I think the purple rupee is the small wallet, which limits your total to 255. Either that, or it might be a bug.
After much toil and a lot (LOT) of luck, I managed to acquire the Letter. Let's see if I can finish Dungeon 5.
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I think the purple rupee is the small wallet, which limits your total to 255. Either that, or it might be a bug.
After much toil and a lot (LOT) of luck, I managed to acquire the Letter. Let's see if I can finish Dungeon 5.
The Flashing Rupee is the Large Wallet and boosts your money to 999. Screen north of old Power Bracelet in the 1st Quest, move an Armos.
-James
I found level 5 too difficult, so after getting the bow went into level six for the upgraded power bracelet... Got the extra heart container next to level 8... then got the level 3 sword... Now level 5s easier.
My copy of the windwaker hd has also arrived, so doubt I'm gonna have time to finish this quest... but thanks for all your help guys.
Well, as you might have guessed by now, Level 5 is a test. If you are playing all the Z1 quests made by either AGN or Nintendo, by the time you get to Level 5 you should know a bit about challenge running Zelda quests by the time you get there. The enemy sets are for the most part familiar as I took them out of Level 8 of the First Quest, with a few new wrinkles among other things. It's kind of where I start to separate the "men from the boys."
Level 1, show we have an enemy editor
Level 2, do you remember how to play Level 7 of the First Quest and Level 8 of the Second Quest, with far fewer Hearts
Level 3, once again featuring the enemy editor, bringing out powered versions of Zols and Keese.
Level 4, try to be a little more creative here, as 2 had the old Goriya feels.
Level 5, I'm not fucking around. We're going to find out if you're good now and can earn the right to see newer enemies and things.
Joki81, nice one. I didn't think of pulling that one in tests, as I'm perfectly able to kill Blue Darknuts easily with the White Sword. With the Magic Sword it should be relatively trivial to kill Level 5 as the Blue Darknuts should drop more life than you lose. Keep playing, I wish you luck. Kudos. I see someone has played the Second Quest and remembers the Ladder break-in trick.
-James
Can someone lead me in the direction of level 2. I can't finish level 5 & 6 without the whistle. Since I haven't been to level 2 I'm assuming the whistle is there.
Whistle is in level 4, in the lower right leg of the 'x'.
Level 2 is in the green forest east of start. You need to stab a bush to reveal the entrance. It's sort of sticking out, blocking a path as it is... it's also geographically close to the 1st quest's level 2 entrance (One screen east and a few screens south).
Thanks so much for the help...but I have to say my quest is different. I can't recall when I downloaded the quest but the filename is 5thquest.qst.
Very fun quest to play and a solid contender for the winner (I do anticipate having time to play through all of the entries). My playtime for this quest was 13 hours with 19 deaths (and a bunch of restarts).
Some quick bugs/errors to report:
(1) Level 7 - In the room one east of the triforce room, pushing the block does not make a stairway appear.
(2) Similar bug - in level 5, four screens west of the triforce, pushing the block does not make a stairway appear. So if you missed the boss key, you're forced to quit/continue.
(3) Similar bug in level 9 - in the room one north + one east of the entrance.
(4) Another moving block bug in level 9 - 3 rooms east of the top-left corner, after killing the manhandla, pushing the block does not make a stairway appear.
(5) I think someone else already pointed these out but I still experienced them on the most recent download - (a) there's nothing on the Quest1-Level6 screen. (b) Entering the cave on the screen of Quest1-Level2 gets you stuck in level 3.
(6) In level 6, the string "west of old letter two" is repeated from earlier. This isn't a bug, but its existence seemed unintentional.
(7) On the "old letter two" screen, the stairway that appears is a black tile.
Here are some suggestions for improvement. Most of these are minor and don't detract too much from the quest.
(1) It wasn't obvious to me that the Moblin giving you the big wallet was actually giving you the big wallet. He only says "Mo money, mo money"; that combined with the item tile being a purple rupee led me to infer that the Moblin was in fact giving me rupees. Since I had close to 255 rupees at the time, I didn't pick up the item, since I wanted to save it for any possible later purchases. All of that said, I really like the addition of having the big wallet in this quest (and its use in levels 7-8).
(2) In level 7,Spoiler: show
(3) In level 1, before getting the sword it wasn't obvious to me that there was a stairway in the dark room with the Aquamentus.
