This is an enjoyable and rather odd quest. Design for both the overworld and dungeons range from interesting to downright weird, but what makes it mesh is just how unique it all is. There were a lot of secret items and entrances, and many of the enemy encounters were enjoyable yet felt a bit off. Some of the required items are extremely well hidden, one of which I searched for longer than I care to admit (that darn level 2 bracelet!!). As a matter of fact, this quest took me way longer than I thought it would because of how obtuse some of the solutions are. I admit I'm a sucker for difficult quests and puzzles, however I feel some of the puzzles for the items were a bit too vague.
Again, this is a very unique quest for its time, but many parts of it haven't aged well, which is to be expected. This is worth a shot if you are looking for something strange to play or if you want some difficult brain teasers. 6/10
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Unification
Overview
Feature Quest
Creator:
Kite
Genre: Dungeon Romper
Added: 12 Sep 2002
Updated: 29 Jul 2014
ZC Version: 1.90
Downloads: 429
Rating[?]:
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Download Quest (0.64 MB) |
Information
Dragon Legend of Zelda: Unification is a quest full of puzzles and secrets that will take some thinking to get through. Features that are usually not in BS Quests have shown up in here including a hookshot, Lens of Truth, Golden Arrows, and more! Also, a warning to beginners. It's recommended you play a few other quests to learn the feel of ZC before playing this quest, as it does assume you have experience.
About Reviews Comments Forum Topics
Description
Dragon Legend of Zelda: Unification is a quest full of puzzles and secrets that will take some thinking to get through. Features that are usually not in BS Quests have shown up in here including a hookshot, Lens of Truth, Golden Arrows, and more! Also, a warning to beginners. It's recommended you play a few other quests to learn the feel of ZC before playing this quest, as it does assume you have experience.
UPDATES:
The updated version is just named unification.qst in the zip file. But I'm also bundling the original non-modified release in here as unification-original.qst. Only play that version if you don't want any of the updates listed below. Both versions were still created in 1.90.
UPDATE 1.0.2 (7/29/2014):
1. Hopefully fixed a dead end in level 8 that forced you to do a continue warp.
2. Fixed a block "puzzle" in level 2 that would trap you in a block and force you to do a continue warp if you came into the room at the wrong direction.
3. Hopefully fixed all instances where I used cancel warps so that later ZC versions don't randomly have wavy warps that go nowhere. If you still find some of these, please let me know.
UPDATE 1.0.1 (7/24/2014):
This is an extremely minor update that does 3 things.
1. Fixed the final boss. Yes, there was supposed to be a final boss. Boss flags and level numbers made him not appear.
2. Significantly dulled the palettes of level 7, 8, and 9 (green and red). I have no idea how pre-teen me could handle staring at those palettes since they make me dizzy looking at them for a few minutes. The dull colors are by no means great, but I can at least look at them. I have not updated the screenshots to reflect this change.
3. Added an open door to the room that had a bunch of Pols Voice in level 3. I had never intended for the player to be forced to fight those with the wooden sword or even the level 2 sword and somehow legitimately thought you got the arrows before reaching them. This goes to show how awesome I was at not beta testing anything I made during this time period.
You're maybe wondering why I'm not bothering to update more despite fixing these issues. Truth be told, I want to keep this up as it is mostly as a record of what I did with my first (and still currently only at the time of writing this) released quest. Doing any major changes to it would ruin that. Of course I'm fully aware that modern ZC players that stumble on this update might play the quest and go "what is this crap!?" because of many of my more questionable design decisions (and believe me, there are plenty of them), but that's totally fair since standards change and this was honestly kind of average at most even for the time in my opinion. My own standards have changed since making this and I feel that I've grown as a quest maker since then.
Still, there were people that had fun playing it and I admit I have fun going back and playing it every so often even if I cringe at some of the things I did. So that's why I decided to go through with submitting this update to fix these issues that have irked me for years.
Also, if there are any other bugs, feel free to mention them and I'll try to fix them if I can. Keep in mind that I'm using 1.90 and DOSBox is a huge pain to operate, so I may not get to everything.
UPDATES:
The updated version is just named unification.qst in the zip file. But I'm also bundling the original non-modified release in here as unification-original.qst. Only play that version if you don't want any of the updates listed below. Both versions were still created in 1.90.
