Friday, May 4, 2012

The Legend of Zelda: Last Midnight Clue (Part V- Chapter Previews)

Most of my theories and stories aren't that far off of most speculations made by Zelda fans, in fact some of them are inspired by those theories. I probably won't elaborate on why certain things are the way that they are in my stories and theories, because that can be theorized by you. Generally the story that goes with a common theory can be analyzed and make sense because of other stories I made up, or because of factual things from Zelda itself. I understand that I may make some mistakes, that contradict main Zelda things that are confirmed, and if I do, I encourage you to comment on them and I will look into it and change it if I see fit. Now take this into consideration if you tell me that something in my theories and stories can't be true, that the series of Zelda contradicts itself all the time, whether it be because the creators changed their minds or something of the sort, but it does happen. Finally, I know that there are many errors in English grammar and spelling in my articles, but they are meant to be bullet points of sorts, and I am not that good at writing in a proper manor.
--The Midnight Clue is an idea of an entirely new Zelda game that Nintendo could make.
--This section is a preview of certain sections of the game.

Preview 1--Not long after Link retrieves the Fierce Deity's Mask and Majora's Mask, Serunna (Zelda) is kidnapped by Shiga. Link travels to a highly secluded location in the Lost Woods (Faron Woods have become the Lost Woods even in the child timeline) and learns from Midnash that the secret to defeating Shiga, lies in another world. She gives Link a dimension stone and tells him to go to the Ancient Dessert for answers to his problem. Link travels to the Ancient Dessert, but he finds out that he can't get through the dessert without Mogma Mitts.....After Link retrieves the Mogma Mitts, he goes back to the Ancient Dessert, and digs into the ground, which uncovers a staircase. Once he enters the dungeon, everything turns upside down--literally. This dungeon is a shrine to Hyrule's past. Link must beat five mini bosses that individually represent fire, grass, shadow, spirit, and light. At the end of the sand based temple, Link faces the extremely difficult Twilight ReSage: Lisko. This being is a huge, mummified, water-based snake. It has five eyes on its face, but there is a hole where another eye should be. When Link finally beats Lisko, each of its five eyes fall from its face and roll into one of five empty slots. Link must then slice each of the eyeballs open, exposing 5 colored medallions. Then the floor rumbles and the dungeon bursts out of the sand and towers high above the Ancient Dessert. 5 figures emerge from the medallions and reveal themselves as the sages. As a tribute to Link's success in their challenges, they give Link the Mask of their fallen comrad--the water sage. They tell him the story of a hero that saved Hyrule from a darkness that shrouded the whole Kingdom and the evil of two realms. "One evil is trying to return, and another has been born." In their final words, they mention another world's ruler, who sacrificed a great friendship for the prosperity of two worlds. They tell Link that he can find more ends to this story in a place where the "Midnight Light resides," and "The Key to Time sits in stone." Link goes to Midnash for advice on where this might be. But when he gets to her hut, he is contacted by Midnash through telepathy. She tells him to follow the path lit by torches that cast false shadows. Strangely, this path starts inside Midnash's house. If Link interacts with the wall where Midnash used to stand, it will disappear and