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------------ Hints / general advice ------------
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- Dead ends are almost never just dead ends, especially if you had to use a key or do something special to get into them. Explore in detail before you backtrack.



- Each time you continue the game on the overworld, Impa will tell you a hint in the Debug Console window. These hints cycle through 11 possible hints (before cycling back to the first), and those 11 each update if you've obtained certain items or made certain progress. If you're stuck, you can try F6ing a few times to see what all her current hints are. This isn't required, but can help if you have no idea what to do.



- Although knowledge of Zelda 1 is not *required* to beat this game, it is helpful, since there is a Z1-style minimum of explanatory text within the game, and many patterns may look more familiar if you know Z1 well. While this quest has item and puzzle elements more akin to the Gameboy Zelda games, this is overall very much a Zelda 1 fangame, meant mainly for people who had played the first quest.



- Zelda 1 pushblock logic is in effect. You may need to kill enemies in the room to push a block. You may need to push any block on the screen, although this generally only happens on screens with a few blocks. A certain item you get early on may make it easier to determine which blocks you DON'T need to push, and find the ones you do.



- Nothing in the Mode Menu is required, although it can be helpful and make the game a bit more fun. Think of the Mode Menu as a sort of breaking of the fourth wall, to adjust the game to your own comfort and enjoyment- whatever makes the game more enjoyable for you is what you should pick.



- You can save a lot of time by using the "Save Here" option on the mode menu very often, and thinking about where you want to continue from when you're at the overworld's continue screen since it can take you to dungeon entrances you've visited.



- If there are strange spots on the ground, there's a good chance something is hidden in that area.


 
- There are 9 dungeons in this quest. The first three are "Level A", and can completed in any order. You must complete all three Level As to get through levels 4-6, which are "Level B". After that comes two dungeons of "Level C", and the final dungeon is "Level D". If you are absolutely stuck finding these dungeons and can't figure out a way in, it might be helpful to look up some information about Zelda 1.







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------------ Mode Menu Manual ------------
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The mode menu can be opened (and closed) with the Map button at any time during gameplay. This pauses the game and enables the player to select modes by pressing directions. Pressing A will also make a random selection on any selected mode.

There is no "wrong" way to play this quest, and I wanted it to be as fun and customizeable as possible. Story-wise, I imagine the quest as using the default settings with all modes off, but this allows you to reach through the fourth wall and make it your own personalized experience.


---------------------------
----- Silver modes (Music):
---------------------------

Music File:
- Changes music file between any enhanced music file used by any dmap of the quest, as well as toggling it playing MIDI instead. (Press left nad right.)
- Most music files have multiple tracks. Use the Music Track selection below to find them.
- To toggle to MIDIs, press all the way to the left.
- This can load any enhanced music file in the track from any dmap.
- If you want to add your own tracks, it recognizes the files "customsong1.mp3" through "customsong10.mp3", or if you want to use OGG Vorbis files you can also use "customsong1.ogg" through "customsong10.ogg". 
- As another method of adding music files, you can also edit the quest file and add a new enhanced music file to any DMap and then save the quest; this selector will automatically be able to find it.

Music Track:
- Changes track of the current enhanced music file, or changes the current MIDI if playing midis. (Press left and right)
- Select MIDI 0 for no music.
- There are 105 MIDIs included.
- You can add your own MIDIs by adding them to the quest file and saving it, and they selector will automatically be able to find it.

-------------------------
----- Green modes (Easy):
-------------------------

8 Way Walk & Slash:
- Toggles off the simulated 4 way movement and gives the player Slash.

Shield:
- Toggles on the level 1 shield item, which the player does not start with nor obtain during gameplay.

Double Defense:
- Toggles on a "Level 2 Peril Ring" item which gives the player double defense at all times, in addition to any other defense boosts obtained during gameplay.

See HP,Names,Area#:
- If on, displays enemy HP above their head (temporarily), enemy names on the passive subscreen (when hit), the Area's screen number (below the minimap), and localized area names of the Overworld (above the minimap).

Continue with:
- 3 Hearts: The player will resume the game with 3 of their hearts a la Zelda 1 (default).
- Full hearts: the Player will resume the game with full hearts.
- Full+Autofill: The player will resume the game with full hearts, and they possess a Level 1 Heart Ring which gradually replenishes HP.

