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Published: 2013-08-07 04:30:47 +0000 UTC; Views: 669; Favourites: 2; Downloads: 2
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Finally, I have the rest of the Dungeon Treasures, and also a couple added Items that you get along the way....Without Further Ado, Here's Random Items part 3!The Roc's Wings: Grabbing these in the 3rd Main Dungeon where you fight Mekagohma...Its use is of course so Link can Jump, these can make you jump repetedly in the air up to 5 times, sort of like the Screw Attack from Metroid, but instead you can not use it as a weapon, and you can also use it for gliding purposes of course, and when Zelda has Wind Magic she can create wind spouts for you to fly up and glide or you can glide from a high ledge...Really it's a basic item that helps Link jump, because it's kind of dumb that Link isn't allowed to jump, but hey, that's Nintendo...Upgrading the Wings will help Link Jump even further with a wider wingspan
The Hero's Rifle: Obtained in the 7th Main Dungeon, This replaces the Bow and Arrow from the rest of the Zelda games, since it's a Neo-Victorian world, So this Sniper Rifle is of course like an Average Sniper Rifle, but Upgraded the Bullets can be made of Silver which have a +1 Damage rating, and just like the Bow and Arrow, it can fuse Zelda's Light and Dark Magic with the bullets for additional damage to the right enemy and even put a Bombtula on the barrel for a makeshift Grenade Launcher
The Polarity Amulet: Obtained in the 11th Main Dungeon, if you're familiar with Four Swords then you'll be familiar with this...It's small because it goes on Link's Wrist...Used when you reach a Polarity Crystal, on top of the crystal you can change the Color of Link's Jacket in order to go through certain colored barriers(Don't ask me how that works, it just does)...But You can split up into 4 different Links with the 4 different colored Jackets...Upgraded can extend the range of how far your duplicate can go, because in a few distances you'd be forced to return to one whole Link if you go to far
The Gyro Spinner: Obtained in the 9th Main Dungeon, The Gyro Spinner works in many respects like the Spinner from Twilight Princess, but instead of a Top, it's more like a disc, Reason why it's called a "Gyro" Spinner is because the Disc inside the disc can act like a Spinner itself if you are forced to take a Spin Rail that is higher up than you by folding upwards from the main disc like a Gyroscope and Link can hold on to the Spinner from below, and upgraded can have the Gyro Spinner's Blades sharper
The Magna Clawshot: (BTW There are TWO of them from the start, just didn't have the space for 2 Clawshots)Obtained in the 10th Main Dungeon, The Magna Clawshot can claw up on grassy, wooden, or magnetic surfaces...The Claw will Open if it's a Magnetic surface in order to grab onto the surface, and Zelda's Magnetism Magic can magnetize metal that is non-magnetic which can increase the areas where the Magna Clawshot can be useful, and upgraded it can reach longer distances and even create a wire that you can climb up on or walk across, also you can change direction to where you want the claw to be launched by aiming the other clawshot at a different area from when you're being launched up or across as well as launch when your in a resting position
The Guidance Rod: Obtained in the 12th Main Dungeon, if you remember the Dominion Rod, then you know how to work this, but since Zelda has no Telekinetic Abilities, this thing can lift heavy objects like Boulders or Spike Traps, and can even move Stone and Metal Soldiers(So This Means the Armos can Do Your Bidding! DESTROY THEM ALL MY MINIONS!!!), When Upgraded, you can move heavier objects
The Quantum Infiltrator: Obtained in the 13th Main Dungeon, This Item is unique to the Zelda franchise, this is the Zelda version of THE PORTAL GUN! Just Like The Portal Gun, you can use it to reach different areas in the game you could not with the Magna Clawshots...Shoot one Portal where you see a Twili Symbol, and another on a different Symbol...and believe it or not, the Transmutation Magic of Zelda can actually be used to make these symbols! This Thing is pretty much the ultimate game breaker, just like the Portal Gun itself...Got a tough opponent? Shoot two portals, one beneath the enemy and one somewhere else on the floor, watch him float between portals and just drop some bombs in there and that guy is no more! Or you're dealing with enemies trying to ambush you, create two portals on opposing walls, and shoot a few bullets in one portal and let them TRY to catch you! Or Dealing with an enemy with a large shield, Shoot a Portal behind him, one Portal close to you, and then fire bullets into his unsuspecting brain! Plus if you need to move certain objects or direct a certain energy beam, just portal it! Upgrading this allows you to charge the Quantum Infiltrator, and with a charged up Portal you can be flung further from the portal if needed instead of just walking through.
The Bug Net: Obtained in Act I when you meet the Big Catching Kid for the first time, this of course catches bugs and life fairies so no need to ramble on about it, and when upgraded it can shoot a line from the handle of the net acting like a fishing rod of sorts
The Lenses of Truth: Obtained in a Mini Dungeon, and since this is a Steampunk world, it wouldn't be a steampunk world without the goggles, now would it? And I wanted to make special goggles since this is the Zeldaverse after all, so it came to me very simple...You had one lens of truth in Ocarina of Time and Majora's Mask...Why not TWO in Clockwork Rogue...This item can not be upgraded, but it is used to see what can't be seen by normal eyes because in this game there are hidden stuff behind fake walls, invisible floors, etc...And it doesn't use magic, it's just a very very special pair of goggles