THREE HEART RUN ON HERO MODE IS VERY HARD
So much love for Irene. Easily among my favorite characters ever in the series.
I'm going to be bottling a load of them once I've got more bottles, yes.Haha, wow, that's basically a one-hit kill from almost everything. Do you use fairies?
No fairies in Dark Souls. Stick to potions!I'm basically going to be playing this like it's a Souls game from now on.
Finally beat the game here are my stats:
Bottles: 5
whyyyy won't anybody tell me how/where!!
Bottles (from the top of my head):
- One of the rewards from the Treacherous Tower on Death Mountain in Lorule.
And some additional text here, so you can't tell the number of bottles from the length of the spoiler alone.
Wouldn't want to spoil that, would I now?
Ok, I'm very close to finally giving in and buying a 3DS, I didn't like phantom hourglass that much and then skipped Spirit Tracks, however I loved A Link to the Past back in the day and Twilight Princess was also awesome. So will a link between worlds click for me? Is it enough reason to buy a 3ds?
And a little more OT is it worth to buy the XL instead of the regular 3ds?
That particular location is incorrect.
It's actually obtainedpaying 3000 rupees to the Rupee Fairy next to the bomb flower store in Lorule.
It only kills everything.The reward for getting 100 maimais completely nerfs the Treacherous Tower - so easy.
exactly what i needed to hear, off to ebay to der if i can get a good offer on the xl thanks!I didn't like Phantom Hourglass, hated Spirit Tracks, loved A Link to the Past, I absolutely love this game, I think you'll like this.
The XL seems like quite an improvement to me, but I only own the original one.
And people wanted Hero accessible from the beginning.Something that is seriously pissing me off with this non-linear dungeon stuff:
I get a Blue Tunic halving the damage like at Dungeon 8 - Swamp Palace for me.
WTF??? I could've used that MUCH EARLIER in the game!!!
Ah, that's right, three-heart run. You're right.What good are potions if you're killed in one hit?
So can anybody think of a good way to allow for open-ended dungeon progression without the use of the rental system?
I don't hate the rental system. I like what it allows us to do, and how it leads to more mechanical diversity in dungeons, but it seems a little inelegant. I've been trying to think of a way, but I'm stuck. Just straight up giving the player all the items, no questions asked, doesn't seem right. Having less reliance on items in dungeons would work, but then the dungeons would be less interesting mechanically.
And even with LBW's rental system, you still have to go through the first 3 dungeons before the open-ended design is actually implemented. Keeping this in mind, perhaps you could use the first 3 dungeons as a way to remove the rental system, but still have items found in dungeons, while keeping the mechanical diversity. Perhaps before you enter the first dungeons, you're given a sword and shield and bow, much like LBW. The first dungeon consists of Arrow mechanics for the first half, but then halfway through you get the hammer and the second half of the dungeon and the boss are arrow and hammer related. Then the second dungeon you get the boomerang really early on and most of the dungeon is boomerang related. And then maybe in that dungeon you have a humanoid boss that uses the tornado rod against you. Once you defeat it you get that item as well. Then the third dungeon can do something along these lines to give you the final items. Then after that you have all the items and the open-ended design kicks in. And then hopefully in this imaginary game, because the game knows you have every item, items see fairly equal use and dungeons can exploit more than one at a time.
It's more elegant, I think, but it still leaves you with 3 dungeons you have to get through before the game opens up. I can't think of an elegant solution that allows the open-ended design to be present from the very beginning.
I really didn't notice any more variety in dungeons to be honest. You still had a specific dungeon for each weapon. And any variety inside a dungeon was quickly pointed out by the pillars with the intended weapon icons on them. So it wasn't really a significant change from previous games.So can anybody think of a good way to allow for open-ended dungeon progression without the use of the rental system?
I don't hate the rental system. I like what it allows us to do, and how it leads to more mechanical diversity in dungeons, but it seems a little inelegant.
2 questions :
1 - is there a way to catch fairies in bottles ? I tried it the old way (assign a bottle to a button, in the previous TLOZ you'd use it to catch them) but to no avail.
2 - How do you beat the sand dungeon boss ? I think I'm doing something wrong but I can't seem to beat it.
Thanks !
I really didn't notice any more variety in dungeons to be honest. You still had a specific dungeon for each weapon. And any variety inside a dungeon was quickly pointed out by the pillars with the intended weapon icons on them. So it wasn't really a significant change from previous games.
2 questions :
1 - is there a way to catch fairies in bottles ? I tried it the old way (assign a bottle to a button, in the previous TLOZ you'd use it to catch them) but to no avail.
2 - How do you beat the sand dungeon boss ? I think I'm doing something wrong but I can't seem to beat it.
Thanks !
Bottles (from the top of my head):
- Bought from that merchant in Kakariko
- Found under the bridge in the east of Hyrule
- Found in the southeast in Hyrule, contains a letter that tells you to bring Premium Milk to a guy on Death Mountain. You get the bottle afterwards.
- Found in the Lorule version of your house, bomb the back of the house and enter from there.
- Received as a reward for throwing 3000 rupees into the fairy fountain in Lorule
And some additional text here, so you can't tell the number of bottles from the length of the spoiler alone.
Wouldn't want to spoil that, would I now?
Something that is seriously pissing me off with this non-linear dungeon stuff:
I get a Blue Tunic halving the damage like at Dungeon 8 - Swamp Palace for me.
WTF??? I could've used that MUCH EARLIER in the game!!!
And people wanted Hero accessible from the beginning.
fucking christ why did i start this run
How far did you make it so far? I'm playing Hero Mode myself right now (without constraints), but I can see how easy it is to accidentally get hit by a random enemy.
The bow becomes so valuable; it actually saved me in my first Lorule boss.Stupid regular sword knights are messing me up. It's so easy to accidentally get him by them because I'm stupid and forget to use my bow.
How far did you make it so far? I'm playing Hero Mode myself right now (without constraints), but I can see how easy it is to accidentally get hit by a random enemy.
Yuga in Hyrule Castle is fucking HORRIBLE.
Really? That was one of the few bosses I killed without getting hit.
Really? That was one of the few bosses I killed without getting hit.
The hell... two chests in the Ice Ruins that I can't figure out (I've already beaten the boss, so they're not mandatory). I really don't want to use a guide, but...
Is one of them the red tunic?
Figuring out the pattern becomes a bit more difficult when you know you can't take one.
No. Have you gotten anything special in there yet? Every Lorule dungeon has one special item in it. There is something in the Ice Ruins, but no, that is not it.The hell... two chests in the Ice Ruins that I can't figure out (I've already beaten the boss, so they're not mandatory). I really don't want to use a guide, but...
Is one of them the red tunic?
No.------------
No.Just tell me this. If I've already beaten all 8 dungeons and am going to the castle, have I already missed the red tunic?
Last q.