to fully max out your inventory; the other half seems to be a way to [[TrollingCreator annoy completionists]].

to:

* There are 900 Korok seeds, and many of them found only by lifting random rocks, jumping in random circles of lilypads, and jumping into random clumps of leaves. The game itself is bigger than any other ''Zelda'' game, so good luck searching even if you know what to do when you get there. And you only need half of them to fully max out your inventory; the other half seems to be a way to [[TrollingCreator annoy completionists]].
Is there an issue? Send a MessageReason:
None


* Heart pieces are more often than not in places where you either don't need to go, have already been to, or just simply in random areas you wouldn't even think to look. Only a precious few can be found with a little exploration; without a guide, you're looking at spending ungodly amounts of time searching every corner of the game for these things.

to:

* Heart pieces are more often than not in places where you either don't need to go, have already been to, or just simply in random areas you wouldn't even think to look. Only a precious few can be found with a little exploration; without a guide, you're looking at spending ungodly amounts of time searching every corner of the game for these things. It's telling that later games in the series, like ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'', include an in-universe HintSystem to help players track down the Pieces.
Is there an issue? Send a MessageReason:
None


* Some doors only open if you throw a pot at them. Aside from this not being very intuitive in the first place, this logic doesn't work in any other ''Zelda'' game, leading veteran players to assume they missed a switch or something. The Switch remake adds a pot symbol to doors of these type to make the solution more obvious.

to:

* Some doors only open if you throw a pot at them. Aside from this not being very intuitive in the first place, this logic doesn't work in any other ''Zelda'' game, leading veteran players to assume they missed a switch or something. The Switch remake adds a pot symbol to doors of these type to make the solution more obvious.obvious (although this does somewhat obscure the fact that the Face Shrine's elephant statues work just as well).



* In the Champion's Ballad, there is a trial in which you are told to shoot four targets at the Flight Range. What it does not tell you is that you have to shoot them all without once exiting the slow motion of firing arrows in midair.

to:

* In the Champion's Ballad, there is a trial in which you are told to shoot four targets at the Flight Range. What it does not tell you is that you have to shoot them all without once exiting the slow motion of firing arrows in midair. You can figure it out if you pay close attention to targets you've already shot, but that's still quite far from telling you upfront.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Quests themselves give barely any hints if at all. Tracking does not exist. If a quest giver asks for a certain item, it's fastest to just look it up.
Is there an issue? Send a MessageReason:
The Fishmen will tell you where to find the fire and ice arrows and the Power Bracelets and Iron Boots. And the King of Red Lions says when spoken to that you should consult with “those who live in the sea” for advice on how to enter the temples.


* When you are tasked with restoring the power to repel evil to the Master Sword, it is clear that you must go to the Earth and Wind Temples, which are marked on the map. However, the Earth Temple is blocked by a giant boulder, and the Wind Temple is blocked by a statue blowing a gust of wind. Even if, after getting the Ballad of Gales, you stumble upon Mother and Child Isle and get the Fire and Ice Arrows, you'd basically have to explore the whole sea to find the volcano and ice island that you must use those arrows on to get the Power Bracelets and Iron Boots, respectively the means by which you must enter the Earth and Wind Temples.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* To get to Goron City without being set on fire, you have to either catch Fireproof Lizards and cook them into Fireproof Elixirs, or talk to Gaile at Foothill Stable, who will sell these elixirs to you. Unless you happen to catch some fireproof lizards in the area or talk to everyone at the stables, there isn't much to point you towards this, and this was the place many players had difficulty figuring out how to approach on their own.
* In the Champion's Ballad, there is a trial in which you are told to shoot four targets at the Flight Range. What it does not tell you is that you have to shoot them all without once exiting the slow motion of firing arrows in midair.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* When you are tasked with restoring the power to repel evil to the Master Sword, it is clear that you must go to the Earth and Wind Temples, which are marked on the map. However, the Earth Temple is blocked by a giant boulder, and the Wind Temple is blocked by a statue blowing a gust of wind. Even if, after getting the Ballad of Gales, you stumble upon Mother and Child Isle and get the Fire and Ice Arrows, you'd basically have to explore the whole sea to find the volcano and ice island that you must use those arrows on to get the Power Bracelets and Iron Boots, respectively the means by which you must enter the Earth and Wind Temples.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[folder: ''A Link Between Worlds'']]
* Hidden throughout the various dungeons are large chests containing optional upgrades. Most of these range from being fairly easy to get to somewhat challenging. Then theres the chest in the Dark Palace, wich is pretty much impossible to get to without a guide, or sheer dumb luck. On one side of the room theres a switch that is normally used to raise and lower a platform, but it also causes a wall on the otherside to revolve. In order to get the chest Link has to merge with the wall before it revolves. This sounds simple enough, but the switch and the wall are far enough apart that they can't be seen on screen at the same time, and since the switch already has a mundane function you are unlikely to think much of it. The only way to know the wall revolves is to place a bomb next to the switch and then run across the room before it explodes, theres no reason to do this unless you've already checked a guide. Granted, the chest and the small room that its in can be seen on the map, but with no clear hints that'll just leave you scratching your head.
[[/folder]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* At one point in the Earth Temple, you’re required to use fire arrows to burn away a set of curtains in order to allow in a beam of light with which a puzzle can be solved. The only way a player would know this is if they happened to have played ''Majora’s Mask'' beforehand, since this type of puzzle originated there.
Is there an issue? Send a MessageReason:
None



to:

