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.

The Legend of Zelda: Four Swords Serenity of the North (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.
--Serenity of the North is an idea of an entirely new Zelda game that Nintendo could make.
--This section details the items that would be found in the game.

1. Hover boots--Allows Link the temporary ability to run across water, air, and quicksand. Link can be blown around easily with these on. Link cannot wear them while in hot climates. They act the same as normal boots while in water.
2. Roc's Cape--Allows Link the ability to jump to high places. If the hover boots are also equipped, Link can walk in midair for a little while. If Link uses the cape to jump while the Hover boots are equipped, Link can use the Hover Boots at the top of the jump to walk high above the ground until he falls. Link cannot double jump in any way with Roc's Cape.
3. Deku Veins--They are vine/root things that have a green orb in the middle of them. Link uses them by grabbing the green balls in the middle of them. When he does this, the vines/roots close around his hand and some of his arms. They are used like dual whips and climbing tools. They are also used to climb up rock, dirt, and wooden walls. He can't climb on ceilings though. He can also use them to crawl along the bottom of bodies of water (if he has the Zora scarf equipped). They are similar to the Lock Jaws (it is the player's choice as to which he/she chooses to use regularly). They can be used to cross small gaps before Link aquires the Hover Boots or Roc's Cape. They can't normally be used in hot environments. They can bring small items and small enemies to Link. They have a water bar similar to the Lantern Oil bar in Twilight Princess, that can be refilled with kinds of water. If they are refilled with normal water, then they have normal functions. If they filled with hot spring water, then they can be used in hot environments. If they are filled with Serenity Water, then they triple in reach, strength, and they can then be used to hook into all surfaces except ice. When the meter runs out, then these items cannot be used until refilled.
4. Lock Jaws--They are retractable claws that allow Link to climb on ice, holed metal, and notched walls. He can also claw his way along a ceiling with these claws if the ceiling is made of these same materials. He can also pry some things like doors apart when using these.  They are similar to the Deku Veins (it is the player's choice as to which he/she chooses to use regularly).
5. Small Quiver--Allows Link to carry 30 arrows.
6. Medium Quiver--Allows Link to carry 60 arrows. Upon obtaining, Link no longer uses the Small Quiver.
7. Large Quiver--Allows Link to carry 120 arrows. Upon obtaining, Link no longer uses the Medium Quiver.
8. Brass Bow--Allows Link to shoot arrows.
9. Silver Bow--Allows Link to shoot arrows or bomb arrows. It replaces the Brass Bow.
10. Golden Bow--Allows Link to shoot arrows, bomb arrows, ice arrows, or net arrows (uses four arrows at once and a net). It replaces the Silver Bow.
11. Sacred Bow--Allows Link to shoot arrows, bomb arrows, ice arrows, net arrows (uses four arrows at once and a net), or light arrows. It replaces the Golden Bow.
12. (3) Bomb Bag(s)--Allows Link to carry 20 bombs of one type per bag.
13. (3) Large Bomb Bag(s)--Allows Link to carry 40 bombs of one type per bag. Upon obtaining each bag, Link no longer uses one of the regular Bomb Bags.
14. Bomb (basic)--It unleashes a medium explosion after 5 seconds of being lit. It can be thrown, rolled, or placed. It is usable on land only. Water and ice put it out.
15. Water Bomb--It unleashes a medium explosion after 5 seconds of being lit. It can be thrown, rolled, or placed. It is usable on land and/or in water. Ice and blue fire put it out.
16. Bombchu--It is an automated bomb that moves in a straight line. It moves very fast and can climb walls or ceilings. It explodes after 7 seconds. It resembles a blue mouse.
17. Bouncy Bomb-It will explode when it hits the next surface after it has bounced 10 times. One bounce is counted as bouncing off of any surface. If it is placed, it will bounce in one place, continuing to gain height (or if it hits ceilings, it will increase in speed) after each bounce. When it is thrown, the distance between between bounces increases, and the height increases (or if it hits ceilings, it will increase in speed). When it is thrown, it can also be skipped across water in which case it will explode once it hits a solid surface. Also, when it is skipped, it will not increase in height, speed, or distance, but rather it will decrease in all of these.
18. Jack-in-the-Bomb--It explodes after five seconds of lighting. It is a Jack-in-the-box that attracts enemies to it. It opens after four seconds and explodes one after that. It can be placed. It only works on land.
