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The Legend of Zelda Tower of Courage

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Tower of Courage


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#436 schoochie662

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Posted 08 November 2014 - 10:10 AM

I've fired the hookshot 100s of times in this room and still can't nail the fast-mover. Is there a trick to this?

zelda001-18.png



#437 Flying Fish

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Posted 08 November 2014 - 11:09 AM

That room is a fairy pond no tricks.

#438 boltfox20

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Posted 08 November 2014 - 03:10 PM

I've fired the hookshot 100s of times in this room and still can't nail the fast-mover. Is there a trick to this?

zelda001-18.png

It's just the way we had to make the fairy pond. Without scripts to use, we took a bat robe, made it invisible, invulnerable and dealing 0 damage. It spawns another invisible enemy that is invulnerable and deals 0 damage, but also has 0 health. When it dies, it has a 100% chance of a fairy drop.

There are no tricks, and nothing deceitful, just a place to fully heal when you need it.



#439 schoochie662

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Posted 08 November 2014 - 03:57 PM

I almost abandoned the game because of this %#&*! room.



#440 isilmo

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Posted 08 November 2014 - 04:32 PM

Same here, glad to know it's not just me.



#441 boltfox20

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Posted 08 November 2014 - 05:21 PM

If we could get the thing to not hit Link, we would have. We made another version in a later on dungeon with a wall in the way so you'd never run into the enemy that's bouncing around. It just never looked right in that room, so we didn't see any big problem with it roaming a little. ^_^;

Perhaps we should pen that one, as well.



#442 Flying Fish

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Posted 08 November 2014 - 06:17 PM

Yeah I was trying to mock the ocarina of time fairy ponds

#443 schoochie662

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Posted 08 November 2014 - 06:59 PM

If we could get the thing to not hit Link, we would have. We made another version in a later on dungeon with a wall in the way so you'd never run into the enemy that's bouncing around. It just never looked right in that room, so we didn't see any big problem with it roaming a little. ^_^;

Perhaps we should pen that one, as well.

Even if you make it to not hit Link, some dumbass like me will still think it's killable and persist at doing so or even quit the game. Having a door on each side of the room gives the strong impression that you must kill it to open one or both of them.



#444 Lejes

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Posted 08 November 2014 - 07:07 PM

You could easily make infinitely spawning fairies with a script, as well as an enemy that can't hit Link.



#445 Flying Fish

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Posted 08 November 2014 - 07:25 PM

yeah but I made this with no knowledge of scripts

 

 

I would like to know how to do that for the future quests.


Edited by Flying Fish, 08 November 2014 - 07:29 PM.


#446 boltfox20

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Posted 09 November 2014 - 12:31 AM

Even if you make it to not hit Link, some dumbass like me will still think it's killable and persist at doing so or even quit the game. Having a door on each side of the room gives the strong impression that you must kill it to open one or both of them.

I had told him that using door shutters as decoration would cause that. He insisted on it, anyway. ^_^;

Edited by boltfox20, 09 November 2014 - 12:33 AM.


#447 schoochie662

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Posted 09 November 2014 - 02:43 PM

I had told him that using door shutters as decoration would cause that. He insisted on it, anyway. ^_^;

Thanks much for trying to look out for me. Now, which of you two fiends may I hold accountable for designing the insufferably wallmastered route to the amulet?



#448 boltfox20

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Posted 09 November 2014 - 02:47 PM

Thanks much for trying to look out for me. Now, which of you two fiends may I hold accountable for designing the insufferably wallmastered route to the amulet?

All him, but I approved. ^_^



#449 schoochie662

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Posted 09 November 2014 - 02:58 PM

All him, but I approved. ^_^

Then shame on you both. Very fun and cool game nevertheless, so I'll try to just deal with the evil as long as I can.


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#450 maravig

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Posted 09 November 2014 - 04:57 PM

I'm stuck in lvl 8.  In the 2 rooms with mirrors where you have to hit the switch.  Do I need a dungeon item?  I've tried everything that I have and cannot seem to solve the puzzle in either room to move on.




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