Category: games

TOTK Diary 37

I am pretty nearby the Eldin SkyView Tower, so I might as well run out to it and see if I can activate it to unlock the map here before I head West to visit Rito Village.

It turns out not to be very difficult at all. The tower is out of commission. An Aerocuda has flown off with the control terminal, and is flying around in lazy circles with it in its claws. The repairman, Sawson, is there to tell me about it. It’s a simple matter of shooting the Aerocuda out of the sky. I climb up the tower to the limit of my endurance meter, and then jump off, glide, use bullet time, and it’s like the easiest shot in the world. Aerocudas are one-shot enemies, and the stolen terminal drops to the ground. I pick it up and take it over to Sawson, who asks me to put it near to where it installs, and he hooks it back up again. The tower is operational once more.

I shoot up into the sky to scan in the map data, and as I’m coming down I spot a sky island very nearby, and glide over to it to check it out. As I get closer, I discover a Flux Construct II walking about on a sandy arena-like field strewn with Zonai objects.

I engage it in battle, using Ultrahand to rip it apart, and drop the blocks. Eventually the whole thing is disrupted enough to fall apart, and I am able to hit the one vulnerable block with a bomb arrow. A few hits, and it drops a treasure chest it was carrying on its back. I run to the chest and open it, and find another Old Map with an X marked on a spot nearby to the northeast, right where there’s a great chasm to the underworld. I’m curious as to what the Map mark means, but I’m prioritizing my visit to Rito Village, so it will have to wait.

After it drops the chest, the Flux Construct II changes up its attack modes. It turns into a giant Rubik’s Cube of Death, which rolls at me. This form I can deal with, again by ripping out blocks and letting it fall apart and hitting the vulnerable part again. But the next mode is something I don’t feel equipped for: a carpet bombing checkerboard of death. It goes into the sky high above me, laying itself out in a big grid, and sending row after row of blocks at me, which hover above my head before tumbling down to the ground to do huge damage if they touch me. And I can’t see the vulnerable block among them, so I’m like what the hell. I bet maybe the thing to do is use Recall on a block and ride it up to the sky and hit the leader block from up there, but I have no idea if that’s really the solution or not. I don’t want to figure it out, I’m on a quest to unlock fairy flowers and upgrade my damn armor so I can last more than a hit in a real fight.

I run off the edge of the sky island and plummet earthward. Below me I see a shrine, so I glide to it and enter. The test is a sneak strike trainer. There’s a zonai construct in the middle of a small, semi-enclosed area. I need to sneak up behind it and get close, and then deliver a sneakstrike. This is not actually too difficult, but I do have to re-learn that in order to sneakstrike, you need to be close enough for the on-screen tip to tell you that you’re in range to do a sneakstrike. So this actually takes a bunch of tries, but eventually I figure it out.

After I leave the shrine, I run across a field, where I see on the far end, and off into the shallow waters of the eastern Eldin shore’s spiral jetty, there is another shrine. Between my location and this new shrine, there’s the chasm to the underworld that is right by where the X on the Old Map is.

I don’t dive down to check it out, but since I’ve unlocked this shrine right here, I can fast travel back any time I want to. A bokoblin skeleton comes out of the night to shoot arrows at me, and I harvest a few before running down to the spiral jetty area.

I don’t want to mess around walking the long way along the entire spiral. I have a lot of stamina, and this enables me to plow straight through, swimming the gaps and make a beeline straight to the shrine.

This shrine is called Turbo-something. There’s an electrical motor in the center of the room, disconnected from a power supply. There’s a metal plate that I can use to connect the circuit to power the motor, and a fan blade that I can attach to the motor hub using Ultrahand. This creates a massive updraft, which I can use with my glider to get into the air, where I see two corners of the room have platforms high above that I can now glide to. One has a treasure chest with a really buff Zonai Shield with a 50 rating, the other platform has 3 Zonai flame projectors. I can mount the flame projectors to the fan blades, and when the fan spins them around, they ignite these torches that are mounted on pillars surrounding the motor mount. If I just manually light each torch, they get extinguished by a water sprinkler system that activates, but if attached to the fan blade, they spin quickly enough to ignite all the torches, six in total, which is the trigger to unlock the door to the inner shrine.

So I’ve cleared two more shrines. Now it’s time to transport as far west as I can and see if I can find the way to Rito Village.

TOTK Diary 36

I decide to hike up the road from Lookout Landing to Eldin. It’s the quickest way to go into any new territory. If I take a horse, I can go faster, but I spend more time mounting and dismounting every five seconds while I am finding tons of interesting stuff to investigate and forage to pick up. I don’t have any quick-travel destinations that are much closer, and if I glide out there from somewhere, I just fly over a lot of interesting stuff, or I abort and dive the moment I come over something that looks interesting.

Running up the road, I don’t encounter a lot of enemies. In fat, I don’t have any combat encounters at all. I do spot a bokoblin or moblin here or there, but they’re well off the road and don’t seem to pay me any mind, and so I leave them alone.

As I get closer to the border of the Central Hyrule zone that I have mapped out, I’m coming to a bridge. On the far side, I see a huge, moss covered Battle Talus, with a couple of Bokoblins riding on it. I might have to engage it to get beyond and to the marker on the map where I have spotted a Skyview Tower, which is my destination. But just before I get to the bridge, I find a Korok who needs help finding his friend, and I decide to give him a hand. There’s a convenient Zonai wing on the ground, and I attach a rocket and a fan to it, and then glue the korok to the vehicle and ride it in the direction of the friend, who is on the other side of the river. We make it and I’m on the other side of the river without having to deal with the Battle Talus. Plus I get two more Korok seeds.

As a bonus if that wasn’t enough I spot the Eldin Stables right nearby, up a slight ridge and along a road. So I go there, and I talk to people. I get Pony Points, and I find two people standing on the stage. I think they’re the ones from the musical group. One of them has a violin, and her name is basically a weird spelling of Violynne (or something like that) and the other is called Mastro, and seems to be a conductor. Talking to them doesn’t really do much, they are talking about something bad that has happened, and they want to report it to the newspaper.

I’m not sure what to do about that, but I guess I’ve been hearing about the newspaper out in Rito Village, and how it’s possible to get a job as a reporter working for them. So I guess, I could go to Rito, get a job as a reporter, go to Eldin, and report these guys’ story, and maybe that will lead to the band getting back together and playing music for the Fairies and unlock all their flowers. It seems like a lot to do, but I guess that’s what I’m going to do next.

There is a Fairy flower near the Eldin Stables, which I need to mark on the map, and the usual Shrine and another Well behind the Stable. I explore the Well, it’s small. After I Ascend out of the well, I spot the Balloon that belongs to Kilton the monster guy. It’s night and I assume the rules are the same in TOTK as in BOTW, that he randomly appears sometimes in certain places, and only at night, so without delay I run out to talk to him. He is there, and he has a brother. The brother, Kolton, wants to become a Satori — the mythical blue animal we’ve known as the Lord of the Forest, or the blue bunnies, I’m not sure which. He believes this can be accomplished by eating bubbul frog gems, and I have 9 of them so I give him one, and he feels funny, thanks me, and then runs off before I can give him the rest of them, telling me that he’s going to look for more, and if I have more I should give them to him. Well, doofus, why don’t you take the 9 others I have? As a reward, he gave me a bokoblin mask, and I wouldn’t have minded getting the rest of his stuff right then and there. Oh well.

Kolton had been exploring a nearby cave, and said that there was a bubbul frog within, so I go down and explore it, clear it out, and then come back up and tackle the shrine.

The Shrine is a series of easy Recall puzzles that takes me no time to figure out and solve.

Once I exit the Shrine, I can see a campfire smoke drifting up from a way down the road, to the West. That’s the direction Rito Village is in anyway. I figure I’ll go check out the campfire and see what I can do there, and then come back to try to visit and unlock the SkyView Tower for Eldin, and then head to Rito Village.

On the way to the campfire I find another well, and clear it out. It’s got a bubbling mud pool instead of water, and I have to build a bridge to cross it to pick up a whole bunch of brightbloom seeds.

The campfire belongs to two treasure seekers who are trying to get a treasure chest sitting out in the middle of a muddy pool that they can’t cross. I build a bridge out of boards and retrieve it. Beyond the muddy bog, there’s another cave, and I go into it and check it out, clearing it out and finding another bubbul frog. I Ascend out of the cavern, and then glide down the hill to land on the road back where I started from, and run along the road away to a bridge, heading back to Hyrule Castle’s north side, where I spotted another Shrine.

This shrine has some more puzzles that are solved by Recall, and they’re a little harder than the shrine by Eldin Stables, but not that much harder.

After I come out, I’m ready to go try to get to the Eldin Skyview Tower. I fast-travel back to the shrine near Eldin Stables. I notice that there’s a broken down wagon with two wheels missing on it, sitting in front of the stage. I figure I’m supposed to fix it, like I did the wagon at another village, and there’s some wheels nearby, so I attach one, but the Mastro asks me not to do anything strange with their Breezer, which I guess is the name they gave to their wagon. OK dude.

Some other people I have talked to have warned me about Gorons carrying strange rocks, and another lady who is walking along the road talks to me about a fashionable bandit who hid outfits, and points out some locations on my map where they might be found. She also tells me that the Fairies are in hiding, but if they can be coaxed out again they will augment your clothes, making them more protective than armor.

Well don’t I know all that, but I’d like to know how. I guess I’ve been getting some clues. Once I see if I can activate the Skyview Tower here, I’m heading to find Rito Village and join the newspaper and see if I can’t get some fancy clothes from the Fairies.

When I get to the SkyView Tower, I find that it has been damaged by a falling piece of sky island, which has knocked the lid off and jammed the door shut. There’s a man from Hudson Construction Company who is there to service the tower, but he can’t get inside because of the damage.

It doesn’t really look all that damaged to me, although the lid of the tower is knocked off. I decide that’s a clue that I might be able to get in from the top, so I climb the tower, and find that my hunch is correct. I jump down and the controls are working, I just need to activate them. The tower turns on, the doors open, and I’ve resolved the problem.

I take the “elevator” up into the sky, and look around, updating the map as I do so. Very nearby there is a sky island that I can easily land on as I’m coming down, over to the east. I drift toward it and land on it, and it seems to be part of a chain of sky islands that are connected together by rails. There’s a system of Zonai carts that I can ride up the rails to ascend higher into the sky and reach the next island.

There are a few Zonai constructs here, all hostile, and I have to destroy them as I explore. In addition to the usual forage, I find a chest with a nice bow in it, a Zonai gumball machine, and a shrine.

I enter the shrine and clear it, the challenge is a firey one, with lava and Zonai water sprinklers. Spraying the lava with water cools it down, creating a crust that floats and is buoyant and cool enough to walk on. These serve as stepping stones, or can be joined together with Ultrahand to create bridges, ramps, or whatever you need. You can even carry a sprinkler, walk forward, and create a path as you go forward.

I clear the Shrine and look around for a bit to survey the land. There’s one last bit of sky island here to check out, and all it has on it is an apple tree. But it seems like it must be special, because it’s so hard to reach. I try to glide over to it, but I can’t climb up the side to reach a level part that I can stand on, and end up falling down. Rather than fast-travel back to the shrine on the sky level and try again, I notice a falling star coming down, and it’s hard to gauge how far away it is, but I think it’s nearby, but deep into the mountains of Eldin, and I decide to try to retrieve it. I glide a very long way, probably closing about half of the distance, but then run out of stamina, and fall nearly to my death. I save myself at the last second with the last chance glider move, but I deploy it a bit too early, and lose almost all of my health when I drop the rest of the way. Worse, I land on a steep slope and slide all the way down it, fortunately not taking more damage, and more fortunately than that ending up in a healing hot spring. I sit in it until I’m back to full health, trying to spot the star fragment’s shine, but the mountains around me are much too tall, and I’ve lost track of what direction it was in, and lose it.

I try climbing to re-acquire the marker, but it’s in vain. I do make it to the top of the mountain, much to my surprise it is not too hot and I take no damage. I spot a few shrines visible within a long glide’s distance, and note that one of them is by a stable, so I head toward that one.

This shrine is a real challenge for me, because I suck so much at combat. I’m stripped of all my gear and clothing, so all I have are my glider and the Zonai arm powers. I have to defeat a bunch of Zonai constructs, who are armed with weak weapons but any of them are enough to kill me in two hits, and they have significant reach advantage on me. There’s a wooden club, and two tank-like robotic Zonai vehicles. They’re really more like Roombas than tanks, but they can mount Zonai devices and thereby be turned into fighting vehicles, and turned on by striking them with a weapon.

There’s two of them in the first room, and two spikey metal plates, which I mount to the front, and then activate them, so they take out the first Zonai construct. After defeating the Zonai construct, a locked gate opens, and the real challenge is presented: a larger room, with 6 or 7 Zonai constructs, armed with all manner of weapons, most of them spear-like with reach advantage. These guys are fast, and I have to keep moving at all times just to stay out of their reach. Running around the room activates all of them and they rush me, and if I stop moving even for a second I get hit by one of them, and I can’t afford to get hit at all. But as I’m running around, I notice a few more of the Zonai roombas, and some weapons that I could potentially attach to them, if I could manage to get a moment of breathing room and was really on top of my Ultrahand control.

It’s not happening though. I try again and again, and I just keep getting slaughtered. I try a new approach, and just send the roombas in, hoping that they will distract the Constructs enough that they will not notice me run into the room.

I try pushing the roombas into the battle arena room with Ultrahand, and hang back and let them soften up the enemies as much as possible, but what keeps happening is the roombas will run up a ramp and fight the lead Construct, and push it to the edge, and then one of them will fall over the edge and flip upside down and become stuck.

One time, though, I finally get lucky. The little roombas manage to not fall off a platform, and all the Zonai constructs try to get at them, and they’re getting in each others way more than they are doing anything. I can’t see whether the roombas have life meters or not; I assume they can’t take infinite damage, but they aren’t going down. Maybe the spiked plates are working like armor, protecting them against damage, or maybe the Zonai constructs weapons just aren’t that strong. Whatever the case, the roombas seem to be winning. Eventually, they take down all the Zonai constructs except one, which is on a higher platform and armed with a bow. I run up at this point and activate one of the additional roombas sitting in the big room, attaching a flame projector to it, and using Ultrahand, move it up to the platform to attack the last one, and it takes it down pretty quickly, thankfully.

The challenge vanquished, I feel like I didn’t really do anything other than set up some machines and let them do almost everything. I wasn’t a capable, contributing fighter in the mix; I just sat back and let them take care of everything.

It kind of feels like maybe that was the lesson, but I also feel like if I had better ability with the controls, maybe I could have run in and activated each of the additional roombas and had a huge melee going on with them, and it would have been a lot less cowering in the back room waiting and watching from a distance, and more something that felt actually fun.

