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* BigBadDuumvirate: Agahnim and Ganon are the main antagonists of the game. Ganon has turned the Sacred Land into the Dark World long before the game started, and he has obtained the complete Triforce. Agahnim worms his way into the King's trust before killing him, taking over Hyrule, and kidnapping the seven maidens in order to create a portal to the Dark World. And then it turns out [[spoiler:that Ganon and Agahnim are more or less the same being.]]


* BigBadDuumvirate: Agahnim and Ganon are the main antagonists of the game. Ganon has turned the Sacred Land into the Dark World long before the game started, and he has obtained the complete Triforce. Agahnim worms his way into the King's trust before killing him, taking over Hyrule, and kidnapping the seven maidens in order to create a portal to the Dark World. And then it turns out [[spoiler: that Ganon and Agahnim are more or less the same being.]]

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* BigBadDuumvirate: Agahnim and Ganon are the main antagonists of the game. Ganon has turned the Sacred Land into the Dark World long before the game started, and he has obtained the complete Triforce. Agahnim worms his way into the King's trust before killing him, taking over Hyrule, and kidnapping the seven maidens in order to create a portal to the Dark World. And then it turns out [[spoiler: that [[spoiler:that Ganon and Agahnim are more or less the same being.]]



* BondVillainStupidity: Justified. The maidens are a major threat to Agahnim's plans, since they are the only ones capable of sealing Ganon or countering his evil magic. This obviously raises the question of why Agahnim only teleports the maidens to the Dark World instead of killing them. The first maiden explains that this is because [[spoiler: they are also the only ones who can ''unseal'' Ganon, so he has to hijack their powers to free himself from the Dark World.]] [[ZigZaggedTrope However,]] one of the maidens implies that [[spoiler: Ganon already siphoned all the power he needed from them,]] which does raise the question of why he's still keeping them around.

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* BondVillainStupidity: Justified. The maidens are a major threat to Agahnim's plans, since they are the only ones capable of sealing Ganon or countering his evil magic. This obviously raises the question of why Agahnim only teleports the maidens to the Dark World instead of killing them. The first maiden explains that this is because [[spoiler: they [[spoiler:they are also the only ones who can ''unseal'' Ganon, so he has to hijack their powers to free himself from the Dark World.]] [[ZigZaggedTrope However,]] one of the maidens implies that [[spoiler: Ganon [[spoiler:Ganon already siphoned all the power he needed from them,]] which does raise the question of why he's still keeping them around.



* DecoyDamsel: [[spoiler: Blind]]. You really ought to know better though; Unlike the other Maidens, 'she' is trapped not in a crystal, but a dingy cage, without even bothering with an explanation as to why she isn't in a crystal to boot.

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* DecoyDamsel: [[spoiler: Blind]].[[spoiler:Blind]]. You really ought to know better though; Unlike the other Maidens, 'she' is trapped not in a crystal, but a dingy cage, without even bothering with an explanation as to why she isn't in a crystal to boot.



* DisconnectedSideArea: The Swamp of Evil in the Dark World, which even has a sign indicating "No Entry, No Escape." [[spoiler: You have to reach it via a transporter tile in the Light World, which can only be reached via Flute[=/=]bird transport. The Ice Palace requires a similar trick.]] [[AllThereInTheManual According to the lore]], it's because the swamp was overflowing with rain water that threatened to flood the rest of the land, so a mountain range was put up to prevent that from happening.

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* DisconnectedSideArea: The Swamp of Evil in the Dark World, which even has a sign indicating "No Entry, No Escape." [[spoiler: You [[spoiler:You have to reach it via a transporter tile in the Light World, which can only be reached via Flute[=/=]bird transport. The Ice Palace requires a similar trick.]] [[AllThereInTheManual According to the lore]], it's because the swamp was overflowing with rain water that threatened to flood the rest of the land, so a mountain range was put up to prevent that from happening.



* EarnYourHappyEnding: SO much so, it practically TastesLikeDiabetes. Put simply, [[spoiler:EVERYONE who was killed because of Ganon is brought back to life and every single person you meet in the game goes on to have happy lives, even the random thief that hangs out in the forest!]] {{Justified|Trope}}, though, given that at the end the pure-hearted Link [[spoiler: reaches the united Triforce and wills everything right.]]