open up a path through the forrest. Link makes his way through the forrest while he fights off wolfos, lizalfos, and stalfos {that's a lot of fo(e)s}. He finds a crack in a huge, dead tree at the end of the path. He tries to bomb the tree with no avail. He tries everything he can think of, but nothing will open this crack. He finds a rod sticking out of the ground. Link bombs it to try to free it, so he can use it as a pry-bar. He incidentally uncovers what is actually a huge hammer. He tries to pull it out, but it is too heavy. He finally uses the Wellmaster Gloves to pull out the ornamental hammer. He uses it to unveil the inner workings of the tree; sadly however, the hammer breaks on impact. Link makes his way inside and the only thing he sees, is a spiral staicase that looks as if it leads to the heavens. Link climbs this staircase all the way to the top and sees a dark hooded figure floating in midair. This figure speaks to Link and tells him "At the base of death lies a hole. The small grow into the big. If the Shroud lies in a hole, the Key shall have a Door." Link is baffled by this, but eventually he figures out that there is a small hole in the bottom of the tree, and the dimension stone fits perfectly in it. When Link puts the stone in, the tree rumbles and the Pedestal of Time rises from the base of the tree. The dark figure shoots down from the top of the tree into the stone. The Master Sword! Link pulls the sword from the stone, and as it lights up, the tree gains a bunch of designs; a portal opens up. Link is transported into a strange throne room. He sees yet another dark figure sitting upon the throne. The figure waves its hand and stange creatures grab Link by the arms and drag him to the dungeon. Link is stripped of his gear, and without the Master Sword, he transforms into a sunset colored jackel. Link is bewildered by his new form, but that doesn't distract him; he needs to get out of jail! After searching around for a long time, a prisoner in the next cell tries to talk to him, but Link can't understand the prisoner. Out of no where, a huge stone creature bursts through the dungeon and starts smashing the cell doors. He finally gets to Link's cell, but he decides not to smash it open for Link. The creature then climbs out of the dungeon. The prisoner who tried to talk to Link notices that Link wasn't released, and he takes the keys off of a hook in the corner, and releases Link from his prison. When Link gets out, he almost runs out of the dungeon, but he decides to turn around to thank the prisoner who freed him. The prisoner has disapeared. Link rushes up the stairs out of the bottom of the dungeon. He works his way through the castle, and he ends up on the roof. His only option of escape is to jump off of the roof into the darkness. Out of nowhere though, the prisoner reappears on a flying creature and picks Link up. They fly over many strange structures, and the prisoner tries to tell Link stories about the scenery, but again, Link can't understand. They are about to land outside of a house-like structure when Link disappears, and reappears in the throne room again. The dark figure pulls down its hood and reveals herself. A very tall, blue-skinned, orange-haired, beautiful woman stands before Link. She speaks: "My name is Midna. Intruders aren't welcomed here because the last intruder almost meant the end of this world. But I suppose you aren't an intruder. You have become a true hero, like others in your line. I wanted to test you when you entered this realm. If you showed any coutesy and wit, then I would give you a chance. You proved some of this in my dungeon. The stone creature that busted through the dungeon was a figment of your imagination.