(4) The stalfos sword beams only give 1 heart of damage; why not the original two hearts?
(5) I'm having a hard time trying to decide if the quest should lose "NES-authenticity" points for having bushes and graves in dungeons. Having to bomb the column of graves in level 4 felt even less intuitive and less "NES-authentic". I'm wondering if your string "Rules wre meant to be broken" might ruffle some feathers.
(6) Regarding level 9 -Spoiler: show
(7) Another level 9 spoiler -Spoiler: show
PS - What does the "x" clue in the waterfall indicate? I wasn't able to figure that out.
Again, this is all-in-all a solid quest. I really like the use of yellow/purple bubbles, especially with dodongos. The modifications to the overworld enemies are thoughtful (red tektikes with more health, blue moblins giving slightly more damage). Dungeon design is superb, seriously; levels 7 and 8 were very fun to play. Late-game goriyas that are immune to the boomerang is a great touch.
Playing these quests has gotten me nostalgic for the early ZC quests. This is a shot in the dark, but here goes - does anyone have links to the 3rd quest entries for Glenn the Great and TSA? (can't find any links on Pure nor zeldaclassic.com).
Sorry for the long-ish post; I hope you find it constructive and useful.
Well, with Glenn dead, it's going to be hard to get his 3rd, but this project is combining his Unofficial 4th with a small tribute to DN:
http://www.purezc.net/index.php?page=projects&id=94
If you're interested in playing some stuff.
TSA fell off the map ever since SDA discovered he was segmenting runs and video editing them. I have not seen him.
-James
Edit: Changed the bugs, and made an update to the candles. The Blue Candle now is unlimited, the red does more damage and opens Level 9.
I can always take this out if I get bitched at, but I wonder if this will make some people happier :: cough :: Gleeok :: cough ::
-James
I am testing a new version starting later tonight:
I have:
1. Made a new enemy group for Level 4. It's not on the NES, but it's the "Undead Enemy Group" featuring Stalfos, Gibdos, and Ghinis as its main features.
2. I have removed all the bushes in dungeons. Have fun with the bomb blocks in their places.
3. Cleaned up some random enemy groups in certain areas so they conform better, left Lv. 6's Darknuts on purpose so you have something to refill Hearts with there since I can't adjust floating Wizzrobe firing rates.
I'll hopefully be posting this before the deadline, but I want to run through and make sure none of the tile overhaul left residue bugs.
-James
If you're changing stuff around still: My biggest irk was the quantity of linear paths in dungeons, which works well for new quest but not as much an NES quest [where there are a lot of rooms *cough].
I think I mentioned all that stuff to you a while back but at the time you weren't changing anything.
Updated
https://dl.dropboxusercontent.com/u/...hnightmare.zip
1. Blue, Red, and Gold Candles now. All behave as Candles do in Zelda, though the Gold does more damage and opens a secret
2. Forest and Graves taken out of the Underworld. :( I really thought they added a touch, but this did not go over well, so they're gone. Have fun with the Bomb Blocks in their place.
3. Blue Like-Likes adjusted so that they eat Rupees at a more threatening pace and they're not so wimpy.
4. Ganon's HP doubled, he takes 8 hits (I will not boost him more, you don't have a Master Sword in this quest).
The only thing bothering me is that 9 is still kinda easy. Do you think I should buff the enemies more?
-James
I beat it, but maybe on a older version. Had to watch some youtube to get things.
Fixed some bugs.
Please redownload.
-James
Voting is now open for this quest. Vote for as many categories as you please, but be sure to vote before tax day!
Also, please post in this thread stating which categories you selected and explaining why you picked those categories.
http://youtu.be/qm3M7AeWzPk
For those having trouble pulling the Letter without the Magic Sword, I won't mention any names CJC and justin1
-James
Playing through this quest now (as I got stuck on Scootaloo's quest in Level 7).
The "It's a Secret ..." message is missing in one of the Rupee rooms. Specifically,
Spoiler: show
In Level 5, it's possible to get stuck in a room with no means of escape. I don't like when that can happen.
In Level 7,
Spoiler: show
Found all 5 OVW HCs, blue ring, magic sword, still trying to figure out how to get through all of Level 7.
Not sure if there is a Gold Candle, but I haven't seen one yet. Also no sign of money-draining Like-Likes. Finally, not sure where Level 9 is, though I have a hunch.
