Friday, January 6, 2023

Nightmare Chamber Dungeons

Shadow Link coming out of the collapsed Master Stalfos

This special project was an idea that I've been having for quite some time, but didn't want to realize this until I had a completed Hero Mode save file of Link's Awakening on my own Nintendo Switch at the ready. Well, this is now the case. And it's no secret that I was having quite a lot of fun with the Chamber Dungeon on all my playthroughs of the remake, where I've spent a lot of time with it.

Other than completing the challenges in different ways, I've also made my own creations in the past with a small variety of different concepts. The Chamber Dungeon is very limited when it comes to creating dungeons, however, and is best enjoyed as a puzzle, where you try to fit the rooms together, while fulfilling multiple criteria.

Now, what I had in mind for this project was creating "nightmare versions" of all the dungeon from Link's Awakening by following a set of rules. Of course there are clear limitations of how difficult you can make things, but I was trying my best to make them as challenging as possible.

With the exception of the Color Dungeon, none of the dungeons can be fully recreated within the Chamber Dungeon, only parts of them. But these chambers should be in place where they used to be originally, whenever possible. I've used my chamber check from three years ago as a basis for this whole thing.

The rest of the chambers needed to be substituted, which is were the puzzle aspect comes in. The extra chambers for the respective dungeon were given priority, but because of this you will always have the boss twice within the dungeon, where I've usually made the one of the end "harder" by adding the +Bombs effect. As for the rest, I try to go with chambers that have something in common, like an enemy or an element, but what was most important was that the overall path of the dungeon stays in tact. Also, treasure chests should be around the same locations, but this was not a necessity.

And once everything was put in place, I've used +Effects on almost every chamber, where all of them have to be used at least once per dungeon, so there will always be a Wallmaster and a Shadow Link causing trouble. The Shadow Link isn't actually very difficult on his own, because all you have to do is hold R until he has unleashed a Spin Attack, where this is the time to strike. Rinse and repeat. It's most effective when combined with mini-bosses, where he will still attack you, unlike with the nine main bosses, where he just disappears for the moment.

The Wallmaster will leave you be with any sort of boss, even while fighting Shadow Link, but it will otherwise be constantly annoying you once he got summoned and even after it got defeated. Just leaving the current chamber will revive it and he will also revive after a short while in the same chamber... With some dungeons I've made it so that the Wallmaster can be avoided or postponed, with others you will have it on your toes right from the beginning. But it's interesting what you can actually do with one, once you're forced to deal with it, e.g. destroy cracked blocks or defeat enemies.

Now, let's take a look at each nightmare dungeon individually:









I've been iterating most of these dungeons multiple times to make them more difficult, but for the most part this just resulted in placing the Wallmaster and the Shadow Link in tougher positions. There is only so much you can do here and a veteran player (like myself) won't have much trouble with any of these, even in Hero Mode.

And during this project there were three flaws with the Chamber Dungeon that really became apparent once more and made things less enjoyable:

  • There are simply too many omissions, mainly chambers from the Levels 3 and 7. With that there are also some enemies that never appear in the Chamber Dungeon, like the Bombites, Like Likes, and Anti-Kirby. It's just disappointing.

  • The chosen tunnels are just random. If you want a specific tunnel somewhere, you will have to remove the chamber with the staircase, place it again, and hope for the best. Of course you won't know what tunnel goes there until you've played the dungeon again...

  • There is always the same music. Even though it has four different renditions based on the size of the dungeon, it just gets very repetitive after going through the 24 challenges and then eight more dungeons. An option to choose from any of the original dungeon tracks would have been really awesome for this project and could have set a much better mood.

Still, this is something I wanted to do and something that feels like a great conclusion to my long journey with the Chamber Dungeon. If Nintendo ever were to give us a proper dungeon maker for Zelda, I would probably make good use of it.

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