UPDATE 1.0.2 (7/29/2014):
1. Hopefully fixed a dead end in level 8 that forced you to do a continue warp.
2. Fixed a block "puzzle" in level 2 that would trap you in a block and force you to do a continue warp if you came into the room at the wrong direction.
3. Hopefully fixed all instances where I used cancel warps so that later ZC versions don't randomly have wavy warps that go nowhere. If you still find some of these, please let me know.
UPDATE 1.0.1 (7/24/2014):
This is an extremely minor update that does 3 things.
1. Fixed the final boss. Yes, there was supposed to be a final boss. Boss flags and level numbers made him not appear.
2. Significantly dulled the palettes of level 7, 8, and 9 (green and red). I have no idea how pre-teen me could handle staring at those palettes since they make me dizzy looking at them for a few minutes. The dull colors are by no means great, but I can at least look at them. I have not updated the screenshots to reflect this change.
3. Added an open door to the room that had a bunch of Pols Voice in level 3. I had never intended for the player to be forced to fight those with the wooden sword or even the level 2 sword and somehow legitimately thought you got the arrows before reaching them. This goes to show how awesome I was at not beta testing anything I made during this time period.
You're maybe wondering why I'm not bothering to update more despite fixing these issues. Truth be told, I want to keep this up as it is mostly as a record of what I did with my first (and still currently only at the time of writing this) released quest. Doing any major changes to it would ruin that. Of course I'm fully aware that modern ZC players that stumble on this update might play the quest and go "what is this crap!?" because of many of my more questionable design decisions (and believe me, there are plenty of them), but that's totally fair since standards change and this was honestly kind of average at most even for the time in my opinion. My own standards have changed since making this and I feel that I've grown as a quest maker since then.
Still, there were people that had fun playing it and I admit I have fun going back and playing it every so often even if I cringe at some of the things I did. So that's why I decided to go through with submitting this update to fix these issues that have irked me for years.
Also, if there are any other bugs, feel free to mention them and I'll try to fix them if I can. Keep in mind that I'm using 1.90 and DOSBox is a huge pain to operate, so I may not get to everything.
Story
Link is resting in his home one day when Abei appears from nowhere. He tells Link that Ganon found out where the secret island of the Dragon Triforce is and that he kidnapped Zelda as well. Abei then tells Link that big long legend you just read! Link want's to follow Zelda. Abei opens a book and chants a funny incantation. A stairway appears on the floor! Link walks in, and finds himself in a pitch black room! The mist in the room causes Link to pass out! He wakes up to find himself on an island shoreline. Wrote in the sand near the water is:
"Welcome to Dragon Island, the island out of normal human reach!"
The tide comes in and covers the message. Link sudden finds an octorock rushing towards him, ready for the kill (screen to the left of start). Link reaches for his sword, but it is not there. Neither is any of his other gear. The mist had took it from him and scattered it around the island! Also, Ganon had stolen the Master Sword and hid it in his hideout! Ganon also has several fake triforces that Link will have to collect to escape certain rooms! You will determain what Link will do! Can you prevent Ganon from finding the pieces of the Dragon Triforce and regaining the ultimate power of the main TRIFORCE?
"Welcome to Dragon Island, the island out of normal human reach!"
The tide comes in and covers the message. Link sudden finds an octorock rushing towards him, ready for the kill (screen to the left of start). Link reaches for his sword, but it is not there. Neither is any of his other gear. The mist had took it from him and scattered it around the island! Also, Ganon had stolen the Master Sword and hid it in his hideout! Ganon also has several fake triforces that Link will have to collect to escape certain rooms! You will determain what Link will do! Can you prevent Ganon from finding the pieces of the Dragon Triforce and regaining the ultimate power of the main TRIFORCE?
Tips & Cheats
Look at everything! This quest can get confusing at times, but simply think and you can get through alive!
This quest has a lot of backtracking where you will have to come back to a dungeon later when you have more items.
This quest has a lot of backtracking where you will have to come back to a dungeon later when you have more items.
Credits
Quest Name: Qale
Beta Testers (Thanks for the help!):
Jaye (JayeM on the AGN forums)
Ben_Sim123
mander07
Truls Rohk
NerdWarrior
Tiles: Some from me and the rest from various tilesets.
