It is time for me to write a full review on this beast of a quest. First of all, I rate this quest a 5/5. Wait, aren't you suppose to save the rating towards the end of the review? Well ... this is my review and I can do what ever I want.
If you could only play five quests on this website, I would recommend this be one of those five quests you play. This quest has just about everything you could ever hope for in a quest: it has complex dungeon design, stellar music choices, dynamic bosses, thoughtful puzzles, and a rich overworld. The only real problems I can see in this game are more minor and will be explained below. Click on the spoiler section below to get a full picture on my thoughts of every major dungeon in the game.
There are also a couple more things you should know before you read below. First, I played the demo of this quest back in 2012, so you will see my comparisons between the two games here as well. Second, I played this game on hero mode and never went back. Finally, these are my opinions and I respect the opinions of others.
Level 1 This is the worst dungeon in the game. This isn't the worst dungeon because it is a bad dungeon, but because the other dungeons are simply outstanding when compared to this one. With that said, I still enjoyed this dungeon and I feel it is a very good first dungeon. I liked how you had the boss room in the center of the dungeon and how you had blocks blocking the pathway towards the center of the dungeon. This dungeon gives you a sampling on what to expect from the rest of this quest. You have to be prepared and fully equipped before exploring any new dungeon. For this dungeon, make sure to buy the magic shield and boomerang first. You will be happy you did. The boss of this dungeon was quite interesting, but dull when compared to the rest of the bosses. That is not a bad thing, the other bosses just has a bit more "WOW" factor to them. In the demo, this boss was not even scripted (I don't think), but that is over with in this quest. Every boss is scripted and this one game me quite the surprise. From the blazing trail of fire it leaves behind to its jumping in the air, I was quite surprised by the changes. Playing the demo of this quest actually made me do worse on some of these bosses on my first try. Level 2 This dungeon painted a clear message to the gamer very quickly. You can not just rely on your boomerang and sword to succeed on this quest. From the numerous ropes, shooting fireballs, and moldroms I had to use my bow and arrows to survive in this level. Evan was kind enough to give you plenty of ammo for arrows and bombs in this dungeon. Go crazy! I loved the block puzzle where you make the shape of the triforce. The statue, at the beginning of this dungeon, with the minor detail of not following you with its eye sent a very clear message to the players very early on in this quest. While level one taught me to be well equipped for each dungeon, level two taught me to pay attention to every little detail in each level. There is even a spot where you have to jump down from the first floor to the second floor in order to move on. This quest has a lot of that. This boss was quite different from the demo version. I simply didn't know how to react to this boss simply because of how different this battle was when compared to the demo version. Quickly, I learned bombs could penetrate the thick armor of moldrom prime allowing me to defeat it quickly. This boss was quite fun to fight. Level 3 This is the only major dungeon in the game that uses multiple entrances. While I don't like those flame enemies mimic your movements, I don't know their names, that just meant I had to incorporate some tactical strategies to deal with them. Level one taught me to be prepared, level two taught me to look for details, and level three taught me I had to fight smart. I could no longer blindly rush in with my tools to win the battle. I had to observe the placement of my enemies and obstacles and come up with a counter strategy to survive here. This quest not only has regular puzzles, but it also has military puzzles for battle strategy. This dungeon can be a little confusing at first because I wasn't quite sure what happened when I activated the generators. When I played the demo, I was stuck here for longer that I should of been. When I played the full version, I didn't try to overt think about the generators and just went with the flow of the dungeon. I had a much easier time figuring out this level this time around. Actually, paying attention to my surroundings helped a lot. This boss of this level was crazy. I don't think the demo version was scripted, but this one is. I don't know what this guy is on, but I want some. If you try to only use your hammer on this guy, he will wreck you. Instead, I used my arrows and defeated this boss quite easily. I wonder if Evan meant for this boss to be immune to arrows or not. Regardless, I would recommend using arrows on this guy. Another note, I liked how this boss had two patterns when using its flame breath, Left, right, left, and right, or left, right, right, and left. It makes you think the boss has an AI the observes where the player is standing before it attacks. Very tricky. Level 4 This is the part of the game where the difficulty starts to spike up. This is also the start of the more complex dungeons in this quest. I applied every lesson I learned from my previous dungeons and learned some new ones here as well. First lesson, use the map. I would never be able to figure out some of the later dungeons in the time I did if I couldn't use the map function in this quest. This dungeon is the start of that. Second lesson, pay attention to specific weaknesses of enemies. The gibdos are immune to