Completed my hard mode run the other day, and boy was it a journey. The *Lunaria* update really polishes everything about the quest that had been iffy before (hell I actually enjoyed the Ultimate Test/Moosh's Ways to a point because they were so challenging, but at the same time they were optional so I felt that mitigated alot of the frustration in the end), mainly the slightly bland overworld...not that it was terrible: because I know that I wouldn't be able to make much better haha. The new scripted tricks alot of enemies had were very interesting. I'm not a huge fan of the hopping darknuts and the ones that slam dunk you but I guess that's their charm haha. All other foes were awesome to look at and fight.
This applies to both versions of the quest but I absolutely love the music choice for the dark overworlds: the Final fantasy 3 boundless ocean theme. It lends such an air of despair to that overworld which is shared by the difficult enemies you fight there as well as the darker palette in the original and the varied enviroments of the update. It just fit so well and now I have that midi stuck in my head all the time now it feels like haha.
The new dungeons are epic, especially the MMMM one which is obviously a nod to the indie game VVVVV. The original Veni Vidi Vici wasn't that bad imo, but it did have its fair share of annoyances of course. How it was pulled off to mimic VVVV in ZC is well beyond me but I've given up trying to understand this creator's genius by now (Gg, Moosh, Gg The boss of the Let's Play Tower is the hardest in the quest apart from the secret boss in my opinion, but as I'm led to understand Evan was responsible for that one, that doesn't surprise me... :O
I tend to ramble alot in my reviews so I'll just end by saying that I somehow managed pull off the entire quest in Hard Mode and the secret boss in Anarchy. The latter still blows my mind but I have picture proof if anyone is interested haha.
So hats off to an amazing quest (pun intended obviously ..........and if Link's Quest for Canada or whatever third Hookshot quest is a thing, I hope it's a thing.
Fantastic job to all involved
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Link's Quest for the Hookshot 2: Quest
Overview
Feature Quest
Creator: Moosh Genre: Dungeon Romper Added: 07 Apr 2013 Updated: 28 Jul 2023 ZC Version: 2.53 Downloads: 2600 Rating[?]: |
Download Quest (15.71 MB) |
Information
This is a sequel to my first quest, Link's Quest for the Hookshot.
About Reviews Comments Forum Topics
Description
LQftH2 Version Lunaria.0
I decided to update the quest again in response to Lunaria's rather lengthy review and address most of her complaints. In the process I ended up having a little fun and overhauling a significant portion of the quest, adding a ton of new stuff. The dungeon graphics and layouts are still the same, but there's a ton of new content added. In this update you can expect to see:
Update 3/22/2016: Fixed a few bugs and made some tweaks to some of the LP weapons.
Update 4/25/2016: Addressed the common complaint about overhead layers obscuring enemies and tweaked the bonus boss some more.
I decided to update the quest again in response to Lunaria's rather lengthy review and address most of her complaints. In the process I ended up having a little fun and overhauling a significant portion of the quest, adding a ton of new stuff. The dungeon graphics and layouts are still the same, but there's a ton of new content added. In this update you can expect to see:
- New Dungeons: One of the first things I set out to do was replacing the less well received bonus dungeons with more fair ones. Moosh's Ways, Veni Vidi Vici, and Ultimate Test are still in the quest, but have been moved over to a different game setting called Legacy Mode. The same goes for Level 7 Hard Mode. On top of that, there's a completely new bonus dungeon.
- New Bosses: Most of the boss related stuff in this update is small tweaks to old bosses, but there's a couple new ones thrown into the mix.
- New Enemies: Some old dungeons have new enemies in them and some old enemies are returning with scripted tricks up their sleeves.
- Weapons to Surpass Metal Gear: New to this update are seven tier 5 swords. Seven. Tier 5. They're crazy. Each is based on a Zelda Classic let's player or streamer. If you're a returning player eager to see the new content, you can even use a cheat to start the game with a powered down version of one of them. And there's a few new passive items to collect on the side.
