GAMEPLAY & DIFFICULTY:

The Third Legacy is primarily based around the classic NES style of gameplay, meaning that while there may be some obscure secrets and item-based obstacles, there aren't any exceedingly convoluted puzzles or other devious trickery meant to stump the player for days on end. Progressing through the quest should be relatively straight-forward, in as much as the original NES game was ever straight-forward. In this regard, I've tried to make the quest accessible to players who may be familiar with the first 2 quests but new to custom quests, as well as players who've been custom-questing for a while.

Similarly, the difficulty begins moderately easy, but gradually increases in distinct segments as the quest progresses. This doesn't only apply to challenges in battle, but to increasingly complex dungeon layouts as well. The first segment, The Green Lands, features distinctly classic NES gameplay, enemies, and items. It contains the first 3 dungeons, each of which requires an item from the previous one to access. The second segment, The Desert, adds magic and begins to introduce new ZC items to the gameplay, as well as steps up the enemy roster accordingly. It contains the 4th and 5th dungeons, each of which can be done in any order. The third segment, The Scorched and Frozen Lands, continues to introduce new ZC items, provide new weapon techniques, and unleash new enemies to battle. It contains the 6th and 7th dungeons, each of which can be done in any order. The fourth segment, The Underworld, dramatically raises the tension, and expects that you should have collected the majority of items and upgrades offered up to this point. It contains the 8th dungeon, as well as 4 Trial Caves. Finally, Ganon's Palace is an all-out death-match.

Outside of this progression, however, are 3 Treasure Vault side dungeons, 1 for each of the first 3 segments, in which you can gain powerful items - if you're willing to fight tooth and nail for them. These are optional, but highly recommended, as the items will significantly aid you for quite a while after attaining them.

GENERAL INFO & TIPS:

* Both the Overworld and Underworld follow the 1-cave-per-screen standard; if there's a cave, you won't find a secret, and if you've found 1 secret, you won't find more.
* Though they may be jaded or disgruntled, Hyrulians are honest. All information or hints they provide are accurate (though some may be relatively obscure).
* Trees can hide passageways both outdoors and indoors.
* Hidden money payouts are typically quite generous - don't take them if you're near your rupee limit.
* Not every destructible tree can be burnt with a candle.
* On rare occasion, you may find a 10 rupee coin hidden in grass patches.
* Some people like to explore ruins. They also have a habit of getting trapped in them. Free them, and they may give you something nice.
* Caveception: caves within caves. It exists. Be aware.
* The "Most Useless Shop in the World" isn't entirely useless under the correct circumstances.

* Dungeon Maps always reveal every room, including bombable secrets. As a result, they often appear further into the dungeon, or are either hidden or well-guarded.
* All main dungeons and side dungeons have a Map and a Compass.
* Diamond warp gates take you to another location in a dungeon; static warp gates return you to the beginning.
* Pay attention to spike speeds. Slow-moving spikes will poke your feet; fast-moving spikes will shred you in an instant.
* All dungeons use Level-Specific Keys. Yes, they look like Normal Keys; I didn't like the silver palette, so I swapped it with the original gold palette.
* The Magic Key only covers the 9 main dungeons and the 3 Treasure Vaults; it won't work in the 4 Trial Caves.
* Most dungeons have more than 1 special item; some have over 4.
* Just because killing all enemies opens a shutter or reveals an item, doesn't mean that a room doesn't have further secrets.
* Outdoor sections of multi-entrance dungeons can still have secrets.
* There are no secrets in Triforce rooms.
* Pits in main dungeons always take you to a standard room. Pits in side dungeons aren't so friendly.
* Despite the complexity of later dungeons, most boss rooms have a relatively straightforward path of access from the dungeon entry (yes, even the Frozen Dungeon).
* Even though a side dungeon may become available, you may not find yourself ready for the challenge. Remember, the items - though very useful - aren't necessary to progress, so feel free to return at a later point.
* Some items available in side dungeons may also appear in shops much later - for a significant price.

* The Lens of Truth doesn't only reveal nonmaterial paths through solid materials, but solid paths through hollow spaces as well.
* The Cane of Byrna can now one-hit-kill temporary and permanent disabling Bubbles; it only stuns reenabling Bubbles.
* Like Likes can't eat the Mirror Shield or the Ultimate Shield.
* To obtain the White Sword, you must have 5 hearts; to obtain the Magic Sword, 12 hearts; and to obtain the Master Sword, 18 hearts.
* After finishing The Green Lands and moving to The Desert, you can have up to 10 hearts; after finishing The Desert and moving to The Scorched and Frozen Lands, you can have up to 18 hearts and 10 magic containers; and after finishing The Scorched and Frozen Lands and moving to The Underworld, you can have all 24 hearts and 16 magic containers.

PERSONAL ANTI-ANNOYANCE PREFERENCES:

Everybody has their own idea of what makes for good map design, fair enemy placement, worthwhile secrets, and adequate challenges. I tried to make this quest more fun than annoying, as I do see a difference between challenges and annoyances - but ultimately, those differences are my own personal preferences, and it's inevitable they'll conflict with somebody else's preferences. Still, I figured I should share some of the anti-annoyance principles I generally followed when designing this quest.

