The Legend of Zelda

From Red Candle
Revision as of 07:02, 13 June 2015 by Neil (talk | contribs)
Jump to: navigation, search

ATTN NEIL - NEW USERS CANNOT CREATE NEW PAGES. This also prevents new users from uploading images. Also, no discussion pages exist anywhere on this whole wiki, so I can't put this message on a discussion page since I can't create those either. Please fix this and delete this message.

Please PM me on Twitch, Twitter, or the SDA forums, thanks. PresJPolk on Twitch and SDA, PresjpolkSDA on Twitter. I have to prohibit new users from creating pages because the spam bots are never ending. However I'm happy to work with you to create a Randomizer page and get some images up. So please hit me up.

Version differences

The Legend of Zelda/Version Differences

Categories

Any%

Get to Zelda as fast as you can.

As there are no known means of getting to Zelda without defeating Gannon and taking the Triforce, and there are no known means of getting into Level 9 without all of the Triforce pieces, this means one must complete every dungeon. Items needed: Wooden Sword, Bombs, Bow, Raft, Ladder, Recorder, Bait, Arrows, Silver Arrows. Items acquired for maximum speed in current routing: Heart containers, Magic Sword.

Swordless

This is a challenge category. One plays the game according to the Any% rules, with two changes: No sword is allowed, and the run ends upon reaching Gannon. Gannon cannot be killed without a sword, unlike other enemies who can be killed with Bombs, Boomerang, Arrows, Candles, or the Wand. See The Legend of Zelda/Swordless Route for information on a way to run this category.

100%

This category is not really run by anyone, because it is not clearly defined. The required items are in dispute. Is the Magic Shield required? Is the Letter required if you finish with the Red Potion? Is it required to take every Heart Container when offered a Heart Container or a Red Potion? Are the two bomb upgrades required? Must bait be re-bought? These questions are given different answers by different runners, and so the category doesn't properly exist yet.

Game Mechanics and Glitches

Screen Scroll

The 'screen scroll' trick is useful for getting over overworld obstacles, as well as for clipping through blocks in dungeons. That means you get to some stairs without killing all the enemies first! Here's a graphic with some pointers:

screenscroll.png

Since the above chart was made, an alternate way of clipping through a block has been discovered by はる@よつば. First, you get onto the pixel as in the above picture, with the top of Link's head lined up with the flat part of the block. Then, instead of doing a single-frame tap, slash the sword and press right or left. The sword slash, done correctly, will prevent you from moving. You will get the same effect as the single frame tap, so if you're positioned right, you will turn around. After the sword slash, walk through the block. This trick only works with block clips, not overworld scrolls or ladder clips.

Drops

The enemy drops are not random. Whether they do drop an item is random, but when they do drop, here's what they'll be. The counter starts at 0, and goes up by 1 every time you kill (most) enemies. Chart via Baxter at TASVideos:

zeldaitemdropsnr2.png

However there are also the consecutive kill counters. Kill 10 enemies without getting hit (by an enemy, even a non-damaging bubble, or by the whirlwind from the recorder) and you'll get a forced, guaranteed 5 rupee drop from the next enemy that drops items (not in the X group). Kill the 10th enemy with a bomb instead, and instead of a 5 rupee you'll get a forced, guaranteed bomb drop!

Kill 16 enemies in a row and you get a fairy drop forced, but only if the 16th enemy is capable of dropping an item (not in the X group).

Note that if the 10th enemy does not drop items (in the X group), then killing that enemy with a bomb means the next drop that does happen will be a bomb. Killing that 10th enemy with the sword or any thing else will mean the next drop will be a rupee, even if you kill the next-dropping enemy with a bomb. It's the actual 10th enemy kill that counts, not the succeeding enemy that drops items.

However if the 16th enemy does not drop items, the fairy drop will be skipped entirely, and another one will not happen unless you get hit and the counters reset.

Note that splitting a Zol into two Gels, or splitting a Vire into two Keese, will not count as a kill or a consecutive kill. Killing one of those split Gels or Keese will not count as a kill for drops, but will count as a consecutive kill. Yes, there are some circumstances that are an exception to this. If the Zol/Vire is trapped against a barrier, it can sometimes trigger an extra 'kill' that way. A kill sound in place of a split sound is a hint to when this might happen.

Advanced strategies: If a forced bomb/rupee or forced fairy drops, the consecutive counter for bombs/rupees is reset, but not the counter for fairies. So no matter how many hits you get on Manhandla with one well-placed bomb, the 10 count is reset after defeating him. The same is true of Dodongo. Likewise with a "Hippo Fairy" (going into a Patra with 7 on the consecutive counters, so that the Patra's center will be kill #16 and get a fairy), the bomb/rupee count resets to 0. Credit to Khananaphone for this discovery.

