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The Legend of Zelda: Destiny's Hand

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Guy What's Angry Now
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May 15, 2009
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It's a secret to everybody.
The Legend of Zelda: Destiny's Hand

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(Banner by Zeruda)

All right! I know it's a shame the forums got wiped, but I just realized it's a great opportunity to reorganize my DH thread. So here's the scoop, from what I can reconstruct.

1- Timeline and Continuity

This thing is set in the "Child Timeline", the timeline which Ocarina of Time's Link was sent back to. It takes place a couple of generations after Twilight Princess, but significantly before A Link to the Past. The remaining Gerudo and Sheikah are rebuilding in the Gerudo Desert, under the leadership of Telma's granddaughter. (Telma is most likely a Gerudo or at least of Gerudo descent given the Gerudo symbols on that apron thing and the adornments.) The Yeti things are working on a canal and aqueduct project to bring water to the dry lands of Hyrule like Death Mountain and Gerudo Desert. The Zora have moved further downstream, establishing a settlement on Lake Hylia, and the Gorons are more common in the rest of Hyrule, serving as merchants and stuff.

2- Basic Plot

So the game's Link begins the game in Kakariko Village, after the Yeti Canal had brought a river to the Death Mountain Valley. He gets some basic stuff like a sword (the longest but weakest one in the game), maybe a lantern, a slingshot, and Farore's Staff, which basically gives him a magic meter. After whatever tutorial stuff there is happens, he encounters Zelda, who is fleeing the pursuit of a group of Hylian Knights. She reveals to Link that he is descended from the hero and stuff, and causes his Triforce of Courage to glow. After Zelda flees to the east, the knights find Link and also notice his Triforce birthmark. They take him to the king, who enlists Link's help to find Zelda, who has run away.

So Link completes three temples (The Kokiri/Farore's Shrine, the architecture of Din's Temple, and Nayru's/Zora Tower), and puts together a magic compass that points to Zelda, who is hiding in a mountain in Snowpeak, where Farore, Din, and Nayru were said to have left Hyrule after making the Triforce. He finds Zelda, who gives him Nayru's Mirror, which allows Link to switch with Zelda at any time. She explains that her ancestor, Oot's Zelda, had split the timeline by sending the original Hero back, and she also has found that the other timeline is in danger with no hero. So they go off and enter the Sacred Grove to get the Master Sword, and then reveal the ruins of the old Hyrule Castle, to get Zelda's Holy Bow, which can shoot the three elemental arrows as well as being stronger than Link's bow.

They then go and get the Ocarina of Time from Death Mountain, but it is dormant because only two of the Triforces are active. They seek out Telma's granddaughter/the Gerudo leader, and they find that she's been kidnapped by the king of Poes, so they save her and activate her Triforce, as well as restoring the Ocarina of Time. They then head to the other timeline and find that the seven Sages have been imprisoned by Ganon in the Sacred Realm, so they complete one more dungeon to rescue them and then finally Ocarina's Zelda. The Sages call down the Great Sea to set up Wind Waker, and Link and Zelda go back to their timeline to return the Master Sword.

3- Dungeons

The first dungeon is where you go to get the Courage Point, which is embedded in the head of a hawk, which transformed into a massive eagle thing called Gyre. The Kokiri were forced to abandon their Shrine, and Gyre ripped open the seal which hid the Kokiri through the events of Twilight Princess. So you go through and fight the Deku Elder, who went mad, in order to get the Boomerang. Then you go and fight Gyre itself, by Boomeranging the Courage Point and knocking Gyre down to wail on. You get the point? (It's a joke- haha ha! Point and point!) Gyre is weak to the Goron Blade, so if you do that sidequest first you can take it down easy. It drops Farore's Wind after defeat.

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Farore's Shrine and Gyre: Detailed
The first temple in my Hand of Destiny project is a large tree in the Kokiri Forest. It's not the great Deku Tree, but rather a shrine dedicated to Farore. After the group of Kokiri from the Greater Faron Woods evacuated the valley, they settled in a larger forest. This shrine is essentially a large tree converted into a treehouse temple. Many of the rooms show kind of a classical Japanese architecture, with more earthy tones. It's lit by slits near the room and the ambient light provided by the sparkly glowy fairy-dust stuff like in the Forest Haven or OoT Kokiri Forest.

After a shadowy figure broke the seal on the shrine on the tree's canopy, a hawk became fused with the Courage Point and became a giant, eagle-like monster. A number of other tree-dwelling monsters inhabited the shrine with the seal broken, and the Kokiri were driven out. The Deku Scrubs and their elder, who maintained the temple, were driven mad by the unleashed energy of the Courage Point, and form most of the enemies. You'll fight a number of Keese, Skulltulas, Mad Deku Scrubs, and Deku Babas that have infested the normally austere temple, and the tree, unsealed, began to grow out of control, breaking up floors with roots.

The temple's structure is primarily built of a series of enclosed landings jutting out from the tree. These are built on the levels of leafy branches, that form large, leafy platforms on which the temple's architecture rests. The branches of the trees diverge, and the leafy fronds form platforms that can be manipulated by cutting branches. Sometimes, branches that need to be cut to lower or free platforms are in fact monsters in disguise- branch-like mimics that grab anything nearby.
These platforms, when dropped in certain ways, will fall and form walls, the leaves of which are thick enough to climb. In this way, platforms can be cut down to make ladders. Branches can also be cut with the temple treasure, the boomerang. The levels of the temple can be traversed by cutting down tree-branch "ladders" with the boomerang, letting to climb to new areas after getting it.

The miniboss is the Deku Elder, who is rooted in place. He begins by shooting Deku Nuts in quick succession, which can easily be blocked with the shield. Taking these hits, however, will push you backwards, causing you to fall off of the platform if you are too close to the edge when blocking. The trick is to jump-dodge his vines, which protect him up close. That way, when he shoots, you can block his Deku Nuts without falling, because you've got more room to be pushed. After he stops, you can get in and slash away at the Elder himself.

That nets you the boomerang, which lets to progress and get more keys and whatnot, until you nab the Big Key. That opens an elevator hewn into the tree's core, which leads to a series of tree-branch platforms. From here, you must scale the outside of the tree by cutting down leaf walls to climb, while avoiding fiery projectiles from the boss. When you reach the top, the fight commences.

Gyre is essentially a giant hawk-like bird with a mane of green flames (kind of like one of those Indian chief headdresses), which has a piece of a magic compass embedded in its head. Its appearance is designed after the ancient Egyptian stylized appearance of birds- evident in its eyes and such.
Gyre's fight takes place on the floor-like canopy of a great tree in the Kokiri forest. He'll start by flying off and bursting forth from below the canopy of leaves, his green flame leaving large flaming gaps in the terrain- which a ring of fire surrounds to prevent a Moldorm-like fight. These gaps will be your main obstacle, forcing you to find a place where you can back up for the second part.
After Gyre has left about eight of these large flaming circles, he'll start to swoop toward you. In this game, you can move while targeting with the boomerang, and he'll come so fast that's what you need to do- find a place where you can move backwards during his charge, forcing him into a second swoop. This second swoop exposes the compass point on his head, which you must quickly target to stun him.
He'll fall to the ground and expose his underbelly, which has two talons that each must be taken out. After one has been fully wounded, he'll move slower, making it a little easier to target but harder to avoid the spreading rings of fire. After both have been wounded, he'll try to make another swoop, but his weak talons will entangle him in the canopy, tripping him and knocking the point loose, reverting it to a normal hawk.

