The flow is whack, but that's actually what makes the quest fun. The difficulty spike at the end really jumps, but it's also nothing you haven't seen before, so it's still manageable. it's doable), it WILL be punishing to the unprepared. Some people may find the back and forth between dungeons to be annoying, and while I admit it can be a bit tedious, this quest seems to make it work The difficulty spike is also fairly strong with this, where while it's not impossible (I mean, I managed to finish it, and I'm definitely a mediocre ZC player, so yeah. I just finished the game, so I figured I'd rate this. The quest is imaginative and was unconventional (due to low health) in my playthrough and took about 10 hours. Some things I liked were the book animations and accompanying cutscenes, custom enemies, and screen design. I also agree that this quest isn't very open-ended as it claims and there is a forced progression more or less. I also found that after early in the game, I didn't actually need to buy keys because the dungeons had the keys for all of their locked doors. My wallet was often full because this quest throws a lot of rupees at you and, as I said, I never found the HCP shop. Instead, I was backtracking mainly to deplete my full wallet. However, at least in this new version of the quest, I found I wasn't backtracking for keys like others. Yes, the flow of this quest is unusual (as is the plot), but that's mainly due to the large amount of backtracking required. I'm not sure what other new points I can raise that haven't already bern brought up, so I'll just address some already said. Only the various rings and purple mail made it possible to finish the final level with 6 hearts. This unintentional low-health run made things challenging, whereas I think if I was able to stock up to maximum health, the quest would have been too easy. I'll come out and say that I couldn't find the store that supposedly sells heart pieces, so I only made it to 6 hearts of health very early in the quest and stayed there until the very end. Here is another quest I have just now gotten to playing. There's a part of me that still wants to like this quest for what it gets right but I cannot in good faith overlook it's flaws, I will have to rate this quest a 3 out of 5. I especially hate the endgame pre-final dungeon for a frustrating and panic inducing element it chose to include in the end where you have to solve push block puzzles quickly while under constant assault by tornado shooters, get hit once and back to the start of the pre-final dungeon which has a series of rooms where you are required to kill all the enemies to progress and normally this wouldn't be a problem except AtrusW0nder thought that throwing a few death knights and mirrorrobes in there would be a good idea, it ends up becoming a battle of attrition and that is what ultimately broke me and utterly killed my desire to complete my second playthrough of this quest. There a quite a few instances of frustrating and counter-intuitive scenarios in this quest as my advice to future quest players illustrates. The crypt on the small island north of the sleeping old man will contain the slash upgrade.Īs I was alluding to, Time has not been kind to this quest. Push up against the old man to get a boss key and head north. For TwilightPrince123's benefit, I suggest going all the way through the Garden Ruins to change the time in the Ceramic Forest to night, Which will cause the old man guarding the gate to fall asleep.The HCP Shop is hidden behind a Waterfall in the Shallow Forest. Check the waterfalls on every screen you can reach one on foot.This one stumped me consistently on both my original playthrough and my recent revisitation of this quest. Once you get to the room with the Magic book (which is cleverly hidden behind a set of bookshelf tops in the upper right you can walk through), use the lens of truth on the bookshelves to the right to reveal a pushable wall.
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