* No blind bombing/burning. I try to put bomb or burn secrets in relatively sensible locations that have some level of indication as to where they may be. It might be a shape, a pattern, a protrusion, a recession, a corner, or simply something that may be "obvious" to seasoned players. That said, they *are* secrets, so they're not all going to be staring you in the face. But if you ever see a straight rock wall across the top of a screen and wonder if you should try bombing every segment - don't even bother. (Note: I reserve the right to be a little more obscure once I've offered the Lens of Truth.)
* Upgrades are not negated immediately. A lot of games give you an upgrade, only to throw harder enemies at you simultaneously. All this does is retain the same gameplay balance under a new look... and make me wonder, why even bother? When I offer upgrades and other rewards, I want them to be enjoyed for a while.
* No maze paths. It's just as easy to require an item as it is to cause a hang-up like that, especially when the hint is obscure or overly complicated.
* No falling rocks. Bothersome life-loss objects with erratic movement that serve little other purpose than to take away sword beams.
* No "leave your life or money" rooms. At least, not blocking your path in dungeons. Some men in caves may have something worth leaving money for in the next room up.
* No "Feed the Goriya" rooms. Just an item-purchase-check progress-stopper.
* No shutter traps. You'll always have the option to retreat if you come across a room that looks too hard. However, in rare instances, the way out may be a door or floor other than the one you entered from. (Note: I may make exceptions in side dungeons, as they exist outside the standard difficulty progression.)
* No excess Bubbles. They usually interrupt a challenge rather than provide one. At most, I use a 2:1 red:blue ratio. (Note: I may make exceptions in later levels after offering the Whisp Rings to negate red Bubble jinxes.)
* No excess shooting statues. This is The Third Legacy, not The Third Quest.
* No dark rooms. Yes, you got the candle. No, I don't need you to prove it 100 times over.
* Not every body of water needs a Zora. In fact, very few of them do.
* No "door repair charge" guys. This, this, a thousand times this. There's nothing like having your effort in discovering a great secret pay off with you having to pay off. It's a slap in the face to inquisitive players. I want to reward adventure, not discourage it. (Not to mention, rock walls, trees, and desert sands have absolutely no business passing for "doors" in the first place.)

NEW & MODIFIED ITEMS & ENEMIES:

Throughout The Third Legacy, you'll come across a variety of new takes on classic items and enemies, as well as some modifications to existing items and enemies. A complete list of creations and changes follows:

New Items:

Black Ring: The last in the series of protective rings. Provides a damage divisor of 12; 150% that of the Gold Ring, 1200% of that with no ring.
Boots (L2): Steel-plated boots that don't drain magic when active.
Hammer (L2): A large red hammer with 2 white heads. Deals a damage factor of 8; 200% that of the original.
Magic Book (L2): A red book with 2 orange triangles above and below the 3 black dots, rather than - and + signs. Deals a magic damage factor of 12; 600% that of the original.
Potion (L5): A life/magic restoring potion that can be used 5 times. Comes as cyan with 5 uses remaining, changes to purple with 4 uses remaining, green-yellow with 3 uses remaining, then back to standard red for 2 uses remaining. Cannot be upgraded to by stockpiling blue or red potions.
Stone of Gravity: A silver stone using the Stone of Agony graphic. Keeps Link from getting bumped when taking damage from projectile assaults, enemy contacts, or environmental hazards. Particularly useful for charging at Wizzrobe Summoners through their summoned onslaughts.
Ultimate Shield (L4): A brown shield with a Triforce emblem. Functions like the Mirror Shield, but also reflects boss fireballs.
Wand (L2): A red wand. Deals a melee damage factor of 11; 550% that of the original.

Modified Items:

Cane of Byrna: Due to utterly absurd magic consumption, it no longer uses magic; as a result, it only stuns most enemies. However, it now one-hit-kills temporary and permanent disabling Bubbles, as well as L2 Magic Pols Voices.
Charge Rings: Regular-to-magic charge ratios reduced from 1:2 to 1:3. Charge Ring 1 times reduced by 50%/25%; Charge Ring 2 times reduced exponentially.
Din's Fire: Magic cost increased from 32 to 64 (2 containers to 4).
Farore's Wind: Magic cost reduced from 32 to 16 (2 containers to 1).
Golden Arrow: Damage factor increased from 8 to 12; 150% that of the original.
Heart Rings: Restoration speeds increased by 18%.
Hookshot 1: Chain length increased from 50 to 75; now reaches across entire horizontal screens.
Key, Normal and Level-Specific: Palettes swapped; Normal Key is now silver, Level-Specific Key is now gold. No changes in functionality.
Lens of Truth: Magic usage rate reduced by 50%.
Magic Rings: Restoration speeds increased by 18%.
Magic Ring (Light Force): Supplants L3 Magic Ring; no longer provides infinite magic.
Magic Shield: Blocks flame attacks.
Nayru's Love: Magic cost reduced from 64 to 48 (4 containers to 3). Duration increased from 512 to 640; 125% that of the original.
Peril Ring: Damage divisor activated at 2 hearts; 200% that of the original.
Peril Scroll: Sword beam activated at 2 hearts; 200% that of the original.
Red Candle: Damage factor increased from 1 to 2; 200% that of the original.

New Enemies:

