Decently enjoyable quest, felt like a mini Zelda game jumping across the overworld from dungeon to dungeon seeing what parts opened up after getting new items and helped ensure for the most part certain segments weren't too repetitive as you'd see frequent changes in scenery. While the story presentation isn't what I'm used to, it was still a nice touch to help encourage going to all the dungeons.
As for some of the issues, I think making all the dungeon layouts correspond to the items you get in them actively hindered the game design. There were LOTS of unneeded filler rooms and questionable key placements just to make sure there were enough rooms used to fit the requirements, as well as lots and lots of warp panels. While for the most part I was able to go through the dungeons in a way where I didn't need to backtrack, it makes trying to figure out how to reach one specific part of the dungeon miserable since there's no coherent way to look at the map to follow paths unless you remembered which warp goes where (and this did cause some problems for me in Level 17). In addition, it does feel like there was quite a bit of item bloat near the end of the game - Onox's Lair even had two upgrades to the glove which (outside of helping get one piece of heart outside) solely to act as keys because you had already given out the Magic Key in the previous dungeon, which didn't really help. In addition, Onox's Lair in general had like 10 instances each of 2 kinds of puzzles which ended up getting a bit exhausting to get through. Lastly, I think the power upgrades were a bit too lopsided in your favor by the end of the game, as all enemies were basically vaporized at that point, even the ones that were more difficult a few dungeons prior.
Regardless, I do plan on trying the next two games, as this is a good enough start that I'm interested to see how things improve going forward!
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Balance of Nature
Overview
Feature Quest
Creator:
ywkls
Genre: Dungeon Romper
Added: 02 Mar 2015
Updated: 26 Apr 2026
ZC Version: 2.55
Downloads: 2886
Rating[?]:
|
Download Quest (5.36 MB) |
Information
This quest was originally part of a much longer storyline that I've broken down into separate games. It is meant to be enjoyable, rather than difficult. The quest's enemies may seem somewhat buggy in areas, due to my lack of scripts to run them; so please ignore this. Please report any other bugs that you find.
About Reviews Comments Forum Topics
Description
This quest includes vast areas locked in a certain season as well as a number of scripted enemies and puzzles. Includes a trading game and a collectible system with multiple points in the game where you can collect rewards.
Based on the world of Holodrum from Oracle of Seasons, but without season switching. Only a single overworld, but a lot of dungeons. Every season is represented, with multiple dungeons in each region. Numerous items to collect, as well as 12 Heart Pieces. Many dungeons have two intertwining floors, with the final two dungeons being 4 floors long and requiring a great deal of backtracking to progress
Warning! This quest now uses ZC Version 2.55 or newer. Failure to use this version could cause game-breaking bugs.
All future updated will use version 5.0
Based on the world of Holodrum from Oracle of Seasons, but without season switching. Only a single overworld, but a lot of dungeons. Every season is represented, with multiple dungeons in each region. Numerous items to collect, as well as 12 Heart Pieces. Many dungeons have two intertwining floors, with the final two dungeons being 4 floors long and requiring a great deal of backtracking to progress
Warning! This quest now uses ZC Version 2.55 or newer. Failure to use this version could cause game-breaking bugs.
All future updated will use version 5.0
Update History
Version 1.0 Changes
2-14-16
Corrected some minor tile errors.
Moved a few warps where the place you came out could lead to you going right back into the warp.
Added a layers to my sideview areas.
3-26-16
Finally resolved compatibility issue with Kholdstare that was making the game crash in older versions of ZC.
Fixed a few more errors.
3- 7- 15
All keys are now level-specific.
Some minor tile and block placement errors have been fixed.
A bug in Level 18 where you could get stuck if you went the wrong way has been eliminated.
It is now possible to shortcut back to where you need the Roc's Feather in level 18.
Hamiltonian Path puzzles will now be solved permanently when you complete them once.
The talk to people button has been changed to Ex1.
There is now an explanation of how to talk to people at the beginning of the game.
Characters at the end of dungeons will now speak with you, heal you and warp you out automatically when you approach them.
Enemies should now make sounds when hit and when they die.
All keys are now level-specific.
Some minor tile and block placement errors have been fixed.
A bug in Level 18 where you could get stuck if you went the wrong way has been eliminated.
It is now possible to shortcut back to where you need the Roc's Feather in level 18.
Hamiltonian Path puzzles will now be solved permanently when you complete them once.
The talk to people button has been changed to Ex1.
There is now an explanation of how to talk to people at the beginning of the game.
Characters at the end of dungeons will now speak with you, heal you and warp you out automatically when you approach them.
Enemies should now make sounds when hit and when they die.
9-11-15
Corrected a variety of layering bugs and tile errors in multifloor dungeons.
Added an ammo shop, accessible by blowing down the door with a super bomb.
Added a warp from the end of Onox's Lair to the beginning that you can activate just before the final boss.
Corrected a variety of layering bugs and tile errors in multifloor dungeons.
Added an ammo shop, accessible by blowing down the door with a super bomb.
Added a warp from the end of Onox's Lair to the beginning that you can activate just before the final boss.
2-14-16
Corrected some minor tile errors.
Moved a few warps where the place you came out could lead to you going right back into the warp.
Added a layers to my sideview areas.
3-26-16
Finally resolved compatibility issue with Kholdstare that was making the game crash in older versions of ZC.
