The Overworld
Lets start off with the very first thing you see. At first I was like, you got NewJourneysFire to do the overworld for you? Looking at the screen shots of the improvements was enough to get me to replay this quest. My favorite area to look at where the "Eryth Islands". After seeing all of these improvements, I dare you to look at the original overworld. It didn't bother me much back then, but the original overworld is hard to look at now. It is like comparing atari to a x-box in the visual department.
The only downside to the overworld is some areas have areas the block your view of both Link and the enemies. "Konami Grove" and "Hanging Gardens" were bad about this. While this is a factor, for me, the visuals were impressive in both areas. Overall, this wasn't a huge deal. Just a minor annoyance at worse.
The Dungeons
Each of the main dungeon's map is still the same, but some enemy placements have been rebalanced to make the experience more enjoyable. The final level also made some changes to make it a more enjoyable experience.
I won't be going over each and every dungeon individually in this review, but I will talk about the new ones and some of the changes to the older ones here.
Dangerfree Dungeon: Ok, this level made me laugh. You can't die here, so I just purposely went here just to refill my life. You can, however, die in the passageway screens. I'll be honest, part of me wonders if this is Moosh's way of sarcastically making fun of both the ultra challenge quest players and the people who complain about difficulty at the same time. Regardless, this is a fun dungeon. The boss is quite interesting. Nothing too bad here, except for the ice attack. That attack was the most difficult one, for me, to dodge.
Wait, Realy!?: Anyone who has played "VVVVVV" will recognize this dungeon immediately. This could be a quest on its own. If you enjoyed "VVVVVV" you will enjoy this dungeon as well.
Let's Play Tower: This is one of my favorite dungeons in this game. There are so many "Out of the box" puzzles here. The Gleelock was great, but my absolute favorite was the room with all of the mirrors. The solution was brilliant. Also, putting moral compasses everywhere was also a fun troll move. The water part was also pretty neat. Each floor had its own personality. The boss of this area was also pretty challenging. Not to mention, there is also fun surprise during the final phase of that battle.
Patra's Ways: First of all, I actually enjoyed "The Ultimate Test", "Veni Vidi Vici", and "Level 7 Hard Mode", but I hated "Moosh's Ways". This is a MUCH better dungeon. In every way. I love the random patras playing everywhere.
Boss Rush: This is a nice little addition to the quest. For anybody who wants to get a no damage run on the bosses, this is the perfect place to practice. This is a great way to get rich quick.
The Caves: I enjoyed the caves here as well. Not much to say about them, but they were enjoyable.
Greyzone: Those rewind time areas were interesting. I also liked it how you could activate all of three optional levels on your first visit.
Water Temple: Thank you for not making me leave the dungeon TWICE to get items outside. Leaving ONCE is much better. Changes to the "Lifted Cavern" made sure of that.
The New Enemies
Moosh's scripting as improved greatly over the past three years and this update shows it. Normally, the regular dungeons had the least changes to their maps, but the enemy composition changes quite a bit in some rooms. I want to talk about all of these cool new enemies here.
BallNChain: I know this enemy was in the original version, but I am happy Moosh chose to add this enemy to other parts of the quest. I honestly felt this enemy was wasted in the original version of "LQftH2" because it only appeared on one optional dungeon.
Batrobes: Nothing new about these enemies, but wait, the way they shoot out bats is very different. They are much meaner in this quest. I liked how these guys just shoot out those bats like they are actually projectiles.
Fire Zols: I like the new visuals to these enemies.
Darknut (LV3): Nothing special here, but a lot of splitting darknuts were replaced with these guys. A new enemy. Even you can add this enemy to your quest.
Darknut (Hopping): Don't lets these guy confuse you. They may look like darknut (LV3), but they act like those stalfoses that jump away from you when you swing your weapon at them. I was honestly confused during my first encounter with them inside one of the caves.
Terrorpin: I believe these enemies are in other Zelda titles. This enemy was a nice addition to the "Pissy Patra Crypt". A great way to make the players use the hammer.
