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The Legend of Zelda Tower of Courage

Rating: 4.6/5 (13 ratings)
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Tower of Courage


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#391 isilmo

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Posted 02 November 2014 - 09:27 PM

Just started this - stuck in level 4 in the maze. I think i am looking for the ocarina/whistle. I am slashing/bombing things but yielding no success. Any hints toward it?



#392 Flying Fish

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Posted 02 November 2014 - 09:36 PM

maravig the gold gauntlet is the highest bracelet and you should be able to push that rock and the key is there.

 

isilmo did you bomb the wall in the map room?



#393 isilmo

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Posted 02 November 2014 - 09:45 PM

It's been a while - which is the map room?



#394 Flying Fish

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Posted 02 November 2014 - 09:47 PM

Through the bombable wall in the boss door room



#395 isilmo

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Posted 02 November 2014 - 09:50 PM

yes - I've explored every screen in the eastern part of the basement maze. I know I have to be missing something down there. The room with the 2 like-likes, the active warp tiles north and inactive warp tiles south make me think that is something I am missing - but I don't know.



#396 Flying Fish

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Posted 02 November 2014 - 10:04 PM

in the basement you have the spacebar map to assist you.  Did you open another way into the basement level?



#397 isilmo

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Posted 02 November 2014 - 10:07 PM

Untitled.png

 

This is where I've been.



#398 Flying Fish

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Posted 02 November 2014 - 10:14 PM

ok that helps. you pressed the switch by the fairy fountains?



#399 isilmo

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Posted 02 November 2014 - 10:22 PM

Yes. I went into that stairwell and hit the switch.



#400 Flying Fish

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Posted 02 November 2014 - 10:25 PM

Ok the next would be in the northern area one left from the top right corner and one down and that is the whistle location.



#401 isilmo

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Posted 02 November 2014 - 10:31 PM

AH! Got it. Thanks! The scope of the maze got me all turned around. Thankfully, no minotaur :D



#402 Flying Fish

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Posted 02 November 2014 - 11:08 PM

Lol, but there be Manhandlas.

 

That basement can get people turned around pretty easy that is why I did the mini cut scenes and gave access to the spacebar map to help navigate.



#403 Mister Snooze

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Posted 03 November 2014 - 12:24 AM

I am lost in the mountains, my new lens seems useless just going 'round and 'round ugh



#404 boltfox20

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Posted 03 November 2014 - 01:23 AM

I am lost in the mountains, my new lens seems useless just going 'round and 'round ugh

Bombs are your friends. There are two key bombable walls. They aren't very hard to find, once you know you are looking for them.


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#405 Joki

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Posted 03 November 2014 - 08:27 AM

Tower of Courage: Quest Review.

 

When writing reviews of this nature, I always like to take a moment to reflect on the reason I started to play Zelda Classic. After playing Seph’s Parallel Worlds, the idea of playing new interesting quests was very appealing, and what’s more interesting than getting the players who love the game the chance to build their own? It is an achievement to be able to build and script any quest, thus Fish and Boltfox should be proud of themselves for producing something unique that will hopefully stand the test of time and become a quest that people will still want to play in a few years time…

 

The levels were well done, and here is what I thought of them:

 

Level 1: Ruined Juno

Great! The idea of having a ruined city as a dungeon is REALLY cool! No majorly challenging elements to it… once you’ve found the bombable walls, and got the key, the boomerang makes the level quite straight forward. I did find the boss quite challenging tho with only 3 hearts… good luck if you’re only just starting out.

 

Level 2: Block Prison

I didn’t like this level much… I just felt I was banging my head against a wall… particularly without the silver gauntlets. The puzzles were pehaps a bit intuitive, but found myself having to check the forums for the solutions to the areas I was getting stuck. As for the boss, a gohma on a conveyor belt with only 4 health? You guys really wanna punish us?

 

Level 3: Mt Juno

Not really got much to say about this level. Once you’ve got the hookshot, it all falls into place. Even the boss doesn’t prove to be much hassle.