Oh well, I did it, and there’s no wrong way to do anything in this game, right?

The reward for this shrine is a really nice Zonai Captain III Spear, which is extra durable and has a high damage rating according to the description.

Anyway, I head out from the Shrine, and visit the nearby Stable, which is for South Akkala. I talk to everyone; the main thing going on here seems to be a missing chicken that I find has fallen down the well. I can’t figure out how to get the chicken out of the well. It isn’t grabbable with the Ultrahand ability, and I can’t find anything small enough that is ultrahandable that I can fit down the well to maybe build into a chicken bucket and lift the poor thing out. So I dunno what the solution is.

I talk to the chicken’s caretaker, and she says that she just wishes the chicken had some company, so I throw another chicken down there, and this does seem to make the chicken happy. It lays an egg, and so maybe I’m done? But I don’t feel like I am. I feel like I need to rescue the chicken.

The people at the Stables usually tell you about what’s going on in the area, as well as what’s nearby down the road. It’s no different here. But I’m not really that interested in hearing it right now, because I really wanted to go to Rito Village, and ended up clear on the other side of the world because of the way the SkyView Tower in Eldin lead me this way. It’s OK though. I can fast travel about 3/4th of the way to Rito from anywhere, and nothing I do in the world is really that much of a waste of time. It might not be the most important thing there is that I could be doing, but I’m always either finding koroks, clearing shrines, unlocking the map, doing some minor side quest or discovering some new part of the world.

TOTK Diary 35

I feel like I’m missing something.

So far in my travels, I’ve discovered two Fairy Flowers, but have been unable to open either of them. There have been clues about the troupe of musicians who hang out near the stables. They’ve apparently traveled to Eldin, which is in the northeast part of Hyrule, and an area I haven’t been to yet.

If I ever want to be capable of going toe-to-toe with monsters, I need to either power up my armor, or learn the secret to dodging. Mostly when I try to fight monsters, I find that my dodge ability stinks. I can’t gauge whether I’m close enough to an enemy to need to dodge. If I’m focused on one enemy, I get flanked by another and hit by that one instead of the one I’m facing off with taking a swing at. Either way, I get one shotted by just about everything in the game now, and it really sucks.

So I think while I’m going to have to master the perfect dodging to enable flurry rushes, I’m going to have to get hit a lot in the process, so probably the best thing for that is to power up my armor, by unlocking the Fairy Flowers, so that means traveling back out to the Stables and looking for more clues about how to find the traveling musicians.

I helped the boy with the flute a while back, and he said he was going to try to meet up with the rest of the group and re-join the band in Eldin, so I guess that’s where I need to go. But just to be sure, I decide to take a quick tour of the known stables I’ve found so far, and double check to make sure I remember all the clues so far.

On the way there, I’m distracted by another Shooting Star, which falls near Hyrule Castle Gates, and I run out that way to grab the Star Fragment. Since I’m there, I decide to try checking out the Castle. I find that the side entrance that had been guarded and off-limits is now open, so I walk in and look around. I find a lot of boxes, and breaking them yields a LOT of arrows. Pretty quickly, I’m stocked up to 45 arrows! I keep exploring the twisty maze-like passages of the Castle, and end up discovering a trap door in the floor, which I take down, and then this leads me to a spiral staircase, which I take up until I get to a hallway. Inside the hallway, I encounter a tough Bokoblin and Lizalfos, which I am not well enough equipped to fight, so I ditch this exploratory mission and fast-travel back to Lookout Landing, where I pray at the statue to get another Stamina expansion, rest at the free bed to regain my health, and talk to some of the people there. It’s a mostly successful mission, since I filled up with a bunch of arrows, I’m happy about it, but it doesn’t seem like I’m yet ready to take on this area of the world.

I quick travel back down to the South, to the shrine nearest Highland Stables, and talk to everyone there. They reinforce the “travel to Eldin” message, so I guess that’s where I should head to.

Outside of the stable, I find a broken Zonai vehicle made from four wheels and a stone slab. It’s rugged looking and can handle all terrain, it reminds me of the one I built when I was in the underground one time. I decide to try repairing it, I put the wheel back on, and then I find a control yoke, and I have a nice, steerable ATV. I decide to test it out and try to get a better understanding of how the battery system works.

I have yet to expand my battery capacity even once, and I’m starting to think I missed something or forgot/didn’t read some instructions on how to improve my battery pack’s capacity. I would like to have a few expansions so that the Zonai tech will be more useful and therefore more valuable. In the meantime, I need to figure out how this stuff works better. It surprised me when, even after turning off the power to the floating sky block vehicle that I made when I was trying to reach the floating labyrinth up North that the platform broke anyway after a while. I need to find out how that works, and on the ground with a wheeled vehicle seems really safe. I drive it, run the battery pack down, and disable it and hop off, and let my battery recharge, and this seems to allow me to travel indefinitely with the vehicle. nothing gets used up or breaks.

OK, so will that work with sky vehicles, or what? I guess we’ll find out next time I try them.

Driving around, I run into a Korok who needs to find his friend, and his friend is nearby but on the other side of the river. I don’t want to give up the motor cart, so I glue the Korok to it, and try to drive around to find a place where I can cross the river. I think maybe the vehicle will propel itself through water, anyway, so maybe it will just enable me to cross the river.

I drive around a mountain road, and keep having to stop to let the battery charge, but it’s OK because I keep running into patches of forage or running over game animals and harvest their meat. So this is really productive. I only try to avoid encounters with enemies, and learn that jumping off the vehicle without turning it off will continue to use battery, and the vehicle will run out of control. So I need to turn it off, then jump off. But sometimes jumping off and letting it ram an enemy might be just the thing.

I finally get down to where I can see the Korok’s buddy camped on the other side of the river. I try driving into the river, but the vehicle doesn’t work well. It floats, but can’t seem to move forward under power. I’m at the mercy of the current, which fortunately is slow. I decide to detach the Korok I’ve glued to the body of the vehicle, and extend him toward the opposite shore as close as I can using Ultrahand, then swim to shore, and hope I can grab him. This works, but just barely, he’s at the extreme range of Ultrahand when I wade out to just before it gets deep enough that I have to start swimming. But I grab him and take his soggy ass over to his friend, and they give me the customary reward. I’m now up to like 66 Korok seeds, and still have yet to run into Hestu.

I notice a well right by this Korok’s campsite, and decide to check it out. It seems to be filled with Gloom, and I wonder if I can go down it or not. It turns out to be a secret Discovery! –a hole leading to the underworld.

I am super low on bomb flowers, and those are pretty plentiful underground, and I’d been planning on doing a foraging session to stock up on them, so I decide this is a good opportunity to take some time to explore and see if I can find some good stuff.

I spend a long time underground, and I’m pretty well off. I have almost 200 brightbloom seeds, so I’m in no danger of getting lost in the dark. I can use them to light my way. I’m near the edge of the region that I had explored and lit up the Light Roots, but it’s mostly new territory that I haven’t been through before.

I mostly find a lot of Poes, Deep Fireflies, and plants other than the Bomb Flowers I really want. I also find a lot of Zonaite ore deposits.

I have to fight a few times, but mostly am happy to ignore enemies and sneak around them or run away. I end up discovering a chest in the Daphne Mine region which contains a Mining Suit of clothing which has a glow effect on it, which will keep me from being completely in the dark. I find though that it doesn’t do that much to light the way ahead of me, so I keep throwing brightbloom seeds, and switch back to my dark shirt after a while, on the theory that it’s better not to be lit up and highly visible when I’m trying to sneak and avoid monsters.

Due to the ever-present obstacles of cavern walls and Gloom pits, and the extreme dark, it’s really easy to get turned around underground, and it takes a long time to figure out a way forward and keep moving in the direction I want to go in. I spend a lot of time hugging the wall of the cavernous underworld, or a large expanse of Gloom, looking for a way to proceed in the direction I want to go.

I discover that there is more verticality to the underworld than I had appreciated initially. There are large fungus-like trees that are easy to climb, and have large, broad leaves that I can stand on and get a better look at the landscape. And there are some massive tree roots that are easy to climb, gentle curving slopes that wind around and allow me to get high enough to glide a long way. Getting a good glider launch position can really help save time, by getting me over an expanse of Gloom that I otherwise would have had to walk a long time to get around.

I eventually find another mining area, and then a Stalnox patrolling a field. I avoid that encounter until it becomes clear that I need to cross that field to get into a new unexplored territory, and I see a bunch of Poes in that direction. So I arm myself with my best weapons and engage.

I nock an arrow with a Red Keese eyeball, and try to target the eye of Stalnox. Keese eyeballs fused to arrows give them a homing ability, but it doesn’t seem to know to home especially on the eyeball, and so doesn’t really help. The first time I fire, I do manage to hit the eyeball, stunning the Stalnox, and I run up and hit it while it’s stunned with a weapon made of two Bokoblin Arms, which has a damage rating of 48, which is by far my most powerful weapon, but it’s also my least durable, and breaks after just a few hits. It seems weird that the damage bonus for bokoblin skeleton arms is so high, but it’s a quirk that I’m happy to take advantage of while it lasts, which is never very long.

Fortunately, though, these hits really deal a lot of damage. The Stalnox gets up and runs after me, and I am trying to evade it, while the camera wans to look back at it and not in the direction I’m running in, which is terrible when you’re trying to avoid stepping in a puddle of Gloom. But I’m extremely lucky and manage to not step in any Gloom. I waste a bunch of arrows trying to hit the Stalnox in the eye again, the Keese eyeball doing nothing to guarantee a hit on the eye. But eventually, after 6 or 7 more arrows, I manage to connect again and stun the creature. This time the hit knocks the eyeball out of its head, which is when you have the chance to finish it off. Unfortunately the eye rolls down hill a long way, and every time I hit it, it rolls further, toward Gloom and terrain I don’t want to get stuck in while there’s a Stalnox chasing me. Just as it gets to the edge of the Gloom, I manage to deal the final blow, and kill the Stalnox.

It’s a successful fight, I pick up a lot of loot drops, mostly Stalnox parts but also some weapons, and I need to replenish the empty weapon slots from weapons I broke.

Past the Stalnox field, I come to a new Light Root, one I haven’t activated yet. I hurry in that direction, climbing a steep ridge with several switchbacks, and eventually make it to the Light Root, and activate it, illuminating another section of the underground world map.

I still haven’t found very many bombs, and just have 7 now. So I try to continue exploring and foraging. I end up taking a long time in the depths, losing track of time, and exploring a lot. Mostly undisturbed, and I’m able to sneak around, avoiding enemies and running from them when I need to in the more open areas where I can use my extended stamina to outrun them. I do kill lots of stalfos, which is fine because they’re easy to kill, drop decent weapons, plus lots of Zonaite.

When the situation isn’t one I want to deal with, I just fast-travel out of the engagement back to the nearest Light Root, and start over. It’s almost unfair. But the game gives you this ability, which I feel makes the game difficulty “casual” at best until you decide to take on the more difficult challenges.

The monsters I least like to encounter are the the small, squat, lizard-looking creatures that come in groups of 3 or more. They’re fast, they leap at me, and they are good at staying out of the reach of my weapons. I learn to deal with them by fusing two spears together, creating a pike that has super long reach.

At one point I come to a dense grove of trees. Many of these are Dark Evermeans, the trees that come to life and try to kill you. There’s too many of them to waste all of my Fire Seeds and Red Chuchu jelly on, so I just outrun them. The great thing about Evermeans is that they’re so slow, so it’s easy to get away from them.

I don’t recall where, exactly, sometime before the Stalnox fight, but at one point as I’m climbing up a ridge, I find a large square ruin, what looks like it might have been a foundation of a Zonai building. There’s a Flux Construct here, scanning the darkness with a revolving 360 degree laser scan. I don’t get a good look at it, because it’s almost entirely black. Many sessions ago, I tried to do battle with a Flux Construct in the air world, the construct composed of many metal blocks, and it was too much for me, and I’m not looking for a challenge here, so I give this one a wide berth, and manage to avoid its detection, and move on.

At one point I run into a trio of bokoblin stalfos riding on skeleton horses, and I use the skeleton horse to travel over the Gloom, which allows me to take a more direct path without losing hearts to Gloom sickness.

By the end of the excursion, I end up collecting nearly 40 bombs, but using up more arrows, leaving me with just 28 left. But I discover 2-3 more Light Roots and open up more of the map around Central Hyrule. Including an area that looks like it must be directly underneath Castle Hyrule. There’s a section that looks like it should be accessible from where I’m at, that will lead straight into the Castle from below, but I can’t find the entrance to it. The map shows some structures that look unnatural, that is man (or Zonai?) made and not a geological cave, but no matter what I try, I don’t find a way to it. There is a sheer cliff that extends up to the ceiling where the entrance way should be.

Eventually I decide I’ve had enough exploring the underworld. I’ve tossed over 60 brightbloom bulbs, but I’ve explored a lot of territory and gained a few important things.

I fast travel back to Lookout Landing to rest and consider my journey to Eldin.

TOTK Diary 34

I’m in the hidden cave beneath the whirlpool of Lake Hylia, and there seems to be no way out apart from fast-travel. So I teleport back to Lookout Landing, cash in some Light of Blessings for a heat container, and try to figure out where to go next.

I’ve been a bit frustrated that there seems to be no way to activate the Skyview Tower in the area to the south, which I’ve now probably explored more fully than any zone in the ground level map. I gather that whatever it is I must do, there must be some other subquest linked to it in some other region that I haven’t done yet.

In all of my travels, I’ve heard a lot of people talking about Rito Village, and the next most commonly referred to place I haven’t yet visited is Lurelin Village, perhaps followed by Hateno Village.

I still haven’t made any headway in the Ring Ruins subplot in Kakariko Village, either.

I mostly waste the next few hours trying to explore the unmapped region to the South, with the only thing to show for it being a bunch more koroks found. I now have somewhere short of 60 korok seeds, and have not encountered Hestu even once yet. He seems to be missing from the game, but there were times in BOTW when I couldn’t figure out where to find him, either. So who knows, Hestu might be sitting this one out, or he might be somewhere I haven’t been to yet, which is most of the map at this point.

Random observation: I could be wrong, but I think it feels like Blood Moon happens less frequently in TOTK than it does in BOTW. If so, I think it’s probably a good idea. As I played BOTW longer and longer, it seemed to me like the lunar cycle was too rapid, resulting in a Blood Moon annoyingly too soon after the previous one.

But I also wonder why we still have blood moons. If the blood moon resurrection of defeated monsters was due to the Calamity Ganon, and I defeated Calamity Ganon in the previous game, then why are they still happening?

