It's a pretty good quest.. Only thing is, at the beginning of the game,
you could probably very simply hide the teleporting FFC blue girl that follows Link around with an Overlayer atop her to hide her sprites on all the
screens when she teleports onto link to follow him with whatever script you were using in the first scenes of the game.
My eyes are quick and i noticed this simply.
Anyways, That's what i would do to hide that problem.
But besides that issue.., (you made the Leevers too fast in the desert near the gerudo castle..) x_x
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Passage Through Time
Overview
Feature Quest
Creator: ywkls Genre: Scripted Added: 08 Nov 2015 Updated: 15 Mar 2024 ZC Version: 2.50 Downloads: 2611 Rating[?]: |
Download Quest (16.11 MB) |
Information
A direct sequel to Balance of Nature, set in the land of Hyrule with characters from Oracle of Ages and other games guest starring. Features two large overworlds per time of day, at least 15 dungeons and more interaction with characters for various sidequests.
Play in 2.53 or newer to avoid compatibility issues.
Play in 2.53 or newer to avoid compatibility issues.
About Reviews Comments Forum Topics
Description
The whole world is locked in one of four times of day and it is up to you to journey from one area to another to get time moving again and defeat those responsible for this. Each time of day has different tasks to be performed. More freedom of movement is permitted, though ultimately your course is restricted by the need to collect all of the major items.
All future updates will use Version 5.
- 15 dungeons, including a massive 5-floor final dungeon that requires shifting through time in order to reach the end.
- All bosses and mini-bosses are fully scripted, including 14 enemies unique to this quest.
- A complex overworld, requiring constantly shifting times of day to reach all areas and secrets.
- Extensive sidequests, including a lengthy trading game, a hunt for Gold Skulltulas and the extermination of rare Golden Monsters.
- Two alternate endings, depending on how many optional tasks you complete.
- Over 20 other scripted effects, including a working Minecart, Guards and unique puzzles.
All future updates will use Version 5.
Version 1.0
11-8-15- Changes sound effects for pots breaking.
11-11-15- A few minor bug fixes.
11-13-15
Added explanation of how to change time of day to intro.
Changed all big treasure chests on overworld to item drops.
An NPC opens the true Temple of Time once you get the items from all times of the day.
Time of day now shown on subscreen.
11-15-15- Moved time warp by Temple of Time.
11-8-15- Changes sound effects for pots breaking.
11-11-15- A few minor bug fixes.
11-13-15
Added explanation of how to change time of day to intro.
Changed all big treasure chests on overworld to item drops.
An NPC opens the true Temple of Time once you get the items from all times of the day.
Time of day now shown on subscreen.
11-15-15- Moved time warp by Temple of Time.
Version 2.0
11-29-15
Added support for overworld continue points
Added mine cart sound effects.
Created enhanced cutscenes.
Fixed a few script bugs.
Fixed a few tile errors and typos.
Increased overall number of save points and time warp spots.
12-17-15
Added enhanced graphics to all caves courtesy of xenomicx.
Fixed several bugs related to warping between different save regions.
Fixed combo solidity error in Volcanic Fissure.
Fixed possible trap near northwest village.
11-29-15
Added support for overworld continue points
Added mine cart sound effects.
Created enhanced cutscenes.
Fixed a few script bugs.
Fixed a few tile errors and typos.
Increased overall number of save points and time warp spots.
12-17-15
Added enhanced graphics to all caves courtesy of xenomicx.
Fixed several bugs related to warping between different save regions.
Fixed combo solidity error in Volcanic Fissure.
Fixed possible trap near northwest village.
Version 3.0
6-5-16
Added overworld details to all maps.
Added warp zone to make traversing overworld easier.
Added script for extra item drops in certain tough boss fights.
Added extra screens to final Temple of Time and script to allow that.
Added scripted Stone of Agony to detect Gold Skulltulas.
Added optional boss who guards that item.
Added optional final boss for those who finish sidequests.
Changed design of some overworld areas to correct various errors.
Changed minimap title style.
Fixed various sidewarp errors and design flaws.
Fixed various typos and script errors.
Fixed bugs with second ending.
7-3-16
Added time warp on top of volcano.
Added some more layered effects.
Blocked off entrances to some dungeons without required items.
Fixed some dungeon design issues.
Fixed some typos.
Fixed some enemy appearance issues.
Fixed some tile issues.
Fixed sound error during ending.
Slight changes to some overworld screens.
Removed enemies from overworld save screens.
7-16-16
Fixed some warp errors.
Fixed a layering issue in north Hyrule.
Loaded script for Stone of Agony boss, which had been accidentally left out.
7-31-16 & 8-3-16- Fixed various continue point errors.