[[foldercontrol]]
Is there an issue? Send a MessageReason:
None


* Like in most Zelda games, you can give people items by assigning the item to a button, and then pressing the button while standing in front of someone. You can alternatively give items to people by assigning the item to a button, and then pressing the button while talking to them, which the game does tell you. What the game ''doesn't'' tell you is that you can only do the latter with ''consumable'' items specifically. Other Zelda games have you do the former specifically, even with consumables, so this difference [[DamnYouMuscleMemory can throw players off]].

to:

* Like in most Zelda games, you can give people items by assigning the item to a button, and then pressing the button while standing in front of someone. You can alternatively give items to people by assigning the item to a button, and then pressing the button while talking to them, which the game does tell you. What the game ''doesn't'' tell you is that you can only can't do the latter former with ''consumable'' items specifically. Other Zelda games have you do the former specifically, even with consumables, so this difference [[DamnYouMuscleMemory can throw players off]].
Is there an issue? Send a MessageReason:
None


* Unlike in other Zelda titles, giving consumable items (such as potions) to someone requires you to assign the item to a button, and then pressing the button while talking to them. Other 3D Zelda games will have you press the button while standing in front of someone to give it to them, so this difference can throw players off.

to:

* Unlike Like in other most Zelda titles, giving consumable games, you can give people items (such as potions) by assigning the item to someone requires you a button, and then pressing the button while standing in front of someone. You can alternatively give items to assign people by assigning the item to a button, and then pressing the button while talking to them. them, which the game does tell you. What the game ''doesn't'' tell you is that you can only do the latter with ''consumable'' items specifically. Other 3D Zelda games will have you press do the button while standing in front of someone to give it to them, former specifically, even with consumables, so this difference [[DamnYouMuscleMemory can throw players off.off]].

Added: 668

Changed: 2648

Is there an issue? Send a MessageReason:
None


* Certain masks are obtained by going to a completely random spot at an arbitrarily fixed time, or by using an item or mask in a completely irrelevant location.
** Getting the two Pieces of Heart from Granny is a particularly frustrating challenge. First, you have to have the All-Night Mask, which only appears in the Curiosity Shop on the third night of the game if you rescued the Old Lady from Sakon on the first night--and to make matters worse, the Shop only opens at 10:00 PM, or the tail end of the three-day cycle. Then you have to listen to Granny's stories at the Stock Pot Inn while wearing the All-Night Mask, which otherwise has no use in the game. At the end of each tale, she'll ask you a question about the story you chose to hear, and if you pick the right answer, she'll give you the Heart Piece. The first one makes sense... but in an incredible bit of counter-intuitiveness, you have to answer ''wrong'' to get the prize for the second story. And there's no indication that Granny even has two Pieces of Heart to begin with!
** In the 3DS remake, the Twinmold fight can be an exercise in frustration if you don't know how its second phase is programmed. The red worm must be punched a certain number of times for it to be stunned, however the counter is reset when it burrows, meaning all those hits must connect within a single cycle of its attacks. When Twinmold falls to the ground, it's left vulnerable, yet normal attacks are useless against it. To inflict damage, you have to grab the monster's tail, which is done by pressing the '''A''' button while NOT L-targetting. Additionally, rotating the circle pad while Link spins Twinmold deals extra damage, which is ''never'' hinted in-game.

to:

* Unlike in other Zelda titles, giving consumable items (such as potions) to someone requires you to assign the item to a button, and then pressing the button while talking to them. Other 3D Zelda games will have you press the button while standing in front of someone to give it to them, so this difference can throw players off.
* Certain masks are obtained by going to a completely random spot at an arbitrarily fixed time, or by using an item or mask in a completely irrelevant location.
**
location. The 3DS version includes an extensive hint system to counteract this. Notably, the Anju and Kafei quest has many important steps that require knowing what has to be done and when.
*
Getting the two Pieces of Heart from Granny is a particularly frustrating challenge. First, you have to have the All-Night Mask, which only appears in the Curiosity Shop on the third night of the game if you rescued the Old Lady from Sakon on the first night--and to make matters worse, the Shop only opens at 10:00 PM, or the tail end of the three-day cycle. Then you have to listen to Granny's stories at the Stock Pot Inn while wearing the All-Night Mask, which otherwise has no use in the game. At the end of each tale, she'll ask you a question about the story you chose to hear, and if you pick the right answer, she'll give you the Heart Piece. The first one makes sense... but in an incredible bit of counter-intuitiveness, you have to answer ''wrong'' to get the prize for the second story. And there's no indication that Granny even has two Pieces of Heart to begin with!
** * In the 3DS remake, the Twinmold fight can be an exercise in frustration if you don't know how its second phase is programmed. The red worm must be punched a certain number of times for it to be stunned, however the counter is reset when it burrows, meaning all those hits must connect within a single cycle of its attacks. When Twinmold falls to the ground, it's left vulnerable, yet normal attacks are useless against it. To inflict damage, you have to grab the monster's tail, which is done by pressing the '''A''' button while NOT L-targetting. Additionally, rotating the circle pad while Link spins Twinmold deals extra damage, which is ''never'' hinted in-game.

Top