I guess it makes sense to have an in-game explanation for why monsters respawn in the world. But to me, it feels wrong that the explanation is the same as the cause in the previous game, which I had seemingly put an end to when I defeated Ganon.

Like, they could have just said that after a while nearby monsters wandering about nomadic ally simply repopulate an area that you have cleared previously, since you can’t be everywhere, it always happens when you’re not there to see it or do anything about it.

I decide to head into the northern lands, and hope that the conditions will not be too harsh. I have my cold weather pants, which will protect me from milder cold, and a few meals prepared that will give me some additional cold resistance; hopefully it will be enough to last me a while, enough to explore a bit and discover something.

I fast-travel to the closest point I can get to, which happens to be the underground temple hidden deep inside of the Forgotten Temple, which I had visited while working on Impa’s quest.

I have to walk around a bit in order to find a low enough ceiling to Ascend through the roof to exit the Temple efficiently, and while I’m doing that, I find a treasure chest with a weapon in it, and a korok, and a couple of forage plants and mushrooms.

But I’m not here to spend a lot of time, and as soon as I can, I Ascend through the roof of the Temple, and emerge topside. It’s a cold area, a wide, snowy field. The light is dim, and a slight snowfall starts a few moments after my emergence.

I scout around with my telescope trying to see what points of interest are nearby; I spot a Skyview Tower in the far distance, and two Shrines, and what looks like another Fairy Flower. The Fairy Flower seems to be the closest, and in order to be more effective in a fight, I’m going to need to find one that will open for me so I can begin to augment my clothing, so I hope that this will be a more easy one to get open, since that will most directly help me in all my journeys, and head in the direction of the fountain.

As I approach the mountain it sits atop, I notice a cave entrance, and decide to explore it, knowing that there will be lots of good forage in there, protection from the elements, and a quick route to the top of the mountain that is my current destination anyway.

I’m right on all three counts. I find some new items, cold-themed plants and mushrooms, some mineral deposits, and a bubbul frog deep in the cavern in a large chamber. Once I have harvested everything I can, I Ascend to the surface, and pop up directly next to the Fairy Fountain.

Unfortunately, the Fairy won’t come out. It tells me that it, too, is disgusted with the world’s state, and will not come out again unless it hears a musician’s horn playing.

I don’t have that, and wonder what I’ll need to do to get it to happen, and continue to the north, where one of the Shrines I had spotted is marked on the map with a pin.

I arrive at the shrine without incident, and enter. This one is pretty easy. It’s a couple of tests to hit a large bull’s eye target with your ultrahand abilities. I fuse a Log to a Wheel, attach a Rocket, and activate it; the rocket causes the wheel to spin, and strike the target with the log.

I emerge from the shrine, and there’s a korok who needs help getting to his friend; it’s a bit of a walk, but not too bad, so I take him there. I’m ambushed by skeletons but they’re easily dealt with, and I pick up a couple of arrows, which I’ve sorely needed.

Having dropped off the korok with his friend, I head back toward the shrine I had just cleared; from atop the snowy mesa it sits upon, I could see a geoglyph in the snowy field nearby, and I want to find the Tear to unlock the cutscene and complete another part of Impa’s quest.

I trudge around, and it’s slow going because of the snow, but eventually I find what I’m looking for in the right-hand wing of the geoglyph.

The story sequence is of Zelda, with Queen Sophia, who has just been struck down by Ganondorf. Ganondorf has taken the comma-shaped object and pressed it into his forehead, and this greatly amplifies his powers. Now he seems unstoppable. King Rauru bursts in, sees his stricken Queen, and becomes enraged. Ganondorf tells Rauru that it’s too late now, that he has taken the power from him, which he had taken for granted an squandered. Ganondorf summons a horde of bokoblins and other monsters, including some Lynels, a few of whom look like they have antlers instead of a leonine appearance. Ganondorf launches an energy attack at the three, but Rauru protects them with an energy shield that resembles the Daruk’s Protection ability from BOTW. This shields them long enough for Zelda to use the Purah Pad to quick-travel them away to safety.

My next nearest goal for this region is to reach the Skyview Tower and scan the map data into my Purah Pad. To make this journey take less time, I find a falling piece of Sky Island, which has fallen nearby at the edge of the Geoglyph, and I ride it up into the sky using Recall, and then glide in the direction of the tower. This gets me all the way there, I touch down just at the base of the tower as my stamina meter runs out.

I find that this Skyview Tower is in perfect working order, and is unguarded, seemingly abandoned. There’s no one at all nearby that I can find. I activate the tower and ride up in the the air, and obtain the map data.

Once among the clouds, I spot a large chain of sky islands extending eastward, toward a larger chunk of Sky Island that I think I should check out. I glide in the direction, and find myself in the territory of some aerocudas, who spot me and swoop up at me from below, trying to knock me out of the sky. It seems that as long as I keep gliding in a forward direction that all they can do is buzz me, but their near misses are alarming. I don’t have many arrows to shoot them down with, and doing so would use up a lot of my bullet-time stamina, which would shorten my glide distance by a lot. So rather than do that, I glide toward the nearest Sky Island, which is far below me, and rather than hover and descend slowly, I dive. I drop so quickly that the Aerocudas can’t keep up with me, and I lose them. The ground is rushing up to meet me, and I re-deploy my glider, and come in for a soft landing.

This Sky Island has very little on it, a plant or two, but there’s several batteries, a control stick, and a couple of fans, and a floating platform, which I assemble with Ultrahand to turn into a sky car. I hop on and activate it, and fly in the direction that follows the chain of sky islands.

Along the way, there are some active Zonai constructs, soldiers that are armed with rockets, and when they notice me they try to shoot me down. But again, as long as I keep moving, they seem to be unable to target me, and I manage to get past them unscathed.

The first large chunk of Sky Island I come to has a rotating platform with a mechanical piston that looks like it can be used to aim me toward another nearby large Sky Island. The island is strewn with rusty broadswords and claymores, so I’m thinking there must be a big fight coming up near here, if I continue in the direction I continue exploring. I can turn the piston platform using a turning wheel , and so I do so. I get it lined up, and then stand in front of the piston, which catapults me through the air in the desired direction. I’m at the apex of my ballistic trajectory, and starting to lose velocity, and it seems I’ll come up short if I just rely on the push I received, but I use the paraglider again to slow my fall and give me more flight time, and easily reach the Sky Island. I’m expecting a fight, but there’s nothing really around here. Just another Zonai gumball machine, which I use. It yields a few new toys: Sleds, and I forget what else.

But there doesn’t seem to be anything to fight here, and I’m not sure what else I should be doing here. Looking around, off in the distance I spot the massive cube-shaped Sky Island, and it seems to be floating directly overhead a labyrinth. The corner nearest me on this sky cube is an opening, and immediately inside I spot a Shrine. I decide that’s where I want to go next. But it’s not obvious how I can get there from here. Below the level I’m on, there’s another sky island floating between the island I’m standing on and the cube labyrinth. It looks like the sky island that the painter Pikango has been painting. I’ve encountered Pikango twice in this game, and I knew him well from BOTW, where he seemed to be everywhere in Hyrule, telling me things and giving me side quests. So far, Pikango seems to be very interested in this one particular Sky Island that has a distinctive shape, and I believe I’m now looking at it from above. It seems like I could probably glide out to it, and there must surely be something interesting there if I can do so. It doesn’t look very large, and shouldn’t take long to explore.

I try go glide out there from the near edge of the island I’m on, but I don’t quite have the stamina to make it, running out just short of the edge, and I don’t bother with using an elixir to extend my range, I fall just a few feet short of my goal. Plummeting without any stamina left is very dangerous, so I fast-travel back to the safety of the Skyview Tower that started from, thinking it should be simple to try again, and perhaps using a Zonai sky car would be easier.

It takes me two or three more tries, but I eventually find a path that avoids the Zonai construct soldiers and also takes me in a direction where I can get to the sky island I’m interested in.

When I land there, it looks like a tiny temple, shaped like a five-petaled flower. In the center, I find some Zonai runes, which I am unable to read, but I take a photo of, hoping that this will become useful when I next run into Tauros or maybe Pikango.

From this location, I’m too low in the sky to have a hope of reaching the floating cube, but gliding in its direction will take me to the entrance of the labyrinth on the ground level, provided I manage to survive the dive at the end. As I’m approaching the landing area, a shooting star falling from the sky just barely misses me. When I land, I turn around and it’s not more than 20 feet from me! This is the closest I’ve ever been to a falling star. In the sky, it seemed like it missed me by mere feet. I run over to collect it. Then I turn my attention back to the entrance of the labyrinth. Just outside the entrance, I find a traveler must have been here already, for there is a camp site and a journal notebook for me to read.

It tells me that the person who explored the labyrinth was a Hylian who was trying to explore after Tauros, who began the investigation here, left to check out runes at another site (probably Kakariko?). The anonymous author of the notes went on to explore the labyrinth, leaving a trail of pine cones, and stacks of firewood, and occasionally a new campsite with a new notebook with some more clues.

I try to follow his trail, and for the most part it’s not too difficult, although there are spots where Gloom makes it difficult. There are numerous ice blocks in this labyrinth, which is in the cold upper corner of northeast Hebron, and when I melt some of them, they reveal Zonai arms and shields of exceptional power.

But I’m trying to find the center of the labyrinth, which contains a locked chamber. There are barred windows showing a shrine in the center, and that’s my ultimate goal. But exploring every inch of the labyrinth seems worthwhile if it’s going to turn up these high powered weapons and shields. The best I find is a shield with a defense rating of 50, and another with a defense rating of 25. I also find some powerful Zonai swords, although they are only about half as powerful as the shields. I also find a few forage plants and mushrooms, and pick those when I find them.

Eventually I get tired of trying to find my way through the maze, so I activate Ascend and use it to get up on top of the maze walls, which enables me to “cheat” a bit, and quickly get to parts of the maze that I would have to wander a long time to reach if I was on the ground level.

But due to the 3D verticality of the maze, I can’t simply jump over the walls and get to the center. There’s a barred floor when I try, and so I have to find the right way.

There’s a korok shooting gallery challenge at one corner of the labyrinth, on the top of the wall, but I have but three arrows and not enough to spare to attempt the challenge. I mark the location to return later when I have more ammo, and continue trying to find my way into the shrine chamber.

At one point, I am on the top of the wall, when I look down in a spot I haven’t yet been to from below, and I spot a Gloom enemy, the horrible thing with many arms, which I’ve encountered before only once.

I’m afraid of this thing, especially in the tight confines of a maze where I will really struggle to outrun it, and mostly blunder into walls that will cause my camera to screw up my view, as the rendering engine stops drawing the wall I’m close to, and shifts the camera angle around to show the world through Link’s eyes, without drawing Link so that I can’t see where exactly he is, and then the monster will grab me and kill me with no problem. And probably I’ll start climbing a wall that I don’t mean to climb too. I hate fighting in close quarters in this game, and I think that’s a design flaw more than it is that I suck or that I’m not powered up enough.

I feel like I need to take out this gloom creature if I’m going to solve the maze, and who knows if I can, but I decide to try to soften it up as much as I can by dropping Bomb Flowers from above. I have only about 16 of them left, and I can’t throw them, and I can’t waste arrows on them either. From this height if I throw them they’ll hit the far wall of the maze corridor too high up to do any damage to the hands, so I have to drop them.

This proves surprisingly effective, though, and when I drop a bomb I do damage to most or all of the hands, taking its health meter down an appreciable amount. I seem to wake the thing up, and I’m afraid it will climb the wall and attack me directly, but it doesn’t seem capable of looking up or climbing. All it does is slide around on the floor, moving through the maze, apparently trying to find me, but unable to do so.

This gives me quite an advantage, and I use it to maximum effect, dropping about 10 bombs altogether, which finally destroys the creature.

This triggers a Boss Fight with a Phantom Ganon. The Phantom Ganon’s life bar appears and the music changes, the sky turns blood red and I get even more scared. I am looking frantically all around me for this Phantom Ganon, but don’t see it. Or him. I run around looking down into the labyrinth from atop the walls, hoping to spot him and at least get an idea of what I’m up against, but there is no sign of it, and I am starting to get confused. I keep looking and looking, wandering about on the top of the maze for this missing (invisible?) boss, who I cannot find.

Finally after several minutes, the boss music fades out and the life bar disappears. What happened? Did some timer run out? Or did I walk too far away from the spawn point and trigger a de-spawn? Do I have to fight that hand gloom again? Or will it come back if I jump back down into the maze?

I have little to lose so I give it a try, but the hand monster doesn’t return, and neither does Phantom Ganon.

Eventually I lose my fear and resume looking for the heart of the maze, and eventually I manage to find it.

The final bit of puzzle to this area is that in order to get into the shrine, I have to build a fire to melt some large blocks of ice that are blocking its entrance. This is easy; flint, metal sword, firewood, done.

I receive a blessing from the shrine, just for opening it.

When I emerge, I discover a new Zonai activation spot, at the far end of the chamber from where the shrine is. I examine it, and it tells me that the Spirit of the Owl, who watches over this labyrinth, has unlocked some door in the maze in the sky above.

So these two mazes are linked in at least that way.

I wonder about the Phantom Ganon, and wonder how will I get to fight it, and if I do, what tactics will I employ to survive and prevail?

Oh, and there’s a chasm to the underworld in the shrine chamber of the ground level labyrinth, which is covered by a locked grate that I don’t know how to open. So that’s rather mysterious. I wonder if the underworld is a maze at this location, as well.

My next point of interest to check out is the other shrine. This one happens to be right near the Tanantha Stable, and it’s one of the more elaborate challenges I’ve faced so far. The name of the challenge is Courage to Fail. There’s a large double door that I have to open using Ultrahand, and then a series of laser beams that trigger a trapdoor in the floor behind the great doors. There’s no way past these beams, it seems at first, and given the name of the challenge I guess I’m meant to be brave and test them out… no, I just fall to my death. Upon respawning, I discover a side path that I can walk around the more obvious way in, and avoid the beams altogether. From here, I Ascend through an overhanging ceiling and climb a ladder, then duck under a low tunnel, and find myself in a room where I have to fight a few Zonai Constructs. They’re little challenge, but I do have to be a bit careful with them, as it’s two on one. Once they’re defeated, there’s another pair further on, and some more laser beam trap doors. I easily evade the beams on the second trapdoor area, and then am puzzled by a locked room with a ball. I’m obviously meant to extract this ball and use it, but I don’t know where the key is. It takes me some time to puzzle through this, but there’s a third trapdoor where it turns out that it’s the way forward, not a pit of death. I have to discover this by testing it by breaking the laser beam trigger with an object I manipulate with Ultrahand. I grab a fallen Construct’s weapon and use it to block the beam, the trap door opens, I look down into the pit and can see solid ground, and that’s the way.