After he's been defeated, he drops both the point (read: generic object of power) and a magic gem containing Farore's Wind.


The second one is the unfinished architecture of Din's Temple, where a monkey has stolen the Power Plate. It corrupted him and drew a bunch of monsters to the temple, which forced the Gerudo to abandon it. You go through the temple, where the monkey harasses you a bunch, and then take the Battleaxe from it. The Battleaxe can do a lot of damage to slow-moving enemies and chop down the wooden supports that hold parts of the temple up. You then finally corner the monkey, who merges with the plate and becomes Murisa, a steel-armored ape who tries to grab you and throw you. You roll under it, get out, then whack the plate on its head with the axe. That reveals its face, which you slash at. The Zora Rapier takes it down fast if you've done the sidequest. You can also get Din's Fire from it after you defeat it, like a Heart Container.

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Din's Temple Architecture and Murisa: Detailed
The second dungeon in my game is the unfinished architecture of Din's Temple. Farore's Shrine, Din's Temple, and Nayru's Tower are three dungeons designed to hold and protect artifacts of the goddesses, but these structures were only recently converted to this purpose, and as such they are incomplete and hold only one artifact each- the pieces of the compass. Farore's Shrine was already constructed as a Kokiri dwelling, Nayru's Tower was built as a Zora outpost and prison, and Din's Temple is not even complete, as the Gerudo only recently began to rebuild their society.

So Din's Temple, when you first enter it, is a wooden framework. Scaffolding, piles of lumber, and incomplete bridges litter the construction site, and various tools and simple machines are also found. However, desert beasts, summoned by a shadowy figure, attacked the construction site, driving off the Gerudo and infesting the site. A small monkey stole the Power Plate from the caravan bringing the artifacts, and now guards his precious treasure from those who come to the temple.

This monkey provides a recurring obstacle in the dungeon. Some rooms will see the monkey in the rafters, throwing Deku Nuts and stones from above. He'll wreak havoc on the scaffolding and make obstacles, while you try to chase him and take the plate. Eventually, he'll knock down a battleaxe after a miniboss fight, and you can use this to create bridges, knock down obstructing scaffolding, or cut lumber to move it.

Other puzzles involve flammable drapes and a series of lanterns which can be pulled from one place to the other, serving as a communication system for the workers. By lighting these and solving puzzles to move them over to obstructing folds of canvas, you can burn up said obstacles. You'll also encounter "rooms" that are outside, and consist of narrow beams set in a maze, where you must step carefully yet quickly to avoid the monkey's projectiles and the occasional keese. Keese and Dwarf Helmasaurs make up most of the enemies, with some Leevers on the ground floor, and a few Stalfos and Kargarocs higher up.

After chasing the monkey into a drape-filled room and getting the Big Key, you'll open a door to what seems to be a narrow plank. The monkey, cornered, will merge with the Power Plate and become Murisa, whose boss fight is detailed in the other thread. The plank will snap under the new weight, and he'll fall through the floor of the main room, into a basement chamber. With no other way to go, you jump down after him, and the boss fight starts.

Murisa is a monkey that has stolen the second piece of this compass has been pestering you through this whole dungeon, providing an occasional obstacle and a miniboss fight. However, after cornering it, it bonds with the plate of the compass, transforming it into a giant ape covered in metal armor. He smashes through the floor and into the arena, where he'll charge you in an attempt to grab you and throw you into the far wall. What you do it wait until he begins to dive at you, and backflip twice away. He'll see he missed, and raise a mallet-fist to smash you, at which point to roll underneath him and swing the dungeon item, an axe, at his leg, causing him to collapse. Roll out quickly and head to his head, swinging at the plate on his head.
After repeating this twice more, the plate will slide off of his face, revealing a very angry gorilla. He'll once again try to charge, but this time he's a lot faster, and if you try to jump to the side, he'll fling out a backhand to knock you off your feet. Instead, you must backflip three times and Z-target his clasped hands, and execute a jump attack. This will again trigger the mallet-hand sequence, but more quickly, forcing you to move fast. After two fo these, the plate will slide off of his head, reverting him to normal and releasing Din's Fire and the Power Plate.


The third one is Zora Tower, which is a prison for a giant River Zora, Zoranoth- the kind that shoot fireballs from the water in Link to the Past. This thing grew even bigger with the Wisdom Stone, a powerful magnet to complete the compass. You go down and fight a giant mass of chus that combine into a slug-thing. You take it down for the Iron Boots, and then go and fight Zoranoth itself for the stone. I haven't figured out the way it'll work, though. It's weak to the Deku Katana when you take it down, though. I think you have to get the Blue Tunic before the temple. You can also get Nayru's love after its defeat.

Nayru's Tower and Zoranoth: Detailed
The game's third dungeon is heavily guarded by the Zora people who have set up a settlement on Lake Hylia. The tower is secured to the cliffside by strong cables, since it took severe damage in the Temple incident. When Zora Tower, formerly a prison for sentient beasts (river zora, bulblins, bokoblins, lizalfos, etc.), was converted into a temple to the Goddess Nayru (to hold Zora artifacts related to Nayru), the prisoners rioted and established a leader, taking control of the tower. The Wisdom Stone, a magic magnet that energizes the Holy Compass, took hold in the mind of the River Zora leader, who began growing to enormous size and rampaging through the tower. The carefully-laid stones that formed the prison were destroyed, turning the once-great tower into a ruin crumbling from the inside.

Zoranoth, the great serpent king, essentially tore through the center of the tower, creating a gaping hole through the middle of the tower. The former prisoners also populate the dungeon- any enemy on two legs is bound to be found here. Because of the destruction, the tower is composed mainly not of rooms but of floors, each filled with crumbling obstacles and enraged enemies. The Iron Boots are occasionally used to fall through weak floors, but the main treasure of the dungeon is actually a tunic- the Zora Tunic allows Link to sink deeper into the dungeon, where holes in the great walls have let Lake Hylia flood in. From these holes, you can exit and enter the dungeon and return, so long as they've been opened and you have the tunic.