9-4-16- Reduced number of posts to hits in some puzzles and rewrote clues.
9-21-16- Fixed a tile solidity error outside the Temple of Time, at daytime.
10-10-16
Changed color of friendly Gerudo.
Fixed tile error near your house.
Fixed tile error in the desert.
Fixed some typos.
Fixed an error in the room where you get the 4th level sword.
10-13-16- Fixed an error relating to a Nayru encounter near Snowfall Resort.
10-14-16- Fixed a warp and continue bug in the last dungeon.
10-16-16
Fixed a combo error relating to the pots in the desert.
Fixed a block puzzle room in the last dungeon.
10-23-16- Fixed an error involving doors in the northeast village at night.
10-29-16
Fixed a script error involving multiple npc's on the same screen.
Removed enemies around time warp on Volcano.
12-10-16
Added super bombs in chest by boss to Temple of Time, day.
Adjusted room near Heart Piece in Turtle Rock to prevent warping into mine cart tracks.
Fixed message error with secret ammo shop.
Fixed various warp errors.
Fixed tile error in Volcanic Fissure.
Fixed combo error near Turtle Rock.
Fixed Skulltula sound trigger near Snowfall Resort.
Fixed secret potion shop entrance.
Fixed Blizzeta sprite.
Fixed some typos.
Fixed some errors with the ending.
Removed enemies from various time warp areas.
2-19-17
Fixed some screens in the post-game area to be in harmony with the sequel.
Fixed setup of swords so that beam hearts requirements and beam damage is set correctly.
Finally fixed bug with Spinnut Sword tiles.
7-28-17
Fixed Revival potion to heal full health
Fixed Pegasus Boots/Hamiltonian Path interaction
9-17-17
Added no enemy flags to barriers in level 8.
Added time warp near level 5,10.
Changed CSet of some overworld bushes to match others.
Changed Layout of level 6 slightly.
Fixed typo.
Fixed tiered secret in level 10.
3-11-19- Fixed combo error in Turtle Rock which prevented completing the quest.
4-9-20
Adjusted level 14 boss and refight of that boss so it wouldn't get stuck in a corner.
Fixed a few combo errors.
Fixed a few typos.
Fixed issue which prevented full ending from playing.
Fixed issue which made you invisible in the ending.
6-5-16
Added overworld details to all maps.
Added warp zone to make traversing overworld easier.
Added script for extra item drops in certain tough boss fights.
Added extra screens to final Temple of Time and script to allow that.
Added scripted Stone of Agony to detect Gold Skulltulas.
Added optional boss who guards that item.
Added optional final boss for those who finish sidequests.
Changed design of some overworld areas to correct various errors.
Changed minimap title style.
Fixed various sidewarp errors and design flaws.
Fixed various typos and script errors.
Fixed bugs with second ending.
7-3-16
Added time warp on top of volcano.
Added some more layered effects.
Blocked off entrances to some dungeons without required items.
Fixed some dungeon design issues.
Fixed some typos.
Fixed some enemy appearance issues.
Fixed some tile issues.
Fixed sound error during ending.
Slight changes to some overworld screens.
Removed enemies from overworld save screens.
7-16-16
Fixed some warp errors.
Fixed a layering issue in north Hyrule.
Loaded script for Stone of Agony boss, which had been accidentally left out.
7-31-16 & 8-3-16- Fixed various continue point errors.
9-4-16- Reduced number of posts to hits in some puzzles and rewrote clues.
9-21-16- Fixed a tile solidity error outside the Temple of Time, at daytime.
10-10-16
Changed color of friendly Gerudo.
Fixed tile error near your house.
Fixed tile error in the desert.
Fixed some typos.
Fixed an error in the room where you get the 4th level sword.
10-13-16- Fixed an error relating to a Nayru encounter near Snowfall Resort.
10-14-16- Fixed a warp and continue bug in the last dungeon.
10-16-16
Fixed a combo error relating to the pots in the desert.
Fixed a block puzzle room in the last dungeon.
10-23-16- Fixed an error involving doors in the northeast village at night.
10-29-16
Fixed a script error involving multiple npc's on the same screen.
Removed enemies around time warp on Volcano.
12-10-16
Added super bombs in chest by boss to Temple of Time, day.
Adjusted room near Heart Piece in Turtle Rock to prevent warping into mine cart tracks.
Fixed message error with secret ammo shop.
Fixed various warp errors.
Fixed tile error in Volcanic Fissure.
Fixed combo error near Turtle Rock.
Fixed Skulltula sound trigger near Snowfall Resort.
Fixed secret potion shop entrance.
Fixed Blizzeta sprite.
