10 almost-useless items in The Legend of Zelda series
Items are essential in-game components of the Zelda series. Like Batman’s utility belt, there is always a gadget Link has on hand that helps him solve any type of situation. Some items, such as the Bow, are invaluable recurring assets. Other items function with a more specific purpose for certain scenarios.
And then there are items that may seem all right at first but quickly lose their value to the Hylian adventurer. These “black sheep” items are not terrible per se. Instead, they range from having an extremely limited utility to an outright quirky nature. Link has encountered his fair share of these quirky items in the past 35 years, and many of them at inconvenient times.
10. Tornado Rod

The Tornado Rod is a key item to complete the House of Gales and obtain the Pendant of Wisdom. It stuns enemies and launches Link into the air, along with any Tornado Tiles. Once the dungeon is cleared, though, the Tornado Rod loses the wind in its sails.
There aren’t many Tornado Tiles elsewhere, and the leaves can be burned instead. Link can’t move in the air, so the rod isn’t good for jumping enemies. In short, the Tornado Rod is a nice concept that got nerfed into a trophy.
9. Quake Medallion

This item is required to open Turtle Rock in the Dark World. It’s one of three magical medallions with substantial might. Naturally, a ton of magic is required to use Quake at any time. One would think that something with a name like that could deal heavy damage, but oddly enough it doesn’t.
Quake has the power to shake trees and turn enemies into — slimes? Well, that’s underwhelming. If it wasn’t for Turtle Rock, many players would agree that Quake is one of the least necessary items in the series.
8. Farore’s Wind

Farore’s Wind is one of three spells in Ocarina of Time that takes a page from the A Link to the Past Medallions. Princess Zelda mains in the Smash Brothers series know it well.
But unlike its Smash Brothers counterpart, Farore’s Wind is used neither offensively nor defensively in Ocarina of Time. It creates a warp point for Link to retreat and return later. It can only be used in dungeons with maps and it generates warp points at room entrances. Farore’s Wind isn’t needed to complete the game, so why bother?
7. Dominion Rod

This key item from the Temple of Time is intriguing when Link first discovers it in its chest. Hey, check it out! It’s an ancient Hyrulean tech rod with the power to possess statues.
Link tries this new toy right away with the dungeon’s puzzles, but it doesn’t take long for the fun to go stale. After that, there are only a few other statues in the overworld to move for a puzzle, rendering the Dominion Rod into an inventory space hog. Ouch.
6. Knight’s Crests

Knight’s Crests are spoils acquired from Dark Nuts. With 10 of them, Orca can teach Link the Hurricane Spin. There’s a lot of pomp and circumstance surrounding this move, and it no doubt looks amazing. But is it worth it?
Nope. Once it’s learned, the former spin attack mechanic can be kissed goodbye. This is all right if Link is dealing with many enemies at once, like Miniblins or Jalhalla. But with other bosses it’s a nightmare, especially Puppet Ganon.
5. Ice Arrows

Ice Arrows normally are invaluable, imbuing Link with freezing power that clears obstacles and kills monsters. This is also true in Ocarina of Time. The problem, however, is where it’s located.
Ice Arrows are the reward in the Gerudo’s Training Grounds, but the only way to get in is with all five Adult dungeon key items, plus the Lens of Truth from the Bottom of the Well. By then, it’s far too late to see this weapon’s true potential. It’s not even needed to finish the game! What a bummer.
4. Giant’s Knife

The Giant’s Knife would likely win the award of “Most Useless Item” in Ocarina of Time. It’s a two-handed weapon that Medigoron makes and sells to Link. By the description of it, the Giant’s Knife certainly sounds impressive.
It dishes out twice the damage of the Master Sword, but it shatters after only a few hits! Link would be hard-pressed to come out of just one skirmish with the thing not breaking on him. Talk about frustrations with weapon durability.
3. Blue Candle

The Blue Candle has the same capabilities as the Red Candle. It burns bushes, solves puzzles, combats enemies, and more. But unlike its scarlet cousin, the Blue Candle has a setback that’s far more irritating — it can only be used once per game screen load.
That means every time Link needs to clear an entrance or defend himself from an oncoming baddie, he will have to think carefully about the highest priority to set aflame. If he misses, too bad. He will have to leave and try again.
2. Bait

As if the Blue Candle wasn’t irritating enough, there is another item that would make any old-school gamer laugh or roll their eyes: Bait. This red piece of meat hardly does anything besides unlocking a single puzzle.
It’s meant to attract enemies so Link can sneak attack them, but in reality, Link is so close to the Bait that he’s within striking distance. It doesn’t attract all of the enemies either, only some of the weaker varieties. Perhaps Link can eat it, then? Nope, he can’t do that either.
1. Hestu’s Gift

Finally! After climbing through every painstaking nook, valley, grotto, and mountaintop, the 900th Korok Seed is found. Now is the time to show dear Hestu the fruits of Link’s labor. Link holds out his hand for Hestu’s reward — Ugh, what is that smell? Well, this is awkward.
Not surprisingly, Hestu’s reeking “Gift” serves no purpose besides bragging rights for collecting all 900 Korok Seeds. But who can deny the adorable big boy? Link gracefully takes it. After all, nothing goes to waste. Perhaps it becomes fuel for his campfire later.