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* EarnYourHappyEnding: SO much so, it practically TastesLikeDiabetes. Put simply, [[spoiler:EVERYONE who was killed because of Ganon is brought back to life and every single person you meet in the game goes on to have happy lives, even the random thief that hangs out in the forest!]] {{Justified|Trope}}, though, given that at the end the pure-hearted Link [[spoiler: reaches [[spoiler:reaches the united Triforce and wills everything right.]]



** The official ''Magazine/NintendoPower'' StrategyGuide makes a distinction between the ancient Hylia people and the modern day Hyruleans, the Hylia having magical prowess while the Hyruleans being mundane folk. These days both would just be called Hylians. This is borne out over the series, as some games later in the various timelines feature Hylians with little magical power. Occasionally even the term "Hylian" has been forgotten, with their elf-like ears regarded as a simple phenotypic difference some humans have, like larger noses or fuller lips.

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** The official ''Magazine/NintendoPower'' StrategyGuide makes a distinction between the ancient Hylia people and the modern day Hyruleans, the Hylia having magical prowess while the Hyruleans being are mundane folk. These days both would just be called Hylians. This is borne out over the series, as some games later in the various timelines feature Hylians with little magical power. Occasionally even the term "Hylian" has been forgotten, with their elf-like ears regarded as a simple phenotypic difference some humans have, like larger noses or fuller lips.



** Unlike within later games in the series, Link doesn't automatically heal when he takes a full HeartContainer after defeating the boss. Instead, he heals after obtaining the relevant PlotCoupon. Also of note, the Plot Coupon won't appear until after collecting the Heart Container, while in games after ''Link's Awakening'', both appear at the same time and the Heart Container can be skipped.

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** Unlike within later games in the series, Link doesn't automatically heal when he takes a full HeartContainer after defeating the boss.boss (except for the Heart Container received at Sanctuary). Instead, he heals after obtaining the relevant PlotCoupon. Also of note, the Plot Coupon won't appear until after collecting the Heart Container, while in games after ''Link's Awakening'', both appear at the same time and the Heart Container can be skipped.



** It's the only game where boss keys are necessary to open chests containing a dungeon's special item, while some of the boss rooms aren't even locked if the item in the dungeon is crucial to reaching the boss. In later games, boss keys only open doors leading to the boss' chamber.

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** It's the only game where boss keys are the Big Key is necessary to open chests the Big Chest containing a dungeon's special item, while some of the boss rooms aren't even locked if the item in the dungeon is crucial to reaching the boss. In later games, boss keys only open doors leading to the boss' chamber.



* EndOfTheWorldSpecial: [[spoiler: Link gets the full Triforce at the end of the game, which he uses to reverse all the evil that Ganon / Agahnim have done throughout Hyrule.]]

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* EndOfTheWorldSpecial: [[spoiler: Link [[spoiler:Link gets the full Triforce at the end of the game, which he uses to reverse all the evil that Ganon / Agahnim have done throughout Hyrule.]]



** Also, the Anti-Faeries that circle around blocks or walls in the dungeons [[spoiler: though Magic Powder can turn them into normal Faeries... ''Except'' the four in a particular room of the Eastern palace, who are immune]].

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** Also, the Anti-Faeries that circle around blocks or walls in the dungeons [[spoiler: though [[spoiler:though Magic Powder can turn them into normal Faeries... ''Except'' the four in a particular room of the Eastern palace, who are immune]].



* PlotHole: [[spoiler: Due to the timing of when Ganon reveals himself, the nature of his and Agahnim's identity is ambiguous. On one hand, Agahnim is trying to break the seal on Ganon in the Sacred Realm, but as Ganon reveals Agahnim to be his "alter ego", Ganon is apparently able to escape the Sacred Realm. This leads to two possibilities: 1. That Agahnim was possessed by Ganon with some power that could leak out of the Sacred Realm, or 2. That Agahnim is an alternate body created by Ganon that can escape the Sacred Realm but with limited power. Neither explanation is used in-game, but the comics and two mangas usee the former explanation.]]