Fixed some typos.
Fixed some errors with the ending.
Removed enemies from various time warp areas.
2-19-17
Fixed some screens in the post-game area to be in harmony with the sequel.
Fixed setup of swords so that beam hearts requirements and beam damage is set correctly.
Finally fixed bug with Spinnut Sword tiles.
7-28-17
Fixed Revival potion to heal full health
Fixed Pegasus Boots/Hamiltonian Path interaction
9-17-17
Added no enemy flags to barriers in level 8.
Added time warp near level 5,10.
Changed CSet of some overworld bushes to match others.
Changed Layout of level 6 slightly.
Fixed typo.
Fixed tiered secret in level 10.
6-21-18
Added warp back to Windswept Maze area
Added shortcut out of snow area.
Added shop for Bait and Revival Potion in last level.
Added intermediate bomb bag, quiver and progressive item script
Added script to show Level numbers on subscreen
Changed music in warp zone
Changed warps in warp zone to sensitive warps.
Changed walls of Daylit Crevasse block boomerangs to keep from breaking the dungeon
Changed prize for event which previously awarded Peri Beam Scroll to 100 Rupees.
Changed prize for target mini-games to 100 Rupees
Fixed tile error by entrance to Noxious Marsh
Fixed tile error in Warp Zone.
Fixed warp error in sky.
Fixed sign script so they can be read multiple times.
Fixed bug with a pit in Turtle Rock.
Fixed bug where killing Wood Warden core leaves duplicates alive.
Fixed bug where you'd be invisible at the end of the game.
Fixed warp error in Temple of Time.
Fixed sprites- Daygleam, Big Moldorm
Fixed script for opening doors in Snowfall
Made Wind Robes stay dead if defeated.
Made room after Turtle Rock boss open way to Super Bomb shop to prevent softlock.
Made ending trigger if you return to roof after beating game.
Moved Peril Beam Scroll to shop
Raised activation threshold of Peril Ring to 4 hearts.
Upgraded mini-boss and boss sword and beam defense to half damage post level 3 sword
Updated Moldorm script.
Removed script placed in error.
Added warp back to Windswept Maze area
Added shortcut out of snow area.
Added shop for Bait and Revival Potion in last level.
Added intermediate bomb bag, quiver and progressive item script
Added script to show Level numbers on subscreen
Changed music in warp zone
Changed warps in warp zone to sensitive warps.
Changed walls of Daylit Crevasse block boomerangs to keep from breaking the dungeon
Changed prize for event which previously awarded Peri Beam Scroll to 100 Rupees.
Changed prize for target mini-games to 100 Rupees
Fixed tile error by entrance to Noxious Marsh
Fixed tile error in Warp Zone.
Fixed warp error in sky.
Fixed sign script so they can be read multiple times.
Fixed bug with a pit in Turtle Rock.
Fixed bug where killing Wood Warden core leaves duplicates alive.
Fixed bug where you'd be invisible at the end of the game.
Fixed warp error in Temple of Time.
Fixed sprites- Daygleam, Big Moldorm
Fixed script for opening doors in Snowfall
Made Wind Robes stay dead if defeated.
Made room after Turtle Rock boss open way to Super Bomb shop to prevent softlock.
Made ending trigger if you return to roof after beating game.
Moved Peril Beam Scroll to shop
Raised activation threshold of Peril Ring to 4 hearts.
Upgraded mini-boss and boss sword and beam defense to half damage post level 3 sword
Updated Moldorm script.
Removed script placed in error.
3-11-19- Fixed combo error in Turtle Rock which prevented completing the quest.
4-1-20
Added helpful NPC with clue on how to reach level 3.
Added shortcut in and out of Gerudo Hideout
Added shortcut from back to front side of town near level 8
Added hint to pit in level 13.
Added hint about ammo dropping in level 13 boss fight
Added hint on how to beat Temple of Time twilight boss
Added hint to level 11 on missed Roc's Feather path
Added arrows to items dropped by pots/bushes/grass
Added whistle warp west of Turtle Rock
Adjusted room that could cause a forced F6
Adjusted clue to one logic puzzle so it actually makes sense
Adjusted clue to Super Bomb shop
Fixed one screen related to the trading sequence
Fixed bug with level 14 boss
Fixed typos
Added helpful NPC with clue on how to reach level 3.
Added shortcut in and out of Gerudo Hideout
Added shortcut from back to front side of town near level 8
Added hint to pit in level 13.
