One day, a young couple was walking through the woods with their small child. While they enjoyed their stroll through the woods, they happened to hear several loud voices arguing. They quietly followed the voices and came upon three different figures, arguing with one another.
One of them was a Rito who came from a city in the sky. He claimed his kingdom is the best because the sky is the true holder of freedom. Another being, who was a Zora, claimed her kingdom was the best because nothing is more beautiful than the world under the water. The last one was a Goron, who claimed that no country could match his land's unstoppable strength.
Their anger continued to grow until they finally attacked each other. Their battle was so fierce it caused several trees around them to collapse. After several minutes of fighting, they heard a woman's loud scream. They halted their fighting to see what had happened.
After searching around the area, they found the bodies of three people: a man, a woman, and a child. They were lying helplessly on the ground underneath a fallen tree. After checking to see if they were alive, the Zora sat next to the child. The Zora began to cry, mourning over what had they had done to the family. The Goron started to yell and blame the others, and the Rito said it was an accident and no one would know who did it in this deep forest.
As the two of them began arguing, the Zora notices the symbol on the man and woman's clothing. It was the symbol of the Sheikah. When she pointed this out to the other two, they froze with fear. They agreed there was nothing they could do for the family, and the Sheikah would punish them without mercy, regardless of their story. They abandoned the family, leaving as quickly as they could. Each of them ran in separate directions.
Moments later, a large group of people stumbled across the bodies. They wore white robes that bore the red symbol of the Sheikah. A large older man came closer to the bodies and placed his hand on the child. He claimed the boy was still alive but was near death. He tells the others to bring the ones responsible here immediately. Within minutes, the other Sheikah were able to track down the three and bring them there. The three cowered before the large group of people, begging for their lives. The older man came closer.
“Spare your lives? What about the lives of these three? And not only are you the cause of this, you ran away with your tail between your legs! No, no, I will not kill you right now. Death is far too sweet of a punishment for a crime such as this. You will suffer a more terrible fate, and at the same time you might be able reverse some of the pain you have caused!”
At that moment, the old man pulled out a rather large harp and began to play a beautiful soothing melody. At first, the three seemed relieved, as the music seemed incredibly relaxing, but that feeling soon vanished as everything around them began to change. Their vision seemed to grow darker. Everything was fading. The sky, the trees, and even the Sheikah themselves seemed to be disappearing. Light, smell, and sound had completely left them.
However, they could still see one small light. The light seemed to be coming from the boy who was still lying helplessly on the ground. They walked closer to the boy, gathering around the only place of light in the darkness.
Link's Present Day:
Link is traveling with a companion named Lucia. She is a princess from a distant kingdom. She has left her home to go with Link to fulfill a promise to her dying father. To do this, they need to go to a land that was forbidden for her people to enter. Along the way, she gives Link the Prisma Gauntlets, which she says Link can borrow temporarily. While on the way, she also teaches him how to use the Prisma Gauntlets.
Item #1: The Prisma Gauntlets
The Sheikah created The Prisma Gauntlets. They are made of brown leather and the top is covered with diamond plates. Three colored jewels are on the plates, resting right above the knuckles. They are red, blue, and yellow. The gauntlets allow you to absorb highly concentrated points of light, which means you cannot absorb just any light you see, but powerful concentrated points that will appear in dungeons and on certain enemies.
To use its abilities, you need to absorb light from a special orb by locking onto it and press the A button . Link will raise his hands up and absorb the light into the gauntlets. After the light is absorbed, three symbols(a square, circle, and triangle) will appear on the D-pad where items from your inventory are normally located. Pressing one of D-Pad buttons will activate one of the abilities.(Note: Each time you absorb the light, it will only give enough power to activate one ability at a time. To activate an ability again, you will need to absorb the source of light again.)
Square: The Blue Cube—This ability is always on the D-Pad Left. It will call forth a transparent square block that forms around Link. The block is the same height as Link and is normally solid to everything else, meaning it can block enemies and be summoned to be used as weight on a switch. Link can also move through the box at any time without hindrance. However, Link cannot adjust the block's position, and it lasts for 60 seconds.