- A Whole New World: A new fantastic point of view! No one to tell us no, or where to go, or say we're only dreaming...Ahem, sorry. The overworld in the original version of the quest was complete skippable trash, almost anything would be better. So I took some inspiration from NewJourneysFire's TRIFORCE which apparently took inspiration from me, and redesigned the entire overworld. I also added some caves and a small town to expand on the world's lore a bit. I think this is my best overworld so far.
- Difficulty Modes: To make the quest more accessible to different types of players, I've added different difficulty levels that change enemy damage. You can change difficulty at any time, but the game will keep track of the lowest you've played on.
- Fedora Hunt: There are a few megasecrets (items that do not show up on the subscreen) and easter eggs hidden around. See what you can find...
Update 3/22/2016: Fixed a few bugs and made some tweaks to some of the LP weapons.
Update 4/25/2016: Addressed the common complaint about overhead layers obscuring enemies and tweaked the bonus boss some more.
Story
After his adventures in Link's Quest for the Hookshot, Link and Zelda find themselves in another alternate dimension where Zelda gets kidnapped again and Link finds himself facing against a new set of foes to save her. Link's mission is to defeat the Seven Sins, beings that each hold something called a Moral Compass. Only when Link has all seven Moral Compasses can he defeat the being known as Sin. But things are not a they seem and a familiar foe is working from the shadows...
Tips & Cheats
As with Link's Quest for the Hookshot, you can always leave the dungeons and come back with more stuff you got with the dungeon items if you run into trouble. If you get stuck you can always ask in Quest Players' Discussion. Also if you find a crippling bug, shoot me a PM with a screenshot and I'll give you cheats.
When creating a file, you can use these filename cheats to start with an LPer weapon:
"LetsPlay" / "LQftH2LP": Will let you start the game with a leveled down LPer weapon. It will grow along with your normal sword.
"Custom": Will let you start the game with a leveled down LPer weapon and will let you pick and choose between individual Standard and Legacy mode dungeons.
When creating a file, you can use these filename cheats to start with an LPer weapon:
"LetsPlay" / "LQftH2LP": Will let you start the game with a leveled down LPer weapon. It will grow along with your normal sword.
"Custom": Will let you start the game with a leveled down LPer weapon and will let you pick and choose between individual Standard and Legacy mode dungeons.
Credits
Graphics from:
Various Zelda games, Classic Tileset, Dance of Remembrance Tileset, Pure Tileset, Alundra, SpacemanDan, Shane, XMuppetSB, Anthus
Music from:
VGMusic, Josh's Anime Sheet Music Collection
Scripts from:
Joe123, LordVolcanon
Inspiration from:
Evan20000, SpacemanDan, Russ, The Binding of Isaac, Romancing SaGa 2
Beta testing by:
Russ, Obituary1992, Schwa, Twinblake, Jared, Shane, Aevin, Evan20000, Zaxarone, Dimentio
Special thanks to:
The PureZC community, the IoR testing Skype group, all the ZC LPers
Full credits covering MIDI creators, cameo appearances, and other stuff found in the quest. If you weren't listed and should have been, shoot me a PM telling what you did and I'll see what we can do.
Various Zelda games, Classic Tileset, Dance of Remembrance Tileset, Pure Tileset, Alundra, SpacemanDan, Shane, XMuppetSB, Anthus
Music from:
VGMusic, Josh's Anime Sheet Music Collection
Scripts from:
Joe123, LordVolcanon
Inspiration from:
Evan20000, SpacemanDan, Russ, The Binding of Isaac, Romancing SaGa 2
Beta testing by:
Russ, Obituary1992, Schwa, Twinblake, Jared, Shane, Aevin, Evan20000, Zaxarone, Dimentio
Special thanks to:
The PureZC community, the IoR testing Skype group, all the ZC LPers
Full credits covering MIDI creators, cameo appearances, and other stuff found in the quest. If you weren't listed and should have been, shoot me a PM telling what you did and I'll see what we can do.
Bill Nye the Russian Spy
Edited 23 January 2017 - 03:36 PM
I've heard I may be the first to clear everything in this quest on Anarchy. Yes, it's possible (but there are two specific problems I'll touch on in a bit). Was it worth it? I honestly can't say. But, as that is a joke difficulty, I won't factor annoyance stemming from how it works into my rating.