Underwater, the beasts of Lake Hylia swarm the waters, and River Zora ambush you at every corner. Rockslides can form deep shafts that lead several floors down, allowing you to approach blocked floors from below. Weak ropes also hold structures in place, allowing you to cut them down to form bridges and barriers. After finding the Big Key, you find that the boss door in fact held nothing but a sealed, air-filled miniboss room. Chus fall from the ceiling and form into a giant conglomerate, swallowing your new tunic. Link must cut it to bits to retrieve his lost tunic, and after finding the one individual Chu with the tunic, the Chu Conglomerate disintegrates and seeps through the floor, as a tremor shakes the dungeon. A loose floor has crumbled, revealing a pit leading down to the boss fight.

You sink to the bottom of the boss room floor, where nothing seems to happen but a low rumbling. Approaching the center, Zoranoth, a hideous glowing serpent creature, reminiscent of LttP's River Zora, bursts from the stone floor and launches hissing balls of flame- with understandably limited range. After dodging a number of these, he will thrash and break open the floor around where he is stuck. He'll occasionally come out and circle the room to attack, but this is easily avoidable. His more dangerous attack is a vicious bite attack while he's coming up from his hole- there's no safe place, but it's easy enough to dodge.

To destroy Zoranoth, you must first wait for him to break open the floor. After this, you use the Iron Boots to sink down the length of his body, striking at glowing weak points with your sword. To get footing for this, you must first Z-target the point while sinking, at which point Link will dig in his heels and prepare to strike. After gouging all ten weak spots, Zoranoth will go crazy, smashing through the lowest floor to break an air-filled chamber. The water drains down there, and while it continues to fall down the edges of the ceiling hole, the body of the serpent shrinks down to the size of a normal River Zora, who immediately attacks. He's just a normal River Zora now, easily slain. Link takes him down and retrieves both the Wisdom Stone and Nayru's Love.


Then you see the king, who sends a bunch of Knights to clear your way to Snowpeak. You go into the Hyrule Shrine and fight the spirit of an Armos, which after defeat gives you bombs and possesses the Armos enemies in the temple, which blocked certain doors before. You finally find Zelda, who gives you the mirror. But as soon as you do that, the room transforms into a giant arena/obstacle course possessed by the Armos. You run around and drop bombs into certain spots while dodging attacks, and then it finally blows up and you get a Heart Container.

Mount Hyrule and Great Armos: Detailed
After you've completed the Holy Compass, it will point the way to Snowpeak, which had previously been guarded by fierce Yeti/Zook warriors. As per your mission, you must return to Hyrule Castle to give the news to the King. Upon witnessing your compass, the King immediately sends off a brigade of Hylian Knights to escort you to the mountains of Snowpeak. The reclusive Yeti/Zook try to resist your incursion to their territory, so the knights take up their spears and begin fighting to clear the way. You must climb the mountains while the Knights of Hyrule fend off the attackers, and avoid being captured by the Yeti/Zook when the trail becomes impassable by the knights. From here, you reach the sacred Mount Hyrule, the place said to be where the Goddesses left Hyrule after finishing their work. Here, it is said that the Sacred Realm was created, and that its counterpart in that world held the sacred Triforce. The Princess had traveled here in order to study the mysteries of the Triforce, the Goddesses, and Hyrule, under the suspicion that the resurgence of the warped beasts inhabiting the land was connected to these mysteries. At the summit, Link enters a great shaft that leads into an ancient temple.

The Great Temple of Mount Hyrule is lit by an eerie blue light from the intricate designs on the walls. These designs are in many places unlit, and one of the central puzzles of the dungeon is using the light and various switches to spread the glow to lock mechanisms and other ancient stone machines. Soon after entering, you'll find the Obsidian Slingshot, an optional item that allows you to fire rupees from your slingshot a la Zelda I, dealing more damage than your standard slingshot. This is mainly to compensate for the fact that the bow doesn't show up for a few more dungeons. The only enemies of the dungeon are Essences, strange spirits that inhabit statues in the form of enemies found outside of the mountain, along with a few original ones. This is because the mountain is anathema to life- the dark and cold make it impossible for normal monsters to thrive. Some of these spirits can be dispatched with the boomerang and sword before they reach their host statues, but most are too far away or too fast to kill in this way.

After reaching a great chamber, an intricate series of puzzles allows you to reach the peak of an ornate stone structure, on top of which is a chest. However, to reach it, you must first search out the Essences in the room and light up the walls. This will lower smaller barriers on the dome-like structure, allowing you to reach the chest. Before you open it, however, the walls will pulse a violently bright blue, and the structure will recede into the ground. A giant ghostly Essence announces itself as the Spirit of Armos, and the eight Armos statues on the walls will come to life while the large ghost launches a number of projectiles. After the Armos are defeated (by striking both front and back within ten seconds of each other), the spirit will cry out and flow into the walls. The structure, now lit, returns, and the chest reveals bombs and a bomb bag.

Upon exiting the chamber, you'll notice that all of the walls are fully lit with the eerie blue light. Some chests out of reach earlier are accessible, so you can go and hunt them down after finding the compass right outside the miniboss room door. Unfortunately, all of the enemy statues have been energized permanently, and the Essences are gone. Enemies can't be preemptively destroyed, making it more difficult. Armos statues that blocked certain doors earlier have come to life moving out of the way to attack. Continuing through the dungeon, you'll find that you now need to turn off the lights by destroying Armos and free Essences in order to deactivate barriers and deathtraps. there's bomb puzzles, too, but the main dynamic here is the management of light to progress.

Finally, you'll make your way to the heart of the mountain, where an empty chamber separates you and a small, candlelit room. Walking over, you'll notice Zelda poring over tomes, when she notices you and urges you to look out. Confused, Link looks behind him and sees the Great Armos hovering there. The lit chamber with Zelda is sealed off, and stone ramps, towers, and other obstacles rise from the floor. A great stone face emerges from the wall, declaring that you have violated the temple, and begins shooting stones and fire. What you must do is use bombs, which can be harvested from bomb flowers and kept for later, instead of used immediately. Link must navigate the huge obstacle course while avoiding the Armos' rage, blowing up key supports and such to lower the ramps leading to the face. There are three holes on the face- two eyes and a mouth. Throwing a bomb into a hole will disable its projectiles, and detonating bombs in all three will destroy the face, subduing the Great Armos.

Upon defeating the Armos, the wall separating you and Zelda will drop, and the obstacle course will recede, leaving behind Goddesses' Love, which can only be obtained by Zelda. Zelda will explain to Link that she has discovered three major threats to Hyrule from her studies- first, the appearance of a dark sage who escaped the banishment to the Twilight Realm. In addition, the dark creatures crawling Hyrule Field and restricting trade are there because of the lingering influence of Twilight in the dungeons that once held the Fused Shadows and Mirror Shards- the TP dungeons that you can play with Zelda co-op. Finally, the main issue is the split reality she has discovered in her search for answers to the problems of the kingdom.