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* PlotHole: [[spoiler: Due [[spoiler:Due to the timing of when Ganon reveals himself, the nature of his and Agahnim's identity is ambiguous. On one hand, Agahnim is trying to break the seal on Ganon in the Sacred Realm, but as Ganon reveals Agahnim to be his "alter ego", Ganon is apparently able to escape the Sacred Realm. This leads to two possibilities: 1. That Agahnim was possessed by Ganon with some power that could leak out of the Sacred Realm, or 2. That Agahnim is an alternate body created by Ganon that can escape the Sacred Realm but with limited power. Neither explanation is used in-game, but the comics and two mangas usee the former explanation.]]



* RedOniBlueOni: Ganon was a bloodthirsty king of thieves, while Agahnim gains the trust of the King before [[TheUsurper killing him]] and sacrificing the Maidens. [[spoiler: It becomes funnier once the player learns that Agahnim is the alter ego of Ganon.]]

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* RedOniBlueOni: Ganon was a bloodthirsty king of thieves, while Agahnim gains the trust of the King before [[TheUsurper killing him]] and sacrificing the Maidens. [[spoiler: It [[spoiler:It becomes funnier once the player learns that Agahnim is the alter ego of Ganon.]]



* SchmuckBait: "Curses to anyone who throws something into my circle of stones." [[spoiler: You have to do it at least once to beat the game, [[TemptingFate though doing it again is rather funny.]]]]

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* SchmuckBait: "Curses to anyone who throws something into my circle of stones." [[spoiler: You [[spoiler:You have to do it at least once to beat the game, [[TemptingFate though doing it again is rather funny.]]]]

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* BlackoutBasement: The somewhat-aptly named Palace of Darkness, the first dungeon in the Dark World. With the exception of a handful of rooms, the basement areas are very dark, making it difficult to see the enemies and doorways. Almost crosses over into {{Nonindicative Name}} territory in comparison to [[VideoGame/TheLegendOfZeldaALinkBetweenWorlds the sequel's]] corresponding dungeon of the same name as only a total of 6 rooms, out of a total of 24, are pitch black.


* SpinAttack: This game introduced the signature Spin Attack, called the "Whirling Blade" in the US manual.

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* SpinAttack: This game introduced the signature Spin Attack, called the "Whirling Blade" in the US manual. By holding down the sword button and moving slowly for a moment, Link charges a circular spin attack with a very forgiving hit box and timing that does twice the damage of a normal sword slash.


* EverythingsBetterWithSpinning: This game introduced the signature Spin Attack, called the "Whirling Blade" in the US manual.


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* SpinAttack: This game introduced the signature Spin Attack, called the "Whirling Blade" in the US manual.


[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/Zelda_SNES.jpg]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/Zelda_SNES.jpg]]org/pmwiki/pub/images/alttp_box.png]]


** The official ''Magazine/NintendoPower'' StrategyGuide makes a distinction between the ancient Hylia people and the modern day Hyruleans, the Hylia having magical prowess while the Hyruleans being mundane folk. These days both would just be called Hylians. PlayedWith as some games do show Hylians become less magically inclined over the years, with some games the word "Hylian" being all but forgotten as they've been lumped in with regular humans with their only defining trait being long ears, the significance of this is entirely forgotten so so people consider the same as having a larger nose or fuller lips, just another trait that some people have on their face.
** Many iconic monsters like Moblins and Hinox are actually Hyruleans fallen under [[KarmicTransformation a Dark World curse]] due to their [[EvilMakesYouUgly evil nature]] rather then natural pre-existing creatures.
** This is the only Zelda game to have each bottle share an inventory spot. Later games in the series tend to have them as separate items (though this is changed in the GBA release, being given an entire row in the inventory with their old slot filled by the shovel.) In addition, they are called "Magic Bottles" in this game (while future games simply called them "bottles")

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** The official ''Magazine/NintendoPower'' StrategyGuide makes a distinction between the ancient Hylia people and the modern day Hyruleans, the Hylia having magical prowess while the Hyruleans being mundane folk. These days both would just be called Hylians. PlayedWith This is borne out over the series, as some games do show later in the various timelines feature Hylians become less magically inclined over the years, with some games little magical power. Occasionally even the word term "Hylian" being all but forgotten as they've has been lumped in with regular humans forgotten, with their only defining trait being long ears, the significance of this is entirely forgotten so so people consider the same elf-like ears regarded as having a simple phenotypic difference some humans have, like larger nose noses or fuller lips, just another trait that some people have on their face.
lips.
** Many iconic monsters like Moblins and Hinox are actually Hyruleans fallen under [[KarmicTransformation a Dark World curse]] due to their [[EvilMakesYouUgly evil nature]] rather then natural pre-existing creatures.
** This is the only Zelda game to have each bottle share an inventory spot. Later games in the series tend to have them as separate items (though this is changed in the GBA release, being given an entire row in the inventory with their old slot filled by the shovel.) In addition, they are called "Magic Bottles" in this game (while future games simply called them "bottles")"bottles").