Palatte Work: Custom palattes from me . The original BS Palattes were NOT from me!
Beta Testers (Thanks for the help!):
Jaye (JayeM on the AGN forums)
Ben_Sim123
mander07
Truls Rohk
NerdWarrior
Tiles: Some from me and the rest from various tilesets.
Palatte Work: Custom palattes from me . The original BS Palattes were NOT from me!
Rambly
Posted 26 July 2016 - 05:08 AM
hi i just beat this for the first time earlier today
this quest has close to the weirdest design decisions of any quest i've ever played. that's not necessarily bad. it is what it is
mostly i actually enjoyed a lot of the puzzles; some were legit clever for 1.90, especially using dark rooms to actually highlight paths which i thought was cool (there were times when the solution seemed arbitrary but usually they were at least hinted at if nothing else by conspicuous dead ends). the backtracking for items was actually neat and i enjoyed it although i could see some people saying it's forced so YMMV. the combat was kind of a slog, though, especially towards the end when it felt like the quest was throwing unending onslaughts of digdoggers and wizzrobes at you. to be fair, that might be a bit my fault -- i managed to somehow never find the magic sword the whole time. (it did get a bit better after finding the master sword)
also, the money balancing is pretty bleh. i found myself really lacking for rupees early on even after finding all the secret rupee spots (i had to grind my way to buying the wand after checking a lot of the hints out and buying potions and a super bomb i didn't know what to do with), but towards the end i had a huge surplus that i basically never used. i get that that's Standard Zelda, especially Standard Zelda Classic, but still.
why am i reviewing a 15-year-old quest
there are members--STAFF members--on this site that were like 2 when this came out
also the new palettes for levels 7 and 8 actually look pretty neat
i never found the golden arrows or the lens and i beat the weird minidungeon that had the red ring without the amulet
seeya
this quest has close to the weirdest design decisions of any quest i've ever played. that's not necessarily bad. it is what it is
mostly i actually enjoyed a lot of the puzzles; some were legit clever for 1.90, especially using dark rooms to actually highlight paths which i thought was cool (there were times when the solution seemed arbitrary but usually they were at least hinted at if nothing else by conspicuous dead ends). the backtracking for items was actually neat and i enjoyed it although i could see some people saying it's forced so YMMV. the combat was kind of a slog, though, especially towards the end when it felt like the quest was throwing unending onslaughts of digdoggers and wizzrobes at you. to be fair, that might be a bit my fault -- i managed to somehow never find the magic sword the whole time. (it did get a bit better after finding the master sword)
also, the money balancing is pretty bleh. i found myself really lacking for rupees early on even after finding all the secret rupee spots (i had to grind my way to buying the wand after checking a lot of the hints out and buying potions and a super bomb i didn't know what to do with), but towards the end i had a huge surplus that i basically never used. i get that that's Standard Zelda, especially Standard Zelda Classic, but still.
why am i reviewing a 15-year-old quest
there are members--STAFF members--on this site that were like 2 when this came out
also the new palettes for levels 7 and 8 actually look pretty neat
i never found the golden arrows or the lens and i beat the weird minidungeon that had the red ring without the amulet
seeya
Kite
Edited 24 July 2014 - 03:44 PM
For the few people that'll be playing this since I pushed out the update recently, there's currently an issue with playing the quest in 2.50 that didn't exist in 1.90. I used Cancel Warps in a few places since I didn't want to sacrifice combo space for duplicate combos. Unfortunately, 2.50 (and maybe 1.92) has them as Wavy Warps since Cancel Warps were moved up a slot in the warp types to make room for the addition of Wavy Warps.
I'll try to fix this soon, but it's going to take me some time to find all the instances where I used them. So if you run into any of them (most of them should be warp tiles that don't animate), letting me know where you found them would be extremely helpful. Thanks and sorry for not catching this.
Example of the warp tile that shouldn't work when it's not animating:
I'll try to fix this soon, but it's going to take me some time to find all the instances where I used them. So if you run into any of them (most of them should be warp tiles that don't animate), letting me know where you found them would be extremely helpful. Thanks and sorry for not catching this.
Example of the warp tile that shouldn't work when it's not animating:
UnificationStarted by SofaKing , 26 Jul 2014 |
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