Saturday, April 7, 2012

The Legend of Zelda: Four Swords Serenity of the North (Part IV- Plot, Character, and Scenery Notes)

Most of my theories and stories aren't that far off of most speculations made by Zelda fans, in fact some of them are inspired by those theories. I probably won't elaborate on why certain things are the way that they are in my stories and theories, because that can be theorized by you. Generally the story that goes with a common theory can be analyzed and make sense because of other stories I made up, or because of factual things from Zelda itself. I understand that I may make some mistakes, that contradict main Zelda things that are confirmed, and if I do, I encourage you to comment on them and I will look into it and change it if I see fit. Now take this into consideration if you tell me that something in my theories and stories can't be true, that the series of Zelda contradicts itself all the time, whether it be because the creators changed their minds or something of the sort, but it does happen. Finally, I know that there are many errors in English grammar and spelling in my articles, but they are meant to be bullet points of sorts, and I am not that good at writing in a proper manor.
--Four Swords Serenity of the North is an idea of an entirely new Zelda game that Nintendo could make.
--This section is a preview for what is hopefully going to be an extensive look at the Plot, Characters, and Scenery of the game.

1. This game seeks to be a successful integration of various elements of past 2D Zelda games into a new 3D Zelda game.
2. Vaati has returned!
3. Veran makes an appearance. She is involved in the resurrection of Vaati.
4. Ganondorf has returned!
5. Twinrova makes an appearance. She/they are involved in the release of Ganondorf from the Four Sword.
6. Impa makes an appearance. She starts out looking about 23-years-old, but somebody {who will currently remain nameless} tries to harm Zelda, so Impa jumps in front of the attack, and she is physically aged 40 years. She is later de-aged 25 years, but that's as far as the Serenity Water can de-age her.
7. Zelda gains another alter-ego (well, kinda). She is given an alter-ego by Kezlom and Impa in the early stages of the game (the player won't find out that it is her until later). They used their powers to give Zelda the ability to transform into a falcon. While in this form she can grow and shrink to accommodate her purposes. This form allows her to hide from evil. She is only able to speak an ancient form of Hylian when she is in her falcon form. The design of her falcon form resembles that of the dress she was wearing at the time of her transformation. Impa carries this falcon on her left shoulder usually. While Zelda is in her falcon form, she is called Serunna. Until Link learns to understand this ancient form of Hylian, Serunna (Zelda) will just point to things or preform examples of some things. Zelda chose the name Serunna from the woman traveler who went missing a long time ago (Zelda wanted it to seem like Serunna was turned into a falcon). She is also more of a Tomboy than most Zeldas, and she owns Epona in this version.
8. Kezlom--A Minish elder that knows of the ancient magic of the Minish. He is a decendant of Ezlo and Metso (he is said to be the first Minish). He gives Link a tablet that allows Link to contact him if Link sprinkles Serenity Powder on the tablet (Infinity Rune).
*9. In the North, on the borders of Hyrule, there lies an ancient fountain called Din's Greed (the only notable case in which a Goddess was not pure). It resides high and deep in the mountains. It is protected by one person from every current and previous race (there will be races there that haven't been seen for hundreds of years {some have never been seen by Zelda players}). This fountain contains the all important Serenity Water. This water has many mystical and profound effects. Its most noted effect is its acting like a Fountain of Youth. Seven of the inhabitants will restore power to the Seven Canes of the Ancients. It is said that the three Goddesses bathed in the water after creating it. With their combined powers it became so heavenly that they didn't want to leave its waters. It became known as Nayru's Fountain, because of Nayru's association with water. It was later changed to Din's Greed, because Din tricked her sisters into giving up all access to the fountain.
10. Seven wise people once guarded Din's Greed. They each had their own skill-sets in magic. Eventually though, they became old. In their last efforts to protect the fountain, they transferred all of their powers into the Seven Canes that they carried, and they entrusted the fountain to one of every race in Hyrule. They made it to where nobody could enter the fountain without all seven canes in their possession.
11. The Shadow Links have returned. The Mirror of Darkness has returned, and Shadow Links aren't the only thing coming out of it either.
12. I don't want to give this away, but seeing as how I may forget it, I am going to anyways. The final battle pits the four Links up against Shadow Ganon, Shadow Vaati, Ganon, and Vaati. This is hopefully going to be the longest, most complex, and hardest battle in any Zelda game. The final blow(s) fuse(s) and seal(s) all four creatures into the Colossal Four Sword.
13. This game is suppose to be placed 500 years after Four Swords Adventures.
*14. When Vaati is resurrected, he is in his Reborn form (the tall sorcerer guy with a giant eyeball between his legs). He will later be enhanced by Ganondorf to become something new...
15. There is going to be a Ghoma-type of boss battle that has one Ghoma-type creature either split into four parts or has four separate creatures.
16. Major races in the game include: Zora, Goron, Human/Hylian (Hylian--because of the royal family and Link), Shiekah, Gerudu (they came out of hiding 200 years before this game), Mogma (they came out of hiding 50 years before this game), and Picori (Minish). In a side note, I just wanted to bring back the Mogma, because they are just as cool as the staple races in the series, and I just really like them.

Tuesday, March 20, 2012

The Legend of Zelda: Last Midnight Clue (Part I- Equipment and Items)

Most of my theories and stories aren't that far off of most speculations made by Zelda fans, in fact some of them are inspired by those theories. I probably won't elaborate on why certain things are the way that they are in my stories and theories, because that can be theorized by you. Generally the story that goes with a common theory can be analyzed and make sense because of other stories I made up, or because of factual things from Zelda itself. I understand that I may make some mistakes, that contradict main Zelda things that are confirmed, and if I do, I encourage you to comment on them and I will look into it and change it if I see fit. Now take this into consideration if you tell me that something in my theories and stories can't be true, that the series of Zelda contradicts itself all the time, whether it be because the creators changed their minds or something of the sort, but it does happen. Finally, I know that there are many errors in English grammar and spelling in my articles, but they are meant to be bullet points of sorts, and I am not that good at writing in a proper manor.
--The Midnight Clue is an idea of an entirely new Zelda game that Nintendo could make.
--This sections details the equipment and items Link receives on his journey.

