Previously on AMC's The Adventure of Link...
Our hero fought Not-Agahnim and rescued young Damien from the clutches
of Maze Island. Now, in the final chapter, Link must face... Link?
Featuring a live performance of "Forty Six and Two" by Tool!
Before I get underway on this one, it's worth noting that the official world maps of The Legend of Zelda and Zelda II: The Adventure of Link
fit together perfectly and show us the full Hyrule of the first two
games. This was Nintendo's way of pioneering interlocking map
technology, an idea Sega would later steal when they invented
interlocking cartridges.
What
are the odds that Nintendo remakes both of these games in the
now-standard 3D style... as one big game? That would be really awesome,
especially if they added more to the game after Zelda II's final
area. Otherwise it'd be a bit anticlimactic. I'd say have Ganon return
after all, leading to the entirely-new final area. Probably a sky palace
hovering above the center of the world. Yeah, this means you'd be
fighting Ganon twice, first at the halfway point and then at the end.
Maybe he'd be Ganondorf the first time and Ganon the second.
Man, I'd play the hell out of this modern Zelda 1+2 fusion. More enthused about it already than I am about Zelda Wii U. I'm all for open world playgrounds, but I worry that it'll suffer Metal Gear Solid 5 syndrome of being an awesome core game with waaaaaay too much padding.
Speaking of that series, how about remaking Metal Gear and MG2: Solid Snake in a modern engine and all one game? That'd be incredible. Make it happen, Kona- oh, too late
In
the previous posts I talked about Nintendo Power Volume 4, which
covered the first half of the game. Now I'm reading Volume 5 for tips on
the second half. Volume 5 is the very cool issue with Ninja Gaiden on the cover that I talked about a while back. It has a significantly more useful world map, at last.
It also features a strangely-tactful Master Higgins who looks completely incongruous with his speech bubbles.
"EY, dames! Who said ya could vote?!"
Returning
to the game in progress, I'm almost done leveling up. The big
end-of-dungeon levelups, if used well, are a huge help. At this point
Link crosses the ocean with his water-walking boots, creating an entire
future religion in Hyrule.
Hidden in the water is a crucial Heart Container. It's a little north of the Ocean Palace, and not to be missed.
You
can usually only walk left to right over the water to reach the Ocean
Palace, but there's one square where you can walk north and then east a
bit to get to the aformentioned heart.
Nintendo
Power #5 comes into play in a big way for this dungeon. There's a room
with a wall that you can walk through, and the treasure of the dungeon
is right beyond that. It's actually easier to get to the boss than it is
to get to the treasure on this one. I would have never found the hidden
wall without getting the info here, since it's like the only hidden
wall in the game.
The
next boss is this big dude with a ball and chain. He's probably the
most well-animated boss in the game. Odd thing is he was missing from
the NP boss artwork page. Weird. I couldn't get a good shot of him
swinging the ball and chain, but know this, it was more epic than the
final battle of Return of the King.
Fairy
is vital for passing through this room. One of the main problems with
this game is that it frequently requires you to use spells to get out of
particular rooms, and if you happen to be out of magic at that point...
you reset or die on purpose, I guess.
Here's
the hidden passage I mentioned. Given how this isn't a standard aspect
of the game, it really is out of nowhere at this point. This is more
like something out of a Metroid game. When I was a kid and played Metroid 2
for the first time, there was a hidden passage like this early on.
Having never played any games in the series, I had no idea you could
break through some walls, so I was stuck at that point for a while.
Luckily it was the only thing like that in the game.
At
the very least, there's probably a townsperson somewhere who tells you
about the existence of this wall. Unfortunately I haven't talked to very
many townspeople due to the slow text speed and their propensity to
attempt murder.
Not
only is the Fairy spell great for bypassing enemies, it also lets you
pass through locked doors. Too bad I didn't realize this until so late
in the game. I couldn't find an extra key for this section, so Fairy
saved the day. It's also great for hovering outside windows to spy on
women in their nightwear. NONE OF YOU ARE SAFE.
The treasure here (seen on the left) is the Flute, which has very limited usage on the overworld.
Specifically,
you use it to make this giant spider go away, allowing Link to go to
the last part of the overworld. ......and that's about it. Yep.
The
next area is the Zelda version of bullet hell, as the world's lamest Al
Wilson cosplayers launch rocks at our hero from behind a fence.
The game severely ramps up in difficulty at this point, so a beaten and bloodied Link needs all the help he can get.
There's
a hidden town here somewhere, and it's the final town in the game.
Finding it is a matter of digging up forest squares. If it weren't for
the annoying random battles, I'd let OCD take over and just mow all the
trees.
New Kasuto is a lot like the last town in Final Fantasy
in that it's chock full of upgrades. There's a Magic Container, a new
spell, and a new relic here, as well as healers for both health and
mana.