Fixed a few more errors.
Version 2.0 Changes
7-17-16
Added a warp zone.
Fixed a few strings, including the ending string.
8-2-16
Fixed a few layering issues.
Adjusted the cutscene after beating level 6 to be less buggy.
12-10-16- Fixed some tile errors in Hyrule areas.
2-19-17- Fixed setup of swords so that beam heart requirements are set correctly.
5-26-16
Added Golden Arrow check at entrance of Onox's Lair.
So people won't have to backtrack half the dungeon if they fail to get it.
Added script so push block puzzles are now permanently solved.
Fixed a variety of typos.
Fixed a few minor script errors.
Added a shop to sell Potions
Made Level 5 Sword beams penetrate enemies.
Added scripted bosses to most dungeons.
Added shortcuts to some longer dungeons to make getting back to things easier.
Changed minimap title style.
Fixed a few solidity errors.
Overhauled areas with water to prevent getting stuck on the ladder.
Created a scripted Lens that reveals invisible ghosted enemies.
Added optional final boss for those who finish sidequests.
Added second ending for those who finish sidequests.
Added Golden Arrow check at entrance of Onox's Lair.
So people won't have to backtrack half the dungeon if they fail to get it.
Added script so push block puzzles are now permanently solved.
Fixed a variety of typos.
Fixed a few minor script errors.
Added a shop to sell Potions
Made Level 5 Sword beams penetrate enemies.
Added scripted bosses to most dungeons.
Added shortcuts to some longer dungeons to make getting back to things easier.
Changed minimap title style.
Fixed a few solidity errors.
Overhauled areas with water to prevent getting stuck on the ladder.
Created a scripted Lens that reveals invisible ghosted enemies.
Added optional final boss for those who finish sidequests.
Added second ending for those who finish sidequests.
7-17-16
Added a warp zone.
Fixed a few strings, including the ending string.
8-2-16
Fixed a few layering issues.
Adjusted the cutscene after beating level 6 to be less buggy.
12-10-16- Fixed some tile errors in Hyrule areas.
2-19-17- Fixed setup of swords so that beam heart requirements are set correctly.
Version 3.0 Changes
9-17-17
Fixed some CSet issues
Fixed minor tile errors.
Removed push flag by level 10
Moved some warp locations
Made heart piece by level 15 require raft
Added flags to Facade room
Added lava coming out snake mouths in level 17
Added waterfalls falling from upper area in level 17
9-22-17- Fixed subscreen bug
9-23-17- Fixed combo error
12-11-17- Fixed warping error in final dungeon.
12-23-17
Fixed layering error
Fixed more typos
Fixed some areas where you could get permastuck using the hookshot.
Adjusted pool of water in Flooded Retreat
Added Magic Book requirement to last dungeon
Changed the Ladder to a scripted item to eliminate getting stuck on it.
Fixed issues with screen edges in the ending.
12-31-17
Changed continue point in second ending where you can still leave the dungeon.
Fixed error where boss of Saria's Shrine wasn't vulnerable to Super Bombs.
2-1-17
Fixed more layer bugs in the warp area.
Fixed bug where you could get in level 5 without the ladder.
10-22-19
Fixed some minor tile errors.
Fixed some minor typos.
Added bombable wall hint, level 8.
Adjusted path to Roc's Feather where it can't be reached before Magic Key to prevent permastuck.
5-2-20
Made enemies not use Z-Axis
Fixed some combo errors
Fixed some typos
7-28-17
Fixed solidity bug during ending.
Fixed unbombed wall, level 7
Fixed level 7 block puzzle
Moved level 2 map
Changed arrow overworld trigger
Made grave to desert cracked
Revival potion heals full health
Added more kill all enemies rooms to level 4
Fixed L/R item select
Fixed Pegasus Boots/Hamiltonian Path interaction
Prevented infinite pits, Facade
Fixed Secret error, Facade room
Fixed See-through tiles, tree overhang, level 11
Made shortcut exit from level 12 area
Eliminated Zoras by Level 12 entrance
Arrghus eyes drop hearts when they die
Hold up item, dropped key, level 15
Corrected Crystalline Flame counter
Fixed Layer bug in Warp Zone
Fixed flower under combo, level 17
Fixed block puzzle, level 17
Added mailbox shortcut
Added scripted ammo dropper
Made Hero's Tunic mandatory
Added signs at night in the ending
Fixed permastuck after Roc's feather
Made escape from feather area mandatory
Made extra key doors in level 18 useful
Centered traps on large trap
Fixed clip through wall, level 10,17
Made traps with large trap die
Made signs in Warp Zone
Rescripted Daira, Pengator, Piranha
Fixed solidity bug during ending.
Fixed unbombed wall, level 7
Fixed level 7 block puzzle
Moved level 2 map
Changed arrow overworld trigger
Made grave to desert cracked
Revival potion heals full health
Added more kill all enemies rooms to level 4
Fixed L/R item select
Fixed Pegasus Boots/Hamiltonian Path interaction
Prevented infinite pits, Facade
Fixed Secret error, Facade room
Fixed See-through tiles, tree overhang, level 11
Made shortcut exit from level 12 area
Eliminated Zoras by Level 12 entrance
Arrghus eyes drop hearts when they die
Hold up item, dropped key, level 15
Corrected Crystalline Flame counter
Fixed Layer bug in Warp Zone
Fixed flower under combo, level 17
Fixed block puzzle, level 17
Added mailbox shortcut
Added scripted ammo dropper
Made Hero's Tunic mandatory
Added signs at night in the ending
Fixed permastuck after Roc's feather
Made escape from feather area mandatory
Made extra key doors in level 18 useful
Centered traps on large trap
Fixed clip through wall, level 10,17
Made traps with large trap die
Made signs in Warp Zone
Rescripted Daira, Pengator, Piranha
9-17-17
Fixed some CSet issues
Fixed minor tile errors.