boomerangs, but love roast beef and are weak to fire. I really had to switch between my items here and having the ability to have two items at once, instead of one item and one sword, really helped here. I would first do crowd control by placing my roast beef in a out of the way spot and stun the other enemies with the boomerang. After that, I would burn the gibdos with fire and use my sword to finish off the crowd. Your stair maze was fun. I love how you show the solution of that puzzle on your display. This boss was my least favorite boss to fight. This is not a bad boss, but I didn't like how often this boss changes direction. I just got really annoyed when I had an opening only to be denied sweet victory in a split second. This boss battle is truly the first one in the game that requires patients. While there are later bosses that require more patients, I just didn't care for the pacing of this battle. Level 5 I really liked this dungeon overall, but there where some things that I didn't care for. For example, the ice mazes where a great idea, but the ice makes Link move so slow. A few times, I ended up using the fast forward button to try and have link speed through those sections, but that could end up getting me killed by some darknut action. By the way, I love how you have the darknuts in this game act like ropes. This dungeon taught me not to abuse the fast forward button. Those maze sections weren't even hard as I could use the hammer to kill some darknuts while hiding behind the walls. It works in the up and down direction. Another thing, I felt one of the rooms was a little unfair. The room I'm talking about is the room to the left of the second maze. You had to bomb the wall on the left and you ended up in a room with four traps, four candle exploding things, and four candles. You had to light the candles in a specific order while avoiding those things and traps. Lighting them on fire didn't help either as there was very little room in that place to avoid their rampage. I'll admit, I could of approached the room from the wrong angle, but I didn't like that room never the less. Finally, near the entrance, it took me awhile to figure out that killing every enemy in the room with a ton of armos would turn them into grappling points. I don't know why I didn't kill every enemy in that room earlier, but I was walking in circles in this level for quite a while. The ice block puzzle was amazing. This boss was a lot more difficult this time around. Having the sparks, or what ever they are suppose to be called, move around the perimeter of the room made it so I couldn't camp in the corner of the room. You also can be hurt by your own bombs while you are extending your grappling hook. I couldn't abuse the game mechanics for this boss like I could for the demo version of this quest. When this guy started to move around in circles around me, I was like, how in the world does this make any since? Regardless, this was an excellent boss. Level 6 This level was quite relaxing when compared to the past two levels. I liked the gimmick of moving the water form the left side of the dungeon to the right side of the dungeon and vice versa. My only real problem is the tektikes. Any tektikes with more than one hit point is annoying for me. This is more of a me thing and not a game design thing, but I just wanted to express my feelings. On hero mode, they are more than just an annoyance, they become a real threat. I abused the trick of only leaving one enemy alive in a room causing the game to not respawn every enemy upon return. There was a room where there was two items in it. You get the key when the water is filled, but your compass still makes the item sound upon reentry. I had to move the water away from that same room in order to get another key. Very clever. The boss of the dungeon is my favorite boss in this entire game. You had to use three items to succeed here. First is your flippers to dodge the projectiles, second is your arrows, and finally your candle to get rid of the moth minions. It also helps that my favorite boss in a Link to the Past is mothula as well. I think the only change, from the demo, was there seems to be a second phase where mothula shoots a very long string of projectiles at you. Level 7 I didn't enjoy this dungeon much because I got lost ... a lot. I got lost in the teleporter rooms. Don’t get me wrong, this dungeon was well designed. I never took mental note on where the portals lead me. Because of this, I couldn’t use the map to help me reach an area I needed to explore. I would often go through one set of portals only to realize I needed to use the portals from the other room. Other than that, using the wizzrobes magic to activate the crystals, or what ever they are, was fun. The room with the bat wizzrobes and physical crystals was a little mean because when I cleared the room, you had blocks that covered those crystals. The room forced me to activate those crystals while the bat wizzrobes where alive. I found it interesting never the less. In the demo, I destroyed this boss with the whirlwind attack. It took me three tries, but I did the same thing again. I liked this boss, you just gotta make sure the room doesn’t get over crowded with wizzrobes. When I fought him normally, using bombs and wand was a good combination for me. Level 8 This level ... holy cow. This level has an identity crises. Three different themes for one level. First, there is sort of a ancient ruin jungle type area. Second, there is a 2D area with flame traps. Finally, there are two floors of molten lava area. I see you found a solution to your issue with the key in the water from the demo. I love how you just replaced the treasure chest with an armos. Great thinking Evan. Some of the