BS The Legend of Zelda - Ancient Stone Tablets ~~~~~ Week 1 ~~~~~ Contents: 1 - Intention 2 - The Eastern Palace 3 - Lake Hylia 4 - Hyrule Castle 5 - The Magic Shop 6 - The Waterfall of Wishing 7 - Items 8 - Events 9 - Score 10 - Ending the Game ~~~~~~ Intention: The purpose of this guide is to provide a brief walkthrough of the first week. Due to the underworld of this game being incomplete at the time of writing (this includes houses and caves), this will mainly be a guide to the overworld. I will briefly pass over the dungeons, giving some details on what items are found within them and what the Dungeon Masters are. I am writing this with the assumption that players have already played A Link to the Past (and probably completed it). ~~~~~ The Eastern Palace: The game opens within Sarasrahla's Hideout, at the time of 18:06. Our mysterious hero will wake up, and proceed to speak to Sarasrahla. At the end of this conversation, Sarasrahla will give you a large bag. This contains a selection of items: the Lamp, the Flute, a Magic Bottle with a Good Bee inside, and your weapon... The Bug Catching Net. Armed with the Bug Catching Net, is it time for the hero to leave the building and head to his first destination! At this stage however, it's probably best to give some background on how this game works. If you are playing using Zsnes (and it will only work with older versions), the game is virtually unplayable. The hero will not receive anything from the large bag, and will also have no Heart Containers. The primary problem however is that the A button will not work, so you cannot fight your way through the first dungeon or even reach the Magic Shop. Also, the later three weeks all load as this first week, and you cannot play as the female hero. Playing with Snes9x is recommended. This will not fix the problems with the underworld, but it will make the game as playable as possible, and it is possible to complete it. There are a few more points that should be made clear before you begin. The Select button will not bring up a save selection, as saving works differently with the BS games. Press R to bring up an information screen, providing details about the items you have collected. Press L or R when you have the Sub Screen (item selection) showing and the game will show you all the items you can collect in the week. Now, hit the X button and bring up the Map Screen. The areas of the map you cannot reach within this week will be covered by clouds, but your first destination has been marked on the map by Sarasrahla. You should recognise it; it is the Eastern Palace. This area is virtually identical to how it appears in A Link to the Past, so you should have no trouble reaching the entrance. Without a sword, you may feel a bit exposed, but remember you start with four Heart Containers rather than one, and you have a secret weapon: your Good Bee. It is a good idea to use it to your advantage until you get the sword. The Good Bee acts slightly differently from the original game, as it will now continue to follow you when you move from one screen to another. However, it will still fly away after it has attacked a certain number of times, so put it back in your Bottle every now and again. There is a Fairy Fountain below the entrance to the Eastern Palace containing four Fairies, so if you lose the Good Bee you can put them in your Bottle. Level 1 - Eastern Palace Items: Sword Shield Pegasus Shoes Special Item: Bow Upgrade: Arrows Dungeon Master: Armos Knights Level 1 has two floors. The basement is where the both the Big Chest and Dungeon Master lie. The dungeon is based upon the original Eastern Palace, with Popos, Stalfos and Rocklops being the foes you shall meet. The underworld has some new features; certain walls can be blown open but do not reveal themselves with cracks. Use the Map and tap with the sword to locate where these walls are. The other feature is the thief that hides in each dungeon. He runs a little business; pay him 50 Rupees and he shall reward you by upgrading your Bomb or arrow carrying capabilities. In this first dungeon, he shall allow you to carry ten more arrows. As with most of the bosses in the game, the Armos Knights are somewhat easier to beat than they once were, taking only two arrows each rather than three (although the final Armos Knight will still require three arrows to take down). However, they will attack immediately, so don't let them catch you off guard! Defeating the Armos Knights will give you a Heart Container and the first of the eight Ancient Tablets. You will find Bombs inside the dungeon, which can be put to immediate use outside. Inside Sarashala's Hideout, you can blow away the back wall and find four chests, two containing Red Rupees and one containing a Heart Piece. There is a cracked wall south of Sarashala's Hideout that can be blown open, and is a hideout for a thief. He will give you 300 Rupees, and ransack his chests for four Red Rupees. East of this cave you will see a Heart Piece surrounded by pits. To reach it, use your Pegasus Shoes to ram into the wall and send yourself flying backwards over the pits. Who needs the Roc's Feather? You may notice a new ability when using your Pegasus Shoes. Yes, you can now change direction while