19. Hero's Tunic--The traditional green garb of the Hero of Legends. It has a floppy hat; a long shirt with short sleeves; white undergarments that cover Link's upper and lower body; tall brown boots; a brown leather belt; long gloves that cover most of Link's forearm and his hands, excluding the two tip joints on his fingers and the tip joint of his thumb; and a sword hilt across Link's back. It has chain mail under the clothes.
20. Zora Scarf--Allows Link to swim underwater and not have to come up for air. It is a white cloth that Link wears like a bandana around his mouth and nose.
21. Nomad Tunic--It was made by the Gerudo Tribe. It allows him to pass through sandstorms and not get lost. It also allows him to go through extremely cold environments and not freeze.
22. Dampi's Lantern--Allows Link to light torches on his journey. It never has to be refilled. In the case, it carries a blue flame, but it lights normal torches with red flames.
23. Ball and Chain--It is a heavy spiked ball linked to a chain that Link can use to break his way through ice or inflict heavy damage on some tough enemies. There is an optional quest that allows Link to infuse the spirit of a dying black wolfos (the owner is really odd, but he has tamed the wolfos a lot) named Bowow into the Ball and Chain. It is then called the Chain Chomp.
24. Obsidian Long-Mace--It does not replace the Ball and Chain. It is a heavy, flaming, spiked ball linked to a chain that Link can use to break his way through ice or inflict massive damage on some tough enemies. It will break apart when it hits something, leaving flaming shards of obsidian on every surface that the chain touches. When it first hits something, it will explode the ball and send the fragments flying. These fragments will melt ice and damage enemies and Link. It will regenerate in 2 seconds.
25. Fly Rod--It is used to fly fish with. Can be upgraded with better hooks and such.
26. (4) Bottle(s)--Allows Link to hold the small items--Fairies, Health Potion, Full Health Potions, Water, Great Fairy's Tears, Serenity Water, etc. Link can scoop things with them too.
27. Hylian Shield--A shield that is embossed with the Hylian Royal Crest. It is used by great knights in Hyrule. It is shaped similar to a kite.
*28. Accessory Bag--It holds small items that Link gains along his quest. These include: fishing hooks, nets (up to 30), Pore Ore (up to 20 ores),
*29. Trumpet of the Lost (Skull Kid's Trumpet from Twilight Princess)--A thin trumpet that widens as it gets to its 4 exits. The songs that Link plays only on the Trumpet of the Lost are: "Serenade of Friends" (Saria's Song backwards similar to http://www.youtube.com/watch?v=9-VyAgMhB6Y), "Song of Storms," and the "Sun's Song." The songs that Link plays on the Goddess Harp,  and the Trumpet of the Lost are: "Sariah's Song," "Song of Healing" (slightly different than the "Serenade of Friends" and it's slower), "Symphony of Hyrule" (http://www.youtube.com/watch?v=LJh3D_zX0To),
30. Cane of Somaria--This red cane, when used, instantly creates a heavy single block that Link can push and sometimes carry around. Only one red block can exist at a time. This is useful to press slacked switches or obstruct enemy projectiles. It can be charged to create varying sized blocks. It costs rupees to make the blocks, and the bigger the block is, the more rupees it costs to make it. The blocks can be detonated or picked up and thrown depending on the size. These blocks sink in water and magma. The blocks are detonated by swinging this cane. When the blocks are detonated, they send out beams in directions perpendicular to the surfaces of the block created. These beams do damage to enemies. These blocks move very freely and will bounce off of many things. They cannot be destroyed with anything other than the cane. These blocks can crush some small enemies, and knock other back and they would make some of the enemies they hit, act in a similar manor to this type of block. It is one of the Seven Canes of the Ancients.
31. Titan's Mitts--They allow Link to lift extremely heavy objects. Some of these objects can be thrown, while others such as doors, are just lifted so that things may go under them (like Link or water). They also allow Link the ability to push these heavy type objects as well.
32. Cane of Byrna--This blue cane allows Link to make himself invulnerable. It drains rupees when used (5 per second). It will hurt enemies that come close to Link. Once Link runs out of rupees, it becomes useless. It is one of the Seven Canes of the Ancients.
