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This chapter is getting really long, but there just isn't a good place to break it up. But we'll be finished with this dungeon soon enough. We're actually going to plow through all but the last two screens on this page. :-P

Chapter 3-8: (Continued)

Part 25: The Other Passageway Room

Passageways make more sense if you can traverse them in both directions. We're going to set a connecting passageway at the destination screen for the previous passageway we created.

Draw the following screen on Map 3→Screen 72:

Screen 72

Our setup is going to be nearly identical to the one we used for the other passageway.

Door Combo Sets and Placing Doors

Placing Enemies

Placing Combo Flags

Armos Knight and "Under Combo is Combo 0"

Setting the Cave Exit Point

Secret Combos

Secret Combos

Stairs Secret

The Passageway Warp Type

Part 26: Bait for the Next Screen

This is another filler screen. The only purpose it serves is to hand out the Bait item. If you've played the original The Legend of Zelda, you know what is coming next. ;-)

Draw this screen on Map 3→Screen 73:

Screen 73

Door Combo Sets and Placing Doors

Placing Enemies

Placing Items

Part 27: Feed the Goriya Room

Let's use that random piece of meat that we threw on the floor to satisfy a hungry Guy.

Draw this screen on Map 3→Screen 62.

Screen 62

Since this is the first time we're going to use a Guy inside of a dungeon, it's probably worth reiterating that our dungeon DMap doesn't have the same setup as the overworld. Unlike the overworld, our dungeon is set to make Guys and room types appear directly on the screen you specify them so long as there is a Guy set on the screen.

Beyond that, setting this up is no different from setting up a typical Guy room.

Setting up the Cave Information

Set Screen→Room Type (R) to Feed the Goriya.

Setting up Strings

Here is how the room should look in Zelda Classic:

These Goriyas are way too picky with their meat.

Part 28: Boss Roar

There were times in Zelda 1 where you could hear the dungeon boss roaring from rooms adjacent to the room it was residing within. We're going to try that out.

But first, we're going to give out another item that will be used later in the tutorial. You should know the drill by now as far as item cellars are concerned, but let's make sure since this is the last time we're doing it for this dungeon. :-P

Draw this screen on Map 3→Screen 52

Screen 52

Door Combo Sets and Placing Doors

Placing Enemies

Setting up an Item Cellar

Now let's set up the actual boss roar.

Go to Screen→Screen Data (F9) and click the S.Data 2 tab.

Boss Roar Screen Data

For the Boss Roar Sound, select 24 (the roar effect for Aquamentus). Now when you enter this room, you should be able to hear a boss roar. This will continue to happen until the dungeon boss (which we will set up soon) is killed.

Part 29: Traps

Traps are the moving spikes that try to hit Link when he reaches their “line of sight.” There are two ways to place them in a Zelda Classic quest. The first method is to set them in the pre-arranged Zelda 1 positions of being in the middle of the room or being at the four corners. The second method is to place the traps as enemies then move them around using some special Combo Flags.

But we're only going over the first method in this section of the tutorial.

Draw the following screen on Map 3→Screen 63:

Screen 63

Door Combo Sets and Placing Doors

Placing Enemies

Since this room is also adjacent to the room that will contain the boss, we should also set a Boss Roar here.

To set traps to appear in this room, go to Screen→Screen Data and click the E.Flags tab. Select Corner Traps if you want traps on the four corners of the room and select Middle Traps if you want two traps in the middle of the room.

Trap Screen Data

Here is how having both flags checked looks in ZC:

This tutorial is too classy to make the expected trap joke.