puzzles in the lava area where amazing. I loved the block puzzle right before getting the power glove. Your puzzle where you pushed the blocks to reveal arrows confused me a little. I’ll admit, I just powered my way thought that part and guessed the rest of where I needed to go. I enjoyed every obstacle course in this dungeon. I see you just made an open path near the room with the hidden arrows instead of having a bomible wall there. I’ll admit, I had a hard time finding that bombible wall myself during the demo. I do like this level, but I feel the sheer size of this level was a little exhausting. I don’t think any other dungeon comes near the size of this one. While some dungeons may have more D-Maps than this one, this one has, overall, the most rooms. This boss was exactly the same as the demo and that is not a bad thing. This boss almost feels like fighting a final boss in some ways. The the way it was presented and the music selected. Also the giant laser blast added to the intensity to the boss battle. I’ll admit, this is one of my lesser favorite boss battles as it does require a little more patients that other battles. Level 9 This level is my favorite level in the whole entire game. In fact, this is in my top five favorite dungeons out of all the Zelda Classic games I’ve played. I simply love the prismatic theme here. I’ll admit, I love just about anything prismatic. Really though, the complexity of this dungeon was brilliant. Sure, I can reach this point while the room is blue, but how do I get here when the room is red? I deactivated a barrier while the room is black allowing me to return to this room while blue to get a key I need. Not only did the colors change, but the environment and enemies changed as well. Your darknut enemies was really engaging. I enjoyed how you added a sword and how they had a second phase to them. They worked like the darknuts from the 3D Zelda games! I felt this dungeon was a more fitting final dungeon than level 12, but I can see why the final three dungeons made this game more complete. You only think you are in the final dungeon, but the game throws a curve ball at you. Regardless, I am happy you return to this level to approach the final boss. The boss, ahh, the boss I did a perfect run on during the expo. I was wondering if Even was going to make any changes to this boss as a result of my video. I’ll admit, I was a little disappointed to not see any significant changes to how this boss fights. If I do a perfect run on any boss, then that means I really enjoy fighting that boss. I’ll admit there are some bosses in this game I will never get a perfect on simply of the combination of difficulty and/or fun factor for me. Ahh, I’m about to fight the final boss. Nope this guy is crazy strong. In reality, the only real pain in this battle is his minions and the small space you have to work with. I’ll admit, I would of just went on with the story if I hadn’t encountered Jubbz video. Because of that video, I decided I was going to defeat this boss. It took me around 30 minutes to do it. Level 10 I think I’m going to be sick ... BAAARRRFFF. This dungeon is crazy and I got crazy lost in this level. This was one of the hardest levels for me to figure out in the whole entire game. Without the map, I’m afraid I would of turned to the message boards to help me out with this level. In my mind I was thinking, players are going to go bonkers figuring this out, but I can only imagine how much Evan went bonkers designing this place. Regardless, I love the theme here. Scripting power makes Link go WWWWWWEEEEEEEEEEEEEEE!!!!!! The gale boomerang is a nice addition here. I loved the part with the ? blocks. They told you what the blank blocks where and being forced to move diagonal between blocks was clever, although it was little tedious when I messed up. The mechanical pols voices where very annoying and the candle enemies would not stay on fire. I don’t know if you fixed the candle enemies in later versions and the pols voices just require patients and good timing to hit. What in the world is this thing? A patra mated with a geodude and made this monster. This boss was actually one of the easier bosses in my opinion. I didn’t even realized you could use the gale boomerange to slow it down at the end until after reading it on the forms. The boss refight, however, was much harder. The starting position of this boss makes all the difference. Level 11 This has to be my second favorite dungeon in this game. I’ll admit I found this level before level 10, but I decided to go to level 10 first. I’m sure glad I did because Din’s Fire really helped out with the gibdos and super vires. Level 10 is harder to figure out and level 11 is harder to survive. I see a small hint of Armageddon Quest/Liberation of Hyrule here with forcing the player to run through red bubbles. I don’t think those games inspired Evan in any way, but that is what those parts reminded me of. I had a lot of fun being forced to use my mirror shield to fend off the stalfos 3s and dodging their projectiles before my mirror shield. The mirror shield mechanic worked just like the 3D Zelda titles. I really enjoyed the light based puzzles. I’ll admit, I found the glitchy solution to one of the puzzles and never found the normal solution. The puzzle with the shooting magic was a little mean as I would often run into the magic blasts. That really hurts man. This boss fight was very fun to fight. Medusa was very engaging and active. Yes this boss does require a lot of patients, but I really had a lot of fun when compared to Gleeok and Scourge. Medusa mad a strange noise with one of her attacks. When she chases me the sound she makes reminds me of an angry cat. Level 12 I think this dungeon was the hardest