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Game Idea--The Legend of Zelda: Forgotten Phoenix !!UPDATED: Locations!!
Hey guys, this is just a game idea I came up with. Theoretically, it would complete the Wind Waker trilogy, and be released in 2009 for the Wii. Of course, it would also feature the whimsical cell-shaded graphic style instead of Phantom Hourglass's faux shading.
![]() PROLOGUE: THE LEGEND CONTINUES... (copied from the Wind Waker Instruction Manual) Long ago, there existed a kingdom where a golden power lay hidden. One day, a man of great evil found this power and took it for himself, and with it at his command, he spread darkness across the kingdom. But then...just as all hope had died, a young boy clothed in green appeared as if from nowhere. Wielding a blade that repelled evil, he sealed the dark one away and gave the land light. This boy, who traveled through time to save the land, was known as the Hero of Time. The boy's tale was passed down through generations until it became legend. And then a day came when a fell wind began to blow across the kingdom, and the great evil once again crept forth from the depths of the earth. The people believed that the Hero of Time would again come to save them. But the hero did not appear... What became of that kingdom...? None remain who know. (copied material from Phantom Hourglass intro) Except for two heroes. There was a young girl, savvy to the seas and head of a band of pirates. Her name was Tetra. She was pretty, brash, and brave. Tetra and her handsome pirates set out to explore the vast and unfamiliar seas. One day at a stop on and island, Tetra met a young boy named Link, dressed in green After a series of strange events, the two began traveling together... They found old ruins, and light enveloped Tetra... At once, she transformed into a beautiful princess. Her lineage traced back to an ancient, ruined kingdom. She was Princess Zelda of the Kingdom of Hyrule. (copied material ends here) It was then that the dark one from the legends appeared, hoping to use Hyrule's Golden Power to transform the world into a wasteland. He attacked Zelda and Link to take their pieces of the power. But the two worked together and vanquished that evil man, once and for all. However, they had to make a sacrifice to beat him. The king of Hyrule used the Golden Power to wipe out his own kingdom. Zelda vowed to restore Hyrule--but the king's last wish was instead for her and Link to discover their own world. The king was washed away with his kingdom... Link, Tetra, and the pirates embarked on a journey to discover the new world. Along the way, they faced many trials and tribulations, exploring new islands, defeating fell phantoms, and making new friends. Their journey still continues to this very day. While memories of their past adventures and friends remain strong in their minds, they would like nothing more than to finally discover the world that awaits them... OVERHEARD IN A KAIMANA CAFE Well, let me tell ya, I've seen a lot of things in my day. But nothin' like this. Ya see, it all started when we rolled into this here port. Me and the boys were so impressed by this place that we all split up to enjoy this fine establishment. That was our first mistake. We let our leader, Miss Tetra, and her pet, this shrimp that stowed away with us, wonder off by themselves. That shrimp let our Miss go missing! I tell ya, I was not the happiest sea dog in the world right at that moment. It was that Gerudo tribe that took her. Now those are some pirates! We'd just about met our match. But we managed to save her anyway. The leader of the Gerudo, Regina--aye, she's a fine one!--told us that they were trying to excavate an ancient land beneath the waves. Now, for some reason, the Miss has a curiosity in stuff like that, so we had to do what she said. So you wanna know how things turned out? Then ya'd better sit down and grab another cold one. It's a long tale... END STORY I have a lot more than this, including characters, items, locations, enemies, the whole plot, etc...But I want to gauge the interest before I put more work into it. Let me know what you think!
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Re: Game Idea--The Legend of Zelda: Forgotten Phoenix
I got more of a positive response on GameFAQs (somehow), so I figured I'd just post it here, too.
Okay, I decided to keep this going for now. I'll start with some basic information, then post the plot synopsis later. [[Anything in brackets are author notes.]] MAIN CHARACTERS Link: The Wind Waker. The Hero of Winds. Shrimp. Whatever you wanna call him, it's the same kid. Link, from an island far to the south, has saved the Great Sea on multiple occasions, and now it sees trouble has found him once again. Tetra: Tetra inherited the pirate ship and its crew when her mother, the late pirate queen Isabelle, passed away. She is the last remaining link in the Hyrule bloodline. In reality, she is the princess Zelda, although she has since last that form. The Pirates: Gonzo, Senza, Nudge, Zuko, Mako, and Niko. The gang's all here. Although Tetra's sense of justice often gets them into sticky situations, they also have a deep respect for her. Although they've had more than their share of adventure, all they really want is a relaxing night at the local tavern. Vaati: The Wind Sorcerer. Vaati was freed from his seal at the same time as the dark one spoken of in the legends. Vaati apparently has a strong connection of the Links and Zeldas of the past, and would like nothing more than to become the most powerful sorcerer the world has ever seen. Something in the Velimir Archipelago has attracted his interested, and his destiny will intertwine with Link and Zelda's once more. [[The Velimir Archipelago is a small chain of large islands that serves as the setting for the game.]] Regina: The leader of the Gerudo pirates, Regina possesses both beauty and brilliance. Although she may appear ruthless and is feared by many, she is deceptively kind-natured. Her current goal is to excavate a land beneath the waves of the Velimir Archipelago. Why she wants do this, however, remains a mystery... Jolene: A pirate that Link has had skirmishes with before, Jolene is actually a headstrong Gerudo. Apparently, she's the black sheep of the Gerudo, but she does sometimes visit them. Sometimes, she'll serve as Link's guide. Jeremy: A swordsman Link meets on Kaiman Island. He sort of takes Link under his wing. Even with all Link's past adventures, Jeremy far surpasses him in skill. Jeremy serves as Link's mentor, giving him advice on what to do next. Clark: A traveling historian who has found his way to Kaiman Island. Clark somehow recognizes Link as the hero he is. Link meets Clark at the library in Kaiman searching for a tome called the Book of Mudora, which is fabled to contain legends long forgotten. However, upon discovering much of the book is incomplete, Clark enlists the aid of Link to restore it. Lala: The Rito postwoman of the Velimir Archipelago. Unlike most Rito, Lala is cheery and has a bright attitude. Lala is one of the first friends Link meets when she helps him get to the Gerudo Fortress. One of the only few Rito living in the archipelago, the male Rito are always trying to win her over. A young Rito named Koroli, in particular, fancies her. Epona: The ranch on Kaiman Island has many steeds, but none gives Rigby, the owner, more trouble than Epona. For some reason, she just can't be tamed. Perhaps Link can calm her down? [[After Epona is tamed, she can be used to travel across land. Once the pirate ship is repaired, she will be stored on board, and can be taken to different islands.]] Dimitri: A friendly Dodongo that lives at Lake Kaiman. Dimitri seems to be skittish of humans, but when Link saves him from a group of poachers, they become fast friends. [[If Link is not using a motorboat, he can call on Dimitri to cross freshwater bodies of water.]] Tingle: When Tingle heard that 'Mr. Fairy' had left the southern Great Sea, he immediately packed up shop and dragged his brothers to the Velimir Archipelago. Why? Because Link is his number one source of cash! Tingle sells maps and charts to Link. He may even help him with some other things from time to time. [[Don't hate me. Zelda isn't Zelda without Tingle.]] Beedle: Beedle is also back, running his chain of shop ships with his usual gusto. Freedle: The hippie from Phantom Hourglass is another returning character. He likes nothing more than to strum a few riffs on his guitar. He assists Link with the Online aspect of Forgotten Phoenix. [[More on that later.]] Dona: The mysterious goddess spoken of in the Velimir legends. She appears to Link many times in physical form. [[There are many more characters, but these are the important ones. I'll add more soon (if anyone even replies).]]
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Re: Game Idea--The Legend of Zelda: Forgotten Phoenix
As I stated before, Link is Tetra's 'pet shrimp'. She doesn't call him that, but Gonzo thinks of him that way, because, obviously, he isn't too fond of Link. Remember, in Wind Waker, Gonzo constantly called Link shrimp.
I could tell you what Forgotten Phoenix means, but that might ruin the plot, much like knowing what Twilight Princess meant ruined the plot in the respective game. All in due time...
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Re: Game Idea--The Legend of Zelda: Forgotten Phoenix
Now I will post the items. Before I do, though, there are two very important things that change the gameplay dramatically.
1. In a deus ex machina, Link loses all his equipment from Phantom Hourglass at the beginning of the game when the pirate ship wrecks. 2. Link and Tetra constantly work together. They're partners. You can switch between the two of them. The character that's not being controlled will follow, or can be left behind. It's sort of like Medli and Makar in Wind Waker, except the CPU-controlled character is far more helpful. The CPU-controlled character can fight too. Of course, they can also be set to not fight. They may even heal the player character when necessary. In addition, items can be exchanged between the two of them. It's sort of like Billy and Rebecca in Resident Evil 0, if anyone's played that. SIDE NOTE: If a second controlled is plugged in, the other person can play as the character that isn't being controlled by Player 1. Unfortunately, the camera stays focused on Player 1, so Player 2 may have a hard time keeping up. However, if the two characters are separated, the screen will split. In situations where Link or Tetra are missing for plot reasons, the second player is out of luck. You can even play with friends via Wi-Fi! 3. The main gimmick of the game is elements. After Link rescues Tetra from the Gerudo, the Gerudo leader, Regina, tells them that in order to excavate the underwater world of Calatia, they will have to collect the four elements. Once Link gains an element, he can use it to enhance the properties of most of his items. The four initial elements are Earth, Fire, Water, and Wind. Later, they discover that there are two more elements, Light and Dark. However, using elements drains magic. Without further ado, here's the items, listed in the order you get them. Hero's Tunic Link starts out with the Hero's Tunic. The only thing it does is make him look pretty. Only Link can use this item. Fire--When the fire element is added, Link can withstand extreme heats and actually absorbs any fire-related damage. Using the Fire Tunic doesn't drain magic. Water--When the water element is added, Link will have no trouble swimming and even breathing underwater. For once, you can actually dive beneath the surface of the Great Sea! He even absorbs any water-related damage. Using the Water Tunic doesn't drain magic. Earth--Link takes 1/5 less damage. He also absorbs any earth-related damage. Using the Earth Tunic doesn't drain magic. Wind--When the wind element is added, a protective shield of wind swirls around Link. While it doesn't damage enemies, it does keep them away. However, projectiles can still hurt him, and the whirlwind makes interacting with the environment rather difficult. He does absorb all wind-related damage, though. Using the Wind Tunic doesn't drain magic. Light--When the light element is added, Link becomes completely invulnerable to all damage, as long as he is in sunlight. He absorbs all light-related damage. Using the Light Tunic drains magic. Dark--When the dark element is added, Link becomes completely invulnerable to all damage, as long as he is the shadows. He even absorbs all dark-related damage. In addition, he becomes completely invisible in the darkness. Using the Dark Tunic drains health. However, it can't kill Link. Hero's Boots Link starts out with the Hero's Boots. They keep his feet warm. Only Link can use this item. Fire--The Fire Element allows Link to walk on hot surfaces, including magma and even lava (for a limited time). Using Fire Boots doesn't require magic. Water--The Water Element allows Link to walk across water (gasp?!). Using Water Boots doesn't require magic. Earth--The Earth Element increases Link's weight significantly (think Iron Boots without magnetism). If he uses these in water, he'll sink to the bottom. Using Earth Boots doesn't require magic. Wind--The Wind Element decreases Link's weight significantly. Not only that, but if he walks into thin air, he won't fall! He defies gravity (think Hover Boots without a time limit). Using Wind Boots doesn't require magic. Light--The Light Element gives Link the ability to jump (gasp again?!). However, each jump requires a little magic. Dark--The Dark Element gives Link the ability to tread without making a sound. Useful in stealth situations, but it drains health. However, it won't kill Link. Wallet Both Link and Tetra start out with one of these. It can hold up to 200 Rupees. Pirate's Charm A piece of an ancient Sheikah Gossip Stone, both Link and Tetra start out with one of these. It allows them to communicate with each other when split up. If playing Online, the Pirate's Charm can be used for voice chat. Pre-recorded text messages can also be used. Rupees Common pick-ups that can be found in pots, rocks, weeds, and other places. Thanks to the shipwreck at the beginning of the game, Link starts out with 0 Rupees. Green are worth 1, Blue are worth 5, Red are worth 20, Purple are worth 50, Orange are worth 100, Silver are worth 200, Gold are worth 500, and a Platinum Rupee will fill a Wallet to the brim. Recovery Hearts Common pick-ups that can be found in pots, rocks, weeds, and other places. It restores one Heart Container of health. Pieces of Heart Fragmented Heart Containers. Collecting four Pieces of Heart will create one Heart Container. Pieces of Heart can be gotten in a large number of ways, though they are all optional. There are a huge number of Pieces of Heart, because both Link and Tetra need health. Food Satchel Link can buy a Food Satchel from the pet store very early in the game, in Kaiman Town. It allows him to carry around various assortments of bait and food. Both Link and Tetra can use this item. All-Purpose Bait It's back, and this time it's even more all-purpose. All-Purpose Bait can be bought from the pet store in Kaiman Town or from Beedle. It is carried in the Food Satchel. Spreading it not only attracts Cuccos, Wild Pigs, and other animals, but even the more feral enemies will stop attacking to gobble this stuff up! It can also be used as fishing bait, although it's considered illegal. Spreading some on the surface of freshwater will summon Dimitri, the Dodongo. It can even be eaten, though one serving of All-Purpose Bait only restores one Heart Container. Both Link and Tetra can use All-Purpose Bait. Boko Seeds Seeds can be bought from the pet store in Kaiman Town, or from Beedle. They are stored in the Food Satchel. Both Link and Tetra can use Seeds. On their own, all they do is become plants (think Magic Beans). But when an element is added... Fire--The Fire Element causes whatever the seed is thrown on to combust in a ball of fire. Using Fire Seeds does not require magic. Water--The Water Element causes whatever the seed is thrown on to be doused in an bubble of water. Using Water Seeds does not require magic. Earth--The Earth Element