Weaker Monsters:
- If on, reduces some enemies' HP by half, and halves all enemies' damage and weapondamage. This mode cannot be used at the same time as Tougher Monsters.

------------------------
----- Blue modes (Hard):
------------------------

Tougher Monsters:
- If on, doubles most enemies' HP. If the player has completed less than four dungeons, enemies' contact damage will be increased by half a heart and weapondamage will be increased by a quarter-heart. If the player has completed four or more dungeons, enemies' contact damage will be increased by one heart and weapondamage will be increased by a half-heart. This mode cannot be used at the same time as Weaker Monsters.

No Heart Drops:
- If on, removes all life-replenishing heart items.

Spawn More Monsters:
- If on, a timer will count down and then a random monster (from a predetermined set) will be spawned in a random position on the screen. The monster will fall from the ceiling (if possible) and be briefly stunned so as to prevent arbirtary damage.

-----------------------------------
----- Red modes (Player abilities):
-----------------------------------

Zapper ducks:
- 1: Enables a mouse cursor, displayed as Duck from Duck Hunt, which can be used to create explosions by spending 1 rupee. These explosions can hurt Link and enemies, and trigger bombable secrets, but this mode is not required to beat the game. (Fun suggestion: a second player in the room can use the mouse while the first player plays normally.)
- 2: Displays a Duck on the passive subscreen who flies left and right and slowly drops clay pigeons onto random positions of the screen, which explode. These explosions can do the same things as the mouse cursor explosions.

Summon Partner:
- If on, a partner will follow the player who can fire swordbeams when they attack. Pressing Ex4 will leave this partner somewhere on the screen, and pressing Ex4 or Ex2 while seperated will allow the player to sawp positions with the partner. They can also hold down pressure switches. This mode is not required to beat the game. Partners can select any costume the player can use, except for the "invisible" costume.

------------------------------
----- Gold modes (Decorative):
------------------------------

Costume:
- If on, changes the player character's appearance. (No effect on gameplay mechanics.) 

