Re: ZC Playing Tricks and Skills
I haven't seen this thread before, so here are my two tips:
1. Digdoggers: Immediately after blowing the whistle, have your boomerang ready to whack the children. You can have all 3 children stunned if you're quick enough, and it's not hard to be quick.
2. People have been mentioning using bombs to avoid other traps that will hit you for greater damage. I find it much easier to use a candle and run into the flame, especially when crossing paths of spikes. For the first final boss of Dreams of Yesterday, I found this technique to be essential in getting through with minimal damage.
Re: ZC Playing Tricks and Skills
Quote:
Originally Posted by
Hypercrash
PEAHAT:
* THE BANE OF ALL ZELDA PLAYERS. RUN AWAAAAAAAAAAY!!!!!!!!!!!!111oneoneoneunosingularit y (No, seriously, they're just too damn annoying to kill unless REALLY necessary. :sweat:)
One of my incentives for implementing the Roc's Feather was to allow you to slash Peahats in midair. And you can, if you watch the shadows and get the timing just right.
Re: ZC Playing Tricks and Skills
Wow all this information, I think my brain is overloading. :googly:
Re: ZC Playing Tricks and Skills
Noted...
*Wind finally starts to think up design plans for a training arena quest including many of these tips (been thinking about it for a LONG time... just never got to the design part)*
Just take in some of the more important/cheap ones first (like the whole sword hitblocks thing I noted especially when fighting darknuts) and use that when playing quests (Kamala's Tomb is a good playground for this stuff, considering the immediate difficulty of that quest).
I think my brain overloaded when I hit Saffith's creature database and the weaknesses of everything. But I'm starting to adjust to it... and that part with the Pols Voice saying the wand cannot hit it like a white sword can? Wrong - wand CAN attack the Pols Voice without magic... was practically forced to do so in some other quest that I've mostly forgotten by now. Just clearing that bit up.
Re: ZC Playing Tricks and Skills
Well, we know about the lame trick of getting across a floor of spikes by bombing yourself over or having an enemy hit you over the floor to get to areas you couldn't normally get to without lowering the spikes. Well, in a quest I won't name, but you all should know, that is being worked on. We make these spikes half solid in places we don't want you to cross and the rest walkable. So if you try to bomb yourself over, you'll get stuck on the solid portion but be knee deep in the spikes! good luck getting yourself out! XD
Creators should wise up to that trick and start using unwalkable spikes in areas they don't want to have players bomb themselves over, but keep certain spikes walkable for those poor saps that do try that.
Re: ZC Playing Tricks and Skills
I just thought this trick might help somehow. If an enemy is moving towards you and you do a multislash/stab towards then away from the enemy, it will send the enemy though you in the other direction.
Re: ZC Playing Tricks and Skills
I believe this only works on Darknuts, unless your using the wand.
My favorite use of the multi-slash (besides on darknuts) is at full health, where you can slash, and then send the beam in another direction. Very useful. Just don't get hit! ;p
Re: ZC Playing Tricks and Skills
Actualy I've tested this theory even more to know that it work on pretty much all enemies, but the timing is harder with different enemies.
Re: ZC Playing Tricks and Skills
Not too useful but, like most game once played on the NES the screen loops from one side to the other. You can stab on the left side of the screen and hit an enemy on the right side. Provided your as close as you can get to the side of the screen with out disabling the swors attack, and they're on the same tile as you on the x-axis.
Re: ZC Playing Tricks and Skills
Quote:
Originally Posted by
DarkFlameWolf
Creators should wise up to that trick and start using unwalkable spikes in areas they don't want to have players bomb themselves over, but keep certain spikes walkable for those poor saps that do try that.
Check. I keep this in mind. I also implemented a room that requires the player to bomb over spikes. It works both ways. But why not just walk? That is where solid combos, and bomb flags come in. This area is optional though, and doesn't have to be completed by those who don't wanna blow themselves up.
I don't have any tricks to offer per se, but I will add this: I am a boomerang kind of guy. I will use this in every way at any time. It can really help significantly against -almost- any thing.