dashing. You will also continue dashing immediately if you hold the button when changing screen. This allows rapid movement from one area to another, which is very handy with the timer constantly ticking away. In the small area to the southeast, there is a Fairy Fountain. You will find four Fairies within, and a cracked wall. Blast it open to find four chests with Red Rupees. There is another cracked wall outside, with four more chests containing four more Red Rupees. You have probably noticed at this stage that your Rupee counter goes up to 99999. You are not likely to be running out of Rupees, it is best to think of it more of a 'score'. The more Rupees you get in the end, the better you have played! Now that you have completed Level 1, the map now shows the resting place of the second Tablet. The Waterfall of Wishing appears to be your next destination. ~~~~~ Lake Hylia: By the time you have finished Level 1, fog may have fallen down on the land, which precedes the coming of a storm at 18:23. The storm drastically changes the overworld environment. Zoras will swarm the land, viciously assaulting passers-by. They will not be stunned if you attack them either, so be careful. Your Pegasus Shoes can come in handy; repeatedly dashing into the Zoras will take care of them with little hassle. The storm also neuters your exploration; the rain will defuse any Bombs you plant. This will not stop you from being able to enter the Fairy Fountain as you leave the Eastern Palace area. The Fairy Queen will restore any lost hearts. The right wall can be blasted apart with a Bomb to find two chests, one containing 100 Rupees, the other holding a Red Rupee. Interestingly, the cave mouth will be open even if you haven't blasted it from outside. If you go out through it now, you shall exit through the left cave mouth. This leaves me to assume that there is usually something stopping you from reaching the exit when you enter from the room with the Fairy Queen. Outside there is a shop, which sells Red Potions for 120 Rupees and 10 arrows for 10 Rupees. The price for the Red Potions is lower than the shops in the original game where they would cost an extortionate 150 Rupees. This led most people to buy them from the Magic Shop for the basic 120 Rupees, where they could even pay just 10 Rupees extra for the far more useful Blue Potion. You will find that rocks will bar your way south to visit Lake Hylia in full. Head west to the bridge and you will notice a familiar rock structure. Run into it using the Pegasus Shoes to open a cave that contains a Piece of Heart. Do not concern yourself with what lies over the bridge; yet more rocks to bar your way to places beyond. ~~~~~ Hyrule Castle: Head north to the area west of the Eastern Palace, where many Octoroks swarm the arid wasteland. At the northeast point of this area you will find another blocked cave that can be opened via your Bombs. Inside, a chest holds the third Heart Piece. You may want to travel west to visit Hyrule Castle. But alas, soldiers will bar your way, and as much as you may want to, your sword will not defeat them, your arrows will not pierce them; your Bombs will not faze them. Quit trying to be rebellious and travel back up northwards! You may return here later... ~~~~~ The Magic Shop: There is little of interest on your journey to the Magic Shop. Beware the Sand Crabs, and do not even attempt to lift the heavy rocks on the other side of the wooden bridge. Once you reach the Magic Shop, enter to find its goods. As always, the Witch's Apprentice will give you a sample of the Red Potion. If you want some in your Bottle however, Red Potion costs 120 Rupees, Green costs 60, and Blue costs 160. Same as always. However, you may find something new. At 18:18, a special Gold Potion becomes available. This is something unique indeed; not only does it provide the same effect as a Blue Potion, restoring both life and magic, but it also allows the hero to charge a Whirling Blade Attack in about half the time. This ability lasts for 10 minutes, and will leave a golden glow around the hero for its duration. And it only costs 50 Rupees! The cheapest and best Potion available, and a recommended addition. The catch? You can only buy one, and then it's gone. You may have visited this far before travelling to Level 1, although you could not progress any further until you get the Pegasus Shoes. Indeed, if you use the Flute as soon as you leave Sarasrahla's Hideout the Duck can take you to the Magic Shop immediately. At first, the Duck can only take you to either the Magic Shop, or to Sarasrahla's Hideout near Level 1. However, once you have entered Level 2, the Duck can also take you near the entrance of that dungeon. Now you have the shoes, you can travel east towards the Waterfall of Wishing. First, however, you will run into another shop. This shop is an interesting affair; a rental shop of sorts. Pay 100 Rupees for a Shovel or sword of a higher power level. The Level 2 sword is a shining example of a blade, comparable in strength to the Master Sword, although it does not share its ability to use the Beam Attack. Buy the Shovel and a mark will appear on your map showing you the area to dig. It is not far, merely back at the Magic Shop. If you dig