Note that a full magic meter is 128 magic, which gives you 8 shots with either Rod, for example. All items that consume magic consume half as much after getting the 1/2 magic upgrade.
Found | Uses | Cons |
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ヤ と ユミ Bow and Arrows | ||
The Bow is the treasure of the Eastern Temple. It's right in plain sight in a central room, and there are no tricks to getting it once you've found the big key, though a few skeletons drop in once it's open. Arrows can be bought in stores, dropped by enemies (especially those particularly vulnerable to them), or found in certain pots and treasure chests. |
Attacks from a distance, inflicts a fairly good amount of damage, and is the weapon of choice against certain monsters. Arrows will knock spears, other arrows, and similar projectiles out of the air, but are knocked down themselves in the process. |
The Bow consumes arrows, and Link has a limited (but upgradable) carrying capacity. The firing rate is a bit slow. The flight speed of the arrows is a bit on the sluggish side. |
ぎんのヤとユミ Bow and Silver Arrows | ||
Use a Super Bomb (found in the Bomb Shop after clearing the Ice Temple and Misery Mire) to blow open the crack in the pyramid, then throw the Bow and arrows into the pond inside and answer honestly to get the Silver Arrow upgrade. All sources of arrows will now provide Silver Arrows instead. |
Same as the Bow and standard arrows, but they tend to inflict far more damage, killing nearly anything in a single hit. Silver Arrows will knock spears, other arrows, and similar projectiles out of the air, and will keep flying even after doing so. Only Silver Arrows can finish off Ganon (at least, that's how it's supposed to work... but well-timed sword strikes can still hurt him). |
Same as the Bow and standard arrows. |
Unless otherwise directed, the ALttP Randomizer places two "progressive" bow items. The first one obtained gives the Bow, and the second one the Silver Arrows. Once you have Silver Arrows, you can toggle arrow types from the menu with the Y button, but this isn't really useful unless playing with settings that use money as ammo (Silver Arrows cost more) or that disable Silver Arrows outside of the Ganon fight. |
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ブーメラン Boomerang | ||
The Boomerang is in a chest in the Hyrule Castle dungeons, and while it's not required, it's hard to miss. The chicken hut in Kakariko will also give a Boomerang if you don't have one yet. (Either chest gives 10 Arrows instead if you have any Boomerang.) |
Stuns most enemies, and even damages or outright kills some. Retrieves items and triggers crystal switches from a distance. The Boomerang can be thrown in eight different directions, and, with good timing on the button presses, Link doesn't even have to be facing the same direction that he throws it in. |
Slow flight and limited range. Ineffective against some enemies. Stunned enemies recover given time, and always drop only a single rupee if killed while stunned, except those with special drops (like keys). |
Sometimes referred to as "The Best Boomerang" in racing contexts, probably because it's less prone to causing lag than the red one, and its shorter range makes it more convenient to use for a few trick throws, mostly to hit crystal switches while on the far side of barriers. |
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ブーメラン Boomerang | ||
Often referred to as the Magic Boomerang (or Red) to distinguish it from the basic (Blue) one. |
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Toss the Boomerang into the pond behind the waterfall next to the Zora lake and respond honestly to upgrade it. Alternately, the bombable hut in the Village of Outcasts will give one if you don't have any Boomerang at the time (or 300 rupees otherwise). |
Same as the standard Boomerang, but travels more quickly and keeps going until it hits something or reaches the edge of the screen. The sparkles can help set up ancilla glitches. |
Ineffective against some enemies. The drawbacks to stunning still apply. If you're a speedrunner, extra lag from the sparkles can be a concern. |
The ALttP Randomizer treats the blue and red Boomerangs as distinct items, and allows you to switch the active one with Y in the menu if you have both. |
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フックショット Hookshot | ||
The treasure of the Swamp Temple. It sits in plain sight in a central room, and there are no tricks to getting it once you have the big key. |
The Hookshot latches on to certain objects and pulls Link over to them, even across pitfalls, and also pulls the fluffballs off of the Swamp Temple boss so that Link can kill them. Stuns many enemies, and even damages or outright kills some. Retrieves items and triggers crystal switches from a distance. Particularly useful for killing the electric jellyfish. Oddly, Link is invulnerable while firing the Hookshot. |
Ineffective against some enemies. Can't be used diagonally. The same drawbacks to stunning as for the Boomerang apply. |
ばくだん Bombs | ||
Treasure chests, jars, some enemies, etc. Certain rocks and bushes have a 50% chance to hide a Bomb, including two bushes outside the haunted grove by Link's house and one of the rocks right in front of his house. The easiest way to get Bombs early on is to open the chest in the cave in northwestern Kakariko Village for a few, then blast open the hut in southwestern Kakariko to get all you need from the jars. Or you could just buy some, I guess. |
Blow open certain (typically cracked) walls and floors. Damage most enemies. Especially useful for certain enemies like the bomb-throwing cyclopes, and for blowing the mask off of the Temple of Darkness boss. Since Bombs take several seconds to explode, they are useful for triggering crystal switches after a delay. |
Bombs are consumed when used, and Link has a limited (but upgradable) carrying capacity. The explosion hurts Link if he's too close. Since the damage tends to be mediocre and the timing is tricky, they're rarely useful as weapons except against enemies that are specifically vulnerable to them. |
きのこ Mushroom | ||
In plain sight in the Disorienting Forest. |
Give to the witch at the magic shop for Magic Powder (leave the screen after handing it over, then come back and check inside the shop). |
The mushroom itself does nothing (not counting the Fake Powder glitch). |
まほうのこな Magical Powder | ||
Give a mushroom to the witch at the magic shop, then leave the screen, come back, enter the shop, and pick up the pouch. |
Turns some enemies into helpless veggies, mutates the electric cucumber things, vaporizes bushes, and turns anti-faeries and (before they start moving) Bunny Beams into faeries. At least one villager and one chicken can also be transformed. It works on bees, too! Magical Powder will also dissolve bushes, which has an unusually high chance to result in hearts or even faeries. Sprinkle some on the altar under the smithy to summon the creature popularly called the Magic Bat, which then halves all magic consumption. |
Consumes magic (8 per use) Somewhat difficult to hit moving targets. Minimally useful in most situations. |
In normal play, the Magic Powder replaces the Mushroom. However, in the ALttP Randomizer, they're two separate items that can be found in either order, since the Mushroom doesn't necessarily (and usually won't) lead to the Powder. You can switch the active one in the menu with the Y button when you have both. |
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ファイアロッド Fire Rod | ||
The treasure of Skull Woods. Cut down the 3x3 block of bushes and jump down the hole, then step on a star tile, blast through the wall, and pull the lever to reach the chest. |
Burns many enemies to death, and damages many others. Lights torches, even from a distance. Easy to use, and the flames travel quickly. Opens the last section of the Skull Woods dungeon. Temporarily stuns the ice head of the Turtle Rock boss, allowing it to take damage. |
Consumes magic (16 per use). Some enemies are immune, even some that the Bombar magic works against. |
アイスロッド Ice Rod | ||
Bomb a cliff east of Lake Hylia, walk in, and grab the chest. |
Freezes many enemies solid and damages certain others. Frozen enemies do not unfreeze over time, and they can also be picked up and thrown around. Temporarily stuns the fire head of the Turtle Rock boss, allowing it to take damage. |