33. Cane of Simpal--This white cane, when used, instantly creates an extremely light single block that flooats like a helium balloon (it will float higher and higher until it hits something or goes out of sight). Only one white block can exist at a time. This is useful to press slacked switches. Link can also grab onto these blocks with the Deku Veins or jump on them quickly to rise with them. Link will lose hearts if he falls too far from one of these platforms. He will be reset back at the beginning of a room that he was in, if he flies too far up (he will also lose a heart). It can be charged to create varying sized blocks. It costs rupees to make the blocks, and the bigger the block is, the more rupees it costs to make it. The blocks can be detonated. The bigger the block is, the faster it floats up, and the bigger switch it can activate. The blocks are detonated by swinging this cane. When the blocks are detonated, they send out beams in directions perpendicular to the surfaces of the block created. These beams do damage to enemies. These blocks move very freely and will bounce off of many things. They cannot be destroyed with anything other than the cane. These blocks can crush some flying enemies and they would make some of the enemies they hit, act in a similar manor to this type of block. It is one of the Seven Canes of the Ancients.
34. Cane of Floatia--This clear cane, when used, instantly creates a single block that Link can push and sometimes carry around. Only two clear blocks can exist at a time. It acts as a floating platform wherever Link casts it. It can be charged to create varying sized blocks. It costs rupees to make the blocks, and the bigger the block is, the more rupees it costs to make it. The blocks can be detonated or picked up and thrown. The blocks are detonated by swinging this cane. These blocks can be created over a gap or on water or magma. If Link is not on one of these blocks when he swings the cane, then the block(s) will detonate that is/are out; if there aren't any blocks out, then a new one will be created if there is a place for one to be created. If Link is on one of the blocks when he casts the spell, then another block will appear and if there are two already out, then the one Link is not on, will disappear. These blocks move very freely and will bounce off of many things. They cannot be destroyed with anything other than the cane. When the blocks are detonated, they send out beams in directions perpendicular to the surfaces of the block created. These beams do damage to enemies and they would make some of the enemies they hit, act in a similar manor to this type of block. It is one of the Seven Canes of the Ancients.
35. Switch Hook--It allows Link to switch places with whatever medium or small item he attaches it to (if the item isn't attached to something else). It is later replaced by the Heavy Switch.
36. Shield of the Forge--This shield is very powerful. Any creature that is bashed with this shield, turns to stone. Also any element that is shot at the shield, changes into the stone element and is reflected back at the attacker. It is bigger than the Hylian Shield. It bears snake symbols all over the front of it. It will also turn projectiles such as arrows that are hurled at it, into snakes that will attack nearby enemies.
37. Mawley Fishook--This hook is used to catch the sacred whale-fish Mawley-Mawley in Lake Hylia. When Link hooks this fish, the fish comes to the surface and says that it has never tasted anything so good, and he would be happy to ferry Link across the lake whenever Link casts out his line with this hook on it. He will also take Link through a hole, in the bed of Lake Hylia, to a secret mini-dungeon that Link obtains the Shield of the Forge from. Mawley-Mawley is the reincarnation of Jabu-Jabu.
38. Hourang--It looks like the hour, minute, and second hands on a clock (all the hands are at 120 degrees from each other). This boomerang flies so fast, that it is only slightly visible to the naked eye. Link must collect 12 crystals that fit inside this boomerang. The first crystal is in the boomerang when Link recieves it. Whenever an enemy is hit by the boomerang it freezes for as many seconds there are crystals in the boomerang. Whenever nothing is hit by the boomerang, everything (within the area of the circular path the boomerang makes) slows to one quarter its speed for however many seconds there are crystals in the the boomerang. Anything that goes into this circle also is slowed until the time is over. This can be very useful for attacking enemies from outside the circle and throwing many bombs at one place. The crystals are small timeshift stones.
*39. Goddess's Harp (the harp from Skyward Sword and Ocarina of Time)--It is a sacred item that was once used by the Goddess Hylia (Zelda). The songs that Link plays only on the Goddess Harp are: "Ballad of the Goddess," "Zelda's Lullaby," and the "Song of Time". The songs that Link plays on the Goddess Harp, Bongo of Sorrows,  and the Trumpet of the Lost are: "Sariah's Song," "Song of Healing" (slightly different than the "Serenade of Friends" and it's slower), "Symphony of Hyrule" (http://www.youtube.com/watch?v=LJh3D_zX0To),
40. Cane of Atlonis--This gold and decorative cane converts rupees to water. It also converts water into rupees. Link can swing this cane and it will convert every 4 rupees in Link's wallet, to one gallon of water every second (holding the button will make this happen, and stopping holding the button will stop this). If Link pulls it out while he is in water, it will automatically convert water into rupees (4 gallons equals 1 rupee; 4 rupees every second). Strangely, both processes are sped up by a factor of 12 while Link is in the circle of his Hourang. It is one of the Seven Canes of the Ancients.
