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Ballad of a Bloodline


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#1036 judasrising

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Posted 07 January 2009 - 05:52 PM

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Hi there

how do i get to the outer circle in plant pond? ( inside IW lvl6)

i dont find a way ?

please help





#1037 CastChaos

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Posted 07 January 2009 - 06:22 PM

Go left from the entrance. Use hookshot to go north or south from there, go around and on the other side when being directly west from the entrance, bomb the west wall. icon_smile.gif icon_thumbsup.gif

#1038 judasrising

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Posted 07 January 2009 - 07:17 PM

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Thank you for your help.

i found also the big wallet and i have zora mask now

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#1039 king-n

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Posted 07 January 2009 - 11:09 PM

Thank you for the help earlier. Currently I am stuck on the Steaming Systems.

I never found the compass, I assume it was on the previous floor in the room below the switching chest, but I could not find a way to get to that room.

Edited by king-n, 07 January 2009 - 11:14 PM.


#1040 CastChaos

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Posted 08 January 2009 - 01:05 PM

One screen north and east of that rogue chest is a bombable ruined eyeball statue. Bombing that soon leads you to a key and, if you use the lantern, to the compass. Keep looking at the north rooms, you can bomb the walls there and use your keys to open shortcuts. Hm, maybe you already knew these, just not that you can burn limestone blocks... Then if you are stuck on the lower floor, know that you can hookshot a block near a lock block and that you can walk over a small chasm of lava at the right spot.

#1041 EPIC

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Posted 08 January 2009 - 07:37 PM

QUOTE(megaman @ Jan 5 2009, 12:56 PM)  

i find a way to hook shot me to a stair in the road to beamos barracks (between the kokoriko town and the beamos barracks, where there is a lot of knights) and the stair lead me to a kind of black screen, i go left and up and end at the screen of the intro and the story begins ... but i still have everything


ok, i have reached this area in the game now, and i have tried to reproduce this bug megaman found.... and i can confirm its 100% true, i was able to get back to the light world, with all my items in tact.

an interesting thing is that youll have the sword when you get back to the intro this way, and can bypass those bushes blocking the way out of the village in its "rainy" state... i have always wondered what lies beyond there, and some other people might too... but the answer is disappointing... behold some examples, its just a bunch of "junk rooms" icon_frown.gif

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going south from this screen leads to...
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going south yet again leads to...
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interestingly enough, that portal can be entered, but leads to nothing useful. in fact, i explored all reachable screens in this "off limits" zone and not 1 screen had anything useful.

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1 thing to note in the above pic is that hammering that stake and south from there leads to AUTOMATICALLY getting the red moon pearl, and then being put in knils house in the light world.

and if castchaos wonders exactly which screen is used to "start" this bug so he knows what exactly to fix, its this one in the following screenshot:

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hookshotting that crate from above leads to being able to access the stairway on the screen to the left, and from the black zone under there, going right 1 and then up 1 leads to the intro. a simple removal of the crates is all it would take if you want to fix this though. or, if you want to get creative, you can turn that stairway into a proper secret room with some rupee reward or something.

also to note, its possible to get onto "other roofs" of this area by hookshotting other crates,however the other ones dont let you reach that stairway, they just get you stuck and force you to quit/continue to escape. oh and 1 more thing, those who said the blue rupee at the start of the game next to links house cannot be gotten, using this method it can since you have the sword now icon_razz.gif

EDIT: i just remembered 1 important thing! using this bug after getting the large wallet will allow the player to buy the red tunic from the goron shop before even beating IW3! this is perhaps the most serious thing the bug allows, since it lets the red tunic become available without beating the war mansion or even getting the silver arrows.

Edited by EPIC, 09 January 2009 - 01:20 AM.


#1042 CastChaos

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Posted 09 January 2009 - 10:40 AM

I see! I never realized going back to LW can have such serious bugs!
I will replace the crates with similar looking but non-hookshootable ones and so an update is close.
Thank you very much for unearthing and confirming such serious bugs!

#1043 EPIC

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Posted 09 January 2009 - 06:08 PM

ok i just beat nightmare and that level was just something else!!! theres no way i could not leave a comment on that level, it was not like anything i have ever seen in any zelda game. nightmare was TRULY a... nightmare. it was the most evil, most ANNOYING level i ever played, yet at the same time, truly epic and i enjoyed it, and ill be remembering it for ages as a unique dungeon unlike any other.

