Today Zelda heads out to her first dungeon!
Stepping outside of Saharsala's hideout, she discovers that the monuments are coming to life and hopping after her!
She flees for now because fighting statues is a tad silly.
The Armos (I think that's what the hopping statue is called) is kind of persistent and backs our hero into a corner!
With no other choice, she draws her sword and defends herself!
Okay, let's take a moment to review here. We're here, the pendant-plot-coupon is over there, aha, okay, Zelda decides to move more carefully so she's not backed into a dead-end again.
A bit more dodging around, encountering both hopping and non-hopping foes alike, Zelda finally finds what definitely must be the dungeon entrance.
For some reason, its statues are non-hoppers. Maybe they're just sleeping or tired? Zelda ponders the hoppidity of statues.
This is definitely the place. The decor takes a turn for the cyclopean and our map is now one big black void of uncertainty.
Well, somehow Zelda knows that there are two floors to this dungeon, though. Call it princessly intuition.
Seeing how the front door is closed, let's try right one.
Well, that doesn't work. Did this place fall apart over the years or did they never finish building these bridges to nowhere?
How about the left path?
Nope, same oddly symmetrical pit design. Now this is definitely deliberate architecture.
So what then? Zelda starts hurling the pottery around in frustration and accidentally discovers a switch that opens the middle door, only to be greeted by... anemone? What Zelda are these gross tentacly things?
From long-forgotten biology lessons from her dearly departed uncle, Zelda suddenly identifies the little critters as "popos", who sadly must meet an untimely demise at her sword.
There's another push-panel on the floor, which opens the doors that had just closed down. Zelda makes her way deeper into the dungeon.
There is a steady stream of balls rolling down this gutter. Zelda nimbly manoeuvres around them doing her best to not become a bowling pin.
Checking out the bridge over the bowling alley Zelda finds some loot. Cha-ching!
On to the next room, this turns out to be a large alcove with some wandering skeletons (Stalfos) and oooooh, look at that! A big treasure chest! Something important must be in there!
For now Zelda finds another push panel on the floor that opens another door.
Next room has some baddies and another doorway that leads to a tantalisingly unreachable chest.
Backtracking and engaging these skellies in a mano-a-mano Zelda discovers that the little bonies are surprisingly bouncy and like to jump away from her sword!
She backs them into a corner where they can't jump away and mercilessly slays them, sending them to their second death!
Next room contains a ricocheting flashy skully thingy (called an anti-fairy), which requires dodging as Zelda searches for a switch to open the next door.
She's getting the hang of this: switches under pots. Makes total sense.
This leads to the aforementioned tantalising chest, which contains the map!
Hm, nice! This place doesn't look so big after all. Zelda has already explored a good chunk of it.
Backtracking to the room with the big chest, Zelda opens the opposite door with yet another push pad on the floor.
This room contains the Foetid Four but Zelda just ignores them and goes on to the next one.
Well, this is new. A boneyard, but the bones come to life! Jumpy Stalfos surround Zelda!
The social network of the future: No ads, no corporate surveillance, ethical design, and decentralization! Own your data with Mastodon!