Removed push flag by level 10
Moved some warp locations
Made heart piece by level 15 require raft
Added flags to Facade room
Added lava coming out snake mouths in level 17
Added waterfalls falling from upper area in level 17
9-22-17- Fixed subscreen bug
9-23-17- Fixed combo error
12-11-17- Fixed warping error in final dungeon.
12-23-17
Fixed layering error
Fixed more typos
Fixed some areas where you could get permastuck using the hookshot.
Adjusted pool of water in Flooded Retreat
Added Magic Book requirement to last dungeon
Changed the Ladder to a scripted item to eliminate getting stuck on it.
Fixed issues with screen edges in the ending.
12-31-17
Changed continue point in second ending where you can still leave the dungeon.
Fixed error where boss of Saria's Shrine wasn't vulnerable to Super Bombs.
2-1-17
Fixed more layer bugs in the warp area.
Fixed bug where you could get in level 5 without the ladder.
10-22-19
Fixed some minor tile errors.
Fixed some minor typos.
Added bombable wall hint, level 8.
Adjusted path to Roc's Feather where it can't be reached before Magic Key to prevent permastuck.
5-2-20
Made enemies not use Z-Axis
Fixed some combo errors
Fixed some typos
Version 4.0 Changes
6-14-20
Added script for making sounds when pots are broken.
Added shutters to numerous rooms in Onox's Lair.
Added boss shortcut script to all dungeons that need it, including extra ones per floor in Onox's Lair.
Added script to display a string when entering a dungeon
Added Heart Piece message Script
Added clue in Onox's Lair before split on 2F
Added arrows to tall grass/pots drops
Added credits for new material
Fixed tiles for entrance to Flooded Retreat
Fixed various rooms where it was possible to push blocks into doorways
Replaced bosses for levels 1-3,5-8 and 10 with new scripted bosses
Improved scripts for Agahnim and Facade
Removed all duplicate Armos Knights fights for re-fighting earlier bosses.
7-9-20
Added bombs to tall grass and pot drop sets
Adjusted level 3 boss script to be slightly easier
7-12-20
Fixed layer error
Fixed tile error
Fixed major combo errors associated with level 11
Adjusted minimap title
7-13-20
Added extra torch in level 10 to clue the player about what to do there
Fixed shortcut warp in level 12
Fixed boss for level 14
Adjust script for Piranha in level 12
7-18-20
Added shadows to all over/under bridges
Added boss lock block to level 15 that requires opening 2nd boss chest
Moved warp destination on floor 4 of level 18
Fixed tile error
Fixed combo error which caused a boss to get stuck in a wall
8-13-20
Fixed various combo errors.
Fixed various layer errors
Fixed a text error
Added shadows to overworld bridges.
Normalized layer borders across the quest
Changed under combos for flowers in level 17
8-29-20
Fixed combo errors with lower walls in level 16.
Fixed various errors with level 11
Fixed combo errors with short dungeon stairs across the quest
9-1-20- Adjusted combos for lower walls in level 16
9-7-20- Changed room in level 5 which forced a reset.
9-13-20
Fixed various layer errors.
Fixed various secret errors.
9-15-20-Fixed warp error in Temple of Seasons.
1-26-21
Changed all bomb bags and quivers to fill up whenever you collect them
Changed level 2 Ropes to no longer be flashing
Set all fairies to restore 100 percent health
5-13-21
Changed the name of level 16's boss and color to reflect sprites
Fixed minor bug with Agahnim script
Updated script files to 2.53 standards
5-16-21- Fixed bug which made level 2 boss invincible
5-23-21
Added sign outside expensive shop detailing items
Added boss music script
Added dialogue to npc by level 15 after you get the Lens of Truth
Added shallow water to level 7
Added sfx to windmill in ending
Changed title screen to match the quest
Changed credits
Fixed layer issues in level 3
Fixed layer error with level 11 entrance
Fixed typo in level 14 DMap Intro
Fixed typo in trading sequence
Fixed boss refight room in level 16
5-30-21
Added Linked Secrets script to make underwater chests in level 16 change appearance
Added LTTP shutter script
Updated credits
6-14-20
Added script for making sounds when pots are broken.
Added shutters to numerous rooms in Onox's Lair.
Added boss shortcut script to all dungeons that need it, including extra ones per floor in Onox's Lair.
Added script to display a string when entering a dungeon
Added Heart Piece message Script
Added clue in Onox's Lair before split on 2F
Added arrows to tall grass/pots drops
Added credits for new material
Fixed tiles for entrance to Flooded Retreat
Fixed various rooms where it was possible to push blocks into doorways
Replaced bosses for levels 1-3,5-8 and 10 with new scripted bosses
Improved scripts for Agahnim and Facade
Removed all duplicate Armos Knights fights for re-fighting earlier bosses.