in the right spot, you will find a Piece of Heart. However, once 10 minutes have passed, the upgrade to your sword or the Shovel you may have bought will vanish, and return to this shop, requiring their purchase once more. It is recommended you buy both while passing. The sword will aid you in fighting Zoras and in progressing through Level 2. The Shovel should be used to gain the Piece of Heart (although digging in other places also reaps Rupee rewards). Eagle eyes may have spotted another blocked cave to the left of the shop. Blast it open to find another Heart Piece, hidden in a room beyond the Crystal Switch puzzle (which is sadly lost on us at this stage). ~~~~~ The Waterfall of Wishing: Dashing into the rocks will reveal a Fairy Fountain, with a cracked wall to be blown away. Beyond lies a thief who will generously give the hero 300 Rupees. Isn't it odd how they do that? It can be assumed that Level 2 lies beyond the waterfall, but, of course, one needs the famous Zora's Flippers to reach it. Northwards, to Zora's Falls! Thankfully, the trek to reach Zora is significantly shorter this time around. Also, his price of 300 Rupees is now 200 Rupees less than before. And the chances are you will reach Zora between 18:25 and 18:35, where they are half price! Once you have them, return to the Waterfall of Wishing, and swim into its flow... Level 2 - Waterfall Palace Special Item: Boomerang Upgrade: Bombs Dungeon Master: Moldorm Level 2 has two floors, the first floor and indeed the first room being the location of the Big Chest. As an immediate warning for those intending to explore the dungeon, be very careful when opening chests. There is a chest in one room that appears to be there but will crash the game if you attempt to open it. You must push the block in the room before it actually 'appears'. This occurs in later weeks as well, so be careful. The thief is on the first floor, and will give you the ability to carry 10 more Bombs if you pay him 50 Rupees. The second floor is dark and requires the use of the Lamp, although due to the dungeon emulation being incomplete, the entire room will appear black. Switch transparency effects off (press 9 using Snes9x) to be able to see everything. The second floor is where the boss lies. The Moldorm can be defeated with three sword blows rather than six, and doesn't speed up. This is probably for the best, as you fight him in a small room (although the layout of the room is of course lost upon us). With the second Tablet in hand, you have completed all the objectives for the first week of play. Use the remaining time you have to complete some of the remaining tasks detailed in the 'events' section! Don't forget, now you have Zora's Flippers you can enter the waterfall west of the Magic Shop to find a Fairy Fountain, and blast away the back wall to find the last Heart Piece. When the timer hits 18:56, the ending cut scene will play, and the hero will travel to Kakariko Village... ~~~~~ Items: Sword (Level 2) - As powerful as the Master Sword (of power level 2) from the original game, but does not give the ability to use the Beam Attack. Pegasus Shoes - Also known as the Pegasus Boots, these now give you the ability to change direction whilst running, including turning in the opposite direction. It takes some practice to be able to control correctly, but when controlled well the Pegasus Shoes become a very useful way of travelling distances quickly. Boomerang - Travels as far and as fast as the Magical Boomerang from the original game. Shovel - As well as being vital for gaining hidden Heart Pieces, now you can find Green and Blue Rupees if you dig around. Gold Potion - Or Golden Medicine, this new potion has the same effect as a Blue Potion, but also allows the hero to charge up the Whirling Blade Attack in about half the time. This ability lasts for 10 minutes after drinking the potion. Tablets - The Ancient Stone Tablets of the game's name are your goal in this adventure. There are two to collect in this first week. They are hidden deep in the dungeons, guarded by the Dungeon Masters. Once you collect each Tablet, your life and magic shall be fully restored and you shall exit the dungeon. ~~~~~ Events: 18:06 - Story starts The opening cut scene would finish at this stage and the game play will begin. 18:08 - Fortune Teller appears at Sahasrahla's Hideout The Fortune Teller travels to Sahasrahla's Hideout, although his purpose does not seem clear at this stage. He appears to give advice of some kind. 18:10 - Two Fairies appear This is a common event, the appearance of two Fairies in the centre of the screen, one after another. Use them to recover if needed or stick them in a Bottle. 18:15 - Defeated enemies leave Rupees When the timer hits this point, all enemies that usually leave items will leave either Green, Blue or Red Rupees. Foes that do not leave items (such as Keese) will not, and bosses are obviously also exempt. 18:16 - Unlimited arrows Your arrow counter will switch to an infinity symbol, and you can fire off as many arrows as you like without fear of running out. 18:18 - Gold Potion available at the Magic Shop The Witch drops the Gold Potion down inside the Magic Shop and puts it on sale for the low price of 50 Rupees. 