''The Legend of Zelda: A Link to the Past'' is the third game in [[Franchise/TheLegendOfZelda the series]]. A {{prequel}} to the [[UsefulNotes/NintendoEntertainmentSystem NES]] installments, ''A Link to the Past'' (''Triforce of the Gods'' in UsefulNotes/{{Japan}}) returned to the top-down adventure format of the [[VideoGame/TheLegendOfZeldaI first game]]. Unlike the previous games which were almost purely focused on fighting, ''A Link to the Past'' introduces a problem-solving element to the series, requiring players to use items in complex ways in order to make progress. The game also contains the first in-depth (yet still simple compared to later games) story in the series, giving the game more than just an ExcusePlot. These puzzle and story elements, along with the established constituents of combat and exploration, eventually became a part of the greater ''Zelda'' experience because of ''A Link to the Past'', and this unique combination of elements would be solidified by later games.

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''The Legend of Zelda: A Link to the Past'' is the third game in [[Franchise/TheLegendOfZelda the series]].series]], released in 1991 in Japan and 1992 in North America and Europe. A {{prequel}} to the [[UsefulNotes/NintendoEntertainmentSystem NES]] installments, ''A Link to the Past'' (''Triforce of the Gods'' in UsefulNotes/{{Japan}}) returned to the top-down adventure format of the [[VideoGame/TheLegendOfZeldaI first game]]. Unlike the previous games games, which were almost purely focused on fighting, combat and exploration, ''A Link to the Past'' introduces a problem-solving puzzle-solving element to the series, requiring players to use items in complex ways in order to make progress. The game also contains the first in-depth (yet still simple compared to later games) story in the series, giving the game more than just an ExcusePlot. These puzzle and story elements, along with the established constituents of combat and exploration, eventually became a part of the greater ''Zelda'' experience because of ''A Link to the Past'', and this unique combination of elements would be solidified by later games.


* YouCantThwartStageOne: Rather cleverly subverted. Although Link fails to prevent Stage One, he manages to ''delay'' it by rescuing Zelda from the castle dungeons at the start of the game. Hiding Zelda at the Sanctuary gives Link time to search for the Master Sword, Agahnim doesn't find and banish Zelda until after Link finds it. [[FridgeBrilliance If Zelda had been banished at the start of the game, Ganon's forces would probably have overrun Hyrule before anyone managed to get all of the Pendants and the Master Sword.]]

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* YouCantThwartStageOne: Rather cleverly subverted. Although While Link fails isn't able to prevent Stage One, stop Agahnim from sending Zelda to the Dark World and opening the portal between worlds, he manages is able to ''delay'' it stall him by rescuing Zelda from the castle dungeons and hiding her at the start of the game. Hiding Zelda at the Sanctuary gives Link time Sanctuary, forcing Agahnim's soldiers to search for her while Link retrieves the Pendants and the Master Sword, Agahnim doesn't find and banish Zelda until after Link finds it. [[FridgeBrilliance Sword. If Zelda had been banished at the start of the game, game like Agahnim was intending, Link would have had a lot stronger opposition to face in his quest, and Agahnim would have remained alive and made Ganon's forces would probably have overrun Hyrule before anyone managed to get all of foothold in the Pendants and the Master Sword.]]Light World significantly stronger.

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* AllTheWorldsAreAStage: Ganon's Tower incorporates enemies and puzzles from many previous dungeons, as well as featuring rematches with the bosses of the Light World.


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* DiscOneNuke: If you know where to get it, you can go grab the Ice Rod as soon as you rescue Princess Zelda, giving you a weapon as strong as the Tempered Sword.


