Zelda: Outlands +Q (part 1)

Meat outside of the floor compartment. What would Dracula say D:

Since I’m playing through the second quest, I’m gonna exercise zero restraint on spoilers.

The first moments of quest one can be a little intimidating. But a modest amount of exploration will reveal that your sword is sitting there for the taking in the first dungeon. After that, a little lateral thinking will set you straight on how this rom hack differs from the original Legend of Zelda: run back and forth between dungeons, the “One way!” teleportation caves, etc.

Second time around, though…after the “New Adventure Awaits!” notice when you bump off the Thunderbird…it’s, uh…pretty tough.

Before now I never really stopped to consider what a security blanket the sword actually is, in a Zelda game. Being without it is pretty damn inconvenient, but on top of having to rely on bombs, the candle and the boomerang to kill and stun monsters…you just feel naked without it.

So you find ways to compensate. I stumbled across a cave with a moblin giving away rupees, early on. From there, the question is what to buy with the most possible utility, since no sword means you won’t be milking enemies for item drops as frequently as the first time around. Like an idiot, I went with bombs instead of the candle. Both the candle and the bombs can harm enemies and unlock hidden paths, but they also have different strengths and weaknesses. The bombs do more damage and the candle is easily replenished between screens. Coming and going from the screen next door to renew the candle is less of a test of patience than spending twenty rupees every time you run out of bombs.

Get ready for lots of THIS shit

Luckily, one of the early dungeons offers a solution: like-likes, who probably have the best item drops out of any monster you’ll have access to in the very beginning. Lots of money and bombs. With persistence and luck, you’ll be able to farm enough rupees for both the first boomerang and whichever of the two initial purchases you didn’t go with the first time around.

After that point…you’ll probably notice that the dungeons have letters instead of numbers. Meaning that the progression route will be even less linear than last time, perhaps? Less linear than the first play through that was distinguished largely by it’s non-linearity?

Like linearity itself, this has it’s own set of possibilities and limitations. We know, from our first quest, that an item obtained in one dungeon may unlock an obstacle in another, or elsewhere in the Outlands. Therefore, finding yourself with bombs, the candle, one boomerang or another and some occasional meat with no path forward in the “first” two dungeons is not a death sentence. It just means you have to keep looking.

As per the original Legend of Zelda and our first quest in the Outlands, the typical methods of revealing hidden paths include: pushing rocks, bombing walls, burning bushes, crawling with the ladder, sailing on the raft and playing the ocarina. That last part is an addition from GameMakr24 that I’m really happy with. It contributes to the exploration of what the lore of Ocarina of Time would be like if it were present in the first game.

So we dart all over burning things, blowing stuff up, pushing rocks and playing the ocarina. This process is narrowed by my lack of a power bracelet: only the plain, cubic blocks and the headstones can be pushed right now. After several failed bombings (hehe…sorry, I couldn’t resist) I remembered a pattern from the first quest: lots of breakable walls and very few flammable bushes. Maybe the distribution is reversed in the second quest?

Maybe a little less of a reversal, as it turns out. While breakable walls are in hiding so far, flammable bushes are only slightly more numerous…and they usually only have moblins who pay you to keep the secrets of their woodsy little holes.

(I know they’re called Goriyas in the NES games…but it’s hard for me to shake the resemblance they have to moblins. Like how the Wizzrobes look like Subrosians from Oracle of Seasons or potion vendors from A Link to the Past. My mind just seems to…have it’s own preference. And it’s not like we don’t call the armored foes Darknuts even though Nintendo canonically named them Iron Knuckles)

Rupees are perfectly good but they don’t really help, if you already have some of the early equipment. Excluding keys for dungeons, of course. Still haven’t found any amazing Goron shops with bows and stuff yet, though, so rupees aren’t high on my list. Given how open LoZ: Outlands is, though, I wouldn’t be surprised if there is a way to access it even at this point.

I found the step ladder in dungeon O. This opens up the territory beyond streams, which shows promise at first. If you can scrape together the rupees, you can pay a Subrosian for a hint. The cute, robed sorcerer makes it sound like the cemetery puzzle in the lower lefthand corner of the map can be solved in the same way it was in quest one. Until I realize that I need the power bracelet to see that through…

…X_x…

The systematic method can be seriously frustrating if you overthink things. Especially if you haven’t played the original Legend of Zelda in a while like me. See, earlier, when you get the ocarina from Zelda, she tells you to look for a hidden path in the Graveyard of Serenity. And you happen to have the step ladder which lets you access the lower-left cemetery. So…it…it almost starts to feel like the game isn’t playing fair…

Then I took a break and realized two, blatantly obvious things I’ve overlooked: the Graveyard of Serenity refers to a specific graveyard and the first quest had three of them. We’ve ruled out one. The other is on the other side of some water. And in the last paragraph, where and when did I say Zelda gives you the hint?

Oh. Right. When she gives you the enchanted instrument that’s used for revealing paths and warping. Thing is…I sorta wrote that off for the same reason I did the flammable bushes: it only ever seemed to unlock rupee moblins and a heart container. And the cemeteries are flooded with ghostly floor masters that I just can’t kill yet.

Back when I was trying to set all the plant life I see on fire, I usually had to clear the screen of moblins and scrubs before I could start testing the bushes one by one. And I didn’t want to keep spending money on bombs so I would come and go from the screen to keep reusing the candle. That requires waiting for them to get close to a wall so the fire can continue to burn them after it knocks them backward. And, if you want to spare yourself as many screen to screen refreshes as you can, you should probably camp out near a wall with the boomerang so you could stun and burn a whole group.

The lady said it was the Graveyard of Serenity, though, so off we go. And that means the floor master ghosts. Which, presumably, means a whole lot of dodging. And the floor master ghosts spawn every time you touch a tombstone. It’s a risk…but not impossible.

This was almost too much for me. Guess what’s in there? A rupee moblin. Just a moblin with more money. *eye twitches*

But did Zelda say to push aside a tombstone? And as much of a bust as the ocarina had been so far…it has unlocked secret paths in places without water before.

So. Not only is the path to level T unveiled but…

Oh Zelda. My orange-headed savior. I’ve never been happier to see you. At long freaking last, my A button is no longer useless!

I mean, yeah, other stuff happened before I got the sword but I had to get it out of my system

Onward to part 2

Also, in case you wanna see my review of the first quest

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