Circle: The Lens of Truth—This ability is always on the D-Pad Right. It calls forth the Lens of Truth, allowing you to see through any illusion. This doesn't use up any magic, but it will last only last for 60 seconds, and will also disappear if Link is hit by any attack.
Triangle: The Light Doppelganger—This ability is always on the D-Pad Down. It will summon a doppelganger of Link called “Light Link” that you can completely control. It has the same shape of Link, except is glowing a bright yellow. However, this doppelganger does not have access to any of your equipment or inventory, such as sword, shield, arrows, etc. While you have control over this doppelganger, Link's Normal body will stand completely frozen in the same spot. Normal Link can still be hurt while you are walking around as the doppelganger. You will not regain control over Normal Link unless “Light Link” is somehow destroyed by an enemy's single attack or when the doppelganger disperses after 60 seconds.
Item #2: The Zora Armor
This blue armor bestows upon Link the ability to breathe underwater and become lighter on land. This allows him to step on platforms that would normally break under his weight if he were using any other clothing; and due to his lighter body, he can run slightly faster on land than Link in his green tunic.
However, he almost takes twice the damage with the Zora Armor against any physical attack on land; he takes less damage if he is underwater. The Zora Armor also makes him more susceptible to attacks that knock him down or attacks that can grab.
Item #3: The Goron Armor
This red armor protects Link against places with extreme heat. He also takes half as much damage as he normally would against physical and magic attacks. The armor also allows him to lift heavier objects, such as boulders and pillars, etc and toss them at large distances.
The downside to this armor is that it downgrades Link’s mobility. He cannot run as fast as he normally does (though he still faster than when he is wearing the Iron boots). He also cannot do jump attacks, roll forward, or a backward flip due to the heaviness of the armor. If he is wearing this armor while under the water, he will sink to the bottom unable to move; he will also take more damage than normal underwater.
The Sheikah Temple
The Dungeon is in the shape of a giant triangular prism. On the inside, mirrors of various sizes and shapes decorate every wall on all of its three floors. On the first floor, Link can see the door to the boss room right underneath his feet. On the door are three gems that are colored red, blue, and yellow.
Link can walk straight up to the top floor. Once he reaches the top, he can open the roof to the let the sunlight into the giant prism, dividing the light into three colors: red, yellow, and blue.
The most significant puzzle involves Link going down the three floors, while diverting the three lights off each floor onto the next lower level. Eventually, the lights will be diverted all the way to the bottom and touch the gems on the boss door. The door will open, revealing a large glowing portal, which Link must fall through to enter the boss room.
The Boss Room
The shape of the room is in the form of a perfect triangle. The length of each wall is about twelve times the height of Link. And at each corner of the room, there is a white column. Which means there are three columns in total, and each column has a hole that is the size of Link's fist. And floating at the center of the room near the ceiling is a small white orb.
The walls and ceiling are covered with mirrors; and in the mirrors, you will see almost all your inventory residing in them, unavailable for you to use during the battle. Weapons such as your sword, arrows, clawshot, and even your shield are in them. However, the Prisma Gauntlets have not been taken. Your Armors and green tunic remain with you as well.
Motley Trinity ~Joy, Sorrow, and Wrath~
They are three perfectly shaped spheres that are approximately three times the height of Link. Each of them has one large eye, and the color of their eye corresponds to the color of their body. All three of them are floating around the small white orb near the ceiling which serves as a source of power for them.
The Sorrow is the blue sphere. Just above the Sorrow's eye is a small triangular symbol that is always pointing at a forty-five degreed angle to the left, and its mouth is in the shape of a frown.
The Wrath is the red sphere. It also has a triangular symbol above its eye that is pointing straight up. Its mouth is gaping wide open, as if it is yelling.
The Joy is the yellow sphere, and it has a triangular symbol that is pointing at a forty-five degree angle to the right, while its mouth is in the shape of a large smile.