Zelda has discovered through her studies of the magic of the Mountain that Hyrule's magic is distorted- as if it had been inaccurately duplicated. Further study revealed to her the existence of the split timeline, and that the Ocarina of Time, the source of the split, must be found to enter this reality and, she believes, rescue it from the clutches of Ganondorf. (Zelda did not know that OoT Link had already rescued it, but it's okay since it actually is threatened by Ganon again- see the plot overview). She shows you Nayru's Mirror, explaining to you that she cannot return to the castle knowing what she knows, and thus she must travel with Link in secret. She binds herself to the mirror, allowing her to exit only with the consent of another party to switch. You can now switch to Zelda at any time.


Then, you have to conquer this army of Bulblins that have erected a fortress around the Sacred Grove. Because you need the Master Sword and Holy Bow to get the Ocarina, you need to get through. After you fight the Bulblin King, you get the hookshot and keep going. Eventually, you find the Bulblin King trying to take the Master Sword for himself, but the Skull Kid appears and turns into a giant evil ghostly head thing that destroys the Bulblin guy and attack you. He's actually weak to the Kokiri sword. After you beat it, it returns to normal and lets you get the Master Sword.

Afterwards, you have to find the Holy Bow. After doing an extensive sidequest involving the Gorons and stuff, the ruins of the old Hyrule Castle are uncovered. You go through and find that a giant armored worm was responsible for the castle's destruction. Hylian Knights trapped under the castle when it fell are now ReDeads, and while some retain sanity and help you with certain puzzles, most fight, including the captain, who you fight after hearing that it has a legendary bow. Unfortunately, it's the wrong bow-- the Hero's Bow. The captain surrenders and orders the ReDead Knights to help you by uncovering the way to Molgar's catacombs. After getting the boss key, you fight Molgar, who, after defeat, sheds its armor and reveals itself as a tiny version of WW's Molgera. Molgar is weak to the Gerudo Scimitar. (The other timeline's Molgera survived and was used by Ganondorf in the Wind Temple, remember?) Then you get Zelda's bow.

After that, you have to head off to Death Mountain, where a sorcerer called Bongo (the guy who made the Eye of Truth in Oot and debatably Bongo Bongo) and his cronies Agah and Nimhor (Possible connection to Agahnim from Link to the Past) invade Death Mountain and drive out the Gorons. This dungeon is looooong and has three minibosses and items. First is a Goron that was shot in the head with a Fire Arrow, which somehow possessed him. After defeating him, you get the Fire Arrows for Zelda's bow. You use this against Agah, who uses Ice Arrows in a long range sniper fight. Finally, you use both on Nimhor, who drops the Light Arrows. Finally, you fight Bongo at the summit, who calls down magic darkness and fights you with spectral hands. You use light arrows on black ones, fire on blue, and ice on red, until the darkness disperses and you can find Bongo to attack. The Hylian Spear is effective against him when he's vulnerable-- it's a two-hit kill. He drops the Eye of Truth after defeat.

You get the Ocarina, but it's dormant, and you need to activate the Triforce of Power to use it. The bearer, however, is kidnapped by Allan, the king of Poes. After you fight a giant poe in the now-complete Din's Temple, you get the double hookshot. It can be used to climb wooden walls and scale trees in the Kokiri Forest. You finally fight Allan in the temple courtyard under the stars, and rescue the Gerudo leader, who I think I'll call Nobora. Allan, after dying, becomes Jalhalla's mask, and his lantern, if you use the lantern on it, gives the Everburning Oil, which obsoletes storing lantern oil.

You activate the Triforce of Power and energize the Ocarina of Time. This opens a portal to the other timeline, or at least the Sacred Realm portion that Ganon used to escape. The mask is sucked in and a cutscene shows Phantom Ganon taking it. Then you go through themed areas that resemble the game's dungeons to rescue the Sages to stop Ganon-- not familiar or unoriginal at all! After you fight Molgar, Allan, Bongo, Armos, and Skull Kid again, you fight Phantom Ganon for Din's Pendant, which allows you to just activate some switches with Farore's Staff and Nayru's Mirror. You fight Ganon as a real giant thing that's the size of Hyrule Castle by climbing him and fighting Phantom Ganon in various duels, you plunge the Master Sword into his head to stun him while the Great Sea comes down.

Ganon Battle: Detailed
After freeing the seven sages from the tower, they warp to the highest tower in Hyrule Castle to call upon the Goddesses. You, on the other hand, are sent to Ganon himself. This Ganon has become a titanic beast the size of a castle, so you must scale his massive bulk to reach the head. Immediately after climbing on, Phantom Ganon appears to throw you off. While navigating a maze of damaging dark energy, you must jump quickly enough to outrun PG's onslaught of dark blasts. After this, PG will seal you in a ring of fire on Ganon's back, while swooping towards you, sword drawn. Any projectile will stop him in his tracks, and he'll drop to the ground and charge on foot. By carefully maneuvering with backflips, you must get behind him in his attacks and counter. Afterwards, he'll split into five, flying around you in a circle. After a bit, four of them will form a tent-like barrier of four energy shields, holding you in place while the fifth charges power above you. Link's bow is capable of taking these barriers down if you're quick on the draw, but Zelda's Holy Bow is best- matching the four arrows (normal, light, fire, and ice) with the four shields will take each down immediately. From there, you can either use the Holy Bow to take out the clones, or switch to Link and slash away when the one up above dives toward the ground where you were.

After PG seems defeated, the Gargantuan Ganon will roar and throw his body about, forcing you to use the Iron Boots and various cover to avoid falling off. After this, Phantom Ganon reconstitutes himself and begins to burn a fiery orange. The Gargantuan body becomes dark and cloudy, in turn. Ganon, who has taken direct control of his phantom, expresses astonishment at Link and his Triforce of Courage, which was supposed to be shattered and hidden on the mountainsides of Hyrule. He then begins a game of Dead Man's Volley, which is occasionally interrupted by GG's thrashing. After his old trick has ben used against him, he abandons his strategy and begins jumping around the place as PG's ring of fire recedes. While avoiding his lightning-fast attacks, you must make your way to GG's neck, where Phantom Ganon Ganon begins launching fireballs. Zelda must then use Ice Arrows to neutralize these, and then cast Farore's Wind to blow him away. After several rounds of this, PGG is impaled on one of GG's massive, ramlike horns. The main body returns to normal, and the thrashing resumes. You then must plunge the Master Sword into the huge crystal on the head.

After this vicious attack, Gargantuan Ganon cires out in pain,and runs quickly toward Hyrule Castle. His massive body begins to lose cohesion, and it dissolves into dark matter that hangs in the air of the deserted Hyrule Market Square, just before reaching the castle. Link/Zelda falls from the sky and lands hard on the cobblestones, amusingly sticking the landing with minimal damage. As Link or Zelda rejoice, the hanging clouds of darkness pull together to form Ganondorf, who, fuming with rage, charges at the active player and, with a single blow, shatters Nayru's Mirror. Zelda or Link is thrown from the mirror, and Ganondorf then charges for Link, sealing Zelda behind a wall of flame. Link takes up the Master Sword and begins dueling Ganondorf as Zelda sends the message to the sages to begin their prayers. Ganondorf, with his two tasseled swords from Wind Waker, adopts a more aggressive style, dashing with powerful thrusts to attack and using his second blade to defend himself. After Link deals a mortal blow, Ganondorf, gasping for breath, calls upon the power of his Triforce, recovering immediately and, knocking Link unconscious with a single blow, sends his body flying off towards the castle.