7-9-20
Added bombs to tall grass and pot drop sets
Adjusted level 3 boss script to be slightly easier
7-12-20
Fixed layer error
Fixed tile error
Fixed major combo errors associated with level 11
Adjusted minimap title
7-13-20
Added extra torch in level 10 to clue the player about what to do there
Fixed shortcut warp in level 12
Fixed boss for level 14
Adjust script for Piranha in level 12
7-18-20
Added shadows to all over/under bridges
Added boss lock block to level 15 that requires opening 2nd boss chest
Moved warp destination on floor 4 of level 18
Fixed tile error
Fixed combo error which caused a boss to get stuck in a wall
8-13-20
Fixed various combo errors.
Fixed various layer errors
Fixed a text error
Added shadows to overworld bridges.
Normalized layer borders across the quest
Changed under combos for flowers in level 17
8-29-20
Fixed combo errors with lower walls in level 16.
Fixed various errors with level 11
Fixed combo errors with short dungeon stairs across the quest
9-1-20- Adjusted combos for lower walls in level 16
9-7-20- Changed room in level 5 which forced a reset.
9-13-20
Fixed various layer errors.
Fixed various secret errors.
9-15-20-Fixed warp error in Temple of Seasons.
1-26-21
Changed all bomb bags and quivers to fill up whenever you collect them
Changed level 2 Ropes to no longer be flashing
Set all fairies to restore 100 percent health
5-13-21
Changed the name of level 16's boss and color to reflect sprites
Fixed minor bug with Agahnim script
Updated script files to 2.53 standards
5-16-21- Fixed bug which made level 2 boss invincible
5-23-21
Added sign outside expensive shop detailing items
Added boss music script
Added dialogue to npc by level 15 after you get the Lens of Truth
Added shallow water to level 7
Added sfx to windmill in ending
Changed title screen to match the quest
Changed credits
Fixed layer issues in level 3
Fixed layer error with level 11 entrance
Fixed typo in level 14 DMap Intro
Fixed typo in trading sequence
Fixed boss refight room in level 16
5-30-21
Added Linked Secrets script to make underwater chests in level 16 change appearance
Added LTTP shutter script
Updated credits
Version 5.0 Changes
3-10-24
Fixed secret error
Fixed various errors with over/under bridges
Fixed various errors in Gleaming Cavern
Fixed combo error
3-11-24
Fixed combo errors
Fixed under/over errors
Fixed layer errors
Fixed room error
3-13-24
Added lobbing rocks effect to Pegasus Fruit script
Added unique sounds to all stairs
Fixed item setup bugs
Fixed issue with lava
3-16-24
Fixed various signs
Fixed room error
Fixed enemy defenses
3-22-24
Added pit warps to Din's Sanctuary
Added a warp to Din's Sanctuary to prevent a potential soft lock
Fixed pit error
Fixed bug with pits drawing falling animation after you get the ladder
Fixed screen state carryover error
Fixed enemy placement error
3-28-24
Fixed various animations
Fixed room error
Fixed typo
Fixed error with combo item drops
Fixed combo error
Fixed pit errors
Fixed subscreen error
3-29-24
Added unsafe ground flags to most water
This prevents a potential bug where you can drown infinitely
3-31-24
Fixed secret errors
Fixed pit errors
4-5-24
Added sign change after opening Super Bomb shop
Fixed secret error
Fixed layer errors
Fixed room error
4-10-24- Fixed combo error
4-19-24
Added a golden arrow check to level 18
Added pushable combos with arrows throughout the quest
Adjusted a room in Ruto's Palace
Fixed minimap bug
Fixed boss warp bugs
Fixed combo error
Fixed typo
Fixed secret error
Fixed layer error
7-8-24
Fixed combo errors
Fixed sign error
Fixed layer error
Updated credits for post 2.55 testing
Updated quest to use 2.55 exclusively
7-23-24
Adjusted a room in level 15
Fixed tiered secrets error
Fixed secret error
Fixed error where you can go out of bounds after beating the quest
Fixed combo error in level 16
8-3-25
Added layers across the quest
Added shortcut from level 13 boss chest to boss
Adjusted level 14 to make the Lens of Truth more relevant
Adjusted layers across the quest
Fixed layer error
Fixed signpost combo
Fixed tile errors
9-23-25
Fixed combo error
Fixed NES dungeon doors breaking the quest
3-9-24
Updated quest file to ZC Version 2.55
Added zip file using both 2.53 and 2.55 versions
Added layers to numerous dungeon screens.
Changed all pots to use new combo options,
Changed all block puzzles to use new combo options.
Changed all pits to use new combo options.
Changed all signs to use new combo options.
Changed all lava to use new combo options.
Changed some light all fires puzzles to use new combo options.
Changed Facade script to use new pits.
Changed all items to use new item settings.
Changed some npcs to use new combo options.
Updated quest file to ZC Version 2.55
Added zip file using both 2.53 and 2.55 versions
Added layers to numerous dungeon screens.
Changed all pots to use new combo options,
Changed all block puzzles to use new combo options.
Changed all pits to use new combo options.
Changed all signs to use new combo options.
Changed all lava to use new combo options.
Changed some light all fires puzzles to use new combo options.
Changed Facade script to use new pits.
Changed all items to use new item settings.
Changed some npcs to use new combo options.
