June 17th, 2012
Here is a first bit of dungeon to show. It is only small and pretty linear so far. It is only part of the first floor in the mansion. I used the Sanctuary and Hyrule Castle tiles to form this, because it is the closest I could get to mystic and dark. But the tiles need to be swapped with the propper ones later.
Okay, I will be starting work on the 4th temple in the game. Here are some initial notes:
Name: Ancient Manor
Background: This is the home of one of the 4 noble men who created the cogs to lock the triforce away. He didn't trust anyone with the protection of the cog, but himself. He even took the cog with him in the grave. When he died the Mansion was sealed and everyone in it was put in hibernation. Through time and the roughness of the valley has deteriorated the Mansion. Although the cogs had to be sealed he did devise a way for one of pure heart, who needed to get to the triforce to save Hyrule, to retrieve it. He had placed 3 crystals, each activated with the power of cogs, in order to unseal the back door and enter the garden and crypt.
Floors:
Mansion part: 1 basement floor and 4 floors (4th floor is the roof)
Garden part: 1 floor
Crypt part: 1 floor and 3 basement floors
Weapons:
- Sword
- Shield
- Boomerang
- Hookshot
- Bomb Cannon
- Bow & (Normal/Fire/Ice) arrows
- Magnetic Gloves
- Shadow Cloak (later on)
Abilities:
- Walking
- Pushing and pulling
- Ledge jumping
- Lifting, throwing and dropping
- Rolling
- Climbing
- Edge Hanging
- Jumping
- Vaulting
- Tightrope walking
- Wall Running
Major Characteristics:
Boss Fight: Lowest floor of the Crypt
Mini-Boss Fight: Garden
Cog place: Vault north of the boss fight on the lowest floor of the Crypt
Shadow cloack: Entrance of the Crypt part on the 1st floor
Map: 3F of the mansion part
Compass: Basement floor of the mansion
Boss Key: Somewhere in the Crypt
First Cog crystal: Highest floor of the Mansion (forest/wind cog)
Second Cog Crystal: Floor 2 of the Mansion (Sea cog)
Third Cog crystal: Basement floor of the Mansion (Earth cog)
Most likely threats and puzzels:
1) To enter the dungeon light the torches of fire and ice.
2) Torches can be lit with fire arrows and ice arrows. Fire arrows cause normal light, ice arrows cause spirit light. Normal light for fighting enemies en spirit light to see unseen paths and doors. Lit torches can be changed with the correct arrow.
3) Holes drop you down a floor, unless it is the bottom floor then you will get hurt.
4) Shoot torches with the correct light (in the correct pattern) to solve a puzzle.
5) Climbing walls and ladders to get to higher areas, besides the regular stairs.
6) Unhook the chandelier in the entrance with the curve of a boomerang to unlock the basement and putting a big hole in the floor.
7) Swinging beams. you can't jump over them, you can't walk under them. You can't destroy them. And you can't walk through them. Time your roll at the right time to avoid the beams and cross to the other side.
8 ) Use ledgehanging, wall running, hookshot, tightropewalking to cross the gaps.
9) Use the magnetic gloves and twisting magnetic columns to cross gaps. Use a swinging beam to cross a gap
10) Before the Boss you have to go up a floor to unchain a big ball that contains monsters. If it hits the floor it will crack the support columns in the room below. Go down a room. Shoot the support columns and the ceiling crashes down along with the big ball. Ball will roll down the room crashing through a giant cracked wall that you can't open with any weapon. Allowing Link entry to the next room where the ball is lodged in the wall and it unleashes it final monsters.
11) Use Shadow clones to push down switches. Push down a Shadow clone from a ledge down on a switch before a giant gap.
12) Pull chains to open doors.
13) In front of one wall is a puddle of water. Shoot it with the ice arrow and the puddle and wall freeze. Blast it with the Bomb Canon next to open a hole.
14) Use keys, hit switches or defeat enemies to open doors.
15) Activate the three Cog crystals to get access to the garden.