18:20 - Defeated enemies leave normal items The items the enemies will leave behind will return to normal. 18:21 - Unlimited arrows end, fog appears You will no longer have an infinite number of arrows, and you will be left with the same number you had when the counter hit 18:16. Fog will descend upon the overworld. 18:23 - Fog disappears, storm occurs The fog will fade as the storm begins. The storm affects the overworld greatly, replacing normal enemies with Zoras and the rain defusing any Bombs you place. The Witch and the man outside the rental shop will go inside to stay out of the rain. 18:25 - Zora's Flippers cost 150 Rupees Zora will feel generous and lower the price of his flippers from 300 Rupees to 150, a half price sale. 18:28 - Bombos/Ether If you are on a screen where enemies reside, either a Bombos spell or an Ether spell will emanate from the hero's position and affect all enemies on screen. 18:30 - Storm subsides, fog returns The storm will stop, and you will be left with the fog. The enemies will return to normal, and the Witch and the man outside the rental shop will return to the outside. 18:33 - Fog disappears Eventually the fog will fade away and you'll be able to see the landscape as normal once more. 18:34 - Heart Piece appears at the Waterfall of Wishing At the Waterfall of Wishing, a Piece of Heart will fall down from above and land in the shallows outside of Level 2. 18:35 - Zora's Flippers cost 300 Rupees Zora's discount will no longer be in effect. 18:36 - Bombos/Ether 18:38 - More Octoroks and Armos appear at the Eastern Palace The number of Octoroks and Armos around the Eastern Palace will increase, so be careful when returning. 18:39 - Two Fairies appear 18:41 - Unlimited Bombs The Bomb counter will be replaced by an infinity symbol, and you can plant as many as you wish without fear of running out. 18:43 - Zelda attacked by Octoroks south of the Eastern Palace A major event; Zelda will appear in the area to the southeast of the Easter Palace, being chased by three Octoroks. Defeat the Octoroks to save her. She will now follow you, so take her back to Hyrule Castle. There you will meet with an old woman (who may very well be Impa) who will reward you with 300 Rupees for returning Zelda safely. 18:44 - Mole appears at the Waterfall of Wishing A strange mole will make an appearance at the Waterfall of Wishing, next to the Fairy Fountain. Speak to him and he will burrow back into the ground. He will of dug open a cave west of the Magic Shop; you will spot him there. Enter this cave to find a treasure trove of six chests, each containing 100 Rupees! 18:45 - Pot breaking game can be played at the Eastern Palace You may have noticed the thief when collecting the Heart Piece surrounded by pits. He lies in the cave below the pits, and at this time he will allow a special game to be played. It will cost 50 Rupees to play, and you will get 15 seconds to use the Magic Hammer to smash as many pots as you can. Each time you hit a pot, you will gain Rupees, which will increase with each pot you hit, from a Green Rupee, to a Blue Rupee, to a Red Rupee, and finally 50 Rupees. Every time you miss a pot, or hit a skull, you will return back to the single Green Rupee with the next pot you hit. 18:46 - Unlimited Bombs end You will no longer have an infinite number of Bombs, and you will be left with the same number you had when the counter hit 18:41. 18:48 - 20 Heart Containers You will gain the maximum number of Heart Containers, and your life will be filled. 18:50 - Defeated enemies leave Rupees 18:53 - Normal Heart Containers The number of Heart Containers will return to normal. 18:55 - Defeated enemies leave normal items 18:56 - Story ends The week ends, and the ending cut scene will play. ~~~~~ Score: The score is shown on the Sub Screen. While you will be attempting to gain as many items and Rupees as possible during your adventure and explore as much of Hyrule as you can, your score will give you an idea of how well you are doing. It increases with every item you collect, and every chest you open. And even if you manage to collect everything, the score will be different depending on how fast you collected each Tablet. Not every item gives you 5000 points, merely the special items collected in the dungeons, such as the Sword or the Boomerang. Every chest opened (including the Big Chest) counts as 500 points, even if they contain Heart Pieces or other items that have points of their own. Treasure Chest - 500 points Small Key - 1000 points Heart Piece - 1000 points Dungeon Item - 1000 points Heart Container - 5000 points Special Item - 5000 points Tablet - 40000 points, minus 500 points for every minute that passes (including the six minutes before play starts) ~~~~~ Ending the Game: If the hero falls in battle, they shall return to Sarasrahla's Hideout. If they are defeated in a dungeon, they shall return the entrance of the dungeon. The time will not reset itself upon your defeat, you shall not lose any items or Rupees, and your score will remain unaffected. At the end of the story, the final cutscene will play no matter how many Tablets you have collected. The .srm file can be carried over to the next week of play and you can continue from where you left off.