3-10-24
Fixed secret error
Fixed various errors with over/under bridges
Fixed various errors in Gleaming Cavern
Fixed combo error
3-11-24
Fixed combo errors
Fixed under/over errors
Fixed layer errors
Fixed room error
3-13-24
Added lobbing rocks effect to Pegasus Fruit script
Added unique sounds to all stairs
Fixed item setup bugs
Fixed issue with lava
3-16-24
Fixed various signs
Fixed room error
Fixed enemy defenses
3-22-24
Added pit warps to Din's Sanctuary
Added a warp to Din's Sanctuary to prevent a potential soft lock
Fixed pit error
Fixed bug with pits drawing falling animation after you get the ladder
Fixed screen state carryover error
Fixed enemy placement error
3-28-24
Fixed various animations
Fixed room error
Fixed typo
Fixed error with combo item drops
Fixed combo error
Fixed pit errors
Fixed subscreen error
3-29-24
Added unsafe ground flags to most water
This prevents a potential bug where you can drown infinitely
3-31-24
Fixed secret errors
Fixed pit errors
4-5-24
Added sign change after opening Super Bomb shop
Fixed secret error
Fixed layer errors
Fixed room error
4-10-24- Fixed combo error
4-19-24
Added a golden arrow check to level 18
Added pushable combos with arrows throughout the quest
Adjusted a room in Ruto's Palace
Fixed minimap bug
Fixed boss warp bugs
Fixed combo error
Fixed typo
Fixed secret error
Fixed layer error
7-8-24
Fixed combo errors
Fixed sign error
Fixed layer error
Updated credits for post 2.55 testing
Updated quest to use 2.55 exclusively
7-23-24
Adjusted a room in level 15
Fixed tiered secrets error
Fixed secret error
Fixed error where you can go out of bounds after beating the quest
Fixed combo error in level 16
8-3-25
Added layers across the quest
Added shortcut from level 13 boss chest to boss
Adjusted level 14 to make the Lens of Truth more relevant
Adjusted layers across the quest
Fixed layer error
Fixed signpost combo
Fixed tile errors
9-23-25
Fixed combo error
Fixed NES dungeon doors breaking the quest
11-30-25
Added pit warp in prologue
Added new dungeon keys and locks
Added these to subscreen
Changed push block in level 14
Changed subscreen on Hyrule overworld
Fixed some warp settings
Fixed some layers
Fixed some npc settings
Fixed a screen state carryover bug
Fixed under combo
Fixed warp error
Fixed room setup bugs in Temple of Seasons
Fixed bug with the projectiles made by smashing things with the Pegasus Fruit
Updated Ice Lynel script to respect clocks
Removed key counter from Holodrum overworld
Added pit warp in prologue
Added new dungeon keys and locks
Added these to subscreen
Changed push block in level 14
Changed subscreen on Hyrule overworld
Fixed some warp settings
Fixed some layers
Fixed some npc settings
Fixed a screen state carryover bug
Fixed under combo
Fixed warp error
Fixed room setup bugs in Temple of Seasons
Fixed bug with the projectiles made by smashing things with the Pegasus Fruit
Updated Ice Lynel script to respect clocks
Removed key counter from Holodrum overworld
4-19-26
Added push blocks on layers in some areas
Added sfx to various stairs
Added a sign outside level 5 boss
Added layers outside bombable walls
Added LTTP shutters to more rooms
Added sign near where you go to get Roc's Feather
Adjusted room after bomb bag
Adjusted fireplaces in a house
Adjusted dungeon keys to fall from the sky
Fixed door error in level 3
Fixed bug where you had infinite bombs
Fixed dungeon key placement on subscreen
Fixed room in Flooded Retreat
Fixed puzzles that break glove rules
Fixed solidity error near level 11
Fixed warp near boss in Saria's Shrine to be always visible.
Fixed puzzle in Endless Wisdom
Fixed walk through walls error in Gleaming Cavern
Fixed pit sfx
Fixed bug where Facade could fall into a pit
Fixed secret near Roc's Feather sign
Fixed tile error
Added push blocks on layers in some areas
Added sfx to various stairs
Added a sign outside level 5 boss
Added layers outside bombable walls
Added LTTP shutters to more rooms
Added sign near where you go to get Roc's Feather
Adjusted room after bomb bag
Adjusted fireplaces in a house
Adjusted dungeon keys to fall from the sky
Fixed door error in level 3
Fixed bug where you had infinite bombs
Fixed dungeon key placement on subscreen
Fixed room in Flooded Retreat
Fixed puzzles that break glove rules
Fixed solidity error near level 11
Fixed warp near boss in Saria's Shrine to be always visible.
