I've finished the Desert, Spider Dungeon, Treasure Vault 1 and got the Magic Sword but I haven't found the Sand Dungeon. Should I have done the Sand Dungeon before the Desert Dungeon? Having a blast Lut
Thanks
It's what CyberGamer said - there's no "Sand Dungeon," but the Desert Dungeon happens to be built from sand
Thanks for the clue, Lüt!
By going through the second treasure vault, I realized that I must have missed the Hookshot somewhere....:/
Could you tell me where I can get it ?
No problem.
Have you been in that Desert Dungeon? Because that also requires the hookshot to cross over to the boss room.
If you haven't, you may or may not have encountered that guy near the start who said something like "directly above the Desolate Dungeon lies the Desert Dungeon." If you can find that first entry screen on your overworld map (the spacebar map), it's the "dead end" at the lower-left side of the desert just above that screen. Make your way over there, and you'll see the unusually orderly rock formation. The guy at the entry of the desert, who said "winds can sometimes disrupt desert sands," was hinting that you might need to blow on something to get in.
Furthermore, once you know how to get in, you could perhaps be expected to use that same method at another similar "dead end" somewhere inside - in which, you'll find what you're looking for.
In Emerald Dungeon I can't seem to find the ladder or whatever it takes to access the first key.
Help, please.
Yeah, it's the ladder. If you go directly right from the entry, you should pick up the blue candle. Once you have that, go up and over to the grassy room with the Goriyas (2 rooms below the one with the compass that needs the ladder), and burn down the lower-right tree.
This quest has some issues that I feel need to be addressed for future versions: The eye burning palette of some areas. (Sand temple, primarily.) The fact that you're given the blue candle and are expected, in several locations, to burn every tree in a room until you find the one with the secret passage. Assuming there is one at all, plenty of rooms with trees that look the same don't. This would have been fine with a candle in which you don't have to leave a room to re-use, but as it stands it's tedious as hell. The spider dungeon is a mess, like, the whole thing, is a mess.
The first vault should require the whistle to enter, not the candle. There is otherwise a chance players will get stuck inside a room and be forced to die because they didn't have an item. Not to mention, you can't tackle most of the dungeon until after you have both level three items in the first place.
The maps are given at absurd locations in the dungeons, and well past the point of use. The fact that most players never find level 2 (and have to look it up.) because they missed the map and the bracelet in level 1 really highlights the issue. (But that's hardly the only dungeon with this issue.)
The lack of level numbers makes it confusing to know which order to do certain dungeons in. The sand dungeon and the spider dungeon can both be accessed after the raft, but it's not obvious which order they are in. (In regards to difficulty, etc.)
You bring up a lot of good points worth discussing.
Without trying to sound too defensive, I did have specific reasons for doing things the way I did, of which I'll share a few. You might agree with some of them, or hate all of them. Probably the latter, but, worth talking about anyway
Palettes I replied to in your comment on the quest page. It grew longer than I expected, so I won't rehash it all here, but I did explain my process, and why it's incredibly difficult to discuss color without establishing precise consistency between our viewing conditions, as well as building those conditions on known color management standards.
I'll give you the candle thing. Most of my decisions like those were made with the original quests in mind, rather than any custom quests or community preferences. I guess I'm one of the few people who actually liked the obscurity factor of the original game. Well, most of the time.
"There are secrets where fairies don't live," and you only get 2 fairy pond references to figure out the third is the secret, as well as that you have to blow the whistle to drain the pond? Worked for me! I know they're established standards now, but back then, with no internet, some friends down the street and a few gaming magazines? I found solving things like that a rewarding adventure.
On the other hand, I hated a few. The second quest: burning nearly every tree in the entire overworld with the blue candle, trying to find the 7th dungeon, located under a tree you can only burn from the other side of the screen? Hell no. My ladder tree might have been obscure, but I think it was certainly a step down from that week-wasting nightmare. I figured the candle near the start implied you had to burn something later, and the lack of the ladder made clear it would be an area between the candle and the room in which you need the ladder. But I guess people like to move quicker than that. Duly noted.
