The Legend of Zelda: A Link Between Worlds art
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The Legend of Zelda: A Link Between Worlds Guide > Basics

For many, The Legend of Zelda: A Link to the Past was one of the most beloved games in the entire series. That said, it is about time that one of the greatest games in the series saw an update. Set in the same world as the legendary SNES title, old fans will have no problem navigating the different areas. However, there are plenty of new secrets and minor differences thanks in part to your new abilities. The biggest differences lie in the alternate world of Lorule, but there are plenty of portals available to make the transition seamless and less tedious. It is a fairly non-linear game so you can theoretically do the dungeons in any order you want as well. All in all, it is a fun twist on a classic, and I would say it's money well spent to buy this game!

Controls


Circle Pad: Move Link, move cursor on menu screens

D-Pad: Look around

A: Merge/pop out of walls, perform actions (talk to people, lift pots, etc.)

B: Swing your sword (hold to charge for spinning attack)

X/Y: Use equipped items

L: Dash (must have Pegasus Boots; hold to dash

R: Use Shield (hold button)

Start: Pause/resume game, skip already viewed cutscenes

Select: Access inventory screen

Touch Screen: Access menus, maps, etc.

Becoming a Painting


The major gameplay mechanic in this game involves merging into walls as a painting. After completing the first dungeon, you gain access to this ability. Basically, you can walk up to most walls and press A to flatten yourself right onto it, then move left or right along that surface. This is very useful since you can get through tight spaces and reach otherwise inaccessible ledges through creative use of merging. When you are ready to jump out, simply press A to pop out of the wall.

Enemies can not hurt you while you are a painting, but you have a limited amount of time in that state. The purple energy gauge on your screen will tick down while you are a painting, and if it runs out, you get popped out immediately. There are some surfaces you can not cross as a painting, such as being unable to pass large rocks on the ground next to the wall, etc.

After you reach Lorule for the first time, you will be introduced to fissure portals, which are glowing cracks in walls. Merge into the wall and pass through these portals to travel between Hyrule and Lorule. There are plenty of these two-way warps, so you won't find it so tedious to travel between the realms as in the SNES game.

Energy Gauge


In lieu of having a finite number of items like Bombs and arrows, most of your items run on energy. Each time you use anything, such as placing a Bomb or pounding something with the Hammer, it expends some of your energy. Luckily the gauge regenerates on its own relatively quickly, so you won't ever be out of the action for too long if you empty it out. The biggest drain on your energy is merging onto walls, followed by using Bombs, but if you use it when necessary, you should never find yourself in a bind.

In one of the dungeons, you will be able to find a Stamina Scroll which lengthens your energy gauge. Every bit helps!

Equipping Items


Initially when you start the game, you will only be able to equip one item at a time with the Y button. As you progress, you will receive a Pouch which allows you to equip a second item to the X button. This is of course helpful since you won't have to switch out items as often.

At some point in the game, you will be given access to a Quick Equip feature. The way this works is simple. By using the touch screen, tap the item circle on your screen and a small slider will appear onscreen. Press the up/down buttons to quickly select your items shown along the right bar. You can set up how many items appear in Quick Equip by using a slider in the bottom-left of the screen when using the Items menu normally. You move the slider back and forth to set how many spaces appear on the Quick Equip menu, then arrange your items manually so maybe your most used ones get priority.

Renting/Buying Items


One new feature of this game that leads to its non-linear nature is that most dungeons do not give you actual items/tools for your inventory. Instead, you rent them from Ravio, a purple-hooded character who stays in Link's house throughout the course of the game. Before entering the first dungeon, you are introduced to this concept by renting the Bow, but before starting your second dungeon, you will be able to rent additional items for a price.

The way it works is simple. You can rent any or all of the items at any time, but if you die in battle, you automatically lose those items. Once you complete the first three dungeons, you will be allowed to outright buy the same items for a higher fee. Once you buy an item, you keep it forever. Plus, you are free to upgrade items you own by collecting lost baby Maiamais. See the Maiamai Locations section for more details. Upgraded items are more powerful, so upgrading is a great idea!

Using the Map


On the touch screen, you will see the map of where you currently are. You can tap it to zoom in, or drag it around to see other areas up close. There are 20 colored pins you can place anywhere on the map to mark areas of interest and whatnot. Important locations such as uncleared dungeons and fissure portals will be clearly marked on the map as well. When you first enter Lorule, a toggle will appear that allows you to swap between overworld maps briefly, mainly for comparison purposes. Another button will show a breakdown of where the missing Maiamais are located (see the Maiamai Locations section for more details).

Saving Your Game


In this game, you save your progress by using the weather vanes scattered throughout the overworld. If you press Start and quit that way, your progress is NOT saved. Sometimes you are prompted to save at certain points of the story, but it is important to remember those weather vanes. Even if you are not saving, be sure to activate each weather vane you come across, if not just for quick travel via Irene (see below).

Irene's Bell


Early in the game, you will come across a witch flying overhead in Hyrule. After completing the first dungeon, she will swoop down and actually introduce herself as Irene. She is the daughter of the Witch who makes potions in her shop. Irene gives you a bell, which is accessible on the touch screen. If used, Irene will appear and fly you to any weather vane you have activated throughout the overworld. It only works when you are outside however, but it works in both Hyrule and Lorule. It is very useful in quick travel in the game, so don't forget to check those weather vanes!

StreetPass


In the open area on the west side of Kakariko Village, you will find an old man. Talk to him and he will explain the StreetPass mode for this game. For more information, I would suggest looking at this helpful FAQ found on GameFAQs:

http://www.gamefaqs.com/3ds/711412-/faqs/68297

NEXT: Walkthrough