The latest game in Nintendoās beloved action role-playing series is upon us, and while it contains many links to the past, there are aspects of The Legend of Zelda: A Link Between Worlds that remain a secret to everybody. You may need a little help.
Play The Legend of Zelda: A Link to the Past.
In order to fully appreciate where Link is going, you have to know where Link has been. The Legend of Zelda: A Link Between Worlds takes place in the same Hyrule as the 1991 Super Nintendo classic, The Legend of Zelda: A Link to the Past, only some six generations later. The overworld is largely similar, as are many of the enemies, and the game is riddled with references and riffs on the original story.
Have you ever had someone wink at you, and you have no idea what the wink signifies? Thatās annoying. This game could have been called A Wink Between Worlds.
A Link to the Past is currently available on the Wii Virtual Console (not the Wii U, dammit). If you threw away your Wii, the original Super Nintendo version and the Game Boy Advance port are both readily available on eBay.
Play the game in my car. Or maybe just wear headphones.
During my initial play through of A Link Between Worlds for review, I found myself sitting outside a business that wasnāt opening for another half-hour, so I plugged my 3DS into my car stereo and oh my god. The arrangements of the original music from A Link To The Past (see the first tip) are simply gorgeous. Thereās a lush vibrance to the sound, as if composer Ryo Nagamatsu slathered Koji Kondoās original work with pure audio love.
The 3DS speaker does not do this music justice. Either plug in some headphones, or come sit in my minivan ā thereās plenty of room.
Turn the 3D slider up.
As Stephen Totilo pointed out in his impressions of the game, A Link Between Worlds has some of the best 3D of any game on the 3DS. Every time I play a new game on the handheld I turn up the 3D slider and then quickly turn it down again. With this game it stayed up for a good 30 minutes, until it lost a fierce battle with my constant fidgeting.
https://lastchance.cc/impressions-of-the-new-zelda-five-hours-in-1460892483%3C/a%3E%3C/p%3E
Think flat.
Early on in A Link Between Worlds, our hero gains the ability to transform himself into a piece of mobile wall art. Nintendo didnāt just throw that mechanic in for a laugh. Use it.
Itās easy to get washed up in all the nostalgia (if you followed that first tip), getting into the mindset that this is merely a modernized take on A Link to the Past, and that any problem can be solved through application of specialized items or swordplay. Thatās not the case, and the sooner you embrace the fact that thereās much more to going flat than just hopping between worlds, the better your game will go.
If you find yourself stuck, stick yourself to the wall.
Donāt be afraid of your freedom.
Where other Zelda games give you objectives one at a time, A Link Between Worlds delivers them in bunches. Itās not āGo to the Sand Temple and rescue that one guyā, itās āAll these guys need saving in these various spots, let us know when youāre done.ā
As long as youāve got the right tools, the whole of Hyrule and Lorule are your dual-sided oyster, and that freedom extends well beyond the main quest. There are secrets hidden everywhere in this game, from little critters you have to collect in order to upgrade your weapons, to subtle homages to Zelda games of yesteryear.
Between the power to go flat and the ready availability of items, there is nowhere your little pointed-headed adventurer canāt go, so go everywhere.
Take your time.
Yes, the descendants of the Seven Sages need saving, but theyāre not going anywhere. Those of you really into role-playing might balk at the idea of leaving people in peril while you play a mini-game or spend a half-hour jumping off cliffs holding chickens, trying to fly, but the game is really fine with it. Thatās why itās open ā they want you to screw around.
Donāt forget about fast travel.
Linkās witchy friend Irene has nothing better to do than ferry him back and forth between checkpoints scattered across the world map. Itās what she lives for ā her reason for being. Donāt you forget about her.
Save often.
And while weāre on the subject of checkpoints, the little bird-themed weather vanes are more than just stops on the Little Witch Express. Theyāre the places you go when you want the game to remember to dungeon you just explored is a fully-explored dungeon, or the item you just farmed 1,200 rupees to buy is indeed yours. They will shake vehemently if youāve not saved in a while. Whisper your adventures to them, or risk losing a lot of progress, as I might have done during the hours leading up to my review, dammit.
Talk to everybody.
Everyone in A Link Between Words has something to say. Not all of it is Hyrule-shatteringly important, but barely any of it is mere fluff. Along with hints on how to tackle problems or discover secret areas, clever throwbacks abound, and not just to A Link to the Past. Thatās all Iām going to say.
Renting sucks. Farm rupees.
Rather than farming items like the Boomerang, Bombs and Hookshot from sequential dungeons, A Link Between Worlds introduces players to Ravio, a bunny-hatted character who takes up residence in your home and transforms it into a store. He has all the items youāll need to take on the gameās dungeons, and will gladly rent them to you for a small fee. Itās convenient, until you meet that one dungeon boss that keeps killing you, and you have to keep going back to the store to re-rent the item needed to take it down.
Screw that noise. Farm rupees and buy that business outright. Cut bushes, kill baddies, find spots in dungeons that give a lot of cash and replay them over and over again ā anything to make sure the items on your person remain on your person in the event of an untimely death.
Tough boss fight? Donāt forget what got you there.
This oneās for the Zelda newbies. You know that special item you had to use to enter the dungeon? Did you have to cross a chasm with the Hookshot, or maybe blow up a barrier with bombs? Keep those in mind when you get to the dungeon boss. Iām just saying.
Get all of the treasures. Especially the big ones.
Every dungeon has a map. Every dungeon has a compass, which reveals treasure locations on that map. Of course you want to open every one of them ā youāll need their precious keys to open dungeon doors, and their rupees to pay off Ravio.
But if you see a treasure chest thatās larger than the others, drop everything and open that bad boy. It might just be the key to the dungeonās boss chamber. It could be a large amount of rupees. Or it could be the items needed to upgrade your weapons and armor. Youāll really want to upgrade your weapons and armor ā they make all the difference in the gameās climactic battle.
Donāt sweat the easy ā Hero Mode comes next.
One of my only criticisms of A Link Between Worlds was how easy combat is. Aside from a couple of nasty boss fights, the gameās battles were all relatively easy-peasy.
Well donāt worry ā once the credits roll youāll be able to start a new game in Hero Mode, where the enemies dole out four times as much damage. As Jason Schreier put it, itās āhard as heck.ā Thatās plenty hard.
Hopefully these tips will help you get the most out of your return trip to Hyrule, and if this isnāt a return trip to Hyrule for you, see tip one.