-- List of costumes:
0. Zelda 					- Default; Main tiles from Super Mario Crossover, by Exploding Rabbit
1. Link
2. Marin (Link colors)				- from Link's Awakening, but NES Style
3. Marin (Blue & Red)				- from Link's Awakening, but NES Style
4. Din						- from Oracle of Seasons, but NES Style
5. Nayru					- from Oracle of Ages, but NES Style
6. Nayru (Veran-possessed)			- from Oracle of Ages, but NES Style
7. Farore					- from Oracle of Ages & Oracle of Seasons, but NES Style
8. Impa (old)					- from Zelda 1 manual & Zelda II manual
9. Impa (young)					- from Hyrule Warriors
10. King Harkinian				- from The Legend of Zelda cartoon & Valiant Comics
11. King Harkinian (CD-i Version)		- from Zelda: The Wand of Gamelon & Link: The Faces of Evil
12. Duke Onkled 				- from Zelda: The Wand of Gamelon
13. Subrosian					- from Oracle of Seasons
14. Rosa 					- from Oracle of Seasons
15. Darunia 					- from Hyrule Warriors
16. Lana 					- from Hyrule Warriors
17. Abei 					- Z1 Old Man
18. Ama 					- Z1 Old Woman
19. Merchant
20. Darknut
21. Wizzrobe
22. Goriya
23. Zora
24. Octorok
25. Moblin
26. Vire
27. Lynel
28. Zol
29. Pols Voice
30. Tektite
31. LikeLike
32. Wallmaster
33. Stalfos
34. Gibdos
35. Gibo					- From A Link to the Past, but NES style
36. Sluggula					- From A Link to the Past, but NES style
37. Bari					- From A Link to the Past, but NES style. Tiles by P-Tux7
38. Aquamentus
39. Dodongo
40. Manhandla (Tiny)
41. Manhandla Head				- Note: as a partner costume, this is instead a Manhanda Body
42. Gleeok (tiny)
43. Digdogger (kid)
44. Gohma (tiny)
45. Patra
46. Fairy
47. Gannon (Tiny)				- from Zelda 1
48. Link's Shadow
49. Zelda's Shadow
50. Bunny Link 					- from A Link to the Past, but NES style
51. Link (Cheerleader Costume)			- from Triforce Heroes, but NES style
52. Return of Uncool
53. Mario 					- as seen in Super Mario Bros 1
54. Mario (Red & Blue)
55. Luigi					- as seen in Super Mario Bros 1
56. Luigi (Green & Blue)
57. Princess Peach Toadstool			- as seen in Super Mario Bros 1 and 2J
58. Princess Peach Toadstool (Modern-ish)
59. Princess Daisy
60. Princess Daisy (no crown)
61. Hammer Bros 				- tiles by P-Tux7
62. Goomba
63. Wario
64. Waluigi? (Wario Pallete Swap) 		- with Tatanga the Mysterious Spaceman from Super Mario Land
65. Waluigi? (Thin) 				- with Tatanga the Mysterious Spaceman from Super Mario Land
66. Bomberman
67. Black Bomber				- From Bomberman II (Bomberman 1 style sprites)
68. Dragon Warrior - with Slime			- AKA Dragon Quest 1 Hero
69. Dragonlord - with Drakee			- from Dragon Quest 1
70. Prince of Middenhall - with Slime		- AKA Prince of Laurasia, from Dragon Quest II
71. Prince of Cannock - with Red Slime		- AKA Prince of Sumaltria, from Dragon Quest II
72. Princess of Moonbrooke - with Metal Slime	- from Dragon Quest II
73. Princess of Moonbrooke (Alternate Colors)	- from Dragon Quest II
74. Xemn Worzen 				- from Legacy of the Wizard / Dragon Slayer IV: Drasle Family
75. Meyna Worzen 				- from Legacy of the Wizard / Dragon Slayer IV: Drasle Family
76. Lyll Worzen 				- from Legacy of the Wizard / Dragon Slayer IV: Drasle Family
77. Roas Worzen 				- from Legacy of the Wizard / Dragon Slayer IV: Drasle Family
78. Pochi Worzen 				- from Legacy of the Wizard / Dragon Slayer IV: Drasle Family
79. Lolo 					- from Adventures of Lolo & Kirby's Dreamland
80. Lala 					- from Adventures of Lolo & Kirby's Dreamland
81. Simon Belmont 				- as seen in Castlevania II: Simon's Quest
82. Quote - with Balrog & King's Sword		- from Cave Story
83. Curly Brace - with Balrog & King's Sword	- from Cave Story
84. Dana 					- from Solomon's Key
85. Popolon 					- as seen in Knightmare II: The Maze of Galious
86. Aphrodite 					- as seen in Knightmare II: The Maze of Galious
87. Naru Osaka - with Usagi Tsukino		- from Sailor Moon
88. Gurio Umino 				- from Sailor Moon
89. Monika 					- from Doki Doki Literature Club
90. Sayori 					- from Doki Doki Literature Club
91. Yuri					- from Doki Doki Literature Club
92. Natsuki 					- from Doki Doki Literature Club
93. Commander Keen - with Little Ampton & Yorp	- from Commander Keen
94. Captain Jean-Luc Picard			- from Star Trek: The Next Generation
95. Luke Skywalker - with R2-D2			- from Star Wars Episode IV: A New Hope
96. Leia Organa - with R2-D2			- from Star Wars Episode IV: A New Hope
97. Han Solo - with Chewbacca			- from Star Wars Episode IV: A New Hope
98. Grand Admiral Thrawn 			- from Star Wars: Heir to the Empire
99. GRAAL Classic Default Player 		- AKA GRAAL Newbie, from GRAAL Classic Online
100. Moosh 					- from In The Lost Kingdom of the Banana Blood God. Tiles by Shane
101. Kell					- from Depths of Malice. Tiles by Moosh; character by Russ
102. Riggs 					- from Depths of Malice. Tiles by Moosh; character by Russ
103. Holm 					- from Hitodama and Yuurei. By Aevin
104. Desio (Hood Down)				- from Yuurand. By Russ
105. Desio (Hood Up)				- from Yuurand. By Russ
106. Eli 					- from Yuurand. By Aevin
107. Eevee 					- Tiles by Mani Kanina
108. Eevee (NES Version) 			- tiles by Mitsukara, based on Mani Kanina's
109. Dimivee 					- tiles by Mitsukara, based on Mani Kanina's
110. Yoshi 					- tiles by Shane
111. Yoshot 					- tiles by Shane
112. Mani Kanina 				- by Mani Kanina
113. Gardea 					- by Zaxarone
114. Arcana 					- from HeroOfElements, by HeroOfFire
115. Arcana? 					- from HeroOfElements, by HeroOFFire
116. Bargo 					- From BikDip's Adventure, by BikDipOnABus
117. BigJoe 					- from Xenogears, tiles by BigJoe
118. Hylia Goddess Statue 			- from Skyward Sword
119. Hylia Goddess Statue (alternate) 		- From Skyward Sword; tiles by Moosh
120. Zelos Phoenix 				- From Eiyuu and other stories; by TeamUDF
121. Zelos Phoenix (NES Version)		- From Eiyuu and other stories; tiles by Mitsukara
122. Black Mage					- From Final Fantasy 1; inspired by MeleeWizard
123. Knuckles 					- From Amy Rose quests by Eddy; tiles by Lightwulf
124. Amy Rose 					- From Amy Rose quests by Eddy; tiles by Lightwulf
125. Revenant 					- From DOOM; tiles by FireSeraphim
126. Samus Aran 				- From Metroid; tiles by PolygonX8
127. Invisible 					- Blank tiles