Zelda, shocked, summons the power in her Triforce to break free of her fiery prison, drawing her bow on the crazed Ganondorf. A single light arrow flies from the string, causes Ganondorf, who had been flying to the castle, to turn and attack. As he turns, however, he hears a roaring from the heavens, and the skies pour down a deluge of water. Again enraged and frustrated, Ganondorf launches a series of dark projectiles Zelda's way as the streets flood with water. Zelda must seek higher ground in the castle town as Ganondorf hunts her down. Taking advantage of his openings, Zelda fires several light arrows into Ganondorf, knocking him into the water. Zelda then swims toward Link's body while Ganondorf floats, unconscious. Link wakes up, and the two swim towards the castle, which is yet protected by a wall of magic. Upon entering the courtyard, Ganondorf appears, fueled by the power of his Triforce, swirling with dark power and laughing horribly. Link swings the Master Sword to no avail, and Zelda's Light Arrows are deflected with a wave of his hand. For a full minute, as the magic barrier shrinks and water pours into the courtyard, Ganondorf launches a massive volley of dark magic, which Link and Zelda must simply survive until the falling water sweeps him away to the ruins of his old tower, which is engulfed in the same barrier. The flood rises above the castle, and the sages send Link and Zelda back home.


4- Weaponry

There's a bunch of sidequests you need to perform to get all of the swords and weapons. The Goron Sword involves a fairly simple fetch quest with Goron merchants, and the Kokiri Sword requires you to use the slingshot in a target practice thing after beating Gyre. The Goron sword is basically a slightly shorter version of the normal sword with a fire element. The Kokiri is like 1.3x normal power but really short and misses the Back Slice on mobile enemies. There's probably like a swim race for the Zora Rapier (goron sword with ice instead of fire and a diff. look) and a minidungeon for the Deku Katana (goron sword with poison instead of fire and a diff. look). The Gerudo Scimitar, which is basically two hits of .75x master Sword power in a continuing spinning chain leap useful mostly for taking out hordes of easy enemies, requires you to clear thirty floors of the Cave of Ordeals. The Sheikah Dagger (1.5x normal sword that attacks REALLY fast in succession, but shortest range and no hidden skills) requires chasing a Sheikah renegade across Hyrule and participating in a bunch of chases across obstacle courses. Finally, the Hylian Spear, the most directly powerful weapon in the game, requires clearing an arena challenge against Hyrule's finest knights.

In this game, Link has the ability to dual-wield weapons. This allows him to chain in more attacks before executing a finishing blow (i.e. thrusts, half-spins, or other combo-ending moves), making it more likely the hit will finish off the enemy without relying on the sword plant/ending blow. This also means that Link cannot use his shield- instead, Link must parry with one of his weapons, which is significantly more difficult. Link can also stow his shield to two-hand his active weapon, thus dealing 1.25x damage, but again removing defensive options. These abilities are unlocked after training with a swordsman in Hyrule Castle, after the fourth dungeon.
The Sheikah Dagger and Gerudo Scimitar have duplicates hidden in Hyrule, and as such can be dual wielded with themselves for special effects. The Sheikah dagger's speed increases by 1.5x, and the presence of the second dagger means that it is dealing damage a total of three times faster than a normal dagger. This is extremely useful for enemies who can be stunned for long periods of time, making those vulnerabilities death sentences. Otherwise, it's risky to dual Daggers, since they're short and hard to parry with. The Gerudo Scimitar, when dual-wielded with itself, unlocks a wholly separate fighting style from Link's normal arsenal. This series of moves is designed to fly around the battlefield while dishing out attacks of stupendous range. These attacks must be learned from a separate teacher in the Gerudo desert.


Now, the ideal way to deepen Zelda combat would be to build off Hidden Skills from TP. Notice that after you open a weak spot, you can go in to attack or shield bash to set up the helm splitter or spin, or backslice while they're stunned.

Adding more skills which provide more options would be the best way to build on combat. (For example, a forceful move that's designed to give you distance can be followed up by a jump attack or a thrust to leave them downed for the Ending Blow.) Also take for example your feint attack- by, for example, cancelling a normal opener with a sharp downward gesture, you could turn the move into a feint, which would open up further options.
There's more to combat, though. A series of blows usually ends with a thrust, jump, or spin as it is, but adding a diversity of finishers would also make combat more complex. A rising slice that could hit tall or airborne foes, a low slice to knock them off their feet, or any number of diverse moves that set the tone for the rest of the fight.

But wait! There's more! If you order today, you can get your FREE shipment of filler moves for just $19.99! Call 1-800... um, I mean, um...
Anyway, in between openers and finishers, Link usually just goes nuts with his sword a couple times to build suspense and damage. With the Wii, however, and especially the MotionPlus, you could set your own filler strikes to customize the battle. This leads to even more options.

One of my ideas for filler moves is the decision to choose the direction of your blows. For example, a series of strikes that attack from one side can knock the opponent to the other side and open up an asymmetrical weak spot- useful against enemies with shields. These may also determine how they fall- face, back, or either side, making you think about which finisher to use in order to pull off an Ending Blow.
There are also other random things like Mortal Draw and Great Spin, which IMO should be used as tools for approaching and taking out relentless mooks before they become a problem. Such skills should be activated by things like pressing A when the enemy is charging or unaware or whatever- not every fight can be a Darknut.
These attacks and combos, especially MotionPlus filler moves, would be set at various "dojos" throughout Hyrule. By entering one of these places, you can learn new sword skills and set the pattern of your combo moves- essentially serving as places to customize your Link's fighting style.


The Deku Katana, Kokiri Sword, Zora Rapier, and Goron sword all have special hidden skills that replace the Mortal Draw- but I haven't decided on them yet. I think the Goron Sword will be some kind of uber-powerful blow that crushes through all armor in an instant, despite being completely ineffective on Darknuts and not always killing. The Deku Katana will probably be a really quick blow that delivers a ton of poison that lets you cut stuff once and ignore it, knowing it'll die if you keep moving. I don't know about the other two yet.

