Difference between revisions of "King Of Thieves"
Line 101: | Line 101: | ||
== Lizalfos == | == Lizalfos == | ||
{{KOT:Lizalfos}} | {{KOT:Lizalfos}} | ||
+ | == Mad Scrub == | ||
+ | {{KOT:Mad scrub}} | ||
+ | == Mighty Darknut == | ||
+ | {{KOT:Mighty Darknut}} | ||
+ | == Moblin == | ||
+ | {{KOT:Moblin}} | ||
+ | == Moldorm == | ||
+ | {{KOT:Moldorm}} | ||
[[Category:King Of Thieves]] | [[Category:King Of Thieves]] |
Revision as of 20:00, 22 September 2012
King Of Thieves is a ZFGC community project managed by some people. Someone more knowledgeable about this should finish writing this article.
Specific information can be found either in the main category or in the list of KOT articles.
Contents
- 1 Game Design
- 1.1 The Player
- 1.1.1 Combat
- 1.1.2 Movement
- 1.1.3 Zelda Default
- 1.1.3.1 Standing
- 1.1.3.2 Walking
- 1.1.3.3 Rolling
- 1.1.3.4 Grabbing
- 1.1.3.5 Pushing
- 1.1.3.6 Pulling
- 1.1.3.7 Lifting
- 1.1.3.8 Dropping
- 1.1.3.9 Throwing
- 1.1.3.10 Swimming
- 1.1.3.11 Swim boost
- 1.1.3.12 Diving
- 1.1.3.13 Ledge jumping
- 1.1.3.14 Speaking
- 1.1.3.15 Reading
- 1.1.3.16 Opening chests
- 1.1.3.17 Key item get
- 1.1.3.18 Pitfalling
- 1.1.3.19 Drowning
- 1.1.3.20 Burning
- 1.1.3.21 Freezing
- 1.1.3.22 Electricuting
- 1.1.3.23 Damage knockback
- 1.1.4 Basic
- 1.1.5 Thief Abilities
- 1.1 The Player
- 2 Locations
- 3 Dungeon Order
- 4 Races
- 5 Enemies
- 5.1 Armored Crab
- 5.2 Armored Dodongo
- 5.3 Beamos
- 5.4 Black ChuChu
- 5.5 Blue ChuChu
- 5.6 Bokoblin
- 5.7 Carbonite
- 5.8 Darknut
- 5.9 Demonic Dodongo
- 5.10 Dodongo
- 5.11 Door Mimic
- 5.12 Fire Keese
- 5.13 Fire Wizzrobe
- 5.14 Floormaster
- 5.15 Flying Tiles
- 5.16 Gibdo
- 5.17 Green ChuChu
- 5.18 Grey ChuChu
- 5.19 Ice Keese
- 5.20 Ice Wizzrobe
- 5.21 Kargaroc
- 5.22 Keese
- 5.23 Lizalfos
- 5.24 Mad Scrub
- 5.25 Mighty Darknut
- 5.26 Moblin
- 5.27 Moldorm
Game Design
The Player
Combat
Sword
The sword will not be given a dedicated button, but function just as any other item in its button assignment. Pressing the sword multiple times will not slash in the same way over and over, but Link's attacks will take place in three hit combos. The combo may be modified later in the game through the sword master. From the sword master, Link may learn special moves, similar to how sword techniques were taught in Twilight Princess or Minish Cap.
Roll attack
Pressing the sword button between the middle and end of a roll allows Link to use the roll attack. Link uses the momentum from the roll to slide along the ground, thrusting his sword. This may be able to penetrate some enemies defenses.
Sword Beam
Link may shoot a beam from his sword while he's at full health or less than 3 hearts. The sword beam does half the amount of damage a sword slash does.
Shield
Shield attack
Pressing R while holding the shield uses the shield attack. Knocks back most enemies, and with some specific ones, lowers their defenses.
Roc's Cape
Down Thrust
Can be learned after the Roc's cape is acquired. While in the air, Press the sword button to initiate a down thrust. Landing directly on top of an enemy will do lots of damage, and landing close will damage them as well as the attack has a very small shockwave effect. If Link misses an enemy, his sword will become lodged in the ground and take a second to remove.
Pursuit Slash
Link can learn this attack after he possesses the Roc's Cape, or maybe the shadow cloak. Immediately after an enemy has been knocked back, Link can press the cape (Roc's or Shadow, whichever we decide) to quickly maneuver behind it, dealing another attack or combo.
Thief Abilities
Barrel Ambush
When Link is sneaking around inside a barrel, he can press the sword button to shatter the barrel and jump out, surprising the enemy with an ambush attack!
Movement
Zelda Default
A number of default abilities that return in every Zelda game.
Standing
Availability: From the start
Description: This is the default action of Link and the player does not provide any input. And Link is not attacked. All other states always return back to this. After a period of time Link will blink with his eyes.
Movement: None
Facing: In the direction that Link was facing in the previous action.
Walking
Availability: From the start
Description: The player uses the direction keys to move Link in a specific direction. In addition no other input is given (with a maximum of two keys) and no object in the world is interacted with.
Movement: In the direction that the player is pressing. Which is one of 8 directions (cardinal and diagonal). If the player presses the keys for opposite directions they cancel each other out and the action will result in "Standing". Movement is obtructed by objects in the world.
Facing: In the direction of the key pressed. When the player is holding two keys down it is the direction of the first key pressed.
Rolling
Availability: From the start
Description: Link rolls for a short period time. It makes Link a little bit smaller and go a bit faster than walking. Link needs to be walking and the player is pressing the R button to start it. Link leaves little dust clouds in his path.
Movement: Is fixed in the direction that the player was facing when the action started. It cannot be changed untill the action ends. Movement is obstructed by objects in the world.
Facing: Is fixed in the direction that Link was facing when the action started. It cannot be changed until the action ends.
Grabbing
Availability: From the start
Description: When there is an object in front of Link that Link can grab and the player presses the R button, then Link will grab the object. This action ends when the player releases the R button or the object disappears.
Movement: In principle no movement, however the game will line up the center of Link and the object, when the object is smaller than Link.
Facing: Fixed. It cannot be changed during a grabbing action.
Pushing
Availability: From the start
Description: When Link collides with an object that can be pushed in the direction that Link is facing or is grabbing an object that can be pushed and the player moves Link in the direction Link is facing, then the pushing action is started. The object can only move when it is not blocked at the other side. If moving is impossible than Link's face will turn red after a period of time.
Movement: Starts after a time period of the initial start of the pushing action. It is fixed in the direction that Link is facing. The pushing ends when the player no longer presses the R button in case of initial grabbing, the player stops moving or moves in a different direction (in case of a collision). The object will always move a distance of 16 pixels to keep it fixed to the tilegrid.
Facing: In case of grabing the facing cannot be changed. In case of collision the facing can be changed, but it immediately negates the pushing action.
Pulling
Availability: From the start
Description: When Link has grabbed an object and the player pushes the directional key opposite to Link's Facing, then Link will start to pull. If the object can be pulled, then the object and Link will move in the opposite direction of his facing. If the object cannot be pulled there is no movement and after a period of time Link's face will turn red.
Movement: The movementstarts after a period of time and is fixed in the direction opposite of Link's facing. The distance traveled is always in intervals of 16 pixels, after which it returns to the grabbing action. Movement is blocked if behind Link is a solid object.
Facing: The facing cannot be changed during this action.
Lifting
Availability: From the start
Description: When Link is facing and standing in front of an object that can be lifted and the player presses the R button, Link will pick up the object above his head and can walk around with it.