World Redecorate:
- If on, changes the way the graphics of the world look for a more modern presentation. (No effect on gameplay mechanics.)

Environment:
- 1: Displays the screen and all objects in a skewed "Mode 7"-style perspective.
- 2: Displays the screen and all objects upside down.
- 3: Displays the screen and all objects spinning.
- 4: When selected, stops at the spun position of Environment mode 3, to display the game at arbitrary crooked angles.
- 5: Displays the screen and all objects scaled down to half-size.
- 6: Displays the screen and all objects in a blocky style based on the Atari 2600 game Adventure.
- 7: Draws special weather effects on specific predetermined areas of the overworld.
- 8: Draws scanlines over the screen and passive subscreen.
- 9: Draws a white transparent layer over the screen and passive subscreen.
- 10: Displays a black transparent layer over the screen and passive subscreen.
- 11: Displays a gentle misting/sprinkling effect over the screen.
- 12: Displays transparent rain over the screen and plays rain noises, including muffled rain noises when indoors.
- 13: Displays opaque rain over the screen and plays rain noises, including muffled rain noises when indoors.
- 14: Displays snow over the screen.
- 15: Displays transparent mist over the screen.
- 16: Displays sakura petals over the screen.
- 17: Displays breeze lines over the screen.
- 18: Displays slight heat ripples over the screen.
- 19: Displays the screen as somewhat wavy.
- 20: Displays the screen as very wavy.
- 21: Displays the screen in a new type of wavy which is more "jello-like".
- 22: Displays the screen in a new type of wavy which is more "jello-like", but more intensely.
- 23: A transparent dim mode, which displays circles of light around the player and other objects. 
- 24: Displays the screen and all objects spinning and wavy, for a visual challenge.
- 25: Displays the screen and all objects spinning and "jello-like" wavy while also displaying an opposite-spinning version behind it, for maximum visual challenge.
(This mode's effects do not affect gameplay mechanics.)

Z3 Scrolling:
- No effect on gameplay mechanics. (Screen edges still exist, but you can see past them.)
- If on, the screen and all objects will be drawn in such a way as to center the camera on the player.
- If set to "Fast", the player can instantly scroll from screen to screen while on the overworld. (Note: the regular scrolling speed of the quest can also be changed by opening it in ZQuest and changing the Quest Rule for scrolling speed.)
- In dungeons, the screen still scrolls, but nearby screens are obscured from view. (this looks best on Environemnt 1.)
- This works with environment modes except for the weather.
- Please Note that the Zapper Duck positions will not account for this mode, so while they do work, aiming with them becomes very difficult.

Confusing Item GFX:
- If on, certain items will use different graphics, which may seem more familiar from other games but which do not fit the stylistic themes of this game's puzzles. Hints in dungeons that refer to the items by name will be updated to refer to them by what they look like if this mode is on. (No effect on gameplay mechanics.)

Subscreen border:
- Allows the player to change what the subscreen border graphic looks like. (No effect on gameplay mechanics.)

------------------
----- Save option:
------------------

Save Here:
- Allows the player to save their progress at almost any location.
- Once saved, when the player reloads the save file in ZC, they will be given an option of whether to:
-- Continue from the first screen of the overworld,
-- Continue from the exact screen, map, and position where they saved,
-- or Continue from the inside of any dungeon entrance they have reached.