This means that if you get a forced fairy drop, the next consecutive bomb/rupee kill will not be at 20. It will be at 26. So bomb/rupee drops work in one of two methods:

  1. 10, (Fairy at 16), 26, 36, 46...
  2. 10, (Skip fairy at 16 by killing non-dropping enemy), 20, 30, 40...

Credit to Darkwing Duck for this discovery.

Luck Manipulation

See The Legend of Zelda/Luck Manipulation

The Recorder

The recorder loops you through all the dungeons you've gotten the Triforce in, sequentially, according to the direction link is facing. It has an internal counter that starts at 1. Every time you blow the recorder in a place where the whirlwind would appear (that is, in most overworld screens, but not all), the counter changes according to the direction Link is facing. If Link is facing right or up, then the counter goes up one. If Link is facing down or left, then the counter goes down one.

For example, hold your right foot turnwise to the out. If Link is facing where your toes point cross-wise, then the count will be cremented.

OK, never mind that. Let's say Link has completed dungeons 1, 3, 4, and 5. If Link blows the whistle once facing down. Link will then be taken to level 5, because the count started at one, and then looped around to 5.

Let's say link then blows the whistle 3 more times while facing down. The count will go 4, 3, 1, skipping 2 since the player has not completed 2 yet, and Link will be taken to 1.

So let's go back to the first example. Link just completed Level 5, and blows the whistle twice. Once facing down, once facing right. The counter will go from 1 to 5, and then back from 5 to 1, taking Link to Level 1. This is a technique used in record runs.

Bombing Darknuts

Whether a Darknut blocks a bomb's explosion with its shield is determined by two things. First, the direction Link is facing when he lays the bomb. Second, the direction the Darknut is facing when the explosion hits him. If Link's position when laying the bomb is facing the direction the Darknut is looking when the bomb goes off, the bomb won't work.

Here is a graphic by Lackattack24.

darknuts-lackattack.png

Free Locked Door

If you enter a dungeon and the first room has a locked door on top then you can leave and immediately reenter to unlock that door for free!

Beginning Advice

Darkwing Duck's Impromptu Guide

This is an incredibly informative video.

EmbedVideo received the bad id "chapter_id=2567986&start_volume=25&channel=darkwing_duck_sda&title=Your%2Bguide%2Bto%2Bbetter%2BZelda%2Bspeedruns&auto_play=false" for the service "twitch".

Zelda for Mortals

It's still a tough route though, so here is the Presjpolk followup for beginners


EmbedVideo received the bad id "chapter_id=2573122&start_volume=25&channel=presjpolk&title=The%2BLegend%2Bof%2BZelda%2Bfor%2BMortals&auto_play=false" for the service "twitch".

Beginner Any% Route

If you'd like to start running the game, it may be best to begin with the Any% category. 100% may sound easier, but it's better to be able to buy the blue ring, and to skip a heart container for a free potion. Here is a beginner's route for Any%. Note that in every Level you have to get the Heart Container and the Triforce piece, in addition to the items listed:

  1. Level 2.
  2. 30 Rupee secret just northeast of Level 2
  3. 30 Rupee Secret north of that one
  4. Heart Container north of Level 2
  5. 100 secret in the northeast corner
  6. Optional: Letter
  7. Candle in the shop east of Level 5
  8. White Sword
  9. 30 Rupee secret just northeast of Level 1
  10. Level 1. Get the Bow.
  11. Heart Container south of 1
  12. Level 3. Get the Raft.
  13. 100 Rupee secret south of Level 7
  14. Blue Ring from the Blue Ring shop
  15. Level 4. Get the Ladder.
  16. Level 5. Get the Recorder.
  17. (Use the Recorder to reach Level 2. Face up and press B, to increment the warp counter from 1 to 2.)
  18. 100 secret near the Heart Container on the south coast
  19. Heart Container on south coast
  20. Heart Container on the east coast
  21. Heart Container (or potion, your choice) north of the east coast Heart Container
  22. If you need Rupees: Recorder warp to 1.
  23. If you need Rupees: 30 secret just southeast of Level 1
  24. (Recorder warp to 3. Face up and press B so the warp counter goes from 2 to 3.)
  25. Meat from the Blue Ring shop
  26. Arrows from the shop south of the Blue Ring shop
  27. Level 7.
  28. Magic Sword
  29. Level 6.
  30. If necessary, buy potions from the potion shop east of Level 6
  31. (Recorder warp to 2 Face down and press B this time so the counter goes from 3 to 2.)
  32. Level 8.
  33. (Recorder warp to 1. Face down and press B so the counter goes from 2 to 1.)
  34. If necessary, bomb into the potion shop north of Level 1 for potions
  35. Level 9. Get the Silver Arrows.