1. Webshot--It is a spider that attaches to Link's arm (Link has become Spider man). It shoots web out of its spinner in the direction that link chooses. Link does not retract on the sting; it acts like an arrow, with a rope attached to it, would. Link can climb up the rope while he is swinging on it or while he is stationary.
2. Ghomayo (pronounced gOma as in ghoma and yO as in yo-yo)--It is acquired after the Webshot. It first looks like an armadillo wrapped in spider webs. Link can throw, place, or roll it. When Link releases it, it stays in its "armadillo" form until Link pulls on it (the corresponding button is pushed). When Link pulls on it, it opens up and reveals a ghoma like creature (spider-thing) and it instantly shoots 16 strings making 16 radii on what looks like a circle (or square). The directions of the string are perpendicular to the direction the string is shot. It is automatically used with the Webshot (the webshot acts like the string on a yo-yo would). Link gets rolled up to the Ghomayo and becomes attached to its back. The player can then control the Ghomayo and climb along the strings to where he/she wants to land. Then the player presses the corresponding button and link will unravel from the Ghomayo. When he lands, he will real in the Ghomayo and whatever it is attached to (if it is attached to anything light).
3. Wellmaster Gloves (portmanteau of "well" and "wallmasters")--These are very strange items. They look like the stubs of someone's arms if their hands were cut off. They are in fact gloves that gives Link an extra pair of detachable hands. When Link uses them, two detached hands materialize in front of the stumps. Link can lift and push really heavy objects with them, throw things far, and smash or hit things with them. They can also be used like boomerangs, in that Link can fling them towards objects, and they will retrieve those objects or enemies for Link. They are said to be the arms and hands of a horrible creature that tortured the people of Hyrule that was eventually sealed in a deep and damp prison. (If you don't know, I am talking about Bongo Bongo.) They can be used independently or with some other items in Link's arsenal.
*4. Bomb--
5. Undead Bomb--This is a very unique and very expensive item. It has a will of its own. It will walk towards an enemy, and blow up only on contact with a solid object. Strangely though, it will re-materialize into its previous self 4 times after its first explosion. It is a mini bomb that looks like a zombie. It can be placed, thrown, or dropped. If an army of these are placed then the enemy is doomed. The down side is that they will attack Link if there are no enemies nearby.
6. Fierce Deity's Mask--This mask is imbued with the spirit of a fierce warrior of old times. It doesn't fit on Link's face, but Link is assigned the duty of protecting it from evil.
7. Majora's Mask--This mask is imbued with the spirit of a demonic warrior of old times. It would fit on Link's face, but Link wouldn't dare tempt himself with its evil.
8. Double Helix Sword--This heavy broadsword has the shape of a double helix. It is imbued with magical powers and was once held by a Fierce Deity. It will shoot magical beams from its blade whenever Link has full health and is also possesing the Fierce Deity's Mask.
*9. Fierce Mask of Wrath--

Friday, March 16, 2012

The Legend of Zelda: Lines in the Sand (Part II- Mechanics)

Most of my theories and stories aren't that far off of most speculations made by Zelda fans, in fact some of them are inspired by those theories. I probably won't elaborate on why certain things are the way that they are in my stories and theories, because that can be theorized by you. Generally the story that goes with a common theory can be analyzed and make sense because of other stories I made up, or because of factual things from Zelda itself. I understand that I may make some mistakes, that contradict main Zelda things that are confirmed, and if I do, I encourage you to comment on them and I will look into it and change it if I see fit. Now take this into consideration if you tell me that something in my theories and stories can't be true, that the series of Zelda contradicts itself all the time, whether it be because the creators changed their minds or something of the sort, but it does happen. Finally, I know that there are many errors in English grammar and spelling in my articles, but they are meant to be bullet points of sorts, and I am not that good at writing in a proper manor.
--Lines in the Sand is an idea of an entirely new Zelda game that Nintendo could make.
--This section details the mechanics of the game. This includes controls, and general specifications about gameplay.

1. When Link dual wields the swords, both swords lose half of their power, except for the Great Fairy's Sword. (The Torched Broadsword loses half of its power, but when it is dual wielded with the Great Fairy's Sword, it pretty much just gains its power back.)

Thursday, March 15, 2012

The Legend of Zelda: Lines in the Sand (Part I- Equipment and Items)

Most of my theories and stories aren't that far off of most speculations made by Zelda fans, in fact some of them are inspired by those theories. I probably won't elaborate on why certain things are the way that they are in my stories and theories, because that can be theorized by you. Generally the story that goes with a common theory can be analyzed and make sense because of other stories I made up, or because of factual things from Zelda itself. I understand that I may make some mistakes, that contradict main Zelda things that are confirmed, and if I do, I encourage you to comment on them and I will look into it and change it if I see fit. Now take this into consideration if you tell me that something in my theories and stories can't be true, that the series of Zelda contradicts itself all the time, whether it be because the creators changed their minds or something of the sort, but it does happen. Finally, I know that there are many errors in English grammar and spelling in my articles, but they are meant to be bullet points of sorts, and I am not that good at writing in a proper manor.
--Lines in the Sand is an idea of an entirely new Zelda game that Nintendo could make.
--This sections details the equipment and items Link receives on his journey.
--If you have read my Seven Souls posts, then some of the stuff in this post may seem familiar.

