Yeah, lots of secrets to find. I don't think I found all of them, but probably just missed some free money that I couldn't hold anyway
Sorry it's been so long. School kinda' sucks up your time.
Part 19:
- Goriya Statues - I'm not sure if I can do much about it. When Link is so close, the boomerang hits the trigger for a few frames in a row instead of just one. You have to be able to hit the statues at any point along the path, so I tried to place them around the room as minimally as possible. ... Let me know if I should fix this; I think I might have a workable idea. (I have to look into the t
- Top-Left Room - You don't need to beat the enemies in here at this point; you just need to grab the key and leave. Of course, like pixcalibur said, beating a few of them now could help you later when you come to the room a different way.
- Blue Statue Room - Without the Lens, indeed! If you pay attention to the eyes, all of them are looking straight at you... except for one that looks up the whole time. That's the one you have to shoot.
- Lava/Ladder Room, North - The tiles look a little weird because of how they overlap over the lava combos. That was an inherent issue with using diamond-shaped floor tiles instead of regular square tiles. If you see a diamond shape with lava in the middle, that's a single lava combo and you have to use the ladder to cross it.
And, yes, that is a Boss-Lock door to the west.
- Hammer Room - That's right! If you look carefully, that statue that you need to destroy does not shoot fireballs at you, so you don't have to use the Lens to find the secret. (In ZQuest, you can only have 1 combo type, so I had to choose either Statue or Pound.) Also, I had to use Lens markers because the Lens doesn't reveal Pound-type combos; just Hammer secrets, of which this is not.
Also, you might recognize the layout of the room immediately below it because it's modeled after the same room in the first Zelda game.
- Flooded Rooms - This way isn't just to get info; it's to get the Compass, too, as you'll see later on.
- It might be hard to see where to go, but that's because of transparent water over a maze on the floor beneath. I was thinking ahead to when I'd be making this in ZC version 2.50; then, I'll have the water level drain out and you'll have to navigate a maze different from when you swam through. For now, just look out for the floating spike traps and spike chains.
- The floating spikes are just solid; I could only make damage floors work if they were walkable (which would be negated with the Boots, anyway, because ZC version 2.10 doesn't have the option to disable certain items in certain rooms/dungeons). Even if I could make swimmable damage combos, people would probably just tank through, so I had to account for that and just made them solid combos.
- A bit of trivia: The Dodongos at the end are invisible if you don't get (or choose not to get) the Amulet.
I'll post more if I get the chance. Nice tour of the place!
Edit:
Part 20:
- Super Bomb Room - Yeah, I used to only have 1 super bomb hidden in the dungeon. I added a second one so that you naturally will have enough. Then again, if you get killed by the deathknight, you could use your second super bomb to get through again.
- Despite all of this, I made the blocks pushable so that you can exit without super bombs.
- Deathknight - Not just the Fire Boomerang, but the Hookshot works almost as well! (The Hookshot just can't shoot through blocks; that's one benefit of the boomerang.) If you can't get a side shot on this guy (like pixcalibur did), use the hammer to break his shield and stun him while he's charging at you.
Well, I got one more done! I gotta' go now. I look forward to viewing more!
I think I only knew of the invisible enemies after watching Grantgreif's LP's
Hookshot really only works after breaking the shield, as you'd have to hit the back half of the death knight (or any darknut for that matter) to stun it. Better to use half tile positioning to safely hammer the shield out, then you can stun it with the hookshot. Fire boomerang is just more reliable in general to stun
Part 21:
- Info from Someone Else - Yep, that's right. Captain Mido (in Harbor Town) spoke of this place specifically. ... Of course, that was quite some time ago, so if you didn't immediately go looking for it, you might forget. Since he says so much, I made it so that he doesn't say it again after you get the key to the ferry; so, unfortunately, this means that you can't go back and hear him recap what he said if you wanted to hear it again.
- The Point of That Room - If you'll notice, there's a return-warp tile on the floor. A warp tile (at least one, though there might be two; I can't remember right now) elsewhere in the ship takes you there.
- Get Rid of All the Easy Stuff First - Yes, but you don't have to fight the Mirror-robe! Defeat one (or a few) of the Goriyas in the room, then go to the right and come back. It will have turned into a Goriya instead! Easy peasy.
- Gleeok(s) - Yep! In this room, there are two 3-headed Gleeoks, giving the impression that it's one Gleeok with 6 heads.
- Shortcut - Not only is it there if you need to go back, but if you accidentally die trying to get to the boss (or fall down the whirlpool in the above room), you have a quick way of returning there from the entrance.
- 50 Rupees - ??? ... That was weird. No, you didn't pick up the 50-rupee item with the boomerang, buuuut it gave you the 50 rupees when you got the 5-rupee item. ... Never seen that before. Not sure why that happened.