Zelda also has some exclusive magic that boosts her combat efficiency. She has no magic meter and can use magic without running out, and can use both Farore's Staff as an item (using B and a directional swipe) or simply, after getting optional magic, use a directional swipe to attack. Twilight Cloud, gained by using the double Hookshot to scale the walls of the sealed-off Arbiter's Grounds and inspecting the stand for the Mirror of Twilight, allows Zelda to temporarily turn herself into a cloud of sparkling blackness that takes out any enemy that bites or charges without armor, like Keese, Snow Wolfos, or Deku Babas. Sage's Fire obsoletes Din's Fire, as it affects fire enemies and is slightly more powerful. You get it by visiting the leaders of all of the races (Hyrule's King, the Yeti Chief, the Goron Chieftan, Nobora of the Gerudo, the Deku Elder, the Kokiri Sage, Queen Zora, and the unnamed leader of the Sheikah) with Zelda. The Hero's Wind is obtained up in the trees of Kokiri Forest, after getting the double hookshot. Finally, Goddess's Love has a recharge meter that fills up after 5 enemies killed, but randomly makes ammo like bombs, magic, and arrows, or hearts and rupees, appear out of nowhere. You can find it left behind by the Great Armos Spirit.

I'll put more up later, and scour the forums for the remains of my project in other threads.
 
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D

drizztman55

Guest
seems interesting enough. though kinda strange for a Zelda game...
 
Joined
Aug 26, 2009
i have to say, this... design doesnt really follow traditional zelda. I would like to add that you can only get 1 extra sword and you cant switch them
 
Joined
Oct 18, 2007
Does a fan oriented story/game really belong in the world of Zelda forum?

Mases needs to add a fan section already...
 

TVTMaster

Guy What's Angry Now
Joined
May 15, 2009
Location
It's a secret to everybody.
seems interesting enough. though kinda strange for a Zelda game...

i have to say, this... design doesnt really follow traditional zelda. I would like to add that you can only get 1 extra sword and you cant switch them

It'd be nice if I could get more specific feedback on exactly what's out of the ordinary about it. Some things are intentional- the multiple swords is an idea I've wanted to use for a while, and other Zelda games have optional extra swords. Giant's Knife, Biggoron's Sword, and the Great Fairy's Sword are examples. Anyway, specific reasons and examples of why it doesn't feel Zelda to you would be appreciated.

Does a fan oriented story/game really belong in the world of Zelda forum?

Mases needs to add a fan section already...

Well, this would fit more in Future Zelda, definitely.

Yeah, a fan section would fit this best, but I didn't put it in Future Zelda mainly because I don't have any intentions of ever making it, so I put it in the general "World of Zelda" board. If you need to move it, go ahead- I'm not really sure where it would go either.
 

Fahxy

Grand Campaigner
Joined
Aug 9, 2009
Location
Discworld
Well, I read it, And i think this would be positively awesome! More items, weapons, characters, puzzles, bosses, and places would make it still a great icon of the zelda series, and the new way to use wepons, a greater variety of them, and some interesting side quests to accompany the one major one give the new zelda some new and unexpected twists. Don't let go of your idea, persevere, and keep going. Develop it further. And here's a tip: write to nintendo about it. I wrote to a game company about a game concept, and they sent a boxful of demos for new and upcoming games. It was loads of fun ;). I hope that nintendo actually likes your idea, 'cause it's really cool. Have fun!
 

TVTMaster

Guy What's Angry Now
Joined
May 15, 2009
Location
It's a secret to everybody.
Well, I read it, And i think this would be positively awesome! More items, weapons, characters, puzzles, bosses, and places would make it still a great icon of the zelda series, and the new way to use wepons, a greater variety of them, and some interesting side quests to accompany the one major one give the new zelda some new and unexpected twists. Don't let go of your idea, persevere, and keep going. Develop it further. And here's a tip: write to nintendo about it. I wrote to a game company about a game concept, and they sent a boxful of demos for new and upcoming games. It was loads of fun ;). I hope that nintendo actually likes your idea, 'cause it's really cool. Have fun!

Thanks, and although I don't really have plans to make this a reality, I do plan to show it off to Nintendo at some point when I'm done for freebies.

Anyway, in other news, I reconstituted the lost paragraphs on the final confrontation with the Adult Timeline's Ganondorf.
 

TVTMaster

Guy What's Angry Now
Joined
May 15, 2009
Location
It's a secret to everybody.
Lol, thanks. I've pretty much got the main body of the game done- I want to leave the details, small sidequests, and overworld map open for collaboration, in the event that this ever gets worked on for real. I've also decided to add little MS Paint sketches of certain parts in order to make the whole thing a little less of a "wall of text" or tl;dr. So enjoy, I guess. Next up is the detail on Nayru's Tower.
 

TVTMaster

Guy What's Angry Now
Joined
May 15, 2009
Location
It's a secret to everybody.
Sorry for the bump, but I wanted to put up some new content- the detail on Mount Hyrule and the Great Armos. There's also a Paint sketch for Din's Temple Architecture and the detail on Zora/Nayru's Tower.

Mount Hyrule and Great Armos: Detailed
After you've completed the Holy Compass, it will point the way to Snowpeak, which had previously been guarded by fierce Yeti/Zook warriors. As per your mission, you must return to Hyrule Castle to give the news to the King. Upon witnessing your compass, the King immediately sends off a brigade of Hylian Knights to escort you to the mountains of Snowpeak. The reclusive Yeti/Zook try to resist your incursion to their territory, so the knights take up their spears and begin fighting to clear the way. You must climb the mountains while the Knights of Hyrule fend off the attackers, and avoid being captured by the Yeti/Zook when the trail becomes impassable by the knights. From here, you reach the sacred Mount Hyrule, the place said to be where the Goddesses left Hyrule after finishing their work. Here, it is said that the Sacred Realm was created, and that its counterpart in that world held the sacred Triforce. The Princess had traveled here in order to study the mysteries of the Triforce, the Goddesses, and Hyrule, under the suspicion that the resurgence of the warped beasts inhabiting the land was connected to these mysteries. At the summit, Link enters a great shaft that leads into an ancient temple.

The Great Temple of Mount Hyrule is lit by an eerie blue light from the intricate designs on the walls. These designs are in many places unlit, and one of the central puzzles of the dungeon is using the light and various switches to spread the glow to lock mechanisms and other ancient stone machines. Soon after entering, you'll find the Obsidian Slingshot, an optional item that allows you to fire rupees from your slingshot a la Zelda I, dealing more damage than your standard slingshot. This is mainly to compensate for the fact that the bow doesn't show up for a few more dungeons. The only enemies of the dungeon are Essences, strange spirits that inhabit statues in the form of enemies found outside of the mountain, along with a few original ones. This is because the mountain is anathema to life- the dark and cold make it impossible for normal monsters to thrive. Some of these spirits can be dispatched with the boomerang and sword before they reach their host statues, but most are too far away or too fast to kill in this way.

After reaching a great chamber, an intricate series of puzzles allows you to reach the peak of an ornate stone structure, on top of which is a chest. However, to reach it, you must first search out the Essences in the room and light up the walls. This will lower smaller barriers on the dome-like structure, allowing you to reach the chest. Before you open it, however, the walls will pulse a violently bright blue, and the structure will recede into the ground. A giant ghostly Essence announces itself as the Spirit of Armos, and the eight Armos statues on the walls will come to life while the large ghost launches a number of projectiles. After the Armos are defeated (by striking both front and back within ten seconds of each other), the spirit will cry out and flow into the walls. The structure, now lit, returns, and the chest reveals bombs and a bomb bag.