Added hint about ammo dropping in level 13 boss fight
Added hint on how to beat Temple of Time twilight boss
Added hint to level 11 on missed Roc's Feather path
Added arrows to items dropped by pots/bushes/grass
Added whistle warp west of Turtle Rock
Adjusted room that could cause a forced F6
Adjusted clue to one logic puzzle so it actually makes sense
Adjusted clue to Super Bomb shop
Fixed one screen related to the trading sequence
Fixed bug with level 14 boss
Fixed typos
4-9-20
Adjusted level 14 boss and refight of that boss so it wouldn't get stuck in a corner.
Fixed a few combo errors.
Fixed a few typos.
Fixed issue which prevented full ending from playing.
Fixed issue which made you invisible in the ending.
Version 4.0
7-19-20
Added shadows to all over/under bridges
Fixed warp errors in level 2
Fixed some subscreen errors
Fixed some DMaps so that the overworld map couldn't be displayed
Fixed layer error in warp zone
8-20-20
Added border layers to upper floor of Eerie Catacomb
Adjusted some combos
Adjusted some strings
Changed shortcut trigger by level 6 to be activated by the sword
Changed Vitreous refight room to have shallow water and slime layer
Fixed various typos
Fixed combo errors with short dungeon stairs
Updated script for mini-boss for level 1 so it won't get stuck in a corner
Removed enemies from various pot rooms
9-25-20
Fixed error with Agahnim script
Fixed layer issues with Eerie Catacomb
Fixed error where Boss Warp script wasn't loaded right
9-26-20
Fixed another error with Agahnim script
Fixed an error which prevented changing the time of day
1-15-21-Fixed an error with the target mini-game that returned your money after you paid for it
1-27-21
Changed level 2 Ropes to no longer be flashing
Changed npc scripts where those which disappear do so instantly
2-16-21- Updated sprites for 4-way Gohma, provided by Ether.
2-23-21
Added item pickup message to Blue Keys.
Fixed error where fast Armos looked like Peahats
Fixed a string error
Fixed error with level 1 mini-boss script not being loaded correctly
Fixed error where Like Likes could eat your shield
Updated credits
Updated scripts to 2.53
2-25-21- Recompiled all scripts which had been accidentally omitted.
5-25-21- Added script to make boss music only play while enemies are alive
5-28-21- Overhauled follower script to eliminate rough screen transitions
5-31-21
Added LTTP shutters script
Added pot sfx script to desert
Moved level 2 structure to the left slightly
Fixed CSet error with a Nayru encounter
Fixed Guy error in a Nayru encounter
Updated credits
6-6-21
Adjusted setting on bitmap draws
Adjusted a few screens in level 1
Fixed typo
Fixed combo error in level 1
6-25-21
Adjusted some screens to look identical at other times of day
Added standardized layers across the quest
Added adjusted Ammo Refill script
Added Ammo Refill to Blizzeta fight
Fixed typo
Fixed a bug where you could a Gold Skulltula near level 8 early
Fixed a bug where the Gold Skulltula indicator wasn't carried over right
Fixed some combo errors
Fixed some screens which looked different at other times of day that shouldn't have
Fixed bug in Floating Labyrinth where you have to F6 if you didn't get all the keys
Fixed some layer errors in Eerie Catacomb
Removed enemies near shortcut to level 6 area
8-17-21
Fixed combo error
Fixed flag error
Fixed warp placement error
Fixed error in final cutscene
6-14-20
Added shortcut in and out of Turtle Rock area to north village at Dawn, requires Super Bombs and Hookshot
Added shortcut between top and bottom of volcano.
Added clue about house with hammer posts outside
Added clues about fighting Vaati on the rooftop
Added clue about how to fight the Golden Darknut
Added clue about vines that recede at Twilight
Added shortcut atop Turtle Rock to let you leave and enter the dungeon at a different point.
Added clue about tree gates opening at Twilight.
Added clue about having to visit the upper floor in Snowfall Resort once all torches are lit.
Added clues to beating Aurora and Daygleam.
Added boss health meter to all existing dungeon bosses
Added script to display a string when entering a dungeon
Added script to create shortcuts between distant parts of a dungeon
Adjusted Helmasaur King sprites slightly
Adjusted some strings
Changed rules to allow fast heart refill
Fixed error with sign ffc in Snowfall Resort
Fixed screen near path to Windswept Jail where you could get infinite Friendship tokens.
Turned off "Enemies Jump/Fly in Z-Axis" rule
Updated Agahnim to new script
Updated Vitreous to new script and new room layout
Added shortcut in and out of Turtle Rock area to north village at Dawn, requires Super Bombs and Hookshot
Added shortcut between top and bottom of volcano.
Added clue about house with hammer posts outside
Added clues about fighting Vaati on the rooftop
Added clue about how to fight the Golden Darknut
Added clue about vines that recede at Twilight
Added shortcut atop Turtle Rock to let you leave and enter the dungeon at a different point.