Fixed puzzle in Endless Wisdom
Fixed walk through walls error in Gleaming Cavern
Fixed pit sfx
Fixed bug where Facade could fall into a pit
Fixed secret near Roc's Feather sign
Fixed tile error
4-26-26
Added signs for shop locations
Added more environmental sfx
Added ffc to show boomerang outside level 11
Added lens marker to Endless Wisdom
Added new combos across the quest
Added flowing water sfx to changing floors in Ruto's Palace
Added sfx for going up stairs in Din's Sanctuary
Added step sfx across the quest
Added arrow push blocks by boss locks across the quest
Added layered push blocks across the quest
Added stairs sfx across the quest
Adjusted Titan's Mitt blocks to have a special marker
Fixed bug with entrance to Din's Sanctuary
Fixed combo errors
Fixed some bugs with Phantom Ganon
Added signs for shop locations
Added more environmental sfx
Added ffc to show boomerang outside level 11
Added lens marker to Endless Wisdom
Added new combos across the quest
Added flowing water sfx to changing floors in Ruto's Palace
Added sfx for going up stairs in Din's Sanctuary
Added step sfx across the quest
Added arrow push blocks by boss locks across the quest
Added layered push blocks across the quest
Added stairs sfx across the quest
Adjusted Titan's Mitt blocks to have a special marker
Fixed bug with entrance to Din's Sanctuary
Fixed combo errors
Fixed some bugs with Phantom Ganon
Story
Long ago, the land of Holodrum was saved by a Hero from Hyrule. Now, a new Hero must appear and use the items he finds in the land to restore balance to the seasons in Holodrum. The Oracle of Seasons is no more and the General of Darkness has been revived.
Across the depths of space, a voice calls out and creates a portal that draws you to their realm. It is up to you to rid the land of the evil tyranny of Onox.
Across the depths of space, a voice calls out and creates a portal that draws you to their realm. It is up to you to rid the land of the evil tyranny of Onox.
Tips & Cheats
Talk with all NPCs, read all signs. Many NPCs may have something different to say if you speak with them twice. All keys on the world map can only be used there. Every dungeon is designed where you can't use up your keys before you get to the end.
Many puzzles use the same logic. There are only three pieces of the Triforce, hidden in the 11th, 14th and 17th dungeons.
Be warned that if you fail to read signs or talk to NPCs you could seem to get stuck since the location of some items and dungeons is not easy to find on your own.
Many puzzles use the same logic. There are only three pieces of the Triforce, hidden in the 11th, 14th and 17th dungeons.
Be warned that if you fail to read signs or talk to NPCs you could seem to get stuck since the location of some items and dungeons is not easy to find on your own.
Credits
Quest, Storyline designed by- Me
Scripts by- Mero, Saffith, Moosh, Lejes, justin, MoscowModder, Avataro, LinktheMaster, Orithan, Alucard648
Zelda Classic Tiles- MoscowModder, Akkabus, Lightwulf, Raiden, Marcus, supertails2001, Taco Chopper, System Error, Teilyr
Other Tiles- Lord Zymeth, Spriter's Resource
Music- Pure ZC Artists (A lot, I don't remember them all)
Testers- GhostKnight22, vaualbas
Post 2.55 Testers- Epsalon ZX, chocobothief12, P-Tux7, ZackAttack, Ryunaker
Extra Sound Effects- Legend of Zelda SFX
Special Thanks-
SCKnuckles- For doing an LP of this quest and inspiring me to issue this remake.
Eppy- For streaming the revised quest and finding more bugs for me to fix.
Dimentio- For being a good source of ideas for things to script and prompting me to do this by suggesting improvements to the sequel.
MeleeWizard, SurrealCanine and PenAdelie- For doing LPs of the quest and thus contributing to further improvements.
The creators of Zelda Classic, all scripters, Nintendo.
Scripts by- Mero, Saffith, Moosh, Lejes, justin, MoscowModder, Avataro, LinktheMaster, Orithan, Alucard648
Zelda Classic Tiles- MoscowModder, Akkabus, Lightwulf, Raiden, Marcus, supertails2001, Taco Chopper, System Error, Teilyr
Other Tiles- Lord Zymeth, Spriter's Resource
Music- Pure ZC Artists (A lot, I don't remember them all)
Testers- GhostKnight22, vaualbas
Post 2.55 Testers- Epsalon ZX, chocobothief12, P-Tux7, ZackAttack, Ryunaker
Extra Sound Effects- Legend of Zelda SFX
Special Thanks-
SCKnuckles- For doing an LP of this quest and inspiring me to issue this remake.
Eppy- For streaming the revised quest and finding more bugs for me to fix.
Dimentio- For being a good source of ideas for things to script and prompting me to do this by suggesting improvements to the sequel.
MeleeWizard, SurrealCanine and PenAdelie- For doing LPs of the quest and thus contributing to further improvements.
The creators of Zelda Classic, all scripters, Nintendo.
hylian_brat
Posted 21 June 2024 - 06:42 PM
So I admit that I came here after playing Destiny of the Oracles. For the story. I remember I had tried to play it once before but the adventure sword was broken. Same thing happened again but I think it was a ZC bit because if I closed out ZC and opened it again everything worked fine after. Initially the glitch gave me constant sword beams, no slash ability and enemies had infinite health BUT since it's a ZC bit, I can't count that as a negative.
I never would have thought to use bombs so much for offense but they showed up in pots so it helped especially with the long wait for a sword upgrade. I do admit that the overworld did feel kinda empty and some of the dungeon rooms too. It felt kinda lonely in there. BUT knowing what future quests from this author looked like, I know there's a lot of learning and improvements.
Story was great. I loved it. Lots of dungeons. Also loved those. Never did find a cross or whatever the missing passive item should have been up next to the trade sequence (if that wasn't even supposed to be something) but that's okay. Loved the trade, loved the collectibles. And I loved the color choice for tunics, especially the last one. Since it's normally a different color than that.
Overall a very solid game. With the side quests and collecitbles and custom enemies and bosses really putting it out on top. I'd give it a 4.5/5 which rounds to a 5. Honestly so good. I can't get to PoT quick enough!
