Link and Zelda: Panoply of Calatia
SubmittedDecember 24, 2016
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Release 1.2, intended for Zelda Classic version 2.50.2.
This quest uses enhanced NSF music!
Please Download the Support Pack here to get the Enhanced Music, Instruction Manual Booklet, Secret Guides, and the original scripts!
Link and Zelda team up!
Embark on an adventure spanning two lands. Here there are always many different ways to go, and many mysterious puzzles to solve. You must make creative use of each of the magical items you can find. If you combine your skills and cooperate as a team, then you can accomplish anything!
Link and Zelda must work together:
- Ex2: Switch characters to wield different weapons and use items differently!
- Ex3: Your partner can help you fight with auto-attack!
- Ex4: Separate to solve puzzles from two different places, or dodge monsters by switching from far away!
Wield a panoply of magical items:
- Cane of Somaria
- New B-Button Ladder
- Switch Hook
- Horse Call
- Shield that can push enemies
- Many, many more! 36 active item slots in all.
Explore 2 complete overworlds:
- Non-linear layout from the very beginning, with many different ways you can go to progress.
- Even mix of overhead and sideview gameplay. Larger character sprites in sideview will Enhance Your Video Vision (whatever that means)!
Traverse numerous dungeons:
- Negotiable dungeon order! Gain access several new dungeons at a time.
- Recreations of most monsters from Zelda II, plus monsters based on A Link to the Past, Link's Awakening, and more! Brand new monsters, too!
- Custom boss and miniboss in every dungeon!
Investigate optional Sidequests:
- Level up to increase your power with a Zelda II-based levelup system (however, you have the option to keep your experience)
- 5 New Minigames
- Trading Sequence with multiple prizes
- Collect Secret Seashells for powerful rewards
- All containers are hidden in the overworlds; none in dungeons
Bonus post-game boss!
- Conceived by the infamous scripter Moosh!
Extra Gameplay Modes:
Please see the Secret Guides in the support pack for more details.
- Adjustable settings menu (continue on the overworld to change it again)
- Error Mode: Simulate a malfunctioning/corrupt game cartridge for strange, random experiences!
- Averted Ambush Mode: A special trick you can perform in the intro sequence lets you start the game with a bunch of items, complete things in an even more optional order, and potentially end the game in a different way to fight a special variant final boss.
- Swordless challenge: Just for difficulty, you can skip the sword until the final battle. (Not recommended for a first playthrough.) Certain other items are also optional!
- Small Mode: Enter the filename SMALL and Link, Zelda, and certain monsters will not use their large sprites in sideview mode. This has no advantage and is not particularly recommended.
Please see the Instruction Manual booklet for the full story and artwork!
Two years after the events of Zelda II, Link and Zelda travel to Calatia to rescue King Harkinian of Hyrule and Queen Seline of Calatia, who have been taken hostage by the Fire Warrior Militron.
There are a few cutscenes, but they are short and NES-styled, with more actions than words. Many NPCs give clues in the form of simplstic single-line dialogue.
- Miscellaneous -
Scrolling subscreen minimap and bonus boss scripts: Moosh
Certain ideas: Dimentio & Grayswandir76
Zelda's overhead sprites based on "Super Mario Bros Crossover" by Jay Pavlina/Exploding Rabbit
Girubokku enemy editor technique, and inspiration for related editor monsters (deadrock, etc): Aevin (from "The Hero's Memory" quest)
Rupy Ring item idea: from various "Randomizer" quests by Hero of Fire
- Beta Testers -
- Sounds -
Audacity software, for editing
Jeffrey Nelson as Militron
- Scripting info & advice -
- Special Thanks -
MeleeWizard (resparked my interest in ZC in 2012)
NewJourneysFire (thanks for the Expo coverage)
Eins (thanks for the Expo coverage)
Vinesauce (Helped inspire Error Mode)
All original Legend of Zelda creators.
- Zelda Classic Creator -
- Zelda Classic Developers -
...and anyone I missed.