** Some enemies that are cannot be killed with sword attacks don't offer much idea to how to kill them, like red Goriyas which are only vulnerable to arrows, or the Stalfos Knights being vulnerable to bombs. Sometimes this is mitigated by ConvenientItemPlacement (rooms with these enemies tend to have ammunition or magic refills as needed for you to beat them), but it's still not immediately obvious considering that such items are located under objects throughout the game.

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** Some enemies that are cannot be killed with sword attacks don't offer much idea to how to kill them, like red Goriyas which are only vulnerable to arrows, or the Stalfos Knights being vulnerable to bombs. Sometimes this is mitigated by ConvenientItemPlacement (rooms with these enemies tend to have ammunition or magic refills as needed for you to beat them), but it's still not immediately obvious considering that such items are located under objects throughout the game.


* GuideDangIt: Two puzzles of note in Dark World dungeons have hideously obscure solutions[[note]]Pulling the statue's tongue in the Ice Palace and shooting the statue's eye in the first temple[[/note]], the only way to really find them being (a) TryEverything or (b) consult an online guide. What makes them reach the GuideDangIt level is that the solutions to these are not even hinted at during the course of the game and that they're completely arbitrary things to do, especially the first one.
** In a way, the game does sort of hint at the solution for the statue puzzle: The statue is shaped like an Eyegore, an enemy first encountered in the Eastern Palace, one kind of which (the red kind) can only be killed with an arrow to the eye.
** It's much, much worse in some of the fan-made hacks. In Parallel Worlds, the combination for the Lost Woods isn't even hinted at in the game. The only ways to find it out are by trial and error or by looking it up on the internet (and this is even lampshaded in the game, which flat-out ''tells'' you the combination is nowhere in the game). And if you have the misfortune to enter the Ice World without getting the Cane of Byrna (which is only accessible through the Lost Woods), good luck beating the game. You won't be able to return to your homeworld until you've climbed the Parallel Tower, which will be quite a chore without the Cane. Some of the other dungeons are probably impossible without it (or the Magic Cape, which ''is'' in the Ice World, but is probably itself close to impossible to obtain without the Cane of Byrna).

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* GuideDangIt: Two puzzles of note in Dark World dungeons have hideously obscure solutions[[note]]Pulling the statue's tongue in the Ice Palace and shooting the statue's eye in the first temple[[/note]], the only way to really find them being (a) TryEverything or (b) consult an online guide. What makes them reach the GuideDangIt level is GuideDangIt:
** Some enemies
that the solutions to these are not even hinted at during the course of the game and that they're completely arbitrary things to do, especially the first one.
** In a way, the game does sort of hint at the solution for the statue puzzle: The statue is shaped like an Eyegore, an enemy first encountered in the Eastern Palace, one kind of which (the red kind) can only
cannot be killed with sword attacks don't offer much idea to how to kill them, like red Goriyas which are only vulnerable to arrows, or the Stalfos Knights being vulnerable to bombs. Sometimes this is mitigated by ConvenientItemPlacement (rooms with these enemies tend to have ammunition or magic refills as needed for you to beat them), but it's still not immediately obvious considering that such items are located under objects throughout the game.
** Several puzzles in the Dark World have rather obscure solutions, where without a guide to help you your only recourse is to TryEverything. For example, several rooms in Ice Palace have their doors opened by pulling on the tongues of statues -- these statues are unique to this dungeon but otherwise are prolific inside it and only a couple of them can have their tongues pulled. There's also a room in the Palace of Darkness where you progress by shooting a statue with
an arrow to -- the eye.
** It's much, much worse in some of the fan-made hacks. In Parallel Worlds, the combination for the Lost Woods
statue is colored differently so it's obvious you're supposed to do ''something'' with it, but it isn't even hinted at in the game. The only ways to find it out are by trial and error or by looking it up on the internet (and this is even lampshaded in the game, which flat-out ''tells'' immediately clear.
** Turtle Rock holds rails where, when
you the combination is nowhere in the game). And if you have the misfortune to enter the Ice World without getting use the Cane of Byrna (which Somaria on them, the cane will create a platform you can ride on. This is the only accessible through time the Lost Woods), good luck beating cane is used in this manner and nothing hints to this, not even the game. You won't be able to return to your homeworld until you've climbed the Parallel Tower, which will be quite a chore without the Cane. Some of the other dungeons are probably impossible without it (or the Magic Cape, which ''is'' in the Ice World, but is probably cane itself close to impossible to obtain without the Cane of Byrna).which otherwise has an entirely different usage.


