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.

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