Posted 29 May 2024 - 02:02 PM
You have like one new area open up the moment you get your first movement item, another once you get your first ranged item. Each area holds a big dungeon with three entrances pretty close to each other.
You can traverse the movement area with each movement item, but it holds areas/secrets exclusive to each item and each entrance can only be passed with a single movement item. Part of the dungeon area is also shared but with different paths based on your movement item. That way you are forced to go through the same area with different items, needing different strategies for the same enemies. No difficulty curve since you don't really get any more health, defense or power.
In the dungeon you get "chargeable" dungeon items. For example you get the wand in the dungeon prior to the movement area without a ranged effect. The movement dungeon has a three colored light theme, instead of an item you "unlock" that area of an dungeon, which allows your wand to be used ranged in there.
In other words the wand is the dungeon item for all three movement dungeons. To add a bit spice to it, since the dungeon is actually one big dungeon that just restricts the other paths, it shares the same enemies and the three wand upgrades have different effects based on the part of the dungeon you are in. The wand cannot be used outside of the dungeon. After you beat the first movement dungeon, you get a heart to get your first ranged item. At the entrance of each dungeon is also a one-way portal to get you faster back to the place to switch items. Which item you unlock cannot be choosen btw.
With the ranged item, you unlock another area. It does include secrets for each movement and ranged item, but never a combination of both. So you don't need a certain combination - to limit backtracking.
The first ranged dungeon holds a movement item and while you cannot hold both, it has multiple spots to switch between them. You cannot leave the dungeon with the new movement item, but after beating it, you get an item to upgrade your base to switch it there. Back in your base, you then can switch to your new movement item and also unlock a new ranged item.
To get to the movement area, you also need the wand, which you need to switch with the ranged item, so you cannot go to the movement area with any of the ranged items. In the ranged area, there is another dungeon with three entrances that all require one of the ranged items and the last movement item. Furthermore two dungeons with two entrances to have each combination once.
Sry for the messy description, just making this all up. With the setup described above I could imagine stuff like this:
Dungeon 1: Wand (no Magic)
Dungeon 2: Bombs
Dungeon 3a/b/c: Wand with Magic (only temporary)
Dungeon 4: New movement item
Dungeon 5a/b: new item limited to the dungeon
Dungeon 6a/b: Ranged Item 3 gets temporary Magic
Dungeon 7a/b/c: new item limited to the dungeon.
Movement Item 1: Dungeon 3a, 4, 5a, 6a
Movement Item 2: Dungeon 3b, 4, 5b, 6b
Movement Item 3: Dungeon 3c, 7a/b/c
Ranged Item 1: Dungeon 4, 7a
Ranged Item 2: Dungeon 5a/b, 7b
Ranged Item 3: Dungeon 6a/b, 7c
I assume this should be solveable with having all three ranged weapons unlocked at once for more freedom, you are gatekeeped after all, but my brain is not very capable.
Support Items:
- The chargeable Items mentioned above. Can be hold all the time but use the same resource/charge. Kinda like the three goddess powers with magic, but far weaker and the ways to gain magic is more controlled.
- Three missable "stone hearts". These can regenerate and block certain attacks. Since later bosses and monsters should have some dangerous attacks, instead of only higher damage these attacks destroy a stone heart first. So instead of more health you can block the dangerous attacks a number of times.
- After a Stone Heart breaks, you get a penality for some time, less damage? Or dependent on the enemy?
Examples for the movement items:
- First the good old feather, but a magical hammer that also adds a Hammer to your items. If possible with a jump down attack that works like a Hammer attack that disables the ability to jump for a short amount of time. Or you have a limit of three hammer attacks before you need to recharge Stamina first. Cannot swim.
- This could allow the first dungeon Item to be Magic Hammer that is magical upgraded to allow you to Jump after beating the boss (instead of a heart).
- Second the rushing move from Banana Kingdom, also a shield. You have up to three rushes before you need to recharge stamina first. Either you can rush with that to certain combos like with the Hookshot (I think Moosh did that already in Banana Kingdom?) or you can use the Shield as a Hookshot. If the first works, the attack could be a fast candle that looks like an rush image, it does not use Stamina. Cannot Swim.
- Your Magic Hammer can as a magic item be transformed to a Magic Shield at the right shrines. After obtainig the shield, it first is a pure shield, the dungeon has some unique mechanics and ememies that use reflectable attacks with the enemies only being vulnerable to your not yet unlocked flame and reflected magic. After beating the boss, the rush and flame is unlocked. Or the flame can reflect the attacks if timed right.
