Gratitude Crystal locations — Zelda: Skyward Sword HD guide

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Polygon 24 July, 2021 - 12:37am 84 views

How long is Skyward Sword?

In 'Skyward Sword,” gamers can use the accurate Switch Joy-Cons to control Link's sword, shield and more. So if you plan to use the motion controls, you should plan on sweating. A lot. For about 80 hours. The Daily CameraRocky Mountain Gamer: Zelda’s ‘Skyward Sword’ soars to Switch

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Skyward Sword HD Is A Reminder Of How Much The Series Needed To Move On

TheGamer 25 July, 2021 - 06:01am

Even without these motion foibles, the journey itself was obtusely designed, bloated with needless side quests and overbearing tutorials that made playing it tiresome. It still harboured several moments of wonder, but uncovering these were few and far between, with much of the brilliance compounded by a formula that partly recognised its need to evolve, but seemed determined to capitalise on current trends instead of pushing The Legend of Zelda into pastures unknown, pastures it would eventually sow to reap greatness in Breath of the Wild.

I only dabbled with Skyward Sword back in 2011, walking away when I realised I didn’t have the patience for its finicky motion controls. That, and the Nintendo Wii was in the family living room and my parents kept taking the piss out of me. With the HD remaster launching last week, I saw it as an opportunity to give this adventure the chance it deserved - and I’m so glad I did. Skyward Sword HD is excellent, doing away with much of the monotony that held back its original vision while ensuring its control methods are far less obnoxious to master.

Even with many of the changes introduced as part of Skyward Sword HD, is it still incredibly long in the tooth when it comes to releasing its shackles and giving us full independence to appreciate its ambitious vision. Skyloft is a beautiful place, yet it’s permanently detached from the surface below in a way that Hyrule Field or The Great Sea simply isn’t, making it feel like Link is dipping into isolated hub worlds instead of embarking on a grand quest to reunite with Zelda and fulfil his destiny. It has the initial flourishes of an open world experience, with traditional temples no longer being the only place to find puzzles and enemies to contend with.

Stepping back is a bittersweet reminder of how far we’ve come, and how returning to a vision of Zelda still defined by its past is something that requires a surprising amount of patience. My theory is that traditional dungeons were abandoned in Breath of the Wild because they took away the agency of freedom Nintendo was so eager to express. In Skyward Sword, while you can teleport away whenever you like (with the help of an amiibo), dungeons feel fundamentally detached from the locations they exist within, like you’ve been whisked away to somewhere alien. The Divine Beasts in Breath of the Wild don’t have this problem, partly because you can jump out a window and return whenever you like.

BOTW’s Shrines follow a similar philosophy, acting as miniature dungeons that never pin you down. If you’re stumped or aren’t powerful enough yet, simply walk away and return when you’re ready. There’s a middle ground to be found here I’m sure Breath of the Wild 2 will inhabit, one where temple-esque structures present a more robust challenge that expands on what the Divine Beasts managed to achieve. Freedom doesn’t need to come at the cost of complexity, nor should it justify the presence of clumsy tutorials and a narrative that tries far too hard to mimic the structure of those that came before it.

I’ll return to these games in a heartbeat and still adore them, but I’m glad Nintendo began to see the cracks in the construction with Skyward Sword and made the necessary steps to evolve. I don’t think Nintendo ever intended to leave what Zelda used to be behind, it simply needed to temporarily abandon it in service of moving forward. As the series continues to evolve, I’m sure we’ll see Link and company return with adventures that not only mimic these classics, but build upon them with everything that made Breath of the Wild so masterful and more. Skyward Sword HD is great, and perhaps shines even brighter with the power of hindsight afforded to it so many years later.