Aquamentus (L2): Uses BS-Zelda sprites; deep red. Only damaged by fire attacks and L2 Wand/Magic Book attacks.
Bat (L2): Uses Ache sprites; color varies with environment. 266% the HP, 300% the damage, 131% the speed of L1 Bat.
Darknut (Fire): Deep red. Occasionally stops to deal a 5-flame spread attack. 275% the HP, 300% the damage of L1 Darknut.
Darknut (L4): Carries reflective shield; color varies with environment. 400% the HP and damage of L1 Darknut. Blocks Hammer attacks from any side.
Darknut (L5): Carries reflective shield; silver with blue highlights. Only damaged by bombs. Never returns after death.
Digdogger (Fire): Deep red. Only damaged by fire attacks and L2 Wand/Magic Book attacks.
Digdogger (Magic): Deep blue. Only damaged by magic attacks.
Digdogger (Ultimate): Green-yellow. Spawns every breed of Digdogger, both parents and children.
Dodongo (L2): Uses BS-Zelda sprites. Takes 4 bombs rather than 2 to be killed. (Note: the 2-bomb swallow/explosion stack trick still works.)
Gel (L3): 1200% the HP, 400% the damage, 140% the speed of L1 Gel.
Ghini (L2): Color changes with environment. Moves like L1 Ghini Phantom. 177% the HP, 133% the speed of L1 Ghini.
Gohma (Fire, L1): Deep red. Shoots 3 fireballs. Only damaged by Silver Arrow.
Gohma (Fire, L2): Uses BS-Zelda sprites; deep red. Launches fire breath attacks. Only damaged by magic attacks.
Keese (L2): Color changes with environment. 600% the HP, 400% the damage, 120% the speed of L1 Keese. Only appear as splits from L2 Vires.
Like Like (Magic): Blue; occasionally color changes with environment. 200% the HP, 300% the damage, 125% the speed of the original Like Like. Consumes magic rather than shields.
Lynel (L3): Deep red. 275% the HP, 300% the damage, 133% the speed of L1 Lynel. Launches a 3-flame spread attack. Takes 1/2 damage from fire attacks.
Lynel (L4): Deep blue. 400% the HP and damage, 133% the speed of L1 Lynel. Launches a 3-sword spread attack. Consumes magic upon contact.
Lynel (L5): Color changes with environment. 500% the HP, 400% the damage, 175% the speed of L1 Lynel. Launches a 5-sword spread attack. Consumes magic upon contact.
Moldorm (L2): Deep blue. 150% the HP, 400% - 800% the damage (depending on length), 150% the speed of L1 Moldorm.
Moldorm (L3): Deep red. 200% the HP, 1200% the damage, 200% the speed of L1 Moldorm. Only damaged by fire and magic attacks.
Patra (Fire, L1 & L2): Deep red center eye. Only damaged by magic attacks, and fire attacks at 1/4 damage.
Peahat (Fire, L1): Deep red. Same as L1 Peahat, but lays fire trails as it flies. Takes 1/2 damage from fire attacks.
Peahat (L2): Color changes with environment. 500% the HP, 600% the damage, 175% the speed of L1 Peahat.
Rope (L3): Blue. 1000% the HP, 800% the damage, 125% the speed of L1 Rope. Splits into 5 L2 Ropes on death.
Stalfos (L4): Color changes with environment. 1000% the HP, 600% the damage, 300% the w.damage, 225% the speed of the L2 Stalfos. Launches a 3-sword spread attack.
Tektite (L3): Color changes with environment. 1000% the HP, 800% the damage, 150% the speed of L1 Tektite. Rarely stops jumping.
Vire (L2): Color changes with environment. 400% the HP and damage of L1 Vire. Splits into 8 L2 Keese rather than 2.
Zol (L3): 500% the HP, 300% the damage, 200% the speed of L1 Zol. Splits into 3 L3 Gels rather than 2.

Modified Enemies:

Bat (L1): HP reduced by 25%, damage reduced by 33%.
Dodongo (All): Never returns after death.
Ghini (L1, Phantom): Can't be damaged by Super Bombs.
Gleeok (All): Can be damaged by Silver and Gold Arrows.
Gohma (L1): HP increased by 200%.
Leever (L3): Step speed reduced by 33%.
Manhandla (L1): Takes 1/2 damage from reflected fireballs to account for Ultimate Shield.
Manhandla (L2): HP and damage increased by 300%. Takes 1/2 damage from reflected fireballs to account for Ultimate Shield.
Octorok (L3): Takes 1/2 damage from fire attacks. Fast step speed reduced by 12.5%.
Octorok (L4): Damage/w.damage reduced by 33%. Fast step speed reduced by 12.5%.
Octorok (Magic): HP reduced by 20%, damage reduced by 40%, w.damage reduced by 60%, step speed reduced by 12.5%.
Patra (L2 & L3): Now comes in Oval variety as well as Big Circle. Takes 1/4 damage from reflected fireballs to account for Ultimate Shield.
Patra (BS-Zelda L2): Comes in blue and orange variety. 363% the HP, 150% the damage, 466% the eyes' HP of the original. Takes 1/2 damage from sword and hammer attacks. Can be damaged by bombs.
Pols Voice (L2, Magic): While still one-hit-killed by magic, its resistance to all other attacks has been exponentially increased.
Pols Voice (L2, Magic Only): Looks no different than its Magic counterpart, but ignores any attacks other than magic.
Wizzrobe (Mirror): 33% the HP; 50% the damage of the original. Now only takes 4 reflected magic shots rather than 6 to be killed.

CHEATS:

As of v1.1, cheats are enabled. The hints are:

1) The ___ Dungeon is directly above the Desolate Dungeon.
2) Winds can sometimes disrupt desert ___.
3) Gold and Silver are said to reside at the peak of the ___ mountain.
4) Much to RedmageAdam's ire, a ___ ring has been made available in Ganon's Palace.

All words are entered in lower case.

MUSIC:

The quest begins with variations on the classic music, but quickly expands into new material. Selections are pulled primarily from similarly-themed fantasy and medieval games from the same era. All MIDI files have been thoroughly edited by me for the sake of consistency. Some required part-by-part volume adjustments, while others required more complex rearrangement and reinstrumentation.

Overworld: Default
Underworld: Lunar 2: Eternal Blue - Dragon Ship Destiny (arranged by "Jan van Valburg")

Desolate Dungeon: The Legend of Zelda - Dungeon Theme (arranged by "Lt")
Emerald Dungeon: The Legend of Zelda - Dungeon Theme (arranged by "Zaggarum")
Seaside Dungeon: The Legend of Zelda - Dungeon Theme (arranged by "Me!")
Spider Dungeon: Zelda II: The Adventures of Link - Palace Theme (arranged by "Chief Ug")
Desert Dungeon: Zelda II: The Adventures of Link - Great Palace Theme (arranged by "Johan Fall")
Inferno Dungeon: Heretic - The Lava Pits (composed by "Kevin Schilder")
Frozen Dungeon: Heretic - Ice Grotto (composed by "Kevin Schilder")
Underworld Dungeon: A Link to the Past - Dark World Dungeon Theme (arranged by "Hkon Marthinsen")
Ganon's Palace: A Link to the Past - Hyrule Castle Theme (arranged by "CarboHydroM")

Treasure Vaults #1-3: Heretic - The Graveyard (composed by "Kevin Schilder")
Desert Ruin: Hexen - Chart [edit] (composed by "Kevin Schilder")
Underworld Ruin: Heretic - The Cesspool (composed by "Kevin Schilder")
Cave of The Dead: Shadowgate - Subterranean Lake (arranged by "Fredrik Klingvall")
Cave of Mastery: Final Doom: Evilution - Open Season (composer unknown)
Cave of Defense: Hexen - Sacred Grove (composed by "Kevin Schilder")
Cave of Life: Lunar: The Silver Star - Mystic Room (arranger unknown)
Cave of Steel: Hexen - Deathwind Chapel (composed by "Kevin Schilder")

DEVELOPMENT:

Yes, this is my first quest.