Consumes magic (16 per use). Doesn't actually kill most enemies, and some are immune entirely. These are not always the same ones as for the Ether magic. The ice blasts start slow and speed up, making aiming more difficult. Like stunned enemies, frozen enemies will always drop only a single rupee when killed by most methods, except those with special drops (like keys). |
ボンバー Bombar | ||
Go to the dead end in the Dark World where the passage to the desert is in the Light World, then use the Magic Mirror in the area marked off with stakes. Head west and use Mudora's Writings to read the stone tablet there. (The Master Sword or better is also required, which is a non-issue in normal play.) |
Burns most enemies to death, targeting all onscreen foes. Knocks down arrows and similar projectiles, for what it's worth, and dissipates Bunny Beams. |
Consumes magic (32 per use). Some enemies are immune, even some that the Fire Rod works against. Unusable without a sword. |
エーテル Ether | ||
After getting the Master Sword, use Mudora's Writings to read the stone tablet near the tower on top of Hebra Mountain. |
Freezes many enemies solid and damages certain others, targeting all onscreen foes. Frozen enemies do not unfreeze over time, and they can also be picked up and thrown around. Opens Misery Mire. Knocks down arrows and similar projectiles, for what it's worth, and dissipates Bunny Beams. |
Consumes magic (32 per use). Doesn't actually kill most enemies, and some are immune entirely. These are not always the same ones as for the Ice Rod. The same drawbacks to freezing as for the Ice Rod still apply. Unusable without a sword. |
シェイク Shake | ||
Toss something (anything will do, but the sign is good for the extra irony) into the circle of stones near the river's source in the Dark World. |
Turns many enemies into helpless veggies and kills certain others, targeting all onscreen foes. Opens Turtle Rock. Knocks down arrows and similar projectiles, dissipates Bunny Beams, and shakes items out of trees (but not off of torches or bookshelves). |
Consumes magic (32 per use). Doesn't actually kill most enemies, and some are immune entirely. Use it in the wrong place, and you'll rouse a swarm of angry bees out of a tree. Unusable without a sword. |
Unless otherwise directed, the ALttP Randomizer also randomly selects which medallion will open each of Misery Mire and Turtle Rock. The limitation of being unable to use any of the medallions without a sword tends to matter more in Randomizer runs, where they can show up early and swords might be hiding somewhere more difficult to reach. When playing on the Swordless setting, each medallion may only be used when standing on a matching tile (like those at the entrances to Misery Mire and Turtle Rock); some rooms in the Ice Temple have Bombar tiles added for this purpose. |
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カンテラ Lantern | ||
The lantern can appear in any of: The chest in Link's house, the chest in the underground passage into the castle grounds, or the chest in Zelda's cell. Whichever one is opened first will have the Lantern, and all the others will hold five rupees. |
Lights lamps. Just by having it in your inventory, the area around Link will be lit up in dark rooms. Without it, you can't even see yourself in the dark, let alone your surroundings. |
Consumes magic (4 per use) when lighting lamps (the passive illumination is free). No use as an item other than lighting lamps. Minimal fire damage might have been nice. |
Speedrunners often have room layouts memorized well enough to navigate them in the dark. Usually, they'll hold a sword charge and use the sparkles on the end of the sword to help keep track of their own location. |
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マジックハンマー Magic Hammer | ||
The treasure of the Temple of Darkness. Bomb through the wall from a dark room in the northwest section to reach the chest. |
Flattens stakes and moles, damages most enemies, and flips turtles over. Chips the mask off of the Temple of Darkness boss. Crushing frozen enemies usually gives a magic bottle. |
A bit slow for regular combat use. Very short range, even for a melee weapon. Bounces off of things like enemy swords, often making Link face the wrong way. |
Using the Hammer while holding a sword charge will extend its range a bit and avoid making Link turn around upon hitting something hard. |
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シャベル Shovel | ||
Talk to the tree-boy in the Dark World grove and agree to look for the Ocarina. Used temporarily for the digging minigame. |
Digs up the Ocarina. Digs up treasure in the digging minigame only. |
Outside of the minigame, does nothing useful except digging up the Ocarina. |
The ALttP Randomizer also gives the Shovel the ability to dig up random supplies anywhere, so it's not entirely useless after collecting the one item it leads to. |
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オカリナ Ocarina | ||
Get the Shovel, then dig around in the flowers in the Light World grove. |
Play it in front of the weathervane in Kakariko village to free a bird. After freeing the bird, play the ocarina anywhere outdoors in the Light World and the bird will carry Link to your choice of eight preset locations. Required to reach Misery Mire, and useful for traveling elsewhere. |
Only useful for transportation, though that would still be enough to make it worth getting even if it weren't required. Doesn't work in the Dark World except in a scripted event. |
In normal play, the Ocarina replaces the Shovel. However, in the ALttP Randomizer, they're two separate items that can be found in either order, since the Shovel doesn't necessarily (and usually won't) lead to the Ocarina. You can switch the active one in the menu with the Y button when you have both. |
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むしとりアミ Bug-Catching Net | ||
Talk to the sick kid in Kakariko Village when you have at least one Bottle. |
Catches bees and faeries. Deflects Agahnim's magic attacks, and doesn't even lower Link's shield in the process. |
Not useful in most situations. If used against Agahnim, it's difficult to aim the deflected blasts. |
ムドラのしょ Mudora's Writings | ||
Use the Pegasus Shoes to ram the bookshelf in the Kakariko Village bookhouse. |
Translates Hylian text. Required to enter the Desert Temple (unless using the Mirror from the Dark World) and to get Ether and Bombar. |
Only useful for reading Hylian. |
The Master Sword pedestal also has Hylian text, and in a Randomizer seed, it will hint at what item is there without having to collect all the pendants first. |
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び ん Bottle | ||
Could the large gap in the name be to suggest that something can fit inside? |
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1st) Go in the back door of the Kakariko Village pub and open the chest. 2nd) Buy from the bottle merchant in Kakariko Village for 100 rupees. 3rd) Swim under the bridge east of Link's house and talk to the man camping there. 4th) Take the locked chest found in the Dark World equivalent of the smithy to the man standing in the entrance to the Light World desert, and promise to keep his secret. |
Bottles hold bees, faeries, and potions for later use. Bees will attack nearby enemies when freed. The Gold Bee, found by ramming the fairy statue in the cave with the Ice Rod, does the same, but lasts longer and usually returns to Link to be recaught. It can also be sold to the bottle merchant for 100 Rupees. Faeries can be freed at any time to be collected for the usual seven hearts of healing (assuming they don't fly out of reach first). More importantly, if Link runs out of health while in possession of a bottled faerie, it will automatically revive him, to seven hearts of health (the faerie then flies away and is lost). Potions recover life, magic, or both, depending on the potion. |
The contents must first be obtained, and are consumed when used. Bees are generally more amusing than truly useful, but there are a few exceptions... Faeries heal less than potions. Potions must be used manually. Potions are fairly expensive, but then again, what else are you going to use all that money for, especially late in the game? |
ソマリアのツエ Staff of Somaria | ||
The treasure of Misery Mire. Use the Hookshot and Pegasus Shoes to reach the chest before the floor collapses. |
Swing the staff to create a block. The block can hold down buttons, and can also be lifted and thrown, or kicked ahead by dashing at it. It damages most enemies that touch it, but vanishes after five times. Swing the staff when a block is present to shatter the block and launch fragments in the cardinal directions. This consumes no magic; only conjuring the block to begin with costs anything. Use the staff on the '?' spots in Turtle Rock to create platforms. |