ill start off by saying i never would have been able to pass it without your youtube walkthrough video castchaos... it was too tricky for me in some places, and i never would have thought to do some things, simple things like hookshotting across that portal to reach the north road to the bosses... because there was no noticeable hookshottable object there. other than that, some of the rooms were just plain EVIL, such as that one left of the "garden gallery" where you trip a switch and a LOT of blue wizzrobes ambush you... i heard of beating all the enemies on a screen to get a reward... but killing all of them to trigger an almost certain death?!?!? thats something else rofl, ill be remembering that one for a long time, as well as the invisible warps, floor hazards, and being robbed by a certain extremely annoying character in the story (whos name starts with a D)... this dungeon really did feel like a nightmare, especially since there was no escape (without beating it). and lets not forget that "cursed" compass! who woulda ever thought a dungeon would exist that id wanna NOT pick up the compass! LOL

i even feel like because its such a hard level it should be level 8 or 9, and not 4... although its obviously too late for that now. and i say this because i have a feeling that the next 3 levels will be easier than nightmare, just a hunch.

anyways thank you very much for making that video i was totally lost a couple of times in this tough dungeon, something that had not happened to me yet in any dungeon in the game so far, so i needed that vid. that vid ended up saving me lots of time as i would have otherwise had to post here and ask for help and wait for a response. also the enemies were pretty fierce compared to the previous dungeons, so i would like to say i feel sorry for those who were stuck in here with just the green tunic! if it was me i know i would not be able to do it without at least the blue (i had the red and it wasnt too bad)... anyways, i give nightmare the unofficial award for most evil dungeon ever... good work on making this level (and the whole quest in general, which i must say is even better than some nintendo games).

side note: the game crashed once without warning for me during the ice wand text, which caused me to worry for a while, but it worked the next time i went there, which was good.

edit: wow myra REALLY hates link... (im in sub level 4)
edit 2: just beat wacky world, was a nice throwback to banjo kazooie!

Edited by EPIC, 09 January 2009 - 08:36 PM.


#1044 CastChaos

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Posted 10 January 2009 - 06:52 AM

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Your maximally enthusiast and full compliment is like fresh water to me in a desert... or to make the comparison better, it's like a huge ripe fruit! I thank you these words so much! This is also a real motivation for me to make all dungeons have something very special. I can tell you that Seasoned Blood will have something similar, too... except not in the form of a regular dungeon.

As for difficulty, yes, I didn't even think about it yet, but the next dungeons are indeed easier than this... since there are no such evilnesses... I guess. You will see for yourself.

Should this dungeon be 8th? That would have made sense, yes... But you know, when planning IW dungeons, I first spreaded them evenly: first 3 at north, south, west, then one at the middle (IW L4) then again 3 at north, south, west, then again the 8th in the middle. When I filled these dungeons with content (still at planning stage), I imagined IW L4 as Gargoyle Domain in ALttP (it was in the town, too), and imagined the boss to be a dream corrupter demon. Then I thought about a dream corrupter demon actually being in a dream... I added meaning to Myra's house with this boss key => nightmare thing. But I didn't plan it THAT nightmare-ish yet... I just thought about some frustrating things, then made a thread about accepting suggestions... Nuvo's suggestion determined the main layout (one floor forest, other floor being mix of previous dungeons). When this dungeon was finally made, I planned next dungeons to be somewhat harder, even if not centered around frustration... but I think they are indeed easier. I plan to make an area specific developer diary soon.

That "Myra hates Link" is indeed a nice touch... very story centered thing.

Wacky World... idea of Twilight_Knight. Indeed a very nice think. Banjo Kazooie is great, too.

#1045 EPIC

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Posted 11 January 2009 - 01:22 AM

found a very minor and not very important bug but still wanted to point it out- in this room its possible to walk left or right from the doorway "in" the walls:

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this can potentially lead to getting stuck in the walls if the player does screen transitions from this "area" like so:

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and thus forced to save and quit to escape.

btw, just beat IW5 and no it wasnt as "hard" as nightmare... at least not as far as being "evil" goes. i didnt get stumped to where i needed to look up help like in nightmare, but ENEMY-wise i think it was harder than nightmare (all kinds of wizzrobes in like nearly every room). also it was longest dungeon yet, since it was 3 floors, so its nice to see the dungeons are still increasing in difficulty in some ways at least, even if theyre not as evil.

and might i add that now after getting the 5th light force piece the plot is really getting interesting!

#1046 CastChaos

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Posted 11 January 2009 - 07:22 AM

I know about that wizzrobe room thing... walkable edges are required for the wizzrobes to appear one by one. This isn't a problem in dungeon type DMaps... and I must remember to keep it quite safe even in cave DMaps. Quit/Save/Continue isn't as bad as placing some event room near it.

So you liked the increased size of this dungeon. I hope each next dungeon will bring something new and exciting for you. And I'm sure they will. And I'm even more sure that you will greatly enjoy the last dungeon.