No, it's not my first time modding a game. Most of my efforts over the years have been for classic FPS games like Doom and Heretic rather than 2D top-down environments, but I'd like to think my sense of decent layout and moderately balanced gameplay has carried over to this project.

You can see the map design and gameplay options gradually grow more and more complex as the quest progresses, mirroring my learning curve as I discovered more and more of ZQuest's capabilities. However, most games also start with simple layouts and basic gameplay then progress into more complex layouts and harder gameplay, so I think my leaning curve and the quest's difficulty curve ended up complementing each other in the end.

Development timeframe:

Build time: 8 weeks
Script requests & testing: 2 weeks
MIDI selection & editing: 1 week
Forum/Database promo & documentation: 1 week
Other distractions: 1 week

OTHER CREDITS:

ZoriaRPG, Avataro, Saffith, Moosh, jsm116, Lejes, Joe123, ywkls, MoscowModder, Dan358, Grayswandir, and TheOnlyOne: Script help and requests.

THANKS:

ZoriaRPG, Lunaria, Shane, DaLink, Avataro, Saffith, and the other members at the PureZC Editor Help forum for the quick replies to my ZQuest newb hang-ups, and for being one of the best help forums I've ever used.

========================= v1.2 CHANGE LOG: =========================

Below is another thoroughly detailed and exceptionally complete list of all changes between v1.1 and v1.2. As before, a few are significant, most are minor, some aren't noticeable at all.

GENERAL:

* New area: Cave of Steel.
* Added Maps & Compasses to the 3 Treasure Vaults and the 4 previous Caves (Cave of the Dead, Cave of Defense, Cave of Mastery, and Cave of Life).
* Compass stops blinking on item pickup/boss kill in side dungeons.
* Minimaps redone/repositioned.
* Underworld & Path to Ganon now use same minimap style as Overworld.
* Overworld minimap displays full color in caves.
* Magic system reworked; Boots (L1) now drain magic at half their original rate.
* Removed significant amounts of unused resources.

* Pushable rocks use solid black color; shadows don't disappear while moving.
* Updated boss lock block graphics.
* Dodongo sprite filled in with solid black color so neck isn't transparent during side puff animation.
* New dirt color for emerging/submerging Leevers in Desert Dungeon.
* Smoothed animations for dungeon/cave waters.
* Alternate colors in water leading to Winchester cave.
* Animated and repositioned next-string-down arrow for dialogue.

* Added gray heart & magic container placeholders on subscreen to indicate total possible containers.
* Subscreen heart & magic container rows arranged in same direction (left to right) as original Zelda 1.
* Removed general key counter from subscreen.
* Level-specific key color set/corrected for all subscreens on all levels.
* Active subscreen arrangement tweaked for Overworld, Underworld, and general caves.

CONFIGURATIONS & FUNCTIONALITY:

* Enabled "More Sound Effects" for everything except push blocks and enemy fireballs.
* Certain water combos no longer block Hookshot.
* Fairies drawn using FFCs for consistent positioning in ponds.
* Guys drawn using combos over "empty" guy in all rooms.
* Overworld & Underworld caves moved to separate maps/DMaps.
* Link has falling animation and sound when stepping into pits.
* Hammer pegs stay permanently pounded.
* Removed unnecessary Trap enemies from rooms using Trap flags.
* Undercombo steps don't prematurely warp player.
* Under-dungeon passageways/item chambers can no longer be exited from sides.
* Can skip dialogue with B button.

* Bomb upgrade guys' prices reduced by 25 each (75 to 50, 100 to 75).
* Wooden Arrow price reduced from 60 to 40 in Green Lands shop 1.
* Short Bow price reduced from 125 to 100 in Green Lands shop 2.
* Inferno Key price reduced from 75 to 60, Magic Shield from 60 to 45 in Scorched Lands shop 1.

* Added pickup strings with functionality descriptions for all major items not sold in shops.
* Added Old Man in north-eastern Green Lands with hint about whistle-blown pond in Seaside Dungeon.
* Reworded Old Man's string regarding his brother's location in Desert.
* Reworded Whisp Ring 1 description in Desert shop 2.
* Replaced Old Man's warning about Merchant's argument clinic in Scorched Lands with hint about magic mirrors reflecting wand shots.
* Replaced Merchant's argument clinic in Scorched Lands with information regarding Gleeok's new weakness.
* Added Old Man in Scorched Lands mountainside with hint about secrets under graves.
* Old Man in Underworld entry-tree gives directions to the 4th Trial Cave.
* Reworded Underworld Merchant's hint about defeating new Darknuts in Underworld Dungeon.

ITEMS:

* New item: Boots (L2).
* New item pack: Map & Compass bundle.
* All new items use appropriate Custom Item slots rather than zz### slots.
* Heart Rings & Magic Rings refill slightly faster and have consistent timing across their 3 levels.
* Magic Ring (Light Force) no longer provides infinite magic; only a fast refill rate. [Effectively acts as Magic Ring (L3)]
* Lens of Truth reveals pushable dungeon blocks.
* Stone of Gravity revised to function properly in ZC 2.53.0 RC2.
* Added "whimsy sound" for Whimsical Ring hits.
* Magic Book (L0) added to init data; serves as a dummy placeholder to prevent Wand (L2) magic from gaining a power boost before getting Magic Book (L2).
* Heart Container Piece pickup strings track how many Pieces left before gaining a full Heart Container.
* Cane of Byrna beam volume slightly softer and sound loop delay slightly longer.