Lanayru Mine and Lanayru Desert walkthrough – Skyward Sword HD

Polygon 25 July, 2021 - 06:01am

Find every quest, side quest, and item in Lanayru Desert

In this Skyward Sword HD Lanayru Mine and Lanayru Desert walkthrough, we’ll guide you through both the Lanayru Mine and Lanayru Desert with tips on finding items, rupees, Goddess Cubes, and collectibles and completing every quest and side quest. We’ll walk you through the mine and teach you how to use Timeshift Stones. We’ll give you tips on navigating the sinksand, and finding Tumbleweeds to upgrade your Banded Shield to a Braced Shield. After exploring all of Lanayru Desert, we’ll help you activate all three remote power nodes to turn on the Power Generator and reveal Lanayru Mining Facility.

Lanayru is full of enemies who attack with electricity, which means your Reinforced (Iron) Shield is bad news. If you stored your Banded Shield at the Item Check earlier, pick it up. If you sold it, buy a new Wooden Shield and upgrade it.

You’re also going to be using a lot of bombs. If you have any Seed Pouches, store those with Peatrice. Buy a Small Bomb Bag from the Gear Shop for 150 rupees.

Fly down to the new, yellow pillar of light. You’ll land on top of a tall tower.

Drop down, and push the mine cart to the end of the track. Climb on top and climb out of the pit.

Hop into the cart to the south of the Timeshift Stone. Ride it along its rail and through the door. In the cave there, open the chest for a red rupee.

Continue along the tunnel to the west.

Head up the ramp to the north. Bomb all the piles of rocks, and face the tunnel leading west.

A Quadro Baku will pop out of the ceiling. Roll a bomb to it. It’ll eat it and explode.

Before we go too much farther, let’s upgrade your Banded Shield — we’re going to find the last upgrade material in just a second.

Head down the ramp to the north. Off to your left, there’s a cactus standing by itself. Go stand near it — you can rough it up with your sword if you want, but you’re really just killing time.

Before we go any farther, face north and look for the giant bird — it’ll either be circling or sitting on a tree in the middle of this area. Use the Hook Beetle to bomb it. It’s easiest to just crash the bomb and Beetle into it. This will save you some headache later.

Keep repeating the process until you can exit the area to the west. Visit the bird statue.

Hop in the cart and cross the gap. Face left (west).

Keep heading west to meet Gorko.

Speak to the LD-301 Series robot there to get an updated (downdated, really) map. They’ll also move out of the way of the cart.

Continue east along the edge of the gorge and into the tunnel to return to Lanayru Desert.

Sprint around to the back of the next ruin, and up the ramp. There’s a spot to dig above the overhang. Head to the solid ground to the northeast.

Stand on top of a box and hit the Timeshift Stone again to deactivate it.

Open the chests here for another blue rupee and a Monster Horn. Activate the remote power node.

The Lanayru Mining Facility will rise out of the ground in the center of the map. Head inside and save at the bird statue. We’ll pick up there in the next guide.

Review: Skyward Sword HD is the exact opposite of Breath of the Wild

Polygon 25 July, 2021 - 06:01am

The Switch remaster lets us look back on the Zelda game that wasn’t about exploration

Take Groose, the game’s loud, overconfident heel. He begins his arc by trapping Link’s Loftwing, a race of rideable companion birds that let the citizens of the airborne Skyloft village fly to neighboring islands. He jealously complains about how Link and Zelda are together all the time, how they get special treatment from the village higher-ups. Yet by the end of the game, he’s content with his supporting role in the story and happy to help however he can.

The Skyward Sword remaster finds the same sense of purpose in tradition as its characters do. When it released in 2011, it both felt like it was abandoning what made the Zelda series great while holding on too dearly to traditions from later entries in the series. But it also shows now, as it did when it first came out, how rewarding some traditions can be to uphold, and it makes a concerted effort to introduce them to more people, even as it showcases why Zelda had to move on from them.

In 2011, some Zelda fans saw Skyward Sword as the most clear-cut case yet for how the series had lost its way. Zelda games had always been about exploring a world that seemed massive, about uncovering little nooks and caves without being told to. But as the games entered the 3D space with Ocarina of Time and focused more on grandiose stories and setpiece dungeons, that sense of discovery seemed to take a back seat, with Skyward Sword breaking the series’ focus on exploration altogether.

