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Report The Terror of Necromancy

Overview
Creator: Deathrider Status: Active Genre: Dungeon Romper ZC Version: 3.0 Project Started: 28 Nov 2019 Project Opened: 29 Nov 2019
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Rodanism  

Posted 12 May 2026 - 11:01 AM
Hi again! I'm still playing demo 6. I'm now stuck in the ancient temple B1. I'm on the screen that is all the way west and 3 screens up from the bottom. I can't see a way to get the north and south barricades down. The map shows a star trigger but there isnt one. I've killed all the enemies except an anti fairy.
 

Rodanism  

Edited 08 May 2026 - 01:50 PM
In the Pernicious Grotto there is a ladder across the bubbling water that disappeared. There are now some rooms I cant get to to use blue candle. Bug?

Update: It seems like if you burn the tree to let the bubbling water through on the upper right fountain you need to light and clear the water paths on the 2 right fountains first or you get locked out of those areas. I did left fountains first and burned the bush and couldnt get over to the right side. I think the fix is turning that lower group of rocks that you can walk across (on the little island where you burn the bush) into a permanent ladder and put the row of rocks to the right of that?
 

DeeakronM  

Edited 08 February 2026 - 03:08 PM
Currently playing through demo 5.3 (didn't play the previous demos), but currently am stuck after clearing Level 2 and the Seized Guard Tower? I've searched all around but I can't seem to access Level 3, I think it's the temple to Egentem or whatever but I need a musical instrument that I just can't find; there's also a guy in the town asking for bread that I can't find that for him either. Searched the whole map several times but I must be missing something obvious.

EDIT: I did figure out how to reach Level 3, there was a switch along the edge of the desert that blended in really well that I missed. Other than that and a few issues it's been pretty good so far.

Another note, a few bugs/issues I've noticed while playing through it so far:

-In level 1, using the spacebar map reveals a bunch of tiles labelled "Path 11", "Path 12", "Barr", etc. along the path of the flamable oil leading to the main room. Maybe this is unavoidable due to how Zelda Classic works, but I thought I'd at least mention it
-In level 2, dying in certain areas on floor 1 will respawn you at the entrance under the bridge which you're only supposed to reach with the ladder. If you get respawned there before getting the ladder, you can't progress at all and have to drown yourself outside in order to respawn back at the start in order to get back to actually progressing the dungeon
-Game frequently seems to unequip my sword when I continue after saving and quitting the game
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THEMDODO  

Edited 06 January 2023 - 08:18 PM
After playing a bit of demo 3, i've formed a good impression of this quest. the scripts are very well done and the custom bosses (ive only made it past leviathan as of writing this) are very impressive and fun. although im not the biggest fan of the overworld screen design and general tiling to say the least. there's alot of weird stray tiles everywhere which feel really disorienting to me. The palettes are nice though, and the dungeon screen designs generally look good (except for the stray tile issue). Good first quest thus far, the story is quite intriguing. Can't wait for the final release. I'll continue playing through the demo for the time being.

Edit: After finishing the beginning island i retract all that i've said about the screen design. it only seems like that island has those issues. The main overworld has gorgeous screens with good use of tiling and some amazing scripted stuff. Dungeons also have great screen design and no tiling issues.
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Soma Coreaix  

Posted 22 March 2021 - 07:46 PM
Well lookie here, you've started the main quest. Looks cool so far! Once i have extra time I may reach out and try to assist like I did with your mini-quest. Definitely seems promising though! Paladin Mode already sounds interesting. I'm assuming it's a Hero Mode equivalent? :D
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