causes whatever the seed is thrown on to slowly become overgrown with plant life. This is very effective on smaller enemies. Using Earth Seeds does not require magic. Wind--The Wind Element causes whatever the seed is thrown on to be sucked up in a small whirlwind. While this doesn't do any real damage, it can be amusing to watch an enemy be flail helplessly. Using Wind Seeds does not require magic. Light--The Light Element causes the seed to explode in a flash of light (think Deku Nut). Using Light Seeds requires magic. Dark--The Dark Element causes whatever the seed is thrown on to be turned to stone. Using Dark Seeds requires health, but it can not kill Link or Tetra. Boko Sticks Boko Sticks can be bought at the Kaiman pet shop, or from Beedle. They work exactly like Deku Sticks, except they don't break and can be used as a weapon. They are used primarily for transferring flames, which DOES eventually burn the sticks. They are stored in the Food Satchel. Both Link and Tetra can use this item. Mushrooms While Mushrooms can be picked in the Emerald Meadows, and some other places, they can also be bought at the Kaiman pet shop. It can be eaten, although the effects are somewhat random--it can heal or hurt. Giving a Mushroom to Koume and Kotake at the potion shop allows them to create potions. Mushrooms are stored in the Food Satchel. Both Link and Tetra can use them. Bee Larva Bee Larva can be bought at the Kaiman pet store or at Flamma Ranch. It can be eaten to restore one Heart Container, but it's better used as bait for fishing. Bee Larva is probably the worst type of bait. It is stored in the Food Satchel. Both Link and Tetra can use it. Worms Worms can be bought at the Kaiman pet store or at Flamma Ranch. It can be eaten to restore two Heart Containers, but it's better used as bait for fishing. Worms are better than Bee Larva, but not as good as All-Purpose Bait or Shrimp. They are stored in the Food Satchel. Both Link and Tetra can use it. Shrimp Shrimp can only be bought at Flamma Ranch, although they can also be caught as fish themselves. They can be eaten to restore four Heart Containers, but they're better used as bait for fishing. Shrimp are the best kind of bait, and one of the few things that will attract the Hylian Loach. Both Link and Tetra can use it. Ship Parts At the beginning of the game, the pirate ship wrecks just off Kaiman Island. In order to travel to the rest of the Velimir Archipelago, they must gather several ship parts, including a new sail, some patchwork, a steering wheel, an anchor, and a mast. Boko Shield A sturdy wooden shield that Link can buy at the Kaiman general store, among other places. However, it burns in flames. Both Link and Tetra can use it. Steel Sword A sturdy, apparently unbreakable sword that Jeremy used when he was Link's age. Jeremy gives Link this sword after he trains him in the ways of the blade. Only Link can use this blade. Sword Skills Jeremy, the master swordsman, is willing to teach Link new skills as the game progresses. When Link meets Jeremy, Jeremy teaches him Back Slice, Helm Splitter, and Shield Attack from Twilight Princess. Later, he'll teach him the Mortal Draw, Jump Strike, Ending Blow, Hurricane Spin Attack, and Great Spin. Tetra can only learn one skills from Jeremy, although she already knows the Back Slice, Helm Splitter, Shield Attack, Mortal Draw, and Ending Blow. What other skills might Jeremy have in store for Link...? Read on... Back Slice--Jeremy teaches Link this Sword Skill when they first meet. When an enemy is about to attack, Link can press A to parry the assault and roll around behind the enemy, performing a rising slash to the back. Tetra already knows this skill. Helm Splitter--Jeremy teaches Link this Sword Skill when they first meet. When an enemy is about to attack, Link can press A to parry the assault and roll around behind the enemy, performing a jumping somersault slash to the enemy's head. Tetra already knows this skill. Shield Attack--Jeremy teaches Link this Sword Skill when they first meet. When an enemy is about to attack, Link can press A to parry the assault, blocking the attack and bashing the enemy with the shield simultaneously. Tetra already knows this skill. Mortal Draw--Jeremy teaches Link this Sword Skill after he gets the Gerudo Membership Card. If an enemy approaches Link while his sword is sheathed, he will perform a devastating strike to the enemy's neck, most likely killing them. Tetra already knows this skill. Ending Blow--Jeremy teaches Link this skill after he gets the Fire Element. When an enemy is knocked on the ground, Link will leap into the air and thrust his sword downward into the enemy, decisively killing them. Tetra can not learn this skill. Jump Strike--Jeremy teaches Link this Sword Skill after he gets the Water Element. Link charges up his Jump Attack, then leaps at the enemy, causing a shockwave upon landing. Tetra can not learn this skill. Great Spin--Jeremy teaches Link this Sword Skill after he gets the Earth Element. If Link has full health, his spin attack will have a much more powerful and wider radius. Tetra can not learn this skill. Sword Throw--Jeremy teaches Link this Sword Skill after he gets the Wind Element. If Link gets knocked down by an enemy, before he hits the ground, he can toss his sword at the enemy. If it connects, it will do major damage, most likely killing the foe. However, afterwards, Link will be left defenseless, and must retrieve his sword. Tetra can not learn this skill. Razor Shield--Jeremy teaches Link this Sword Skill after he gets the Light Element. If an enemy is about to attack, Link can press R to block the strike with his sword, then counterattack with a powerful return strike. Tetra can not learn this skill. Slash Charge--Jeremy teaches Link this Sword Skill after he gets the Dark Element. All Link has to do is target the nearest enemy and press A, and he will run at the enemy at full-speed, performing a fatal slash upon reaching the foe. However, Link is vulnerable while doing this, because it must be done from a distance and the animation cannot be cancelled once it begins, except by other enemies. Hurricane Spin--Jeremy teaches Link this Sword Skill after he gets the Fierce Deity's Mask. After charging up a Spin Attack, Link will spin around the area in a frenzy that can barely be controlled. However, this move does consume magic, and Link will be dizzy afterwards. Tetra can not learn this move. Triforce Slash--This is the final Sword Skill Jeremy teaches Link. He must have both the Light Force and the White Sword. An enemy is trapped within two Triforce crests, and Link will perform a flying barrage of strikes that will doubtlessly kill the target. Tetra can not learn this move. This is the only way to defeat Vaati. Tetraforce Slash--This is the only Sword Skill that Jeremy will teach Tetra. She must have both the Light Force and the Spirit Sword. To perform it, Tetra must first stun the foe in any preferred method, and she then unleashes a flurry of quick, powerful strikes in a massive combo chain. This is the only way to defeat the final boss. I have a lot more items, but I'm out of time. I'll post more later! In the mean time, let me know what you think of these!
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Re: Game Idea--The Legend of Zelda: Forgotten Phoenix
Lantern
Senza, one of the pirates, gives this to Link when he realizes that Link is going to the Gerudo Fortress with or without the pirates. It is used to light up dark spaces. It can even be used at the same time as another item, hanging from the character's belt. It requires Lantern Oil to use. When Link first gets the Lantern, he doesn't have an Empty Bottle, so he must use the Lantern sparingly. Both Link and Tetra can use this item. Treasure Spheres While not really an item, the Treasure Spheres from Wind Waker are back. They sometimes appear after an enemy is defeated, and flash different colors. The spheres contain various treasures. Smashing it when it's red yields more Recovery Hearts, smashing it when it's green yields more Magic Jars and Rupees, and smashing it when its yellow yields more items like Arrows, Bombs, and possibly spoils. Enemy Weapons These also aren't considered items by technical definition. A lot of enemies use weapons to attack. These weapons can be knocked away from the enemy and used against them. Unlike Wind Waker, these items can be carried to different rooms. However, most weapons are very cumbersome when compared to the standard sword. Some examples of enemy weapons are lances, rapiers, pitchforks, greatswords, katana, ninja swords, scythes, huge shields, and even whips, among other weapons. Both Link and Tetra Maps Not just the Dungeon Map, but maps of the entire Velimir Archipelago. Nearly every area in the game has a map. The catch? You have to buy them from Tingle, at a slightly overblown price. In addition, Dungeon Maps are no longer found in the dungeon itself, but must also be bought from Tingle. One important aspect of maps in this game is that they can be brought up in the menu and drawn on with the Wiimote, much like the stylus in Phantom Hourglass. Unfortunately, even the maps must be shared between Link and Tetra, so if they separate, one of them might get lost. Warp Jars They're not really items. These are urns found in the various dungeons of the game. They can be used to get around a dungeon quickly. Jumping into one jar will transport Link to another. However, typically, the second and third Warp Jar in a dungeon are somehow blocked, and must be reached manually before they can be used. Compass The Compass allows Link to see where he is in a dungeon, as well as where the boss room and treasure chests are. There is one Compass in every dungeon. Like maps, the Compass must be shared between Link and Tetra, so one of them could get lost. Keys Keys unlock locked doors in dungeons. They can also only be found in dungeons. Each key has a theme--for example, the Ignis Temple (fire dungeon) uses Fire Keys. Keys must be shared between Link and Tetra, so if they split up and one of them finds a door, they must have the key to open it. Grappling Hook Link finds this item in the first dungeon, the Gerudo Fortress. It can be used to grapple onto poles, branches, etc. and swing across gaps. You can also climb up and down the rope. Like in Phantom Hourglass, the Grappling Hook can also be used as a tightrope or a human slingshot, or to steal spoils from enemies. Both Link and Tetra can use this item. Fire--When the Fire Element is used, the claw of the hook becomes searing hot, and will actually damage enemies if used. The Fire Hook does require magic. Water--When the Water Element is used, the hook becomes usable underwater. If used on land, it will freeze whatever it touches. The Water Hook only requires magic if used on land. Earth--When the Earth Element is used, the hook becomes a constricting vine that, when used on enemies, holds them in place and saps their energy. The Earth Hook does require magic. Wind--When the Wind Element is used, the hook's length is doubled, allowing Link or Tetra to grapple to objects much farther away. The Wind Hook does require magic. Light--When the Light Element is used, the Grappling Hook will allow Link or Tetra to actually pull out the souls of enemies. The Light Hook requires magic. Dark--When the Dark Element is used, instead of pulling Link or Tetra to an object, the object will be pulled to them. The Dark Hook requires health, but it can't kill its user. Elemental Key These keys are essentially Big Keys, used to get into boss chambers. However, in a departure from past Zeldas, there are two Elemental Keys in each dungeon (save the Gerudo Fortress). The boss doors have two locks, and must be unlocked simultaneously. This ensures that both Link and Tetra will face the boss together. Heart Containers Heart Containers are life-sustaining jewels that increase a person's overall health. They are generally only carried by the foulest of creatures. Either Link or Tetra can use a Heart Container. Gerudo Membership Card Regina gives a Gerudo Membership Card to Link, Tetra, and all the pirates. This allows them all to walk freely within the Gerudo Fortress. Spoils Bag Regina also gives this to Link. It's a much larger version of the Spoils Bag from Wind Waker. It's used to hold spoils dropped by enemies. Both Link and Tetra can use the Spoils Bag. Spoils I could list all the different types of spoils, but that'd take a while. There are many different types of spoils--in fact, unique enemies almost all have their own individual spoil. Some examples are Chu Jelly, Tectite Heart, Keese Incizor, Gibdo Wrapping, Dodongo Stomach, and Bari Tentacle. Spoils can be traded online or sold, and some even have special purposes. Both Link and Tetra can use spoils. Gold Aruroda Eye For those who don't remember, Arurodas are scorpion-like enemies from Adventure of Link. However, there is a sub-species in this game called Golden Arurodas. They mainly crawl around walls. They behave a lot like Gold Skulltullas, except they are active day and night, and upon being struck, will fall to the ground and attack. Once vanquished, it will leave behind its eyeball. Getting all 100 Gold Aruroda Eyes will cure the poison a nest of Gold Arurodas inflicted a group of orphans with at the Kaiman Villa. Gold Aruroda Eyes are stored in the Spoils Bag, and can be used by Link or Tetra. Book of Mudora This legendary tome is found in the Kaiman Library by Link and Clark, the historian. However, when they find it, it is incomplete. Link agrees to help Clark fill in the missing material. Here's what can be found in the Book of Mudora. Keep in mind that all these sections are incomplete, and can only be finished by collecting Mudorian Pages. The Legend of Hyrule--This section of the book describes the legend of Hyrule up until the beginning of Forgotten Phoenix. The Story So Far--Clark fills in this section himself. It describes the events of Forgotten Phoenix. Hylian Translator--As Link and Tetra collect certain Mudorian Pages, they can gradually learn to understand the ancient Hylian language. Friends and Fiends--This section houses character profiles and bestiaries. Instead of collecting Mudorian pages, pictographs of different subjects will fill in this section. Think Nintendo Gallery. Items--This is a list of all the items Link and Tetra have gathered, and reminds them what they're for. Checklist--This section doesn't require any Mudorian pages. It basically has a list of all the collectibles in the game, and is a handy way to help someone figure out their completion percentage. Calendar--The world of Forgotten Phoenix runs on a yearly, twelve-month calendar. It strictly adheres to the real-time clock, ala Animal Crossing. There are weather changes, holidays, and seasons. But don't worry: time travel is possible. The calendar records what's going on on what days, where different characters are going to be at certain times, and even allows Link to make notes via the Wiimote. Maps--The maps purchases from Tingle go here. Sword Skills--This section serves as a reminder of how to pull off those Sword Skills taught by Jeremy. Spoils--This section records all of the spoils Link and Tetra have found, as well as the different recipes for cooking them together. Album--This is basically a scrapbook section that has videos of all the cinematic cutscenes from the game. Mini-Games--This section records the high scores in mini-games. Notes--The last section is your doodle page. Mudorian Pages As described above, these torn pages basically just fill in the missing pieces of the Book of Mudora. They fill in the 'Legend of Hyrule' and 'Hylian Translator' sections. Picto Box This camera is used to take pictographs (photos). While it is used in some sidequests, the main purpose of the Picto Box is to take pictures of the various characters and enemies, and then give them to Clark to fill in the 'Friends and Fiends' section of the Book of Mudora. If you like, pictographs can be stored in the 'Album' section of the Book of Mudora. The Picto Box can hold five pictographs at a time. Both Link and Tetra can use it. That's it for tonight. Expect more sometime tomorrow...Actually, I may just do this on GameFAQs exclusively if this topic doesn't pick up.
