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Stranded

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ZC Quest: Stranded

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#16 pixcalibur

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Posted 17 November 2013 - 08:23 AM

Part 13 - Level 6, quite conveniently a level where the map is useless.  Lots of little gimmicks to figure out, so paying for clues in the nearby town will help a bit.  Luckily batrobe keese drop refills.



#17 pixcalibur

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Posted 18 November 2013 - 11:41 PM

Part 14 - I guess not surprising on the types of enemies you find in this mini dungeon given the name of the place.  Easy to overlook the keys hidden in somewhat out of the way spots, so the lens can be helpful.



#18 pixcalibur

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Posted 21 November 2013 - 01:19 AM

Part 15 - An optional mini level, but decent prize to pick up.  Here the feather is put to better use in a few ways.



#19 pixcalibur

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Posted 23 November 2013 - 06:36 AM

Part 16 - Another optional dungeon, but may as well pick up the goods here.  Not too big of a level anyway.  May not hurt to stock up on super bombs before going into level 7.



#20 pixcalibur

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Posted 25 November 2013 - 10:30 PM

Part 17 - Level 7 with some nice music.  A few items to pick up in this place in a fairly linear order.



#21 pixcalibur

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Posted 27 November 2013 - 09:22 AM

Part 18 - Exploring some new areas.  Another mini level to go through for a key item.



#22 pixcalibur

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Posted 01 December 2013 - 12:10 AM

Part 19 - Level 8, where the music and room layouts match the fortress name.

 

Part 20 - Kind of easy to forget where to go after level 8, though someone does give a clue about where to go.  Into the mountains full of falling rocks.  Feather is handy once again.  Make sure to bring lots of money and super bombs to find the various goods here.  And yes, we finally get an item that is way overdue to get...



#23 pixcalibur

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Posted 02 December 2013 - 03:57 PM

Part 21 - Into the Hurricane Cave.  Another fairly short mini level, good for some extra money.  You get a maze hint at the end of the cave to get to level 9, which is going to be rather interesting to go through.


Edited by pixcalibur, 02 December 2013 - 03:57 PM.


#24 pixcalibur

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Posted 06 December 2013 - 12:16 AM

Part 22 - Ah, good ol' feather, makes level 9 quite a bit more manageable.



#25 KingPridenia

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Posted 06 December 2013 - 02:03 AM

That level 9 is insane. Then to rub it in your face, the item you've been dying to get since the start of that nightmare isn't gotten until almost the end of the dungeon.



#26 pixcalibur

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Posted 07 December 2013 - 09:29 PM

Part 23 - Another large cave to explore.  Now if you know the maze path, may as well get the big item early on.  If not, you can still explore enough so that you can guess the maze path.



#27 pixcalibur

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Posted 08 December 2013 - 08:17 PM

Part 24 - May not be a bad idea to come in with 99 arrows, since you'll be using a lot of arrows in this place.



#28 pixcalibur

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Posted 12 December 2013 - 09:58 PM

Part 25 - A fairly short mini level with a little gimmick that you actually should be able to figure out pretty quickly.  It's just applying what you do to the rest of the place.



#29 pixcalibur

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Posted 15 December 2013 - 10:42 AM

Part 26 - Starting off on level 10.  If you paid for the hints and follow them reading from left to right, you'll get a sense of which ways to go first.



#30 pixcalibur

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Posted 15 December 2013 - 08:00 PM

Part 27 - Having the gold ring makes the main path a bit easier to manage, especially given all the summoners you'll be seeing along the way.  A couple of useless items to pick up along the way just for completeness.





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