- For Stamina, the charged sword (I can't believe I don't remember how the whirlwind attack was named) could cost Stamina as well, with up to three stages. To include Stamina from the start.
- The last item allows to swim, but can also be used to dive while on land (costs 2 Stamina instead of the usual 1). I think that makes it unneeded to force it into the movement area as well. The last weapon is a wand and the idea with the three times unlocking the Wand's magic is moved to the water dungeon with the three entrances for each ranged weapon. The three bosses could hold the Stone Hearts and while the Wand is not unlocked, it can still throw shadow beams, they can only stun though and cost 1 Stamina. The Wand does more damage than the sword but can only stab.
Examples for the ranged weapons:
- The 2nd dungeon holds bombs and the bumerang. The Bumerang has a shorter range, pierces, ignores shields and you can throw more than one. Maybe some kind of Magic Ring that allows to throw a sphere that returns into the ring? It can neither stun nor push enemies back and is stronger against armored enemies the sword deals less to.
- the third dungeon holds the magic shield and you can only get into the movement area with Hammer or Shield and the Bumerang. You can leave the dungeon with the Shield, no Portal back and the area has another small dungeon needing the shield where you can find the 2nd broken ranged weapon. It is repaired at the shrine where you switch weapons.
- the second weapon is a holy bow. It can be charged for 1 Stamina to add Stun to an arrow, but will not deal more damage when charged. arrows deal twice the damage of the sword.
- the arrows, like the bumerang, are magical. You cannot find arrows, instead there are some spots that allow charging your arrow.
- changing the plan, the ranged weapons have a light theme and the movement items a dark theme. In the first dungeon you find the bombs and unlock the bumerang after beating the boss, this magically drains the dungeon, you are teleported out and the doors are shut. In the second you find the hammer and unlock it after beating the boss, same things happens.
- After obtaining the bow, you can use it to revisit the first and second dungeon. The keys are completely reset and new paths open with the hammer (now able to jump) and shield.
- For the first dungeon, the light dungeon, you are warned that you should not use the bow to fight as you need it to solve puzzles and you cannot recharge it inside until you reactivate the dungeon's power. You will need the shield from the start to make you aware that the hammer is the wrong choice here (there are many hookshot spots you couldn't do much about during the first visit.
- After reactivating the dungeon, you have unlimited arrow ammo in there that you also need to fight some new enemies and the boss with the bow.
- The other dungeon only needs a single arrow to open the doory you are told that you only need your hammer in there and cannuse your arrows as you want. Though when they are gone, they are gone. And they will be a big help against the boss.
- While you also need to reactivate the dungeon, you won't get any benefits this time.
- The first dungeon holds the broken third ranged item, the 2nd the third movement item. After bringing them back, they are repaired and useable.
- The dark wand allows to explore many new areas, not too much but everywhere you go you will find something for each ranged weapon to be used with. And a dungeon for each ranged weapon. The things you can find include that you can carry more arrows, more rupees (I assume making them the source for the support items makes the most sense with this quest idea having no real need for money) and the water dungeons hold the stone hearts.
- in the movement area you can now enter the last dungeon there, with the shield and, I think there are better options but my only idea for the last "ranged" weapon, remote bombs. With the magical theme, they do more damage than the normal bombs but cannot destroy walls. You need to put down three bombs before you can detonate them and there is a delay before you can put down another, but they don't hurt you, so you can just place them all the time during fights (they don't need ammo) and detonate them without risk.
In that last dungeon, you will fight the bosses you fought before again, but with a different setup, a boss you priviously fought with hammer and bumerang will show up twice in the dungeon, changing your weapons once to arrow and shield and once to bombs and wand. The final boss will be a a stronger version of the first two bosses (he switches between them) and as he changes pattern, your weapons are also changed. It will regulary change your shadow weapons but the light weapons change based on your arrows:
- You start with arrows and arrows are needed to get him vulnerable so you can attack with your sword.
- When you run out of arrows (you have 10 after getting changed to bow and need to hit 6 eyes or so, they will be saved if possible) you change to bumerang first and are flooded with little enemies that you need to kill with the bumerang, after that you simply need to place the bombs at the right places while dodging attacks during the delay to then switch back to bow.
- The Wand can also be used to attack the eyes but cannot damage the boss while vulnerable. The hammer deals more damage than the sword when you have it.
Hmm, I think I have gone quite off-topic...
Hopefully it is somewhat useful nontheless...
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Twilight Knight likes this