Instead of exploring and finding secrets, you’re funneled from section to section, especially in the game’s opening hours. Skyward Sword’s three major locales — Faron Woods, Eldin Volcano, and Lanayru Desert — are more levels than areas to explore. In Faron Woods, I met a character who sent me along a straightforward path to activate some Goddess Cubes so I could go get the corresponding chest later highlighted on my map. I solved a few puzzles, unlocked a few shortcuts, then solved slightly more complex puzzles inside the first dungeon. For my efforts, I got a new item. I could clearly see the points where the game wanted me to come back later, once I had more tools like this at my disposal.

That’s the flow for most of Skyward Sword, and realizing how rigid it will be is disappointing. But it was much more disappointing in 2011. The way Skyward Sword funnels you from objective to objective, with exploration as an afterthought, felt like the series abandoning what had made it special. The last Zelda game before Skyward Sword was Spirit Tracks, a portable entry that was even more, well, on rails. It felt like the Zelda that people had grown up on had disappeared, and this new version was here to stay.

More importantly, it explains what I love about Skyward Sword. More than any other Zelda game, it feels rewarding to take part in the Zelda tenets Skyward Sword abides by. Combat has always been a part of the series, but in Skyward Sword, it’s more of a cornerstone than ever. Designed around motion controls with the option to use the right analog stick on Switch, it’s more intricate and involved than most other Zelda games. It asks you to think about which direction you’re slashing, since enemies will block attacks coming from certain directions. It feels good to swipe in the right direction, even if it’s not difficult to do most of the time.

Similarly, most of the new items are notable for their physicality: the bug net you can swing around in circles, the drone you fly to cut strings and carpet-bomb enemies, the whip you fling back and forth with a satisfying snap. All these actions feel great, more so now that you can do them all with a regular controller instead of using the still-finicky motion controls (though the gyroscopic aiming is a welcome option).

The dungeons can be disappointing at times, especially when you compare them to some of the more complex dungeons in the series. But they work because of the focus on how you do something instead of figuring out what to do. You learn how to bomb various objects with the drone beetle in the Lanayru Desert, then layer on a time-traveling mechanic and another item, the Gust Bellows, inside the Lanayru Mining Facility dungeon. This flexes your ability to stack different kinds of logic together, and it felt good not just to figure out a solution, but to execute. Solving puzzles in Skyward Sword has an analog feel to it, like turning knobs and levers on a complex machine, so I didn’t mind the solutions being so straightforward.

Things in Skyward Sword feel good to do, which isn’t something I can say about every Zelda game — even the ones I like better. The Eagle’s Tower dungeon in Link’s Awakening might have one of the smartest hooks of any Zelda dungeon, but boy, is it a pain to move those boulders around. The infamous Water Temple in Ocarina of Time might be one of the most intricate in the series, but it straight-up broke me and my brothers the first time we tried to conquer it.

Breath of the Wild’s numerous shrines might be a joy to discover and its Divine Beasts impressive technical feats, but they all feel like an expression of the same (brilliant, generation-defining) formula that’s better expressed in its overworld, where finding improvised solutions feel more at home. Skyward Sword’s dungeons are bespoke, purposeful, and thematically distinct, something I especially missed in Breath of the Wild. In the Ancient Cistern dungeon, I was not only using the whip to flip switches, swing across gaps, and take down phoenixes with glee, but taking part in what felt like a stage play loosely inspired by The Spider’s Thread. The Lanayru Sand Sea and Sandship not only feature a pair of stupendously cool gimmicks, but also have an arc that alludes to the enticing history of the region and closes with a harrowing boss. Moments like these make it easier to embrace the fact that you’re being guided along.