Movement: In the first part when Link is picking up the object there is no movement possible, but the game will line the centers of Link and the object when the object is smaller than Link. When Link is holding the object above his head the movement is the same as walking and standing.
Facing: During the picking up the facing cannot be changed, but when walking with the object the facing changes in the direction of the movement.
Dropping
Availability: From the start
Description: When Link is lifting an object above his head, Link is not moving and the player presses the R button again, Link will put down the object in front him in the direction that Link is facing and keeping the object in tact.
Movement: During the dropping action there is no movement, except for lining Link up to the nearest multiple of 16 pixels to fix the object to the grid.
Facing: The facing is not changed during this action.
Throwing
Availability: From the start
Description: When Link is lifting an object above his head, Link is moving and the player presses the R button again, Link wil throw the object in the direction he is facing at that moment. The object will move independent from Link in an arc motion until it hits something or the ground. If the object is breakable it will break. Otherwise it will stay in the place of landing intact.
Movement: During the throwing action there is no movement.
Facing: The facing cannot be changed during this action.
Swimming
Availability: From the moment that Link obtains the flippers.
Description: When Link moves on the surface designated as swimming water, and he is not jumping or floating, he will drop in the water and starts the swimming action. This action is the default as long as Link is on the surface swimming water. Link will move as the player presses a directional key. Without input Link will remain in position.
Movement: Without input there is no movement. Otherwise the movement is in the direction of the input similar to walking (and opposite direction input is canceled). When the player is no longer providing directional input it wil take a short time period for actual movement to stop.
Facing: The facing is changed to the direction of (last) movement.
Swim boost
Availability: From the moment that Link obtains the flippers
Description: Link will temporarily swim a lot faster than normal and will come gradually come to a halt in the direction he was facing when he started the boost. This action will last for a period of time.
Movement: The movement is fixed in the direction Link was facing when the boost was started. The speed of the movement gradually drops to a halt, however the direction of the movement cannot be changed until the alotted time passes.
Facing: The facing can be change with the directional keys.
Diving
Availability: From the moment that Link obtains the flippers
Description: When the player presses the correct button Link will go from the swimming action that is above the water's surface to the diving that is below the water's surface. Only a shadow will be visible and Link will surface again after a time period as passed. Not sooner or later.
Movement: Is the same as with swimming.
Facing: Is the same as with swimming, however this is not graphically visible.
Ledge jumping
Availability: From the start
Description: When Link is colliding with a ledge he can jump of it. The requirements are that Link is facing and moving in the direction of the ledge going down.
Movement: The ledgejumping starts after period of time when facing and moving into the ledge. During the ledge jumping the movement's direction and speed is fixed until Link reaches a landing spot.
Facing: The facing cannot be changed during this action.
Speaking
Availability: From the start
Description: When Link is facing and in the vicinity of a friendly NPC, Link is in the correct spot relative to the NPC's facing and the player presses the R button, then Link wil go in speak mode. All enemies in the vicinity freeze, Link's movement is halted and on screen a text box appears with the information that the friendly has to say. When the information does not fit in the textbox, the player can continue scrolling and reading the rest by the press of the button. The action ends when all the information has been displayed and the player presses the button.
Sometimes during speaking the player is provided with a choice. The directional keys can be used to highlight a choice and another button confirms the choice. And the consequences of the choice happen. Examples are buying, selling and participating in a mini-game.
Movement: There is no movement possible during such an action. (Unless a cutscene event happens)
Facing: The facing cannot be changed during this action. (Unless a cutscene even happens)
Reading
Availability: From the start
Description: When Link is in the vicinity of a sign he can read the information on it. This the same type of textbox as with speaking, but there is no possibility of a selection during the reading. There are some requirements that need to be uphold: 1) Link has to be in the vicinity of the sign, 2) Link has to be south of the sign, and 3) Link is facing north towards the sign.
Movement: There is no movement during reading.
Facing: The facing cannot be changed during reading.
Opening chests
Availability: From the start
Description: When Link is in the vicinity of a chest he can open it to obtain the contents. There are some requirements that need to be upheld: 1) Link has to be in the vicinity of the chest, 2) Link has to be south of the chest, and 3) Link is facing north towards the chest. When the chest is opened Link will hold the obtained item above his head, a fanfare plays and a text box with the information about the content appears. At the end Link's inventory changes.
Movement: There is no movement during opening.
Facing: The facing is first to the north, but at the end of the action Link is facing south.
Key item get
Availability: From the start
Description: This happens when Link picks up a key item as a collectable from the ground or he is given a key item from a NPC. Key items can range from small keys and big keys, to weapons and bottle content. When Link gets a key item a fanfare plays and a text box with the information about the key item appears. At the end Link's inventory changes.
Movement: There is no movement during a key item get.
Facing: The facing will always be in the direction that Link is facing when the action is initiated. Even though it appears as if Link is always facing south during this event, his facing always returns to the direction before it.
Pitfalling
Availability: From the start
Description: When Link's position is on a surface designated as a pit and he is not floating or jumping, then Link will fall into the pit. At the end of this action Link will sustain minimum damage and be put back to the last free and safe position that Link was not jumping or floating. (In MC's case tall grass, shallow water, ice and trigger tiles are not free positions) After it Link is temporarily invincible.
Movement: There is no movement, except when Link is put back to the last free position, which happens in an instance.
Facing: The facing cannot be changed during pit falling.
Drowning
Availability: From the start until the moment that Link obtains the flippers
Description: When Link's position is on a surface designated as swimming water and he is not jumping or floating, he will drop in. But if he has not yet obtained the flippers he will drown instead of swim. After drowning Link is put back to the last free and safe position he was not jumping or floating, without sustaining damage. Drowning also happens in lava. After it Link is temporarily invincible.
Movement: There is no movement during this action and putting Link back is instantanious.
Facing: The facing cannot be change during drowning.
Burning
Availability: From the start
Description: As soon as Link touches a flame or something that burns Link, he will get burned. In this state Link will move frantically, cannot do anything else and has his ass on fire. The burning state has damage at its initial point and it leaves Link open to be attacked or bump into enemies. The burning last for a period of time. Changing directions often shortens the time period. After it Link is temporarily invincible.
Movement: Link cannot stop moving and will continue to move at a higher than normal speed in the direction he is facing. The direction of movement can be changed.
Facing: The facing can be changed at any moment.
Freezing
Availability: From the start
Description: When Link is attacked with a freeze attack or touches something freezing, Link will go in a freezing state. Damage happens at the initiazation of the freezing. It will leave Link open to other attacks and it keeps Link in the same spot. Freezing lasts a period of time, but taking other attacks and button bashing by the player shortens this period. After it Link is temporarily invincible.
Movement: There is no movement during freezing.
Facing: The facing cannot be changed during freezing.
Electricuting
Availability: From the start
Description: When Link touches something electrifying or takes an electric attack, then he gets electricuted. In this state Link has an electric aura and flashes from normal Link to an "X-ray bone-viewing" Link. Link takes damage from this and it last a specific time period. During this time Link cannot take more damage.
Movement: There is no movement during this state. After it Link is temporarily invincible.
Facing: The facing cannot be changed during this state.
Damage knockback
Availability: From the start
Description: When Link takes damage from a trap or a regular attack he moves a short distance away from the point of attack. During this short period Link cannot do anything. After it Link is temporarily invincible.
Movement: Link moves in the direction opposite of where the attack came from.
Facing: The facing cannot be changed during this short period.
Basic
Jumping
Even without the Roc’s Cape, Link can jump in specific instances. If Link moves without stopping over specific “jump tiles”, he will automatically jump to a predetermined landing place. Similar to how Link can jump off ledges in 2D games, but he can jump horizontally besides just down.