7 must be my unlucky number: for the 2nd straight quest, I'm completely stymied as to how to complete Level 7.
Tried bombing every conceivable wall, blew the whistle everywhere, pushed on blocks and walls ... nothing works.
Here's what I do have so far:
Spoiler: show
I could use a hint here.
Look for little targets on the walls, I think Silver Arrows agree with them very much.....
-James
Jeez, that's subtle. Well, can't argue with that. (Will finish the Level, and possibly the quest, tomorrow.)
You might want to change the graphic to an eyeball instead of a dot to make the puzzle more obvious. I originally thought it was a projectile error on the wall.
OK then, finished this quest. Time for my thoughts.
This is only the 6th quest I've completed (still haven't finished the one by Scootaloo), but this is either #1 or #2 for me at this point. (I very much like the one by HeroOfFire as well.)
I love the opening sequence; I would do that myself, given the time to create a quest. The silver Darknuts are deceptively evil, and are on my short list of best new Enemies. The homage to the First Quest at the end is very well done as well.
As for drawbacks:
I think too many of these dungeons are far too linear. I also think there's a lack of creativity with how some levels were stacked with enemies. In particular: nearly every room of Level 7 has the same enemies. Need some more variety there.
Some of the 'new' items, I feel, went to waste. In particular, I would love to have seen more usage out of the new candle. I didn't bother traversing the overworld with it, as I already had everything I needed before Level 9 by then. (In contrast, I like how you needed the new bracelet for some important items.)
Ditto the one 'slow' room at the end. Why not introduce that earlier and get more out of it.
I'm not a fan of having to defeat mini-bosses over and over (the red ones, in this quest). Personal taste, perhaps.
I don't care for how to get into Level 2. Again, personal taste.
Still have no idea as to the significance of the 255-rupee clue, and at that cost, I think more is needed.
What was the deal with the cash items in Level 8? (For that matter, what's the deal with seeing "NO" everywhere?)
All that said, a fun and imaginative quest all around. One of my early favorites for 'official' status. Kudos!
The cash items were put in there to add some more flavor and in a way a miniquest so you wouldn't have to grind 999 Rupees for the Magic Boomerang.
The slow room is something I took out of New Quest 2; however, I have heard complaints about it before out of PZC people in particular, so I saved it for later. I could've used it more probably.
Oh well on Lv. 7's enemies. Part of the idea of keeping the enemies the same was to show them off in more particular detail: Guess you didn't like it so much.
Thanks for playing, and if you have any Let's Play videos or anything, write me on http://www.facebook.com/nightmarejames
Thanks.
-James
I know, they're still there as an anti-grinding technique.
-James
finally came back to this one. it was one of the first ones i started playing, and it was kicking my ass, so i moved on to other things. i guess playing a lot of the contest entries has upped my skills because it was a breeze when i returned. maybe i should replay the beginning levels, but i'm thinking that the last few levels (7,8,9) were a lot easier than the initial levels. i enjoyed the level design of the later levels a lot more than the initial ones - but overall i found the levels to be very linear. would have liked to see more new enemies in the early levels, you have to wait to end game to see many of them. the biggest takeaway that i'd like to see other quests doing is the minibosses that return - a lot of the contest quests are too easy to just kill the minibosses, go refill potions, and come back and dance through the rest of the level, not yours.
i think a lot of the competitors used the enemy editor a lot more creatively, and their enemies stood out more. your 8-way wizzrobe was a good addition, as were the boomerang resistant enemies. sword throwing darknuts needed to be turned up a notch, others have did them better. but thank god your lvl2 likelikes aren't beasts like some of the others - i wasn't even close to heart attack territory.
obviously, you lost a lot of authenticity points with all the new ideas - slash trees, bomb blocks, armos&trees in dungeons, etc. but the new ideas were fun to play (well, maybe not the slash bush, that was a little esoteric).
difficulty wise, you fall somewhere in the middle, by no means the easier or hardest, but definitely on the harder end of the scale. as mentioned difficulty balance was a bit off, bump up the later levels a bit and you'd be right on the mark.
is your demo version available to public? i wouldn't mind running through it again, and wouldn't mind more flexible rules.
