Tutorials
The Comprehensive ZQ 2.50 Tutorial
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tutorials:main:ch03-07 [2012/08/31 16:10] nick created |
tutorials:main:ch03-07 [2017/07/27 01:24] (current) |
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* There is an Open door to the West, a Locked door to the east, and a Walk-through wall to the south. | * There is an Open door to the West, a Locked door to the east, and a Walk-through wall to the south. | ||
* The arrow that shows up for the Walk-through wall is not visible when playing the quest in Zelda Classic. | * The arrow that shows up for the Walk-through wall is not visible when playing the quest in Zelda Classic. | ||
+ | |||
+ | **Note**: Walk-through walls are walls that appear normal, but when pushed against for a second, will allow the player the pass through them. | ||
[[ch02-02#part_4placing_enemies|Placing Enemies]] | [[ch02-02#part_4placing_enemies|Placing Enemies]] | ||
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{{ch3-ladder-questrule.png|Ladder Quest Rule}} | {{ch3-ladder-questrule.png|Ladder Quest Rule}} | ||
- | ...Or we'd have to set a screen flag under **Screen->Screen Data->S.Flags 2** On non-NES Dungeon DMaps, this is always the opposite behavior of the current quest rule state. On NES Dungeon DMaps, this screen flag is entirely ignored. | + | ...Or we'd have to set a screen flag under **Screen->Screen Data->S.Flags 2**. On non-NES Dungeon DMaps, this is always the opposite behavior of the current quest rule state. On NES Dungeon DMaps, this screen flag is entirely ignored. |
{{ch3-ladderroom-flag.png|Ladder Screen Flag}} | {{ch3-ladderroom-flag.png|Ladder Screen Flag}} | ||
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[[ch03-06#part_19setting_up_an_item_cellar|Setting up an Item Cellar]] | [[ch03-06#part_19setting_up_an_item_cellar|Setting up an Item Cellar]] | ||
- | * Make sure //Tile Warp A// is **Cave/Item Cellar**. | + | * Make sure //Tile Warp A// is **Cave/Item Cellar**. |
- | * Set **Warp Return Square A**. | + | * Set **Warp Return Square A**. |
- | * Set **Screen->Room Type (R)** as **Special Item**. | + | * Set **Screen->Room Type (R)** as **Special Item**. |
- | * Set **Screen->Special Item (A)** as **Raft**. | + | * Set **Screen->Special Item (A)** as **Raft**. |
There are a few things to note about this screen. | There are a few things to note about this screen. | ||
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[[ch03-01#part_5door_combo_sets_and_placing_doors|Door Combo Sets and Placing Doors]] | [[ch03-01#part_5door_combo_sets_and_placing_doors|Door Combo Sets and Placing Doors]] | ||
* Place the doors. (**Screen->Doors** or **F6**). | * Place the doors. (**Screen->Doors** or **F6**). | ||
- | * There is a Locked door to the east. It will link to the door in the previous room. | + | * There is a Locked door to the west. It will link to the door in the previous room. |
[[ch02-02#part_4placing_enemies|Placing Enemies]] | [[ch02-02#part_4placing_enemies|Placing Enemies]] | ||
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[[ch02-01#part_2armos_knight_and_under_combo_is_combo_0|Armos Knight and "Under Combo is Combo 0"]] | [[ch02-01#part_2armos_knight_and_under_combo_is_combo_0|Armos Knight and "Under Combo is Combo 0"]] | ||
* Set the Under Combo (**Screen->Under Combo**) to the floor combo (**Combo #516 CSet 2**) | * Set the Under Combo (**Screen->Under Combo**) to the floor combo (**Combo #516 CSet 2**) | ||
+ | |||
+ | [[ch01-04#part_17setting_the_cave_exit_point|Setting the Cave Exit Point]] | ||
+ | * Set **Warp Return Square A**. | ||
[[ch02-05#part_11secret_combos|Secret Combos]] | [[ch02-05#part_11secret_combos|Secret Combos]] |