ENEMIES:

* Wizzrobe Summoners limited again. These enemies now use a scripted system to restrict their total summons to an average of 8-12 per room, depending on summon type. As before, this is a primary reason for the v1.2 update.
* Fire Trail durations adjusted for Fire Patra rooms.
* Most Underworld enemies can be 1-hit-killed by reflected magic. [Full list: Bat (L2), Ghini (L2), Octorok (L4, Magic), Leever (L3), Lynel (L4), Peahat (L2), Tektite (L3)]
* "Hammer Breaks Shield" disabled for Darknuts (broken shields weren't displaying, so I didn't realize it was enabled).
* All enemies that previously blocked Cane of Byrna beams now ignore them.

* Aquamentus (L2) HP reduced from 128 to 112 (87%).
* Bat (L1) HP reduced from 8 to 6 (75%), damage reduced from 6 to 4 (66%).
* Bat (L2) step speed reduced from 150 to 131 (87%).
* Bombchus use Super Bomb explosions on contact [requires ZC 2.53.0 RC2].
* Darknut (Fire) walking animation pauses during flame attack.
* Darknut (L5) never returns after death.
* Digdogger (Fire [red]) damage reduced from 32 to 24 (75%).
* Digdogger (Fire [red]) Kids' HP reduced from 64 to 48 (75%), damage from 24 to 16 (66%).
* Digdogger (Magic [deep blue]) Kids can drop magic-refilling fairies.
* Ghini Phantoms can't be hurt by Super Bombs.
* Gleeok (Normal/Fire) can be damaged by Silver or Gold Arrows.
* Gohma (Fire, L2) (+HP) HP reduced from 128 to 112 (87%).
* Leever (L3) step speed reduced from 225 to 200 (87%), no longer hides underground in rooms where killing all enemies is required.
* Like Like (Magic [blue]) can drop magic-refilling fairies.
* Octorok (L3 Fast/L4 Fast/Magic) step speed reduced from 200 to 175 (87%).
* Octorok (Magic) (Min Items) damage/w.damage/defense stats fixed to match current Octorok (Magic).
* Patra (Fire, L2) [now L2-A] eyes' HP reduced from 88 to 56 (64%), body HP from 88 to 72 (82%).
* Patra (Fire, L2-B) new lesser version of L2-A with eyes' HP reduced from 88 to 48 (54%), body HP from 88 to 56 (64%), step speed from 62 to 50 (80%), outer eye total from 28 to 18, inner eye total from 14 to 10.
* Peahat (L2) step speed reduced from 124 to 108 (87%).
* Tektite (L3) step speed reduced from 425 to 370 (87%).

LEVELS:

* General
  - Consistent upper-screen solidity in rooms with guys.
  - Twin flames restored in general caves with guys.
  - Warp returns in custom caves match original default cave position.
  - Empty spaces in under-dungeon passageways/item chambers no longer block Hookshot.
  - Added/tweaked brick dividers in freeform dungeon areas.
  - All Trap positions marked with 5-rivet tile.
  - Rooms with only select statue shooters use appropriate statue shooter combo types rather than shooter enemies positioned with enemy flags.
  - Boss roar sounds in all rooms next to bosses. [Full list: Frozen Dungeon B7 side rooms, Cave of Mastery side room, Zelda room in Ganon's Palace]
  - Tweaked "no enemies" flags in Patra & Manhandla cave rooms.
  - Added "no enemies" flags to narrow spaces behind lock blocks, and to collapsed lock blocks in rooms with Leevers, in Underworld caves.
  - Moved northwest Underworld shop to Overworld above Cave of the Dead entrance; reduced prices.
  - Added new shop in place of northwest Underworld shop. [Item list: Whisp Ring 1, Cane of Byrna, Stone of Gravity]

* Overworld
  - Added continue points at transitions between The Green Lands, The Desert, and The Scorched and Frozen Lands.
  - Player also continues from last used dungeon entrance.
  - Black market leader's brother gives Map & Compass bundle for Underworld Ruin.
  - Sideways cave entrance tiles for water streams entering/exiting green oasis in southeast desert.
  - Fixed dirt patch at southmost Scorched Lands.
  - Life-or-money caves use NES Dungeon wall types with rock shutters that open when guy is paid.

* Desolate Dungeon
  - L2 Goriyas by bombable wall more likely to drop bombs.
  - Back side of boss locked door also set to boss locked door.

* Emerald Dungeon
  - Only the burnable tree has a dark stump.

* Seaside Dungeon
  - Custom whistle-blown pond animation sequence; new colors, no ladder functionality, faster transition from full to drained.
  - Changed wrong boss roar sound in Triforce room from Aquamentus to Manhandla.

* Spider Dungeon
  - Fixed return stair warp type in middle westmost room from Entrance/Exit to Passageway.

* Desert Dungeon
  - Slightly reddened palette to further complement Overworld colors.
  - Bombable floor tile in Map room remains open; locked door adjusted to use lock block combos and screen state carryover.
  - Rearranged enemies in Magic Container room in scrolling sand area so enemy 0 spawns on item ledge.

* Inferno Dungeon
  - Added cycle delay to statue shooters on B2 after B1 pit drop to account for new falling animation, so player doesn't land on fireballs.
  - Added potion secret near middle of B3 final path.
  - Boss room doors on B3 set to "open" on sides.
  - No item drop set for boss.

* Frozen Dungeon
  - Slightly darkened palette.
  - Restored 2 brick dividers in B1 southwest room.
  - Burnable floor stairs remain open.

* Underworld
  - Super Bomb item in Underworld bomb shop changed to 2X Super Bomb item; no price change.
  - Changed burnable spike trees in Underworld Dungeon entry courtyard from 4-heart damage to 2-heart damage.
  - Fixed upper rock borders in Winchester cave.

* Cave of Mastery
  - Fixed 2 non-damaging spike trees in upper westmost room.

* Cave of Life
  - Blocked 2 areas at top of eastmost path where player could get trapped if revisiting with 4-Way Ladder.

* Underworld Dungeon
  - Swapped enemy 0 spawn spot with enemy 2 spawn spot in B1 Compass room.
  - Added 2 missing spike trees to northwest room in F1 to match northeast room.
  - Block obstructing staircase to F2 in F1 center room remains removed.