I go through and find a chest with a small key, which unlocks the room above containing the ball. From there, I have to get the ball into two bowls to unlock gates. The first gate contains a Zonai wing with fans attached to it, which I have to put on a rail, and then glue the ball to it, and use it to fly down below to the second area where the bowl unlocks the Light of Blessing.

It’s a satisfying puzzle that isn’t immediately obvious and takes some careful examination to figure out.

I proceed out of the shrine, and in the snow off in the distance away from the Stables I spot a light. Using the telescope, I can see it’s a Korok who needs help finding his friend. I pick him up and take him, taking care to walk around a nasty cold Wizzorobe, my least favorite type. After reuniting the korok buddies, I notice they’re right in front of a cave, which I enter. It turns out this cave is the same one I explored earlier, the one directly beneath the Fairy Flower.

So I return back to the stable, and talk to everyone there. They warn me of the cold and tell me of the troubles at Rito Village, where it has been so cold that everyone there is starving and they need help. I guess that’s where I’m meant to go next.

I talk to a guy sitting by a cooking fire, who mentions a well in back, and yeah I guess it seems that there’s a well at pretty much every stable. So I go to check it out, and it’s frozen over. I stand on the ice and light a fire, and break through into a cave, which has a lot of mineral deposits, but the drops from them are mostly rock salt and flint, only one amber and one sapphire.

I guess this has been a pretty productive session; I’ve accomplishes more than a few things and made progress. So it’s time to take a rest.

TOTK Diary 33

It’s raining again in Farun, and it’s hard to see far due to the rain and the dense jungle, and it’s impossible to climb, and there’s not much around to see or do at the Dondon pen. I’m really curious about that Satori experience I just had, which led me here, and I want to go back and see if I can find the cherry blossom tree, which I should have marked on the map but understandably in my excitement I had forgotten to do.

I quick-travel back to the shrine near the horse stables that I had embarked from, hoping I’ll be able to retrace my steps. It turns out to be surprisingly simple — right from the shrine, I am able to see the tall pillars that I remembered climbing which started me out on the last adventure. I glide down to the nearest one and climb it, and find the korok that I found the last time still dangling from his pinwheel. I look down and the cherry blossom tree is very nearby, barely more than a stone’s throw away from the shrine and the stables. Wow. In my mind it had seemed like a much longer walk to get here the first time.

I mark the spot on the map, save, and then offer the statue in front of the tree another apple. The mystical blue lights appear again, marking the overworld like my pins on the map.

I have it in mind to try to mark as many of these points as I possibly can before the effect wears off. It seems most efficient to do so. I think, I’ll just look around with the Purah Scope, place pins directly onto the Satori lights, then switch to the Map view so I can replace the Pins with Stickers, so that I can keep re-using the Pins and mark many more than just six locations.

It’s a really good idea, but it doesn’t work out so well in practice. Most of the Satori spots are low lying, many of them cave entrances well concealed down at the bottom of hills, many of which are on the far side of the hill from where I stand. So it’s all but impossible to mark these locations with map pins, because in order to pin a location, you have to be able to place the pin on a physical, solid object, and the Satori light is not a physical object. I could put a pin close to the light, or shoot right through it and end up plotting a course that is way, way off the mark from the site that I was really trying to get to.

So this doesn’t work out so well. But the Satori lights do last a while, it seems about a full day, and it’s a lot of time if you want to move quickly, and I’m pretty capable of doing that.

I try to visit as many of the spots that have lit up as possible while I can. I find a few more Excavation Sites, and these generally have a physics puzzle that I have to solve in order to open a gate which gives access deeper into the cave, usually I find a treasure chest with some minor prize in it, and often a bubbul frog as well. I try to get as many bubbul frog gems as I can, still not know what they may be used for, and for all I know they’re just “achievement points” for how much of the game you’ve explored, and not useful in-game for anything. But I’d really like to know, because I’m putting a fair bit of time into trying to get them, and it’d be nice if it was worthwhile, beyond the enjoyment of just doing it for its own sake.

I get a bit turned around and end up, I think, visiting the same two excavation points and going back and forth between them, wasting time. But then I see one of the Satori spots is in the water of Lake Hylia, a raging whirlpool. I might have guessed that it was something interesting, but probably wouldn’t have chanced it before, fearing the danger and expecting that at some point a safe method of going into it would present itself. But now I’m feeling like this Satori light is a signpost telling me that it is safe to go to it.

I have to hike a bit to get close, and I try to glide as much of the way as possible. As I get close, it seems to me that I’ll need to glide from the top of the towers of Lake Hylia Bridge, and that’s a bit risky because Gleeok is guarding the bridge, and I don’t know what its range is, or what its powers are, exactly.

It turns out that Gleeok doesn’t see too well, or doesn’t care about people unless they get really close. And it’s hard to see, but maybe I’m somehow coming up from the back side of the direction Gleeok is facing, which probably doesn’t hurt my chances of avoiding its 3-headed gaze.

I come up to the bridge tower nearest the whirlpool, and climb it. At the top, I discover a korok puzzle, an easy one that involves running to the opposite tower before a countdown times out. I manage the feat and collect my seed. Then it’s time to save and glide down as close to the whirlpool as I can get.

It turns out I can get right up to it, and I glide over and drop down into it. I get sucked down, and fall into a cave. A cave which somehow is not full of water, but has water constantly pouring down it from the lake above. It’s a rather vast space, and in it I find some forage materials, a bubbul frog, and a shrine quest. It’s another gem quest. This time I’m at the shrine, and it’s telling me to find the gem at the other end of a green laser beam that’s projecting directly upward, vertically through the ceiling of the cave.

I suspect that this means I can just Ascend up through the cave ceiling, and somehow maybe I’ll end up in another space between this cave and the bottom of the lake. Or maybe I’ll even be in the lake on the floor, or who knows. But ceiling is too high for me to use Ascend, so that’s not it.

I puzzle over this for a bit, and surmise that this may mean that the gem on the other end of the laser beam may be up in the Sky Level. I look at the map to see if there are any Sky Islands directly above the lake, and it’s hard for me to tell because I don’t yet have this region’s map data. I do have a bit of the adjacent region though, because that’s the Sky Island where you start out the game. The Cave of Awakening and The Temple of Time are both right nearby, and are convenient fast-travel points.

I try teleporting up there to see if I can see a Sky Island with a laser beam flashing down out of it into the lake. But at the range I’m at, seeing a pencil thin beam of light is probably not possible. Still, I go to the edge of the Sky Island, making a beeline toward Lake Hylia’s whirlpool below, and using the scope, I can see some sky islands, far below the level I’m on, and a good ways out.

I’m not sure if I can make it by gliding, but I try. I have to try a few times, and it’s at the extreme end of my range, but I do have enough stamina upgrades to fly directly to it, and then Dive down, flare my paraglider at the last second, and make a safe landing.

Once I land, I find the sky island is pretty tiny, and populated only by birds and golden colored trees, with a stone building that looks like a temple in the center. I’m in the back of it, and when I walk around to the front, I find stairs leading up to an entrance room where I find the green glowing gem associated with the shrine in Lake Hylia Cave. Sweet! I figure it out.

I wonder about how I’m supposed to get the gem from here down to the shrine location thousands of feet below and beneath the lake floor. It seems like it would be all but impossible to line up a drop and throw the gem off the edge. Then I notice a square hole in the floor, leading to open air. I surmise this is the way, and I carry the gem to the hole, and then jump down.

As soon as I’m falling, I can’t hold onto the gem anymore, and it seems to fall slower than me, at first. But it catches up, and then accelerates past me, and I begin to worry that I’ll lose it, or cause it to despawn. I try the R button to dive in order to fall faster, and I’m not sure if it mattered or not, but I do end up splashing down in the Lake, and getting sucked down into the whirlpool immediately, and when I emerge on the other end of the waterfall in the cave, I find that the gem is there right next to me. All I have to do is pick it up and walk it over to the shrine’s spot, and complete the quest.

It was really satisfying to figure this out, follow the clues, and solve this puzzle. I like that it employed verticality that included all three world levels, and made them feel entirely connected, rather than three separate spaces.

I receive a Mighty Zonai Sword and a Light of Blessing from Rauru, and am feeling more enlightened than I did before I started this quest.

TOTK Diary 32

It’s hard to remember exactly what I did in this session, because mostly I screwed around aimlessly and fucked off and died a bunch of times.

I wasn’t trying to do anything in particular, but I found a few korok seeds, saw another shooting star fall to earth and collected the meteorite from it, wandered into a Stalnox encounter, which I ran away from, found another korok looking for his friend, the first one that I wasn’t able to find a solution for. This one was near a stable, the one near the ruins of Hyrule Colosseum, and his friend was way the hell up on top of a cliff that I couldn’t find a way to walk to. I tried building a big long ramp to get up there, and still couldn’t manage it, so I gave up for a bit, and tried climbing the cliff myself, but even with two Stamina boosts I couldn’t get up there, and so I decided to try something else.

I noticed a piece of Hyrule’s Sky Land falling to earth nearby, and this was the first time it occurred to me that I could probably use Recall on it, to get it to fall upward, and use that to ride it up as high as I could get while time was moving backward. I tried it, and sure enough it worked. This got me WAY high in the sky, but not high enough to reach any sky islands, so instead I used the glider to land on top of the tall cliff that I couldn’t climb. I had pinned a location there, and wanted to check it out.

It turned out to be a Goron, who had built a test of strength. Kind of like the Goron Golf game that you can discover in BOTW, only this one was a bell ringing thing. It cost 30 rupees to try. I tried shooting the bell with an arrow, which “worked” but didn’t ring loud enough to earn me any reward. I then understood that the point of the test was to build a contraption out of Ultrahandable parts laying about, and come up with a way to ring the bell. There were rockets, uprighters, some bombs, a spring platform, rocks, tree trunks, platforms.. it seemed like a lot of different approaches were possible here. But which one would create the biggest ring?

I tried and tried for like an hour at least to put shit together in such a way that it would make a big loud ring, but it was frustrating, mainly because of balance. Whatever you get for scoring high enough to win, it’s not worth it. So I gave up on it and went back to trying to find a way to bring the korok down below up to his buddy. I looked at the map and it appeared that maybe it would be possible to carry the korok all the way around the base of this mesa, or whatever you want to call it, and carry him up the back of it. But it would take a long time at the speed at which you can walk while carrying a korok with Ultrahand. It seems like there should be a better solution, involving your powers, that is clever and quick, but I can’t figure it out. I try scouting out the long approach, and discover there are Aerocudas and Bokoblins along the way, so I try fighting them to clear them out, and keep dying because I can’t get the timing and the controls to do the perfect dodge or parry, and trigger a flurry rush.

So eventually I try just running past them, and that kind of works, but it gets the entire valley chasing my ass, and I have to run a really long way to get monsters to give up on trying to kill you in this game.

I tried again and found that it’s fun to shoot an enemy from far away with a muddle shroom arrow, confusing him and turning him enraged so that he tries to kill the other enemies nearby. Either that reduces their strength to where you can clean up afterward, or you can just sneak by while they’re distracted with fighting each other, which is also pretty good.

I also discovered that if you sneak, and stick close to the edge of the cliffs, in the shadows and in the tall grass, you stand a good chance of getting past them without being spotted. It’s cool that there’s so many ways to approach the game and they’re all viable and all valid and fun in their own way.

Around the backside of the mesa, I do find a way to go up, but it’s still a bit steep in places and requires climbing. Probably I could manage to carry the korok up this, put him down on a flat spot, climb where I need to, pick him back up again, but man would that be fucking tedious, and I don’t think it’ll be worth the two korok seeds.

I do find another korok seed, a new type of puzzle where you see what looks like a giant dandelion. I think I’ve seen this dandelion before, but didn’t know what it was or what to do with it. You can hit it, and it causes the dandelion seed to launch into the air, and then gently parachute down. I think I’m supposed to hit it a second time, maybe with an arrow, because that seems really challenging and fun, but that isn’t it. I try a bunch of times, and waste what few arrows I have, but it’s OK because I can find them and pick them up again, so all I’m actually doing is wearing out a bow. Well, eventually while I’m trying to do this, night falls, I see a shooting star fall (the one I mentioned at the start of this post), and I go run across Hyrule to get it. I get to where it lands, and while I’m at the landing site of the meteor, after I pick it up, I discover another one of these mysterious dandelions, only this one is on a bit easier ground to climb off of, and I discover that rather than try to hit it again, you’re supposed to try to “catch” it by using the A button (“Look” command). And it’s just a korok seed… well OK fine.

But now that I know that, I can go back and get the other one, so I do that.

After that, I don’t really know what I want to do, but I feel like I should return to Lookout Landing, and trade in some Blessings for more Stamina, and visit the girl I met in one of the wells, and tell her about some of the others that I’ve discovered.

After that, I don’t recall exactly where I go next, if I fast traveled somewhere, or just ran around, or what I did, but I end up at Ancient Tree, the giant tree stump in the middle of a lake in Central Hyrule, the one which in BOTW came with a Bokoblin bridge leading to a small camp of Bokoblins. This time, it’s abandoned, and more hollow — down the center of the tree, I make a “Discovery!” of a cave underneath the hollow tree trunk. It’s huge, twisted, and there’s tree roots everywhere, making it easy to get turned around, get lost, or miss a hidden corner. But it is full of forage. Due to the difficulty of climbing around and the need to swim a lot, it’s very slow to obtain the forage that’s there, but I do pick up a lot of brightbulbs and bomb fruits, and I even find a bubbulfrog, which I kill and take its glowing thing that it drops. I notice when it gets hit by my arrow that it seems to turn into one of those blue glowing spiritual rabbits, which hops quickly away and disappears. So these bubbulfrogs are tied to the forest spirits or something. Their glowing items that they drop are in the “special items” inventory page, and I have no idea what they might be for.

I fast travel back to… oh hell I forget where, I think the shrine near the horse table to the South that is closest to the Lake of the Horse God, maybe? and just sort of start wandering around. I find that fast travel really interrupts the continuity of my memory when I think about where I’ve been and what I’ve done in the game. It’s a super useful ability to have when I need it, and if I have some deliberate purpose to fast-travel to some location for story reasons (say, I just completed a mission and want to travel to the person who sent me on it, and fast-travel is the quickest, most direct way, I’ll remember that) but if I fast-travel back to a location that is closest to an area I haven’t explored fully, and I want to go back there, I have a hard time remembering exactly how it was I got there.

Anyhow, let’s say I’m around that area. I’m exploring, finding koroks, running away from monsters that I don’t want to fight right now because it’s pointless if it isn’t necessary to do it to complete a mission. And I’m just sort of heading in the direction of a shrine that I pinned on the map a long time ago, a long distance away, in the region of Faron, and I’m gradually working my way in that direction.