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Re: Game Idea--The Legend of Zelda: Forgotten Phoenix
Thanks for your compliment, TekDeity.
Without further ado, here are the REST of the items, along with enemies and bosses. Hero's Charm This item makes a come-back from Wind Waker. It can be attained by finding 20 Gold Aruroda Eyes. It allows Link or Tetra to see the life force of enemies. Both Link and Tetra can use this item. Delivery Bag Lala gives this to Link just before he leaves Kaiman Island. It's used to carry letters, coupons, decorative items, and more. Both Link and Tetra can use this item. Letters Letters are carried in the Delivery Bag. They're pretty self-explanatory--occasionally, you'll be asked to drop a letter in the postbox, or perhaps even deliver a letter to someone personally. However, the main difference in the Letters is that the ones that Link or Tetra receive from someone else will be stored and can be kept for later reading. In addition, if you would like to send a letter to a friend via Wi-Fi connection, you can do that, too! Of course, you can also send Letters to non-playable characters, and even attach gifts, such as Spoils or expendable items. Both Link and Tetra can use Letters. Complimentary ID Beedle mails the Complimentary ID to Link or Tetra after they earn a Silver Membership by purchasing 20 items from his shop. When the Complimentary ID is used at Beedle's Shop Ship, he unleashes a barrage of praise upon the player. Yeah, it's useless. Additional Complimentary IDs can be earned at 80, 140, 200 items, etc...Both Link and Tetra can use this item. Freebie Card Beedle mails the Freebie Card to Link or Tetra after they earn a Gold Membership by purchasing 40 items from his shop. When the Freebie Card is used at Beedle's Shop Ship, he allows the player to purchase one item for free. This is best used on rare and expensive items, such as a Piece of Heart, or a rare Spoil. Additional Freebie Cards can be earned at 100, 160, 220 items, etc...Both Link and Tetra can use this item. Fill-Up Coupon Beedle mails the Fill-Up Coupon to Link or Tetra after they earn a Platinum Membership by purchasing 60 items from his shop. When the Fill-Up Coupon is used at Beedle's Shop Ship, he completely restocks the player on health and magic. He fills the Quivers and Bomb Bag. He fills the Food Satchel with random food. He fills the Lantern full of oil. He fills any Empty Bottles with something random. This is best used when Link and Tetra are running low on supplies. Additional Fill-Up Coupons can be earned at 120, 180, 240 items, etc...Both Link and Tetra can use this item. Dagger This is Tetra's dagger that she keeps in a holster on her side, although she has never used it in any of the games thus far. While it is not nearly as long as Link's Steel Sword, it is much more damaging, and Tetra uses a more deadly fighting style in general. Tetra officially becomes playable when the pirate ship arrives at Flamma Island. Empty Bottle Link and Tetra get their first Empty Bottle when they get a free sample of Flamma Milk at the Flamma Ranch from the caretaker, Rigby. There are five other Empty Bottles scattered across the Velimir Archipelago. Empty Bottles are used to contain potions and other liquid items. The six Empty Bottles can be spread out between Link and Tetra. Flamma Milk Flamma Milk is a gourmet brand of milk produced by the Flamma Ranch. It can be bought at Flamma Ranch, or from the Kaiman Tavern. It's kept in an Empty Bottle, and contains two servings. Not only does it restore eight Heart Containers, but it also doubles its drinker Attack power until he or she takes damage. This can be very effective if used on Tetra, since she is already stronger than Link. Flamma Milk can be used by both Link and Tetra, obviously. Springwater Springwater can be bottled from a number of sources, including lakes, ponds, rivers, etc. It's stored in Empty Bottles. Water can be used to douse flames or water planted seeds. Of course, once the Water Element is gained, the Water becomes rather useless, unless you don't have any magic. The water can also be consumed, although this does nothing. However, if in a hot area, such as the Ignis Temple or Flamma Volcano, it can keep its drinker cool. Both Link and Tetra can use Water. Salt Water Salt water can be bottled from the Great Sea. It's stored in Empty Bottles. Salt water can also be used to douse fires, but it can't be used to water plants. Also, if it is consumed, it will likely cause its drinker to lose one Heart Container. Salt water can be very bad if consumed in a hot area, as it will only parch its drinker. Both Link and Tetra can use Salt Water. Hot Spring Water Hot Spring Water can be taken mainly from the Hot Springs in Goron Village. However, some Secret Caves also have underground hot springs. Hot Spring Water is kept in Empty Bottles. Hot Spring Water has strong healing qualities, and the Gorons especially love it. Pouring it out can douse fires and water seeds, just like regular water, but it is better used for consumption, as it will restore all Heart Containers. However, it only lasts for about three minutes, and then it becomes just regular Water. Both Link and Tetra can use Hot Spring Water. Lantern Oil Lantern Oil can be purchased from the Kaiman general store. However, Yellow Chu Jelly can also be cooked into Lantern Oil by Koume and Kotake at the Kaiman potion shop. Lantern Oil is used to fuel the Lantern. It is stored in Empty Bottles. Both Link and Tetra can use it. Bottle Bugs Bottle Bugs are back. Obviously, they are stored in Empty Bottles, and can be purchased from the Kaiman pet store. Up to three Bottle Bugs can be kept in one Empty Bottle. While they do not do much on their own, if released near a patch of soft soil, they may dig into it and kick out a hidden Golden Aruroda. They can also be released near an enemy, and they will crawl all over the enemy, distracting it. Once the bugs are released, one of the three can be re-bottled, however, it will not magically contain three bugs again, as in Ocarina of Time. Both Link and Tetra can use Bottle Bugs. Potions Potions are here, too! As if their return was to be doubted...Anyway, they are kept in Empty Bottles. Initially, only Red and Purple Potions can be bought from Koume and Kotake's potion shop. However, they will add to their selection after certain types of Chu Jelly are brought to them. Both Link and Tetra can use potions. Here are the different varieties. Red--Red Potions restore eight Heart Containers. Green--Green Potions restore the entire magic meter. Blue--Blue Potions restore eight Heart Containers and the entire magic meter. Purple--Purple Potions have a completely random effect--it can have the effects of any of the other potions, a mixture of them, or perhaps even decrease Defense, Attack, or slow the drinker down. Gold--Gold Potions is a more powerful version of Flamma Milk--it restores all Heart Containers, and instead of powering its drinker up until they are damaged, the effect is timed instead. Fairies Fairies are back, but they are much, MUCH rarer than in previous Zeldas. They can only be purchased from the Kaiman pet shop for a large price, or they can be found in Fairy Fountains. Sometimes, there might be one in a Secret Cave. There are no fairies before boss rooms or the like. Fairies are kept in Empty Bottles. They have the same design as in Wind Waker. Using a Fairy restores eight Heart Containers, or you can wait until you die, and the character will be brought back with five Heart Containers. However, be wary that if one character has a Fairy, and the other dies, the Fairy must be manually used to revive the other character. Both Link and Tetra can use Fairies. The Wind Waker Rigby's son, Joseph, found the Wind Waker (which Link lost when he toppled overboard in Phantom Hourglass) on the beach of Flamma Ranch one day, and has played with it ever since. After Link tames Epona, Joseph gives the Wind Waker to Link. The magical baton conducts the wind in a siren-like song. The Wind Waker works very similarly to the one in the game named after it, however, the sound has been modified to be slightly more musical, as you couldn't really create your own tunes. Another new feature is that you can save your compositions and send them to a friend via Wi-Fi. Neat, if completely useless. Only Link can use the Wind Waker. There is another very integral difference--other elements can be added! However, the Elemental Requiem must be learned first. Fire--When the Fire Waker is used, it allows Link to control any nearby fire. Using the Fire Waker does not require magic. Water--When the Water Waker is used, the clouds unleash a torrent of rain, similar to the Song of Storms. You can also change the tide of the ocean, and in some cases, the water level of certain bodies of water. Using the Water Waker does not require magic. Earth--When the Earth Waker is used, Link can control any nearby plant life. Using the Earth Waker does not require magic. Wind--The Wind Waker already has this element--it has the same effect as before. Using the Wind Waker does not require magic. Light--The Light Waker floods the room with light, eliminating any darkness. Some enemies can be defeated this way. However, using the Light Waker requires magic. Dark--The Dark Waker floods the room with darkness, and everything becomes pitch black. The Lantern is a must-have if the Dark Waker is used. Unfortunately, it also consumes health, although the Dark Waker cannot kill its user. Epona's Song After Rigby and Joseph decide to give Link Epona, Joseph teaches Link Epona's Song. It serves exactly the same purpose--when conducted, the tune of Epona is carried on the wind, bringing her to Link's side. It is the first song Link learns. Both Link and Tetra can ride Epona, separately or together. Dimitri's Melody After Link gets the Wind Waker, the next time Link summons Dimitri with some All-Purpose Bait, he will teach Link Dimitri's Melody. When conducted, the tune of Dimitri is carried on the wind, bringing him to Link's side. Both Link and Tetra can ride Dimitri, separately or together. Cabana Deed Once Link has both the Empty Bottle and Epona from Flamma Ranch, he can win the Cabana Deed from Rigby in horse races. It's a lot like the Private Oasis from Wind Waker, but more useful than that. The oasis is on its own island, Pacis Island. The oasis features many amenities, such as a hot spring and a small souvenir shop. However, the main purpose of the Cabana Deed is that once you buy it, you unlock Online mode, and can connect to Wi-Fi from there. The Cabana Deed is stored in the Delivery Bag, and both Link and Tetra can use it. Fishing Pole Rigby's wife, Maya, runs the fishing hole behind Flamma Ranch. While she will let you rent the pole for a small price, he must pay a large amount (you have to have the Adult's Wallet) to buy one. Alternatively, you can also catch all the fish in the fishing hole, and she'll give you one for free. It works a lot like the fishing pole from Twilight Princess. It can also be combined with lures and bait for better results. Both Link and Tetra can use the Fishing Pole. Lures Lures are used to attract fish to the bait. Both Link and Tetra can use Lures. They are kept in the Delivery Bag. There are many different kinds of Lures. Standard--The Fishing Pole comes pre-equipped with Standard Lure. Maya will let Link or Tetra use it for free in the fishing hole. It's a standard bobber that sinks underwater when a fish pulls on it. Popper--The Popper Lure can be used for free at the fishing hole, but Link or Tetra must buy it if they want to use it outside the fishing hole. The Popper Lure is a small ball that pops along the surface when reeled in. It attracts deep-swimming fish. Spinner--The Spinner Lure can be used for free at the fishing hole, but Link or Tetra must buy it if they want to use it outside the fishing hole. The Spinner Lure is shaped like a minnow, and has propellers on both sides, making a lot of noise. It attracts the shyer fish. Frog--The Frog Lure can be used for free once Link or Tetra have caught all the fish at the fishing hole, save the Hylian Loach. However, they must still buy it to use it outside of the fishing hole. The Frog Lure is shaped like a frog, so it attracts the bigger fish that normally wouldn't bother. Sinker--The Sinker Lure is an illegal lure (as All-Purpose Bait is illegal bait). It can be bought from the shady traveling Goron merchant, Yingoro. Sinking Lure works very well, as it just sinks straight to the bottom of the water bed. It is very shiny, attracting all sorts of fish. Any fish caught with Sinker Lure or All-Purpose Bait is not recorded in the Book of Mudora, and if Maya catches Link using either, she'll kick him out and charge an entrance fee next time. Big Catch--The Big Catch Lure works just like the Sinker Lure, except it isn't so shiny, so it's actually legal. It can be attained by buying it from the potion shop after defeating Vaati. The Big Catch Lure is necessary to catch some of the bigger saltwater fishes. Freshwater Fish There are many different types of fish. Most freshwater fish can be caught