* Path To Ganon 1 & 2
  - Fixed scattered dirt patches, corner details, and upper rock borders.
  - Empty spaces on sides of final bridge no longer block Hookshot.

* Ganon's Palace
  - Minimap doesn't disappear in item chamber.
  - First Fire Patra on L2 is invisible without Amulet.
  - Summoner count on F2 set to 5 in bottom 3 eastmost/westmost rooms.
  - Ganon has unique boss music.

* Treasure Vault #3
  - Replaced dark-stumped 4-heart damage spike trees in Dodongo room with light-stumped 2-heart damage spike trees.
  - Added permanent shortcuts through all rooms in hallway of obstacles when each room is completed.

STUFF NOBODY CARES ABOUT (if it wasn't already this entire change log):

* Reorganized favorite combos.
* Replaced Outlands door combo set with CSet 8 door combo set.
* Reorganized Treasure Vault #3 pit maps/DMaps for to make way for Cave of Steel.

========================= v1.1 CHANGE LOG: =========================

Below is a thoroughly detailed and exceptionally complete list of all changes between v1.0 and v1.1. A few are significant, most are minor, some aren't noticeable at all.

GENERAL:

* Multiple levels (DMaps) compiled into single maps. Previously, each DMap had its own corresponding map; now, anywhere from 2 to 4 DMaps (and in one case, 7 DMaps) have been placed within single maps, using DMap offsets to replicate the original positioning. As a result, the map count has been reduced from 44 to 16, and the file size decreased by 599K. (This is strictly a matter of file organization and has no effect on gameplay.)
* Dungeon minimaps display full-color layouts with doors, locks, boss locks, entryways, and bombable walls visibly marked.
* Custom caves use separate maps/DMaps so that Link's interior minimap position matches his exterior minimap position.
* Removed scratch screens from bottom of maps.
* Removed unused shop entries for Heart Container/Magic Container shops.
* Deleted unused palettes; reorganized current ones.
* Redid fading colors for remaining palettes using "Dark" button in palette editor.

* Further expanded heart & magic container subscreen graphics to eliminate numbers entirely.
* Replaced stray CSet 3/4/9 dungeon tiles with CSet 2. (No visible difference.)
* Edited lock block graphics to match standard dungeon blocks.
* Added slightly tweaked dirt/sand tiles to indicate whistle-blown staircases.
* Shifted animated dungeon water rightward so leftmost glistenings don't get chopped off.
* Added south-facing stairs for downward ascents and east-facing stairs for leftward ascents.
* Added the Winchester cave.

* MIDI file information reconfigured to display proper credits and instrumentation in "Quest MIDI Info..." listing.
* Credited music for Underworld Ruin in text file.
* Enabled cheats.

CONFIGURATIONS & FUNCTIONALITY:

* Changed fairy life-restoration rings to life-and-magic-restoration rings.
* Fairy heart rings now centered around Link.
* Hammer pegs only take 1 pound rather than 2 to lower.
* Lowered cactus damages by half.
* Reset raise/lower spike-floor cycles to do consistent (1-heart) damage rather than varying damages depending on the cycle position.

* Blue Ring price reduced from 225 to 200 in Green Lands shop 3.
* Heart Ring 1 [Gold] price reduced from 375 to 325 in Desert shop 2.
* Long Bow price reduced from 325 to 275 in Desert shop 1.
* Magic Ring 2 [Blue] price reduced from 275 to 225 in Desert shop 3.
* Inferno Key price reduced from 90 to 75, Magic Shield from 75 to 60 in Scorched Lands shop 1.
* Super Bomb price reduced from 75 to 50 in Scorched Lands shop 2.
* Long Bow price reduced from 275 to 225 in Underworld shop 2.

* Reworded 2nd string of Kid's money payout in Green Lands.
* Reworded Old Man's string regarding his wallet to his brother's wallet in Desert.
* Old Man in Underworld entry-tree gives directions to the 3 Trial Caves.
* Added Old Man in north-western Underworld with information regarding BS Patra's new weakness.

ITEMS:

* Black Ring damage divisor reduced from 16 to 12 (75%).
* Cane of Byrna uses 2 beams rather than 1.
* Lens of Truth magic cost reduced from 2 to 1 (50%).
* Link isn't hurt by own fire weapons.
* Magic Book named Magic Book 1.
* Magic Ring (Light Force) modified so magic meter doesn't drain when Link is touched by magic-consuming enemies.
* Magic Shield blocks flames.
* Master Sword hearts requirement lowered from 20 to 18.
* Nayru's Love duration increased from 512 to 640 (125%); magic cost raised from 32 to 48 (2 containers to 3) [originally 64].
* Peril Ring/Peril Scroll activate damage divisor/sword beam at 2 hearts rather than 1.
* Sword beams can be fired when Link is down to 91% health (e.g with 6 hearts, beams fire at 5.25 hearts; with 16 hearts, at 14.5; with 24 hearts, at 21.75).
* Wand (L2) melee power reduced from 12 to 11 (92%). [Magic Book (L2) attack still deals 12]
* Whistle sound speed increased to 75% that of the original.