It’s slow going because I don’t have a lot of gliding opportunities, I’m kind of at a low lying area on the map and working my way back up in altitude as I make my way east and to the south.

At some point in all this, I don’t know exactly where, I find a big stone pillar that is begging to be climbed. I do, I find a korok at the top. I look to see how far away the shrine I’m heading to is, it’s still very far from here. I look down, I see an interesting square shaped stone formation, looking like it’s the foundation to an old building, and it looks like there’s something in the center of it that I should investigate. So I can choose, do I take off from the top of this pole with the glider and go as far toward the shrine as I can get? Or do I go back down to the ground and check this thing on the ground that I spotted?

I decide to check out the nearby thing on the ground, mainly on the theory that I know the point on the map where the shrine is pinned will still be easy to find, but this will not necessarily be so easy to find again. I drop down and there’s a bombable rock in the center of the stone foundation. It’s night and monsters spawn right when I’m getting into this, so I have to fight off some skeletons, and then I blow my self up a few times trying to get a bomb into this hole, which isn’t easy when you can only throw because you’re out of arrows and the angle is such that it’s easiest if you’re within range of the bomb blast. But eventually I open the chest and… it’s just an old halberd that isn’t particularly good.

Nearby there’s a wizzorobe dancing about, but it hasn’t noticed me, so I’ve bene lucky. I look around some more, and spot a grove of what looks like cherry trees in full blossom, looking very Japanese. They stand out with their pink flower petals blooming, and I obviously need to go check that out. As I get closer, I see a gerudo woman sitting by the trees. I talk to her, she tells me she has come to this place hoping to meet her true love, someone who she hasn’t met. She hopes I am he, but quickly determines that I am not, based on the look on my face. Then she tells me of Satori, a magical animal, and something to the effect that Satori likes offerings of fruit. She wishes she had some fruit. Then I notice a fruit basket at the base of the tree in the center, and it’s obvious to me that I need to put a fruit into this basket.

I try it, and the Lord of the Mountain from BOTW appears, then runs off. All around me, bright blue pillars of spiritual light shoot out from the ground! At a distance, it looks like they’re creating a straight line, and I think I’m meant to follow this line. I have no idea how long these lights will be active, so I hurry and ignore absolutely everything else as I sprint at full speed straight as I can toward the closest light in front of me. This takes me across a river and into Farun, and as I get close to the light it seems to disappear, but when I get to the ground where the light seemed to be emanating from, I notice a well-hidden cave!

Was this what I was meant to find? It seems so. This cave is covered with overgrown vines, so I burn them away with a fire seed, and enter. Inside, there’s a river with a fast moving current. There’s little in the way of forage, but there are a few horriblins, walking about on the ceiling. It’s good to hit a horribilin with an arrow, because that causes them to drop from the ceiling, and then you can fight them with melee weapons more easily. But I am down to my last 3 arrows and there’s more than three horribilins in this cave. Fortunately, I discover that horribilins can’t swim, and when they fall into the water they struggle for a bit and then die, so one arrow is all it takes. And when I run out of arrows, I can throw an object at them, like a bomb or a fire seed, and it’ll knock them down the same way. In this way, I proceed through the cave. At one point there’s a Like LIke, and I am not equipped to deal with it, so I stay out of its way and proceed past it. Eventually I go through a couple of waterfalls, leading to a tall waterfall, and as I go over I spot a bubbul frog, but the only way I could hit it would be arrows, and I have none, so I can’t. At the bottom of the falls, there’s a small grotto, within a cave chamber there’s a treasure chest containing a Rubber Helmet!

Armor is one of the best things to find in these games, because unlike weapons armor is permanent, so this is a major find, for once.

Suddenly I’m really enjoying the game. I seem to be at the end of this cave, and there doesn’t seem to be a way out, so I use Ascend.

When I pop up out of the ground, I am surprised to find that those Satori lights are still active, and there’s way more than I had thought there were! They seem to be all over the place. I quickly run to the next one, and discover ANOTHER cave! This one is a zonai excavation. There’s a gate with a crank wheel that opens when I turn the crank, but immediately shuts if I stop turning it. I use Recall to get the crank to turn without me touching it, and this allows me to get through the gate. There’s another treasure chest, but this one just has a Big Zonai charge. I Ascend to exit, and make it to one or two more Satori lights, before they finally fade. I guess they are time based, but whether it’s a full day or just some set amount of time that they stay lit, I don’t know. I need to go back and mark the Cherry grove on the map so I can go back to it again and offer another fruit. There must have been dozens if not hundreds of spots that lit up, and it’ll be much easier to find them if I can use those lights.

Right now, I’m deep into Faron territory, and the Shrine I wanted to check out is still a bit of a distance from me, but I’m closer to it now than I have ever been, so rather than turn back at this point, I proceed forward. I’m thinking if I can reach it, I will be able to use it as another fast-travel point to get here quickly again in the future.

I don’t know how many rivers and other bodies of water I either glided over or swam across, nor how many rocks, hills, and mountains I climbed over. But eventually, I find a falling piece of sky island, which drops conveniently near me, and I stand on it and activate Recall, and ride it all the way back up into the sky, all the way until the Recall power is spent, and the rock begins to fall again.

I jump off and start gliding, activate my Purah Pad scope to see if I can spot the pin, and it’s really not too far away, I think I should be able to reach it easily by gliding. I do so, and then dive down several hundred feet to land right at the Shrine. I hear familiar theme music, and see the familiar smoke rising from a nearby stable. So this is a double find, then. Every stable seems to have a shrine nearby it, so that you can quickly fast-travel to any stable in Hyrule and take your horse out if you want to explore on horseback.

I enter the Shrine, and this one is a series of bridge challenges. The bridges are links that sag like a suspension bridge without cables. The first one I can cross easily, the second I need to hook up using Ultrahand. The third and fourth are more challenging. The third one has too much slack in the middle and so hooking it up, the bridge is still laying on the ground, and the way forward is to jump to this platform in the middle of the bridge span, but with the bridge laying limply on the ground, it’s not helpful.

It takes me a few minutes but I quickly figure out that I can hold the bridge up like it needs to be using Ultrahand, and then drop it, and use Recall to get it to lift back up and hold itself in place long enough for me to pass the obstacle.

The rest of the shrine is just variations on that theme. If there was a treasure chest in this shrine, I didn’t spot it. I get the Light of Blessing, and have enough of those to trade in for another Stamina or Heart Container.

But first I’m going to visit the stable nearby and see what’s going on there.

The Stable man mentions that there is a well behind the Stable (this seems to be a thing with Stables) which is normally full of water when it is raining, which is all the time, but when the rains stop the water level drops and you can go inside. Looking at the weather upcoming on the HUD, it’s going to stop in another 2 hours, which is like 5 minutes in real time, so I run right over and check it out. Sure enough the water level does drop, and I explore the cave under the well. There’s not a lot to it, though, unless I missed something hidden. It’s small, and not a lot of forage to be had. Still, it’s one more out of the 51 remaining to be discovered somewhere in the world…

There’s a man in a hut looking out across a ravine where there’s a pen with some strange animals and a girl tending to them. I find out that they are called Dondons and I take a picture of them. Some people at another stable were talking about these creatures, and were interested in seeing one. Apparently Princess Zelda found them, there are only 5 known specimens, and they eat luminous stone and (it’s hinted) poop out gemstones of other types. I try offering a luminous stone to the Dondons, but they don’t do anything.

I also help out Addison get another sign posted while I’m here, and there’s a Korok who needs to be taken to his friend just down the road. Both are very easy tasks, and I do them. I’m not really sure what else I should do at Faron Stables or in this region, but they tell me that there’s pirates attacking Lurelin Village nearby. So I should probably help there soon. But combat is my least favorite part of the game still.

A few other things while I’m thinking about it:

  • There’s a musical act called the Stable Trotters. The kid with the flute who I met at one of the other stables was a member, and after I helped him he said he wanted to go back to rejoin them. I think, hope that this means that he will play the flute and the fairy who lives near one of the Stables I found will hear him, or maybe he’ll give me the flute and I’ll go play it for the Fairy, and then it will come out, and then I can get my clothing up-armored, and then I can start to enjoy combat a little bit more. With no armor, I get one-shotted by pretty much everything in the game, and I suck at dodging and activating flurry rushes.
  • Most of the Stables have posters on the wall depicting a meal recipe. I have yet to try making any of them, but I will be doing that eventually. I try to take pictures of the posters so I can remember them.
  • I haven’t been to Rito Village yet, because I’m still trying to find some more cold weather gear, but that seems to be the place everyone wants me to go. The newspaper is headquartered there, and I’ve heard enough to know that it’s an important side quest. Word is the weather in Rito is so cold that the people are starving. I might try cooking some cold resistance meals and just go there if I don’t find any more warm clothing soon.
  • I have a similar problem with making progress in Gerudo, but I know how to avoid the desert heat a bit better, since I can travel by night and also stay in the shade. So I might head that way soon, maybe even next.
  • I had a really cool Korok score. On the tall column I climbed, there was a Korok pinwheel, which is an archery contest. I only had a single arrow in my inventory, and there were three balloons that I had to take out. They were moving about in a pattern, and would get close together at one point in the pattern. I watched it a while, and loaded up a bomb arrow and took my shot, and fortunately the bomb explosion took out the other two balloons when I hit the one I was aiming at, which was really cool.
  • I am getting annoyed with always being low on arrows, but at the same time I kindof like it that the game seems to give you lots of reasons to use arrows when you do have them, so you tend not to be able to keep well stocked on them. I use them as quickly as I come by them, and I can’t seem to find more than 7-8 at a time. I find them all over in crates and such, but 1-2 at a time, or a bunch of 5 if I’m lucky. I can also get them as loot drops from fights, but I’ve been avoiding fighting, and I can farm them by dodging archer enemies when they are shooting at me, but this seems to stop producing new arrows after about 3-4, so it’s both slow and not going to build up a stockpile very quickly. Arrows are much more useful in the game now because they can be used to activate switches and Zonai tech, and with Fuse power you can combine an arrow with just about anything, which invites experimentation and the wastage of shit tons of arrows. This constant arrow shortage probably actually makes the game more “strategic” than it would be if I had 60+ arrows at all times, but between not having unlimited bombs like I did in BOTW and having arrows in short supply, it makes it a lot harder to handle myself in fights. It does make the game more challenging, which I like. But I think I’m going to have to trade in a bunch of forage to get rupees and turn apples and junk I don’t really need much of into arrows and armor, because otherwise coming by rupees is pretty rare, too.

TOTK Diary 31

I just finished the shrine from last entry, but didn’t collect the chest. I go back in to do that, and it’s not that hard. The cart rolls back from the landing where you go to collect the Light of Blessing, and slowly enough that it’s no problem to grab the chest with Ultrahand and pull it near, drop it to the floor, and open it.

It contains an elixir of speed, which is ok.

I exit the shrine and return back to the stables and talk to everyone again. This time I take notes.

The lady who talks about sightseeing recommends four destinations nearby:

  • West to Menoat River, where I can expect to run into pirates.
  • Lakeside Stable to the East, and Lake Floria
  • Further East, and turn South when I reach the ocean, Lurelin village, which has also been attacked recently by pirates.
  • Go North to the thick forested area, then head East until I reach Floria river, then turn North until I reach a rain forest, where I’ll find the Zonai ruins. Above the ruins is a thundercloud that may have something in it.
  • (Direction?) to Lake Hylia, which has a bridge that is guarded by a large monster, I assume the Flame Gleeok that I saw earlier from afar.
  • South to the Southern Shoreline, where I’ll find Martha’s Landing, Kono Shoreline, and Puffer Beach, where there are flying monsters that can keep up with a horse.

Someone else mentions a giant white stallion, which has been seen near the Lake of the Horse Goddess, which is to the Southeast.

I am interested in heading to the Zonai ruins, because that sounds like it could further me in the main quest, and I mount up on a horse, and try to head out in that direction, but I misremember what they told me and try to head East instead. Only, the way the roads twist around in this area, even going East is too much for me, and I end up going West instead.But first, I run into a Korok who needs help meeting up with his buddy, so I help him. And then not very far along the trail I’m trying to follow, I find another korok in need, and help him. Both of these are easy tasks, not a big deal. It’s a bit annoying to have to dismount from the horse, help the korok, call the horse, resume riding, but I get four Korok seeds out of it, so hey.

Then I discover a new well, go down it, and find a sleeping Hylian girl who doesn’t wake when I try talking to her, but says something in her sleep about a storm and a fox. I have no idea what it means. I leave a “person” marker on the map and figure I’ll come back sometime if I ever figure out any more clues.

Then I go down the road and to the West, where I find another Addison, needing help posting his sign, an easy enough task, and I get some rupees and some food for my trouble.

I end up running into the pirate ship, and so I decide to help out there, because hey, I’m here and why not. The monster fighting crew consists of a ragtag bunch of Hylians who don’t look like they can fight too well, plus a Goron who at least looks like he can hit hard and take a hit. They’re standing off, looking at a ship moored in the river, as though uncertain of what to do about it. I talk to the one mounted on horseback, who turns out to be their leader, and she tells me that they can’t board the ship because the bridge to board became broken, and if it were repaired they would be able to attack.

I go up to ship, and look at the bridge, and try to re-attach it to the point where it broke, but it refuses to re-attach. So I guess I’m supposed to find some construction materials nearby and fix this thing some other way? But there’s nothing nearby.

I’m spotted by the monsters on board the ship, and it looks like there’s a decent lot of them, mostly Bokoblins, but also a couple of Moblins. I don’t see a lot of bows and arrows, and no armor, so this isn’t that bad. I fire some arrows at them, since I can’t cross the bridge either, and hit them hard with bomb flowers, which takes them down some. I don’t have a lot of arrows, though. They respond by throwing rocks at me, and eventually the Moblins pick up Bokoblins and throw them at me! They fly over the gap of the broken bridge, and surround me. I expect the companions nearby to start to engage and help me out, but they stand around like they weren’t programmed to handle this contingency, and do nothing. I end up dying, surrounded and unable to dodge or run.

I still have yet to pull of a flurry rush in any combat outside of the practice shrine, because I suck.

I respawn and try again. This time I try using muddle arrows, in addition to bomb arrows, which is super effective. The bomb arrows set the Bokoblins on fire, and also their weapons, and they end up standing too close together, so the flaming weapons burn the Bokoblins standing next to each other, and end up killing a few of them, greatly reducing their threat. Eventually there’s just one Moblin left. I still don’t have a means to cross, but I discover that near the bow of the ship, I can glide down to the anchor, and from there Ascend will let me tunnel up through the ship to the deck, and I’m on board. I finish off the Moblin, attempting to pull off a dodge of any kind that will allow me to practice flurry rush, fuck it up, get hit instead, almost die again, and then just take the Moblin down with regular attacks. FML, but at least it’s done.