Added clue about tree gates opening at Twilight.
Added clue about having to visit the upper floor in Snowfall Resort once all torches are lit.
Added clues to beating Aurora and Daygleam.
Added boss health meter to all existing dungeon bosses
Added script to display a string when entering a dungeon
Added script to create shortcuts between distant parts of a dungeon
Adjusted Helmasaur King sprites slightly
Adjusted some strings
Changed rules to allow fast heart refill
Fixed error with sign ffc in Snowfall Resort
Fixed screen near path to Windswept Jail where you could get infinite Friendship tokens.
Turned off "Enemies Jump/Fly in Z-Axis" rule
Updated Agahnim to new script
Updated Vitreous to new script and new room layout
7-19-20
Added shadows to all over/under bridges
Fixed warp errors in level 2
Fixed some subscreen errors
Fixed some DMaps so that the overworld map couldn't be displayed
Fixed layer error in warp zone
8-20-20
Added border layers to upper floor of Eerie Catacomb
Adjusted some combos
Adjusted some strings
Changed shortcut trigger by level 6 to be activated by the sword
Changed Vitreous refight room to have shallow water and slime layer
Fixed various typos
Fixed combo errors with short dungeon stairs
Updated script for mini-boss for level 1 so it won't get stuck in a corner
Removed enemies from various pot rooms
9-25-20
Fixed error with Agahnim script
Fixed layer issues with Eerie Catacomb
Fixed error where Boss Warp script wasn't loaded right
9-26-20
Fixed another error with Agahnim script
Fixed an error which prevented changing the time of day
1-15-21-Fixed an error with the target mini-game that returned your money after you paid for it
1-27-21
Changed level 2 Ropes to no longer be flashing
Changed npc scripts where those which disappear do so instantly
2-16-21- Updated sprites for 4-way Gohma, provided by Ether.
2-23-21
Added item pickup message to Blue Keys.
Fixed error where fast Armos looked like Peahats
Fixed a string error
Fixed error with level 1 mini-boss script not being loaded correctly
Fixed error where Like Likes could eat your shield
Updated credits
Updated scripts to 2.53
2-25-21- Recompiled all scripts which had been accidentally omitted.
3-20-21
Added new Iron Knuckle sprites by Ether
Added shortcut in and out of warp area near level 8
Added shortcut in level 10 behind spikes to key in same area
Added scripts to screens with switches to make sounds
Adjusted a screen to match Nayru encounter
Adjusted screen near trading sequence to be a less obvious warp
Adjusted screen in level 10 which could be skipped
Adjusted combos for Helmasaur King
Changed combo you can use a super bomb on near level 13
Changed how level 6 shortcut works
Changed some barriers in level 8
Changed pushable block in Temple of Time to secret trigger
Changed message string in secret shop in Temple of Time
Fixed screen state carryover errors
Fixed various typos
Fixed ffc placement errors
Fixed ambient sound errors
Fixed missing Gold Skulltula error near level 9
Fixed solidity issue with npc in level 12
Fixed issue with npc not changing to correct combo
Fixed some layer and secret issues
Fixed a walkability issue
Fixed ffc flag errors
Fixed screen MIDI change error
Fixed target game in level 14 to show right palette and DMap name
Fixed flaw in magic mirror puzzle which would let you cheese it
Fixed issue with death animation of final boss
Moved boss warp shortcut in Temple of Time night
Updated script for sideview Moblins
Updated cave and interior maps to not show time of day
Removed enemies around time warp near level 13
Added new Iron Knuckle sprites by Ether
Added shortcut in and out of warp area near level 8
Added shortcut in level 10 behind spikes to key in same area
Added scripts to screens with switches to make sounds
Adjusted a screen to match Nayru encounter
Adjusted screen near trading sequence to be a less obvious warp
Adjusted screen in level 10 which could be skipped
Adjusted combos for Helmasaur King
Changed combo you can use a super bomb on near level 13
Changed how level 6 shortcut works
Changed some barriers in level 8
Changed pushable block in Temple of Time to secret trigger
Changed message string in secret shop in Temple of Time
Fixed screen state carryover errors
Fixed various typos
Fixed ffc placement errors
Fixed ambient sound errors
Fixed missing Gold Skulltula error near level 9
Fixed solidity issue with npc in level 12
Fixed issue with npc not changing to correct combo
Fixed some layer and secret issues
Fixed a walkability issue
Fixed ffc flag errors
Fixed screen MIDI change error
Fixed target game in level 14 to show right palette and DMap name