41. Four Sword--This sacred blade was created by the Minish (Picori) and given to a Hero of Men. It can split the user (Link) into 4 separate iterations of one's self. It also has the power to banish evil and break some curses. Link will split into four people whenever he draws the Four Sword. He can only get back to his original form using the Cane of Terian. Each Link has a different color. One Link is blue. One Link is red. One Link is white. One Link is purple. (I got rid of green because it might confuse some people into thinking that there is only one Link present.)
42. Cane of Metso--This green cane makes the user and his equipment extremely tiny at the cost of rupees. The smaller Link gets, the more rupees it costs. (For every halving of Link's current size, it costs 50 rupees. It costs 50 rupees to get Link back to his normal size, no matter what.) It is one of the Seven Canes of the Ancients.
*43. Cane of Terian (pronounced: Tear E uhn)--This silver cane has many uses. It allows Link to communicate with the spirit that is inside it (Terian), who will tell Link many things and give him hints about stuff (similar to Fi, Navi, Midna, and Sahasrahla). She will also transport Link back to the beginning of a dungeon if he wants or bring all four Links back into one if they want (if Link has drawn the Four Sword) (the four Links can only become one again only if they are all next to each other). It is one of the Seven Canes of the Ancients.
*44. Bongo of Sorrows (Bongo Bongo's bongo was shrunk down after he eventually died in the Kakariko Village well {In the Child Timeline})--A gruesome looking Bongo that is said to have belonged to a once tortured creature of darkness. The remains of this creature are said to be inside this instrument. It is shaped like a bowl. It has a drum-skin that stretches over the top of it, but oddly there is a circular hole in the center of it (which causes some odd sounds to resonate from it).
*45. Marching Bellows--This accordion can be purchased in Castle Town. It has a very uplifting and melodious tune. Link seems to even dance when he plays it. It doesn't have any keys to it, it is just a classic accordion with colorful designs on it.
46. Heavy Switch--It allows Link to switch places with whatever item he attaches it to (if the item isn't attached to something else). It also has a longer range than the Switch Hook.
47. Polarity Gloves--There is a negative polarity, right-handed glove and a positive polarity, left handed glove. The negative polarity glove repels Link from metal objects and attracts him towards magnetic objects. The positive polarity glove attracts Link towards metal objects and repels Link from magnetic objects. When one is given to one of the Links and the other to another Link, these two Links can be attracted together in the middle of the distance between them. When one Link wears them both, he can pull another Link towards the user of the gloves.
48. Chain Chomp--This is just a fun extra in the game, but it allows Link the ability to get a piece of heart that he couldn't otherwise. It can be swung like the Ball and Chain or drug behind a Link. It has it's own free will, and it will wander around. It will eat almost anything, even a Link (besides its current holder). It is indestructible. It contains the spirit of Bowow--a rare black wolfos. It is an upgrade of the Ball and Chain.
*49. Serenity Water--It comes from the ancient spring called Nayru's Fountain.
50. Serenity Powder (and bag)--It is a combination of Serenity Water and ground Pore Ore. It has very few uses, but these uses are very unique.
51. Infinity Rune--It allows Link to comunicate with Kezlom, when Serenity Powder is sprinkled onto it. It is also usful in solving some puzzles: it acts like a key.
*52. Serunna's Journal--This journal once belonged to a traveler named Serunna. She detailed the world of Hyrule in its current state and previous state. Her entries even include a translation code for the languages of Hyrule (in the past and present).
*53. Colossal Four Sword--This is an upgrade to the Four Sword. When Link Sprinkles Serenity Powder on the hands of the Dessert Colossus, she will come to life. She tells Link some stuff about being the Hero. She then asks for the Four Sword. When Link gives it to her, she will put her hands together, and when she pulls them apart, the Colossal Four Sword will fall into Link's hands.