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Flow of Time Remastered - DAWN VERSION


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#241 canaan

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Posted 14 August 2014 - 09:48 AM

Just to be clear, you are trying the Timeshift Serenade at one of the face statues, right? It should work around any statue, regardless of it being activated or not. If this is not the case, I will do everything I can to fix it.

 

correct. statues that they used to work around dont work for me. its rather strange.



#242 Neobullseye

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Posted 14 August 2014 - 09:50 AM

The Red Tunic is mine! Also,it's offiicial; At least as far as the third ToD goes, you only need the Dungeon Items. You don't actually need the essences of the respective dungeon.



#243 canaan

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Posted 14 August 2014 - 10:15 AM

The room 1 up from the west shrine entrance to the ocean temple, im failing to figure out where to dive to press the trigger to move the blocks. any help?



#244 Neobullseye

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Posted 14 August 2014 - 10:52 AM

The room 1 up from the west shrine entrance to the ocean temple, im failing to figure out where to dive to press the trigger to move the blocks. any help?

As for a general location: it's in the main entrance.

Hint: Have you ever played Links Awakening? In that game (amusingly also in in level 5), you had to solve a similiar puzzle to get the Boss Key. Now, what did you have to do there?

 

EDIT: Also, Level 7's boss is really annoying. It's essentially Whack-A-Mole, which doesn't sound so bad. The problem is that in between the ever-increasing speed of the boss and the constantly increasing amount of false targets, by the end it gets so fast you essentially have to get lucky to have the right peg spawn right next to you, otherwise you'll never make it there in time. Also, after getting about 6 hits in, the boss will reverse the roles on you, trying to jab you from underneath every single wave -- which have the tendency to hit you just as you're about to attack the boss again, making you miss and forcing you to avoid yet another wave of dumb projectiles. Even with the Red Tunic, which I'm really not supposed to have at this point, it was still by far the most annoying boss in the game, doubly so because it doesn't seem to have a real pattern to it. If I only had the Blue Tunic... I would be even less happy about it. Seriously, that thing needs either less HP or a bigger window of opportunity in general. At the moment, it feels more like a luck-based mission than me winning through actual skill.


Edited by Neobullseye, 14 August 2014 - 11:04 AM.


#245 canaan

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Posted 14 August 2014 - 10:55 AM

i know exactly what you're getting at. thanks, dude.



#246 Joki

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Posted 14 August 2014 - 11:09 AM

i know exactly what you're getting at. thanks, dude.

 

Good luck! Level 5 is a pig… no a fish! 

 

Level 6 aint much better!

 

Any clue to the maze path thats immediately north of the sub boss in level 6?


Edited by Joki, 14 August 2014 - 12:49 PM.


#247 Neobullseye

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Posted 14 August 2014 - 12:43 PM

So... I've reached Level 9. Does anyone have a hint forwhere the first key is?



#248 Joki

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Posted 14 August 2014 - 12:50 PM

So... I've reached Level 9. Does anyone have a hint forwhere the first key is?

 

Sorry not there yet. You may have to wait until Obderhode comes online.



#249 Neobullseye

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Posted 14 August 2014 - 01:08 PM

Never mind, found it. There was a bombable wall that didn't *ding* upon tapping it. Sure, there were other visual clues, but still, the *ding* is the most important part...

 

BIG BUG! - If you die in one of those "No B-Item rooms", the curse does not get lifted for some reason. I'm assuming it would wear off once you enter and leave one again. The problem is, the only one in Level 9 requires B-items to reach. Therefore, I have to backtrack all the way back through the West Shrine, then all the way back to some place like Level 7 (although it turns out that Portal screens fix it too, presumably due to the Mystic Sea being covered in the No-B Item Curse), just to get B-items available again so that I can actually complete the dungeon. This is obviously not okay. Put something like Blue Item Bubbles in the entrance or whatever, but this needs fixing.


Edited by Neobullseye, 14 August 2014 - 01:35 PM.


#250 WindRobe

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Posted 14 August 2014 - 01:22 PM

5pquw.png

i have no idea how im sopose to get pass this any clues would be very thankful.



#251 Neobullseye

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Posted 14 August 2014 - 01:38 PM

5pquw.png

i have no idea how im sopose to get pass this any clues would be very thankful.

 

There's another room a few floors lower that also has teleporters on a 3*4 grid. Although it's out of your reach, it's not unimportant...



#252 Joki

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Posted 14 August 2014 - 01:51 PM

Ok. Couple of questions.

 

1) In the dungeon of trials 2, Ive found the secret room behind the manhandla, but not sure what to do in there… Got one of the treasures from this dungeon… the aurora sword… need the other now.

 

2) In level 6, Ive just inserted the blue talisman into the slot, but have no idea what to do next… Any help appreciated.



#253 Neobullseye

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Posted 14 August 2014 - 02:36 PM

Ok. Couple of questions.

 

1) In the dungeon of trials 2, Ive found the secret room behind the manhandla, but not sure what to do in there… Got one of the treasures from this dungeon… the aurora sword… need the other now.

 

2) In level 6, Ive just inserted the blue talisman into the slot, but have no idea what to do next… Any help appreciated.

 

 

 

1: EDIT: Oh, I remember now. You need the Mirror Shield for that one, then reflect one of the Blue Wizzrobe's blasts onto the "blind" statue.

 

2: The blue talisman leads to an optional (but very useful) item. It's not necessary to complete the dungeon. What Dungeon Items did you get? Did you beat the local miniboss already?