I dreaded these sections, but they’re not as bad as I remember; it helps that you get through text much more quickly now. But playing through them knowing what came next for the series, it’s obvious Zelda had to change. It had become too mired in its own traditions of creating bigger dungeons, delivering more elaborate setpiece moments, and getting too caught up in its storytelling to leave players to their own devices. Simply iterating on these things wasn’t helping.

As Nintendo itself points out, Skyward Sword birthed several of the things Breath of the Wild used to break the series’ mold, like a stamina meter, resource collection, and item durability, something I remember distinctly thinking in 2011 that I never wanted to see in another Zelda game (it’s good in Breath of the Wild, by the way). These concepts are all present in Skyward Sword, but the game doesn’t really know what to do with most of them. These are concepts meant for a game with more freedom.

Skyward Sword wanted to keep Zelda fresh and exciting, but it did this by making the things you already did as part of its formula feel good instead of finding new ways to do them. But for a series about exploring at your own pace, simplifying dungeons to make them more fun to complete wasn’t going to cut it for much longer. The focus on action, on pulling off simple-but-cool things, only works on a platform built around how fun its controller is to use, and it only works once. After this game, Nintendo had to do something different.

When I go back and play other Zelda games, I’m thankful for how they actually let me loose on a world full of surprises I can find at my own pace instead of being led directly to them. But there’s plenty of things I miss about Skyward Sword, too. It’s brilliant in ways other Zelda games can’t be, thanks to its refined combat, meticulously built dungeons, and surprisingly heartfelt story about coming to grips with destiny. Revisiting it in 2021, with its more rigid traditions now broken, it can breathe a little easier. It’s played its part.

Skyward Sword HD Proves That Future Zelda Games Need Traditional Dungeons

Den of Geek 25 July, 2021 - 06:01am

Should Breath of the Wild 2 feature the kind of classic dungeons that make Skyward Sword so memorable?

“Classic” is certainly the keyword here. Unlike Breath of the Wild’s free and open atmosphere, Skyward Sword emphasizes a somewhat telegraphed fantasy adventure made in the mold of Ocarina of Time, Twilight Princess, and other, more traditional, 3D Zelda entries. Are there drawbacks to that template? Sure, but utterly excellent dungeon design isn’t one of them.

Walking into Skyview Temple, the game’s first dungeon, I was instantly reminded of just how mesmerizing those large-scale puzzle boxes can be. It especially hits home at that moment since, up until that point, the game inundates you with character conversations, petty fetch quests, and combat tutorials, barely allowing you to discover things naturally. Now, though, amongst the ominous stone structures and luminous fauna, I’m finally let off the leash and am more than ready to rescue Zelda by doing the things Link does best: explore and seek out creative solutions.

There’s something magical about stepping into an unknown space with numerous challenges ahead while still feeling secure in the knowledge that you already possess all the tools you need to progress. From there, the onus is on you to use each one appropriately until you can satisfyingly pick away at the mystery located at the dungeon’s center. Openness and intrigue are what make good Zelda dungeons so memorable, and that is why those dungeons were a staple of the series up until 2017.

For all its brilliance and genre-defying conventions, Breath of the Wild’s version of Hyrule sorely lacked much of the awe and wonder offered by those classic-style dungeons. Instead, they were replaced by the much more insular and streamlined shrines, which were a nice reward for venturing into the farthest reaches of the map, but were extremely hit or miss in terms of how fulfilling they were to complete. The best shrines would challenge you to use all six of Link’s Shiekah Slate abilities in ways you never previously thought possible. The worst would present you with yet another Guardian Scout to defeat. Where’s the wonder in that?

No such irregularity exists in Skyward Sword’s dungeons, and that’s mainly because those big set piece areas were carefully designed with pace, structure, and flow in mind. The Ancient Cistern, for instance, sets a new standard for water dungeons in a Zelda game by gifting Link with a whip that changes how you view and navigate the game’s world. Before acquiring that nifty gizmo, hopping around on lily pads or clambering up grass walls was an often cumbersome (but necessary) process. With that item in hand, though, you’re suddenly lashing up and down the titular cistern with grace. It’s a masterclass in showcasing growth in a small space of time.