in rivers, ponds, lakes, and other bodies of water. The fishing hole has all the freshwater fish. If caught in the fishing hole, Maya will keep the fish herself, but if caught outside, the fish will be kept in the Food Satchel. They can be eaten for various effects, or sold for great profit. Fish can be used by both Link and Tetra. Freshwater fish include Greengills, Hyrule Bass, Hylian Pikes, Flamma Catfish, Reekfish, Zora Tuna, Baby Zola, Spiralfish, and the Hylian Loach. Saltwater Fish The only difference between freshwater fish and saltwater fish is that the saltwater fish are much more varied and are generally larger and worth more. They are kept in the pirate ship's freezer, since most are too big to fit in the Food Satchel. They can be eaten for various effects, or sold for great profit. All fish are recorded in the Book of Mudora. Saltwater fish include Skippyjack, Toona, Loovar, Rusty Swordfish, Stowfish, Neptoona, Great Seadragons, Anglerfish, Lionfish, Velimir Marlin, Flying Fish, Bellumfish, Velimir Starfish, Aruroda Larva, Sea Frogs, Coral Puffers, and the Tritonfish. Enemy Fish While is possible to even catch aquatic enemies, although doing so is pointless, because they can't be kept and must be thrown back, and aren't recorded in the journal. Enemy fish that can be caught include Octomines, Like Likes, Dodongos, Geldarms, Aruroda, Bari, Baby Dodongo, Shell Blades, Desbreko, Gyorgs, Skullfish, and Boko Likes. Trash As always, trash can be sometimes caught, especially in dirtier water. Trash is placed in the Delivery Bag, with the exception of the Empty Bottle that can be caught at Unda Coast. It can be sold for a usually small profit, or can be discarded. Trash includes Logs, Old Boots, Food Wrappers, Old Fishing Rods, Wooden Masks, Old Hats, Hero's New Clothes, Strange Magnifying Glass, Powder Kegs, Bombs, Rupees, and Diamond Rings. Hylian Shield This can be purchased at Goron Market. It's required to progress in the game, as the volcanic eruptions on Flamma prevent passage to the volcanic crater. Unfortunately, this means only one of the characters can get there safely. The Hylian Shield can be used by either Link or Tetra--one gets the Boko, one gets the Hylian. Adult's Wallet The Adult's Wallet can be gotten by meeting Tingle for the first time at his tower on top of Mt. Flamma. Tingle will give this to whoever speaks to him first--Link or Tetra. However, the wallet can be traded between the two, and Rupees can also be split up. The Adult's Wallet can hold up to 3000 Rupees. Room Key The Room Key can be purchased at the Kaiman Villa hotel once the Adult's Wallet is gained. It gives Link and Tetra their own room at the hotel. While not as useful as the Cabana Deed, the Villa does provide a bellhop, and it is necessary to complete several sidequests. Both Link and Tetra can use the Room Key. Boomerang The Boomerang is the dungeon treasure at the Ignis Temple. It works similar to the Boomerang from the Wind Waker. Unfortunately, it is impractical to draw a path with the Wiimote. Anyway, you target up to five targets in any order, and then release it. The Boomerang will travel to each target in the specified order. However, if it is stopped in mid-flight, it will return to its user. The Boomerang can be used by both Link and Tetra. Fire--Using the Fire Element enshrouds the Boomerang in a coat of flames. The Boomerang normally doesn't do much damage, if any, but the Fire Boomerang actually hurts. It can also be used to light multiple torches. The Fire Boomerang does require magic. Water--Using the Water Boomerang turns the Boomerang into an object that becomes completely aqueous after being thrown. When it hits its target, it immediately splashes into water, then reforms in its user's hand. This is useful for putting out a lot of water at the same time in indoor areas where the Water Waker is useless. It also douses enemies, causing them to be stunned longer than usual. Using the Water Boomerang requires magic. Earth--Using the Earth Boomerang increases the power of the Boomerang significantly. Although it still can't actually cause damage, like the Fire Boomerang, it will still likely bowl over whatever is in its path, and is more likely to destroy any inanimate targets. Wind--Using the Wind Boomerang is a lot like the Gale Boomerang from Twilight Princess. A whirlwind flies around the Boomerang, allowing Link to power windmills and smaller objects and enemies to him. It is particularly useful for defeating Golden Arurodas. The range of the Wind Boomerang is also significantly greater. Using the Wind Boomerang requires magic. Light--Using the Light Boomerang works like a throw-able Deku Nut. It temporarily stuns enemies. It is very handy in escape situations. Using the Light Boomerang requires magic. Dark--Using the Dark Boomerang temporarily blinds any enemies it touches. They will run around aimlessly, trying to hit what they can't see, so it's important not to make much noise. It is very handy in escape situations. Using the Dark Boomerang requires health, but it can't kill its user. Fire Element The Fire Element is the reward for completing the Ignis Temple. While it doesn't do much on its own, it can be combined with other items for extraordinary effects. The Fire Element is one of the four elements needed to access the ancient land of Calatia from the depths of the Great Sea. Both Link and Tetra can use it. Magic Jars Magic Jars are pick-up items that can be found in weeds, under rocks, and other various places. They refill Link and Tetra's magic meters. They come in two varieties: large and small. Link and Tetra learn to use magic after attaining the Fire Element at Ignis Temple. They can both use Magic Jars. Elemental Requiem When Link and Tetra return to the Gerudo Fortress to learn where to find the next element, the goddess Dona appears and teaches them the Elemental Requiem. It is a song for the Wind Waker. The Elemental Requiem has different effects depending on what element is equipped to the baton. Although it's been discussed before, to summarize its effects--Fire's Requiem lets Link control fire, Water's Requiem makes it rain, controls the tide, and water level, Earth's Requiem allows Link to control nearby plant life, Wind's Requiem controls the direction of the wind, Light's Requiem floods the area with light, and Dark's Requiem floods the area with darkness. Pirate's Sword After Link learns the Elemental Requiem, Tetra's smart mouth gets her in trouble once again when she ends up in a duel with Regina. If she wins, Regina will give her the Pirate's Sword. The Pirate's Sword is a sharp, large, curved blade that's almost as big as she is. Although it weighs Tetra down some, it has a larger range than the Dagger, and makes her an even deadlier adversary. Only Tetra can use this blade. Elemental Rod The Elemental Rod is the treasure found at the Aequor Temple. By itself, the Elemental Rod is nothing more than a bludgeoning tool, but its main purpose is to be equipped with other elements. Both Link and Tetra can use the rod. Fire--The rod shoots a fireball out in a straight line. On collision, the enemy will combust and continue to slowly burn. Using the Fire Rod requires magic. Water--The rod shoots a freezing wind out in a straight line. On collision, the enemy will be frozen solid. Using the Ice Rod requires magic. Earth--The rod causes the terrain in a straight line to crack, spiking up jagged rocks. On collision, the enemy will be thrown up in the air. If the rocks don't kill it, the fall back to the ground probably will. Using the Earth Rod requires magic. Wind--The rod shoots out a gust of wind in a straight line. On collision, the enemy will be blown back at a high velocity, possibly off ledges or into the wall. Using the Wind Rod requires magic. Light--The rod shoots out a blast of light in a straight line. Not only is the enemy damaged, but they will also be blinded. Using the Light Rod requires magic. Dark--The rod shoots out a bubble of darkness in a straight line. On collision, the enemy will be sucked into a black hole, never to return. Using the Dark Rod requires health, although it can't kill its user. Water Element Link and Tetra attain the Water Element upon completing the Aequor Temple. Although it is useless by itself, it can be combined with many other items. Unfortunately, most elemental uses consumes magic. Bomb Bag The Bomb Bag is gotten from the Zoras before leaving Zora's Fountain on Pacis Island (yes, the Zoras are back, they managed to survive the Great Flood, while others chose the way of the Rito). They fashioned it from Dodongo stomach. It can hold up to 10 Bombs and 10 Bombchus. Both Link and Tetra can use the Bomb Bag, but only one at a time. Bombs Bombs are pick-up items found in the grass and under rocks. They cause explosions, destroying large rocks and damaging enemies. They can also be picked up and thrown. Fire--When the Fire Element is added, Bombs become much deadlier. A ring of fire spreads outward upon explosion, giving the Bomb a greater damaging radius (but smaller explosions). In addition, the area of the explosion is set on fire. Using Fire Bombs requires magic. Water--Water Bombs can be used underwater. If used on land, the bomb will explode in a rain of ice, sending ice shards flying everywhere. However, there is no explosion, so you can't destroy rocks with these (unless underwater). Using Water Bombs requires magic. Earth--When the Earth element is added, Bombs become much more powerful. The explosion is much larger, and stronger boulders can be destroyed. Earth Bombs often even leave craters, depending on the terrain. Earth Bombs are heavier than normal Bombs, though. Using Earth Bombs requires magic. Wind--When the Wind element is added, upon explosion, anything in blast radius will be sent flying outwards, often into walls or off cliffs. Wind Bombs can also be thrown farther. Using Wind Bombs requires magic. Light--When the Light Element is added, upon explosion, a blinding flash of light occurs, blinding all enemies in the area. However, there is no physical explosion, so it can't destroy boulders. Think of it as a giant Deku Nut. Using Light Bombs requires magic. Dark--When the Dark Element is added, upon explosion, a black hole will be created, sucking all enemies in blast radius into a dark void. However, there is no physical explosion, so it can't destroy boulder. Using Dark Bombs consumes health, but they can't kill their user. Bombchus Bombchus can be purchased from the Kaiman general store, or from Beedle. They act exactly like the previous games, crawling along walls and ceilings until detonation. The only difference is that the user can now detonate a Bombchu remotely. Both Link and Tetra can use Bombchus. When other elements are added, they act exactly like regular Bombs. Their is only one difference, in that Wind Bombchus are carried by the wind, meaning they can be thrown in a straight line towards any target, drastically improving control of the Bombchu. Cannonbombs After visiting the Gerudo Fortress again, the pirate ship is attacked by Jolene's ship. If the pirates can beat her, the pirates will steal Jolene's supply of Cannonbombs. Cannobombs work exactly like regular Bombs...except...they're...fired from a...cannon. However, the Cannonbombs can be fused with the different elements, and the effect is exactly like a regular Bomb. Obviously, Cannonbombs are only usable while on the pirate ship. Seed Shooter The Seed Shooter works a lot like it did in the Oracle of Ages--load a seed and blow. The seed will then bounce off walls and other surfaces up to five times before breaking. If a seed impacts an enemy, they will only be agitated. However, you can shoot the elemental Seeds (see a previous page) too. So you can have a bouncing burst of flame, or a traveling whirlwind, for example. Finally, seeds can also be deflected off the Hylian Shield, opening up even greater attack and puzzle possibilities. Both Link and Tetra can use the Seed Shooter. Song of Time The Boko Queen teaches Link this melody after he and Tetra help them win the war against the Skull Kids. As mentioned previously, Forgotten Phoenix runs on the Wii's internal clock. However, the Song of Time can be used to change the time of day to dawn or dusk, or travel forward to a different month, or even to a specific day of the week. This song can also change the season. Of course, some of the characters who know Link, such as Jeremy and Regina, don't like the song very much. Miraculously, no one ages if the time is changed. Boko Hammer This is the dungeon item found in the Humus Temple. It works a lot like the Skull Hammer, in that it can be swung from side-to-side, or overhead. Fortunately, the hammer is reinforced with steel, so it can't be burned. It can be used to smash rusty switches, or get rid of defensive barriers. Both Link and Tetra can use this item. Fire--When the Fire Element is added, the Boko Hammer becomes enshrouded in fire, and when smashed down, a blast of fire emanates from it. If swung horizontally, it will leave behind a trail of flames. Using the Fire Hammer requires magic. Water--When the Water Element is added, the