Edit: Sorry Twilight Knight you beat me to answering. Didn't mean to step on any toes.
No problem! Actually I really appreciate your help here, it's often much better than my own.
Just want to say thanks to Twilight Knight and Cast Chaos for this great quest. Kudos to your creative genius in design and playability. It was an experience worth the wait. Pretty much done with the quest with all the intentions of replaying it later to re-live the experience.
Thanks also to Artistic. Young lady, you're the Best.
Thank you! I'm glad you enjoyed it.
I'm pretty much stuck in level 7. Only got the wand and compass and have no clue on what to do. Need a key to open a lock underground and the wand doesn't seem to do anything. There's this cracked switch that i don't know what to do with it and these blacks switches.
For the black switches you need that L3 boomerang, which you need 3 keys for. One is in plain sight, east of the dark big pot. One you get from killing a patra on the lower floor. The last is gained by going right from the entrance, then north.
I hope you can figure it out, the 7th dungeon is pretty tricky.
Check post 140. I posted a picture and a question. Is this an area we can get into?
I forgot to answer that. No, it isn't accessible. I wasn't sure at the time of making it a thing or not.
Hey Twilight_Knight. Not asking for help, just leaving some thoughts here for now. First off, I wanna say that this is one of my favorite quests so far. I'm a huge fan of the overworld. It's large, expansive, beautiful, offers a great deal of freedom with exploration, and actually feels like a fleshed out world. It's definitely among the best ZC overworlds.
But instead of raving about everything I love about the quest, I wanna talk about the things I've disliked so far, in hopes that maybe some of them could be addressed in updates. I'm aware that some are probably not worth the effort it would take, but some seem like easy fixes. First, I wanna talk about this room:

This room is bad and you should feel bad. Like, it stands apart from everything else in the quest by how awful it is. I really don't think it's fair to force the player to fight a patra that large in such a small space. If it moves into the lower right, there's just nothing you can do.
With that major gripe out of the way, a few other things. One... well, the first dungeon as a whole. It wasn't that great. It actually made me really worried about the other dungeons, but I loved two and three, and I'd go a far as to say they're the most fun I've had with anything CastChaos created. Heck, even the custom bosses, which usually are one of the more problematic aspects of CC's work, have been really good. But the first dungeon... wasn't. The screens are so cluttered it's hard to tell what's going on, and I doubt I ever would have found the arrows pointing to the bombable spots without some assistance. Heck, even knowing there were arrows there, I had to discuss with a friend if that was actually an arrow and the right spot to bomb. The final key right before the boss was also a bit of a dick move. I know you can't very well replace a whole dungeon, but it'd be nice to make some changes like removing the final lock or making the bomb spots a bit more obvious.
My next complaint is about the Molten Spire. Or rather, the door. I love the sunglasses you can wear, so when I heard there was a hat, I was ecstatic. I fought through the overworld, going around every roadblock in my way, til I found I'd need a hookshot, then a raft. But undaunted, I went through two more dungeons, got my raft... and the door was closed. I guess I feel kind of cheated. This place had been dangled in front of me like a carrot on a string for half the quest, and when I finally got there, I found I couldn't enter it. It was a bit disappointing, to say the least, and unless there's a REALLY good reason for keeping it locked, I'd advise against locking the player out like that.
The last thing I wanted to point out is a bug:

You can get stuck here by entering the screen from the right just below the brown pine tree.
So overall, three dungeons in, I really love the quest, and I'll list off all the things I love about it when I give it a proper review. But there's a few little things that are holding it back from being perfect that I think you oughta address. But it is your quest, so I can understand if you don't want to.
But for the love of God man, that patra, why?
Thank you! I'll fix that bug.
I agree about the patra... I'll make that room bigger, it feels plain anyway. About L1, I personally really liked the cluttered style there, making it feel ancient and ruined to me. I can however change the cracks up a bit, since many people have trouble with them. The Molten Spire is an area for later in the game. I liked giving a little preview there.
Just a few quick questions: and if they have been asked already i apologize in advance:
1: I have the blue ring(blue cape), is there a red one, or is half damage all you get?
2: where do i go next. I just beat the level in Mt. Hydryl and got the arrows and the gloves, but even after searching all over(even after FB said to go to Haldor Tundra, i can not seem to get anywhere, unless i need the hammer, which i cannot find
3.Where is the next level sword?
4: Have i mentioned yet in a previous post i love this game?
The only thing i would not is that to me at least the bosses of each dungeon seem to be getting easier as i go through, does anyone else feel that way?
1. Yes, you have the 1st of 3 capes.
2. Halador Tundra is the place to go, you need to free two mages of the Marseila Forest mages guild there. There is definitely a way in without the hammer.
3. There are 3 sword upgrades, besides the buyable one in Richard's Empire. Finding them is a feat, and the smithed sword is strong enough to beat the game.
4. Thank you!
Sometime soon I'll upload an update with fixes and tunings, but I'm not in a hurry with it.