Whereas Ocarina’s water temple infamously forced players to constantly take their iron boots on and off to get around, the Ancient Cistern learns from past mistakes by making traversal be a breeze. The Whip is even used as a key part of combat scenarios as well as puzzle-solving (as all the game’s best items are). No Shrine in Breath of the Wild benefited from building up an item or power quite like that, as Link’s toolset in that game is essentially complete from the start. You can explore those shrines in any order at any time, which works well for spontaneity, but the absence of Nintendo’s strict authorship does mean that the complexity of those puzzles somewhat levels out.

Another great example of Skyward Sword’s sense of momentum happens early on in Skyview Temple when you come across a locked door with a wandering eye located above it. Most Zelda games would ask you to shoot the eye in order to unlock a passage, but in Skyward Sword, moving to the next room requires Link to wave his mighty sword around and around, confusing the eye until it’s forced to give up. Voila! Such a puzzle would be the centerpiece of one of Breath of the Wild‘s shrines, but here, it’s simply an opportunity to learn this mechanic and then carry that knowledge forward with you to use elsewhere.

In addition to their smart mechanical design, Skyward Sword‘s dungeons feel thematically unique from each other. One minute you’re dodging the danger of liquid-hot magma by rolling along with a giant ball in the Earth temple, and the next, you’re hopping across hundreds of years of Hyrule history while trying to get the Lanayru Mining Facility up and running. Visually, the classic Zelda dungeon format always offers something fresh to look forward to. By comparison, shrines and Divine Beasts feel like they’re cut from the same cloth.

There are, of course, benefits to both approaches, but there’s no reason why future Zelda games can’t benefit from a mixture of shrines, divine beasts, and dungeons. I hope that Nintendo embraces such a format for Breath of the Wild 2 or whatever comes after. It would make the lack of creativity in shrines less of an issue since the real meat of Zelda’s puzzle design ethos could be conceived, built up, and then delivered within a more conventional dungeon format. Such an approach could be one of the few instances where quality and quantity are allowed to exist in harmony.

Breath of the Wild was a clear (and clearly successful) response to the backlash over the overt linearity of certain Zelda games. While Skyward Sword truly does represent one of the worst examples of that linear design philosophy (outside of its dungeons), I can’t help but feel like puzzles in this series will always be more meaningful when they’re treated as proper spectacles rather than something to be finished and then thrown away. There’s a reason Skyward Sword’s dungeons are typically remembered more fondly than any puzzle in Breath of the Wild, and the game’s HD remaster reminds us that Zelda‘s dungeon designers were at the top of their game when this series suddenly went in a different direction.

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Aaron Potter |

Aaron Potter is a freelance word whisperer and lifetime TimeSplitters fanatic whose video game obsession started after playing Mortal Kombat II on his mom’s hand-me-down Sega.…

The Legend of Zelda: Skyward Sword HD for Nintendo Switch review — Improvements can't help this remake from still falling short

iMore 25 July, 2021 - 06:01am

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I'll be honest here. I'm a big Zelda fan, but I've never really liked The Legend of Zelda: Skyward Sword, which is why I've only beaten the motion-control heavy game twice on Wii. My interest peaked when I learned that the game was getting an HD upgrade for Switch that made motion controls optional. Perhaps I could finally enjoy this gimmicky title.

For any who don't know, the plot centers on Link and Zelda, childhood friends who live on the floating island of Skyloft and attend the Knight Academy. After a suspicious tornado knocks Zelda off of her Loftwing and down to the surface below, it's up to Link to save her and defeat the evil force bent on the world's destruction. In the process, Link will have to dive into several dungeons, acquire new gadgets, and meet several crazy characters. Originally, players had to swing the Wiimote around to make Link strike with his sword, but this didn't always respond the way it should. Now button controls have been added to the HD version to make things easier.