1. Great Fairy's Sword--It is a heavy sword, but Link can still wield it with one hand. It is a very powerful sword that is almost comperable to the Master Sword. It has designs of black roses on the neon blade.
2. Wind's Scimtar--This is one of three fragmented swords, that together make the Master Sword. In one great battle during the game, the Master Sword is split into three different swords that represent each one of three parts of the Master Sword. After the Master Sword is split, all three swords are useless until they are tempered. This one is tempered by Farore's Flame. It shoots a sword beam that does half the damage it normally does, and it can be used to bounce yourself away from a wall when you swing it which can allow you to jump chasms that you normally couldn't, and allows you to force light objects forward at great speeds, including bombs. When it is dual wielded with the Great Fairy's Sword, it gains the power to repel small enemies all around you when you do a spin attack, it allows you to attach the Great Fairy's Sword and the Wind's Scimitar at their handles which allows greater attack speed and a new fighting technique (Darth Maul style), and it gives you an immunity to stuning of any type besides by ice. It can also be dual wielded with the Rapier of Justice or the Torched Broadsword.
3. Rapier of Justice--This is one of three fragmented swords, that together make the Master Sword. In one great battle during the game, the Master Sword is split into three different swords that represent each one of three parts of the Master Sword. After the Master Sword is split, all three swords are useless until they are tempered. This one is tempered by Nayru's Flame. It gives you 1/4 of a heart for every hit you deal to an enemy {with the rapier}, and it it gives you 2 rupees for every enemy you defeat {when used to deal the finishing blow}, no matter how strong, except for bosses that give you 100 rupees when you deal the finishing blow with it. When it is dual wielded with the Great Fairy's Sword, it gains the power to do twice the damage, it allows you to freeze an enemy with every fifth swing of it, and it gives you an immunity to fire damage. It can also be dual wielded with the Wind's Scimitar or the Torched Broadsword.
4. Torched Broadsword--This is one of three fragmented swords, that together make the Master Sword. In one great battle during the game, the Master Sword is split into three different swords that represent each one of three parts of the Master Sword. After the Master Sword is split, all three swords are useless until they are tempered. This one is tempered by Din's Flame. It pushes even the heaviest enemies away from you when you hit them with it, and it breaks boulders even bombs can't. It is normally wielded with two hands, so Link can't use his shield, but he can strangely dual wield it with the Great Fairy's Sword, Wind's Scimitar, or Rapier of Justice. When it is dual wielded with the Great Fairy's Sword, it gains the power to burn everything it touches, will light nearby touches automatically when equipped, and it gives you an immunity to ice damage.
5. Oracle Lens--(credit to http://www.zeldauniverse.net/forums/members/5342785-bill.html for the idea. It is so BOSS. The name is mine though.) A lens made of timeshift stones that reveals what somewhere looked like in the past. It helps in puzzles and it is just great for looking at the scenery.
6. Sageshot--It is imbued with the power of the seven sages and their elements. The power of the Forest Medallion imbues this hookshot with the ability to hook onto creations of nature (wood, vines, and trees). Link already has the forest medalion when he recieves this item; otherwise it wouldn't do him any good. The power of the Water Medallion imbues this hookshot with the ability to hook onto bodies of water, most other liquids, and clouds. When Link hooks onto the liquid, a circular pillar of ice is created all the way to a solid surface below; this lets Link stand on the liquid; he will also stay latched to clouds. The power of the Spirit Medallion imbues this hookshot with the ability to hook onto almost all living things; this allows Link to hook onto reanimated statues and stuff too. The power of the Fire Medallion imbues this hookshot with the ability to hook onto fire and lava. When Link hooks onto the lava, a circular pillar of rock is created all the way to a solid surface below; this lets Link stand on the lava. The power of the Shadow Medallion imbues this hookshot with the ability to hook onto anything that has zero light emerging from its spirit or anything that has zero light touching it. The power of the Light Medallion imbues this hookshot with the ability to hook onto anything that has zero shadow emerging from its spirit or anything that has zero shadow touching it. Zelda imbues this hookshot with the everlasting power to hook onto anything that emits some sort of time anomally; this includes timeshift stones, the Temple of Time, etc. Some objects that Link hooks to that change time, will cause special effects.
7. Master Sword--DUH!!
8. Mogma Mitts--Link can dig small holes with them. He can uncover small items while doing so. He can also dig himself threw the ground and into small holes.