I never would have thought to use bombs so much for offense but they showed up in pots so it helped especially with the long wait for a sword upgrade. I do admit that the overworld did feel kinda empty and some of the dungeon rooms too. It felt kinda lonely in there. BUT knowing what future quests from this author looked like, I know there's a lot of learning and improvements.
Story was great. I loved it. Lots of dungeons. Also loved those. Never did find a cross or whatever the missing passive item should have been up next to the trade sequence (if that wasn't even supposed to be something) but that's okay. Loved the trade, loved the collectibles. And I loved the color choice for tunics, especially the last one. Since it's normally a different color than that.
Overall a very solid game. With the side quests and collecitbles and custom enemies and bosses really putting it out on top. I'd give it a 4.5/5 which rounds to a 5. Honestly so good. I can't get to PoT quick enough!
- ywkls likes this
Plutia
Posted 20 April 2024 - 01:07 AM
Honestly kind of an empty and boring experience. Outside of the courage dungeon, I didnt'y really find any of the dungeon design to be memorable which is certainly not helped by the frequent use of teleports. There are several times where there is a locked door in a room with a key chest in the same room where there is no puzzle to obtain the key, just walking up to it, and at that point, why bother locking the door? Not to mention the number of times a room would end in a teleport to another room with the chest right after it. Why bother putting a teleport there if you were just gonna give the key anyways? I know it's probably in part to make it so every dungeon can look like the item it has, but there has to be a less forced way than this.
It's impressive that you created and finished such a large quest, to be clear, but I really feel like this is one of the emptiest experiences I've had in ZC. Having custom bosses for every dungeon is at least a plus. I don't think many of them are all that good, but it is good to have them.
It's impressive that you created and finished such a large quest, to be clear, but I really feel like this is one of the emptiest experiences I've had in ZC. Having custom bosses for every dungeon is at least a plus. I don't think many of them are all that good, but it is good to have them.
- Eddy and Dirtyshovel like this
THEMDODO
Edited 06 November 2022 - 08:37 AM
This quest is generally very well made, with fun dungeon designs and good custom bosses. Haven't gotten everything yet, but the secrets were nice. It was quite fun to beat, but my experience was hindered by some road blocks along the way.
(the review has some spoilers for bosses/dungeons, don't read if you don't want to be spoiled about those)
First, the good stuff:
-The overworld is a little too linear for my tastes, but flowed very nicely.
-The dungeon design for the most part was fun and also flowed nicely. scarcely did i ever feel like a dungeon took too long/ was generally boring (i'll get to that later)
-custom bosses are definietly a plus. They felt responsive and were fun to beat.
-good use of tiles in dungeons.
-The fast travel warps. really makes traveling through the overworld faster and less tedious.
-some of the puzzles in orlox's lair were challenging, although like alot of the other dungeons, the rest felt a little stale.
Despite the quest being on the easier side (at least that's how it felt to me), the game was quite fun and at times challenging.
Now, for the less good stuff:
-Alot of the custom enemies felt floaty and finicky. Despite this, they were still enjoyable and not much of a nuissance. some died after a single or double blow later on, which made most of the fights very boring.
-I'm not a huge fan of the overworld screen designs. they felt empty and way too simple at times.
-The block puzzles. They get slightly challenging in orlox's lair (and dungeon 3), but for the most part they're way too easy and become a nuissance as the game goes on. also some of the other puzzles that utilized switches also felt the same way.
-Dungeons 4 through 8 were the worst imo. They barely utilized previously introduced mechanics and had some of the more boring block puzzles. They weren't bad dungeons persay, but they still were boring enough to keep me from continuing the quest for a while.
Something that i'm thankful for is that the quest doesn't use cryptic puzzles like zelda 1 and some other quests do. even when puzzles felt tedious, they never outrite made me put the game off out of frustration.
Favourite Bosses:
-Dodongo King(excluding the one in orlox's lair; dies instantly due to upgraded arsenal)
-Mothora(excluding the one in orlox's lair; dies instantly due to upgraded arsenal)
-Phantom Ganon
Least Favourite Bosses:
-Giant Pols Voice (although i did like the concept of the mechanic that was used)
Favourite Dungeons:
-Sandy Ruins (loved it)
-Darunia's Grave
Least Favourite Dungeons:
-Flooded Retreat
All-in-all, great experience, despite some of the less good things. Great quest, very enjoyable, and would definitely love to play through it again. Can't wait to try out some of your other stuff!
(the review has some spoilers for bosses/dungeons, don't read if you don't want to be spoiled about those)
First, the good stuff:
-The overworld is a little too linear for my tastes, but flowed very nicely.
-The dungeon design for the most part was fun and also flowed nicely. scarcely did i ever feel like a dungeon took too long/ was generally boring (i'll get to that later)
-custom bosses are definietly a plus. They felt responsive and were fun to beat.
-good use of tiles in dungeons.
-The fast travel warps. really makes traveling through the overworld faster and less tedious.
-some of the puzzles in orlox's lair were challenging, although like alot of the other dungeons, the rest felt a little stale.
Despite the quest being on the easier side (at least that's how it felt to me), the game was quite fun and at times challenging.
Now, for the less good stuff:
-Alot of the custom enemies felt floaty and finicky. Despite this, they were still enjoyable and not much of a nuissance. some died after a single or double blow later on, which made most of the fights very boring.