Similarly, I didn't predict people would try burning every single tree in Seaside. The tree variety is just a little "gardening" technique I came up with and carried throughout the quest. I thought that the grassy room off to the left side, which had a variety of tough enemies to defeat without any reward being revealed, would indicate that the room had more to it than any of the others, which you simply pass through on your way to the next room. Every other "dead end" room had an item or passage in it, except for that one, in which, you just burn the first tree in front of the door. But again, different standards of "obvious." Duly noted.
Spider Dungeon - I don't know. All I can say, is I built things that I liked, and that appealed to me. After finishing the whole quest, I still think that one might be my personal favorite dungeon of all of them. If you have more specifics you didn't like, beyond "the whole thing," like block arrangement, enemy placement, item availability/requirements, door or stair locations, I'd be interested to hear your preferences - or at least, how you'd do it differently. If it happens to do with the multi-entrances, I did make the dungeon and overworld screen ratios the same. In other words, moving up 2 screens in the dungeon moves you up 2 screens in the overworld, or moving right 1 screen and up 1 screen moves you the same distance in either map. Although, I guess that hardly covers "the whole thing." Apart from that, all I can do is chalk it up to differences in design preferences, and agree to disagree that it's fun or it's trash.
First vault - it presents a series of item checks; candle at the entry, magic shield for not getting wasted in the shooting-statue room, (bonus: walk-through-wall technique to get to the main part), ladder to cross the river, bow and arrow to defeat Gohma... and whistle to break down Digdogger. I see where you're coming from - use the highest-level item to gain access in the first place. However, 1) that would have made the Digdoggers irrelevant as the whistle-check, and 2) the forest area surrounding the entrance makes it the most reasonable place to put burnable trees (especially after the second-dungeon ladder-tree confusion).
Also, it's not that I expect anybody to read the text file for necessary info before playing, but one of my design guidelines I followed was this:
"No shutter traps. You'll always have the option to retreat if you come across a room that looks too hard. However, in rare instances, the way out may be a door or floor other than the one you entered from." You're able to retreat from every room in that vault, or any other dungeon or cave, if you're not ready for it. I did make note, however, that I may make exceptions in side-dungeons since they exist outside the standard difficulty progression - specifically, that refers to the third and final vault, which is a series of lock-ins. The first series only requires sword and bombs, so it shouldn't be some horrendously unbeatable traps (though the rooms are incredibly hard, and you need some bombs for the Dodongos). The second series does require wand magic, so I put a wand-check room before anybody can access that series so that nobody gets unfairly trapped.
Lack of level numbers - that's non-linearity for you. You can take multiple paths in some dungeons, and you can take multiple paths in the overworld as well. Take any one you want. They're meant to be equally accessible.
Maps - I do use these a little differently than usual. Again, I don't depend on people reading the text, but I made this note:
"Dungeon Maps always reveal every room. As a result, they often appear near the end of the dungeon, or are either hidden or well-guarded." In other words, earlier ones tend to provide a secret-check near the conclusion of the level, more than provide a guide through the level. Most of my dungeons don't have an incredible amount of bombable or walk-through walls, so manually mapping them is relatively straight-forward, and the few that do exist, are instantly revealed either a little before you leave, or just before you come up on them. Maps for later dungeons are provided earlier though, due to the size of the dungeons, so they do somewhat transition to a guide eventually.
Anyway, I appreciate the feedback. It seems clear we look for moderately, if not significantly, different things in quests, so I'm not sure how much of your preferred gameplay or layout styles would make it into the things I do. Still, I like hearing things like this, because it helps me understand what other people besides me like in a quest. If I ever do another one, I can at least design it with preferences like this mind
Yeah I found the white and magical swords soon after. I already completed most of the quest already with the Underworld dungeon left to complete. I got everything already save for one triforce piece still left alongside whatever items are left in that dungeon. Biggest issue I have with this quest is that spider dungeon that Lunaria mentioned with the pain of having to burn every tree in that area to find the ladder on that specific one tile. I was stuck without being able to progress for a while because of that. Maybe you should of made the red candle available for purchase after getting the blue one.
I mostly addressed this above, but regarding the candle, it's a possibility. I had considered just giving the red candle first and skipping the blue entirely. But, I didn't feel there were that many burn secrets that would warrant it. I suppose I could have made the blue candle multi-burn, and the red one simply provide an increase in flame damage (which it currently does). I don't think I'll make a Ver 1.1 of the quest just for that, but now that you mention it, I kind of wish I had thought of a thing like that