I love if you love the story! After all, it's the reason of this quest. There were some points in time when I almost deleted the file... And it surely would have happened, no matter what, if I don't feel a great urge to tell this story!


Also, as for the big bug fixes... the hookshootin up to fort... the going below bridges in Source of the Drought...
It won't happen.
When I tried to upload it, the program said the file was too big. And to think about that the only size increasers I did was to make 2 new combos (without making new tiles)...
Even though I was told that the size limit was increased to 7MB from 5MB...
Oh well, BB became too good for the database, as I explained in the shoutbox.

#1047 EPIC

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Posted 11 January 2009 - 09:19 AM

QUOTE(CastChaos @ Jan 11 2009, 07:22 AM)  

Also, as for the big bug fixes... the hookshootin up to fort... the going below bridges in Source of the Drought...
It won't happen.
When I tried to upload it, the program said the file was too big. And to think about that the only size increasers I did was to make 2 new combos (without making new tiles)...
Even though I was told that the size limit was increased to 7MB from 5MB...
Oh well, BB became too good for the database, as I explained in the shoutbox.


well, at least you tried, its not the end of the world if theres a couple bugs in it, because the quest is too good to be ruined by something as small as that icon_biggrin.gif, especially since these are the kind of bugs that are only going to be found by heavy explorers, so some people wont even come across them.

and lastly, its a good thing that you did not decide to delete the file, lots of people love this quest.

edit: well i got the 999 wallet now and have to confess i am abusing that "back to the light world" bug just a little, but only to collect rupees fast from those infinite rupee givers... my reason is that i dont like taking hours to get 750 and then 999 rupees for the 2 masks, so doing it this way makes it less painful for me, hunting rupees is a bit boring :/ although i know i normally wouldnt be able to get rupees this way, i just cant resist, besides its not really hurting anything to get rupees faster than normal.

and btw although ive long since gotten 24 hearts, i still feel a need to hunt down every piece possible, even if just for fun icon_razz.gif (im a completionist player when it comes to all video games.)

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edit 2 (swimming in the light world): wow using the zora mask in the waters of the LW makes for some interesting bugs.... for example this:

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i was able to "get past" the gerudo guard by using the flippers in lake hylia, but to my disappointment there was no secret area named gerudo valley awaiting me icon_frown.gif instead, i think it was the moonshine floor 0_0, but i got stuck in the walls so it didnt really matter. not like im saving any of this experimenting anyways.

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the above pic explains how i got "past the guard"... to my amazement a lot of screens in lake hylia are just black empty screens! the one directly above the gerudo one is 1 example, going south then left allowed me to see what was behind there.

and finally these last 2 places led me to the fabled "room 80" i have been reading about, which if i am understanding correctly, is the same room accessed in kokiri downtown to get back to the light world. entering these whirlpools then going 1 screen right and 1 screen up leads back to the intro again....

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this has been interesting, but now im gonna get back to being serious again, i need to go beat plant pond lol, but while i am at it, if you read this castchaos, were you planning to include gerudo valley at 1 point but then decided not to? im a little curious.

Edited by EPIC, 11 January 2009 - 04:56 PM.


#1048 king-n

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Posted 13 January 2009 - 03:44 PM

Where do I go after the Beamos Barracks (and the upside down world)?

Also, thanks for using my magic circle tiles. That was a pleasant surprise.

#1049 CastChaos

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Posted 13 January 2009 - 04:11 PM

EPIC:
Well, yes, I knew that the pure fact of having IW items can't hurt in LW, but using them leads only to bugs. If you see an impassable wall, there indeed is probably either an empty screen or another area. You see, ZC has 16x8 screen maps. If I make a small 9 screen (3x3) area, then I have place to put another area in.
Map 1: intro, secret DX ending, village houses, layers
Map 3: caves, houses, sword scenes, cathedral, and either Mt.DeadEnd caves or Darknut ambush with Minecar challenge (I can't remember which)
Map 5: Hyrule field
Map 24: IW main overworld
etc.
Getting all HCPs is very good, after all they are for playing, for fun, not to leave them where they are. icon_smile.gif
As for Gerudo desert, yes, I planned it, but since there's just 3 Spiritual Stones, nothing important left for the desert. So I left it closed.


king-n:
As soon as you submitted those tiles I decided I would use them. I kept postponing and forgetting to put them in (originally I planned it for ground detail at third dungeon boss), but here I finally placed it.
Now you need to go to southeast house in Kokiri Downtown, then to Myra's house, into... her bed.

#1050 david1

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Posted 15 January 2009 - 12:54 PM

Hello. I just wanted to know where the lens of thruth might be? Someone wrote that you could find it in town but I have searced everywhere. Help appreciated!


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