What
happened to Old Kasuto, you ask? The inhabitants fled and started a new
town here due to the encroaching hordes of Ganon's minions. Old Kasuto
is now in ruins, and Link will have to drop by there soon enough.
The
spell in New Kasuto is...Spell. It has weird effects, and I never used
it aside from the one time that you have to. Caution: Overuse of Spell
can turn your pets into Dire Wolves and summon Toad.
The
one time you need to use it is elsewhere in the same town. There's a
weird dead-end with a wall of dirt (I think?) where you use Spell to...
...raise
this mausoleum. There, that's what you use Spell for. With that, our
hero tucks it back into the ancient book whence it belongs.
Inside
the mausoleum is the Magic Key, which lets you unlock doors an
unlimited number of times. Now that locked doors aren't an issue
anymore, it's a good time to go back and grab any bosses/items that you
missed up to now in the game.
The sixth palace is in the desert to the south. Reminds me a bit of Link to the Past.
This
one is a bit more complicated, with a huge pit and multiple floors to
fall down. It's difficult to get to where you want to go without having a
map. The most important thing is to bring the Magic Key, because while
the dungeon has locked doors, it doesn't supply you with any keys. The
Fairy spell only goes so far, given your very limited MP.
The worst part? Donald Trump refused to denounce the Wizzrobes at first.
Fairy
continues to be super-useful; here I use it to cross the giant pit
sections of the dungeon. Not really a fan of most of the spells in this
game, as they range from basic (Shield, Heal) to so situational that
they're near-useless (most of the others). Fairy has turned out to be
the best out of the lot.
This
dungeon has several bosses. Ironknuckle shows up again first for a
rematch, and Link again pogo's off his head until his horse disappears.
...that sounded vaguely risque.
When
his shield is up, attacking him from above doesn't work. Does this make
sense? Nope, but neither do many things about Hyrule. For example,
where is their military? Why isn't there a chain of command for when
their leaders get incapacitated?
After that, the real boss of the dungeon is Barba the dragon. Jump is crucial here just to reliably land hits on his head.
Even
with Shield on and maxed HP, this fight is surprisingly difficult. The
dragon breathes fire and you're often faced with a choice of either
risking a fall or getting hit by the fire.
Victory here gets me my FINAL LEVEL-UP.
In
Old Kasuto, there's one guy who hasn't left the town for some reason.
He's really attached to this dingy basement, I guess. Either that or
he's crazy, like all the NPCs in the Souls series.
In any case, he gives our hero the final spell...
...THUN! DER!
::electric guitar::
With
that spell in hand, it's off to the final dungeon. The trek there on
the overworld is insane, and my new spell is too expensive to help much.
I think it attacks all enemies onscreen, but with such a steep cost it
can't make the difference it was probably intended for.
I mentioned that this overworld trek was bad, and part of it is because the random enemy encounters now have DEATH PITS.
....and
swarms of invisible enemies. That's weird. How the heck can I deal with
swarms of invisible enemies when there are pits all over the place?
This is impossible in every sense.
After
struggling with this a bit, I finally referred to Nintendo Power again
and realized that I missed the treasure of the previous dungeon, the
Cross. For some reason I thought that dungeon didn't have a treasure,
and missed seeing it in the issue. I guess the Cross is just a really
forgettable item, much like Spell. Back to the dungeon I go...
One
constant in this game is that, regardless of what year I play it, I
always attack all the statues I can find just in case one of them drops a
magic potion. Most of them don't, but I've got to make sure. Sometimes
the statues come to life and attack, in what may be the genesis of the
Armos Knights in later games.
The Cross is found at last! Now Link can win the Republican primary Now Link can see invisible enemies, which makes getting to the final palace a lot easier.
The
invisible enemies...were even more numerous than I thought. They attack
in swarms. No wonder I was finding it impossible to progress.
These pit-filled battle screens are STILL tricky even now that I can see.
The
path to the Grand Palace is eerie and nightmarish. I wonder what this
is supposed to be in the Zelda world. Part of Death Mountain? It isn't
connected on the world map, so that isn't it. Still reminds me of the
pathways up Death Mountain in Ocarina of Time.
I
tried to gimp my way through these battle screens with Fairy, only to
discover that the developers thought of that. Foiled! Those magnificent
bastards.
After
a long trek, here's the Grand Palace. The final section of this game.
The seventh palace. The sixteenth and penultimate dungeon in the
sprawling Zelda 1+2 remake that Nintendo will surprise everyone with on
the Switch in a few years.
This
is the point in the game where it's important to go on a scavenger hunt
and find any missing upgrades. The final dungeons in this series are
usually intense.
The good news is that I found all of this stuff already, so I can go on ahead. Zelda's a-waiting.
The
Grand Palace is protected by a magic barrier that only disappears if
you have all six other palaces down at this point. Woe to you if you
trekked up here without finishing one of them off.