Thursday, March 1, 2012

The Legend of Zelda: Four Swords Serenity of the North (Part III- Equipment Breakdown)

Most of my theories and stories aren't that far off of most speculations made by Zelda fans, in fact some of them are inspired by those theories. I probably won't elaborate on why certain things are the way that they are in my stories and theories, because that can be theorized by you. Generally the story that goes with a common theory can be analyzed and make sense because of other stories I made up, or because of factual things from Zelda itself. I understand that I may make some mistakes, that contradict main Zelda things that are confirmed, and if I do, I encourage you to comment on them and I will look into it and change it if I see fit. Now take this into consideration if you tell me that something in my theories and stories can't be true, that the series of Zelda contradicts itself all the time, whether it be because the creators changed their minds or something of the sort, but it does happen. Finally, I know that there are many errors in English grammar and spelling in my articles, but they are meant to be bullet points of sorts, and I am not that good at writing in a proper manor.
--Serenity of the North is an idea of an entirely new Zelda game that Nintendo could make.
--(*)Before an item means that that item can be replaced some time in the game and no longer be usable.

Capes, Tunics, Armor, Boots, Gloves
Nomad Tunic, Zora Scarf, Hero's Tunic, Roc's Cape, Hover Boots, and Titan's Mitts.

Shields and Swords
Hylian Shield, Shield of the Forge, (*)Four Sword, and Din's Four Sword.

Pouches, Bags, Quivers, Bottles, and Wallets
Accessory Bag, 4 Bottles, (*)3 Bomb Bags, 3 Large Bomb Bags, (*)Small Quiver, (*) Medium Quiver, and Large Quiver.

Bomb Types (There are 6 Bomb Types for 3 Slots in Link's bag. Choose wisely.)
Bomb, Water Bomb, Bombchu, Jack-in-the-Bomb, and Bouncy Bomb.

Seven Canes of the Ancients
Cane of Somaria, Cane of Byrna, Cane of Simpal, Cane of Floatia, Cane of Atlonis, Cane of Metso, and Cane of Terian.

Bows
(*)Brass Bow, (*)Silver Bow, (*)Golden Bow, and Sacred Bow.

Miscellaneous Items
Fly Rod, Dampi's Lantern, Mawley Fishook, Infinity Rune, and Serunna's Journal.

Unique Items
(*)Ball and Chain, Obsidian Long-Mace, Chain Chomp, Switch Hook, Heavy Switch, Hourang,
Lock Jaws, Deku Veins, and Polarity Gloves.

Musical Items
Trumpet of the Lost, Goddess's Harp, Bongo of Sorrows, and Marching Bellows.

Quest Equipment



Primary Items
(*)Ball and Chain, Obsidian Long-Mace, Chain Chomp, Switch Hook, Heavy Switch, Hourang,
Lock Jaws, Deku Veins, Polarity Gloves, (*)Brass Bow, (*)Silver Bow, (*)Golden Bow, Sacred Bow, Cane of Somaria, Cane of Byrna, Cane of Simpal, Cane of Floatia, Cane of Atlonis, Cane of Metso, Cane of Terian, Bomb, Water Bomb, Bombchu, Jack-in-the-Bomb, Bouncy Bomb, and 4 Bottles.

Secondary Items
Roc's Cape, Hover Boots, Trumpet of the Lost, Goddess's Harp, Bongo of Sorrows, Marching Bellows, Dampi's Lantern, Fly Rod, and Infinity Rune.