I'll start with a comment on the writing. The plot feels like Moosh took the story of Romancing SaGa 2 and dumped a truckload of Zelda and PureZC in-jokes on it; the fact that the two games essentially share...
Next: the bosses. The first five Deadly Sins were easy, even on Anarchy, but the last two were a lot harder, though this was in keeping with the difficulty spike of the Dark World. I felt like Eppy was a lot easier than the other "Seven," though I'm guessing some of his shots' properties were lost when converted to wind. Regardless, they all had their charm, even if I never did realize which item is useful against Sloth and how (which, in retrospect, should have been obvious anyway). Lust and the LP Tower boss made me laugh pretty hard, the final boss was well executed, and the Dangerfree boss and superboss were absolutely beautiful. The latter of those in particular kept me on my toes; despite what I said earlier about its lore and design, it's not a fight to be missed. (Loved the riddle, too!) The other Anarchy bug I ran into (which has already been passed along to Moosh) is that one particular attack by the final boss is converted into a circular wall of wind that never disappears. The attack is rare enough that it's no more annoying than the rest of Anarchy mode, but it still strikes me as something that shouldn't happen, especially given that being caught in it traps you until you F6.
Finally, the music. The only tracks I can really complain about are the Light overworld one (which, while fitting as a general track, suffered from a really grating MIDI) and the superboss theme (which felt selected more to drive home the attempted reference than to contribute to the fight's atmosphere, though I'm glad you didn't go with the obvious choice). The rest of it served its purpose well.
Overall, a must-play for anyone who wants to know what modern ZC is all about. Very few of my major gripes are really applicable outside a joke difficulty, and most of those in turn aren't things I think I'm allowed to dock points for, so this gets a 5.
I'll start with a comment on the writing. The plot feels like Moosh took the story of Romancing SaGa 2 and dumped a truckload of Zelda and PureZC in-jokes on it; the fact that the two games essentially share...
Spoiler
...shows that this isn't just me. However, this didn't really bother me for three reasons:their final boss, complete with BGM
- I've never actually played Romancing SaGa 2. (I only know about the connection because of an old Super Mario World romhack. Free cookie for anyone who knows which one.)
- This feels like it was meant more as an homage to ZC and its community than as a serious standalone work.
- Most importantly, Moosh is freaking hilarious.
Spoiler
With that out of the way, let's get into the level design. As many others seem to have mentioned before, Level 8 is hard on the eyes. I love the mechanics of it, but I couldn't look at the dark red color scheme for very long without getting a headache. Also, any room with what I call Nukerobes (the green guys that attack with massive circling explosions) tended to be little more than a matter of dodging everything until they attacked, which would usually kill everything else in short order; this did make sense, but felt a little cheap. Finally, there's one of the two Anarchy issues I mentioned before: the signature wind mechanic turns the nonsensical floor of the LP Tower (NJF's?) from an amusing experience into pure RNG hell. The statues spew so much wind that neither side of the northeast room can be passed consistently, even by running into enemies to avoid getting swept up. Everything else was great, especially all of the new dungeon and weapon mechanics (of which there were a great many), and all I have left in this section is a question: how do you get to the potion in Level 5's basement (if it's even possible)?- On its face, the Dangerfree Dungeon bordered on too political for me to enjoy. I was able to live with it when others gave me the joke's context (which, it turned out, isn't political at all), but before that, it felt like the sort of cringe material you'd see me spewing on Tumblr 6-7 years ago. I'd be willing to dismiss this as me reading into things too much but for...
- The superboss, Autimecia. Yes, it's a portmanteau of "Ultimecia" and "autism." Yes, the name fits. She's basically Sans if Sans were the fedora-crazed goddess of "sperging." Don't get me wrong, the fight is amazing (see below), but this, combined with Dangerfree and one particular VVVVVV screen... worried me. Out of respect for site rules, I will neither delve into this further nor dock points for it, but I felt it had to be brought up. What I can dock points for, however, is that everything about this boss is, again, Sans with a new coat of paint. There's references, there's homages, and there's parodies (all three of which are done well elsewhere in this quest), but this felt more like straight-up plagiarism than anything else. Too much is the same: they're both incredibly powerful beings with some awareness of save mechanics as dimensional science, who meet the player early posing as a harmless friend, and who try to get revenge on the player for brutally slaughtering their innocent loved one by hijacking game mechanics in an explicit attempt not to kill you off for good (because they know they can't), but to drive you to quit.