Wall Climbing
Walls marked with a certain texture like brick or vines Link can climb to access higher areas.
Wall Running
Along certain walls, if Link is walking parallel to it and presses R, he can run along the wall to cross over a gap.
Hiding in a box
a la Wind Waker, Link can go up to a certain type of barrel or box and press the action button to put it over his head. Then he can walk and if he stops, won't be noticed until he moves again.
Thief Abilities
Pick Pocketing
Link can pickpocket certain people in the rich part of town. These people will be marked out graphically, either with a symbol on their clothes, or a money bag on their sprite. Link can pickpocket them by using the Thief Bracers when they aren't looking. A meter appears next to them and an arrow from the bottom to the top. The player releases the button when the bottom reaches the top. The rich person may notice if the player holds the button too long or lets go too soon. If the person notices, they call the guards, which respond with a red alert.
Locations
The World Of Hyrule
Hyrule Field
A vast field filled with streams, trees, rocks, grass and other life. This area connects all the other areas of the world.
Hyrule Castle
Home of the Royal Family of Hyrule. Its splendid beuty is a wonder to behold.
Hyrule Castle Town
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A manor split down the middle in terms of its society members. Split into a rich and poor side, the nobles look down upon and exploit the workers who live on the poor side.
The World Of Gorons
Goron Mountain
Home of the Gorons, a technologically advanced race. The mountain itself is filled with steam powered structures, and below it are the Carbon Mines, where many of them have gone into hiding.
Carbon Mines
The Goron home town. It is buzzing with all the gorons.
World Of Zoras
Zora's Domain
Home of the Zoras and currently their only safe zone from the River Zolas. Only those of Zora descent or those with permission may enter.
Lake Hylia
The hallowed grounds of the Zoras. Here the Lake Hylia Temple was built to worship their deities as well as house their cog.
River Valley
The passage leading from Zora’s Domain to Lake Hylia. A very densely populated area that’s as busy as the front gates of Hyrule Castle Town. Many Zoras and travelers use this passage every day.
World Of Kokiri
Kokiri Forest
An ancient forest where the Kokiri once resided. Nothing is left of their civilization other than their villages, now overgrown with plantlife and animals. Deep in this forest lies the Forest Temple, their final resting ground as well as the location of their cog.
Deku Swamp
Home of the Deku Kingdom, a hasty and irrational species. Their kingdom has protected the cog of the ancient Kokiri for years.
NOTE: add something about the looks and vibe of the place.
World Of Gerudos
Gerudo Desert
An arid desert where the Gerudo reside.
Valley Of Death
Home of the KOT:Sheikah, the rivals of the KOT:Gerudo. Situated around KOT:Goron Mountain, it’s earned its name from the volcanic and tectonic activity that surrounds it. It serves as the link between Hyrule and the KOT:Gerudo Desert.
Dungeon Order
- Hyrule Castle Town/Field
- Deku Swamp
- Kokiri Forest (Forest Temple)
- Zora’s Domain
- River Passage
- Lake Hylia (Lake Hylia Temple)
- Goron Mountain
- Carbon Mines (Earth Temple)
- Valley of Death
- Gerudo Desert
- Shiekah Fortress (Shadow Temple)
- Hyrule Castle (Temple of Time/Celestial Clock)
Races
Hylian
Location: Hyrule
The descendents of the Hylia and the natural heirs to Hyrule. The Hylians have split themselves into a proletariat vs. bourgeoisie type of world, all due to their greed. During the Gerudo-Hylian war, 4 nobles came together with a member of each race to banish Lord Ganondorf to the Sacred Realm. The Celestial Clock was thereby constructed as a middle ground between the two dimensions to prevent Ganondorf from obtaining the Triforce while imprisoned.
Goron
Location
Description
The proud citizens of the mountains. They are known throughout Hyrule for their mastery of steam-based technology and smithing skills. Struck by a deadly flesh and bone rotting disease, they have hidden themselves deep within the carbon mines of the mountain. The cogs were constructed by the ancient leaders of this race.
Link's Quest
Link arrives on Goron Mountain to find all the Gorons suffering from a tooth-rotting disease. Mining operations and production of manufactured good have stopped completely, and all the Gorons merely sit around on the mountain, weakened from malnutrition and depressed since they can't do basically anything.
Link finds the Goron Elder, Gor Indigneo, ensconced back in his chambers. Upon entering, he is angry to see a mere Hylian has gotten in, and demands what Link wants. Upon hearing Link wants to search for the Earth Cog, Gor Indigneo gets even angrier. He explains the problems the Gorons have: their teeth have been rotting ever since they discovered the Violet Ore, his people are weak because they can't chew rocks, they have to eat mud soup made from mushy ore mined down the mountain. My people are eating mush! There's no calcium in mush! The Gorons are strong people, and maybe could get through this, but the worst thing of all is that the Gorons are all so depressed they're beginning to give up hope that anything will ever get better. The last thing we need is some Hylian trying to find some ancient artifact when we're trying to deal with our own problems! I can't help you until my people's happiness is restored! Guards, take him away! The Guards rise slowly, pause for a moment, then sit back down, too weak to do anything. "See what I mean? Get out of here!" the elder screeches.
Link wanders around the city, and talking to the Gorons, two or three mention that they miss the old days, before there were problems, when the simple pleasures were watching a good Goron wrestling match. The old wrestling arena sits decrepit and decaying.
Link can find an old wrench hidden somewhere around the Goron settlement. If he brings this to the Chief Smith in the Goron forge, he will recognize it as his favorite wrench, which he lost years ago. He thanks Link for bringing it to him, and says he sees Link is a pretty handy fella. Maybe Link, just maybe, is the person to fulfill the Chief Smith's dream- of restoring the wrestling arena. He'll give Link four or five bolts, and tell Link to patch up the failing supports.
The wrestling arena is actually suspended above a canyon. It is anchored in four or six places, on different levels. Link must use his agility to climb to the places where the supports are failing, and attach bolts. The last touch is tightening the chains that wind around the ring and serve as railings.
After fixing up the arena, some Gorons around town, including the Chief Smith, will notice, and mention that they miss the old Champion Wrestler, who moved out of town after losing his strength to the Violet Ore disease. Link explores the mountain, and following a winding trail, he finds the home of the old Champion (I'm just gonna call him Champ for now). He spends his time throwing small rocks (he can't lift heavy ones) at a nearby rock wasp hive that's been bothering him for a few weeks. He won't talk to Link, saying that he's too busy to talk to small fries.
The hive is inaccessible by foot, but Link can shoot a nearby bomb flower, which will explode and destroy the rock wasp hive. After this, Champ will talk to Link, with a small amount respect. Champ calls Link smart guy, commenting that maybe Link doesn't have brawn, but he does have brains. What? Go back to wrestling? Look smart guy, maybe you didn't hear, but all the Gorons are weak, weak, weak. We don't get the nutrients we need from mush soup. Anyway, the arena is falling apart. If Link has restored the arena by this point, Champ will think about it for a minute. "Well, maybe it would cheer my brothers up... Alright, I'll do it. But you've gotta fight me."
If Link agrees, the player will find himself in the arena, facing Champ. All the Gorons have gathered around to watch. All the buttons only make Link punch (which is probably just the sword animation without the blade), but he can still use agility moves. Champ is actually pretty fast, but not as fast as Link. He will block any punches Link throws at his front and counter. If Link stands still, Champ will punch at him. If Link can get behind Champ and hit his back three times, Champ will sit down and surrender. If Champ hits Link three times, Link will loose.
Whoever wins, Link and Champ stand facing each other outside the arena. Champ tells Link that was the best match he's had in many years, Link is pretty fast. All the others Gorons will cheer, saying that it was fantastic to see another match. Look, Champ is still fighting even though he's sick. Maybe we can all fight! We're all still champions!