Upon exiting the chamber, you'll notice that all of the walls are fully lit with the eerie blue light. Some chests out of reach earlier are accessible, so you can go and hunt them down after finding the compass right outside the miniboss room door. Unfortunately, all of the enemy statues have been energized permanently, and the Essences are gone. Enemies can't be preemptively destroyed, making it more difficult. Armos statues that blocked certain doors earlier have come to life moving out of the way to attack. Continuing through the dungeon, you'll find that you now need to turn off the lights by destroying Armos and free Essences in order to deactivate barriers and deathtraps. there's bomb puzzles, too, but the main dynamic here is the management of light to progress.

Finally, you'll make your way to the heart of the mountain, where an empty chamber separates you and a small, candlelit room. Walking over, you'll notice Zelda poring over tomes, when she notices you and urges you to look out. Confused, Link looks behind him and sees the Great Armos hovering there. The lit chamber with Zelda is sealed off, and stone ramps, towers, and other obstacles rise from the floor. A great stone face emerges from the wall, declaring that you have violated the temple, and begins shooting stones and fire. What you must do is use bombs, which can be harvested from bomb flowers and kept for later, instead of used immediately. Link must navigate the huge obstacle course while avoiding the Armos' rage, blowing up key supports and such to lower the ramps leading to the face. There are three holes on the face- two eyes and a mouth. Throwing a bomb into a hole will disable its projectiles, and detonating bombs in all three will destroy the face, subduing the Great Armos.

Upon defeating the Armos, the wall separating you and Zelda will drop, and the obstacle course will recede, leaving behind Goddesses' Love, which can only be obtained by Zelda. Zelda will explain to Link that she has discovered three major threats to Hyrule from her studies- first, the appearance of a dark sage who escaped the banishment to the Twilight Realm. In addition, the dark creatures crawling Hyrule Field and restricting trade are there because of the lingering influence of Twilight in the dungeons that once held the Fused Shadows and Mirror Shards- the TP dungeons that you can play with Zelda co-op. Finally, the main issue is the split reality she has discovered in her search for answers to the problems of the kingdom.

Zelda has discovered through her studies of the magic of the Mountain that Hyrule's magic is distorted- as if it had been inaccurately duplicated. Further study revealed to her the existence of the split timeline, and that the Ocarina of Time, the source of the split, must be found to enter this reality and, she believes, rescue it from the clutches of Ganondorf. (Zelda did not know that OoT Link had already rescued it, but it's okay since it actually is threatened by Ganon again- see the plot overview). She shows you Nayru's Mirror, explaining to you that she cannot return to the castle knowing what she knows, and thus she must travel with Link in secret. She binds herself to the mirror, allowing her to exit only with the consent of another party to switch. You can now switch to Zelda at any time.
 

TVTMaster

Guy What's Angry Now
Joined
May 15, 2009
Location
It's a secret to everybody.
Erm, bumping again, if that's all right. I've also got three new pieces of content, so you know, it's like, okay-ish. I think. The ZD double-posting rules are kind of ambiguous, but I'm pretty sure this is okay.

Sidequest: Reconciliation
This major sidequest is entirely optional if you want to complete the game, but full access to Hyrule Castle and its facilities is very useful. Cheap items, a dueling arena, a dojo, and a number of heart pieces are all great incentive for this sidequest, which you can embark on after obtaining Zelda. It will also let you skip a tedious stealth section later in the game. By entering the throne room and swapping to Zelda in front of the King (as the guards won't let anyone other than Link into the castle in the first place), the King will imprison Zelda and take the Mirror containing Link away to be studied. As Zelda, you must then escape your room and make your way to the throne room without being seen by guards. Getting spotted won't send you right back, but the guards will chase you and put the others on alert. It's possible to run through the whole castle if you know how to shake the heat right- by taking corners to get out of sight or take cover behind pillars occasionally.

Upon reaching the throne room, Zelda will plead with her father to allow her and Link to go free to continue their quest. You'll get to play a dialogue tree to try to get the king's favor- anger him too much and you'll be sent back, or try to break through with logic. Zelda can do a few of these with NPCs in the game, unlike the mute Link. Upon changing her father's mind, the King will order the scholars to return the Mirror, and allow Link and Zelda free reign of the castle.


The Sacred Grove and Skull Kid: Detailed
Earlier in the game, you may have come across a massive wooden wall on your way to Ordona. Here a cutscene plays, showing the same dark form that has been seen instigating the calamities in the Goddesses' Temples conversing with a gorilla-like, deranged-looking Bulblin warrior. From what you could see at the time, this wall was a mere fence, guarding nothing but a few straw huts, but after returning to this place after joining up with Zelda, you find that this wall has become a massive, ornate wooden gate, guarded by Bulblin archers up above. Using bombs to break your way in, you find that a huge wooden complex has been built around the place Zelda says in the Sacred Grove.

The first place you enter is a large room with balconies above, which are for the moment out of reach. Various Bulblin enemies with different degrees of armor and weaponry are there to greet you, and one brute with an impassable carapace will chase you until you leave the room. You can exit through hallways that lead up to manned ramparts. Archers await up top, and these wall/hallway structures connect most of the major rooms. This simple concept can be twisted in many different ways- from chopping down a wall to make a bridge to the other rampart to using them to drop down into a heavily guarded room from above.

The military organization of the Bulblins seems flawless- multiple rooms will have cutscenes of the monstrous Bulblin commanding Carapace Bulblins, who in turn direct archers and fodder to impede your progress. While many of the puzzles are simple and used in many ways, primarily to manipulate your elevation (get higher or lower safely), invincible lieutenants and their relentless fodder will constantly be harassing you while you make your way through their fortress. After making your way deep into their fortress, you'll be captured by a sneak attack by archers.

You'll wake up in a small, circular room with an obese, unarmed, aged Bulblin and a massive if aging boar. It appears to be a prison, and the Bulblin inside with you will explain that he was the former king of the now-peaceful Bulblins, but that his second-in-command had usurped power and remilitarized them in an attempt to seize the Master Sword inside the Sacred Grove. Before he can tell you what he wants to give you, the usurper storms in, wearing the impassable Carapace Armor of the other Bulblins, and declares that it is time for your execution. He'll knock the former king aside and charge at you. You must run to the king's side and accept his gift, the Hookshot. The usurper accuses him of treason and clubs him over the head with his warhammer. However, you can now use the Hookshot to tear off the Carapace Armor, exposing his weak points. (This also allows you to defeat the Carapaced lieutenants and cease the flow of troops in old rooms.) Injuring him, he flees and sets the prison on fire, forcing you to mount with the old king and bust out with the boar.