Conjuring blocks consumes magic (8 per use). The damage is minimal, even if it is amusing, and sometimes useful defensively, to see enemies run into the block and bounce off. |
This has been affectionately(?) nicknamed "the glitch stick", thanks to being involved in all sorts of glitchy behavior. |
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バイラのツエ Staff of Byra | ||
Use the warp tile near the mountain tower, then jump down to reach a cave. Pound down the moles, cross a long path full of spikes, and lift a large rock to reach the chest. All that's left is to get back out alive (or save and quit)... it helps to bring the Magic Manteau and potions or faeries. |
Makes Link invincible and creates a ring of light around him. Use it again to cancel the effect. The ring damages and knocks away enemies. Though the damage is low, this can inflict numerous hits in a short amount of time in the right situation (for instance, when a vulnerable enemy is pinned against a wall). Relatively slow magic consumption once active. Activates quickly in a pinch, making it suitable for negating a sudden attack. |
Has an initial activation cost, then continually consumes magic while active, but not as quickly as the Magic Manteau. According to Assassin's Monster/Attack Stats Guide, and verified empirically, the cost is 16 to activate plus 4 every 24 frames, which is 0.4 seconds. At this rate, it empties a full magic meter in about 11 seconds, or 24 seconds if magic consumption is halved (duration is more than doubled since the activation cost is also halved). The staff is less efficient than the cape if active for less than roughly 3 seconds. The damage is minimal, and in most situations is more of a bonus than a true reason to use it. Sword beams and the spin attack are unavailable while the staff is active. |
マジックマント Magic Manteau | ||
Push open the gravestone in the northeast corner of the graveyard and open the chest below. You'll need to warp from the Dark World or be able to lift heavy rocks to reach the grave. |
Makes Link intangible and invincible. Use it again to cancel the effect. No activation cost. Link can pass through certain obstacles while it's active, including bumpers, and won't bounce off spiked blocks. |
Continually consumes magic, more quickly than the Staff of Byra, but with no activation cost. According to Assassin's Monster/Attack Stats Guide, and verified empirically, the cost is 1 every 4 frames, which is 1/15 of a second. At this rate, it empties a full magic meter in 8.5 seconds or so, or 17 seconds if magic consumption is halved. The cape is less efficient than the staff if active for more than roughly 3 seconds. For whatever reason, it doesn't like to activate immediately after being selected from the item screen, making it unhelpful for avoiding a sudden attack. |
マジカルミラー Magical Mirror | ||
Reach the old man's cave on Hebra Mountain and he'll give it to you. Getting the Mirror is automatic in a regular playthrough, so you can't miss it unless you go out of your way to break the game. |
Warps Link from the Dark World to the corresponding location in the Light World. A temporary portal remains where Link last came to the Light World, allowing him to easily return to the Dark World at the same location. When used in a dungeon, warps Link to the entrance and resets the dungeon state (enemies killed, supplies under pots, crystal switch color, etc.). |
No use other than warping. The warp will fail if there's anything solid in the way where Link is trying to warp. This can also happen when returning to the Dark World, if the portal is close enough to an obstacle and Link is off center in the wrong direction. Does nothing (not counting the Mirror Block Erase glitch) in non-dungeon indoor areas, or outdoors in the Light World. |
Found | Uses | |
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Talk to Sahasralah after clearing the Eastern Temple. |
Hold A briefly and Link will dash full speed ahead with his sword out (if available). Link's sword and shield work as usual, with the shield blocking attacks from the side it's shown on. Press the keypad in any other direction to stop running. Ram trees and other objects to knock things loose. Slamming into badly cracked walls will break them down, like using a Bomb. Link will bounce off any solid obstacle he runs into, flying several tiles backward. This can be used in a number of places to hop over smallish gaps in the floor. Monsters killed with the dashing attack will not drop random items. |
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One thing I hadn't noticed until watching races is that you can change directions while charging up a dash. This is especially useful for bouncing over gaps, since you can stand right next to the wall, face sideways (to avoid grabbing it), start charging the dash, then turn to face the wall in order to slam into it. |
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The treasure of the Desert Temple. Head to the northwest room after getting the big key to find the chest. |
Allows Link to lift stones, allowing access to more areas. Several warp tiles are hidden under stones. Stones make fairly powerful weapons when thrown at enemies. Darker stones are still too heavy to lift. |
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The treasure of Blind's Hideout. The chest is in a room in the basement with a partially collapsing floor. Quickly Hammer past the moles to reach it, then use the Hookshot to get back. |
Allows Link to lift even the heaviest stones. Stones still make good weapons. The heavier ones are no more effective, sadly. Several warp tiles hide under heavy stones. |
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Unless otherwise directed, the ALttP Randomizer places two "progressive" glove items. The first one obtained gives the Power Gloves, and the second gives the Powerful Gloves (Titan's Mitts). |
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Go to the source of the river in the Light World (Power Gloves needed) and buy them for 500 rupees from the big Zora. |
Allows Link to swim in deep water. Hit A for a burst of speed while swimming. Link's shield still works in the water, although other items are unavailable. Swim into a whirlpool to warp to a linked one elsewhere. In the Light World, Whirlpools link central Lake Hylia with the Waterfall of Wishing, the pond south of Link's house with the river by the witch's hut, and eastern Lake Hylia with a pond between Kakariko and the church. In the Dark World, the whirlpool in the eastern lake and the one in the river near the witch's hut connect with each other (both are in a section of the Dark World immediately reachable upon beating Agahnim during a regular playthrough), and no whirlpools exist at the other four locations. |
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The treasure in the Tower of Hera. In the fifth floor, step on a star tile and walk into the central northern hole from the north to reach the chest on the floor below. |
Keeps Link from turning into a helpless pink bunny in the Dark World. Stay alert, though, since some dungeons have Bunny Beams, yellow energy swirls that will temporarily negate the protection if touched. |
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The hundreds of alternate player sprites each have their own replacement for the pink bunny, some of them rather clever. For example, the SNES controller turns into an NES controller, and unless I'm remembering incorrectly Celes turns into a Moogle in a reference to an odd glitch from that game. |
Found | Uses | |
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Talk to Link's uncle in the tunnel into the castle. Unmissable during a regular playthrough. |
Damages enemies, cuts down bushes, and slices through some vines and curtains. Hold B to charge up for an AoE spin attack that hurts as much as a slice from the Master Sword. If something bumps the sword while charging, Link instead does a stab attack that hurts the same as a normal attack. |
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Generally known as "the fighter's sword", though I can't remember anything canonical using that name. |
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Pull it out of the pedestal in the Disorienting Forest after getting all three crests. Required to proceed in a normal playthrough. |