Fixed flaw in magic mirror puzzle which would let you cheese it
Fixed issue with death animation of final boss
Moved boss warp shortcut in Temple of Time night
Updated script for sideview Moblins
Updated cave and interior maps to not show time of day
Removed enemies around time warp near level 13
5-25-21- Added script to make boss music only play while enemies are alive
5-28-21- Overhauled follower script to eliminate rough screen transitions
5-31-21
Added LTTP shutters script
Added pot sfx script to desert
Moved level 2 structure to the left slightly
Fixed CSet error with a Nayru encounter
Fixed Guy error in a Nayru encounter
Updated credits
6-6-21
Adjusted setting on bitmap draws
Adjusted a few screens in level 1
Fixed typo
Fixed combo error in level 1
6-25-21
Adjusted some screens to look identical at other times of day
Added standardized layers across the quest
Added adjusted Ammo Refill script
Added Ammo Refill to Blizzeta fight
Fixed typo
Fixed a bug where you could a Gold Skulltula near level 8 early
Fixed a bug where the Gold Skulltula indicator wasn't carried over right
Fixed some combo errors
Fixed some screens which looked different at other times of day that shouldn't have
Fixed bug in Floating Labyrinth where you have to F6 if you didn't get all the keys
Fixed some layer errors in Eerie Catacomb
Removed enemies near shortcut to level 6 area
8-17-21
Fixed combo error
Fixed flag error
Fixed warp placement error
Fixed error in final cutscene
Version 5.0
3-12-24
Changed extra entrance to level 1 to a pitfall
Fixed combo errors
Fixed item error
Fixed room errors
Fixed setup of Pegasus Boots objects
Fixed script error
Fixed bug with bitmap drawing
Updated stairs to use walk up stairs sound effects
3-14-24
Changed secret shortcut outside Turtle Rock
Fixed walkability error
Fixed room errors
3-15-24 Fixed room error
3-11-24
Updated quest file to ZC Version 2.55
Added zip file using both 2.53 and 2.55 versions
Changed all pots to use new combo options,
Changed all block puzzles to use new combo options.
Changed all pits to use new combo options.
Changed all signs to use new combo options.
Changed all lava to use new combo options.
Changed all items to use new item settings.
Changed some npcs to use new combo options.
Updated quest file to ZC Version 2.55
Added zip file using both 2.53 and 2.55 versions
Changed all pots to use new combo options,
Changed all block puzzles to use new combo options.
Changed all pits to use new combo options.
Changed all signs to use new combo options.
Changed all lava to use new combo options.
Changed all items to use new item settings.
Changed some npcs to use new combo options.
3-12-24
Changed extra entrance to level 1 to a pitfall
Fixed combo errors
Fixed item error
Fixed room errors
Fixed setup of Pegasus Boots objects
Fixed script error
Fixed bug with bitmap drawing
Updated stairs to use walk up stairs sound effects
3-13-24
Added sign in Turtle Rock
Changed all sky warps to pitfalls
Changed various rooms
Fixed ffc error
Fixed item setup bugs
Fixed secret errors
Fixed door error
Fixed layer error
Fixed buggy pits
Fixed sign bug
Fixed lava bug
Added sign in Turtle Rock
Changed all sky warps to pitfalls
Changed various rooms
Fixed ffc error
Fixed item setup bugs
Fixed secret errors
Fixed door error
Fixed layer error
Fixed buggy pits
Fixed sign bug
Fixed lava bug
3-14-24
Changed secret shortcut outside Turtle Rock
Fixed walkability error
Fixed room errors
3-15-24 Fixed room error
Story
The Hero who saved the land of Holodrum has been called upon once again to aid those in distress. Bereft of the items he needs to fight the evil that has overrun Hyrule, he must journey throughout the land in order to recover the lost fragments of the Triforce and restore time to its natural flow.
Tips & Cheats
This quest is has an extremely linear, non-linear design. You must complete two dungeons to unlock the next two, but which of those that you choose to enter is up to you.
Credits
Tileset- Dance of Remembrance (Hybrid)
Testers- Lejes, Darunia, car80
Script Advisers- Lejes, Moosh, ZoriaRPG, justin
Music- Espilan, Oulisa, Radien, Vargen, Bagel, SiGuy, Shadow143, SinclairC, Blitz Lunar
Scripts- justin, Moosh, Saffith, Joe123, MoscowModder, Dimentio, Avataro, Lejes
Sprites- MasterManiac, DaLink, BruceJuice, Vaati, Radien, Saffith, Ricky of Kokiri, Lotus Eater,
Strato, Jupiter, Anthus, FireSeraphim, Joe123, Moosh, TommyLee, CCC, CastChaos,
Barubary, redblueyellow, Davias, SmithyGCN, CrimsonPenguin, Pepeztyle, Kenju,
Tonberry2K, Ryan914, Kazuu90210, Relic, Red Halberd, Ether
Enhanced Graphics- xenomicx
Special Thanks- Lejes- For the ghost.zh tutorial and thoroughly testing the quest.