Pause Menu Items
Hylian Shield, Shield of the Forge, (*)Four Sword, Din's Four Sword, Nomad Tunic, Zora Scarf, and Hero's Tunic.
Auto-equiped Items (These are items that are always in effect when they are needed and never have to be equiped after they are obtained.)
Mawley Fishook, Titan's Mitts

The Legend of Zelda: Four Swords Serenity of the North (Part II- Mechanics)

Most of my theories and stories aren't that far off of most speculations made by Zelda fans, in fact some of them are inspired by those theories. I probably won't elaborate on why certain things are the way that they are in my stories and theories, because that can be theorized by you. Generally the story that goes with a common theory can be analyzed and make sense because of other stories I made up, or because of factual things from Zelda itself. I understand that I may make some mistakes, that contradict main Zelda things that are confirmed, and if I do, I encourage you to comment on them and I will look into it and change it if I see fit. Now take this into consideration if you tell me that something in my theories and stories can't be true, that the series of Zelda contradicts itself all the time, whether it be because the creators changed their minds or something of the sort, but it does happen. Finally, I know that there are many errors in English grammar and spelling in my articles, but they are meant to be bullet points of sorts, and I am not that good at writing in a proper manor.
--Serenity of the North is an idea of an entirely new Zelda game that Nintendo could make.

1. The path of the Ball and Chain and the path of the Obsidian Long-Mace are controlled by an analog stick or a slider.
2. Link can run at the cost of stamina. Link cannot run while wearing Hover Boots, because he will stay in the same spot or he will slide until he comes to a stop (in which case, he will run in place).
3. Link can roll. Link can ram into things by rolling. If he rolls of the edge of something, he leaps further than he would be running or walking off of it. When Link runs and then rolls the afore mentioned effect increases and he hits thing harder when he rolls into them. If Link uses the Hover Boots and then rolls, he gains the effect of the hover boots before he rolls and then will jump at the end of his Hover boots effect if he rolled at the right time. This will allow link the ability to jump further gaps that he couldn't before.
4. There are three buttons that have items that can be set to them (probably on a D-Pad).
5. Link can run and then climb up taller walls to get to the top of an edge than when he just walks and hops to the edge.
6. When Roc's Cape is equiped, Link will not be able to roll and instead of rolling, he will jump high in the air. But, if he also has the hover boots on, he will be able to roll instead of jumping, if he has already jumped once.
7. Link can super jump from a ceiling if he has the Roc's Cape equiped. Once he jumps he automatically pulls out his sword and does a dramatic spinning dive where he slams into the ground. No matter which sword he uses, the impact does 4x normal sword damage.
8. Link can obtain 24 hearts of total health in all. When Link uses the Four Sword, each of the four Links will get approximately 1/4 of Link's current total hearts.
9. If Link charges a spin attack, but he doesn't release it, then he can jump with the Roc's Cape and this will automatically release the charge, sending Link spinning into the air.
*10. Link learns how to do seven, sacred, sword techniques that are mostly different from ones he has learned in previous games.
Technique 1:
Technique 2:
Technique 3: Surf Plow: Link can throw his shield on the ground after he starts running. If he does this right before he would run into an enemy, he will knock the enemy over (if it isn't huge or really heavy) and run his sword behind him on the enemy.
Technique 4: Ending Blow (same as in Twilight Princess)
Technique 5: Tower Spin: When Link is using the Four Sword, three of the Links can jump on the shoulders of the bottom one and this will create a tower. They can then preform a synchronized spin attack that will devastate huge enemies.
Technique 6:
Technique 7:
11. Each Link can only wear one set of specific clothing items at a time.
*12. The general order that Link acquires his items:
Start. Small Wallet
1.
*13. The order in which the bomb types are available:
1. Bomb
2. Water Bomb/
14. There are four Heart Pieces to every Heart Container
15. Link starts his quest with 3 full Heart Containers
*16. You get  full Heart Containers from Boss Battles
*17. There are   Main Dungeons,   Mini dungeons, and 1 final boss dungeon.
18. There is an extra mode to the game that supports multiplayer. This mode is similar to the design from Four Swords Adventures, but this mode is in 3D. It allows up to four players to fight through dungeons that have random layouts, or they can fight each other (as Links) in combat mode (with the items that have been aquired in campaign mode). These modes are unlocked when the Four Sword is aquired in campaign mode.
19. When Link draws the Four Sword, a menu opens up that makes the player choose which item goes with what Link. This is because there can only be one type of item in existance at a time. The player can choose to give each Link the same items every time. The player can also go into this menu at any time. This menu can be customized never to open when the player draws the Four Sword, so the items will automatically be distributed.