Does everything the first sword does, but reaches further, typically hurts twice as much, and launches energy bolts (which cause the same damage as the original sword) when Link is at full health. The spin attack hurts as much as the tempered sword, but if something bumps the sword while charging, Link does a stab attack that hurts the same as a slice from the starting sword. Cuts through Agahnim's barrier to enter the Hyrule Castle tower. A sword (any sword, assuming you can get to the battle with it) also deflects his magic. |
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Use the Powerful Gloves to reach a frog man in the southern part of the Dark World village, then take him to the smithy in the Light World. Pay 10 rupees and leave the Master Sword with them, then come back a bit later and they'll have it tempered. Link is swordless while they temper it. Why he doesn't just use his old sword is a mystery, and possibly an oversight. |
Does everything the Master Sword does, but typically hurts twice as much. The spin attack hurts as much as the gold sword, but if something bumps the sword while charging, Link does a stab attack that only hurts as much as a slice from the basic Master Sword. |
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Racing commentary sometimes calls this "the bacon sword" for its red color. |
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Use a super bomb (clear the 5th and 6th Dark World dungeons for the Bomb Shop to carry them) to blow open the crack in the pyramid, then throw the tempered sword into the pond inside and answer honestly to get the upgrade. |
Does everything the tempered sword does, but typically hurts twice as much, and also lets Link attack the shocking cucumber things (but not electrified jellyfish or Agahanim) normally. The spin attack inflicts no additional damage (except against the bomb-throwing cyclopes), but if something bumps the sword while charging, Link does a stab attack that hurts the same as a slice from the tempered sword. |
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Racing commentary sometimes calls this "the butter sword" for its yellow color. Unless otherwise directed, the ALttP Randomizer places four "progressive" sword items. These give progressively stronger swords, in whichever order they are collected, so that the first one always gives the fighter's sword, the second the Master Sword, and so on. |
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Talk to Link's uncle in the tunnel into the castle. Unmissable during a regular playthrough. Several Dark World shops sell replacements for 50 rupees if needed. |
Blocks arrows, spears, and rocks from whatever direction it's pointed in at the time. It still works when swimming, readying a spin attack, or dashing. Just take note of which way it's facing, particularly for the last two. |
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Generally known as "the fighter's shield", though I can't remember anything canonical using that name. I've also heard racing commentary calling it "the plastic shield", I'd guess because the graphic has kind of a kid's toy look to it. |
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Toss the basic shield into the pond behind the waterfall next to the Zora lake and respond honestly to upgrade it. Alternately, one Dark World shop sells it for 500 rupees. |
Does everything the basic shield does, and also blocks small fireballs (from Zoras, etc.). |
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Sometimes known as "the magic shield" or "the fire shield", though I can't remember anything canonical using either name. |
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The treasure of Turtle Rock. Reach the chest by going outside in the southwest corner of B1, crossing the ledge outside, and coming in the other door. |
Does everything the enhanced shield does, and also blocks large fireballs and some lasers. Additionally blocks and reflects Wizzrobe attacks, though the reflection is merely cosmetic. Can't be eaten. |
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Speedrunners have noticed that having the Mirror Shield can cause extra lag, giving them even more reason not to bother getting it. Unless otherwise directed, the ALttP Randomizer places three "progressive" shield items. These give progressively stronger shields, in whichever order they are collected, so that the first one always gives the basic shield, the second the enhanced shield, and the third the Mirror Shield. |
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Link starts with it. |
Keeps Link from running around in his underwear. |
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The treasure of the Ice Temple. Link needs to bomb through the floor from the room above to reach the chest. |
Generally reduces the damage Link takes. The exact reduction varies depending on the attack. Reductions of 25% or 50% are common, but some sources of damage are completely unaffected. |
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The treasure of Ganon's Tower. Get the big key in B1, and the chest is right up the stairs. |
Generally reduces the damage Link takes. The exact reduction varies depending on the attack. Reductions of 50% or 75% are common, but some sources of damage are completely unaffected. |
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Unless otherwise directed, the ALttP Randomizer places two "progressive" tunic items. The first one obtained gives the blue tunic, and the second the red one. |
ペンダント |
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Pendants |
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Beat the bosses of the three Light World dungeons to get these. Although the status screen says "pendants" in both versions, the JP story text always refers to them as "crests". With all three collected, Link can pull out the Master Sword. The JP text also implies that having the crests makes Link stronger. Having the Pendant of Courage (the green one) also prompts Sahasralah to give Link the Pegasus Shoes. |
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Unless otherwise directed, the ALttP Randomizer randomizes what's on the Master Sword pedestal and what Sahasralah gives. Since so many of the possible options are unnecessary, even largely useless, this usually makes the Pendants completely optional. Usually. |
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クリスタル |
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Crystals |
Beat the bosses of the seven Dark World dungeons other than Ganon's Tower to get these. The crystals actually hold the seven maidens descended from the Seven Sages, and they retain their (limited) powers even when trapped in crystals. It seems that Link's Courage and the maidens' Wisdom combine to enhance the powers of both. When all seven are assembled, they can break through the barrier on Ganon's Tower. Obtaining the Crystals numbered 5 and 6 also causes the bomb shop to start stocking jumbo bombs. |
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The ALttP Randomizer has options to change how many Crystals are needed to enter Ganon's Tower, and (independently) how many are needed to beat Ganon. Signs at the tower and the pyramid (or Hyrule Castle in Inverted mode) will indicate the amount needed for each. The Randomizer also, unless directed otherwise, shuffles the Pendants and Crystals around. The Pendant of Courage is always needed to get Sahasralah's item, regardless of which dungeon it ends up in, and similarly it's always Crystals 5 and 6 that trigger the jumbo bomb. The current version of the Randomizer helpfully highlights them by putting a star symbol next to the green Pendant and displaying the 5 and 6 Crystals as red rather than the usual blue. |
Hammer in the stake by the smithy and jump in the hole, then head north. Sprinkle some Magic Powder on the altar and a demon(?), often colloquially referred to as the Magic Bat, will appear and cast a spell on Link that makes him consume magic half as quickly (by halving the costs of all items that take magic to use). |
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The ALttP Randomizer treats this as an item and shuffles it with everything else. The extended options also allow for a 1/4 magic upgrade, not included in the item pool by default, that further reduces magic consumption. (The 1/4 magic graphic is a custom addition, but the functionality itself exists unused in the original game.) |
Many of the tips in this section aren't important to know in a normal playthrough, but they could come in handy, and if you're playing a fanmade hack, some less-than-obvious tricks may end up becoming essential.
