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Zelda's Adventures Items
Candles:
Use candles to lighten dark rooms. Each candle may be used only once.
Compass:
When the shrines were first constructed, Gannon gave each shrine keeper a
compass to the shrine he or she was to guard. These compasses have the power
of teleportation, which is handy when you want to get to a shrine quickly.
Harp:
The magical harp is known to also have the power of teleportation. It is
rumored that, in shrines, it can be used to go back to the beginning of a
shrine.
Keys:
Use keys to open locked doors. To enter an open door, just walk up to it and
go into the next room. Some doors lead nowhere; they are there to deceive you.
When you have a key, you pass through and one key is subtracted from your
inventory. Once a door is unlocked, it remains open for the rest of the game.
Life Potion:
(blue container) This potion restores Zelda to full life.
Magic Shield:
This shield has magical abilities to protect Zelda from enemy weapon attacks.
Because it uses magic, Zelda must concentrate to make it work.
Rafts:
Ride a raft across water. If a raft is available, it appears in the location
where it can be used, or it can be selected from the inventory screen. Walk
onto the raft and it starts to move. You can walk around on the raft, but you
can get off until it stops at its destination.
Repellent:
(bottle marked X) This scares away Swamp Zolas.
Rupees:
(currency of Tolemac) Collect rupees by defeating monsters. When you have at
least one rupee, it appears in your inventory. If you wish to buy an item,
stand close to it so the price flashes. Select the rupee from your inventory
screen. If you have enough rupees to purchase the item, click Button One and
it appears in your inventory. The cost in rupees will be subtracted from your
total. Also, some creatures may demand that you give them money to pass
through a gate or take a boat ride.
Vial of Wind:
Creates wind to move the rafts when there is no breeze.
Bone:
It looks like the leg bone of some animal. Buy it for 20 rupees in a
store on Upper Street.
Empty Bottle:
Obtained from a thirsty woman after finishing the Shrine of Earth.
Flute:
Obtained from Evon, a music lover in Wimbich, who owes Shurmak.
It can "calm the savage hiss of a snake."
Golden Boots:
Found in the Borokno Marsh village. Effect currently unknown.
Ladder:
Found in a tree 5 screens south and 1 screen west of Vision Henge.
Use it to cross the rift found early in the Shrine of Earth.
Red Boots:
Found in the Shrine of Earth. These allow you to cross the river
north of Vision Henge and the Mobilin's Head Inn. They work automatically, and
do not need to be equipped.
Water Bottle:
Use the Empty Bottle and the Bleeding Fountain, and you'll get
a bottle of water - the perfect thing to quench someone's thirst.
Boomerang:
This is a good weapon when you need to hit something from a distance.
Bow & Arrow:
This spell shoots arrows at opponents or objects. Known for its speed and
precision, it is a good weapon to use for hitting creatures and moving targets
that are out of reach.
Broadsword:
This spell shoots flying swords at enemies. It is fairly strong and can be
used against certain knights who fight with broadswords.
Calm:
This spell has the power to calm the elements.
Dagger:
This is a moderately weak spell, but it moves quickly through the air. The
dagger was once used exclusively by the 'Great Magic Users' who now call the
power of sound waves as a means of destruction.
Feather:
Aviana, the keeper of the Shrine of Air, lost one of her feathers while flying
across Tolemac. Her feather can be used as a weapon, but Aviana fears that her
own power could be turned against her.
Firestorm:
This spell uses the power of fire to attack enemies coming from many
directions at once.
Gold Necklace:
Once owned by a knight, the necklace is used to call upon the powers of
accuracy and fire. The necklace was stolen one day by a child who thought it
could be sold for food and water.
Hammer:
This weapon is capable of smashing enemies with flying hammers.
Jade Amulet:
This is one of the most powerful weapons.
Jade Ring:
This rather weak weapon is known to work against those who protect the
greedy.
Joust:
This weapon, similar to the broadsword, throws lances at enemies.
Noise:
This spell, similar to the weapon used by the 'Great Magic Users, calls upon
the power of sound. While rather weak, it is effective against creatures that
are sensitive to sound.
Pyros:
This spell, once owned by a great keeper of reptiles, creates a wall of fire
to protect you from attack.
Rings of Fire:
Using flame power, this spell is good for multiple hits of fire against the
enemy.
Roar Stick:
This weapon works well against the larger creatures.
Short Axe:
This axe was owned by a woodsman. It was carried by the woodsman's canine
friend who got lost in the woods one day.