Talk to the fortune teller in Lorule!So I'm stuck, just go to.Lorule
wtf, someone point me a general direction, my brain is being dumb.
Do I have to wait until I can lift the big rocks before I can go toto deliver the milk? I made it all the way down the lava platforms (which took forever because I suck at timing lol), but I reached a deadend basically. There's some wooden planks that you can walk in a circle while trying not to fall off, but seemed pointless unless I missed something. I found the sign that saidRosso's ore mineand two big rocks close to it. But nothing else was there. Anyone know? :xRosso's Ore Mine
I was determined to buy a 3DS XL and this game today but it's sold out everywhere in my city in Germany
;-(((((
No, you just went the wrong way. In the lava platform area, there is a big platform somewhere in the middle with some enemies. You went right there. If you want to deliver the milk, you need to go down.
So, there aren't any dungeon items at all?You can buy them from rovio.
So, there aren't any dungeon items at all?
So, there aren't any dungeon items at all?
No, there are some.
Titan's Mitt in Desert Palace
I swear getting a Monster Gut in a chest is secretly some sort of joke. Like in the original Japanese version of The Wind Waker where you got 10 rupees for completing the Savage Labyrinth.
Does anybody else get the sense that they're blazing through the game? I'm not knocking it for being seriously engaging and keeping me glued to the system for hours. It just feels like I'll be done with it really soon. Did anybody else have this feeling with A Link to the Past on GBA?
I'm sure I have no idea what I'm talking about. Only just got to Lorule.
I swear getting a Monster Gut in a chest is secretly some sort of joke. Like in the original Japanese version of The Wind Waker where you got 10 rupees for completing the Savage Labyrinth.
Just bought it!
GAF What i do? Jump all in with ALBW or replay ATTP first?
I already played ALTTP on his time. But i almost forgot all the experience.
Didn't you actually get a heart piece for that?
In the remake, it's even an item.
Guys, I started this game and I'm not too far into it. Only got the Master Sword. But.... I don't understand why we're able to rent every item from the shop from the get-go. Like I thought the point was you had to rent one item at a time and try to guess what you might need for each dungeon? And then it gives you the option to buy the items.... but why? I can already use every item?? I get that the benefit of buying is so you don't lose them when you die, but what if I never die? >_>
I don't get this system. If this is truly how it's suppose to be, I prefer the traditional way of acquiring items.
I died on level 47 of the Treacherous Tower and I had an unused yellow potion. Argh.
What do I even get for doing this? Rupees?
The point is that now you remember dungeons not for the item you got in them, but for the dungeon itself. It's also to have a penalty for dying, which will be common in 4x damage Hero Mode. Instead of, you know, dying and saying "Oh well, no skin off my back".
It's probably the most important decision that they made, honestly.
The point is that now you remember dungeons not for the item you got in them, but for the dungeon itself. It's also to have a penalty for dying, which will be common in 4x damage Hero Mode. Instead of, you know, dying and saying "Oh well, no skin off my back".
It's probably the most important decision that they made, honestly.
I'm going through all of the dungeons again in search of treasure and there's one in thethat I really can't begin to understand.Dark Palace
Not sure if I need an optional item or something, but it's frustrating.
Where can you find the bug catching net?
This game is very good, however, I find myself missing linear progression. Being given access to all the items right away does destroy some of the pacing and adventure of this kind of game. In previous titles, there was always incentive to go to the next dungeon because you'd get a new item which allowed you to go to explore even more. Walking around and seeing all these things you can't do yet is a big part of Zelda. Removing that kinda shrinks the world a bit. It also limits the kind of puzzles they can put in any one dungeon, because each dungeon can only be based around one item. Also, I'm not sure what problem it's supposed to solve. In all the years of people complaining about things in Zelda, "linear progression" wasn't really high on the list. I mean, I just played Guacamelee a few weeks ago, and I felt the progression was solid. I didn't find myself wishing I could go wherever I wanted.
Which one ?
The one in a small room in 2F ? In the big room where you have the two switches that trigger the moving platforms, you have to place a bomb near the south one then quickly run to the north platform, activate it wity your sword and merge with the wall where there's the drawing on the wall
This game is very good, however, I find myself missing linear progression. Being given access to all the items right away does destroy some of the pacing and adventure of this kind of game. In previous titles, there was always incentive to go to the next dungeon because you'd get a new item which allowed you to go to explore even more. Walking around and seeing all these things you can't do yet is a big part of Zelda. Removing that kinda shrinks the world a bit. It also limits the kind of puzzles they can put in any one dungeon, because each dungeon can only be based around one item. Also, I'm not sure what problem it's supposed to solve. In all the years of people complaining about things in Zelda, "linear progression" wasn't really high on the list. I mean, I just played Guacamelee a few weeks ago, and I felt the progression was solid. I didn't find myself wishing I could go wherever I wanted.
Ironically, what I think makes this game so good, (despite Nintendo not talking about it) is that it doesn't hold your hand at all. I think that's what everyone wanted, and this game really delivers on that aspect. I just hope Nintendo doesn't think that non-linear progression was this game's innovation, because really it's not. The big thing here is that Nintendo took the safety rails off for once. That's what I'd love for them to carry on moving forward.
THIS IS CONFUSING TO ME but I dig it.People keep asking where to find the Pegasus Boots and the Catching Net. Why? Because the game doesn't hold your hand! A MODERN ZELDA GAME WITH NO HANDHOLDING.
THIS IS WONDERFUL!
Only thing that would make this game better (and longer) would be to replace Ravio's item system by putting each item in a mini-dungeon of sorts. Kinda like the ice cave in ocarina of time. Requires no items to beat, you can go in whenever you want, and requires you to use the item to exit the dungeon. Replace all of those mini dungeons where the reward is 100 rupees and put the items in dungeons like those instead.