ENEMIES:

* Wizzrobe Summoners limited. This is the primary reason for the v1.1 update. Previously, a single Summoner had the capacity to fill a screen to its 500-enemy limit, resulting in an incredulous flood of enemies if not dispatched immediately. However, Wizzrobe Bat Summoners would hit a maximum of only 40 Bats before ceasing to summon. Now, by creating multiple Wizzrobe Bat Summoners, changing their summoned Enemy IDs from Bats to other summons, and reassigning their sprites to the original Wizzrobe Summoner sprites, 40-enemy limits have been enforced on all summons. Granted, these limits are per enemy, but even rooms with multiple enemies have now become far more manageable and less resource-intensive than before.
* Implemented Lejes' Fire Trail reduction script to reduce flame duration for fire-dropping enemies. Fire Zol flame duration reduced from over 10 seconds to under 6 seconds, now leaving a maximum of 4 trails behind them. Rooms with fire-dropping Patras vary from 4 to 8 seconds.
* Most Underworld enemies have a chance of a 3-heart drop. [Full list: Bat (L2), Leever (L3), Lynel (L4), Lynel (L5), Octorok (L4), Octorok (Magic), Peahat (L2), Tektite (L3)]

* Aquamentus (L2) HP reduced from 192 to 128 (66%), damage from 48 to 32 (66%), w.damage from 32 to 24 (75%). Now susceptible to L2 Wand/Magic Book attacks.
* BS Patra (L2 [blue & orange]) eyes' HP reduced from 768 to 112 (14.6%), body HP from 2048 to 160 (7.8%). Now susceptible to bomb attacks; however, sword/hammer damage reduced by half.
* Darknut (Fire) HP reduced from 24 to 22 (92%). [Gold Arrow and L2 Wand attacks reduced from 2 to 1]
* Darknut (L1, L2, L3, L4, Fire) armor can be pierced by Gold Arrows (but their shields still work!) Also susceptible to L2 Magic Book attacks.
* Darknuts ignore rather than block Cane of Byrna beams.
* Digdogger (15 Kids [orange]) Kids' HP reduced from 96 to 64 (66%), damage from 32 to 24 (75%).
* Digdogger (15 Kids, Fire [red]) Kids' HP reduced from 96 to 64 (66%). Now susceptible to L2 Wand/Magic Book attacks.
* Digdogger (Magic [deep blue]) Kids' HP reduced from 64 to 48 (75%).
* Digdogger (Ultimate [green]) Kids' HP reduced from 128 to 96 (75%), damage from 64 to 32 (50%); splits reduced by nearly half.
* Dodongos more likely to drop bombs on non-smoke death.
* Ghini (L2) HP 40 to 32 (80%). [Magic Sword strikes reduced from 5 to 4; Master Sword strikes reduced from 3 to 2]
* Gohma (L1) HP increased from 4 to 8 (200%). [Wooden Arrow attacks increased from 1 to 2]
* Leever (L3) step speed further reduced from 275 to 225 (82%) [originally 300]; should no longer break through spin attacks.
* Like Like (Magic [blue]) magic consumption reduced by half.
* Lynel (L3) HP reduced from 24 to 22 (92%). [Gold Arrow and L2 Wand attacks reduced from 2 to 1]
* Lynel (L5) HP reduced from 48 to 40 (83%). [Magic Sword strikes reduced from 6 to 5; Master Sword strikes remain at 3]
* Octorok (L4) damage/w.damage reduced from 12 to 8 (66%).
* Octorok (Magic) HP reduced from 40 to 32 (80%), damage from 20 to 12 (60%), w.damage from 40 to 16 (40%). [Magic Sword strikes reduced from 5 to 4; Master Sword strikes reduced from 3 to 2]
* Patra (Fire, L2) eyes' and body HP reduced from 96 to 88 (92%).
* Peahat (L2) HP reduced from 24 to 20 (83%). [Gold Arrow and L2 Wand attacks reduced from 2 to 1]
* Rope (L3) HP reduced from 24 to 20 (83%). [Gold Arrow and L2 Wand attacks reduced from 2 to 1]
* Rope (L3) Kids slightly less likely to drop bombs upon death.
* Stalfos (L3) 4-way-shooters spin while attacking.
* Stalfos (L4) HP reduced from 48 to 40, damage from 24 to 12, sword shots reduced from 5 to 3. [Magic Sword strikes reduced from 6 to 5; Master Sword strikes remain at 3]
* Tektite (L3) HP reduced from 32 to 20 (62%). [Magic Sword strikes reduced from 4 to 3; Master Sword strikes remain at 2; Gold Arrow and L2 Wand attacks reduced from 2 to 1]
* Wizzrobes (except Mirror) now susceptible to L2 Wand melee damage.
* Wizzrobe (Bat, L2 [CSet 9]) summons CSet 9 L2 Bats rather than CSet 3.
* Wizzrobe (Mirror) HP further reduced from 128 to 64 (50%) [originally 192], damage and w.damage reduced from 32 to 16 (50%). [4 reflections rather than 6 still required to kill, but less damage dealt in the process]
* Wizzrobe (Wind) HP reduced from 28 to 24 (86%). [Magic Sword strikes reduced from 4 to 3; Master Sword strikes remain at 2]
* Zol (L3) HP reduced from 24 to 20 (83%). [Gold Arrow and L2 Wand attacks reduced from 2 to 1]

LEVELS:

* Overworld
  - Replaced black square hole beneath White Sword tree with rough-edged round hole.
  - "No Enemies" combo type added to walk-through stones leading to Treasure Vault #3.
  - Additional "No Ground Enemies" flags added to block Leevers from stairways.
  - Relocated Magic Container from open ground after Spider Dungeon into dungeon itself.
  - Moved Heart Container from open ground after Spider Dungeon into whirlpool below; added new screen to hold item.
  - Recolored CSet 6 lava-water in Scorched Lands using CSet 8 to prevent sprite-palette-based color-shifts; smoothed animation.
  - Replaced gray-highlight water with white-highlight water in lake at end of Frozen Lands.
  - Moved bombable secrets in Z1-style mini-mountains to same location as in Z1.
  - Stairs up mountain between The Scorched and Frozen Lands recolored to fit CSet 3 rather than CSet 1.

* Desolate Dungeon
  - Darkened low color.
  - Map & Compass moved to earlier rooms; original Map secret cellar removed.
  - Extra 20-rupee prize after clearing a Keese room.

* Emerald Dungeon
  - Darker stump on burnable tree.
  - Map moved to earlier room.
  - Added "No Enemies" flags to blocked-off key area (though they've never spawned there yet).
  - Added "No Enemies" flags to water channel leading upward from Compass room to prevent Keese from getting stuck.

* Seaside Dungeon
  - Removed 2 "No Enemies" flags from water puddle to right of start room.
  - Darker stump on burnable tree.
  - Map moved to earlier room.
  - Assigned specific spawn spots to Fire Zols near end, to keep them from immediately getting in the way.
  - Assigned specific spawn spots to Like Likes guarding Raft room.