Link goes to see Gor Indigneo again. He admits that he's heard everybody loved Link's fight with Champ. So is this what you do? You help others to serve your own ends? Well, I do know where the cog is. We left it deep in the Violet Mines before they were shut down. I'll send word for Gumbo, who has the keys to the minecarts, to let you go there.
In the dungeon, Link encounters Maple again. They find themselves together in the boss room when they're attacked. Working together, Link and Maple take the boss out. Afterwards, Maple swoops in to grab the cog, but then pauses. She realizes that before, she never would have had the courage to face that monster. She's grown a lot, even without getting any cogs. She doesn't immediately hand the cog over to Link, though. She gathers a vial of Venom from the boss, and using the cog's power, she synthesizes an antidote for the Goron's tooth rot disease. She gives it to Link, then goes back to Syrup to finish her witch training.
Link brings the antidote to the elder, who gives it to all the Gorons and cures them. The elder admits that maybe getting help from other people is a good thing, and the Gorons actually need it from time to time. He reminds Link to make sure he gets help when he needs it too.
Zora
Location
Description
The traders of Hyrule, they have been responsible for maintaining the water passageways. They house their cog in the Lake Hylia Temple ,their most sacred grounds. They are stuck in a conflict with the River Zolas, who have kidnapped the heirs and invaded Lake Hylia
Link's Quest
Heading back to Hyrule Town after finishing up in the Deku Swamp, Link goes to meet with the Gerudo King, who tells Link he's discovered that the rest of the cogs are with the Zora, Gorons, and the king says that the final one is kept by the Hylian royal family.
Link, after the Zora and Goron cogs, heads out of the castle, but is caught by guards on the way out. Before he is thrown in the dungeon, however, Zelda happens by and recognizes him. She has Link sent out of the castle instead of imprisoned, but guards now block the path Link has been using the get into the castle/visit Ganon.
On his way out of the town, Link happens across a Deku Merchant, whose goods were stolen by a band of traveling Zola. In the field, Link finds the Zola and fights them. He loses, but the Zola abandon the fight and goods when they hear that, "hostages have been taken."
Returning the Deku Merchant's goods, he will lower the price of his flippers, allowing Link to buy them and access the river valley of the Zora. In the Zora's town, Link finds the everyone panicked, as their leaders have been kidnapped by the Zola and taken to forts along the river.
Either sneaking or battling his way into the forts, Link rescues the prince, princess, and King Zora. The Zola flee their forts after their defeat, opening the path into Lake Hylia.
At Lake Hylia, Link meets a man named Sheldon, who is studying the ancient mechanisms that dot the lake shore. Upon investigating one, Link is attacked by Maple, taking a more active role now in deterring Link. She is bested and flies off, but during the fight the mechanism was broken.
Sheldon sets about repairing it, while Link goes to find the rest. He activates each one, and returning to Sheldon, they activate the last one, which raises the entrance of the ancient Lakebed temple. Link approaches it, and overhears Maple talking with the Hero's shade. She goes into the temple, and the shade speaks to Link, warning him to avoid tampering with things he doesn't understand or he could bring the lives of everyone in Hyrule to an end.
Regardless of the hero's warning, Link enters the temple, claiming the water cog and advancing his quest.
On his way out of the river valley, Link is attacked by the remnant of the Zola, wanting revenge for their defeat. However, before Link can fight, the prince and princess of the Zora arrive and defeat the Zola. They share with Link that his courage inspired them to become stronger and take action to decide the course of their lives. They give him the Zora seal, an object signifying the friendship of the Zora people. This item will evoke different reactions from Zora characters Link meets now.
Link heads back toward Hyrule town...
Deku
Location
Description
The Deku Kingdom is an irrational tribe that resides in the core of the swamp. Their paranoid and hasty nature make them appear as hostile to most outsiders. They protect the Kokiri Cog, which is hidden deep in the Forest Temple.
Current Tragedy
The swamp, once a thriving environment, is now plagued by poisons. The core of the poison is a monster releasing spores into the forest, creating vile creatures and turning innocent Deku Scrubs into vicious Mad Scrubs.
In his paranoia, the Deku King tried to protect himself and the kingdom from the spores. His efforts were futile however and he was exposed to the monster's spores, causing him to act mad. He has sealed up the palace and is ordering the guards to ignore the swamp monsters and just protect him.
The Deku are outraged by this and demand a new king, although some remain loyal. However nobody can do anything since the palace is locked up. The Deku village isn't currently affected by the fungi, but is close to infection.
Link's Quest
Link will be tasked with destroying small growths of fungus in and around the Deku Palace.
After he has done enough to help the Deku, he will return to the village to find that many of the Deku are missing and the palace is unlocked. Nooku and Roiko are found asleep on the job. Inside, he encounters Maple, who found a map to the cog. She says, "oops, looks like I left the gate open!" Link finds the Deku have stormed the throne room and are demanding that the king be sacrificed to the Kokiri spirits to appease them.
Link is surrounded by Deku who consider sacrificing him, although those who he helped are on his side. Suddenly, the wall is torn down and swamp monsters swarm in and attack. Link must fight them off and destroy a fungal shoot that had been growing on the palace wall, thereby gaining the trust of the Deku. The prince, inspired by Link's bravery, takes control of the situation. He orders the Deku Butler to grant Link access to the Kokiri forest, along with a gift for his assistance: The boomerang!
Gerudo
Hyrule’s very own band of master thieves. Dragged into a war with the rest of Hyrule centuries ago by their late leader, Lord Ganondorf, they are now banished to the harsh life of the desert. Not a single Gerudo has been seen outside of the desert since the war until recently, when Link's future master met with the Royal Family.
Location: Gerudo Desert
Sheikah
Location
Description
Residing in a series of temples throughout the Valley of Death, they are the rivals of the Gerudo. Their elders reside in the highest parts of the the temples and are rarely seen on a normal basis. They have countless books and literature on the history of Hyrule and are the most knowledgeable about the world, magic, and combat. The elders are the only ones in all of Hyrule other than Ganondorf who are familiar with the ancient Hylian Language, far different from the modern dialect.
Link's Quest
Shiekah are met first, and initially present themselves as pompous and arrogant. He meets with the elders, however they obviously won't let Link anywhere near the cog since they know to protect it. They also think that there is no danger in Hyrule, since the Gerudo are still kept out.
As Link approaches the desert, The Hero's Ghost confronts and fights him. Link is defeated, but escapes into the desert when he throws a dud Deku Nut to the ground. As the Hero rushes to finish Link, the Deku Nut goes off and Link falls backwards into a sewage pipe leading into the Desert. The Hero elects to not finish him.
In the desert, Link is captured by the Gerudo. The Gerudo initially seem beat-down by the Shiekah, and Link sympathizes. He meets with Abigail after escaping and sneaking into her quarters and they work out a deal. He'll help them because he likes helping people, and because helping them attack the shiekah will allow him to get close to the cog.
Link is to prove his worth by going to one of the major Shiekah outposts, long abandoned. Fighting his way through traps and creatures, he finds the Fire and Ice Arrows, left there by the Shiekah. He brings them back and turns them over to the Gerudo. Abigail explains to Link that the Fire and Ice arrows were designed by the Shiekah and are used as a key on many locks in their fortress. They begin preparing to storm the fortress.
Link is given the task of gathering some weapons from the storehouses. Inside one of the houses is a treasure chest belonging to a high ranking Gerudo. It contains a note. The note is from Abigail herself and it detailed the attack against the Shiekah. It also contained the horrible things that the Gerudo were planning to do with the Shiekah once they were defeated.