Dimentio- For streaming the quest, creating the script for Vaati's final form and generating good ideas.
Eppy- For finally posting his stream of this so I could fix even more issues.
Epsalon ZX- For doing extensive post-release testing to clear up some as yet undiscovered bugs.
All scripters, Nintendo
SCKnuckles & MeleeWizard- For doing an LP of the quest.
Testers- Lejes, Darunia, car80
Script Advisers- Lejes, Moosh, ZoriaRPG, justin
Music- Espilan, Oulisa, Radien, Vargen, Bagel, SiGuy, Shadow143, SinclairC, Blitz Lunar
Scripts- justin, Moosh, Saffith, Joe123, MoscowModder, Dimentio, Avataro, Lejes
Sprites- MasterManiac, DaLink, BruceJuice, Vaati, Radien, Saffith, Ricky of Kokiri, Lotus Eater,
Strato, Jupiter, Anthus, FireSeraphim, Joe123, Moosh, TommyLee, CCC, CastChaos,
Barubary, redblueyellow, Davias, SmithyGCN, CrimsonPenguin, Pepeztyle, Kenju,
Tonberry2K, Ryan914, Kazuu90210, Relic, Red Halberd, Ether
Enhanced Graphics- xenomicx
Special Thanks- Lejes- For the ghost.zh tutorial and thoroughly testing the quest.
Dimentio- For streaming the quest, creating the script for Vaati's final form and generating good ideas.
Eppy- For finally posting his stream of this so I could fix even more issues.
Epsalon ZX- For doing extensive post-release testing to clear up some as yet undiscovered bugs.
All scripters, Nintendo
SCKnuckles & MeleeWizard- For doing an LP of the quest.
Malstygian
Edited 06 April 2020 - 08:08 PM
Just finished this yesterday and I found everything except for 1 piece of heart.
When I first started, I was really impressed and enjoyed the quest, but by the end, things got extremely repetitive. The final boss fight was creative and left me with a somewhat more positive impression while watching the credits. My official rating is 3.3/5, but since we can't do half-stars and I can see the work you put into this quest, I'll round it up to a 4.
Spoiler
What I liked:
What I liked:
- The whole 4 times a day concept was really nice although not perfect because whenever coming out of caves and dungeons, there was always that 1-2 seconds of trying to adjust to the correct time
- The music choices for the dungeons
- The scripted bosses although some were simple to beat by sniping at them with sword beams from a corner
- All of the collectibles: 50 skulltullas, the blue chests/blue keys, pieces of heart, golden monsters, and the trading sequence
- The puzzles... the first 3 times for each
- The Temple of Time
- The Vaati battle
- The maps in the dungeons were basically useless although the shapes of the dungeons were pretty creative. Yes, you enabled the mapping feature which allows the player to look at a snapshot of every room, but that doesn't help when portals, stairs, and even some doorways go to random spots on the map with no way to tell how you get from point A to point B. This made Turtle Rock particularly frustrating.
- The dungeon designs grew to be repetitive. Progress. Find a locked door. Backtrack for a key. Unlock the door. Progress. Find a locked door. Backtrack for a key Unlock the door... etc, etc, etc.
- Some REALLY frustrating moments that almost caused me to stop altogether:
- - Frustrating moment #1: Finding Level 2. The information given after Level 1 hints towards south of Hyrule Castle. Imagine my surprise when I followed those instructions and wound up in Level 3. Then realizing that I needed the Bow & Arrow to progress, I ended up tapping almost every single wall in the beginning rooms of Level 3, thinking that the Bow was in there somewhere (thank goodness I had found the spin attack in one of the blue chests). It wasn't until I went over every screen of the overworld that I could reach that I discovered that the posts at the end of the bridge at the beginning retract at night. To be fair, you did have the sign that said something along the lines of "the bridge can be crossed only at night" and you did show it during the opening scenes, but you couldn't get to the sign to read it again unless it was night. Additionally, whenever I saw the posts raised, I thought that I wouldn't be able to cross the bridge until I had the hammer. Suggestion #1: Duplicate the sign and put it on both sides of the bridge. Suggestion #2: Have someone/something hint towards the beginning bridge because honestly that was the last place I checked...
