The Legend of Zelda: Link Between Worlds Hero Mode is no joke. Seriously, I am one of the many legions of Nintendo fans who have been clamoring for harder Zelda games for years, and now that I've got it - I remember the old phrase "be careful what you wish for." Because I am getting my salad handed to me on a silver platter and it is not pleasant. And by that I mean it's extremely fun and satisfying - except when I get whupped. And hey, you'll find a few new Majora's Mask teases!
Also Read: Legend of Zelda: A Link Between Worlds Review
I'd like to help you avoid getting whupped as well when you try Hero Mode, and I'd like to discuss the overall merits of the new addition. Let's do that last bit first, with tips embedded along the way. First, Hero Mode came out in two Zelda games this year: Wind Waker HD and Link Between Worlds. There are a few key differences between them. The most obvious is that Wind Waker HD Hero Mode is available right from the outset [island], whereas in Link Between Worlds you have to unlock it by beating the game. Which means the game won't have any more plot twists or turns.
First off, that's just fine: I would prefer if Hero Mode were open right from the start in Link Between Worlds, but I soon discovered it's far from the end of the world(s). First tip: Don't jump into Hero Mode right after beating regular mode. Give yourself a week or two to forget basic details, like where all the piees of heart are. It's more satisfying that way.
One of the more frustrating things about Hero Mode is that it's hardest right at the beginning, because you only have three hearts - and enemies, even rats, do a full two hearts of damage, four times as much as normal. Unlike Wind Waker HD, you do still get hearts from pots and enemies, but you have no backup: two hits and you're dead. One hit, find a heart, one hit, you're dead. So be careful underground in the Sanctuary, especially since it's dark. Seriously, if you're trying to go for zero deaths or minimal deaths, this is the Danger Zone. So is the Eastern Palace - but by then you can and must have the first bottle, which you can buy from the merchant in Kakariko. That gives you a fairy, which makes a world of difference.
After the Eastern Palace, Hero Mode becomes less frustrating and much more exciting. It plays much like regular mode, obviously, with one caveat - Hyrule is a seriously dangerous place now. You have to be pretty cautious just wandering around in the overworld. It's not a jaunt. But once you can rent the full gamut of items (minus the Sand Rod), you have a lot more options - and you can get at least two full Heart Containers worth of Pieces of Heart (don't forget the mini-games), probably more. That gives you a lot more insurance, and you'll settle into a routine. This is where Hero Mode shines - you have to constantly be careful, and parts of the dungeons can still be quite difficult, but you aren't at instant risk of dying for every little mistake.
Also, start collecting Maiamais as soon as you get Bombs. You can't get any rewards until you can start buying items, but you want to start as soon as possible.
And that should be enough to carry you through to Lorule. By the time you enter Hyrule Palace, you should have eight or nine Heart Containers, three bottles - which you should always keep full - and some pretty good moves.
But Lorule's a whole different story.