These
bird-men are called Fokkas in the official instruction manual. Between
this and all the religious symbols, this was like Nintendo's Attitude
Era compared to everything since.
They
really are Fokkas, too. They chase Link down and they seem to be able
to climb over any obstacles, in addition to being very difficult to
kill. It isn't helping that these rooms are full of destructible blocks
to slow you down while the Fokkas administer a beatdown.
The
King Slime makes a few appearances in this castle. He always spawns out
of nowhere and falls right onto Link's head, but it's the perfect time
to utilize the up-strike.
Somewhere, Stephanie McMahon's other boob is wondering why his brother just got so much smaller.
The
final stretch of the dungeon is a collapsing bridge. Link has crossed
plenty of these up to now, but now we have the added danger of a death
pit and flying enemies.
Halfway
across is an ominous tunnel. This is the route to the final boss, but I
could see someone missing it the first time through.
Like the previous dungeon, this one has two bosses. The first is Thunderbird...who is neither bird nor particularly thunderous.
Using
Thunder on him once changes him from red to blue and makes him vulnerable to attacks. For every other enemy
in the game, blue is more powerful than red; not here though.
Once
Thunder is cast, throw up Jump and Shield and go nuts. This is the
hardest fight in the game, as the boss launches a constant flurry of
Mario Fireballs and can only be damaged with strikes to the face. Also,
having to use Thunder and Jump to even hurt the boss means that you
don't have much MP left to go around. Shield is a must, but then you're
going without heals.
Barely
won, even after restarting the fight with full HP. With that, Hyrule is
saved, as Link rescues an old dude with the third piece of the
Triforce.
Not only did the maps for the two games connect, but so does the story: In The Legend of Zelda, you got the first and second of the three pieces by beating the game and doing the Second Quest.
Come to think of it, that particular aspect of the story wouldn't lend itself to a combined remake very well...
BUT WAIT! Link's shadow leaps out from behind him and attacks! It's an exact replication of our hero, but it hasn't finished forming yet.
"When I'm president, we're deporting our shadows until we figure out what's going on!"
This
is the real final boss, and woe to you if you've barely got any health
left after Thunderbird. Not sure what Dark Link actually is, either. Is
he related to the Shadow Masters from the end of Link's Awakening?
The key is to run like hell...back to the corner. Once there, you...
...turn around and slash away while ducking.
::Dark Link screeches::
Dark
Link then proceeds to run into Link's sword repeatedly. The fight is
much more difficult than this if done straight-up, because Dark Link is
basically a huge cheater who blocks all your attacks.
With Dark Link vanquished, our hero claims the final piece of the Triforce.
...but wait, why is that music still playing?
The princess is awakened, and the kingdom is saved.
Thump.
Thumpthump.
Thumpthump.
Thumpthump.
DIRECTED BY JOHN CARPENTER
Thump.
Thumpthump.
Thumpthump.
Thumpthump.
Why does the map say that Link's first quest began in Zelda 2 lands and his second quest began in Zelda 1 lands?
ReplyDeleteWilsons, LOL
I don't know what Master Higgins is doing there, but I want his Hudson Bee hat.
The statues coming to life when you touch them goes all the way back to Zelda 1, actually.
Donald doesn't need the cross to win the primary either!
Uncle Fokka?
Wait, that's mixed up. The second quest isn't part of the canon. Ganon already has the Triforce of Power (until you kill him), and you rebuild the Triforce of Wisdom through the 8 dungeons. This game introduces the Triforce of Courage.
Beating this game is always an accomplishment, no matter how it's done!
This combined map of Zelda 1 and 2 is awesome. What I especially like about it is all the rivers and the nearness to the sea, making this a realistic place for so many people to live in.
ReplyDeleteI'm pretty sure I have this issue! I remember not having the game but looking at this useful map constantly and imagining getting the things.
It makes sense that part 2 of NP's Zelda 2 feed is more complete than part 1. They'd had more time to play the game by then.
It would be easier to know that was a fake wall if they had the bad guy walk into and out of it as well tipping you off. Too bad they didn't think of that then.
A hidden town...fascinating idea!
The spell..pulled up a mausoleum in the town..which got you a master key? That's some weird wild stuff!
All praises to the Fairy for being the best of the bes...best of the okay?
Where is Hyrule's military? It's quite possible Zelda is the princess of a diminished government that doesn't actually exercise control.
It's cool how you naturally figured out you needed to go back for a treasure you missed. Though it must've been frustrating at first.
You're right, that walk here was hellish. Really sets the atmosphere for the finale.
Congrats on getting to the end. Unique final bosses, and the scenery for the Shadow Link fight is creative and cool.
Should be SIXteenth dungeon, not fifteenth
ReplyDeleteYou're right, I fixed it.
Delete