You are right about the boomerang picking things up. I chose to not check the rule that allows boomerangs to pick up room items. It'd be too easy. (Next time I make a quest and I check that option, I'm gonna' make boomerangs scarce so that you can't easily grab things before you're supposed to get them.)
- Whirlpool - It doesn't go back to the start, but to the room directly underneath this one on the first floor. It's the room that had floating pushable barrels. As long as you've opened the shortcut, you might as well go back to the start to use the shortcut warp.
- Bombable Wall - You missed it! Why did you miss it??? (Kidding. )
In this room, look for a cracked wall along the left; it's where the wall sticks out without being diagonal. Bomb this and it leads to a room with a free potion. (If pixcalibur knew about this, he might skip it because he doesn't need the potion, since he already has one.)
Part 22:
- Front Entrance - Hunh. I didn't realize before now that the front entrance is quicker for reaching the basement! ... Then again, I did put that boss lock block there as a shortcut later in the game. ... Coolness!
- Din's Fire - A common mistake in this room, even made by me, is standing too close to the trees when using Din's Fire; the flames go right over and miss what they're supposed to hit. Just like pixcalibur did, you gotta' stand back a few combos to aim it just right.
He's right about the small trees, though I thought I put Din's Fire triggers at the base of the big tree, too... If you make the fire hit one of the small trees and the big tree, that will work, too.
- Cameo Character - Here you see the second appearance of the guy that was in the cave that leads to the Monster Village. He does what he can to help, but that's nothing compared to what Link has to do.
- Keep an eye out for this guy; he'll appear one more time in this quest.
- Super Bombs - I know there are some hidden super bombs you can find, though I can't remember how many I hid or which ones you found already...
Part 23:
- Squished Screens - Well, yeah! Sometimes cliffs/ravine edges can be pretty steep, not allowing for much ground to walk on!
Seriously, though, if you visit every screen of the ravine and look at your Underworld map (yeah, I know it's technically an "overworld"-type map, but this is the "Underworld" in my game), you should notice that the shape of it looks like a certain island on the Overworld... Anyway, because I made the hole look like the island and put ground where the water is on those Overworld screens, some of the screens can be pretty tight because of very little water on the corresponding screens on the Overworld.
- Desert Ravine Music - This music is a little gem I just so happened to find in a zip file of Final Fantasy 4 music from one of the midi sharing sites. (I forget which, unfortunately.) Hidden amongst many familiar tunes from that game, I stumbled upon this little gem that was titled as a Final Fantasy Mix named "Restless Moments". I have no clue if it was parsed from the coding in the original game or if it's just an original song inspired by the music/instruments used in FF4 songs. Anyway, I found this when looking for appropriate music for Desert Ravine, and it seemed to fit the bill! Kinda' spooky & eerie, and it seems gives off some "heat", such that you'd expect to feel when in a desert.
- If anyone else knows more of this song's true origin, please let me know.
- Animation - Well, I was hoping by the fact that the screen palette gets darker (and the fact that you just entered a whirlpool) that you'd figure out that the whirlpool is sucking you down into the ocean/underground. Anyone who knows about going deep underwater knows that there's less light the further down you go. The mountains getting larger on the screen are supposed to indicate that you're being sucked down through an opening in the ground, shaped like a volcano but with a whirlpool in the center instead of lava. Each screen shows a deeper elevation.
- Using Din's Fire on Brown Trees - Yeah, they're just a shortcut to get to level 9 from Lost Traveler Town without having to go through the maze-like White Woods or going all the way around through Desert Ravine and Stalactite Cavern just to get there (the latter of which is quite a hike).
- Tight Screen - If you wanna' know why it's so tight, keep in mind that most of the mountains you see are walkable land (or shallow water, which is walkable) on the Overworld. A majority of the walkable ground in the Underworld corresponds to water on the Overworld.
- Chrono Trigger Music - Yes, it is, with the exception that they added percussion to the second (and succeeding) repetitions of the midi track. That percussion is not heard in the Middle Ages (which is where the music is from) in the Chrono Trigger game, itself.
- White Woods - Yes, it actually is all connected. The trick is seeing which big trees you can walk behind in order to pass through.
- Not sure if you noticed the music. It's from Twilight Princess in Renado's hut.
- Rocks on Ground (after going through Harbor Town warp) - The rocky ground in the Underworld corresponds to the paving-stone pathway in Harbor Town. And yeah, the purple trees are in the same place as the Harbor Town toll booth.
Whew! That was a lot to go through in one sitting! I look forward to viewing the next episode!
Yeah, I still missed stuff given I don't lens every single screen in every place. Really could only find everything if I had the quest password, as I could just use ZQuest to look around the screens
Probably got most of the free super bombs. Given so much free money, maxed out super bombs and still had full money with spare secrets left over.
Yeah, did realize White Woods connecting around the place. Have to stumble a bit around the place.