This sequence has you on the back of the king's boar, demolishing much of the fortress. As he destroys, the pig will occasionally stop, winded, while Bulblins attack. You must knock them cold with your slingshot from boar-back to keep them off of the wounded king. If he survives the waves of Bulblins, you'll eventually crash into a great room, where the King and Bullbo stop permanently, allowing you to heal or ride to the front of the camp if you need to leave. After solving a few puzzles with the Hookshot in the remainder of the fortress, you'll finally leave and exit into the Sacred Grove.

The Sacred Grove is overwhelmed by chaos as the Bulblin army brings wooden war machines to bear on an army of puppet-like horrors. Puppets and Bulblins will be locked in combat, and Link must make his way through the battlefield to reach the Pedestal of Time. Sometimes Link must take down Bulblin war machines to progress, and other times destroy giant Puppet monstrosities or strike the Skull Kid who commands the forces. After making your way through the chaos of the Sacred Grove, you'll arive at the Pedestal of Time.

Upon arriving, you'll find the usurper attempting to draw the Master Sword, but failing to make it budge. As Link/Zelda appears, the Skull Kid will drop from the sky and become enraged. The two lock in combat, dashing around the arena as a barrier forms around the Master Sword. Link must first evade their highly mobile fight, and then as the usurper strikes a blow against the Skull Kid, puppet-like pieces will fall from the sky on strings around him, encasing him in an animated head resembling the SK himself. (Think http://drmcninja.com/page.php?pageNum=6&issue=4 but not nearly as creepy.) After devouring the terrified usurper, the Skull Kid, not entirely in control, turns on Link.

To defeat him, the first thing you must do is hookshot onto the straw hat and find the strings that connect the pieces to the head and slice through with your sword. Swing carefully, because after one swipe he'll shake you down, so cut as many as you can at once. The gaps in the head can now act as hookshot targets. Fling yourself inside (as Link) and start slashing away at the Skull Kid inside. He'll shake you out, repair himself, and repeat, so do this until he falls. The Skull Kid will summon an army of puppets, but Bulblins will swarm into the pedestal room, engaging each one separately. Link must make his way through the melee to reach the unprotected sword.

Upon taking up the Master Sword, the unconscious form of the usurper will rise and charge at the King, who showed up to command the Bulblins to protect Link. The King, however, is armed with the hammer fallen in the miniboss fight, and pins him to the ground. The Skull Kid simply flies out of sight along with his puppets, leaving Link to the Master Sword and the King to his people.


Finding the Ruins and The Guardian of the Earth: Detailed
After being seen off by the pacified Bulblin camp, Zelda informs Link that her ancestor's bow, bestowed by the Light Spirits in Hyrule's time of need, is the second key to the gates of the Cavern of Time on Death Mountain. The energies both of the Sages and the Spirits are needed to unseal the gate to the Holy Temple, thus making it necessary to retrieve this artifact of the Spirits' power. However, Zelda explains, the bow, along with its resting place, were destroyed long ago by a dark monster of the underworld, called "master of the earth" in Hylian legends. To uncover the old Castle, Link must challenge the self-proclaimed Guardian of the Earth to a duel.

The Guardian of the Earth is a giant Stalfos creature, set amidst the gaping ruins north of the present Hyrule Castle. Before obtaining the master sword, the behemoth slept in a heap, awaiting those who would defile his chosen grounds. When Link and Zelda approach this creature, it senses the power of the Master Sword and leaps to protect his ruinous "kingdom". An earthquake shakes the arena, and the GotE warns you that his Dark Master will not allow you to reclaim the kingdom he rightfully took years ago. Ripping a spear-like bar from a metal fence nearby, he will begin his attack.

The GotE will primarily attack with large, sweeping motions to knock Link away. The Hylian Spear will knock him down immediately if you unlocked Hyrule Castle and beat the Knight's Arena for it. Otherwise, Link will have to maneuver around him to draw his stab attack, which only triggers at a certain range away. Getting the attack to stick into a pillar is the tricky part, but it'll allow Link to get behind and attack his legs with either the Battleaxe, Hylian Spear, or Master Sword. The spear's a one hit, the Battleaxe takes three hits, and the MS takes 12 hits to fell the beast. You must then quickly drop a bomb near his head, causing it to scream in pain. As its arms and legs fall to pieces, it shouts out loud, commanding a legion of unseen servants to protect the Kingdom of Molgar.

After searching the center of the arena, you'll find a great circular door with a hole for a key. Zelda says it seems familiar and leaves it at that. From there, you're on your own to investigate. A scholar in Hyrule Castle will tell you of an Ancient Key that is said to unearth an ancient ruin, and if you've got free reign of the castle you can just waltz in an grab it. Otherwise, you'll have to go ninja with Link and sneak into the back of the castle, avoiding guards to reach the Hall of Artifacts containing the key. Link can disarm guards with his sword on the way in (despite angering the king), but the Ancient key is... well, big, so Link can't fight with it. Not sneaking in is a bad idea at this point, since the guards will be on alert and the giant, PH-like key will slow you down.

After escaping with the key, you must bring it across Hyrule to the site of the ruins, and deposit it in the keyhole in the ground. After pushing it in a circle, you'll see the earth around the ruins and the hill to the north collapse into a massive, dusty sinkhole. Left in the wake of this is the ruins of the ancient castle. The ruins of the Market Square also impede your way- it's infested with Redeads in a way eerily similar to that of the start of the Adult portion of OoT. Making your way through the dusty ruins, you'll finally find OoT's Hyrule Castle, in ruins yet full of life. Or, rather, undeath. A legion of Redead Knights guards this castle. I'll put up the dungeon specs later.


So yeah. Also, I can't edit my first post anymore. Does anyone know how to get around the edit cutoff thing?
 

Shnappy

derp
Joined
Feb 2, 2009
Location
Colorado
(Should this be in Future Zelda)?

Anyway, I haven't seen a more detailed description of a new Zelda game on these forums that this. You clearly put a lot of thought in this, and it must have taken you forever. While I did not read the whole thing, and rather just skimmed through this, I would definitely buy this game and enjoy it a lot if it was released. Bravo on your part, TVTMaster.
 

Twili Kid

Many pointless questions
Joined
Jun 20, 2009
Location
LIFE IS MY LOCATION!!!
Wow this has really progressed since before the fourms got wiped. The problem I see that would involve the gameplay (It there was a game to play) is the Hylian Spear. How can the Hylain spear be 12 times as powerful as the Master Sword. By what you said about GotE that is what it implies. It really depends on when you obtain it but it should be more like 2.0x the MS. Also if you win the tournament you shouldnt be able to just skip the whole ninja sneaky part(I think I read that some where) I just feel there should be a plot twist.
 

Silver

The Blue Bomber!
Joined
Sep 19, 2009
Location
Ganon's Tower
This does not seem Zelda Classic. Pretty good story, I mean nothing wrong, but it doesn't seem Zelda style. It's to detailed, the whole Farore's Shrine and temples are SUPER cool! :) It's just the final battle. It sounds to cheesy to be a ending dialogue. It seems feel....ZELDA style. Other than that, 5/5 in my opinion nice work!
 

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