Since the game was released, I've beaten Skyward Sword HD on Nintendo Switch. I have to say that the improved mechanics have both made this entry more enjoyable and allowed me to experience some of the classic Zelda playstyles that Breath of the Wild moved away from. However, there' still too much lacking in the base structure to really make Skyward Sword HD a worthwhile Zelda game.

Bottom line: With its updated elements, fun gameplay, and linear plot Skyward Sword HD is a major improvement from the original Wii game. However, it's still got plenty of flaws. Still, if you're a Zelda fan, you ought to check it out. Save the world from evil while meeting a colorful and quirky cast of characters.

The original Skyward Sword game is now 10 years old, and Zelda has drastically changed in that time, with Breath of the Wild being more of an open-world adventure that shook up the series. Going back and playing the linear Skyward Sword HD helped me realize how much of a stepping stone it was towards the fresh mechanics in Breath of the Wild. You'll see the first implementations of the sailcloth or glider, the stamina gauge, and breaking shields which would later become big parts of the next Zelda entry. In many ways, Skyward Sword is what the Wii U was to the Nintendo Switch, an unpopular but important step that leads to something greater.

Still, if you played the original Wii version, you'll find the HD Switch version is definitely an improvement. The art style, though made with dated models, looks very good on the Switch. Additionally, the host of upgrades really helped to make this a better Zelda game.

The motion controls work a lot better than they did on Wii, but button controls are way better.

My biggest issue with the original game is a common one — the unwieldy motion controls didn't always function properly. They made Skyward Sword boss fights incredibly frustrating. Thankfully, Skyward Sword HD is a major improvement. If you're playing on an original Switch, you can choose to use either button controls or motion controls, and if you're playing on a Switch Lite, you'll be using button controls.

I tested both options out during the course of my playthrough, and I confirmed that even though the motion control is far more responsive and works better than it did on Wii, button controls made the game far better for me. With button controls, the right josystick determines what angle Link slashes from. For instance, pushing the joystick from the upper right corner to the bottom left makes him perform a slanted slashing motion from right to left. This made fighting certain bosses easier, but I still found most battles to be rather frustrating.

So, you might be thinking, if the right joystick controls the sword, how do you control the camera? As with most older Zelda games, ZL makes the camera focus directly behind Link. Still, I was happy to find that pressing the L button and then moving the right joystick allows you to move the camera, which is more common nowadays.

It was strange for me not to be using the A button as much as I would in just about any other Zelda game, but you get used to it after a while. Just be warned that switching from motion controls to button controls changes up which buttons you need to press, which is rather confusing. Fortunately, you can check the controls menu to see what does what.

When playing the original Skyward Sword, something that drove me nuts was how Fi (the spirit that resides in your sword) would interrupt you to tell you something mundane. For instance, you'd be fighting an enemy, and suddenly she'd pop up to tell you that your wallet is full. Now, much of her input (outside of cutscenes) is optional with the press of the D-pad rather than an unwanted intrusion.

I also appreciated the new ability to skip cutscenes or move quickly through dialogue. There's a lot of excessive talking in Skyward Sword HD, so skipping through to the important dialogue is a nice change. Plus, if you happen to die during a boss fight, you can skip through the cutscene instead of sitting through it over and over again. Just note that important hints on what to do next are found by talking to people, so don't skip through too fast.

While I like the changes we've seen in Breath of the Wild, Skyward Sword HD made me realize that I've missed some older Zelda standards like letting me dive into big dungeons, defeat themed bosses, and find awesome gadgets that unlock new areas to explore. If you've missed any of those things, then playing Skyward Sword HD might just scratch that itch. If nothing else, the classic Zelda music, which wasn't as present in Breath of the Wild, is found all over the place and might reel you in with nostalgia.

Some sidequests are incredibly silly and are worth seeing to the end just for a laugh.

Honestly, it wouldn't be a Zelda game without some strange characters and zany sidequests. Some characters are downright bizarre while still managing to be endearing. Link's rival, Groose, gives off big Gaston energy as he bullies everyone in Skyloft while Ghirahim, one of the main enemies in the game, comes off unhinged but also completely fabulous.