-I'm not a huge fan of the overworld screen designs. they felt empty and way too simple at times.
-The block puzzles. They get slightly challenging in orlox's lair (and dungeon 3), but for the most part they're way too easy and become a nuissance as the game goes on. also some of the other puzzles that utilized switches also felt the same way.
-Dungeons 4 through 8 were the worst imo. They barely utilized previously introduced mechanics and had some of the more boring block puzzles. They weren't bad dungeons persay, but they still were boring enough to keep me from continuing the quest for a while.
Something that i'm thankful for is that the quest doesn't use cryptic puzzles like zelda 1 and some other quests do. even when puzzles felt tedious, they never outrite made me put the game off out of frustration.
Favourite Bosses:
-Dodongo King(excluding the one in orlox's lair; dies instantly due to upgraded arsenal)
-Mothora(excluding the one in orlox's lair; dies instantly due to upgraded arsenal)
-Phantom Ganon
Least Favourite Bosses:
-Giant Pols Voice (although i did like the concept of the mechanic that was used)
Favourite Dungeons:
-Sandy Ruins (loved it)
-Darunia's Grave
Least Favourite Dungeons:
-Flooded Retreat
All-in-all, great experience, despite some of the less good things. Great quest, very enjoyable, and would definitely love to play through it again. Can't wait to try out some of your other stuff!
- ywkls likes this
TheCentralScrutinizer
Edited 28 August 2020 - 08:30 PM
I'll keep this short. Overall, I greatly enjoyed Balance of Nature. However, there were a few flaws that interrupted the flow of the game (which I'm mainly covering in the review so it's known) and, in fact, forced me to use exploits such as clipping through walls. An example is the barrel blocking the grave, which you are supposed to slash away with the lv. 2 sword. I watched a playthrough on Youtube to see if I was doing it right, and I was, however it wasn't working. I saved and restarted, nothing. I hard reset ZC, still nothing. I walked through the barrel to continue through the quest. Note, even with the later sword upgrades, I still couldn't destroy the barrel.
Secondly (please forgive me as I don't recall the name) the dungeon with the trees connected by bridges has a couple of spots that kept me from progressing. One was entering through the back of one of the trees. It should have taken me into that section of the dungeon, in theory, but it didn't. The other was an unwalkable floor beneath an overpass.
In the end of it all, I greatly enjoyed the quest. The music was good, the bosses were just awesome (although Aghanim could use a tweak or two in scripting, it was taking forever for him to fire off a projectile), dungeon layouts were perfect, the overworld was highly enjoyable exploring about. I love the work you did on your teleport hub, so thank you for that, it made the game much nicer to get through.
All in all, good quest, just needed to cheese it a couple of times to complete it legitimately. Trust me, if it were possible, I would have done it without the wall-clip.
7/10. Needs some work and fine-tuning, but awesome experience in the end. Frankly, it was worth the hassle of a few inconvenient barriers.
Secondly (please forgive me as I don't recall the name) the dungeon with the trees connected by bridges has a couple of spots that kept me from progressing. One was entering through the back of one of the trees. It should have taken me into that section of the dungeon, in theory, but it didn't. The other was an unwalkable floor beneath an overpass.
In the end of it all, I greatly enjoyed the quest. The music was good, the bosses were just awesome (although Aghanim could use a tweak or two in scripting, it was taking forever for him to fire off a projectile), dungeon layouts were perfect, the overworld was highly enjoyable exploring about. I love the work you did on your teleport hub, so thank you for that, it made the game much nicer to get through.
All in all, good quest, just needed to cheese it a couple of times to complete it legitimately. Trust me, if it were possible, I would have done it without the wall-clip.
7/10. Needs some work and fine-tuning, but awesome experience in the end. Frankly, it was worth the hassle of a few inconvenient barriers.
Artix3
Posted 03 March 2015 - 05:32 PM
I've noticed a couple things playing through so far, but the biggest problem I appear to be having now is in the fifth dungeon, where I'm stuck unable to get the big key. I'm missing a key somewhere, so there's a door I can't open, and in one of the rooms I can reach there's a button I assume removes two blocks in front of a chest, but stepping it on does nothing, none of the items I have affect it, and there's no blocks in the room that are pushable.
Besides that, all I've really seen are some visual bugs, like some tiles being out of place in the third dungeon, as well as the bow and arrows not displaying a description when you get them out of their dungeon chest.
And the sages can be walked through, which I think is a big problem when you have to press L to talk to them. Have to finaggle to step on the right tile, when you could really just autoplay the text when the player appears in the sage room.
Besides that, all I've really seen are some visual bugs, like some tiles being out of place in the third dungeon, as well as the bow and arrows not displaying a description when you get them out of their dungeon chest.
And the sages can be walked through, which I think is a big problem when you have to press L to talk to them. Have to finaggle to step on the right tile, when you could really just autoplay the text when the player appears in the sage room.
Balance of Nature 2.55 versionStarted by Spelunker , 13 Mar 2024 |
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Balance of Nature LP- by Pen AdelieStarted by ywkls , 13 Jan 2021 |
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Balance of NatureStarted by Lukaz , 02 Mar 2015 |
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Balance of Nature LP- by MeleeWizardStarted by ywkls , 08 Sep 2019 |
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Balance Of NatureStarted by SCKnuckles , 23 Mar 2016 |
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