Next: the bosses. The first five Deadly Sins were easy, even on Anarchy, but the last two were a lot harder, though this was in keeping with the difficulty spike of the Dark World. I felt like Eppy was a lot easier than the other "Seven," though I'm guessing some of his shots' properties were lost when converted to wind. Regardless, they all had their charm, even if I never did realize which item is useful against Sloth and how (which, in retrospect, should have been obvious anyway). Lust and the LP Tower boss made me laugh pretty hard, the final boss was well executed, and the Dangerfree boss and superboss were absolutely beautiful. The latter of those in particular kept me on my toes; despite what I said earlier about its lore and design, it's not a fight to be missed. (Loved the riddle, too!) The other Anarchy bug I ran into (which has already been passed along to Moosh) is that one particular attack by the final boss is converted into a circular wall of wind that never disappears. The attack is rare enough that it's no more annoying than the rest of Anarchy mode, but it still strikes me as something that shouldn't happen, especially given that being caught in it traps you until you F6.
Finally, the music. The only tracks I can really complain about are the Light overworld one (which, while fitting as a general track, suffered from a really grating MIDI) and the superboss theme (which felt selected more to drive home the attempted reference than to contribute to the fight's atmosphere, though I'm glad you didn't go with the obvious choice). The rest of it served its purpose well.
Overall, a must-play for anyone who wants to know what modern ZC is all about. Very few of my major gripes are really applicable outside a joke difficulty, and most of those in turn aren't things I think I'm allowed to dock points for, so this gets a 5.
Obderhode
Posted 10 June 2016 - 12:58 PM
I've played through this game twice. I enjoyed the original iteration of the game already barring the bonus dungeons, but now playing through the new version, this has easily become my favorite quest in the database. The dungeons are good and those bonus dungeons are incredibly fun. The only dungeon I wish had changed a bit was Level 8, and the only thing that should change is that color scheme. The colors are painful and hard to look at! There is just so much fun stuff and extras, that this quest is a must play.
Also, you have a good sense of humor! I always enjoyed seeing what the description of the items were and some of the dialogue was great. I'm not going to write a super detailed review, but the entire thing is fantastic and well-balanced. Great job!
Also, you have a good sense of humor! I always enjoyed seeing what the description of the items were and some of the dialogue was great. I'm not going to write a super detailed review, but the entire thing is fantastic and well-balanced. Great job!
Eddy
Posted 23 April 2016 - 12:57 PM
Finally got around to beating this quest and I must say, I was pleasantly surprised by this and I had a fantastic time with the quest. I beat this on Normal mode, was close to 100% and all I got left is the superboss, but I might as well review this now.
Starting off with the great things, the screen design is great. The overworld especially looks beautiful and each area looks so varied and different with lots of cool secrets and places to go to. The enemy balance is perfect with things not too hard or two easy, the bosses are all amazingly done (including the LPers) and the bonus dungeons are really awesome. VVVVVV is easily my favourite of the lot,but now all we need is a Geometry Dash level and I can die happy. The quest flowed really nicely and getting from area to area wasn't a hassle at all. The shortcuts between overworld areas and dungeons were very convenient too. The dungeons were all pretty unique in their own way. Level 8 especially is easily the best dungeon. I've never seen that kind of dungeon gimmick before, so congrats on making a dungeon with such a unique idea.
There were a couple downsides and odd things I found, though most of them are pretty minor. For one, it can be very hard to see where you are going when you're in the two forest areas of the quest because of the overhang decorations. That can get a little frustrating to navigate through most of the time. Talking about overhang, I also found this layer bug. I also happened to get myself stuck here when entering from the screen to the right. This also happened while I was in Patra's Ways. One of those Hookshotrobes phased into the pit and then shot out its Hookshots. I got caught by one and grabbed me into the pit, where I could walk around. As I went one screen down though, I was stuck in an infinite falling loop and the only way out was to F6. Another thing I would like to mention is how the Red Ring and Gold Ring were both available at the same time. Since the VVVVVV dungeon wasn't all that hard, people can easily just go straight to the Gold Ring, skipping the Red Ring, and making it useless. It would probably be better to hold off the Gold Ring until a later point in the quest (maybe even after Level 7). Again though, it isn't really a big deal, but just wanted to make a suggestion. I also wish the dungeons had the same quality of design as the overworld, especially the earlier dungeons, but ah well.