To start with a general tip, knocking enemies into the immobile spiked blocks found in numerous dungeons will substantially damage most of them. Awareness of positioning may let you take advantage of that to get easy kills from what would normally be scratch damage.
: Aside from being your primary general-purpose weapon, a sword is required to use any medallion and is necessary for cutting through curtains. The Master Sword or better, along with Mudora's Writings, is also required to get the items from the Ether and Bombar tablets. Hacks may required you to fight without a sword for a not-insignificant portion of the game, which is likely to feel quite awkward even when other effective weapons are available.
Also, the spin attack has a surprisingly long reach and high priority, hits the entire area surrounding you simultaneously regardless of where the sword is actually displayed at any given moment, and can damage enemies twice if they remain in range long enough. I never quite appreciated just how well it works until playing a fan game with an inferior implementation that mostly just left you open to attack unless your timing was just right.
For Randomizer purposes (unless playing with the Swordless setting, which makes allowances for these), a sword is required to finish the Hyrule Castle tower and Skull Woods thanks to curtains that need to be cut down. It's also needed to enter Misery Mire and Turtle Rock thanks to the medallion requirement. As in the base game, the Master Sword or better is needed to get the items from the tablets, and also to damage Ganon. Using the Hyrule Castle tower entrance requires either the Master Sword (or better) to cut through the barrier or the Magic Manteau to walk through it.
: The original game requires you to shoot an unusually colored cyclops statue at one point in the game in order to proceed, but otherwise, this is just a fairly powerful long-range weapon that certain enemies are especially vulnerable to. Which still makes it highly useful. Some hacks give out the Bow early and leave the Boomerang for later, forcing you to use Arrows to hit crystal switches, but that shouldn't be too difficult to figure out.
For Randomizer purposes, note that the Bow is always required to clear the Temple of Darkness due to the cyclops statue. Thanks to enemies in kill rooms that only die to Arrows, it's also logically required to clear the Eastern Temple and Ganon's Tower, and to reach parts of the Temple of Darkness, unless enemy placements are randomized. However, runners may glitch the enemies offscreen (using Potion Camera Unlock or Mimic Clipping) to bypass this in all but the Eastern Temple.
: Generally your best choice for hitting out-of-reach crystal switches, especially since it can be thrown diagonally. Hacks may place items out of reach that need to be grabbed with the Boomerang, and often like to position things where the diagonal throw is essential, but I can't recall the original game doing either. You can clear the whole game and get everything without using the Boomerang even once, and for such an iconic item that's fairly surprising.
Note that the Boomerang homes in on Link and ignores obstacles on the return trip, which you can sometimes take advantage of to maneuver it into odd places that it couldn't otherwise reach. Any enemies struck on the way back will be knocked away (if applicable) in the direction the Boomerang was originally thrown, regardless of which way it's flying when it makes contact.
For Randomizer purposes, the Boomerang is never required. However, stunning nuisance enemies can come in handy, the blue Boomerang seems to be the preferred method of getting past some crystal switch puzzles in the Ganon's Tower basement, and the red one can help with ancilla glitches.
The Randomizer also randomizes the stun prize, often making it more useful than a green rupee.
: Obviously most useful for its ability to pull Link across gaps, an ability used extensively even in the original game. Hacks may still find unconventional uses, though, since it can latch onto some potentially unexpected targets (bushes, fences, trees, hammer posts, torches, orange and blue switchable blocks, and more). And while some unusual obstacles will block it (such as the railings that seem to let every other long-range item pass), it goes right through, and pulls Link safely past, certain others that might surprise you, in particular spiked blocks. The brief invulnerability while the chain is extended may also come in handy if used carefully, but tricky timing makes it unreliable at best.
For Randomizer purposes, note that the Hookshot is always required to get through the Swamp Temple or kill Arrghus (which may be elsewhere if bosses are shuffled). It's also one way to get past the first room of Misery Mire (the Pegasus Shoes are the other), and logically locks part of the Ice Temple and most of a cave on dark Death Mountain that's been dubbed Hookshot Cave. Many runners use it to take small shortcuts just about everywhere, and its temporary invulnerability also gets some play, particularly against spike rollers in Turtle Rock and Ganon's ring of fire bats. Its ability to outright kill certain enemies also comes in handy fairly often, particularly if the seed has been stingy about providing more conventional weapons.
The Hookshot also has two major mobility uses on the overworld, though both have alternatives that are guaranteed to come first in a regular playthrough. On Death Mountain in the Light World, the Hookshot can cross a broken bridge to access the eastern section (alternately reachable from the top with the Mirror and Hammer). In the northeastern Dark World, the Hookshot can cross the river from east to west, reaching the northwestern section (alternately reachable with the Power Gloves and Hammer, or just the Powerful Gloves (Titan's Mitts), using the warp tile outside the village).
And then there's glitches. It's possible to Hookshot straight through a pushable block while it's in motion, which allows shortcutting in several places, including getting to the Ice Temple's big chest without Bombing from above. Also noteworthy is the Herapot glitch, a complicated trick that involves using one of several methods to clip into one of the large pots on the ground floor of Hera Tower, then Hookshotting to fall down into the faerie room and warp up to the top without going through the rest of the tower or needing the big key to get there. Hookspeed is another common glitch; see the Pegasus Shoes, below, for more details.
: The ability to pick up and throw Bombs tends to be far more useful in hacks than in the original game, which only requires it once that I can recall. When searching for walls to Bomb, remember that poking one with your sword (or various other items) will make a hollow noise if a passage is hidden there. Another trick that hacks may demand is the so-called Bomb Jump, which involves placing a Bomb near a gap in the floor, standing next to it, and letting the blast propel you to the other side. This of course causes some damage, and can be quite tricky to aim properly as well, especially when trying to jump sideways or diagonally.
Since the Randomizer can put basically anything basically anywhere, all sorts of Bombable areas that normally have nothing important can suddenly become crucial. Bombs may also see more use as weapons, especially early on, when options are more limited. Randomizer logic doesn't take Bombs into account when placing items, since they're available from mutliple sources and don't need to be found in a specific location, unlike other items.