The Hylian Monster Crew are thrilled and amazed that I just rushed in and took them all out by myself, and they reward me with 100 rupees. A pretty decent reward. They tell me they’re going to head to the northwest and I might meet them again in the Tabantha region or was it Hebra?

Back on the road, I keep getting turned around and going the wrong direction. It’s really hard to navigate because the roads don’t go straight in any direction, and follow the topology of the land, meandering about in wide curves. Without the map data from the Skyview Tower for the region, I don’t really know where the road leads and therefore I don’t know if I’m heading in the right direction or not. I end up coming down a slope that leads to what looks like the southern shore, and I’m in a beach area, when I spot a blue Lynel. Oh hell no, I turn right the fuck around and get the hell out of there before it can spot me, and head in the opposite direction, back to the pirate ship I just cleared out, taking a path leading around the bow, around a bend to the left, and up some hills.

I find another korok spot along the road, a shimmering patch of lights swirling around 5 statues lined up.

A bit further than that, I discover a shrine puzzle, another Glowing Gem Offering. This time the gem has been discovered already by a Hylian, who tells me he loves horses and he wants to see the Giant White Stallion, so if I bring him the stallion, he’ll let me have the gem.

Fine, OK then so now I really want to find the stallion. I use the Purah scope to look at some horses nearby, there’s a large herd consisting of three groups of three, but none is especially large, nor white.

I still have my horse with me, but that doesn’t stop me from trying to grab the nicest looking solid black horse, who I manage to tame after a few attempts, and ride all the way back to the Stables I came from, and I register it, releasing the 2-star in ever category Pony that I found earlier on, and name this one Blackstar.

I guess I want to try to find the Giant White Stallion next, since it’ll give me another big horse for my stable, and also enable me to unlock a shrine. So that was supposed to be near the Lake of the Horse Goddess, to the southeast of this stable. That’s where I’ll head next. But first I want to go all the way back to where I left my other horse when I captured Blackstar, and get him back.

I run out to where the man guarding the crystal is, which takes a good while, but at least while I do this I retrace my steps successfully and feel like I’ve remembered the route to follow, all the turns in the road to take to get me there. My horse, Horsier, is there waiting for me. I take him all the way back to the Highland Stables, and along the way I find a couple more Koroks. Just as the Stables are in sight, I spot a campfire smoke coming up in the distance, off to the right of the smoke plume coming up from the Stables. I scope it out, and see a small campsite just on the other side of a wooden bridge. I decide to check it out, find another korok before the bridge, and then crossing the bridge a Stone Talus comes to life, somewhere nearby but I don’t see it. The Talus music starts playing, and I hear the earth quaking, but it must be up a hill or something, because I can’t see it. This concerns me, so I spur my horse to sprint across the bridge, and we get away.

I talk to the two men who have camped here, and they are interested in the Horse God (I thought it was a Goddess?) and the Giant White Stallion, who they say has been spotted nearby in this area. But they say that the Horse God has departed from this lake, and is rumored to be… elsewhere… they said where, but I can’t recall what they told me now that I’m writing this.

I continue forward and see the Giant White Stallion at end of a narrow strip of land, surrounded by shallow ponds, surrounded by steep ridges of rock, creating a horseshoe-shaped corral of sorts. There are many butterflies and frogs here, so I spend a few minutes collecting as many as I can, taking advantage of the dense concentration, and end up picking up a bunch of them.

Then I try mounting the Great White Stallion.

In BOTW, the Giant Horse is a lot harder to tame. I think I had two full Stamina rings when I finally succeeded. The Giant Horse in BOTW spawns in an wide open area in the mouth of a canyon leading to Gerudo Desert, and in the vicinity of a pair of Lynels. He’s skittish and runs easily, and just mounting him requires speed or stealth, or a drop from above tactic, involving climbing a baobab tree. Then taming it requires hammering the LZ button really fast, while consuming Stamina foods or elixirs to outlast the horse until it calms down and breaks. I had to try it a dozen or more times, and then once I managed to calm the Giant Horse, I still had to ride back past the two Lynels, who I was yet unready to face, and ride a horse who is not capable of sprinting past two of the most powerful enemy in the game, while it was still not fully attuned to me and liable to panic and buck me off. Once past those two Lynels, there’s a pack of mounted Bokoblins who you have to get through, and it’s a long run to get to the nearest Stables.

In TOTK, the Giant White Stallion is comparatively docile, and easy to sneak up on, doesn’t run far if you do spook him, and therefore quite easy to mount. Calming him down is possible pretty quickly, and then getting back is simple. You’re very close to Highland Stables, and the only potential risk is waking the Talus near the bridge, but you can just keep plodding on and ignore it.

It’s dead easy, not really a challenge at all. Maybe I just learned a lot from BOTW, but even so, the setup and situation is much, much less challenging, and I manage to calm the horse on my second attempt, with just one potion, and make it back to the Stables and register him without any problem.

On the way back to register him, I stop to chat with the two men who were interested in the Giant Horse, and they are amazed and impressed. They’re still looking for the Horse God, and say they will go elsewhere (I forget, Hebra? Tabantha? Somehow I’m thinking the northwest) to look for him.

We then ride out to the campsite where the Shrine Gem is, and I show the man my horse. He’s impressed and gives me the gem, and I carry it back over to the location of the Shrine, unlock it, and claim my Light of Whatever.

Outside the shrine, I notice a glider, a control yoke, three batteries, and two fans, right near what looks like a pretty ideal launching point. I decide I must try this and see how far it takes me, even though it means leaving my Giant White Stallion behind.

I assemble the vehicle, lift it into the air, and drop it, then use Recall to reverse its drop so that it levitates up into the air, hop on and activate the fans, and it takes off. It’s off balance and awkward, i’m constantly adjusting course up and down with the control yoke, but I head in a roughly straight direction heading out from the launch point, just to see where it will take me if I go in that direction.

The three batteries give me a lot of range, and despite my wobbly course, I get out pretty far, until I can see… the Highland Stables dead ahead. I’m heading back to the Stables. The batteries run out, one by one, and then all I have left is my own Zonai power pack, and when that runs out, I jump off the vehicle and glide the rest of the way.

I actually land right on the roof of the Stable, which has nothing special of interest hidden there. It seems that the TOTK designers decided not to put something interesting on the top of every climbable thing, like they did in BOTW, which I think maybe is a design decision to cut down on the tendency to be distracted by exploring every interesting-looking peak, rock, or tree to look for treasure chests and koroks, and keep you more interested in the storyline and main quests. I think it’s a good move, to be honest.

Anyway, since I’m at the Stables, I figure why not try to board the horse that I have out, and I ask the man, and sure enough I can board my Giant White Stallion, even though he’s miles away back where I left him.

So, I guess I just learned that riding Horsier all the way back in order to board him after catching that new wild horse was kind of a waste of time, then. But it really wasn’t, because doing that led to finding some koroks, the location of the Giant Horse, and got me more familiar with the region and the roads. So it’s worth it for those things.

I’ve accomplished quite a few things here, now. The Stable manager keeps mentioning the Dark Cloud to the northeast, so it seems like that’s probably the next thing I should check out. Which, at the start of this thing, was what I had been intending to check out, except for I kept getting turned around and running into other things to do along the way.

So it’s about time I get my directions straight and figure out how to get to this place.

Reacting to Homebrewer responses to AtariAge discontinuing ports

Recently, Atari Age announced that it would no longer sell IP-encumbered products in its store, and would be putting those titles that they planned to discontinue on sale through July 23 of this year.

The Zero Page Homebrew people recently put out a collection of statements by the various luminary developers in the Homebrew scene, and posted them on Facebook as well as covered the news on their video stream.

I have a lot of things to say about this stuff. So, in the spirit of copyright infringement for the common good, I’ve “stolen” the images of each developer’s statements, and offer my reaction to them below. I am nobody special, I just happen to care.

It’s good to see that Champ Games intends to continue developing original games and may pursue licensing rights for ports.

It’s unfortunately a bit naive of Champ Games to announce that they plan to continue to sell ROMs of their IP-encumbered ports. The ROM files are just as subject to IP infringement liability as a physical cartridge is.

I’m reading between the lines a bit, but it seems like Atari Age’s decision to discontinue these games is a pre-emptive effort on their part to limit their legal liability in the event they get sued, and not necessarily a result of any specific takedown effort on the part of the rights holders.

The thing about this is, Atari Age have been operating in this grey market area for many years, and ceasing operations doesn’t absolve them of liability for past transgressions. In principle, the rights holders could go after Atari Age and its affiliates, partners, etc. at any time.

In fact, Atari Age did have to take down Princess Rescue, an Atari 2600 de-make of Super Mario Bros, due to legal action from Nintendo, who are notoriously litigious and vigorous when it comes to protecting their IP.

Legal action can take many forms, from a simple “cease and desist” action to out-of-court settlements, to civil lawsuits to settle tort claims, to criminal charges that could result in fines, imprisonment, etc. There may be statutes of limitations, and a rights holder may or may not wish to take action to protect its IP. Without explicit permission, there’s always the risk that one day some IP holder will wake up and take notice, or decide that “now’s the time” and take action. This hangs like a sword of Damocles over the head of Atari Age and anyone else who chooses to ignore the legal risks of using IP without permission.

Atari Age have managed to operate for many years at a small scale, but the longer they continue to do so, the greater the chances of some IP owner taking notice and taking action. Given the potential liabilities, such action could very easily result in a complete shutdown of all operations, even for fully original works, simply because the IP owner could conceivably be awarded a judgement so large that the infinger is forced into bankruptcy, or due to a legal injunction.

This is true whether you sell or simply give away the works you’re infringing on.

So it does make sense for Atari Age to recognize these risks do exist, and rational for them to want to limit and minimize their exposure.

So the safest way forward would be to completely purge the all infringing material from the store and the website. Leaving IP infringing ROMs available for sale or free download still carries with it risk.

This is unfortunate, and it would seem desirable for the laws to change to somehow be more accommodating for public domain and free use/fair use involving abandoned or inactive IP. But changing the law takes a lot of effort, and we can’t expect that it will happen any time soon, if ever.

So the existing “proper channels” of seeking permission is really the only practical way forward. And even that is very difficult, making it practically out of the reach of many would-be developers, and if the IP owner says “no” there’s basically no recourse available.

Mogno’s statement alludes to the possibility of implementing the rules of a game (which are not copyrightable) to create a new/original work. In other words, a clone game. Conceivably, if you wanted to make a game exactly like Burger Time, you could make the same game but make it about something else, say making Tacos or Pizza, and give it a safe title that couldn’t be construed as diluting the Burger Time trademark or brand, something like Tacomania perhaps. This approach can work to a greater or lesser extent, but it almost never feels as satisfying as playing the “real thing”. That is to say, the trademarked name, characters, etc. all do have real value and contribute to the desirability of the game, and taking these elements out does take something away from the game.

Many of the homebrew port projects have chosen to “soft clone” a game, by making a game that looks and plays as close to the original as possible, but has a title which “parodies” the original, or is a “take-off” of the original title: eg, Qyx is a clone of Qix; RubyQ is a clone of Q*Bert; Galagon is a clone of Galaga; Robot War: 2684 is a clone of Robotron: 2084; etc. How much this actually affords any legal sanctuary for the clone developers is rather dubious, and would need to be tested in courts. Even if the defendants were to win in court, the costs of defending yourself in court is best avoided. Homebrew developers don’t have the legal resources to stand up to corporate legal teams with deep pockets.

Whether you call these games clones, ports, remakes, or de-makes, homebrew games that use unauthorized IP without seeking license are labors of love crafted by hobbyists and shared with the world in homage to a product that could not feasibly be brought to market as a traditional business venture. Many games adapted by homebrewers were never ported to the Atari 2600 at all, or if a port did get an official release back in the day, the homebrew scene can often produce a version of considerably higher quality.

Over time, these homage projects by hobbyists grew in scope and ambition, to the point where people were producing physical cartridges at a level of quality and presentation that rivaled the best professional efforts of real businesses.

This unfortunately blurs the lines between what might be considered “fan” projects and what would more appropriately concern a legal department of some rights holder of some dormant IP that they might feel needs to be protected lest they lose it.

The internet likewise removes many barriers, making it possible for communities to develop who have a common interest in sharing works, for these operations to scale, and to become easy to find — both by other developers and fans as well as IP owners and their lawyers — and easier to scale.

But rather than calling these games “ports” or “clones” or “ripoffs”, I’d like to advocate for calling them “covers”. Much like one musician will “cover” a song written by another artist, creating a new version of the song that has its own distinct merit as a work of art, we can have multiple game developers “covering” the classics, creating their own unique spin in their own signature style. This is something I would very much like to see embraced and encouraged in the video game world. The founders of Activision, the first third party game developer, thought of themselves as “rock stars” who wanted their names to become as famous as their games. Given that real rock stars often cover each others’ songs, I think it’s a great metaphor to extend to the video game industry.

Let developers cover other developers. Let developers remix and sample old games. Let artists do art with video games. Intellectual Property law needs to evolve to recognize the legitimacy of these long-standing and established traditions, and provide for their protection as part of “fair use”.

Games and art existed long before intellectual property law. There are many games which exist in the public domain today. Classic games like Chess, checkers, card games, etc. all can be made by anyone.

Anyone can paint a painting of a subject, interpreting it in their unique way and putting their unique spin or style to it. In many ways, the re-creation of a videogame, especially porting it to a different hardware platform, is an act of creation analogous to an artist painting their own version of some subject.

It is only human to wish to have the freedom to create such artwork. An idea for a game can be created in any number of unique ways, interpreted differently by different creators. And just as some subjects have been painted countless times by thousands of artists, software developers often have the same creative urge to express themselves by creating their own version of some video game. The difference is that video games tend to be commercial properties that are owned by corporations who want to protect their limited monopoly right granted to them by copyright and trademark laws. This stifles and stymies a would-be developer from creating their version of Pac Man or Tetris or Mario in a way that an artist is never restricted from creating their version of a bowl of fruit or Christ on the cross. But a game programmer yearns for the same freedom as the artist.

It would be nice if somehow we could have it, and exercise it without injury to some business that would be able to respond seeking legal remedy. Sadly there is very little to no such safe space for this sort of art to exist.

Squatters rights is a legal concept which says, in essence, that abandoned property can be claimed by someone who takes it.

We could really use something akin to this concept for video games.