With his mind now torn and conflicted, he decides to go to the Shiekah Fortress just to see what was going on. Just before he leaves, he is attacked by the Gerudo he stole from.
Link defeats her in battle and quickly goes to the Shiekah Fortress, which he finds under attack by the Gerudo. Fighting his way through both Gerudo and Shiekah, he sees Abigail heading for Seere. He chases her through the fortress eventually to a path leading to the temple. Using Fire and Ice arrows, Abigail and Link are able to unlock a number of doors leading through parts of the fortress that haven't been opened for years, some parts crawling with Redead.
If you helped more Gerudo, then the elder will call upon his body guards, and Abigail will say, ha, it seems they've busy losing the battle. Or in the other case, the elder will say, oh so you came alone? Or did all your reinforcements lose to my warriors? Either way, they'll start to fight, and Abigail will shoot a fire arrow Link's way, burning down the path to get to them to interfere.
Only one path remains for Link, which is in the direction of the Temple entrance. When he gets there, he is confronted by Seere. He talks to Link, saying that he's seen him in visions. He might bring great destruction, or salvation- only the path of shadow will show the truth: and he opens the gate to the shadow temple, and pushes Link in- initiating the first battle with the boss, which Link can't destroy, but can fend him off.
Then when Link beats the boss and comes back out of the temple, Seere is standing at the temple's entrance, looking down on the battlefield. Whoever's side you helped more, that leader (Abigail or the elder) has just defeated the other in battle. Their second-in-command is talking to them. Seere explains the situation to Link:
[Whichever] has been defeated, but both sides suffered so much loss that the Shiekah can't hold the desert pass, but the Gerudo can't advance anymore and are retreating. The Shiekah city/fortress is in ruins. Seere says something like "I don't blame you for this, you just added a spark into years and years of kindling. In fact, I'm still not sure whether you're destroying Hyrule or bringing about the healing we've been needing for ages. But that's just me- these guys, they definitely think you're to blame." And several Shiekah warriors jump into the scene. Link has to escape the ruined Shiekah fortress to lose them.
Enemies
Armored Crab
Location
Appear in watery areas such as Lake Hylia and its dungeon. They are a semi-rare creature at the lake, and more common within the dungeon.
Description
Appearance
A crab-like enemy that is a bit larger than an Octoroc. It has 2 large pincers of equal size and 4 legs. Its outer shell is spiky and brown, but its inner body is smooth and pink.
Behavior
Armored Crabs normally scuttle side to side within a small area, stopping for a second when reaching the end of their path. When Link draws near, they will become much more aggressive, actively pursuing Link as long as he stays within their comfort zone. Contact with one deals .5 HP and pushes Link back mildly, but it often leaves him within their range of attack.
The other ability Armored Crabs employ is to spit explosive rocks a short distance, which they do after pursuing Link for 4 seconds. The crab pauses for a brief moment before spitting, giving Link a chance to evade or get out of the crab's range of attack. These will explode after 5 seconds on their own, but Link may also carry and throw these rocks, in which case they will explode on impact.
Like many armored enemies, Link has to first destroy the outer shell by using explosives, either with the Armored Crab's explosive rocks or with bombs. It only takes a single explosion to destroy the shell, but it can be difficult to land a hit on one that is already chasing Link. After getting rid of its shell, Link can defeat the Armored Crab with a single hit from any weapon.
If Link has the Roc's cape, he can use a down thrust to flip over a crab, stunning it for several seconds. However, this only works if he lands next to it using the shockwave, as the hard shell will protect it from a direct attack. When the shell is destroyed, both a direct hit and the shockwave will defeat the crab outright.
Armored Crabs normally drop a small heart when defeated, but after Link has acquired bombs, they will always drop bombs if Link has not maximized his supply.
Attacks
Explosive Rock
A longed ranged explosive rock that deals 1.5HP. The explosions are the same size as a bomb's
Armored Dodongo
Location
Earth Temple B1, Earth Temple B2
Description
Appearance
A 9-foot long, gecko-like lizard, that is covered it blackish plates. Its vulnerable Tail is under weaker armor covering said tail.
Behavior
It is usually found alone or in pairs. -When it's inhaling shooting a bomb in its mouth does 2 HP damage to it. -If you hit its tail with a bomb twice while it has its armor on it will remove the armor covering its tail. Once you remove the armor on it's tail -Boomerang stuns it. -Hookshot stuns it. -You can slash at its weak point that is its tail with a sword, Bombs damage its tail too. -You can shoot its tail with arrows to damage it. Fire arrows aren't able to inflict fire damage, and ice arrows freeze it.
Attacks
Ram
2 HP It backs up and then charges at you, if it misses you then it may hit a wall and stun itself. If it's charging it will break small objects and some stronger objects as well.
Fire Breath
1.75 HP Damage It inhales and then prepares to breath a stream of fire.
Bulwark Defenses
More of a defensive ability. It can only be used when its tail plate is removed. It curls up into a ball for a short amount of time.
Beamos
Location
Goron Mines, Earth Temple, caves
Description
Appearance
A small pillar-like structure that has a rotating eye on top. The pupil of the eye is quite obvious to see, revealing it as the weak point.
Behavior
When the eye sees the player, it fires a laser until the player dies, it dies, line of sight is broken, player goes out of range, or if its shielded.
The bomb cannon works best against them. One bomb explosion will take them out. A shot from a fire arrow will stun them as well as damage them, but requires 2 shots. Other projectiles such as arrows and the hookshot only stun. Other weapons have no effect.
A rare variation on this enemy can be found in the Shiekah Temple and Celestial Clock. Unlike its counterpart, this one is mobile. It can slowly hop towards the player like the Armos Knights in WW. Mobile ones are only found in the Sheikah Temple and Celestial Clock.
The range of the beam for both variations is 128-256 pixels but will need playtesting to determine a realistic value.
Attacks
Laser
.5HP a continuous beam that follows the player. The Beamos will continue to fire it until the player dies or is out of range.
Ram (mobile variation only)
.25HP Rams the player by jumping into them.
Black ChuChu
Location
Sheikah Temple
Description
Appearance
A black living pile of Goop.
Behavior
- All short range weapons and items only cause it to temporarily fall apart, only to go back together again in a few seconds.
- Boomerang, & Hookshot don't effect it.
- Fire Arrow & Ice Arrow don't affect it
- Projectile weapons damage don't effect it.
- Touching light turns it to stone for a little while.
- It can only be destroyed by being picked up and thrown while it's turned to stone.
When it touches light it turns to stone for a little while.
Attacks
Jump
1.25 HP It jumps at you.
Blue ChuChu
Location
Lake Hylia Dungeon
Description
Appearance
A blue living pile of Goop it has electricity coming out of it unless it's stunned.
Behavior
If you touch it while it has electricity coming out you are electricuted. Player Combat Countermeasures:
- Fire Arrow burns it, Ice Arrow Freezes it
- Projectile weapons damage it as well.
- Shield Bash, Boomerang, & Hookshot Stun it.
- If it is stunned.
- All short range items effect it.
- If it is stunned.
Attacks
Jump
1.5 HP It jumps at you. Electricity 1.5 HP damage.
Bokoblin
Location
Varies
Description
Appearance
WW Designs
Variations: -Blue(Usually has a single weapon.) -Green(Stronger Variation, carries a wooden shield on it.)
Behavior
It will carry a randomised weapon; a boko stick, a machete, a hand axe, or a hammer. A Boko-Stick has no added effects. A Machete has a 25% chance of doing .25 hp more damage. A Hand Axe has a passive bonus of .25 hp more dameage unlike the machete's 25% chance. A hammer has a chance of knocking you back more when deflecting it with your shield. When they do this attack and it hits your shield, it has a 50% chance of knocking the weapon out of the bokoblin's hands for it to try to pick up in battle. -Runing into the Enemy does .5 damage to the player and 2 damage to the Bokoblin.