Boko Hammer becomes frozen solid, and will turn enemies to ice, then crush them under its weight into several pieces. Using the Water Hammer requires magic. Earth--When the Earth Element is added, the Boko Hammer becomes much heavier, but more powerful. Its already immense size and destructive power are intensified, and it can crush large boulders that only Bombs are supposed to destroy. It will even sometimes leave craters, depending on the terrain. Using the Earth Hammer requires magic. Wind--When the Wind Element is added, the Boko Hammer becomes much lighter, and more suitable for standard combat. However, another difference is that the hammer can be thrown, carried by the wind. This is a good way to inflict a lot of pain from a long distance, though aiming the hammer can be difficult. Using the Wind Hammer requires magic. Light--When the Light Element is added, when fighting enemies, you can press A to parry attacks, teleporting behind the foe and smashing them with th hammer. The shockwave of the hammer can also blind enemies, but only if they're extremely close. Using the Light Hammer requires magic. Dark--When the Dark Element is added, any enemy hit with it will be inflicted with a spiritual parasite that will slowly drain away their life force. Using the Dark Hammer requires health, but it can't kill its user. Earth Element Link and Tetra discover the Earth Element in the Humus Temple. Although it is useless by itself, it can be combined with other items for astounding results. The Earth Element is one of the four elements needed to explore the sunken land of Calatia. Power Bracelets Regina tells Link and Tetra that the fourth element is on Ventus Island, but upon landing there, they discover that a giant boulder is blocking the channel into the island. So instead they travel to Lacerta Island, where a tribe of Tokay (the lizard-men from Oracle of Ages) roam. There, they can get the Power Bracelets through a contrived trading quest. In any case, the Power Bracelets increase their wearers' strength dramatically, allowing them to lift the biggest objects. Both Link and Tetra can wear them. Fire--When the Fire Element is added, the wearer can actually throw fireballs at their foes. However, the range of the fireballs is not very long, so it can be somewhat hard to aim. Using the Fire Bracelets requires magic. Water--When the Water Element is added, anything that their wearers touch is instantly frozen or liquified (depending on the object: in general, objects are frozen, enemies are liquified). Using the Water Bracelets requires magic. Earth--When the Earth Element is added, their wearer actually becomes capable of hand-to-hand combat. Link mostly fights with fast punches, while Tetra prefers acrobats and kicks. Using the Earth Bracelets requires magic. Wind--When the Wind Element is added, not only can their wearer lift the largest of objects, but they can also throw them a great distance. Great for destroying things Bombs just aren't good enough for. Using Wind Bracelets requires magic. Light--When the Light Element is added, the wearer loses physical form and becomes a being of pure light. They can then fit into the thinnest of cracks in the wall, and even underneath some locked doors. Using Light Bracelets requires magic. Dark--When the Dark Element is added, the wearer loses physical form and becomes a being of pure darkness. When enemies strike at you, they are actually absorbed, restoring a Heart Container. However, using Dark Bracelets requires health, although it can't kill its user. Bow of the Sky The Bow of the Sky is found at the Caelum Temple. It works exactly like the Hero's Bow from past Zelda games--notch an arrow and let it fly. Of course, aiming on the Wii much easier. Another aspect of arrows is that if the person wielding the bow launches an arrow at the partner holding the Hylian Shield, the arrow can be deflected. This can be useful when facing enemies that are quick to defend themselves. The Bow of the Sky can be used by both Link and Tetra. Quiver The quiver is found at the same time as the Bow of the Sky. It holds up to 30 arrows. The quiver must be held by the same person as the bow. Arrows Arrows are pick-up items found in weeds, under rocks, and other places. They are used as ammunition for the bow. Fire--When the Fire Element is added, the tip of the arrow is set aflame. These work exactly like Fire Arrows, and can be used to melt ice and light torches, among other things. Using Fire Arrows requires magic. Water--When the Water Element is added, the arrow becomes liquified, and whatever is hit will be frozen solid. This can be useful to cross bodies of water, or to freeze enemies. Using Water Arrows requires magic. Earth--When the Earth Element is added, the arrow becomes petrified, and whatever it hits will turn to stone. It is also much more powerful than the standard arrow. Using Earth Arrows requires magic. Wind--When the Wind Element is added, the arrows become carried on the wind, and will fly--they don't arch and will travel indefinitely until they hit something. And THEN, whatever gets hit will be sucked into a whirlwind. Using Wind Arrows requires magic. Light--When the Light Element is added, the arrows cease to be physical, and become pure light. Whatever they hit is instantly teleported to another dimension. Using Light Arrows requires magic. Dark--When the Dark Element is added, the arrows cease to be physical, and become pure darkness. Whatever they hit is instantly sucked into a dark void. Using Dark Arrows requires magic. Wind Element This element is found within the Caelum Temple. While it is useless by itself, it can be combined with other items to produce fantastic results. The Wind Element is the final of the four elements needed to explore the sunken realm of Calatia. Trading Quest Items The trading quest begins when Link and Tetra get the Room Key, where they can work as a bellhops. Eventually, one of the customers will tip them with a yo-yo. From there, a long trading sequence begins. The trading quest items are kept in the Delivery Bag. Gold Dust When Link gives the Premium Bacon (Trading Quest Item) to Tokibo, a hungry Tokay, he is awarded with Gold Dust. The Gold Dust is kept in a bottle, and it can't be sold or used. Instead, it must be given to Biggoron, the Goron blacksmith. He will use it to reforge Link's Steel Sword. White Sword When Gold Dust is given to Biggoron, he will reforge Link's Steel Sword into the White Sword. The White Sword is a bit longer than the Steel Sword, and 1.5 times as strong. Only Link can use it. Hookshot After getting the Wind Element, Lala, the Rito postwoman, will soon deliver this to Link, sensing that he'll need it soon. The Hookshot works similarly to the Clawshot in Twilight Princess, in that it can be used to cling to surfaces, and the chain is also retractable. Depending on the weight of the object, the user will either be pulled to it, or the object will be pulled to them. It will pull its user to many objects, especially if it's made of wood. Both Link and Tetra can use it. Fire--When the Fire Element is added, the hook will become enshrouded in flames, and can actually be used for attacking. However, it is impractical to use this to pull the user to something else. Using the Fireshot requires magic. Water--When the Water Element is added, the Hookshot becomes aqueous, and it will latch onto bodies of water, pulling Link to them. This is useful in areas with waterfalls and bodies of water on the ceiling (don't ask). Using the Watershot requires magic. Earth--When the Earth Element is added, the Hookshot becomes much heavier, and will likely destroy whatever it's shot into, rather than latch onto it. Using the Earthshot requires magic. Wind--When the Wind Element is added, the range of the Hookshot is almost doubled, so it becomes more akin to the Longshot. It also becomes much lighter, so the user will most likely be pulled to any object he latches to. Using the Windshot requires magic. Light--When the Light Element is added, the Hookshot becomes very strained. Instead of pulling its user towards its target, they will instead be pushed away until the chain is fully extended. Using the Lightshot requires magic. Dark--When the Dark Element is added, the Hookshot becomes a deadly weapon. The chain of the weapon will wrap around the nearest foe, suffocating and constricting them, leaving them wide open to attack. Using the Darkshot requires health, but it cannot kill its user. Decorative Items Decorative items are stored in the Delivery Bag, and can be bought from the Kaiman open-air shop, as well as at the shop in the Goron Sauna. They work a lot like the items used to decorate Windfall Island in Wind Waker. You just place them in certain spots, and you have a more lively area. Some examples of decorative items include Big Catch Flags, Exotic Flowers, Hero of Time Idols, Bottle Ships, and Attractive Signs. Magic Upgrade After getting the Hookshot, the fairy fountain high on the cliff walls of Valente Island can be accessed. A fairy fountain is there, and the Great Fairy will double both Link and Tetra's magic meter. Large Quiver A target-shooting game at Tellus Island (the Boko Scrub island) will reward its players with a Large Quiver for scoring a perfect game. Both Link and Tetra can earn one. The Large Quiver holds a maximum of 40 arrows. Both Link and Tetra can use it. Hawkeye Beedle begins selling this at his 'special' shop ships after the Bow of the Sky is gotten. It works just like the Hawkeye in Twilight Princess, in that it allows you to basically use a targeting scope to fire arrows. It can also be used with the Seed Shooter. Both Link and Tetra can use it. Dominion Rod The Dominion Rod is the treasure found at the Calatia Ruins (the ruins that you need the first four elements to access). It works a little differently than in Twilight Princess. Instead of whatever's being controlled moving exactly as Link moves, it allows Link/Tetra to take complete control over the puppet, much like the Command Melody. However, the controller becomes completely defenseless while using the rod. However, if the puppet is damaged somehow, then control is still maintained. You can release control at any time. The most important new aspect of the Dominion Rod is that it can be used to control ANY living objects, along with some inanimate ones. This means that its user can take control of enemies, and even non-playable characters. This is used to complete several sidequests. As an enemy, you can actually attack the other foes, and they usually won't attack back. However, note that certain types of enemies and certain NPCs are immune to the effects of the Dominion Rod. The last effect is that the Dominion Rod can be used to control the other partner, as in Link controlling Tetra or vice-versa. While this is mostly useless in 1-Player mode, if playing co-op, you can help a player who seems to be having trouble or doesn't quite grasp what you're asking them to do. Of course, the other player can prevent the control with the press of a button. Both Link and Tetra can use it. Light Element The Light Element is the fifth element, and is gained in the Calatia Ruins. This surprises Regina, as she thought there were only four. The purpose of the Light Element is to be transfigured into a greater power that will be necessary to defeat Vaati, the Wind Sorcerer. Crossbow This is the treasure of Umbra Shrine. Unlike the Bow of the Sky, the Crossbow fires much faster and the arrows fly much further. In addition, the arrows are more powerful and reload faster. After getting the Crossbow, it is possible for both Link and Tetra to use bows, resulting in some interesting possibilities. As with all arrows, they can be combined with the elements for the same effects listed before. Dark Element Link and Tetra discover this in the Umbra Shrine. It is the final element. While useless by itself, the Dark Element can be combined with other items to produce outstanding results. The Dark Element is different from the other elements in that it drains health instead of magic. The purpose of the Dark Element is to be transfigured into an ability that will slay Vaati. Both Link and Tetra can use the Dark Element. Big Bomb Bag After attaining several Dodongo Stomachs, Link and Tetra can have Koume and Kotake cook them up to create the Big Bomb Bag, which can hold 20 Bombs and 20 Bombchus. Both Link and Tetra can use it. Elemental Jar This is the treasure of the Luminarium Sanctuary. It is the spiritual successor of the Gust Jar from Minish Cap. By itself, the jar is good for absolutely nothing. But when combined with an element, it really shines. It is important to note that you can walk around while using the jar. Both Link and Tetra can use it. Fire--When the Fire Element is added, the jar will suck in all nearby fire, and then release it in either a slow stream or a big burst of flames. Using the Fire Jar does NOT require magic. Water--When the Water Element is added, the jar will suck in a good amount of water from any nearby body of water (sometimes significantly lowering the water level). It can then be unleashed in either a stream