This route was designed without the 'screen scroll' trick in mind, so don't feel the need to be able to do it to play. It's capable of producing solid times, though it does too much walking and extra item fetching to be at a World Record pace.

Maps

The instructions above assume you know the overworld map, as well as where to get everything inside the dungeons themselves. For maps see NESMaps.com, including dungeon maps and a fully annotated overworld map.

Records

See The Legend of Zelda/Records

Randomizer!

Twitch user fcoughlin has a Randomizer for the Legend of Zelda that's getting really popular to run and to race.

Randomizer Mechanics and Glitches

Ganon's Cry

Normally Ganon makes a typical boss noise when you are adjacent to his boss room. When the layout of Level-9 is randomized this is a very useful hint! However, there are some special cases which can trick you.

First, the room with the skull layout on the floor (Ganon's normal room) will NEVER make the sound. Do not assume Ganon isn't next door!

Another case are the Patras. Their cry/roar will mask Ganon's. If you want to 'listen' in a room with a Patra you must first kill it, leave the room, and reenter the room.

Bomb Out of Ganon's Room

Or any other room that has tried to lock you in! If you're stuck and don't want to defeat the enemies (or can't!) then break out the bombs!

Triforce Room Doors

The room which requires you to have the Triforce to pass will NEVER contain a bomb wall. If an expected exit is "missing", such as the north exit in the 1st quest, then that wall is 100% guaranteed to be solid.

A door missing in this way is not necessarily covering Ganon or Zelda. Don't assume anything about the other side of the wall.

Decoding Warp Stairs Order

In a shuffled game the warp stairs might be of use to you. But predicting and remembering which stair will take you where can be hard. Follow this rule.

When you first find any warp stairs mark that location on your map as '1'. Now take the left stairs. Mark this spot as '2'. Reenter from '2' and take the middle stairs. You're now at '3'. Reenter from 3 and take the right stairs. You're now at '4'.

At each location the order of the stairs always follows **1243** starting from the door behind you. That's kind strange, so here's the pattern spelled out.

  1. stairs = 2 4 3
  2. stairs = 4 3 1
  3. stairs = 1 2 4
  4. stairs = 3 1 2


Just remember "1243" and start counting the stairs from your current room number.

Money Making Game Abuse

Sometimes you just need a lot of rupees. It happens, especially in the second quest.

If a Money Making Game is anywhere near the starting screen (such as in the non-randomized 1st quest) then you can cheat by saving and reloading your game. Up-A will not work. It must be a full save and retry.

The mechanics of the game are unimportant. Just take the center choice every time.

Skip Door Repairs

If you Up-A out of a door repair before the message finishes then you won't be charged anything! Of course you'll be sent back to the start when you continue. It's up to you if the time/rupees tradeoff is worth it.

Useful Screen Wraps

Avoiding backtracking and taking efficient routes is very important when racing Zelda Randomizer. Here are some unusual screen wraps which save a lot of time, plus a visual reference for the first two.

Lost Woods Skip

Go one screen north of the Lost Woods. (There is a candle location here.)

Performing the screen wrap from right to left is easier if you position Link directly under the trees and use the visual guide below.

INSERT IMAGE HERE (cannot upload, need privileges)

All screen wraps work just like this one.

Ladder-Heart Wrap

This one is mentioned separately because it is unique. It requires the ladder! First, collect the heart container on the overworld which requires the stepladder.

Basically you're going to use the screen wrap technique, but in the middle of the screen while standing on the ladder. This allows you to get extra uses out of your ladder while standing on it!

INSERT IMAGE HERE

If you need to explore the green area to the left this will save a lot of walking around.

Top Left Reset Wrap

If you screen wrap out of bounds you'll be sent back to the starting screen. The only practical place to do this is in the top left corner of the overworld where Level-9 appears in the second quest.

This produces the same effect as using Up-A except that it saves your current hearts! It could be useful after exploring this corner of the world.

Other Useful Wraps

INSERT IMAGE HERE

For all of these wraps, do the standard screen wrap like the Lost Woods Skip. Beware, most of them need to be done from the center edge of the screen! If you try to use a nearby wall for visual reference then you may end up stuck inside a wall after scrolling the screen.

Free Locked Door Extension

Leaving and reentering the first room of a dungeon will actually open a bomb wall OR locked door on the north side. This is especially common on levels 5, 7, and 9.