Runners will frequently toss Bombs just to start the fuse early and save a little time. Several Bomb Jumps, though never logically required under standard settings, are also very common. Particularly notable among these are the Ice Palace Bomb Jump (IPBJ), which makes it possible to skip the usual backtracking in the Ice Temple and drastically cut down on the time needed to clear the dungeon, and the Hammeryump in the Temple of Darkness, which shortcuts to the big chest from the collapsing bridge without going through the dark maze. Bombs are also used in some setups for the Herapot and Diver Down glitches.
: Other than having more important trade-in rewards, I can't think of any way that either of these could become absolutely essential even in a hack. Turning anti-faeries and Bunny Beams (and bees!) into faeries has the double benefit of getting them out of the way and providing healing, though, so don't forget that.
The Randomizer could put something essential at the witch's hut or on the Magic Bat. Otherwise, the Mushroom and Powder are never required.
There's also a glitch called Fake Powder that allows Powder usage with the Mushroom but no Powder (or with the Powder but no magic to use it). When you're out of magic, attempt to use the Staff of Somaria, then immediately enter the menu and switch to the Mushroom (or Powder), and a fully-functional sprinkling of Powder will come out. I'm not clear on why it does that, but it works consistently, even in the US release.
: Both the original and hacks are fond of light-four-torches puzzles, of course, though hacks tend to be sneakier about placement. Lighting at least one torch will also reveal invisible paths across pits. The Lantern may lack range and offensive capability, but you can't see in the dark without it, and some hacks will hide it and make you hunt it down to have a realistic chance of crossing a dark cave. The Fire Rod's ability to make short work of several enemies that are otherwise tedious to kill, most of which tend to drop magic, makes it useful for considerably more than simply lighting torches. The flame also has a small area effect while it lingers, so a good shot can score multiple kills.
For Randomizer purposes, dark rooms that contain lightable torches are considered to logically require either the Lantern or the Fire Rod (assuming Advanced item placement; Basic makes sure you can get the Lantern before going to any dark rooms). Dark rooms with torches include the Hyrule Castle escape sequence (though Standard and Retro world states grant a free light cone here), the back of the Eastern Temple (but not the rooms leading to the vanilla big key location), and the dark room in the Temple of Darkness basement just outside the boss room. Dark areas with no lightable torches are by logic considered to require the Lantern specifically, and include the Eastern Temple rooms leading to the vanilla big key location, the cave up to Death Mountain (and therefore all of Death Mountain itself unless the Ocarina is available to fly there), part of Hyrule Castle tower, most dark rooms in the Temple of Darkness, the depths of Misery Mire, and the depths of Turtle Rock. Logical light requirements rarely stop runners from stumbling through these areas in the dark anyway, though.
However, torch lighting puzzles still hard-require one or the other, so a fire source is needed to clear the Desert Temple, reach the vanilla big key chest in the Tower of Hera, reach the vanilla big key chest in Misery Mire, and clear Ganon's Tower. The Fire Rod specifically is needed to enter the back of (and therefore to clear) Skull Woods, to get past the four-torch room early in Turtle Rock (which usually ends up being mandatory to finish the dungeon), and to kill Trinexx (which could be in other dungeons if bosses are shuffled). The Ice Temple and Kholdstare also require either the Fire Rod or Bombar to melt ice.
In a minor glitch. the Fire Rod can shoot straight through pushable blocks while they're in motion, though just about the only thing that's useful for is saving a bit of time when lighting the four torches in Misery Mire that lead to the vanilla big key location. Another glitch, dubbed Spooky Action, can, if set up correctly, displace the lingering flame to well above where it's supposed to be, which can shortcut hitting the crystal switches in the dark depths of Misery Mire. And yet another minor glitch can propogate Fire Rod damage to other projectiles (sword beams, arrows, or Somaria) if they hit while the flame lingers, mainly useful against Kholdstare's shell.
: Frozen enemies can be crushed with the Hammer for a high chance of useful magic refills. They can also be picked up and thrown, turning them into weapons. Also note, if you're playing a tricky hack, that thrown items can pass certain barriers that will block virtually everything else, and that frozen enemies will bounce a few times when thrown, giving them extra range as compared to other thrown objects. Each of these items will freeze some enemies that the other will not. (I'm specifically thinking of a dungeon in the Goddess of Wisdom hack that requires you to use Ether on a hardhat beetle and toss it over a large block to hit a crystal switch, just to get past the first room. I've since confirmed that kicking a Somaria block would also work, except that Somaria is the dungeon's treasure, so yeah. Ether is required.)
For randomizer purposes, Ether may be needed to open either or both of Misery Mire and Turtle Rock. It may come in handy to clear certain rooms, too. The Ice Rod is required to kill Trinexx, but not for anything else, so it's not uncommon for runners to end up having to hunt for it late in a seed.
The Randomizer also randomizes the prize for crushing frozen enemies, often making it less useful than free magic.
: The only way I can imagine a hack forcing you to use this would be to place some enemies out of reach in a kill-all room that can't be killed any other way. Also keep in mind that this is the most efficient way to thaw out the ice dungeon boss, though spamming the Fire Rod is marginally faster if you can spare the magic.
For Randomizer purposes, Bombar may be needed to open either or both of Misery Mire and Turtle Rock. It may come in handy to clear rooms, too. Ice Palace and Kholdstare also require either the Fire Rod or Bombar to melt frozen enemies.
: Other than opening Turtle Rock, this tends to be of limited usefulness, but turning enemies into turnips can actually come in handy now and then. The turnips drop hearts fairly often, and in some hacks it comes in handy to know that the Ice Rod freezes them...
For Randomizer purposes, Shake may be needed to open either or both of Misery Mire and Turtle Rock. It might sometimes help with crowds of enemies, too.
: There aren't many ways to make this tricky, beyond adding obstacles that you can't pass until you get it, but keep in mind that it's a powerful, if rather clumsy, weapon. As noted above, smashing frozen enemies usually yields magic, so don't forget that either.
For Randomizer purposes, the Hammer is required for quite a bit, though only in conjunction with other items. Hammer + Power Gloves + Moon Pearl gives Dark World access, while Hammer + Mirror + mountain access opens up the eastern mountain, and Hammer + any method of Dark World access connects the southern and eastern sections of the Dark World. The Hammer, in addition to other items needed to reach these locations in the first place, is required to enter Turtle Rock, to clear Temple of Darkness and Swamp Temple and Ice Temple, and to reach the big chest of Thieves' Town and two chests and a small key in the Ice Temple (which may not be required). It opens up Spike Cave (the spike-filled cave below Ganon's Tower), though you'll still need enough health, potions, or invulnerability to survive the walk through it. It's also the most straightforward way to reach the Magic Bat; Powerful Gloves (Titan's Mitts) + Moon Pearl + Mirror in the right spot also works, though you'll need the Powder (or the Mushroom and Staff of Somaria for the Fake Powder glitch) either way. And, of course, the Hammer is always a powerful and inexhaustible weapon, if more unwieldy and less convenient than a good sword.