Another quest done. This one was very good in most respects, but unfortunately there are several flaws that ruin the full impact. After reading this thread, I think that the flaws were, in several instances, introduced when the in-dungeon graphics were changed. I'll get to that when I comment on dungeon quality.
The rundown:
Riddler: The clues given in each dungeon, leading to the next, were very well done. With one exception, I always knew where to go next. That exception was dungeon 2. I think the clue to it is from the cave in the bottom row, 6th screen, but that was a bit vague. It implies that a clue from a previous quest needs to be reexamined, but there are so many such clues that it really didn't narrow things down. In fact, I only found the dungeon by accident! That flaw is what gives this a rating of 4/5 here (it would have been at least a 4.5 otherwise)
Difficulty: this was a tricky quest. The creatures were hard, but generally fair, and the difficulty progressed well throughout. Again, only one thing keeps this from being truly great, and that is the tedium factor. In a few dungeons - most notably 8 and 9 - difficult rooms regenerate their creatures. I'm thinking primarily of the level-2-bat-shooting wizrobes, and the gleeok in dungeon 9. When it is likely that you will have to go through these rooms multiple times- either because there are traps sending you back to the start, or the dungeon requires long retraces of the path, having to fight these extra times becomes annoying. again 4/5 in this category.
clever bosses: well, nothing special here. They are, for the most part, simply stronger versions of the original forms. I think the few times that there were other creatures mixed in with the bosses was an interesting touch, but it also makes the bosses seem less boss-like. 2.5/5
interesting enemies: there must have been about 10 types of wizrobes throughout this map. A few modified forms of others, but nothing spectacular. 3/5 here.
dungeon quality: the dungeons were very nicely done- I particularly liked the way dungeon 9 was set up. Some dungeons were better than others in their layout, though. Two dungeons in particular had what I consider major flaws, and these are dungeons 1 and 3, because they can trap you with no way out but to quit. In dungeon 1, it is because of the bombable walls that return when you leave and reenter a room. If you run out of bombs (as I did), you are trapped. In dungeon 3, if you choose the wrong path first, you can get to a room that has a 1-way path in, but requires the ladder to get out; the ladder is found elsewhere in the dungeon, but you can easily go the wrong way. Also, there is the classic trap- a shutter-door room with 3 dodongos. If you don't have sufficient bombs (or just get unlucky with killing those dinos), you can again get stuck here.Note that you cannot assume that creatures that often drop bombs WILL drop them. You should never have a dungeon where you can get stuck.
I mentioned above that there were problems likely introduced when the dungeon graphics were modified. It appears that there were originally boulders within dungeon 6 that required the upgraded bracelet to push. When they were changed to ordinary blocks, there was no longer any reason to try pushing them AFTER getting the bracelet, if you already had tried before. This makes finding some paths very frustrating.
Overall, I can only give a 2/5 for this category, and that is a shame, because the working parts of the dungeons were very good.
overall appearance / NES feel: I think it did very well with this, and it definitely could fit nicely as an "official" 5th quest. 4/5 here.
Overall, I enjoyed the quest, despite the few headaches mentioned above. It gets an overall 3.35 / 5 rating which puts it in the lead out of the 4 contest quests I have played so far.
Batrobe bug squished. Batrobe rooms should no longer spawn more than 8 enemies on the screen at a time.
-James
OK, I have uploaded my final version, as I would like to see it presented when all said and done.
Here is the changelog from the people who played it the first time:
1. A "sweeper" script is now implemented for Batrobes so they play fair.
2. @CJC 's Ganon Battle has been consolidated into the final battle room
3. @Imzogelmo 's Mini Dodongos have been implemented in two spots: Level 2 and Level 9 (one of which for balance reasons)
4. Some balance changes in Level 2 to make it play more fair and reduce the possibility of getting stuck.
The original version is still available for those who want to play it before the changes were made. The Demo version has now been taken down since I am in the finals.
Check the OP for the download link.
Enjoy people!
-James
James I can't enter level 2. I'm able to in an older version of the quest but not in the new release can you look in to this.
Ugh, thought this was yours Mischa's, ugh.
Anyway, Lv. 2: You need a "new" way of opening a new secret. Check my YouTube channel if you need help.
-James
OK, I did indeed goof, putting the wrong tree combo there.
FIXED! RE-DOWNLOAD!
-James
@Nightmare
your quest is sexay, and so are you
So, IS bigjoe doing a Let's Play of this quest?