* Spider Dungeon
  - Corrected Compass position from boss room to Triforce room.
  - Map moved to earlier room.
  - Extra Magic Container removed from open ground after dungeon now appears in Map's previous room.
  - Removed a misplaced "Push Block (4-Way, Trigger)" flag from a random floor tile.

* Desert Dungeon
  - Slightly darkened palette; increased red cast to complement Overworld colors.
  - Added step-switch to permanently raise tiles across spike-floor room leading to boss segment.
  - Repositioned an L2 Stalfos further away from a warp gate to prevent getting bumped into it upon arrival.
  - Text string color slightly darkened (matches Red Ring Link color).

* Desert Ruin
  - Moderately darkened low color.

* Inferno Dungeon
  - Moderately darkened palette; slightly shifted tint from pink to orange.
  - Removed redundant "Treat as Interior Screen" S.Flags for B1 rooms.
  - Flipped 3 left-facing upward staircases in B2 to face rooms rather than walls; adjusted warp returns accordingly.
  - Brightened CSet 9 to make enemies using that color set stand out more clearly.
  - 8-way eyeball shooters layered over liquid to eliminate background "tile."
  - Added 4 "No Enemies" flags in Map room where monsters could hide behind blocks in corners for too long.
  - 4 tile tweaks along edges of lava lake in B3; 1 border tile in Gleeok (Fire) room recolored on bottom.

* Inferno Cave
  - Fixed level-specific key color to show icon in subscreen.

* Frozen Dungeon
  - Infinitesimally darkened mid color.
  - Compass positions on each floor now indicate stairs leading to Triforce room (as with Inferno Dungeon, Underworld Dungeon, and Ganon's Palace).
  - Added fading colors to palette.
  - Text string color slightly darkened.

* Underworld
  - "No Enemies" flags added above pond at beginning of dungeon courtyard.

* Cave of Mastery
  - Changed a few "No Enemies" flags to "No Ground Enemies" so flying enemies could move uninterrupted.

* Cave of Life
  - Fixed fading colors in palette.
  - Blocked some segments of water on which the player could get stuck using the Two-Way Ladder.
  - Added 3 missing "No Enemies" flags to the lower walls of a Manhandla room.

* Underworld Dungeon
  - Blocked some segments of water in B1 on which the player could get stuck using the Two-Way Ladder.
  - Replaced tile background with brick background on B1 upward staircases.
  - Replaced Normal Bombs with Super Bombs in uppermost 2 rooms of L3.
  - Disabled Whimsical Ring on L5.
  - Disabled shooting statues in boss room.

* Barrier To Ganon
  - Set "Continue Here" point for saved games (despite level only being 3 rooms long).

* Path To Ganon 2
  - Tweaked layering setup. (No visible difference.)

* Ganon's Palace
  - Summoners in L1 Darknut (L3, Splitting) and Darknut (Fire) rooms reduced from 5 to 3.
  - Summoners in L1 Wizzrobe (Floating, 8-Dir) and Bombchu rooms reduced from 5 to 4.
  - Removed 2 Digdoggers from L1 Digdogger room.
  - Removed 2 BS Dodongos from L1 BS Dodongo room.
  - Summoners in L1 Octorok (L3) room reduced from 8 to 5.
  - Removed 1 Wizzrobe (Bat, L2) from L1 Wizzrobe (Bat, L2) room.
  - Summoners in L1 Wizzrobe (Mirror) room reduced from 5 to 3.
  - Summoners in L1 Rope (L3) room reduced from 5 to 3.
  - Summoners in L1 Octorok (L4) room reduced from 5 to 3.
  - Gleeok (Fire) on L1 reduced from 20 heads to 12.
  - Summoners in L1 Stalfos (L4) room reduced from 5 to 3.
  - Summoners in L1 Leever (L3) room reduced from 5 to 3.
  - Summoners in L1 narrow-aisle Darknut (L3, Splitting) rooms (at far north-east and north-west of level) reduced from 3 to 2.
  - Enabled shooting statues in L1 narrow-aisle Darknut (L3, Splitting) room (at north-east of level).
  - Replaced tile background with brick background on upward staircases.
  - Fixed floor tile in upper right of L2 entry room.
  - Balanced Summoners on L2 so that either 1 or 2 of each type was in the same room (some added, some removed, some unchanged).
  - Changed all L2 tribble enemies to normal enemies.
  - Removed Bombchu Summoners from L2 east-side 1st room.
  - Removed Fire Zol Summoners from L2 west-side 3rd room.
  - Placed invisible undefeatable filler enemy in rooms with Summoners to prevent their return while still in level.
  - Disabled shooting statues and Whimsical Ring in BS Patra rooms on L1 + L2.
  - Disabled Whimsical Ring on L4 (no lucky 1-hit-kills on Ganon).
  - Statues turn into life-and-magic restoration gems after defeating BS Patra in L2 Boss Key room.
  - Added boss fight MIDI for Ganon's room.
  - Restored default level MIDI for Zelda's room.

* Treasure Vault #1
  - Darkened low color.
  - Darknut (L3, Splitting) enemies step speed reduced from 100 to 87 (87%).

* Treasure Vault #2
  - Darkened low color.

* Treasure Vault #3
  - Darkened low color.
  - Removed 2 Manhandla (L2)'s from Manhandla (L2) room.
  - Gleeok reduced from 20 heads to 16.
  - Repositioned Compass marker to warp-to-entry room instead of Magic Ring (Light Force) room. (Useless triviality: no Compass in level.)
  - Swapped invisible path room and spike-floor maze room.
  - Reduced spike-floor maze damage from 8 hearts to 4 hearts (2 hearts to 1 heart with anticipated Red Ring).
  - No Bombchus summoned to room guarding Super Quake Scroll.
  - No Like Likes (Magic) summoned to room guarding Hurricane Spin Scroll.
  - Push Blocks in spinning-tile rooms don't activate until all tiles have been released.