- - Frustrating moment #2: Finding the magic boomerang. By the time I had found the regular boomerang in Level 6, I had found Level 7. I spent a minute trying to find a spot where I could maybe hit the first boomerang switch in Level 7. I knew in the back of my mind that I needed the magic boomerang's longer reach, but I had no idea where it could be so I went back to searching every screen reachable on the overworld (which was about 4-5 times larger than searching for Level 2) in all the time periods until I discovered that the vines in the graveyard retracted at twilight. When I first encountered those vines, I thought I could burn or even bomb them - there was no hint that I could find that told me they would retract at twilight.
- The puzzles after the 3rd time for each. I really like logic puzzles so when I ran into the first logic puzzle, I stopped and figured it out before slashing the switches. After the 5th one, I grew tired and I discovered that I didn't need to read the hints and could guess the order. The block puzzles grew to be repetitive but were quickly solvable; the path puzzles... ugggh, the path puzzles... you couldn't skip them, you couldn't memorize the order, and they weren't quick. I enjoyed the first 3 path puzzles but as I encountered path puzzle after path puzzle, I found myself groaning audibly.
When I first started, I was really impressed and enjoyed the quest, but by the end, things got extremely repetitive. The final boss fight was creative and left me with a somewhat more positive impression while watching the credits. My official rating is 3.3/5, but since we can't do half-stars and I can see the work you put into this quest, I'll round it up to a 4.
- ywkls likes this
Useless Old Man Wisdom
Posted 21 September 2016 - 08:10 PM
I originally played through this quest around when it first came out. I see that the quest has been polished up quite a bit since then so decided to replay.
I'm a big fan of the time-of-day gimmick and found it fun to find the Schrodinger's items that appear at certain times of day. Its really impressive how well executed the scripting is in this department. I recall there were some issues with this, including wierd continue bugs and the possibility of game breaking bugs with regard to the time system in the early version of the quest, so good job getting those things sorted.
While the time-of-day system and thusly complex and nuanced overworld are strong, the dungeon design is not. I hesitate to call it bad, because the last three dungeons, and especially the temple of time are a complete 180 from all the prior ones. That said, I feel the dungeon design up to those last three was very mediocre. Basically, the dungeons are nothing but blocks of 3-5 rooms that one must sort through to find a key, and then progress through a locked door to repeat this cycle of 3-5 rooms over and over. There is no cohesive flow or need for strategy, which almost makes these dungeons tedious. The creator obviously has talent in dungeon design as can be seen in the last 3 dungeons, which makes the design of all the prior dungeons puzzling. Maybe this is meant to keep in spirit with Balance of Nature, whose dungeons also were made like this and for which quest this one is a sequal.
The difficulty is average-easy, so even though there are tons of things to explore for on the overworld, the quest advances quickly. Even the optional sidequest for the golden beasts seemed pretty underwhelming in terms of challenge. To this end, I found that the item I won for finding all the gold skulltulas turned the difficulty down to ridiculously easy and was pretty much game breaking for that reason.
I'm a big fan of the time-of-day gimmick and found it fun to find the Schrodinger's items that appear at certain times of day. Its really impressive how well executed the scripting is in this department. I recall there were some issues with this, including wierd continue bugs and the possibility of game breaking bugs with regard to the time system in the early version of the quest, so good job getting those things sorted.
While the time-of-day system and thusly complex and nuanced overworld are strong, the dungeon design is not. I hesitate to call it bad, because the last three dungeons, and especially the temple of time are a complete 180 from all the prior ones. That said, I feel the dungeon design up to those last three was very mediocre. Basically, the dungeons are nothing but blocks of 3-5 rooms that one must sort through to find a key, and then progress through a locked door to repeat this cycle of 3-5 rooms over and over. There is no cohesive flow or need for strategy, which almost makes these dungeons tedious. The creator obviously has talent in dungeon design as can be seen in the last 3 dungeons, which makes the design of all the prior dungeons puzzling. Maybe this is meant to keep in spirit with Balance of Nature, whose dungeons also were made like this and for which quest this one is a sequal.
The difficulty is average-easy, so even though there are tons of things to explore for on the overworld, the quest advances quickly. Even the optional sidequest for the golden beasts seemed pretty underwhelming in terms of challenge. To this end, I found that the item I won for finding all the gold skulltulas turned the difficulty down to ridiculously easy and was pretty much game breaking for that reason.
- Deedee likes this
Joelmacool
Posted 10 January 2016 - 09:18 AM
The dungeons in this game is the same. There is no difference in the dungeons apart from the colour, enemies and length.
The overworld is alright but seems boxed and some screen don't have a lot of detail.
Good try, good concept.
Sorry but a 2/5
The overworld is alright but seems boxed and some screen don't have a lot of detail.
Good try, good concept.
Sorry but a 2/5
- Mani Kanina likes this
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