Welcome back to Quest Club! This month, we've got my list to pick from. I tried to give a nice variety from short to loooooooong. Additionally, since Haylee is out for October, and I'm busy at least half of the weekends, Deedee will be hosting the Quest Club voice calls. So without further ado, here's your options
#1:
Voidrunner (DX) by purplemandown
Estimated Playtime: 4 Hours
Voidrunner was, for its time, a really cool two week contest that was, I believe, the first ZC quest to implement achievements. It had its flaws, of course, so a DX version was worked on. Unfortunately, Purplemandown left ZC prior to finishing the update, but the DX version was released as a public beta, with a few bugs and placeholder bosses. If this gets picked, I'll upload the original version for those who would rather play that.
#2:
7th Quest by Moosh
Length: 4 to 8 hours for a blind run
We've had two other 6th contest entrants, so it only felt right to put this one on the list. It sits in this weird position where it has very old school design mentality, yet with very newfangled techniques and scripts.
#3:
Through the Inverse Glass by Mitsukara
Length: 5 to 6 hours
Look, I like the 6th contest entries, okay? This one's got all the wild creativity of Panoply of Calatia, but with a slightly more focused design.
#4:
The Forbidden City by Jamian
Length: 15 to 20 hours
Jamian's best quest, in my opinion. It's big and complicated and fun. Lots of scripts, but also lots of pure Zelda goodness. Gives off similar vibes as Isle of Rebirth, but never quite hit it as big for some reason.
#5:
Isle of Rebirth by Evan20000
Length: 20 to 30 hours
Speaking of Isle of Rebirth! This one was huge back in the day and set a lot of standards for quest design. I've wanted to do a retrospective on it and see how well it holds up vs how much it's been left in the past by shifting design standards.
#6 (Community Pick):
A Tribute to Yeto's Quest by TheOnlyOne
Length: It's so variable there's no use even estimating
A Tribute to Yeto's Quest is a very different quest compared to most things ZC. It's open ended puzzle solving in a way that not even Zelda games ever really tried to be. You need to think on your feet, as well as outside of the box in order to get through the adventure. In some ways I do feel like the quest better captures the intent of Zelda 1 than any other more traditional dungeon romper: It's a quest meant to be played cooperatively. I don't think this is a quest that should be played while talking to someone that has all the answers, bur rather a quest you should sit down and play as a group of friends; solving it's many mysterious together.
It's absolutely a quest I feel gets overlooked, especially so because of its name. Ergo I feel like Quest Club is the perfect opportunity to shine a spotlight upon it. It's not for everyone, but it's something I feel everyone should at least try to see whether or not it is; you might be surprised.
I'd say there's nothing else like it out there if there weren't a Tribute to this Tribute, but still, this is a very unusual quest with strange but consistent logic and a unique tone. It's also probably better played in a group setting, so Quest Club feels ideal for it.

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