Attacks
unarmed Attack
The unarmed attack is either a short range flying kick or arm thrusts
Weapon Attack
Shield Bash(Green Variation)
The Bokoblin hit's you with it's shield; if you aren't using your shield you take .25 hp, get pushed back and are stunned for a moment. Damage: -Unarmed Attacks do .25 hp to player -Armed Attacks do .5
Carbonite
Locations
Carbon Mines and Earth Temple
Description
Appearance
A rock-like (significantly more rock-like than Gorons) species. Roughly 2.5x the size of Link, They have a similar appearance to the Pokemon Golem.
Behavior
They live in the depths of the mountain. They live in walls of carbon-based rocks and come out to attack the player by rolling around. Unfortunately, they're kind of stupid and don't think about where they're rolling before they do it. This typically leads to them rolling off of edges or into a lava pit. When they leave the wall, they leave behind a hole which may contain treasures or act as a doorway. They are 100% invincible to all weapons. However the wind and water cogs can slow down or even reverse their roll. The only way to rid yourself of them is to roll them into a trap, or into each other.
Attacks
Roll
1.5 HP of damge. Rolls towards the player, chasing them until they're out of the "line of sight" or until something stops them. This is a slow roll (roughly 90% of the player's running speed) with wide turns. Going downhill however, their speed can reach 1.5x that of the player, but can lose control of themselves very easily.
Darknut
Location
Lake Hylia Temple, Goron Mines, Final Dungeon
Decription
Appearance
A Heavily Armored Knight, it carries a sword and shield. Each Darknut is a swordmaster with decades of training before they are given objectives or tasks. Design from MC.
Behavior
-A Bomb Stuns Him. -Melee Weapons and Projectile weapons, except Bombs, can only affect the darknut by hitting it from behind or it's sides. -Fire Arrows and Ice Arrows don't need to hit it from behind in order to effect the Darknut. -Shield Bash is ineffective unless it's about to slash or stab you. -If you use your shield whaen it's about to hit you, you get pushed back 2 squares, and theres a 50% chance of it dropping it's weapon for to pick up in battle. Exceptions -A rolling stab knocks it back, When he's about to attack you can use the pursuit slash to counter it. A downward thrust knocks his helmet off allowing for you to stun it with a boomerand, and it it allows you to shoot it w/ arrows. -A Boomerang stuns him. -Hookshot stuns him. -If you stab him from behind twice his armor falls off. -If you use the magnetic gloves when he's about to shield bash you, the darknut's shield is removed; dissabling it's shield bash attack.
Attacks
Unarmed Attack
1.25 HP Must be Unarmed. It uses arm thrusts or punches you.
Weapon Attack
1.5 HP Requires Weapon. It stabs or slashes at link. The Darknut pauses for a moment after this attack.
Shield Bash
1.25 HP Requires shield. If you get to close when he's facing you he'll hit you with his shield.
Demonic Dodongo
Location
Sheikah Temple
Description
Appearance
A 7-foot long, gecko-like lizard, that is pitch-black, and in some spots is purplish or reddish. It has blood red eyes, and gives off a demonic aura that is represented by a thin layer of blackish, purplish smoke.
Behavior
It is usually found alone. -When it's inhaling shooting a bomb in it's mouth does 2 HP damage to it. -Boomerang stuns it. -Hookshot stuns it. -You can slash at its weak point that is its tail with a sword, Bombs damage its tail too. -You can shoot its tail with arrows to damage it. Fire arrows aren't able to inflict fire damage, and ice arrows aren't able to freeze it.
Attacks
Ram
2.25 HP It backs up and then charges at you, if it misses you then it may hit a wall and stun itself. If it's charging it will break small objects and some stronger objects as well.
Fell Fire Breath
2 HP It inhales and then prepares to breath a stream of purplish-black fire.
Demonic Aura
.25 HP/s spent in aura. A passive ability that all of the advanced(Strong) fell beast have.
Dodongo
Location
Goron Mountain, Goron Mines, Earth Temple F1, Earth Temple B1
Description
Appearance
A 6-foot long, gecko-like lizard, with a reddish tail. Based on the TP Design.
Behavior
They are usually found in groups of 3-4. -Boomerang stuns it. -Hookshot stuns it. -When it's inhaling shooting a bomb in it's mouth does 2 HP damage to it. -You can slash at its weak point that is its tail with a sword, Bombs damage its tail too. -You can shoot its tail with arrows to damage it. Fire arrows aren't able to inflict fire damage, and ice arrows freeze it.
Attacks
Fire Breath
1.5 HP It inhales and then prepares to breath a stream of fire.
Door Mimic
Location
Forest Temple, Earth Temple, Celestial Clock.
Description
Appearance
They are the classical doors of Ocarina of Time, but this time they can be not just doors, if not that they can be images of stairs.
Behavior
these bastards will fall over you if you aproach them.
Attacks
Fall
.5HP damage to the player. Falls ontop of them when struck. Kind of lame.
Fire Keese
Locations
Any place with extreme heat.
Description
Appearance
Small red bat creatures similar to those in MC, though these ones are always releasing fire.
Behavior
They move around in a bit of irregular pattern from spot to spot,if they touch link, link will be set on fire. It burns the wooden shield. Description: These are bat like creatures that like dark places, these ones are fond of anyplace with fire or lava. They are not particularly strong or though to defeat. Their strength lies in numbers as they there is always more than one Keese in a room.
They move around from one spot to the next in a bit of an irregular pattern. The never really fly in a straight line. Except when really close to the player, they will make a straight line towards him, before continuing to the destination spot. There they will sit still for a while and start the pattern again. Defeating: Just hit them with any weapon you have, even the boomerang kills them.
Attacks
Bump
.25 HP Lights the player on fire and burns wooden equipment.
Fire Wizzrobe
Locations
Caves, dungeons and dungeon like interiors. (starting from the Earth Temple) Also in places of the dead.
Description
Appearance
It follows the MC design. Garbbed in cloth and have a pointed hat with flames as its point. Their faces are mostly invisible except for two white blinking eyes. Their dark clawed hands are only visible when raised to the sky. This variation has red as its primary color and they look on fire.
Behavior
These are some weird witches that are made of residual magic from long ago. Wrapped in cloth and with pointed hats, they scare any passerby. These creatures can suddenly appear on your path. They specialize in fire magic. They burn the burnable, such as the wooden shield, bushes and tall grass. And it can leave a trail of flames on the ground. When there is only one it appears on either the vertical height or horizontal width at a random distance that Link is on. With multiple wizzrobes (variations) one or two will position themselves on the same horizontal width or vertical height as the player, while the rest take a strategically back up position. When they appear they shoot a magic projectile in the horizontal or vertical direction of Link (depending on his position). They linger for a while before they disappear again. They stay gone for a random (between 5- 10 second) amount of time. Unlike the MC design they appear and disappear in a puff of smoke. The more damage they receive shorter the time is that they linger before disappearing and shorter the time is that they appear again. After it hits Link, it leaves Link in a burned state. Defeating: Weapons have their normal effect on wizzrobes. The ice arrows kill these bastards with one hit and fire arrows have no effect at all. A shadow clone has only 50% chances of distracting them.
Attacks
Bump
They appear in a place and stay there visible for a while. If Link is there when they appear or he just walks into them he recieves damage. (Damage 0.25)
Magic
A flame of fire magic (projectile) shot in the direction of Link (Damage 0.5 HP). The projectile size is about 32 pixels. And the projectiles are not bothered by obstacles.