dungeon in the game in both survivability and complexity. I love the day and night theme here. What really gave me a hard time is, can you guess, the portal rooms. I spent at least an hour to an hour and a half trying to find my way to the boss key and I realized there was a portal I forgot to enter. Stupid portal rooms. Again, not the designer’s fault, but it is my fault for not taking note of the portal rooms. The puzzles where really fun here and I was with the group of people that had an easy time with them. I love the portal sphere and the mechanics of the portal puzzles. I loved it when I had to jump into a moving portal at the right location so I didn’t end up in midair. While Prismatic Gate had the atmosphere of a final dungeon, in my opinion, Starlight Temple was a worthy final dungeon as well. I used both Den’s Fire and Naryu’s Love here. I’m glad you used your level 9 darknuts here. Lakitus where very mean. And the wind wizzrobes, holy cow where they evil. My gosh did you make the drunk affect powerful. So this is where I see the changes from the level 9 boss. I wonder if my youtube video had any affect on Evan’s decision for this bosses attacks. It was much harder for me to abuse the trick where I make some of her spiky projects disappear. The first phase of this fight wasn’t very difficult, but that second phase. Please, use the portal sphere when fighting this boss. It took me an hour to defeat this boss without using the portal sphere. It was stupid. After realizing the portal sphere slows her down, I had a lot of fun fighting her. Final Boss This was a very good final battle. Don’t worry Evan, this battle wasn’t anticlimactic. I died a decent amount of times learning the patterns of his attacks. I also didn’t know what to do when the screen got all crazy and he did a super sonic wave type attack killing me in one shot. I leaned being aggressive was the key to success at that part. The only part about this boss I didn’t like was his magic steeling circle of doom. It just appeared right where I was standing and I would just get trapped. I had to actually pay attention when fighting this boss. It seemed like he did that circle attack much more when he was getting closer to death. I believe I even saw one circle appear as soon as the other disappeared. He also seems to want to use his ultimate attack when he is about to die. Good final boss Evan. Level X This level promises an Armageddon Quest level of difficulty here. I would say that statement is very accurate. I’m still trying to determine if this level is veering more towards the Liberation of Hyrule difficulty. This level just wants you dead. Bomichues with shields made me laugh. Super bat wizzrobes where scary and where dealt with quickly. Those bomb spitting guys where both funny and frightening. Those golems, I’ll just call them golems, where quite frightening. Of course, what quest would be complete without death knights. They where simple to fight, but all the other crap thrown in the mix made them a pain. Spike traps that permanently stayed up after being walked on. It is difficult for me to imagine this level without the cane. Because i know where the cain is at this level, I can imagine myself using some super bombs and reaching the cain without using the other cain at all. I’ll admit, while I found the other cain, I haven’t taken the time to figure out how to make the conveyor belt stop. I killed all of the poll voices and hit every crystal. Firoa’s Wind was very helpful here. In fact, all the goddesses orbs where helpful here. The boss, man this boss. So first of all, why do I have to fight another boss I already defeated here? Is that guy is personal guard or something? After the first couple of tries, I got use to him and was able to defeat him quickly without much trouble. I even did the first phase of the battle without getting hit one a few times. The real fight starts when the egg hatches. Evan thought of everything here. Two different wind attacks, a curse spread attack, a giant laser, fire ball streams, a meteo type attack, summoning two deaths at once, and gives you a curse on touch. Each attack required you to be in the proper position or else you would get hit. He would also like to summon a bunch of death knights all at once making it a pain to deal with. To top things off, on hero mode, he can kill you at full strength in three hits. I actually managed to defeat him while only using one potion only because he did the right sequence of attacks. You have to know where to stand and where to move at all times. All of his attacks are avoidable, but it doesn’t feel like it sometimes. This is, by far, one of the most difficult boss battles I have ever experienced in video game history. Not just Zelda Classic. Overworld I love the overworld. It is has a ton of variety and secrets. I actually got a pen and paper and recorded where I couldn't get a heart container piece, so I would have a easier time remembering where I needed to back track to. I just needed to do that in those portal rooms. The cave system did it's job. I loved how you redesigned the arenas. Each arena had its own unique feel to it and every arena boss was fun to fight. This game didn't get best overworld of the year for no reason.
Phew, now that was a mouth full. Again, I believe this is a quest that should be added to the list of other legendary quests. This quest is no push over as each dungeon requires serious dedication to figure out. The mini dungeons where a nice addition to the game as those dungeons felt like a cool down period. It is nice to have some dungeons that where short and easy.
What else do I have to say? Great job Evan and for all the beta testers, programmers, and Nintendo for making this possible.








