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Destiny of the Oracles

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Destiny of the Oracles LP- By SCKnuckles


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#1 ywkls

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Posted 24 September 2020 - 02:14 PM

Destiny of the Oracles- Part 1
 
Part 2
 
A little background on this quest.
The initial idea behind this was to revisit areas seen in only a handful of games, in a unique story.
More specifically; Holodrum, Labrynna and Termina.
However, I soon realized that cramming all of these areas into one quest would be nearly impossible.
This gave rise to a new concept: a series of quests centered around one storyline.
This is the third in that series.
 
I should note that there is a shield but that was missed during the initial visit to the area where it is found.

Also, the ability to switch back and forth at will had a major bug which is why it is currently restricted.

I've noticed a few minor errors with the CSets due to being on 2.53 but I can ignore that for now.

The Token of Friendship which is obtained is the start of the trading sequence.

 

Looking forward to this new adventure!



#2 ywkls

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Posted 25 September 2020 - 01:30 PM

Part 3

 

The gimmick shown off in both level 1's is used throughout the quest.

As each character finishes a dungeon, they can then open the way for the other.

 

There are items in each of the first 3 dungeons for each character which you have to come back for.

Some are Magic Containers and some are Heart Pieces.

 

Sorry about the annoying sound effects.

I tried to use authentic ones where I could.

It's difficult to adjust their volume individually.

 

There are clues in the quest as to where to proceed after every dungeon.

You simply have to find them.



#3 ywkls

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Posted 29 September 2020 - 12:30 PM

Part 4

 

In case it isn't particularly obvious, there are a lot of sidequests in this game,

You've already encountered the Lost Fairies.

You can also do some of the others.

Currently available are the following.

The first 2 Lost Letters and deliveries.

The first Crystalline Beast and altar.

The spots which look like warp points for the Harp are just that.

But you have to be done with Din level 2 to access that.

Those blue chests always have something good in them.



#4 ywkls

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Posted 01 October 2020 - 12:12 PM

Part 5

 

The mechanic behind the main item for Nayru level 2 was inspired by the Portal Sphere from Isle of Rebirth.

I wish I used that trick where you have to shoot through the portal more often than I did.

 

Most of the enemies in the dungeon are weak to the Ember Seeds.

Buying the level 1 Magic Ring would have alleviated the issue where you could run out of magic.

 

That 1st puzzle where you have to use the portals to get the blocks in the right spots is one of my favorites from the quest.

I tried to replicate its complexity elsewhere but never really succeeded.

 

There are unique enemies in almost every dungeon.

I wanted those jumping Stalfos to act like the ones from LTTP but couldn't get them to work right.

This might be why they seem to have Z-Axis on even though they don't.

 

After the first two dungeons, there aren't any puzzles which require the aid of your partner inside the dungeon until the Black Tower.

This was done so that you could choose which character to pursue first.

After each dungeon is completed, that character can open the way to the other's next dungeon.

 

Edit: It looks like the scripts used to make specialized enemies ignore the rule not to use Z-Axis.

I'm not entirely sure why, but I'm working to fix this.


Edited by ywkls, 01 October 2020 - 12:38 PM.


#5 ywkls

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Posted 05 October 2020 - 12:26 PM

Part 6

 

Din's level 2 is definitely convoluted.

Making you go around the whole dungeon, inside and out; just to reach the item.

Hopefully you'll go get the Magic Ring soon to alleviate that problem.

 

I didn't have either the Rod or Bow drop items when slashing things, though that would be easy to fix.

I think I originally made it that way so that their level 1 attacks would be the only thing which could do so.

But looking back, that may have been a mistake.

 

The mini-boss here is intended to be Maple, from the Oracle games.

I thought of having the Seed Shooter work in all 8 directions but decided it would be too difficult to make.

It is also of note that many bosses are vulnerable to it.



#6 Epsalon ZX

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Posted 05 October 2020 - 04:04 PM

Many bosses being vulnerable to the seed shooter is actually really good advice for late game 


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#7 ywkls

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Posted 07 October 2020 - 02:13 PM

Part 7

 

So many sidequests!

In case it isn't obvious, I doubled down on giving this quest variety.

We've got the letter deliveries as you've seen.

And the Crystalline Beasts.

And the Lost Fairies.

The only one you haven't stumbled across just recently became available.

 

The route ahead isn't always opened by the same character each time.

Sometimes Din goes first and others, Nayru does.

Also, there aren't any pointless caves.

Every path you can follow leads to something, even if that is only a clue.

 

The music variety in the Fairies' Woods and Talus Peaks was inspired by a request from Eppy.

It was felt that having the same music everywhere was a bit monotonous.

So, I changed it where some regions had different themes.



#8 ywkls

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Posted 08 October 2020 - 01:05 PM

Part 8

 

It is becoming increasingly more clear just how much there is to do in this quest.

That Masked Salesman is one of 9 bosses guarding Lost Letters which have to be delivered to specific locations.

As you guessed, placing the Crystalline Flames on the altars counts as completing that quest.

The mini-game that you found is the first of ten, which have to be completed in order.

 

There are a lot more of those harp spots.

Although you might not be able to do them as soon as you find them, each one holds something useful.

There are also some inscribed with a song note which can be discovered.

 

Regarding the Lost Fairies, they follow Nayru wherever she goes, except inside dungeons.

If you change to Din while they're active, they disappear but will return when going back to Nayru.

In the event that Nayru dies outside of a dungeon, she will lose that fairy.