If you take a moment away from the main story, there are plenty of sidequests that revolve around acquiring Gratitude Crystals. Some of these objectives are incredibly silly and have strange outcomes that are worth seeing to the end just for a laugh. Additionally, the game encourages exploration as this can lead you to find helpful items like Heart Pieces that enlarge your overall health.

Skyward Sword HD's biggest weakness is its repetitive gameplay.

Skyward Sword's biggest weakness is its repetitive gameplay. Since the original game focused so heavily on the new motion control mechanics, boss fights feel very similar to each other and limited in scope. Even when just sticking to button controls, it always slashes at this angle or that angle or jabs at the right moment. You do use some of your gadgets to solve puzzles and defeat certain bosses, but there doesn't feel like a ton of fighting variety. Not to mention, there's a couple of bosses that you will face multiple times, and you'll be bored or maybe even annoyed with these encounters from the start.

On top of that, there are basically only three different locations on land that you explore, and you'll be coming back to these areas at least three times each as the plot progresses. Even if there are big changes between visits, being forced to return to the same locations to complete tasks just gets old after a while. It especially feels limiting when you think about the vastness of Breath of the Wild, Ocarina of Time, or Majora's Mask's maps.

Skyward Sword has long been the black sheep of the core Zelda games, but this HD upgrade makes it far more enjoyable since you can choose to play with motion control or button controls. The artwork holds up really well, and many of the characters are memorable. I found that I had missed the classic Zelda format of diving into dungeons and finding new gadgets to play with (which is something that was missing from Breath of the Wild).

If you really like Zelda games, puzzles, and fantasy worlds, you ought to play Skyward Sword HD. Just note that while the updated mechanics do make it more enjoyable, it is still my least-favorite core Zelda game ever made. The mechanics are improved to be easier to handle, but they can still be frustrating and make most of the game feel repetitive.

Bottom line: Zelda and the world are in trouble, and it's up to Link to make things right. He'll need to explore the skies with the help of his large bird and dive to the surface below to investigate dungeons. There are plenty of puzzles and gadgets for him to interact with along the way.

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Rebecca Spear is the Games Editor for iMore. She loves playing Nintendo Switch games and is a Zelda nut through and through. On any given day you'll find her drawing, playing video games, or reading a good book. Follow her on Twitter @rrspear or email her at rebecca.spear@futurenet.com.

Zelda: Skyward Sword HD guide – Piece of Heart locations

TheWestNews 21 July, 2021 - 03:28am

Similar to other games in the series, The Legend of Zelda: Skyward Sword HD features Pieces of Heart which are found across the game. In total there are 24 hearts to find in the game. Acquiring four heart pieces will increase your total amount of hearts by one.

The following Skyward Sword HD Piece of Heart location guide will show where these powerups can be found in the game. For each heart piece, let’s check them all respectively.

Head north toward the Great Tree after speaking with the elder Kiwi. Look for a small ramp leading to a rope attached to a platform on the tree. Now walk across the rope to the platform with the Heart Container.

After receiving the Beetle, walk towards the north side of the tower. Now you should see a Heart Container behind a cage. Look at the top of the tower for a purple switch, shoot the Beetle at. To open the cage hit the switch at the top of the tower.

After reaching The Lumpy Pumpkin, you should notice the Piece of Heart on top of the venue’s chandelier. Get to the second floor and roll into the railings to shake the chandelier to drop the heart piece.

Hit the Goddess Cube #2 in front of the Skyview Temple entrance in the Deep Woods, a chest should appear on a small, flat island south of the sky entrance to Faron Woods.

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Aaron writes guides and news related to the games at TheWestNews.com. Apart from his passion for writing and playing games he's exploring new places around the globe.

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LeBron James of the Los Angeles Lakers attended Game 5 of the NBA Finals, and Twitter is reacting to him...

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