*** It's possible to glitch your way past the guards blocking the rest of the world at the start of the game, letting you go do Eastern Palace without a sword (pots and the Bow can kill all enemies inside), then turn it into Sahasrala for the Pegasus Boots. You can then use another glitch to "reset" the world to its normal state after the start of the game, but still no sword, and then go do the Desert Palace without getting your sword or rescuing Zelda.

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*** It's possible to glitch your way past the guards blocking the rest of the world at the start of the game, letting you go do Eastern Palace without a sword (pots and the Bow can kill all enemies inside), then turn collect the Green Pendant, and give it into to Sahasrala for the Pegasus Boots. You can then use another glitch to "reset" the world to its normal state after the start of the game, but still no sword, and then go do the Desert Palace without getting your sword or rescuing Zelda.


** One of the [=NPCs=] refers to the breakable jars as bottles in the English localization. It's especially confusing due to the fact that Bottles are a separate object in the game.

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** One of the [=NPCs=] refers to the breakable jars as bottles in the English localization. It's especially confusing due to the fact that because Bottles are a separate object in the game.


* SequenceBreaking: Though it seems like you need the Hookshot to access a significant part of the DarkWorld, there's actually a portal that takes you there if you take the time to explore. You also have a lot of freedom in the DarkWorld to complete the dungeons in the order you want, though the Palace of Darkness has to be done first, and most of the DarkWorld dungeon's items are required to either access or finish Turtle Rock (which is labeled in-game as being the last dungeon). In particular, completing Misery Mire (6th dungeon) before the Ice Palace (5th dungeon) gives you the Cane of Somaria, which creates a block when swung. This almost completely eliminates the need to do the block puzzles in the Ice Palace and makes it a lot easier to complete. (It doesn't hurt that the Ice Palace's treasure is just an armor upgrade, which simply reduces the damage Link takes rather than being used to get past obstacles or solve puzzles, so there's no rush to do it before the one listed after it due to this example of SequenceBreaking.)
** The trick with the Pegasus Boots also makes the hookshot unnecessary in several places. Bombs can also be exploited, [[RocketJump since the distance they throw you upon exploding can allow Link to cross gaps.]]
** You don't actually ''need'' the [[SwordOfPlotAdvancement Master Sword]] if you know how to do the Death Mountain Descent properly. Complete the Tower of Hera up until finding the Moon Pearl, escape said dungeon without bothering with the boss, descend... And start the Dark World progression as normal. You can upgrade to the Tempered Sword directly from your Uncle's sword, and get Ether for Misery Mire. The only thing that you can't actually get is the Piece of Heart from the Lumberjacks' tree in the Light World, but you're otherwise good to go. [[note]] And, even if you do upgrade to the Tempered Sword then to the Golden Sword, ''but then decide to complete the Master Sword plot hook at some point'' you can actually return to the swordsmiths and the fairy pond and upgrade your sword ''again''.[[/note]]
** Aside from the fact that the Palace of Darkness has to be entered first, the order of the DarkWorld dungeons isn't as strict as those of the Light World. A popular order to beat the Dark World dungeons is 1, 4, 2, 6, 3, 7, 5, 8. This requires no backtracking, and gets you the nicest goodies as early as possible without having to half-finish dungeons.
** You only need to beat the Ice Palace and Misery Mire (dungeons 5 and 6)[[note]] You'll need to get the Hookshot from the Swamp Palace (dungeon 2) to enter Misery Mire, but of course you don't need to ''beat'' the Swamp Palace boss yet[[/note]] to purchase the Super Bomb that blows a hole into the Pyramid of Power and allows access to the Fat Fairy (and thus the Golden Sword and Silver Arrows). Doing this as soon as possible will make it easier to clear the rest of the dungeons.
*** Keep in mind also that you need only complete the Palace of Darkness enough to get the Magic Hammer. Actually defeating the boss isn't required to continue to the other dungeons, if you already know where they are (guides, having played before...).
%%* ShiftingSandLand: The Desert of Mystery.

