Link's Decision 2 Chronos the Tears of Fate
Rules (you are meant to see this)
This is easier to read in the html file. The html files are plain text.

Zelda Classic has a bunch of quest-wide options. Some of them are worth sharing. Along with some general rules about the workings of the quest. Hard mode changes three rules, see the the lines starting with *.

This was made entirely in zquest v2.10, so all the limits in v2.10 (like only having one house/cave tile warp per screen) apply to this quest. Don't worry, all testing was with ZC v2.53, and fully works in v2.55.
3 Overworld Maps. You start in the present. The other two are centuries in the past and centuries in the future.
24 Heart Containers Total, 8 Magic Containers, 20 Max Bombs
6 Dungeons in the overworld.
Each dungeon levels 1-6 is in all three time periods, so there are two smaller dungeons and one main dungeon.
12 Dungeons (smaller dungeons) have a hidden heart container piece, the boss has a second heart container piece, and there's an item or upgrade after the boss.
6 Main dungeons have a boss key, a hidden item or upgrade, a hidden magic container, the boss has a heart container, and there's a tear after the boss.
4 Optional Dungeons, with a boss key and there's just an item after the boss. No health.
6 Class Dungeons, with a boss key, the boss drops a heart container piece, and a class item after the boss. There are actually 12 total, but each class can only access half of them.
Level 7 has Ganon and the end of the game. There are no items in level 7. You can get every heart container and magic container before entering level 7.
You do not start out being able to hold bombs. You won't be able to pick any up until you get a bomb upgrade.
There is a help house that can instruct you on how to reach the next dungeons. Really.
There is a special cave with lots of money and the right enemies for grinding, but isn't accessible until late in the game.
For levels 1-7, this is a linear game. The thief is able to use the hookshot to get to some dungeons out of order.
There is a side quest completely separate from anything listed above. It culminates in a golden (gilded) statue, but you won't receive any help about what to do.
Like-Likes eat your magic shield, and then you'll have to buy another one. 
Darknuts can be damaged by using your sword in a direction other than the way the darknut is moving, and if you damage them, they can't hurt you for a second so you have time to run away.
There cannot be more than one item on a given screen, but there can be an item and a secret passageway/cave with a different item.
Sparkles: Silver Arrows and Gold Arrows only.
Arrows cost 1 rupee.
* Sword beam at full health with any sword. (Hard mode beam is half damage.)
* Own fire doesn't hurt. (Hard mode it does hurt.)
* Own bombs don't hurt. (Hard mode they do hurt.)
* Clocks are temporary, so they will only last a short time, and only on the screen you get them. (Hard mode has no clocks.)
Two four-location warp rings exist, and whistle travel is improved.
The two candles and the boots all use magic. The wand (wizard only) does not use magic.
Overworld caves and shops are all marked so you know where to bomb, burn, etc.
Secret money in the overworld is only marked sometimes.
Pushable blocks in dungeons and caves are always a little different than normal non-pushable blocks, with a larger flat area in the center. This is the same as my previous quests, because who wants to spend the time to push every block in large dungeons with unfamiliar room layouts.
Bombable walls that are necessary for dungeon completion are marked with cracks (there aren't many) or you can get into the room on the other side of the wall to see a stranded item. Bombable walls that are for convenience are not marked in any way.
In the normal progression of the game, you will need every key in every dungeon. Bombable walls never let you bypass locked doors.
There are no walk through walls type doors in this game. 