 

Level 4: Lost Gardens

This is the first level in the game that proves to be a real challenge. If you miss the bomb-able wall in the room where you get the map, you’re stuffed! Forget making any progress! Then you’re thrown into a hedge maze where you have to track down various switches, which finally… lead to the ocarina. Not satisfied with complexity, Fish and Boltfox decided it was a good idea to make us traverse a massive dungeon in the hunt for 4 keys, which are all easily miss-able. To add extra confusion into the mix, they include two crossroads sections, with doors that only open depending on the tune you play on your ocarina (I/II/III/IV). The boss was also interesting… a digdogger? NOT!

 

Level 5: Hydro Plant

The idea of a level where you use switches to manipulate the water level is not new. It’s quite an old idea in fact! That said; I did enjoy the level. As long as you get the keys hidden in the water pools when the floodgates are up (i.e. no water), and access the hidden staircase at the top of the level, this level falls into place… The boss was inspirational! An armored gleeok that only responded to being hit with the hammer… I did come unstuck however when it respawned a regular gleeok… Not nice!

 

Level 6: Swamp of Death

I found this level quite straight forward. Another good idea to have the dungeon as part of the overworld… although it was frustrating to keep having your shield eaten by like likes. Trickiest part was the invisible wallmasters inside the waterfall, but after hookshotting you way through, you’re rewarded with the main dungeon item. Tough boss with only the white sword… hunt the level 3 sword down before attempting this level. The compass being on the table in the house was quite a nice twist too.

 

Level 7: Abyssal Workshop

This level reminded me a bit of level 10 from Isle of Rebirth. Crazy conveyor belts and a feeling of being lost, despite knowing where to go to reassemble the wand made this level tough. I missed the gohma at the bottom edge of the dungeon, which also stopped me from making progress. The hookshot targets didn’t look like hookshot targets, they looked like arrow targets making progress to the boss door a problem as well. Boss? No problem… Double Patras for extra fun time!

 

Level 8: Temple of the Stars

Despite being the most difficult level in the quest thus far, I have to say this was perhaps my favorite level in the entire quest. The enemies were tough; the puzzles were hard to get your head around, and it was a maze of epic proportions trying to acquire all the necessary keys for elevators and locked doors. My favorite part of this level was the room before the second elevator. Using the mirror shield to reflect your own wand beam before hitting a switch to activate the door release was pure genius! Whoever thought this one up deserved a medal!  The boss was fairly unimpressive – multiple gohmas, but who cares/needs a great boss after going through a puzzle slog fest!

 

??? Dungeon:

This was a fun dungeon. It certainly hurt my head trying to figure out where to go and what to do… but once you’ve started to deactivate the spikes, and opened up the other entrances, it really is a great level design!

 

Tower of courage:

I found this fairly straight forward. The only tricky parts in my opinion were floor 5 where you have to find the bomb-able wall, and the statue-pushing puzzle on floor 6. Not nice!

 

Level 9:

 The final level doesn’t disappoint in terms of puzzles or challenge. Hurricane spin really helps with the death nuts. The block-pushing puzzle is easily solvable with an up down mentality, rather than a left right mentality. Fighting Ganon for the legendary tunic was an interesting twist… wasn’t expecting it, but a tough fight considering those fire shooting wizzrobes make him extra tough. The puzzle that got me was the warp maze… I was wondering around that for ages! Thanks to the forum was finally able to break the loop using the lens!

The final puzzle involving ice block pushing was a puzzle even Evan 20K would be proud of… reminded me of prismatic gate from Isle of Rebirth. Once you know the trick in the top right however, solving it becomes trivial.

The final boss showed some impressive scripting, and was annoying with its tail… lost loads of health from that thing probing me… but quite simple once his weak spot is exposed.

 

I did enjoy this quest, however I’d say it is more for beginners/intermediate level players. I would say its perhaps not as well finished (as there are some typos, and script errors) as something like Hero of Dreams, Isle of Rebirth or Jamian’s Linked to the Past. But those are expert level quests, and would recommend them to everyone who wants to play ZC. Tower of Courage IS worth playing though, and has some great ideas and tricky spots, which would challenge even veteran players.

 

Great Job guys… 9/10




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