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Destiny of the Oracles

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Destiny of the Oracles LP- By Melee Wizard


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#31 ywkls

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Posted 15 November 2022 - 02:33 PM

Part 32

 

Fun fact, the warps with the whistle are scripted.

This included the coordinates where you come out.

This is to prevent being pushed off while warping like you were.

 

The code for Evil Nayru is actually slightly different when not in sideview.

You did see the Switchhook attack this time, though.

The other version had it but didn't use it when you fought her.

 

You also ran into a minor bug which you probably didn't notice.

The Gale Fruit whirlwind is invisible at times for no apparent reason.

 

The Pols Voice you met are weak only to arrows.

This means only Nayru and the projectiles made by Quake can affect them.

 

One of the advantages of shared HP and MP is the ability for one character to heal another.

There's every reason to take advantage of this here.

 

I chose not to lock out the ability to go the wrong way because I couldn't think of a good way to block it off.

Thus you can choose to proceed without the required item if you want.



#32 ywkls

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Posted 17 November 2022 - 01:42 PM

Part 33

 

I have considered adding a health meter to the mini-bosses.

The main reason I haven't is consistency across the series.

All the other quests in this story now have health meters for main bosses.

But the first one doesn't have mini-bosses, nor do I feel inclined to add them.

 

I find that there's not much difference in combat strength between the two main characters.

Of course, play styles may vary.

Also, I'm glad to see that the Revival Potion finally worked as intended.

 

I tried to make Mirror Octorocks but they didn't work right.

Having a Mirror Wizzrobes check seems to be a regularly occuring thing in my quests.

That one note is there because the Carock enemies wouldn't take damage from reflected shots.

So I changed their defenses accordingly.

 

Giving you the 3rd armor upgrade right before the end of level 9 should tell you something.

Everything from this point on is going to be even harder.

 

I think that I struck gold with both of these bosses.

They're tricky and fast, which makes the confrontation interesting.

The order in which you face them changes a few details in the ensuing cutscenes.

 

Dark Link's spin attack is actually a weakness designed into the enemy.

I had to reduce how often he used it so the boss wasn't a pushover.

The Seed Shooter is actually a good strategy to use here.

The boss has just enough health where you will probably run out of MP about the halfway point, forcing you to use other strategies.

 

The frenetic nature of Veran was a happy accident.

She wasn't supposed to switch forms and tactics so swiftly, but I liked it; so the method remained.

The Ball and Chain is the best strategy, along with the homing arrows.



#33 ywkls

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Posted 18 November 2022 - 09:50 PM

Part 34

 

Honestly, I didn't know Veran was weak to Ember Seeds.

This is therefore a viable strategy, especially if you have both Satchel upgrades.

 

The special effects that follow beating the game are permanent for both regions.

The cutscene which plays after you beat Veran will change if you've beaten Din's boss first.

The reverse is also true.

 

The rain is supposed to imply the Labrynna turns into the ocean from the Wind Waker.

Whereas the fog is supposed to make the Mirror World into the Twilight Realm from Twilight Princess.

Also, I couldn't resist placing Link as a bonus for curious players.

 

I wanted him to say "I am Error" but couldn't quite get that to work.

The postman you're looking for to complete the quest is in a house to the north.

It is a bit odd how I organized the clues but it made sense to me at the time.

The clues for the Crystals are broken still because I never figured out why they weren't working.

 

So, here's what was left out of this trip.

First, completing the remain Farore sidequests. No reward, but required for post-game.

Next, the trading quest. This gives you half magic, which makes things much easier.

Third, talk to the Great Fairy in Moonlit Grotto on Crescent Isle. You'll get the level 2 magic ring.

Fourth, speak to the postman in the house at the mid left side of Lynna City.

This opens a cave near the former location of the Maku Tree where you fight a boss for a bow upgrade.

Finally, speak to the Vasu lookalike in the house where you get the Crystalline Flame hints.

This opens a door on the 2nd floor of Veran's Castle, where you fight a boss for a rod upgrade.

 

Afterward, watch both endings to unlock two post-game dungeons.

Finish those to reach the true final dungeon.

You can also engage 3 challenges.

These are a replay of all mini-games, a boss rush and a super-boss.




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