of water or a giant bubble that will encase enemies until they suffocate. Using the Water Jar does NOT require magic. Earth--When the Earth Element is added, the jar will suck in any loose chunks of ground and plant life, and then unleash them in either a barrage of small rocks or a large boulder. Using the Earth Jar does NOT require magic. Wind--When the Wind Element is added, the jar will suck in air, then unleash it in either a short breeze or a burst of wind that can blow enemies away.. It can also be used to pull items towards Link. Using the Wind Jar does NOT require magic. Light--When the Light Element is added, the jar will actually suck the light from the room, darkening the area. It can either be unleashed in small amounts to gradually brighten the room up, or it can be unleashed in one big burst that will blind enemies, possibly damaging them if directly in the burst. Using the Light Jar requires magic. Dark--When the Dark Element is added, the jar will actually suck the darkness from a room, brightening the area. It can either be unleashed in small amounts to gradually darken a room up, or it can be unleashed in one big burst--as the darkness returns to the shadows, any enemy caught in the path will become confused and possibly attack their own allies. Using the Dark Jar requires health, but it cannot kill its user. Light Force The reward for completing the Luminarium Sanctuary. The Light Element is transfigured into this, but don't worry--the energy of the Light Force can still empower the items. However, the Light Force can also be used by itself, but only by Tetra--it allows her to regain her true form, that of Princess Zelda. While she is Zelda, her magic is slowly drained. However, her sword is transformed into the Royal Sword, which is very powerful. She can also use magic as much as she wants--the only thing that costs magic is the form itself. Royal Sword Tetra's current blade is transformed into the Royal Sword when she uses the Light Force to become Princess Zelda. Although it has no special properties, it is the strongest blade she can use. Song of Soaring When Kaepora Gaebora (the owl) learns that Tetra is of the Hyrulean Royal Family, he teaches Link the Song of Soaring. It allows him and Tetra teleport to the docks of any island they've visited previously. Giant's Wallet TWO Giant's Wallets are the reward for earning 40 Gold Aruroda Eyes. It can hold up to 5000 Rupees. It can be used by either Link or Tetra. Largest Quiver Upon earning 60 Gold Aruroda Eyes, one of the sick orphans will give Link and Tetra TWO Largest Quivers, assuming they already have the Crossbow. The Largest Quiver holds up to 50 Arrows. It can be used by either Link or Tetra. Biggest Bomb Bag Upon earning 80 Gold Aruroda Eyes, one of the sick orphans will give Link or Tetra the Biggest Bomb Bag, which can hold 30 Bombs and 30 Bombchus. The Biggest Bomb Bag can be used by either Link or Tetra. Mask of Truth Upon earning all 100 Gold Arurorda Eyes, the last sick orphan will give Link or Tetra the Mask of Truth. When Link or Tetra wear it, they can read the thoughts of NPCs, and even animals. They can also speak with the Sheikah Gossip Stones. The Mask of Truth can be used by both Link and Tetra. Elemental Sword The Elemental Sword is given to Link by Jeremy after he teaches the Tetraforce Slash to Tetra. It is the final sword Link can earn. It does double the damage of the Steel Sword, and .5 times more damage than the White Sword. However, the best aspect of the blade is that it can be infused with the elements! Fire--The sword becomes extremely hot, and is enshrouded in flames. This increases the attack power of the sword even further. Using the Fire Sword requires magic. Water--The sword becomes frigid, giving the blade the ability to freeze certain parts of the enemy's body (but not completely, unless it's a small enemy). Using the Water Sword requires magic. Earth--The sword becomes infused with the breath of life, and the chance of fatal blows is drastically increased. Using the Earth Sword requires magic. Wind--The sword becomes extremely light, allowing Link to unleash a barrage of rapid, albeit weaker slices upon the enemy. Using the Wind Sword requires magic. Light--The sword becomes a manifestation of pure light, and using it sends out a beam of light similar to the most powerful swords in the 2-D Zeldas. However, it is important to note that you can not target an enemy and expect the beam to go straight at them if it is not directly lined up with Link. For example, he can't strike most airborne enemies this way. Using the Light Sword requires magic. Dark--The sword becomes a manifestation of darkness, and turns all strikes into one-hit kills on most enemies by stealing their souls. However, the Dark Sword RAPIDLY consumes health, and unlike the other Dark Element items, it actually CAN kills its user, so the Dark Sword is a very dangerous weapon indeed. Grapple Shot This is the treasure of the Maleficus Meadows (don't worry about the name--the dungeon is very unorthodox). It is essentially a housing that combines both the Grappling Hook and the Hookshot into one item. The Grappling Hook and the Hookshot still maintain the same functions as before, with a few main differences: 1. Using both together allows the user to swing from target to target in a Spider-Man like manner; 2. You can stun an enemy and steal their Spoils simultaneously; 3. You can use the weapon in mid-air, resulting in some fantastic jumps.; 4. You can use the Grappling Hook to wrap an object around, and then use the Hookshot to pull the user AND the object to the target. (There may be other uses I haven't thought of yet, I'm sort of writing this on the fly.) The Grapple Shot can also be infused with the elements, but the effects don't change from the Grappling Hook and the Hookshot, other than creating fantastic combos and other effects. Fierce Deity's Mask This is the reward for traversing the Maleficus Meadows. The Dark Element is transfigured into the mask, but don't worry--it can still infuse other items with darkness. Only Link can use this mask. When he wears it, he instantly ages seven years, and is given the powers of an ancient demigod. He is given the Oni Blade, a double helix-shaped weapon capable of shooting buzzsaws of light out of its tip. The mask is required to defeat Vaati. Using the form rapidly consumes Link's own health. If he wears it too long, he WILL die. Oni Blade Link's Elemental Sword is transformed into the Oni Blade when he puts on the Fierce Deity's Mask. Not only is it a powerful sword three times as strong as the 2.5 times as strong as the Steel Sword, but it also shoots out buzzsaw-shaped blasts of energy from its tip. This can even be done to airborne enemies. Phoenix Quill This is the item found in the Palace of Winds, and another can be gotten at Calatia City. Apparently, it comes from the Phoenix of Calatia itself. Apparently, it gives its user the ability to fly! However, this item slowly consumes magic, so it can't be used indefinitely. With the Phoenix Quill, no nook goes unexplored! Both Link and Tetra can use it. Fire--With the Fire Element, the user can throw fireballs while flying, so they won't be so defenseless. Using the Fire Quill requires additional magic. Water--With the Water Element, the user becomes aqueous, and can't be attacked directly. Using the Water Quill requires additional magic. Earth--With the Earth Element, although the user can't fly as high, they can smash into foes in mid-air to knock them out of the sky. Using the Earth Quill requires additional magic. Wind--With the Wind Element, the user can fly even higher, and by flying in circles, can create a cyclone below them. Using the Wind Quill requires additional magic. Light--With the Light Element, the user is given a nova dash attack that allows them to crash into targets. Using the Light Quill requires additional magic. Dark--With the Dark Element, the user becomes a living black hole, and will absorb any enemies they crash into for additional health. However, using the Dark Quill consumes health, and it WILL kill its user if used too long. Triforce of Power What?! The Triforce of Power can be gained? What the...?! Well, telling you its purpose or how Link and Tetra get it would be spoiler-ific, now wouldn't it? Spirit Sword This is the blade that is found in Vaati's chambers at the Palace of Winds. It is Tetra's final sword. It is twice as strong as the Dagger. The Spirit Sword, while it can't be infused with elements like Link's Elemental Sword, is also stronger than the Elemental Sword. In addition, the sword inflicts the target with an infectious parasite that will slowly eat away at their soul. Finally, with the use of magic, the Spirit Sword can extend, gaining an even greater range. Oath of the Oracles This is the last song Link can learn. It is taught to him by the three goddesses themselves: Din, Nayru, and Farore. They tell him it is the only way he will be able to find out the truth about Calatia, and that the song soothes even them. I could say what it's used for, but that would be a spoiler. Spheres of the Triforce Hidden within the final dungeon are four spheres that will unlock the dormant powers of the Tetraforce within their chosen wielders. Tetraforce Don't kill me--but there is a fourth piece of the Triforce, guarded by the Phoenix of Calatia. This is that fierce debate about the design on the Hylian Shield come to fruition. The Tetraforce comes together when its seperate wielders unite, and using it allows someone to have anything they want. The Tetraforce is essential to defeating the final boss. Fairy's Soul If Link and Tetra have completed the Book of Mudora and show it to Clark, he will give them directions on how to get to Corona Reef, where they can find the Fairy Queen. She will give them the Fairy's Soul, which allows them to use magic as much as they want. Seeing as how the Book of Mudora can't be completely filled until the very end of the game, however, it's mainly just to play around. However, if you start a New Game Plus, alternate outfits will be given to Link and Tetra, and they will start out with the Fairy's Soul. ====== ENEMIES ====== There are a LOT of returning enemies from past Zeldas, and several new ones. However, of all the enemies, there is only one I want to specifically go over. Elementals There are spirits lurking in every corner of the Velimir Archipelago, mostly in dungeons. They are simply called 'Elementals'. As you might guess, there are six varieties: Fire, Water, Earth, Wind, Light, and Dark. Early on, they can be captured with Empty Bottles and then used on an item. In this way, you are able to use Elements before you attain them. However, another aspect of Elementals is that they can often possess enemies. This means that you may encounter a Fire Lizalfos, a Dark Like Like, or a Wind Wizzrobe. Keep in mind that some enemies can't be possessed. Once you get the Elemental Jar, you can use it to suck Elementals right out of monsters. Bestiary Without further ado, here is the alphabetical list of enemies. If you don't know what they are, zeldawiki.org is a great site. However, several enemies are brand spankin' new, so be wary of that. Aeralfos Aquamentus Armos Armos Knight Aruroda Baba Serpent Babusu Baby Dodongo Beamos Bee Bio Boko Baba Biri Boko Baba Boko Like Bombling Bubble Bulblin Bullbo Business Scrub Calatian Knights ChuChus Cucco Cyclopole Dark Elemental Darknut Dead Hand Deadrock Deep Python Desbreko Dodongo Door Mimic Earth Elemental Eyegore Fire Elemental Floor Tile Floormaster Flying Pot Freezard Freezor Frigacuda Garo Geldarm Geldman Ghini Gibdo Gohboe Golden Aruroda Goponga Flower Great Longlegs Gyorg Hellbeast Helmasaur Kargarok Keese Leever Light Elemental Like Like Lizalfos Lumaroc Mad Scrubs Mighty Darknut Miniblin Octomine Octorok Peahat Pirate Ship Pols Voice Puffer Rat ReDead Real Bombchu Rope Sand Worm Shell Blade Skullfish Skulltulla Skullwalltulla Snapdragon Stalchild Stalhound Stinger Stone Soldier Stone Soldier Takkuri Tektite Tile Worm Torch Slug Wallmaster Water Elemental Wild Pig Wind Elemental Wizzrobe ====== BOSSES ====== Here is the list of bosses, in the order that you encounter them. Gerudo Fortress Mid-Boss: Jolene Boss: Regina Ignis Temple Mid-Boss: Flare Dancer Boss: Wizzrobe Queen Overworld Boss: Regina Aequor Temple Mid-Boss: Morpha Boss: Great White Gyorg Overworld Boss: Jolene Overworld Boss: Skull Kid Army Humus Temple Mid-Boss: Boko Toad Boss: Trinexx Overworld Boss: Phantom Kraken Caelum Temple Mid-Boss: Goriya Boss: Thunderbird Overworld Boss: Jeremy Calatia Ruins Mid-Boss: Gigas Master Boss: Armos Titan Umbra Shrine Mid-Boss: Vire Boss: Gomess Overworld Boss: Vaati Luminarium Sanctuary Mid-Boss: Lumina Dragoon Boss: Facade Maleficus Meadows Mid-Boss: Phantom Vaati Boss: Dark Link, Dark Tetra Palace of Winds Mid-Boss: Koume, Kotake>>Twinrova Boss: Vaati>>Vaati Transfigured>>True Vaati>>Puppet Vaati Overworld Boss: Jolene's Ship>>Jolene Calatia City Boss: Phoenix of Croatia Final Boss: Dona>>Regigas>>Mudorian Memory>>Golden Goddess of Desire ===== And that's it for now! Please let me know what you thought.