 

----------------------------------------

 

In other news, after 96 deaths, 20+ hours (the exact time is inaccurate due to me abusing turbo mode and the Heart Ring to regenerate health >_>) and lots of frustration, the game has been beaten! Geez, this game was hard. In between the early game hell and late-game custom enemies, the puzzles that ranged from intuitive to "how-in-blazes-was-I-supposed-to-know-that" and some very annoying glitches, this quest has both given me a lot of fun and a lot of rage.

 

The good points
+ The music was pretty nice, albeit a bit arbitrary at times. It's hard to put into words. Also, Skullman FTW! :D
+ The bosses were interesting. I love how you managed to make bosses that were not simple Stab-It-Until-It-Dies-fests, and with the right strategy tended to be doable at the least. (Except for one certain boss. More on that below...)
+ The overworld in general. There were enough secrets to keep you looking, but not so many that every screen had a bombable wall or whatever.

+ The custom items were amazing, and the fact that they had more uses than simply activating a certain switch helped a lot too. Even the candle was pretty useful for a good while due to it doing extreme damage on the undead.


The bad points:
- In between the backtracking, the cave systems, the fetch quests, the sometimes almost unfindable keys and the sometimes wonky continue points, the game could get a bit boring now and then.
- Early. Game. Hell. Seriously, I had more deaths in the first three dungeons than in most of the rest of the game.
- The Level 7 Boss. I hate that thing with a passion. Seriously, luck is not a fun element in Zelda games, and luck is the only thing that allows you to get in that final blow. That boss needs either less HP or less speed. In addition, although the Level 6 boss was not all that hard once you knew what you were doing, it did so much damage that it was hard to figure out exactly what you were supposed to do.
- Although some bugs were useful to abuse (Pegasus Dashing through certain objects to skip parts of the stage, for example) and others were harmless graphical issues, others were not so harmless. Special mention goes to the Sticking B-Curse if you die in certain rooms, and dying in that one cave in the Training Grounds making it impossible to get Enchanted Keys down the line.

Final ordeal: 4/5. It's very good, but could still use some touch-ups here and there.


Edited by Neobullseye, 14 August 2014 - 02:47 PM.


#254 Joki

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Posted 14 August 2014 - 02:47 PM

1: If I recall correctly, you're just supposed to kill all the Blue Wizzrobes. After doing so, one of the center teleport pads should activate (the color doesn't change, so it's sort of easy to miss).

 

2: The blue talisman leads to an optional (but very useful) item. It's not necessary to complete the dungeon. What Dungeon Items did you get? Did you beat the local miniboss already?

 

----------------------------------------

 

In other news, after 96 deaths, 20+ hours (the exact time is inaccurate due to me abusing turbo mode and the Heart Ring to regenerate health >_>) and lots of frustration, the game has been beaten! Geez, this game was hard. In between the early game hell and late-game custom enemies, the puzzles that ranged from intuitive to "how-in-blazes-was-I-supposed-to-know-that" and some very annoying glitches, this quest has both given me a lot of fun and a lot of rage.

 

The good points
+ The music was pretty nice, albeit a bit arbitrary at times. It's hard to put into words. Also, Skullman FTW! :D
+ The bosses were interesting. I love how you managed to make bosses that were not simple Stab-It-Until-It-Dies-fests, and with the right strategy tended to be doable at the least. (Except for one certain boss. More on that below...)
+ The overworld in general. There were enough secrets to keep you looking, but not so many that every screen had a bombable wall or whatever.

+ The custom items were amazing, and the fact that they had more uses than simply activating a certain switch helped a lot too. Even the candle was pretty useful for a good while due to it doing extreme damage on the undead.


The bad points:
- In between the backtracking, the cave systems, the fetch quests, the sometimes almost unfindable keys and the sometimes wonky continue points, the game could get a bit boring now and then.
- Early. Game. Hell. Seriously, I had more deaths in the first three dungeons than in most of the rest of the game.
- The Level 7 Boss. I hate that thing with a passion. Seriously, luck is not a fun element in Zelda games, and luck is the only thing that allows you to get in that final blow. That boss needs either less HP or less speed. In addition, although the Level 6 boss was not all that hard once you knew what you were doing, it did so much damage that it was hard to figure out exactly what you were supposed to do.
- Although some bugs were useful to abuse (Pegasus Dashing through certain objects to skip parts of the stage, for example) and others were harmless graphical issues, others were not so harmless. Special mention goes to the Sticking B-Curse if you die in certain rooms, and dying in that one cave in the Training Grounds making it impossible to get Enchanted Keys down the line.

Final ordeal: 4/5. It's very good, but could still use some touch-ups here and there.

 

And yes, I've killed the wizzrobes, no joy with the pads working...

 

Yes beat the local mini boss, and I have the wand only as items.


Edited by Joki, 14 August 2014 - 02:52 PM.


#255 Neobullseye

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Posted 14 August 2014 - 02:50 PM


 

And yes, I've killed the wizzrobes, no joy with the pads working...

 

Yes beat the local mini boss, and I have the wand only as items.

 

Okay, with the wand you can activate the eyeless statues that normally have ONE eye. The blind statues that are supposed to have TWO eyes (they sort of look like mages) are activated in another way.

 

As for the Wizzrobes; I have since edited the above post. Forgive my derp >_<


Edited by Neobullseye, 14 August 2014 - 02:54 PM.



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