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* SequenceBreaking: Though it seems like you need SequenceBreaking:
** Explotation of glitches opens up worlds of possibilities.
*** It's possible to glitch your way past
the Hookshot to access a significant part guards blocking the rest of the DarkWorld, there's actually a portal that takes world at the start of the game, letting you there if you take the time to explore. You also have a lot of freedom in the DarkWorld to complete the dungeons in the order you want, though the go do Eastern Palace of Darkness has to be done first, without a sword (pots and most of the DarkWorld dungeon's items are required to either access or finish Turtle Rock (which is labeled in-game as being the last dungeon). In particular, completing Misery Mire (6th dungeon) before the Ice Palace (5th dungeon) gives you the Cane of Somaria, which creates a block when swung. This almost completely eliminates the need to do the block puzzles in the Ice Palace and makes Bow can kill all enemies inside), then turn it a lot easier to complete. (It doesn't hurt that the Ice Palace's treasure is just an armor upgrade, which simply reduces the damage Link takes rather than being used to get past obstacles or solve puzzles, so there's no rush to do it before the one listed after it due to this example of SequenceBreaking.)
** The trick with
into Sahasrala for the Pegasus Boots also makes Boots. You can then use another glitch to "reset" the hookshot unnecessary in several places. Bombs can also be exploited, [[RocketJump since world to its normal state after the distance they throw you upon exploding can allow Link to cross gaps.]]
** You don't actually ''need''
start of the [[SwordOfPlotAdvancement Master Sword]] if game, but still no sword, and then go do the Desert Palace without getting your sword or rescuing Zelda.
*** If
you know how to do exploit the Death "Death Mountain Descent properly. Complete Descent" glitch to get into the Tower bulk of Hera up until finding the Moon Pearl, escape said dungeon without bothering with the boss, descend... And start the Dark World progression as normal. from Dark Death Mountain, you can progress a fair ways through the Dark World without defeating Moldorm, getting the Master Sword, or fighting Agahnim. You still need to make sure you get the Moon Pearl from the Tower of Hera, though. The Fighter Sword can upgrade to be reforged into the Tempered Sword directly from your Uncle's sword, and Sword, letting you get the Ether Medallion for Misery Mire.Mire and thus complete all dungeons and beat Ganon. The only thing that you can't actually get is the Piece of Heart from the Lumberjacks' tree in the Light World, but you're otherwise good to go. [[note]] And, even if you do upgrade to the Tempered Sword then to the Golden Sword, ''but then decide to complete the Master Sword plot hook at some point'' you can actually return to the swordsmiths and the fairy pond and upgrade your sword ''again''.[[/note]]
** Aside from While the fact that Dark World seems fairly linear, only the Palace of Darkness has needs to be entered first, beaten in order, and really you just need to get the order of the DarkWorld Hammer from it, you don't need to complete it. The other six dungeons isn't as strict as those of can be completed in any order, though some require the Light World.dungeon items from other dungeons. A popular order to beat the Dark World dungeons is 1, 4, 2, 6, 3, 7, 5, 8. This requires no backtracking, and gets you the nicest goodies as early as possible without having to half-finish dungeons.
** You only need to beat the If you feel like being brave and doing Ice Palace and Misery Mire (dungeons 5 and 6)[[note]] You'll need to early, you can get the Hookshot from the Swamp Palace (dungeon 2) to enter Misery Mire, but of course you don't need to ''beat'' the Swamp Palace boss yet[[/note]] to purchase the Super Bomb that blows a hole into the Pyramid of Power and allows early, giving you access to the Fat Fairy (and thus the Golden Sword and the Silver Arrows). Doing this as soon as possible will make it easier to clear Arrows, making the rest of the dungeons.
*** Keep in mind also that you need only complete the Palace
game a breeze.
** On small scales inside
of Darkness enough to get the Magic Hammer. Actually defeating the boss isn't required to continue to the other dungeons, if the "bonk" from the Pegasus Boots that send you already know where they flying back when you run into an obstacle can be exploited to jump over gaps, some of which would otherwise require the Hookshot, or you can use a trick to "hover" with the Boots and cross large gaps that way. Bomb Jumps (using the knockback from a bomb to push you over a pit) are (guides, having played before...).
%%* ShiftingSandLand: The Desert of Mystery.
also a common exploit.

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