Wizzribe (Fire3): Ummm, at first I thought these guys were nerfed versions of firerobes, until I got in their line of sight. They are very annoying in large groups of enemies. Great enemy. I found an interesting but with these guys. If you stun them while they do their flame attack, their flame will stop midway.
Wizzrobe (Fissrobe): I love these guys. My favorite new enemy in this quest by far. They also kill their buddies. Everybody wins!
Leever (LV5): Just a meaner version of Leever (LV1). You too can put this enemy in your quest.
Jubbdorm: You too can put this enemy in your quest. Nothing special here, just a moldorm. Hey, I did say I was going to talk about EVERY new enemy in this quest didn't I.
Gleelock: This honestly looks like an enemy I would put in my quest. I love the play on words.
Wizzrobe (Pierce): When I saw these guys, I was like "HOLY COW!". These guys are quite intimidating at first, but they are not so bad. I actually tested these guys on "Arcane Mode" to see if their weapon really had the wind effect. Their weapon animation doesn't change, but holy cow the wind is still there. These are great enemies.
Darknut (Dunk): Did I say the fissrobes were my favorite? Well, these guys are my favorite darknut enemies. I love it. I sometimes got hit on purpose just to see these guys throw Link in the air and dunk him on the ground. These enemies remind me of a shonen anime.
Darknut (Cole): What the heck are these guys? That is all.
Wizzrobe (Hookshot): These guys scared me when I first saw their attack. That is until I actually got hit by one. Is it me or do these guys do no damage to Link? I actually used these guys to help me navigate "Patra's Ways".
Wizzrobe (Void): !!!!!!!!!!!!!!!!!!!!!!!! Ok I have to ask you this Moosh. There is a script in the database called "Glitch Robe aka G4mE bReÄK3r" by Mero. Did you use this script or was this enemy your own original enemy? Regardless, great enemy Moosh.
MaskHeart: Both the mask and the heart. One of the most clever custom enemies in this quest. This enemy is also one of my favorites.
I think that is every new enemy here. As you can see, Moosh put a ton of work adding new content in the quest. The enemies alone would of convinced me to replay this quest.
The Bosses
Again I won't really go into much detail on the bosses. I just want to point out what stands out to me.
MeleeWizard: My gosh, this boss is much better now. It looks like MeleeWizard went to combat school. Now this enemy truly is a melee wizard. I love the diving attack and the flipping attack. This is more than just a Vire clone of the original.
Glitchevn: Is it me or did Moosh make this boss a little different? I believe the attacks are different and flow better. This boss actually makes me dodge stuff now. Good improvements.
Glitchevn (2.0): Bats and "THIS IS JOHN CENA". Nuff said. This is a great boss.
Gluttany: I noticed Moosh actually made it so you can no longer hit this boss on its body when its eye is open.
Final Boss: Good improvements on the heart attack and the counterattack.
Moosh: I don't think Moosh turns white anymore. For those of you who don't know, when moosh turns white, he is impervious to attacks.
Super secret riddle to the super boss
There is so much I could say about this riddle in boss, but I'm too lazy to do that now. Just look for an edit. In short, this is the new hardest boss in Zelda Classic history. Great job Moosh.
LP Weapons
These weapons alone make add so much replay value to this quest. I don't think any quest, other than the "Randomizer" quests have as much replay value as this quest. I love every one of these weapons, but my absolute favorite one of MeleeWizards. I think I will go over each weapon individually later, but I've been writing this review for the past hour and a half.
Difficulty
This quest is for everyone, so feel free to jump right in. Hard mode is actually difficult, every boss is threatening through out the whole game on hard mode, however, the regular enemies become less threatening towards the end game. I feel the balance was kind of reverse order as you died so easily at the beginning of the quest, but could afford mistakes towards the end. This doesn't bother me much, but just an observation. Don't play arcane mode, that mode is a joke.