So, I was able to spend a little bit more time with the new Chamber Dungeon feature in the remake of The Legend of Zelda: Link's Awakening on Nintendo Switch, where I was curious about certain things and did some investigating. Nothing out of the ordinary, so don't expect anything major from this post.
Play Chamber Dungeons Directly from Arrangements
Previously I suggested that you should be able to play your Chamber Dungeons right from the "Arrange" menus in my post about how to update the Chamber Dungeon. Turns out this feature is already in the game, but it's a little bit hidden...
After freshly recording your current arrangement in the builder mode, you will be able to directly play your dungeon by selecting the entrance tile. The A button interaction then changes to "Play", where you can head right into adventuring. I wish I knew this during my first two playthroughs, because this is a really useful shortcut that will save you from a lot of navigating the Chamber Dungeon menus when clearing all the challenges. Just arrange your solution and play it.
It still seems a little bit obscure this way and it also has the disadvantage that you can't move your entrance tile any longer after recording. You have to change something else first or delete the entrance... And a simple "Go Adventuring" entry in the arrangement menus certainly would be more visible. After all I didn't even know that this shortcut existed until yesterday.
Chamber Dungeon Tiers
Whenever you arrange a Chamber Dungeon on one of the free slots or save any of your dungeons to an amiibo, they will be named "X of [player name]". The X is different depending on the size of your dungeon, where you have the following levels:
- 03 – 10 tiles: Shrine
- 11 – 20 tiles: Cave
- 21 – 30 tiles: Maze
- 31 – 64 tiles: Labyrinth
So, the "Labyrinth" tier spans over one half of the size range. These levels can also affect the background music, but there might be other factors for the music.
It's not possible to build a Chamber Dungeon with less than three chambers, by the way, because the Nightmare's Lair requires a key and there are no entrance tiles with chests in them.
(It doesn't seem to have a direct influence on the amount of Rupees that you get from the +Rupees effect (and treasure chests), however. Instead this seems to correlate with the amount of chambers, where per chamber you're bound to get 10 Rupees. There is a cap of 300 Rupees, however, where a dungeon with a total of 30 chambers will give you the best results already.)
Red and Blue Mail Overwrite
When you're playing a dungeon that you got via amiibo, it will update your current inventory to that of the dungeon creator. I wanted to know how the different tunics behave here, which turned out to be as simple as you would expect.
If you're sporting the green tunic, but the creator had either the Red or the Blue Mail while clearing the dungeon, you will get that mail, even if you've already beaten the Color Dungeon and went with the green tunic on purpose.
If you already have the Red or Blue Mail, you will keep that mail, even if it's different from what the dungeon creator has been using. This might put in you at a disadvantage for beating records, however, if you're using the Blue Mail, because the Red Mail can save you quite some time with certain bosses. So, it's best to always use the Red Mail for the Chamber Dungeon.
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