It then returns to where you found it.

 

Be sure to return to Din level 2 for that large blue chest you skipped.

It contains a very useful item.

Otherwise, you'll find the quest much harder until you get to Din level 6.


Edited by ywkls, 20 April 2021 - 07:04 PM.


#9 ywkls

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Posted 12 October 2020 - 12:14 PM

Part 9
 
After working on Din level 3, I decided never to use mine carts in ZC again.
Whether working with my script or the one used here; the setup is just too time consuming and difficult to be worth the results.
 
I almost feel like the quest needs a disclaimer saying "secrets which affect the other world will be clearly indicated"
I find it surprising how long you were lost attempting to figure out where to go.
Especially after the quest explicitly teaches you that items can be hidden under rocks that you can pick up.
 
That torch near the end was added because a lot of people missed that item in the large blue chest.
Since it is required for progression, I added that trigger in order to make sure people obtained it.
 
I should also add that I clearly indicate what can or can't be activated in most cases.
The only exception here was the pillar by the large blue chest, which is different from the others which can be destroyed.
 
That switch near the entrance with the orange chest is activated by an item from a later level.
It's one of many which are hidden in the first 3 dungeons for each character.
 
The attack used by Summer Heat was originally much different but less useful.
Each Rod or Bow upgrade increases the power of the level 1 ability.
 
Zant was one of my selections for a "Sage of Darkness" . 
Since he also was a foe I hadn't used yet, he seemed appropriate.

Edited by ywkls, 14 October 2020 - 01:09 PM.


#10 ywkls

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Posted 14 October 2020 - 01:13 PM

Part 10

 

The Uneven Edifice is one of my favorite dungeons.

Lots of going back and forth, lots of complex puzzles, great music.

You solved one puzzle even I usually have problems with faster than normal.

 

The Fire Arrow power is probably the second best one.

Also, yes the big blue chest is Diabolical Factory holds a defense upgrade for Din.

 

For those interested, the level 1 shield was the book sold back in Lynna City.

Hopefully, that shop will be revisited at some point.

 

Awfully convenient how the warp to the item you needed was so near the dungeon, wasn't it?

I had to carefully craft the placement of the blue chests to make sure you couldn't softlock yourself.



#11 ywkls

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Posted 16 October 2020 - 07:04 PM

Part 11

 

Those tricky raft paths strike again! 

The quest doesn't tell you this, but seaweed patches mark raft branches.

I'm adding an npc with this hint.

 

You're doing quite well on the sidequests! Keep it up!

The path to open the way for each character to the next dungeon is usually near to the route to the next dungeon.

 

Each and every blue chest in the quest offers a reward of a sort.

They aren't in every dungeon, however.

 

The defense upgrades are exclusive to each character.

Moonlit Grotto does exist after a fashion.

But you won't be able to get there until much later.



#12 ywkls

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Posted 20 October 2020 - 12:03 PM

Part 12

 

The Switchhook originally permanently switched the diamonds.

Thanks to Moosh, that was made temporary!

 

You will notice that all of Nayru's bosses are old monsters.

Whereas all of Din's are previous allies.

This trend continues until the post-game.

 

The mirror spot sent you back to Din level 3 because you failed to use the save point.

It's a wise idea to alway save as soon as you find a new one to prevent just this sort of thing.

 

The idea behind Nayru level 4 was to create a dungeon where you have to traverse it a second time once you get the item.

Those barriers mentioned are the posts blocking the path to the boss room.



#13 ywkls

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Posted 22 October 2020 - 12:37 PM

Part 13

 

So, I consider myself to blame for the confusion here.

The clue at the end of Din level 3 should have said "southwest" instead of "southeast".

 

There were a lot of times during the video when you could have revisited areas you'd been to before which had rewards but didn't.

Still you did collect a Magic Container, a Blue Key, a Blue Chest, a Lost Letter and made a delivery.

So, some things were accomplished.

 

Those symbols you've encountered are activated by items from later levels.

I don't tend to hide secrets without marking them in some fashion.

Though exactly what is needed I tend to allow to be discovered as you progress.

 

Technically, you could open the way to Din level 5 but you wouldn't be able to get there without the item from level 4.

Also, that fiery tree can be burned with the power of Summer's Heat.

You'll want to go back there eventually.


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#14 ywkls

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Posted 26 October 2020 - 12:33 PM

Part 14

 

The design of Din level 4 is based on a concept I came up with in Passage Through Time.

Basically, each horizontal layer is above the one below.

Thus, we have a lot of pits leading to areas beneath them.

 

Originally, the item here was the Roc's Feather.

However, someone suggested the change given the nature of the boss and I couldn't resist.

 

I decided to add a clue outside about the existence of the second entrance given how long it took you to find it.

At least you didn't do so before the path was opened like I usually do.

 

You can go back to Din level 1 for that chest now.

There's a couple of other things you can get as well.



#15 ywkls

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Posted 28 October 2020 - 12:05 PM

Part 15

 

Good job on figuring out those mini-games!

I inadvertently made it where you couldn't tell where to dig.

So, I changed it back.

 

Those spikes do 32 hearts of damage and aren't affected by your rings.

The Crystalline Beast in the desert is behind them.

Also, congratulations on finding the Giant Crystal Zora and placing its flame.

 

That game over you had caused the bug with Nayru's items.

The script which was supposed to run when you died didn't work right.

Not entirely sure why. But I know that my fix repaired that issue.




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