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Re: Game Idea--The Legend of Zelda: Forgotten Phoenix
its good, lots of detail... you should add background stories to some of the new charcters and such... kiu
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PSN: VLR92 ![]() Zelda Wii is on the Adult timeline. When Link placed the Mastersword Back in the pedestal (After OOT) It returned with him to the child timeline. That's why the spirit of the Mastersword (Fairy Girl) is all that remains. |

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Re: Game Idea--The Legend of Zelda: Forgotten Phoenix
Thanks for your comment, Triforce. I am very desperate for any feedback.
And now... ========= LOCATIONS ========= Pirate Ship The game begins here. It's the same ship that Tetra and the pirates have been using all along. However, it shipwrecks at the very beginning, marooning Link and the others on Kaiman Island. They must find several missing parts in order to fix the ship, including a new sail, some patchwork, a steering wheel, an anchor, and a mast. The ship can be fully restored after getting the Book of Mudora from Clark. Afterwards, it can be used to travel from island to island. While you can't manually control the ship, you can choose to move around on the deck while it sails, conversing with the pirates and taking care of business. After you get Epona at Flamma Ranch, she is kept on the ship. At the beginning of the game, the ship is only equipped with a weak catapult, but later in the game, after defeating Jolene for the second time, they can get Cannonbombs, which allows them to shoot a cannon. This comes in handy, as before, Link and Tetra had to fend off any aquatic enemies that may have come on deck. Kaiman Island The main attraction of Kaiman Island is Kaiman Town, undoubtedly the most populous and busiest town that Link has ever been to (in the Wind Waker trilogy, anyway). Kaiman is quite unique from the other islands of Velimir in that many races are integrated: you'll see Hylians, Humans, Gorons, Zoras, Gerudo, Boko Scrubs, and perhaps the occasional Rito or Tokay. Kaiman Town--Kaiman Town is a very shady place. While on the surface everything looks bright and cheery...Oh, wait, it doesn't. Kaiman is sort of like a central gathering place of all the pirates, thieves, and ne'er-do-wells of the Velimir Archipelago. It's for this reason that Tetra's pirates really enjoy it here. Kaiman Villa--The hotel at Kaiman Town, owned by a woman named Charis. While purchasing a room here is quite expensive, but buying it is worth it, as a lot of sidequests take here, the main one being the Gold Aruroda Eye sidequest; five orphans have been poisoned by the Gold Aruroda Eyes, and they are all deathly sick. The room you purchase has several amenities, including the ability to summon a bellhop, who will bring you anything from a wide assortment of items. However, the bellhop, Toby, if persistent about his tip. Finally, Link and Tetra can work at the hotel as bellhops to make their own cash, and perhaps opening up another sidequest or two. General Store--The general store, ran by the Ruby Sisters (a group of identical sisters with differently-styled hair, seen in Phantom Hourglass), sells a variety of goods, including Lantern Oil, Bombchus, Water, random Spoils, Bombs, and Arrows. They even sell Boko Shields, so it's necessary to visit this store early in the game. Pet Store--The pet store, ran by Foster, DOES sell actual pets...although it's impossible for Link to buy any, with the exception of a cow near the end of the game. Anyway, the pet store sells a wide variety of supplies, too...Including a Food Satchel, so it's necessary to come here. In addition, they sell All-Purpose Bait, Boko Seeds, Boko Sticks, Mushrooms, Bee Larva, Worms, Bottle Bugs, and Fairies. Potion Shop--Koume and Kotake, the witch sisters, run this shop. Initially, they only sell Red and Purple Potion, but their stock grows as the game goes on, to include Green, Blue, and Gold Potions. However, the main purpose of this shop is to cook up Spoils, creating a huge variety of new items, many that I haven't even mentioned yet! Later in the game, this shop is taken over by Edgar, the local bum, and he renames it to Edgar's Emporium, and he widens the shop's wares to include lures and decorative items. Open-Air Shop--'Open-Air' is a stretch, because what this really is is a bum spreading out trinkets he's found and trying to pawn them off on passerbys. But don't discredit Edgar, said bum, so quickly--sometimes he generally sells great items! Most of the time, though, it's just some random supply, or perhaps a decorative item or a trading quest item. Port Kaiman--The port of Kaiman. Obviously, ships dock here. This is where the pirate ship's remains get dragged. There's not much else to see here, other than the shady locals. This is where you get teleported if you use the Song of Soaring to return to Kaiman. The postbox can also be found here. Dojo--This is Jeremy's house, which is really nothing more than a small fighting arena. Link comes here at the beginning of the game to get a sword, but Jeremy will only help him if Link first gets a shield. For the most part, Jeremy is usually absent from his home, but Link can return here a certain points to learn new skills. Library--Link meets Clark at this library, which has a lot of information--it is basically where you can go to read up on gameplay, and maybe a few other hints at sidequests. This is where Link and Clark find the Book of Mudora. Residential Area--And of course, there are several houses interspersed within the woodwork. Phasma Island Phasma Island is the sandy foundation of the Gerudo Fortress. There's not much going on outside of the fortress, so it's the only attraction. The Gerudo Fortress is the first dungeon of the game, although it's a little unorthodox. The pirates try to rescue Tetra without Link's help, so Link has to infiltrate it himself--and when he gets there, the pirates have all been captured, so he has to go through the dungeon, freeing them one-by-one. However, Link will be thrown in jail himself if he gets caught, so the dungeon is very stealth-oriented. The mid-boss of the fortress is Jolene, Link's old rival from Phantom Hourglass, and the boss is the leader of the Gerudo, Regina. After Link defeats her, Regina will give Link and all the pirates a Gerudo Membership Card, allowing him to walk around freely in the fortress. Flamma Island The largest island in the Velimir Archipelago, Flamma Island has vast fields and expanses of land, but at the very back of the island is a volcano where the Gorons make their home. The Ignis Temple can be found within the volcano. Link and Tetra come here in order to uncover the Fire Element. Flamma Beach--Flamma Beach is a large expanse of sand that wraps around most of the island. However, there's not much going on there. Using the Song of Soaring will warp you here. Flamma Ranch--Flamma Island would be the perfect place for a ranch, and a man named Rigby realizes that, as he's set up a ranch just off the beach of the island. It has stables, a few houses, a racetrack, a field for grazing, and several other features. Link and Tetra get Epona here, along with a few other goodies. Flamma Springs--Enclosed by volcanic walls, the Flamma Springs are located just behind the ranch. Here, Maya, Rigby's wife, has set up a fishing hole. She'll allow visitors to rent a Fishing Pole and a motorboat to go fishing. She sometimes offers rewards for completing certain fishing goals. She also sells fishing supplies here. The Flamma Springs are a wondrous beauty to behold. Flamma Fields--A vast expanse of fields that hides many caves and secrets, but is also inhabited by monsters. This field would take forever to cross without Epona. Mt. Flamma--Less of a mountain and more of a volcano, Mt. Flamma is located at the far end of the island. It's a decent-sized mountain, but lately, it's been erupting. In order to traverse it, a Hylian Shield is needed. Goron Market--The Gorons, with a lack of rocks to eat ever since the Great Flood, have set up a market economy in order to survive. There are many merchants here, although most of them have a seemingly random stock of items. A sumo ring is also here, for those interested. Goron Sauna--A hot spring where the Gorons go to relax. Tingle Tower--A strange tower scraping at the sky from the top of Mt. Flamma, Tingle and his brothers live here. Tingle keeps a lookout for fairies from here. When Link visits him, he's ecstatic. You can buy maps from him here, along with some other things. Flamma Crater--The inside of Mt. Flamma...It's very dangerous to tread here, as the extreme heats could possibly cause you to pass out. Once you have the Fire Element, you can explore safely, but its initially best to move on. Ignis Temple--The temple within the confines of the Flamma Crater. As you might imagine, there's lots of lava and fire. Navigating the temple is just as dangerous as the Flamma Crater, as Link and Tetra could pass out from the intense heat. However, there are several safe zones in the temple where they can cool down. They find the Boomerang here. The mid-boss is the Flare Dancer. The boss is the Wizzrobe Queen. The pair comes looking for the Fire Element. Pacis Island Pacis Island is possibly the smallest island in the Velimir Archipelago. It's just big enough to have a cabana...That Link and Tetra can call their own! They can get the deed from Rigby at the Flamma Ranch. There is a hot spring, a small souvenir shop, and even a few mini-games. There's even a small fishing hole. Most importantly, you can access Online Wi-Fi capability here, which includes: sending pictographs and Wind Waker melodies, co-op, exchanging Spoils, sending letters, and even a battle mode (which can be played like Capture the Flag, or just a straight fight). Maris Island An island made mostly of rocky reefs and glaciers, two tribes live here: the Anouki and the Zoras. Link and Tetra come to this island looking for the Water Element. Maris Tundra--This is where the Pirate Ship docks. Conducting the Song of Soaring will bring you here. The Maris Tundra is basically just a big snowfield. However, that means lots of enemies could be buried under the snow, and you wouldn't even know it until they were right under you. Anouki Village--Obviously, the Anouki live here, mostly packed into igloos called the Anouki Condos. There's also a shop here that sells basic supplies. The Anouki Chief invites Link and Tetra into his home to give him the whereabouts of the Water Element, but he suddenly croaks in mid-conversation, making Link and Tetra are the culprits, and they must prove their innocence. Maris Cove--A water-and-ice-filled cove that Link and Tetra must navigate in order to find Zora's Fountain. There are several ice caves (think Ice Cavern from OoT), as well as water-filled caverns that can be difficult to swim through, because Link and Tetra can dive briefly without the Water Element. Zora's Fountain--A small lake where the Zoras live. These Zoras found a comfortable home in this freshwater haven, so they never evolved into the Rito. For the most part, the Zoras are very straightforward, although they seem to have an affinity for music. This realm is ruled by King Zora and Queen Rutabell. Link and Tetra must prove their connection to the royal family before the monarchs will grant them entrance to the Aequor Temple. Aequor Temple--An underwater temple beneath the surface of Maris Cove. Link and Tetra must first have permission from King Zora to access the temple, and even then, it's very hard to get to. The two heroes must use a Water Elemental spirit to get there. The Aequor Temple is very different from past water dungeons--while some rooms are completely submerged, others are dry. Link can control the water level by combining a Water Elemental spirit with the Wind Waker. In addition, the temple has a very aquarium-like setup--you may see a treasure chest behind the glass, but do you risk filling the hallway by smashing the glass? Or do you just jump in with that Gyorg you see swimming around? Link and Tetra find the Elemental Rod here. The mid-boss is Morpha. The boss is the Great White Gyorg. The temple's treasure is the Water Element. Tellus Island A swamp-ridden, thickly-wooded island, you can bet there are some eccentric creatures leaving here. The Boko Scrubs (the evolved Deku Scrubs) have established their kingdom here, although the Skull Kids pose a constant threat. Link and Tetra come here looking for the Earth Element. Boko Forest--A mass of dense trees. Some areas of the forest are filled with poisonous pollution. The Skull Kids make their home here. Their tricks could just get Link and Tetra so turned around that they never make it out. Boko Palace--Situated at the end of the Boko Forest, the Boko Palace is a large palace where all the Boko Scrubs live. Even the common scrubs live here. Link and Tetra have a hard time getting into the palace, as it is currently on high-alert due to attacks from the Skull Kids. The Boko Scrubs are an eccentric bunch with a keen business sense, inherited from their ancestors, the Deku. The palace itself is divided into sections, including courtyards, ball rooms, and other formal chambers. The palace is ruled over by the Boko King and Queen, along with the Boko Princess. Link and Tetra must help the Boko wage a war against the Skull Kids before security becomes lax enough to let them through the palace and into the swamp. Tellus Wetlands--A swamp located behind the Boko Palace, it is inhabited by some very nasty creatures, such as the meat-eating Goponga Flowers. The water in the swamp is poisonous. Link and Tetra must either use a lilly pad to cross the swamp, or rent a paddleboat, or an airboat. Dimitri cannot be summoned in the