There’s a movement to recognize abandonware rights, an idea that if a piece of software is released and sold for a time, and then is discontinued and no longer sold, that the public still has an interest in obtaining and using a copy of the software, indefinitely. This happens much sooner than the expiration of copyright, though, leaving “abandoned” products in a gray area where they cannot be legally obtained by a market that has interest in them, other than to obtain an existing (ie used) copy that was produced when the product was actively being brought to market by its owner.

Abandonware would cover the public’s interest to move video game works into the public domain once they exit the “First Market” (eg, when they are discontinued, perhaps after a certain period during which the original owner has declined to bring them back to the market) so that the public can continue to produce copies of the work in order to meet demand beyond what the “Secondary Market” (eg, used game stores, flea markets) is capable of satisfying.

But we also should lobby for legal protection for developers who would like to make their own version of their favorite game, or to create a version of that game for a system it was never officially released on, or to create variants on a theme introduced by a game, or to “remix”, or to tinker in other ways, such as bug fixes, “cheats”, and other “hacks”.

It’s not to say that the original creator or rights holder should stop having all rights afforded them under IP law, but that the balance currently favors them too much, and for far too long.

When I was in school, I learned that in the pre-industrialized world there was a system of apprentice and masters, of guilds, and so forth, and that was how knowledge of the trades and useful arts was handed down through generations. An apprentice artist would often be required to create an exact copy of a masterpiece painting, whether as part of their training, or to create duplicates of important works so that they could be enjoyed more widely. This was in a time before photography, before telecommunications, so the only way to copy a painting was by hand, and to do it required great skill to match the technique used in creating the original to a faithful degree so fine that it took an expert to know the difference between the original work and the copy.

I think a lot of programmers, game designers, and developers have an instinct to want to do something similar with video games, to be able not to copy them in the trivial way afforded by binary data systems supporting digital file copying, but to look at the original and learn the techniques of the master and attempt to replicate them faithfully to the best of their ability.

We like to do this as much as we like to work on our own ideas. Howard Scott Warshaw’s point that creating is very different from copying is of course valid, but both are legitimate pursuits for a creator. Some of us are very good at ports, while lacking the design skills to create new original works. But we should not devalue porting because of that, and we should not prohibit all ports that are not explicitly authorized by some “rightful owner”. For a time, certainly, the rights of the creator should prevail. But after some time, a limited time, the works should enter into the public domain. The current length of copyright for software, particularly video games, was adapted from print media, when it should have been modified to better suit the different nature of digital platforms.

To the extent that some in the homebrew scene will continue, with renewed focus on more new original works, that’s of course welcome and great.

But I would think that most people working on a new idea will want to explore it on a newer platform. There are homebrew projects to create original works for obsolete systems, and there always have been.

But if you were going to create something new and original, unless you wanted to take on the challenge of the additional constraints imposed by developing for outdated hardware with severely limited resources, you’d probably target modern platforms. So a lot of new/original development energy tends to be pointed at modern platforms.

Yet there’s an undeniable appeal to creating games for older systems — particularly taking some favorite, old game, that was developed contemporary to some old system, but never for that system, and “fill in the gap” by putting out a version ported to that system that had never existed previously, like Galaga or Robotron 2084, or were very poorly done, such as Pac Man, or a sequel to a great game like Pitfall or Adventure.

Another fun challenge for a developer is be to take a Sega Genesis game (such as Sonic the Hedgehog) and see if you can capture its essence and replicate it on a game console that predated it by something like a dozen years. Whether you have permission to use Sonic or not, that’s a fantastic challenge, and to develop such a game for private enjoyment, while not getting to share it with the world is a bit like running in the Boston Marathon without any spectators being allowed to partake in the excitement of the day.

Could Chris Spry have developed Zippy the Porcupine (the Sonic the Hedgehog Atari2600 de-make) privately and allowed the obscurity and anonymity shield him from Sega lawyers? Certainly. But wasn’t the public nature of the product something that enriched everyone who learned of its existence, or got to play it?

No marathon runner who runs today is the original messenger from Greek antiquity who ran to the city of Marathon with important news… But we don’t hold that against them, do we? And we who stand streetside observing the spectacle of this event are enriched by it, even though the first Marathon runner is long dead and doesn’t get any royalties from it.

I’ve already touched on these points, above. The “last chance” sale is a kindness to the fans who have kept obsolete video gaming platforms alive for decades after they exited the market. But it’s not free of legal liability, and could in fact expose Atari Age to greater risk due to the attention the sale is getting, the increased awareness of the topic of the homebrew scene and of its intersection with IP law.

It’s a bit arbitrary where the line is to be drawn with respect to what’s a liability that needs to go, and what isn’t. Why isn’t Medieval Mayhem and Space Rocks a part of the sale? Medieval Mayhem was an Atari coin-op game for the arcade, back in the 80s. How is an unauthorized remake of it on the 2600 it not IP-encumbered? Space Rocks is just a really well done port of Asteroids, surely it assumes some non-zero amount of risk as well.

DeCrezenzo is a titan of the homebrew scene, and if he is indeed leaving due to this, it is truly a sad thing. If there was a Hall of Fame for homebrew developers, he’d be a charter member. He’s had a long “career” in the scene, with many, many contributions, so even if he simply retired, he’ll have at least left behind a monumental legacy… of games which sadly will no longer be made due to the legal realities that encumber this hobby.

If there’s a positive thing to be taken away from this, it’s that there are developers who will continue to remain in the scene, and will shift their focus to developing new game ideas. This is exiting.

As much as we like the familiar games we know, that never existed on a home console, or were never done justice in their official home port, there’s still tremendous potential in the system — even 45 years after its release, and 30 years on from its official exit from the primary marketplace.

That’s nothing short of remarkable, and if the new original games that we’re sure to see in the coming years stack up as well as the remakes and ports that we were fortunate to get to experience, the future is as bright as ever for fans, enthusiasts, and collectors of classic gaming consoles.

Long live the Atari 2600. And long live Atari Age!

TOTK Diary 30

I’m stuck clinging to the side of a steep, slippery sloping green hill, slick with rain at 5:00 AM in an uncharted area of the map in the Farun Grasslands, having raced halfway across Hyrule in order to grab a piece of shooting star that I had seen fall to earth while I was gliding high above in the Sky world level of the map. Having just barely reached the shooting star fragment before it tumbled into the sea to be lost forever, the rains started, and there I was, unable to climb or gain any traction.

Or so it seemed. I discover that, at least on slopes this gentle, I’m able to press B to cancel out of climbing without falling or sliding downhill, and enter into Link’s run animation for a bit, which allows my stamina meter to recover somewhat, and maybe also allows me to make a couple steps of progress, before I again trigger another climbing grab, which I can also use to climb a short distance, and press B to cancel out of before the rain causes me to slip and lose that progress.

I can’t use the Purah Pad telescope while in climbing mode, but when I stand I can turn it on, and once I get to a spot where I’m stable, I take the opportunity to look around out from where I am. Although I’m low on the slope, I still have a pretty decent view out into the distance. The slope extends downward to a shoreline of a large body of water, I think it’s a lake. I see a few islands, and I can see the opposite shore beyond. It’s still dark, and rainy, so I can’t make much detail, everything’s just dark shapes and silhouettes. But off to my left, I think to the North, I spot some fires, far in the distance. Thinking they could be signal fires or camp fires, I try to zoom in as well as I can, wondering how they can remain lit during a downpour. As I reach max zoom, I see what appears to be the shape of a huge dragon, with multiple heads! Each of the heads seems to be emitting a flame. I activate the Purah Pad Camera to take a picture, and it identifies the creature as Flame Gleeok. A wave of dread hits me and I realize that eventually I must face this terrible creature. But for now, it’s back to climbing.

It’s slow and a bit of a cheat, but climb-canceling does enable me to get up to a part of the hillside that I can do a true run along, and I’m able to get up to the top of the hill again. By the time I make it to the top, the rain has subsided for a bit. I know that there should be a pool of water that will serve as another trigger point for the story cutscenes that I’m trying to find for Impa’s quest, and I don’t want to move on from this area until I’ve found it, but I have no idea where it is. It’s not at the top center of the geoglyph, as I had hoped, so I just have to start “mowing the lawn” methodically walking up and down until I find it, I guess. Fortunately, I end up stumbling into it right away, along the side to my right as I’m looking down hill.

This story cutscene is a vision of Princess Zelda and King Rauru in the distant past. It appears that Queen Sonia may have died, as it seems Rauru is paying respects to her at a statue. Zelda approaches and they have a conversation about the upcoming battle with the Demon King, which will apparently happen tomorrow. Zelda, being from the future, knows what she and Link discovered deep under Hyrule Castle, and she tries to warn Rauru about the danger, about the outcome. About how now matter how strong or ready they think they are, they won’t have enough strength to defeat the Demon King permanently, and Zelda tries to warn Rauru that although the Demon King will survive, he will not.

Rauru’s duty is to his kingdom, and he must try, he says. And, besides, Zelda’s memories are from a future that may not happen, because in that timeline she had not yet been sent into the past. So there must be a reason why she has been sent back, and he believes that it will change the outcome.

As the vision fades, it occurs to me that these pools that I’m finding, that trigger these visions, must be the titular “Tears” of the Kingdom.

I’d like to get the map data for Faron, and I look around for the Skyview Tower for the region, but when I find it, I realize I’ve been to it already but it was out of order with no apparent puzzle to solve, and it’s on the far end of the zone from where I am standing. So it’s likely to be a waste of time to go back there, although who knows, maybe not, and if I walk it and meander I could run into some adventure or at least pick up some forage.

I climb to the highest point in the immediate vicinity, and I notice the earth seems to quake. At first I think I just imagined it, and then I feel it again. A very light rumble on the controller, and the camera shakes as though something very heavy hit the ground, causing a small tremor. Talus? Giant footsteps? Sky islands falling? It seems periodic and regular, and doesn’t seem to be increasing or diminishing.

Clearly it’s a clue about something but I don’t know what. It’s raining again and dark to where I can’t see far.

Off in the distance I do see something – – a laser beam? A thin orange finger of light, and an explosion. I take a closer look, it’s a short distance away, and might be the cause of the tremor. I see what it is, a Soldier Zonai and a blue bokoblin are engaged in combat. Then I see a second pair squaring off near them. It’s 2 on 2, and they seem evenly matched, but I want to take the bokoblin down, so I swoop in, and take it with a bullet time headshot with my bow, just as it put a killing blow on the Zonai. I claim the item drops and look for the other pair, but they seem to have mutually destroyed each other.

The Zonai were apparently guarding a chunk of sky land that had fallen to earth. I climb it using Ascend, and find a treasure chest containing a nice Zonai weapon.

The tremors haven’t stopped, so the combat couldn’t have been the cause of them.

I scan the horizon again, and spot a new Skyview Tower in the distance, on the far side of the Gleeok bridge. It’s in the distance beyond the bridge, but the bridge isn’t on the path between my position and the bridge; the bridge is a perpendicular road that crosses my path if I’m headed to the tower.

On the near side, the lake, with its small islands, the largest has a chasm to the underworld.

Beyond the bridge, I can’t see anything. The bridge is tall and blocks most everything.

I pin the new tower on the map and decide to try to head for it. I glide down, but only make it as far as the small islands in the lake on the near side of the bridge. I decide to explore the chasm and see what lies below the earth.

When I jump into the hole, it’s so dark I can’t see the bottom, and I hit hard, and if it weren’t for the Fairy I had in my inventory, that would have been game over.

I get up and look around. I’m on a rise of land, a round hump. Below me is very dark, and I can’t see hardly anything. The reddish glow of Gloom is present in many directions, offering me little choice in which way I can explore. I go as far as I am able on foot in one direction, and come to a wide stretch of Gloom, impassible. I go back the other way, and after a while I reach another broad moat of the stuff. It seems like there is little around here at all, few enemies, and little else beyond a bunch of Poes, which I harvest.

Back near the area where I fell down, there was a ruined area where I saw some Zonai tech, so I go back to it and have a better look. I find there are a variety of parts, including wheels, a platform, a control yoke. I can make a vehicle. I augment it with some pieces that look a bit like shielding, hoping that this may offer me some protection if I do run into an enemy. Finally, some parts I don’t recognize, but I surmise may be batteries. As a final touch, I throw a Brightbloom seed at it, to create a “headlight” that will move with me as I drive through the underworld, and hopefully allow me to conserve resources. Hitting the vehicle with the brightbloom activates the Zonai tech, and the machine runs off without me, unexpectedly.

I get in and after about an hour of awkward false starts where I drive up walls and roll the vehicle over onto me, or get dumped into Gloom bogs, or drive clumsily in circles that take me back to where I started, I finally discover a Light Root, hidden away in a cul de sac, and activate it. It seems there’s no where to go but back out how I arrived.

There seems to be nothing else for me to do, and every time I try to drive in the opposite direction of the cul de sac I end up getting turned around, uselessly, so I eventually give up on this area and quick-travel to the nearest activated shrine to the skyview tower I saw on the opposite side of the bridge being guarded by Gleeok.

When I make it to the Skyview Tower, it’s still out of order, and there’s still no one around to talk to about it, and nothing to give me a clue about what’s wrong with it, so I still can’t unlock the map data for this region.

I try climbing the tower, more to have a look around than because I think it’ll help any. After I get about halfway up, it’s getting dark, and a shooting star falls from the sky, and lands some distance away. This one is close enough for me to run over to, so I glide down from the tower, making a beeline for the crash site. I touch down in the water of a river, swim to the shore, and climb up, and run, run, run, until I make it to the star fragment, and grab it.

I’m a long way from anything now, so I just try screwing around, scouting the area, and trying to find anything of interest nearby.

I don’t remember clearly what comes next, since I’m moving about rather aimlessly and have nothing in particular that I’m trying to accomplish. I keep scoping out the area, looking for anything that looks interesting, be it shrine or tower or anything else for that matter.

Off in the distance, I spot a shrine, and decide to head toward it. As I get closer, I also spot a series of smoke rings coming up from the ground. It looks closer, and more or less on the way, so I veer in that direction. Before I get to the smoke signal, I find a Hylian woman camped by the side of the road. She tells me that she’s the cook from a group of monster fighters who went out ahead to combat some monsters in a pirate ship who attacked a nearby village recently, and suggests if I think I’m good with a sword, to head that way and lend a hand, and gives me a sample dish of her cooking.

I’m not interested in taking that on right now, so I continue heading in the direction of the smoke signals, which from what I can see now is a new Horse Stable. I check it out. There’s a lot of new people to talk to, and they tell me a lot of information about things in the area, in all directions. It is a lot to take in, and I don’t think to take notes as they’re telling me everything. Some of it is stuff I’ve heard rumors about elsewhere, but a lot of it is brand new.

The nearby shrine is my priority, so I ignore all this information and potential sidequests, and head out to unlock the shrine so I can use it for a fast-travel destination when I want to come back this way.