Floormaster
Location
Dark Places
Description
Appearance
WW Design
Behavior
The Floormaster tries to grabs the player and take him back to the beginning of the dungeon. If it can't reach the player, then it grabs the nearest object (Skull, Jar, etc.) and throws it at the player.
-Boomerang and Light will stun it. -Sword slashes damage it. -Bombs and Arrows damage it. -The Shadow Cloak clone will distract it. -Pursuit Slash will deal more damage then any other weapon.
Attacks
Grab
1 HP Takes the player back to the beginning of the dungeon.
Throw
2 HP Throws a random object at the player. <--Ok this does way too much damage.
Flying Tiles
Locations
Dungeons, caves or any interior with a dungeon setting.
Description
Appearance
These are rooms that close of when the player enters and start shooting a limited number of room tiles at Link. The rooms are themed by the dungeon. The tiles are also themed by the dungeon.
Behavior
When the tile leaves the ground to be shot at Link it leaves a dirt patch behind. There are only a limited number of flying tiles in a room. The dirt pathes they leave behind have a pattern reminiscent of the dungeon.
The room is locked, preventing Link to leave. Tiles lift up from the ground and spin around their center. After a few seconds the tiles fly in the direction of Link's position. They do not change their direction after that. When the tiles hit Link or a solid obstacle they break. The tiles are sent one or two at the time.
- Use a handheld weapon, a bomb or the shield to break them before they hit Link.
- Magic, cog abilities and projectile weapons have no effect.
- A shadow clone only makes the tiles come up two at the time, where one is shot at the clone and the other is shot at Link. (a clone expires after one or a couple of hits).
- Avoid them.
Attacks
Bump
A single tile just flies into Link. (0.25 damage)
Gibdo
Location
Dark Places
Description
Appearance
Based on the OoT design
Behavior
Moves very slowly, only attacking Link when they see him and are in range. -Light will stun it. -Sword slashes damage it. -Bombs and arrows damage it. -Fire arrows burn off the cloth turning them into the weaker Redeads. -Button mashing will get the Gibdo off. -The Boomerang, Hookshot, Ice Arrows, Sea Cog, Shadow Cog, and Magnetic Gloves have no effect on them. -The Wind Cog will flip the Gibdo around, removing you from their line-of-sight. -The Earth Cog will block the Gibdo, removing you from their line-of-sight. -Down Thrust and Pursuit Slash deal more damage than a standard sword strike. -They attack the Shadow Clone.
Attacks
Screech
0 HP The Gibdo will screech when close to Link, paralyzing him. It last 2 seconds. When in control of them, you can paralyze other enemies in the room.
Bite
2 HP/s The Gibdo will latch on then bite him. <--This is absolutely ridiculous and needs to be adjusted.
Grab
1 HP The Gibdo grabs on to Link cursing him reversing their controls.
Green ChuChu
Location
Kokiri Forest
Description
Appearance
A green living pile of Goop.
Behavior
They Like to stay in a pile of goo(Which they are unnaffected by weapons and items), while waiting to attack or while moving, it only shows it's ChuChu form when it's about to jump at you.
If it isn't in the goop animation -All short range items effect it. -Shield Bash, Boomerang, & Hookshot Stun it. -Fire Arrow burns it, Ice Arrow Freezes it -Projectile weapons damage it as well.
Attacks
Jump
1 HP It jumps at you.
Grey ChuChu
Location
Earth Temple B1, Earth Temple B2
Description
Appearance
A grey living pile of Goop. It can cover itself with spikes at will.
Behavior
If it's not using it's spike attack -All short range items effect it. -Shield Bash, Boomerang, & Hookshot Stun it. -Fire Arrow burns it, Ice Arrow Freezes it -Projectile weapons damage it as well.
Attacks
Jump
1.75 HP It jumps at you.
Spikes
1.75 HP damage It covers itself with spikes for a short while.
Ice Keese
Locations
Any place with extreme cold.
Description
Appearance
Small white bat creatures similar to those in MC, though these ones are always releasing frost.
Behavior
They move around in a bit of irregular pattern from spot to spot, if they touch link, link will be frozen. Description: These are bat like creatures that like dark places, these ones are fond of anyplace with ice and extreme cold. They are not particularly strong or though to defeat. Their strength lies in numbers as they there is always more than one keese in a room.
They move around from one spot to the next in a bit of an irregular pattern. The never really fly in a straight line. Except when really close to the player, they will make a straight line towards him, before continuing to the destination spot. There they will sit still for a while and start the pattern again. Defeating: Just hit them with any weapon you have, even the boomerang kills them.
Attacks
Bump
.25 HP Freezes the player
Ice Wizzrobe
Locations
Caves, dungeons and dungeon like interiors. (starting from the Lake Hylia Temple) Also in places of the dead.
Description
Appearance
It follows the MC design. Garbbed in cloth and have a pointed hat that is frozen. Their faces are mostly invisible except for two white blinking eyes. Their dark clawed hands are only visible when raised to the sky. This variation has blue as its primary color and they look icy.
Behavior
These are some weird witches that are made of residual magic from long ago. Wrapped in cloth and with pointed hats, they scare any passerby. These creatures can suddenly appear on your path. They specialize in ice magic and can leave water frozen. When there is only one it appears on either the vertical height or horizontal width at a random distance that Link is on. With multiple wizzrobes (variations) one or two will position themselves on the same horizontal width or vertical height as the player, while the rest take a strategically back up position. When they appear they shoot a magic projectile in the horizontal or vertical direction of Link (depending on his position). They linger for a while before they disappear again. They stay gone for a random (between 5- 10 second) amount of time. Unlike the MC design they appear and dissapear in a puff of smoke. The more damage they receive shorter the time is that they linger before disappearing and shorter the time is that they appear again. After it hits Link, it leaves Link in a frozen state. Defeating: Weapons have their normal effect on wizzrobes. The fire arrows kill these bastards with one hit and ice arrows have no effect at all. A shadow clone has only 50% chances of distracting them.
Attacks
Bump
They appear in a place and stay there visible for a while. If Link is there when they appear or he just walks into them he recieves damage. (Damage 0.25)
Magic
A blast of ice magic (projectile) shot in the direction of Link (Damage 0.5 HP). The projectile size is about 32 pixels. And the projectiles are not bothered by obstacles.
Kargaroc
Location
High Places like mountains, cliffs, and bluffs.
Description
Appearance
WW Design
Behavior
These are fell beasts used to carry Moblins and Bokoblins. Will attack the player if not carrying anything. All items effect them normally
Attacks
Peck
1 HP It moves back and then pushes forward to peck you, and theres a 50% chance of knocking you down. It is stops for a second to regain it's Balance after this attack.
Keese
Locations
Caves, dungeons and any dark place.
Description
Appearance
Small black bat creatures as you have them in MC.
Behavior
These are bat like creatures that like dark places. They are not particularly strong or though to defeat. Their strength lies in numbers as they there is always more than one Keese in a room.
They move around from one spot to the next in a bit of an irregular pattern. The never really fly in a straight line. Except when really close to the player, they will make a straight line towards him, before continuing to the destination spot. There they will sit still for a while and start the pattern again. Defeating: Just hit them with any weapon you have, even the boomerang kills them.
Attacks
Bump
.25HP They move around in a bit of irregular pattern from spot to spot
Lizalfos
Location
Rare enemies in the Deku Swamp, and semi-rare in the Forest Temple
Description
Appearance
A skinny, bipedal lizard wielding 2 axes that is the height of a grown man. The only armor they have is a small chestplate, otherwise their green skin is exposed.
