Go right from where you start in the overworld, bomb the blue dotted spot and so you can go even further right for the quiver (kill all moblins).
Be on the lookout for another blue dotted spot nearby. If there's just one single onscreen, bomb it.
Going back to the tower is only for optionals you missed and optionals you need the overworld items for. Those optionals being the sword you got, HCs and magic containers.
I can tell, if I spent more time making this quest, the following additions would have happened: (in this order of importance)
-useless level specific key counter swapped for "script 1" counter that would have been incremented by Faith enemy drops that I would have used for something (occassional extra damage or transforming items or access to some bonus rooms)
-enemy placement rethinking, including changing them in the enemy editor first
-bigger last level with the same item swappings like in the first tower, maybe with the ability to get the old ones back or to be able to switch between counterparts
-another set of overworlds after the currently "last" level and only then the true last level
-more content and graphical variety into the first tower, including the story explanation why the main character starts right there and some connection to Erosion
Same things would go in if I ever made a DX version, as how I made HCDX from Hyrule's Christmas, what also was an "x weeks quest contest" entry.
I wouldn't have made different endings here into the contest anyway, to keep at least that aspect simple for now, after all those of my quests with millions of endings. (Valami has 8 of them.)