Tellus Wetlands until the poison is cleansed. Humus Temple--At the very center of the island is the Humus Temple, which is basically a wooden temple built around the Great Boko Tree, a tree that claws at the skies. The Humus Temple's main gimmick is that much of the dungeon places within the tree. However, don't expect anything NEAR as simple as the 'Inside the Deku Tree' dungeon from OoT, as it's much different. At some points, you must climb along the Boko Tree's branches, getting an awesome view of the Velimir Archipelago and the Great Sea. The Boko Hammer is found here. The mid-boss is the Boko Toad, and the boss is Trinexx. Lacerta Island When Link and Tetra try to go to Ventus Island, they find that it is blocked by a large boulder than not even Cannonbombs can destroy. So instead, they go to Lacerta Island, where a treasure that gives man incredible strength is said to be. Lacerta Island is a relatively small island inhabited by the Tokay, fat, lizard-like humanoids that love a good meal. In order to get the item they seek, Link and Tetra must utilize the Tokay's barter economy to make several trades. Lacerta Lagoon--A rather large beach that wraps around the entire island. There are several bonds separated from the ocean by high sandbars. There are lots of jagged rocks in the center of the lagoon. Tokay enjoy collecting seashells in the lagoon. Tokay Tunnels--There are many entrances to the tunnels all over the island, some obvious, others not. The caves are all interconnected by a network of tunnels. The Tokay love these caves, as they like to stay cool. Ventus Island Ventus Island can be accessed once you have the Power Bracelets. It is an island of tall cliffs, low valleys, emerald grass, jagged pinnacles, and a mountain that reaches into the clouds. What little Rito people that inhabit the Velimir Archipelago can be found here. Spire Rocks-In order to dock at the island, the Pirate Ship must first carefully navigate the Spire Rocks, a series of jagged rocks that lines the high cliff walls of the island. They are in tight clusters, so either Link or Tetra will have to carefully steer the ship, while the other character mans the cannon to blast rocks that get in the way. Later, you can return to the Spire Rocks to swim around and explore. Ventus Cliffs--After navigating the Spire Rocks, you can finally explore the island. Using the Song of Soaring will allow you to warp to the beach at the base of the first cliff. The Ventus Cliffs are a rather large area, with many plateaus, and cliff walls to scale. There hasn't been an area like this before in other Zeldas. You can get an awe-inspiring view of the Great Sea from the top of some of the cliffs. Rito Aerie--Eventually, Link and Tetra will meet up with Lala, who will show them the way to the Rito Aerie, a large cave inset into the wall of the tallest cliff on the island. The Rito Aerie is much more vibrant and interesting than the one from Wind Waker. While there is still a lot of hectic mail delivery work going on, you can also find some average Rito who aren't involved in the business. In addition, the multi-leveled Rito Aerie allows you to see the rest of the island. The Rito Elder, Kamalo, leads the Rito. After helping the Rito with a mail crisis, Lala and Koroli (the Rito seeking Lala's love) will fly Link and Tetra to Caelum Temple. Caelum Temple--A jagged rock spire rises from the surface of the sea, and the Caelum Temple is contained within. However, it's completely isolated from the rest of the island, and the entrance is so high up, that it's impossible to access on foot. Instead, as just mentioned, Lala and Koroli must fly Link and Tetra there. The main chamber of the temple is completely vertical, meaning you can go from the top floor to the bottom floor in a single leap. However, there are off-set chambers for a more traditional dungeon experience. There's lots of wind flying around in this temple--but it's pretty gentle, for the most part. Link and Tetra must rely on whirlwinds and bursts of wind to navigate this temple. They find the Bow of the Sky here. The mid-boss is Goriya, and the boss is the Thunderbird. The reward for completing the temple is the Wind Element. Calatia Ruins Calatia is said to have a long history with the forgotten land of Hyrule, and it has been Regina's coal to excavate the ruins of this once-great kingdom. Once they have the Fire, Water, Earth, and Wind Elements, they are able to sink beneath the waves to explore the underwater ruins--but don't worry; the dungeon doesn't play like an underwater dungeon. It works like Hyrule Castle in Wind Waker instead. The Calatia Ruins are the ruins of the Calatia Shrine, where the High Ministers of Calatia once dwelt. Apparently, they were loyal servants to the King of Hyrule, Daphnes Nohansen Hyrule. Link and Tetra find the Dominion Rod here. The mid-boss is the Gigas Master, and the boss is the Armos Titan. Atrum Island This island is the Great Sea's best-kept secret. By studying the Book of Mudora, Clark discovers a clue to the island's location: "To find the darkness that thy seeks, Quest to the southwestern peaks. Follow the path of the Gods of Gold, and thy destiny shall unfold." To uncover Atrum Island, Link and Tetra must sail to the three southwestern rocks reaching out of the water. Once there, they must 'follow the path of the Gods of Gold' by sailing around and between the lines in a formation of a Triforce when seen from above, if the three rocks were the points of a triangle. Once doing this, the veil of shadows covering Atrum Island will lift, and they can explore the island. The island itself is covered in ominous clouds, and is rather small compared to some other islands. There isn't much in the way of plant life. The only inhabitants of this island are the undead and the long-absent Sheikah tribe. Lunar Wastelands--The Lunar Wastelands are the last barrier between outsiders and the Sheikah. The wasteland is just a giant plateau with cracked ground and no end in sight, along with plenty of enemies to go around. You could wander around in this place forever. Another clue in the Book of Mudora hints as to how to get through, though. You must look to the night sky and gaze at the stars and their constellations to discern which way to go. The stone slabs placed sporadically across the wastelands also help. Hidden Village--The Sheikah initially aren't too happy about their hidden village being discovered, but they quickly realize Link and Tetra's connection to Hyrule, and allow them to walk freely in the village. Most of the Sheikah are introverted, though, and don't have much to say as far as idle conversation goes. They do know a lot about the Book of Mudora and of Hyrule's past. Hyrule Cemetary--This cemetary apparently is full of tombs for the royal family of Hyrule, along with other legendary figures. There are many undead beasts roaming the area, though. Mudorian Pages are plentiful in this area. Tetra's mother, Isabelle, has a tomb here, too, and it leads to the Umbra Temple. Umbra Temple--The temple of darkness. Link and Tetra come here for the Dark Element. This temple is chock-full on undead monsters, and will do its best to scare the crap out of anyone who enters. Many of the rooms take place in pitch black darkness, so the Lantern is a must-use. While there isn't much in the way of illusions here, it features some of the toughest puzzles in the game, such as a complex block maze that must be navigated in total darkness. Link and Tetra find the Crossbow in this dungeon. The mid-boss is Vire, and the boss is Gomess. The Dark Element is the reward for braving the temple. Luminarium Sanctuary This is a dungeon found by going through a secret passage in the old, dilapidated church on Kaiman Island. Link and Tetra come here looking for one of the two powers necessary to defeat Vaati. The Luminarium Sanctuary is a cavern of intense light, and beautiful crystal formations line the walls. There are a lot of abysses, though, so watch your step. The confines of this sanctuary are well-defended, as they were once used to hide from Ganon's army during the time of the Great Flood. Lots of God-made foes loiter in this dungeon. Link and Tetra find the Elemental Jar here. The mid-boss is the Lumina Dragoon, and the boss is Facade. The Light Element is transfigured into the Light Force here. Maleficus Meadows Link and Tetra are taken to this dungeon by the Skull Kids when they go back to the Boko Woods. The Maleficus Meadows are one of the most unorthodox dungeons in the series. They are reminiscent of the Moon from Majora's Mask. The meadows are large, grassy fields broken by a single tree. In each meadow, a long, trying battle takes place between hordes of enemies. After finishing a meadow, Link and Tetra will be transported by a Skull Kid to a cavern with a more traditional dungeon experience. After completing the cavern, they will be taken to another meadow, where another gauntlet takes place. There are a total of six meadows. Link and Tetra find the Grapple Shot here. The mid-boss is Phantom Vaati, and the boss is Dark Link and Dark Tetra. The Dark Element is transfigured into the Fierce Deity's Mask here. Celestia Also known as the City in the Sky, Lala and Koroli will bring Link and Tetra here. This is the same City in the Sky seen in Twilight Princess, except you don't have to do much dungeon raiding at all. It's more city-like now, instead of a random set of traps. The Oocoo inhabit this city, and they have much to tell about Vaati and how he plays into everything. There is a shop here that has some very good deals on great items, such as Gold Potions. However, Vaati has attacked the city, so Link and Tetra must first help them recuperate. Once they do, the Head Oocca, the king of the Oocca, will let the pair use one of their infamous sky cannons, which will blast them to the Palace of Winds. Palace of Winds This is Vaati's haunt. Through his dark mastery of the winds, Vaati was able to raise this ancient palace into the sky. His toughest minions infest this place. There are two main sections of the dungeon: inside and out. Outside, there are random bursts of wind in every direction, which may throw Link and Tetra for a loop. This makes it very hard to traverse the dungeon, especially when outside. Using the Earth Element helps a lot in this dungeon, as it typically causes items to weigh more, so if Link or Tetra use the item, they can stay grounded. They must also take advantage of whirlwinds to get around. The Oocca will also show up to help the two out. Link and Tetra find the Phoenix Quill in this dungeon, and using it makes the dungeon vastly easier, but that much more dangerous, because being blown away while flying is fairly common. The mid-boss is Koume and Kotake, who then combine into Twinrova. The boss is Vaati, who has four different forms. Link and Tetra get the Triforce of Power and the Spirit Sword after defeating Vaati. Jolene's Ship Jolene ambushes Link and the pirates one last time on the way back to the Gerudo Fortress. Now that the pirate ship can defend itself proper with Jolene's own Cannonbombs, it is possible to board her ship and attack her there. The ship isn't much different than Tetra's, though. Calatia City With the full Triforce assembled, Link and Tetra are able to actually raise Calatia from the depths of the Great Sea. This allows them to enter Calatia City, the once-great, now-ruined city of Calatia. It is said that the Calatians were assisted by the Oocca in creating the futuristic city. Calatia City is a very unique dungeon in that is features a lot of technology that may seem out-of-place in the world of Zelda, such as holograms, illusions, and warp pads. It seems like a piece of nostalgia is hiding in every corner of this final dungeon. Link and Tetra must use every trick they've learned thus far and more to reach Calatia's deepest inner sanctums. The boss is the Phoenix of Calatia, and the game's final boss is Dona, who has five forms. Corona Reef This is the "secret" island. Even more secret than Atrum Island, because you don't have to come to this island to complete the game. Once the Book of Mudora is complete (which isn't possible until RIGHT before the end of the game), Clark will give Link the last clue he found in the book that describes how to get to the fabled Corona Reef. Once Link and Tetra have uncovered the island (which is just a series of beautiful coral reefs), they will meet the Fairy Queen from Wind Waker. The Fairy Queen will give them the Fairy's Soul, which allows Link and Tetra to use magic indefinitely. Other than that, there's not much going on at Corona Reef, but you can still dive and take a look around at the beautiful scenery.
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Re: Game Idea--The Legend of Zelda: Forgotten Phoenix
Wow.
I like your ideas. I've been thinking about the end of the Wind Waker "trilogy", too. My Idea was called The Legend of Zelda: Eternity. For splitists who believe that some time after Phantom Hourglass is ended, Tetra and Link find the New Hyrule, then this is the game for them. This would then prelude something like LoZ and AoL. An ending futuristic dungeon does seem interesting... Maybe some Collab between me and you? Lol. Just saying. Ask me for any ideas, or anything you may have not finished, and I'll be glad to assist in some way. But it looks like you've got everything covered... And by the way, the Elemental combos are brilliant. They'll allow puzzle opportunities never imagined.
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Re: Game Idea--The Legend of Zelda: Forgotten Phoenix
I think they should make it trilogy, as long as the last game features Tetra and Link finding a new Hyrule in the end. If Linebeck was brought back, I would be happy.
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