Just outside the Stable, there’s a boy who’s standing up a tree, playing a flute. This is most curious, so I go to climb the tree and talk to him. Maybe he’ll give me his flute? One of the people at the stable told me he was responsible for setting a fire, and he tells me his side of the story. He was trying to make a tree glow in order to impress a girl named Haite, and now he’s sorry for the accident he caused, and is trying to make up for it by trying again, this time with fireflies.

It so happens that I’ve already caught as many fireflies as he needs, so I just give them to him, and then he tells me I should bring Haite to see him, but wait until it’s night time. So I do that, and he puts on a performance with his flute, and the fireflies light up the sky, and Haite is very happy. So the flute kid is happy, too. He tells me he wants to go off to a nearby stable and re-join up with his old band and play with them.

I wonder where this is all going, but I suppose we’ll find out, in time.

Then, I notice a well behind the stable, and decide to check it out, since they’re usually quick and offer a lot of forage pickup, free and easy.

This well turns out to be very different from that. It’s small at first, with not much there. but I notice a bombable wall, and blow it up, which reveals a long, long cavern that extends all the way to the southern shore, coming out onto a beach. The way is very dangerous, with numerous blue bokoblins and a few electric Like LIkes, and I have to be very careful as I make my way through the cave. But the cave is rich with forage items to pick up, and the combat also yields some decent drops, of items that I don’t have many of.

I get to the other end of the cavern and make the Discovery of the cave entrance to the southern shore beach.

Just then, the Blood Moon happens, which annoys the hell out of me, because I had just gotten done with the first real combat test that I’ve chosen to take on in ages only to have all that work undone. Now the cave will be full of monsters again, and dangerous, and I don’t want to fight my way through all that again. So I just step into the entrance of the cave and Ascend to get back up to the top of the ground, and hike it overland back to where the Stable and the shrine is.

I enter the Shrine, and it’s a really easy one. There are a series of challenges where you use Ultrahand to pull back on a swinging paddle that strikes a large steel ball, sending it along rails, to knock it into a bowl, which activates a door.

The first one is dead easy, to introduce the concept. The second one requires additional force, so I glue a large steel box to the back of the swinging paddle, which is an obvious solution, and it works, on the first try.

The third one is a little trickier, but the clue is in the title of the shrine, “longer or wider”. This time the ball is too low for the paddle to reach it, but I can attach a panel to it that will lengthen the paddle. This knocks the ball into a bowl, which releases a cart, which rolls down a rail to my position, and then lands on another section of rail. I’m obviously supposed to get into the cart and ride it to the shrine’s inner chamber. But the paddle won’t hit this cart, either. But if I attach the panel that I used to lengthen the paddle, I can turn it sideways, and it will hit the cart.

This again works, first try, and as I’m rolling up to the inner chamber, there’s a treasure chest that I could try to grab, but I’m facing the wrong way and don’t have time or skill enough to rotate and try to grab it with Ultrahand as I’m rolling past.

I don’t care, because whatever it is, almost certainly isn’t worth much. I’ll come back again to make sure, just to be safe, though.

I complete the challenge and receive the Light of Blessing, of which I now have six.

Do I want more Stamina or more Health?

Outside of the Stable, I can see two more shrines, a good distance away, and I mark them with my scope for later.

TOTK Diary 29 – general impressions so far

I am taking a break from playing the game today to summarize my impressions so far on the new play mechanics in TOTK.

The Sheikah Slate in BOTW has been replaced by the Purah Pad, and it’s basically the same thing, but has different powers replacing the ones that were in the previous game.

In BOTW, I mainly used the Sheikah Slate for bombs. I heavily relied on bombs, especially in the early part of the game, and often wasted vast amounts of time standing uphill, way out of range, doing long range bomb attacks on enemies to keep from wasting weapons on them, or getting killed while I was still low on heart containers and not well armored. I felt this was an unsatisfying way to play the game but I played it that way anyway, and I feel like this is Nintendo’s fault for making bombs be unlimited. Nintendo tried to nerf bombs by having them have a cooldown so you could only generate one every 10 seconds or so, and by having them do minimal damage at best to most monsters. Bombs were meant to be a physics tool, used to create an impulse to move an object around with their blast, or blow up an obstacle, not really to be relied upon as a weapon, although they could serve in that way if need be. Ultimately, though, I felt that they were off the mark in the way they were implemented. They were useful, had a lot of cool possibilities, but I think that making them unlimited, weak weapons wasn’t the best way to go with their design.

TOTK replaced Sheikah Bombs with Bomb Flowers. Basically they’re free bombs that you can pick up as forage, and are pretty rare, which limits their use rather well. The game seems to try to not count on you having them at your disposal at all times, or ever, really. But I think it seems like they do a bit better damage, making them OK to use as weapons, although I really haven’t found many other practical uses for them otherwise. I did use them in lieu of wasting weapons when I was mining, and bombed my way into a Discovery! cave, but it doesn’t really seem like they put as much bombable walls and rocks in this game, and I’m really pretty OK with that. Bombs are classic from the OG LOZ to present, but they can play a minor role or not appear in a Zelda game, and I’m fine with that.

The Map, Telescope, Camera, and Compendium powers are pretty much the same. Although, sure, the map towers work a bit differently in TOTK, and I like the way they’ve been changed. In BOTW the map towers were there to provide interesting climbing challenges, and they were reasonably well designed in the way their challenge curve increased the further you got from central Hyrule. But they were all somewhat limited, and once you figured out climbing and resting, there wasn’t all that much to them, other than maybe clearing obstacles or defeating some enemies. In TOTK, the map towers have been overhauled, and I like the changes. Most of the towers have some fairly easy problem with them that you have to fix, but it requires a bit of problem solving, and isn’t simply a challenge or a softlock to prevent you from using it until your stamina bar is big enough. I also really like the way they integrate the towers into the world design by having them shoot you up into the sky, giving you access to the sky world level, and a beautiful view of the world below at the same time, and multiple options for how to proceed from there — stay in Sky Level, glide and descend to a distant point in the region, fall straight back down, or fast travel to some other waypoint. Being launched into the air like a rocket may not be safe or plausible, but it’s fun and well done as a gameplay mechanic.

I like that TOTK has added a Character Profiles section so you can better keep track of all the names and faces you encounter in the world. It’s like Contacts in our smartphones, but with more robust profile background and less contact info. I think it really helps, since there’s so much world in the game to explore, and so many people you may run into.

The other BOTW Sheikah Slate powers were Magnesis, the ability to manipulate metal objects telekinetically, Stasis, and Cryonis. In TOTK these have been replaced with powers that are maybe a bit similar, but distinctly different. And they are actually powers granted to you by your prosthetic arm, rather than Purah Pad powers.

So, instead of Magnesis, we have Ultrahand. Ultrahand is more versatile and advanced. We’re not limited to metal objects, but any virtually any type of object: Rocks, boxes, weapons, any item that Link can pick up basically. But not anything and everything you see in the game. You can’t use it to uproot trees or bend them to create spring tension, and so on. The power is mainly intended to serve as a way to manipulate in-world building blocks to create vehicles and contraptions or whatever the situation seems to call for, and gives you pretty nearly limitless potential for creativity. It’s most people’s favorite power, and can be used in so many different ways, most of which seem to be intentional by design, few of which seem to be truly game breaking or glitch based, but the power is very ripe for abuse, and I think the game encourages you to be as creative as you wish to be.

So far, my own use has been more limited and less imaginative. I’ve been trying to avoid spoilers, and I’m trying to play the game “straightforward” to experience the story and adventure, rather than as an open world sandbox. I basically see the objects that the game offers you to manipulate and mess around with, and I try to do obvious things with them. I usually succeed quickly or give up quickly, because I don’t want to waste a lot of time on an experiment that doesn’t pay off. I also took some time to get used to the controls to manipulate things, and now that I’ve gotten some hours into the game and have done it a bunch of times, I’m warming up to it and finding it more enjoyable, and will probably be more open to playing around with the mechanic more.

If I was playing differently, or in a different mood, I might have gotten deeper into this, sooner. I think the main reason I haven’t is because I know in the back of my mind that the objects I build, however cool they might turn out to be, will only be temporary. I can’t save them, or put them into inventory, and when the game requires that I put them aside and walk away from them, the time I’ve invested in creating them will have in some sense have been discarded as well, wasted. If I had a more “zen garden” mentality about it, I might regard this temporary, ephemeral nature of the creations differently, be detached from the inevitability of losing them, and in turn find more enjoyment in the act of creating and using them.

I would very much like for the game to have a “freeplay” or “storyless” mode where all you do is play with parts and put them together without restrictions, and with ability to save them so you can return to them, work on them more, and not always have to start over from scratch. I’d like the ability to create permanent objects in this mode as experiments, and then go back to the “real world” mode and see where I can produce them for some end that plays well in the story/mission part of the game.

I also have not gotten very far with exploring the various building blocks and pieces that you can use to create your constructions. I think in part this is because the game threw too much at me too quickly. I remember in the opening act of the game, getting introduced to all these new Zonai terms and I think for me it was too much, too quickly, and I didn’t have patience to take my time to read the descriptions fully, digest them, and let their implications sink in so that I could appreciate everything that the game was giving me. Again, this was in part to the dual mechanics of “everything is temporary” and “your assets are limited so you have to grind and farm for stuff” combined with “but it’ll break, or you’ll have to discard it and you can’t save it, and anything you accomplish with it will be erased by the next Blood Moon anyway, so really how much do you want to sink your time into this right now?”

So, I think introducing concepts and parts more slowly, and allowing me to absorb and learn at a bit slower pace, and build up and elaborate would have worked better for me. I have a ton of Zonai stuff in my inventory and I don’t really know how it relates. I have a vague understanding that I can turn some raw material Zonaite into refined Zonai material, and then maybe turn that into Zonai tech, but I don’t know what all the things are or how to do it all. It just seems like I’d need to break a billion rock hammers pounding out lumps of Zonaite, to trade in for Zonai capsules or convert into Zonai batteries, and in turn cash those in at the gumball machines to obtain bits of Zonai tech, use that to build things, or use them as augmentations for weapons, or who knows what all you can do with it. There’s too many possibilities, and, again, a slower introduction and walkthrough for them would probably have helped me enjoy them better and get deeper into them.

Stasis in BOTW was a time-stopping ability that enabled you to put a kinetic charge into a time-frozen object, or just freeze something in place for a temporary period so you could manage some situation you found yourself in. In TOTK, the time-themed power is Recall. It’s cool, but I bet there’s so many ways that you could use it, that you don’t even realize. There are puzzles that are intentionally designed to require you to use the ability, and those are generally obvious, but there are potentially a lot of non-obvious ways to use the power that will be discovered by inventive and creative players. It’s not natural or intuitive to think in terms of time moving backwards, for one object of your choosing, and think about how manipulating that object in that way can create possibilities. The world is so dynamic as it is, and this is a new dynamism that layers on top of everything and makes it even more complex. I probably use Recall the least, simply because I’m so accustomed to not having an ability to reverse something’s motion through the axis of time, that it’s unnatural for me to think of it and see opportunities.

Cryonis is gone, and I hardly miss it or think of it. It was a weird ability: the ability to, wherever there is water, create up to three giant ice cube that lifts out of the ground like a solid pillar that you can land on or lift things with. It was an entirely inconvenient way to cross unswimmable bodies of water, one stepping stone at a time. It was actually a surprisingly useful and versatile ability and BOTW did an amazing job of providing opportunities to get the most out of it, but it’s also just a pretty weird thing to be able to do as an adventuring swordsman.

Replacing it, apparently, is the Ascend power, which is also weird but useful. Being able to shoot upward, phase through solid matter like swimming through some kind of opaque jell-o, and pop out through the top to rapidly get to the top of virtually anything you can get underneath is a hard one to come up with in a brainstorming meeting. I wonder why Nintendo’s designers decided that this was an ability that they wanted to put into the game. It certainly beats the hell out of climbing.

As a power, it most closely resembles the Revali’s Gale ability, which instead of working in solid rock, would create a powerful updraft that could lift you into the air. That at least makes sense. But how can Link pass through solid matter? Why only vertically and up? Why not horizontally or downward? Why only when standing, not when crouching or falling? What’s the range limit on overhead ceiling clearance? I do use the ability a lot, and appreciate that I can use it, but it’s still really weird. Ascend, combined with Fast Travel, make LInk basically impossible to imprison, it would seem. So I would like to see parts of the game where this capability is taken away from you, and you suddenly have to struggle without it. I do find that I use the ability a lot more than I thought I would, and I am pretty actively looking for opportunities where it will be useful most of the time. If I want to get on top of something, rather than spend time climbing, I look for a way to get under it, then Ascend. I’d like more in-game narrative logic to explain why Link gains the ability, and a fantasy-plausible explanation for how it works and why it has the limitations that it has.

The last ability that I’ll talk about, Fusion, is so integrated with Ultrahand that I really feel that they are inseparable. I guess technically with Ultrahand by itself, you would only be able to move stuff around. But with Ultrahand active, you can use it to glue movable items together, which is really the Fusion ability. But there’s a separate Fusion ability that allows you to fuse the currently-held weapon or shield, or an arrow, with virtually any other item in the game, opening up a staggeringly uncountable number of possible combinations of this+that. So the ability you have when you select the Fusion power from the menu is basically the same ability as the glue ability you have active when using Ultrahand to move stuff around, but Fusion works specifically with things laying on the ground in the environment around you and something you can put in your inventory. This gives the stuff you can craft using Fusion a little bit less temporary nature than the stuff you can craft with Ultrahand but not really save, and must have out and be using the the entire time you own it.

I like the Fusion ability, and even though it allows for some really oddball combinations, the game designers went with that rather than disallow the weird stuff. This gives the game a less serious, more playful feel, and in a good way. Stuff that just shouldn’t work in the real world, like a claymore (two-handed sword) glued to another claymore end to end work just fine in TOTK. Adding a fusion object also seems to add to weapon longevity, as the fused item will break from the end first, and then the object in hand. And weapon durability seems to be a little bit less fragile, and also given more in-game justification by the way the Demon King’s awakening caused all the weapons in the world to deteriorate and crumble. But even so the better weapons seem to last longer than they did in BOTW, where it was pretty common to go through 2-3 weapons in a single decent melee. In TOTK, you can carry a decent weapon through several, even many encounters, before it wears out and eventually shatters. And the better quality stuff seems to last longer than the poor quality or improvised stuff, like I was asking for. Tree branches still break in 2-3 hits, but a zonai weapon will last through many combats. Normal weapons fall somewhere in the middle. This makes me tolerate the breaking system a lot better than I did in BOTW. So I really appreciate this tweak. I feel like Nintendo more or less got this part of the game right, this time around.