Overall, this was a truly fantastic quest. I enjoyed a lot of it, and even though I did come across some problems (though not many), I still had a blast with it.But there was no Eddy references so 0/5 Nah not really, easy 5/5 from me. Expect an LP from me in the near future, definitely looking forward to playing this again!
...now to figure out how to unlock the superboss lol
Starting off with the great things, the screen design is great. The overworld especially looks beautiful and each area looks so varied and different with lots of cool secrets and places to go to. The enemy balance is perfect with things not too hard or two easy, the bosses are all amazingly done (including the LPers) and the bonus dungeons are really awesome. VVVVVV is easily my favourite of the lot,
There were a couple downsides and odd things I found, though most of them are pretty minor. For one, it can be very hard to see where you are going when you're in the two forest areas of the quest because of the overhang decorations. That can get a little frustrating to navigate through most of the time. Talking about overhang, I also found this layer bug. I also happened to get myself stuck here when entering from the screen to the right. This also happened while I was in Patra's Ways. One of those Hookshotrobes phased into the pit and then shot out its Hookshots. I got caught by one and grabbed me into the pit, where I could walk around. As I went one screen down though, I was stuck in an infinite falling loop and the only way out was to F6. Another thing I would like to mention is how the Red Ring and Gold Ring were both available at the same time. Since the VVVVVV dungeon wasn't all that hard, people can easily just go straight to the Gold Ring, skipping the Red Ring, and making it useless. It would probably be better to hold off the Gold Ring until a later point in the quest (maybe even after Level 7). Again though, it isn't really a big deal, but just wanted to make a suggestion. I also wish the dungeons had the same quality of design as the overworld, especially the earlier dungeons, but ah well.
Overall, this was a truly fantastic quest. I enjoyed a lot of it, and even though I did come across some problems (though not many), I still had a blast with it.
...now to figure out how to unlock the superboss lol
- Deedee and Avaro like this
TheLegend_njf
Posted 01 June 2016 - 11:40 AM
Since I already reviewed the older version of this game, I felt like making a comment about the update.
Moosh, I'm full of envy. You asked me if you could create an overworld in the style of TRIFORCE, and you've made an overworld that is now forcing me to up my game. TRIFORCE has nothing on this overworld. At least I can now say that if TRIFORCE never comes to be, that the tileset itself at least made it's official debut and sign of recognition here. I couldn't possibly match this.
The new dungeons are great, and I loved using the LP weapons.
Your Superboss may be a little cheap, but it was fun to play. It may not have left a lasting impression as Tartaros from Isle of Rebirth, it's a very well crafted boss that you can tell has a lot of heart put into it. While it literally pisses the world off. lol
At this point right now, I'd be more or less satisfied just stopping quest design altogether and just play more great quests by Moosh. But I got a promise to keep and a few new quests to complete. Keep making more great quests like this one, Moosh! I'll be looking forward to it.
Moosh, I'm full of envy. You asked me if you could create an overworld in the style of TRIFORCE, and you've made an overworld that is now forcing me to up my game. TRIFORCE has nothing on this overworld. At least I can now say that if TRIFORCE never comes to be, that the tileset itself at least made it's official debut and sign of recognition here. I couldn't possibly match this.
The new dungeons are great, and I loved using the LP weapons.
Your Superboss may be a little cheap, but it was fun to play. It may not have left a lasting impression as Tartaros from Isle of Rebirth, it's a very well crafted boss that you can tell has a lot of heart put into it. While it literally pisses the world off. lol
At this point right now, I'd be more or less satisfied just stopping quest design altogether and just play more great quests by Moosh. But I got a promise to keep and a few new quests to complete. Keep making more great quests like this one, Moosh! I'll be looking forward to it.
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