- Original Music -
- "Zelda II: The Adventure of Link" composed by 'Tsukasan' Akito Nakatsuka
- "The Legend of Zelda" composed by 'Konchan' Koji Kondo
- "Link's Awakening DX" composed by Kazumi Totaka, Minako Hamano, Kozue Ishikawa, Yuichi Ozaki
- "Oracle of Seasons" and "Oracle of Ages" composed by Kiyohiro Sada, Minako Adachi
- "Legend of Zelda NSF" custom remix by Klopp422 & Klopp422's brother (on PureZC)
- "Zelda II: TRANCE REMIX!" custom by Rushjet1, Danooct1
- Corrupted Zelda II music used in minigames made with the Vinesauce Corruptor, based on the "Adventure of Oink" youtube video
- Deepened/slowed Zelda II music made in Famitracker by Mitsukara
- Zelda II Overworld remix MIDI by Mary (on VGMusic Archive); edited in GXSCC and Audacity by Mitsukara
- "Legacy of the Wizard" composed by Yuzo Koshiro, Mieko Ishikawa
- "Knightmare II: The Maze of Galious" composed by Hideno Maezawa, Shinya Sakamoto, Atsushi Fujio, Kiyohirio Sada, Kinuya Yamashita
- "Mickey Mousecapade" composed by Takeaki Kunimoto
- "Mickey Mouse III: Dream Balloon" / "Kid Klown in Night Mayor World" composed by M.Takenaka, Hiyoruki Masuno
- "Dragon Quest IV" / "Dragon Warrior IV" composed by Koichi Sugiyama
- "Conquest of the Crystal Palace" composed by Masaharu 'Rezon' Iwata
- "Captain Tsubasa" composed by Keiji Yamagishi
- "Rambo" composed by Tohru Hasabe, Minky Motoyama
- "Friday the 13th" composed by Hirohiko Takayama
- "Adventures of Lolo" & "Adventures of Lolo 2" composed by Hideki Kanazashi
- "Triforce of the Gods" bootleg composed by unknown staff from Waixing
- "Ys III: Wanderers from Ys" composed by Mieko Ishikawa
- "Akumajou Dracula" / "Castlevania" composed by Kinuyo Yamashita, Satoe Terashima
- "Dracula II: Noroi no Fuin" / "Castlevania II: Simon's Quest" composed by Kenichi Matsubara, Satoe Terashima, Kouji Murata
- "Metroid" composed by Hiro 'Hip' Tanaka
- "Donkey Kong Land 2" composed by Grant Kirkhope, David Wise
- "Super Mario Land" composed by Hiro 'Hip' Tanaka
- "Super Mario Land Mix" & "Super Mario Bros Mix" custom by PhD, RTC
Hints and/or Cheats
General-purpose, non-cheaty advice can be found in the Instruction Booklet. More extensive FAQ-style advice can be found in the Secrets and Guides.
Joke Gameplay Modes:
- "Mickey Mousecapade II": Enter the filename MICKEY to change the story scenes, and replace the player characters, certain item helpers, and final boss! Aesthetic changes only.
- "7 Grand Dad II" / Mario Mode: Enter the filename GRANDDAD to play as Mario and Luigi and ride Yoshi!Jumping works differently and you start with Yoshi, who has a (crudely-scripted) tongue attack, but the story is unchanged.
- "Spikes of Doom II" / Tribute to Spikes of Doom: During the opening sequence, hold up to make Link and Zelda enter a forest. Below lies a very short tribute to the quest "Spikes of Doom" by darkness 3576.
- "Tribute to The Darknut Within": Enter the filename DARKNUTS for different graphics and intro story. This mode is almost unplayable.
ZC / Game Design Stuff:
- You can complete the dungeons in any order. Generally, if you got inside and you have bombs, you have what you need for it.
- Eight way movement
- Fast (but not super fast) scrolling
- Your own bombs hurt, your own fire doesn't
- Armos & graves are safe from the south
- Slash is available semi-early in the quest
- Swordbeams are available immediately (once you get the sword), but work differently; free arrows are available
- The raft always branches, it's not just a path
- There are many different types of puzzles, and not very many standard block puzzles
- There are no true "enemy gauntlets" or "boss gauntlets" (no long sets of rooms full of monsters to kill without other features)
- Most dungeon rooms have a special trick or puzzle to them, trying to avoid repetition
If for some reason you don't have a mouse, you can bypass the Sprite fairy portions by activating level 1 cheats with "SPRITE", then holding L and R in places where you'd need sprite.
This quest is not passworded, and the entirety of it's scripts are included in the Support Pack. You are free to alter it and even make a new or variant quest out of it's components... but good luck making sense of any of it, because my own scripting is an amateurish mess with almost no labels (I self-taught zscript as I made this quest), and I probably won't be around to consistently provide any help deciphering it (sorry). Moosh has also stated that anyone may freely use or alter the map system and bonus boss.