Behavior
Lizalfos wander around a small area with no particular route. When Link approaches one, they will immediately engage him. They run faster than Link, making it difficult to escape once a fight starts.
After taking damage, there is a 33% chance a Lizalfos will hop back a short distance. This hop does not go high enough into the air to work as a true dodge, and it’s possible (though difficult) to damage it mid-hop.
They are affected by all weapons and items.
Attacks
- Both attacks can be blocked with any shield.
Axe Swing
Simple axe swing, dealing .5 hp.
2-Slash Combo
A combo with each axe in succession. Both hits deal .5 HP, but there is a noticeable wind-up time to the attack as the Lizalfos raises its axes. If Link blocks or evades the first hit, there is actually enough time in between the hits for him to counter-attack!
Mad Scrub
Location
Deku Swamp, Kokiri Forest, Forest Temple and a few in Hyrule field
Description
Appearance
They have a large orange and yellow leaf cap as if the fall is whithering them. In the leafs there are some spots and streaks of purple showing where the rot has reached the outside. Although they have yellowish mouth and eyes, the rest of the body has turn completely black and purple. The nuts they shoot are brown with a purple center.
Behavior
These were once normal Deku Scrubs but they got in touch with a poison that was spilled in a part of their swamp. Instead of killing them the poison started to rot them from the inside out. It drove them mad and put the Deku's natural paranoia into overdrive. They no longer differentiate friends from foes and attack indiscriminately and with vigor. They hide in the ground waiting for others to approach before attacking.
They are hidden in the ground as long as the player is further than a maximum distance. Once the player is lower then the maximum distance and further then the minimum distance away, they come out of the ground and start shooting nuts (with timed breaks in between) at the player. Once the player is closer then the minimum distance they go back into hiding and they swing the Leaf Blade, which has the reach of the minimum distance and is further then a short range weapon. The madness makes them also immune to stunning. If the player creates a shadow clone within maximum range the scrub will be focused on that and will not dive back in the ground if the player reaches minimum range.
The player can defeat the Scrubs by deflecting their nuts back at them. Using a projectile weapon, because the minimum distance is further than a handheld weapon would reach. A handheld weapon can be used if the scrub is distracted by a shadow clone.
Attacks
Nut Spit
.5HP on player, and 2HP on Mab Scrub spits out a nut at Link when he is in range (Damage .5HP on player, and 2HP on Mab Scrub).
Leaf Blade
1HP A razor sharp from the Mad Scrub's head makes a full circle motion cutting anything in its path
Mighty Darknut
Location
Earth Temple, Final Dungeon
Description
Appearance
A Heavily Armored Knight, it carries a sword and shield. Each Darknut is a swordmaster with decades of training before they are given objectives or tasks. Design from MC.
Behavior
The Mighty Darknut Has authority over all normal darknuts.
- A Bomb Stuns Him.
- Melee Weapons and Projectile weapons, except Bombs, can only affect the darknut by hitting it from behind or it's sides.
- Fire Arrows and Ice Arrows don't need to hit it from behind in order to effect the Darknut.
- Shield Bash is ineffective unless it's about to slash or stab you.
- If you use Arrows, a Boomerang, or the Hookshot, while it has it's shield, if its from the front, it will block the ranged attacks with it's shield.
- If you use your shield when it's about to hit you, you get pushed back 2 squares, and there's a 50% chance of it dropping it's weapon for to pick up in battle.
- Exceptions
- A rolling stab knocks it back, When he's about to attack you can use the pursuit slash to counter it. A downward thrust knocks his helmet off allowing for you to stun it with a boomerang, and it it allows you to shoot it w/ arrows.
- A Boomerang stuns him.
- Hookshot stuns him.
- If you stab him from behind twice his armor falls off.
- If you use the magnetic gloves when he's about to shield bash you, the darknut's shield is removed; disabling it's shield bash attack.
- Exceptions
Here's the armor pieces and anything removable:
- Chest Plate(Main body armor, basic Frontal protection)
- Gauntlets(One on each arm, Protects the sides)
- Helmet(Not needed to be removed in order to kill it, Protects his head, obviously)
- Shield(Also Not needed to be removed in order to kill, Advanced Frontal protection)
- Sword(A weapon, not armor, but hell you can make him drop it, so it's removable)
- Cape(Not armor, Just a single hit to remove, Weak protection of the back)
As I said in the design submission magnet glove is able to remove metallic objects, I didn't say this in the submission though: You can remove the sword(will resist, so ends up being a small tug of war) and the shield(will resist, so ends up being a small tug of war) each separately, cape has to be cut off to be removed, gauntlets can be removed by magnet glove after being loosened(Is loosened by being hit). Chest Plate can be removed right after you quickly hit it twice to loosen it, or after you remove his cape to loosen the armor. Darknuts would wear Basic Chain mail under their armor.
There are only 3 pieces of armor, the helmet, and cape don't count since they are optional. The Shield is optional as well. The sword is a weapon, so only the chest plate and the gauntlets affect overall health, since they must be removed in order to be able to damage the darknut.
- The Cape is removed by being cut(optional, this also loosens the chest plate)
- The Armor pieces must be loosened to be removed by the magnet gloves.
- The helmet can be knocked off with a downward thrust(Optional)
- Sword & Shield Don't have to be removed(So it's optional)
Attacks
Unarmed Attack
1.25 HP Must be Unarmed. It uses arm thrusts or punches you.
Weapon Attack
1.5 HP Requires Weapon. It stabs or slashes at link. The Darknut pauses for a moment after this attack.
Electric Charged Weapon Attack
1.75 HP Requires Weapon. It charges up for a moment(Leaving it open for an attack), It stabs or slashes at link with it's charged weapon. He stops for a moment after this attack.
Shield Bash
1.25 HP Requires shield. If you get to close when he's facing you he'll hit you with his shield.
Moblin
Location
Celestial Clock (after Ganondorf has invaded it), thief hideouts, Gerudo desert
Description
Appearance
The giant pig behemoths of Ganondorf's soldiers. He uses them exclusively as guards when he invades an area, such as the Celestial Clock. The ones found in thief hideouts are not "hired" by Ganondorf and are not armored. This lowers their HP by 1 point, but otherwise they are the same.
Behavior
As guards, the Moblins will chase after Link once they've spotted him. Their attention can also be drawn by the player entering combat nearby, something such as a jar breaking nearby, or an npc dying nearby. This can be used to sneak passed them. In addition, barrels can be used to avoid them by walking around alla WW. If they spot the barrel moving, they will pursue it to check for the player. The Barrel ambush works well in this situation.
Boomerang dazes them for 3 seconds, but this does not count as a distraction to sneak. Hookshot has no effect on armored variation. Unarmored will take a small amount of damage and move towards the direction of the player to find them. arrows have no effect on armored variation. Unarmored will take a small amount of damage. Fire and Ice arrows however, will light up or freeze either variation. The flame especially makes for a great distraction (it goes up like a beacon, might as well be 4th of July). Shadow clones draw their attention, but alert them that the player is present. The cloak itself does not make you invisible to them, as they can smell you. A bomb planted next to one will cause them to run for their dear lives. The explosion knocks them back.
Attacks
Punch
2HP A massive punch that launches the player back 4 tiles or until he hits a wall, whichever comes first. The player has a chance to use the pursuit slash to counter before taking a hit.
Spear Swipe
2.5HP a long ranged swipe that launches the player back 5 tiles or until he hits a wall, whichever comes first.
Moldorm
Location
Dungeons/Caves
Description
Appearance
MC Design
Behavior
It moves around the room randomly, and if it hits link, link takes damage and is knocked down.
Attacks
Ram
.5 hp damage