: Hacks sometimes find clever ways to place the landing spots, but really, that's about all that's possible.
For Randomizer purposes, the Ocarina, along with Powerful Gloves (Titan's Mitts), is required to reach Misery Mire, as usual. It's also one way to access the mountain (the other way takes Power Gloves and—by logic if not in practice—a Lantern), and when combined with the Mirror can provide a back door into the Desert Temple from the Mire area in case Mudora's Writings haven't shown up. And, as usual, it makes getting around faster, which is always appreciated. The Shovel is required only for digging up the usual Ocarina location, but in a Randomizer seed, anything could be there...
: Bees are surprisingly effective against certain opponents, particularly that giant moth boss. The usefulness of potions should go without saying. Captured faeries are a godsend in difficult hacks where sudden death may lurk around every corner. And why does the net deflect Aghanim's magic, anyway?
The Randomizer could also put something important on the sick kid, so a bottle would then become required to get that.
: It's needed to get magic medallions from stone tablets. Otherwise, the only tricky thing I can think of that a hack could do with this is to give clues in Hylian text, and it's generally possible to work around missing clues.
For Randomizer purposes, this is one of two ways to enter the Desert Temple (the other being Ocarina + Powerful Gloves (Titan's Mitts) + Mirror). Just about anything could be on the tablets, too, so that makes two more potential ways to require this. Finally, it lets you preview what's on the Master Sword pedestal (by reading the inscription) without having to collect all the Pendants, and information like that can be invaluable in a race.
: A jackpot of unlikely uses. Anyone who's played the original knows about spawning moving platforms on Turtle Rock's rails and making blocks to hold down switches. Aside from that, the blocks will damage enemies (though not much) and knock them back, and can be picked up and thrown around. Also note that swinging the staff while a summoned block is present will destroy it no matter where the block is, so you can toss one ahead and use the burst to hit something around a corner, like a crystal switch.
For Randomizer purposes, the Staff of Somaria is required to clear Misery Mire, to do much of anything in Turtle Rock, and to reach the eastern half of the Ganon's Tower basement. It's also a serviceable weapon, particularly against Wizzrobes, and a handy utility item as usual.
And then there's all the glitches. Diver Down in the Swamp Temple, Icebreaker in the Ice Temple, Fake Powder anywhere but especially at Magic Bat, and there's even a trick to recover magic! And that's not even getting into glitches that are banned in Randomizer races.
: Invulnerability never hurts. The side benefit of damaging nearby enemies also works suprisingly well against Mothula, Blind, and even the Armos Knights.
I believe the chests on Laser Bridge deep in Turtle Rock logically require either an invulnerability item or the Mirror Shield. This also makes a serviceable weapon early on if nothing else is available, and is a nice safety item to have that can also make Spike Cave practical much earlier than it would be otherwise.
: Besides invulnerability, this also lets you phase through bumpers (used once in the original game for a heart piece) and maneuver past spiked blocks without trouble, but it drains magic very quickly, so use it as sparingly as possible.
For Randomizer purposes, the Manteau is required to get the item on Bumper Ledge, the ledge through the cave with a bumper blocking the way. It also lets you pass through the barrier locking the Hyrule Castle tower, so may be required (along with the first sword) to face Agahnim if that becomes necessary and the Master Sword hasn't appeared yet. Its normal use as a safety item can also come in handy, of course, especially for Spike Cave and Laser Bridge.
In minor glitches, note that slashing rapidly will slow its magic consumption, and grabbing onto a wall while invisible will pause the drain outright.
: I'm a fan of clever world design that lets you access a Light World location only by warping from the corresponding place in the Dark World, such as Spectacle Rock and the optional Bombar tablet in the original game. In dungeons, it can be useful for backtracking or bailing out if stuck, but since the state of the crystal switches is also reset when using it, there's limited puzzle potential. At least items under pots come back, too.
For Randomizer purposes, the Mirror is required to enter the Swamp Temple (unless entrances are randomized) and to reach a number of scattered item locations. In addition to the top of Spectacle Rock and the tablet that normally has Bombar, these are locations the community calls Hylia Island (the island with an item in Lake Hylia), Graveyard Ledge (the cave over the graveyard), Cave 45 (the cave south of the haunted grove), Checkerboard Cave (under a rock on a ledge in the northeastern corner of the desert), Floating Island (the detached bit of land on eastern Death Mountain), and Mimic Cave (the one you warp to partway through Turtle Rock). It can also provide a back door to certain locations from the Dark World if the items needed to enter the normal way aren't available (Desert Temple, Magic Bat, King's Tomb). Reaching Hera Tower requires Death Mountain access plus either the Mirror or both the Hammer and the Hookshot.
Inverted mode drastically changes all that, since it makes the Mirror warp from the Dark World to the Light World and adjusts geography to compensate for that, making all of the usual Mirror-only locations reachable without it. However, it does make Mirroring from the Light World another way to reach Misery Mire and the secondary entrances to Turtle Rock, which the seed may expect the player to take in order to bypass some of the locked doors.
The Mirror's ability to warp to dungeon entrances can also save time in many situations. And then there's an unlikely glitch: Tapping the Mirror button while pushing a movable block (in a non-dungeon indoor location) removes the block entirely! (This specific glitch works only in the initial release and was patched in others, including the US version. Other moving block oddities, like shooting the Hookshot or Fire Rod right through them, still work.)
Note that the Mirror is not required to rescue the blacksmith or get the locked chest open. Though less convenient than Mirroring, saving and quitting when either of these is following you will cause them to continue following you when you load the save, and will start you back in the Light World when you load as long as you haven't beaten Agahnim in Hyrule Castle tower. The Randomizer makes a slight change so that when you don't have the Mirror, loading starts you in the Light World even if you've beaten Agahnim, so that you're not stuck with no way back; the unmodified game expects that you must have the Mirror and doesn't check.
When using Entrance Shuffle settings, depending on the results of the shuffling, the Mirror may end up being required to reach some entrances that would otherwise be connected in more conventional ways, such as the left side of the house in southern Kakariko that leads to the obstacle course minigame.
: Aside from rocks simply getting in the way and needing to be lifted, hacks sometimes like to place massive stones (the ones that take a few seconds to lift) in areas where you're constantly being shot at, and getting hit interrupts lifting. Use either of the invulnerability items to counter that. Also don't forget that stones, pots, and other thrown objects can inflict a lot of damage from a safe distance regardless of your weapon and without using any supplies.
For Randomizer purposes, the first set of Gloves is required to clear the Desert Temple (along with something to light torches, plus access to the dungeon in the first place), to climb Death Mountain without the Ocarina (along with—by logic if not in practice—the Lantern), for Dark World access without beating Agahnim (along with the Moon Pearl and either the Hammer or the second set of Gloves), to reach the Zora's Domain region without the Flippers to swim through the whirlpool, to reach the catfish, to reach the room with Bombable/dashable walls in the back of the Hyrule Castle escape sequence from the graveyard instead of by going through the passage from the castle, and possibly for some other things I'm forgetting.
The second set of Gloves provides Dark World access without having the Hammer or beating Agahnim and entry to King's Tomb without Mirroring from the Dark World, and is required for collecting the smith, for accessing the Hammer peg field by the Dark World counterpart to the smithy, for entering the Ice Temple (along with the Flippers), for access to the Misery Mire area (along with the Ocarina), and for reaching the majority of Dark World Death Mountain, including Turtle Rock and Ganon's Tower. And, again, possibly some other things I'm forgetting.
: Though this trick is only needed once in the original game, for an optional pit stop, it's possible to use the recoil from slamming into something to throw you backward across a nearby gap in the floor. You may need to turn toward the wall while charging the dash, or use a sword charge to back up, to avoid trying to grab what you want to run into. For larger gaps, you may also need to be moving away from the pit immediately upon landing to avoid slipping back into it.
There's also another trick involving dashing, but it's so abusable that even hacks are more likely to expect you to avoid it than to use it. In short, when you press the run button to start dashing, the game doesn't check underfoot for pitfalls during that frame. Setting up turbo on the button so that it's unpressed for at most one frame at a time (easiest with an emulator but possible with some turbo controllers) effectively makes you immune to falling in holes while held (as long as Link doesn't get hit or try to grab anything), but doesn't entirely prevent movement, allowing you to slowly walk across pitfalls (at least, those you can just walk out onto without hopping into from a ledge or cliff). This opens up shortcuts in a number of places, and can badly glitch out the game if used in certain places where you were never meant to reach (and cross) the edge of the screen.
For Randomizer purposes, the Pegasus Shoes are required for any items that need to be knocked down (library, torch in Desert Temple, torch in Ganon's Tower basement). They're also needed for a few other checks, including Bonk Rocks (the pile of rocks west of the church), King's Tomb (the headstone in the northeast corner of the graveyard), and Lumberjack Ledge (the item under the tree the lumberjacks don't finish cutting down until after you beat Agahnim in Hyrule Castle Tower). Jumping over pits by recoil additionally works as a substitute for the Hookshot in several places, including the entrance of Misery Mire and the first chest in Hookshot Cave on Dark World Death Mountain, and can be quicker even when you have the Hookshot especially if that's not currently your active item.
Of course, runners love being able to dash whether it's required or not, just to get around faster! Don't forget about items in trees and rock piles, either.
And then there's glitches. Among these are Spinspeed and Hookspeed (which are basically the same glitch but with different setups). In short, when you have the Pegasus Shoes, if you have a sword and press A exactly one frame after releasing B to spin attack, or if you have the Hookshot selected and press Y and A on the same frame, Link enters a glitched state that prevents him from swinging his sword. When in this state, coming in contact with, then walking off of, a staircase that allows free movement causes Link to move freely at dashing speed until leaving the screen, jumping off a ledge, or taking damage. The resulting super speed can also help set up for other glitches, including Rail Clipping and Herapot. (The super speed glitch was patched in later releases and will not work on the US version.)
The Hookspeed setup uses one type of Item Dashing, a glitch (patched out of later releases including the US version) that occurs when pressing Y and A on the same frame for any usable item. Most cases result in dashing and using the item at the same time, and most are also largely pointless. Probably the most useful other one is Item Dashing with the Hammer, which plows through any poundable inanimate objects in the way as long as you have a sword (but won't hurt enemies while dashing). Item Dashing with the Staff of Somaria sort of "punts" the block forward as it appears, saving a bit of time over throwing it or dashing into the block after spawning it. Similarly, Item Dashing with invulnerability items starts the dash while activating them, slightly reducing time and magic spent.
And that hovering glitch? I wouldn't have believed it was possible, but some runners can do it reasonably consistently without using a turbo controller. This opens up all sorts of potential shortcuts and sequence breaks, though naturally, the longer the hover, the more likely failure becomes. I suspect that using (manual) hovering is allowed as much because of the high risk of failure as because of the skill involved, combined with it only being meaningfully useful in a handful of places.
: Swimming can be quite important for mobility, and those warp whirlpools could be set up to go interesting places.
For Randomizer purposes, the Flippers are logically required to reach the ledge in Zora's Domain, the Waterfall of Wishes, the bottle guy under the bridge, the Ice Temple (along with the Powerful Gloves (Titan's Mitts)), and the island with an item in Lake Hylia (along with Dark World access and the Mirror). They let you reach the Zora's Domain area without the Power Gloves (via whirlpool). Naturally, the Flippers are also needed to get much of anywhere in the Swamp Temple.
Sometimes there are ways around these, though. The Fake Flippers glitch allows swimming without flippers (with some risk, since bad things happen if you get hurt in this state), and is usually relatively easy to set up—the most basic method is as simple as jumping in the water and transitioning to another screen immediately after. Other Fake Flipper setups involve dying while in the water (usually from a Bomb) and being revived by faerie, and the Splash Deletion glitch, which basically overloads the game into forgetting to check whether you're not supposed to be able to swim. Certain setups usually involving dashing along the edge of a pit and through a screen transition, then jumping south into the water, even allow walking on water as though it were land. None of these are enough to make Swamp Temple feasible without Flippers, though. Fake Flippers (though not Water Walk) was also patched out of later versions of the game, including the US release.
: A hack could always expect you to travel through part of the Dark World without the Moon Pearl, then Mirror back to a previously unreachable location. Even the original game technically does this, though only in a small and harmless area.
For Randomizer purposes, the Moon Pearl is logically required to do nearly anything in the Dark World other than, potentially, climbing Spectacle Rock as in the vanilla game. There are two additional exceptions, though. The item on the pyramid can be obtained without the Moon Pearl after beating Agahnim, and the item in checkerboard cave can be obtained (assuming you have the Ocarina, Powerful Gloves (Titan's Mitts), and Mirror) by going through the Misery Mire area as a bunny and warping from the northeastern corner as usual.
When using Inverted world state, though, bunny form and the Moon Pearl apply to the Light World rather than the Dark World. Due to how much more open the Light World is, this also significantly increases the number of things the game could potentially expect you to do in bunny form (in addition to simply traveling, examples include escorting the old man on the mountain to his cave, buying the bottle merchant's item, and even pulling from the Master Sword pedestal).
If entrances are shuffled across worlds, whether an indoor area is considered Light World or Dark World depends on which world it was entered from.
There are a few glitches that can get around Moon Pearl requirements to various extents, but most of the time, they're more trouble than they're worth.