~First Sphere: The Sorrow~
Sandstorm: He will turn completely into blue sand and fill the room with it.(No Damage)
Swallow: The mouth of the Sorrow will rise out of the sand to swallow Link.(3 Hearts in Green Clothes; 5 Hearts with Zora Armor)
Quicksand: An area of sand around Link will begin to sink into the ground. The diameter of the area is nine feet. (No damage but will result in Death if you don't eventually escape the attack)
Dust of Slumber: The sand floating in the air will begin to glitter, surrounding Link. It will put him to sleep, leaving you unable to control him.(No Damage)
While Link walks around the arena, you hear the sound of a music box, softly playing in the background.
The Way to Victory:
The Sorrow is the first of the three to attack. When the fight starts, he will turn into blue sand. The Sand will cover the floor around the entire room, and he creates an almost blinding sandstorm. You can barely see the walls around the room, and the other two spheres will no longer be visible. However, you can still see the small white orb near the middle of the ceiling.
Link will eventually fall asleep due to the cursed sand in the air. He will then collapse on the ground, and you will no longer be able to control him. Once he does fall down, the sand around him will slowly begin to sink. Of course, this is the Sorrow's Quicksand attack. He will always use Quicksand as his first attack at the start of the battle.
To wake Link up, you need to use you Wii Remote and rapidly shake the controller left to right for three seconds. If you are moving quickly enough, Link will wake up and you will regain control over him in another three seconds. However, if you are unable to wake Link up in time, the desert will engulf him and bring him under the desert. If that happens, you will be required to rapidly press the A button for Link to dig himself out of the sand, otherwise he will suffocate, and Link will die.
Once you regain control over Link, you need to equip the Zora Armor. If you do not, you will not be able to walk around the room, as the sand will eventually engulf Link due to his weight. If he stays under the sand for more than fifteen seconds, he will suffocate and die. With the Zora Armor, you will able to walk around the room without sinking into the sand.
However, Link is still vulnerable to the cursed sand, and he will eventually fall asleep again. However, this time, instead of the sand sinking, massive teeth from two sides will slowly rise out of the sand to swallow Link. You need to wake Link up again like before.
When he is awake, Link needs to remain in the center of the mouth. Then you need to look for the white orb near the ceiling and quickly absorb light from it by locking onto it and pressing the A button on your controller. Once the light has been absorbed, the three options will appear on your D-pad. You need to press D-pad Left to activate the Blue Cube.
A large block will form around Link. This only takes one second. You can run right through the walls of the box without any hindrance. However, the Sorrow's mouth will close around the box, preventing his mouth from closing or sinking back into the sand. There will be enough of an opening between the Sorrow's teeth for Link to get out of its mouth.
You then need to walk away from the Sorrow and look around the boss room for a blue glowing area on the sand's surface, which is about half the size of Link. It usually a little distance away from the Sorrow's mouth.
Once you find the glowing area, you will see some of the sand moving around on that area. You need to stand perfectly still on that exact spot and switch to Link's green tunic. Doing so will cause Link to sink into the sand.
When Link's body has completely gone under the sand, you rapidly need to press the A button to bring Link back to the surface. After he has resurfaced, Link will also be carrying a rather large eye in his hands. It is the Sorrow's eye, which was hiding in the sand. And when Link is back on the surface, equip the Zora Armor again.
Now, you need to hurry back to the Sorrow and run into the middle of the blue block. Then place the eye on the ground by pressing the A button. You need to run back out the mouth and wait until the block's time limit has run up. When that happens, the block will disperse, and the Sorrow's mouth will close, which will crush the eye and defeat the Sorrow.
All of the sand will disappear and the Sorrow will reform into a sphere. It will fall down on the ground in the middle of the room and lose its blue glow. It will turn solid gray, but its body remains in the room.
From its eye will fall what looks like a blue tear. It is about the size of Link's hand and it is completely solid, allowing Link to pick it up. Link must take the blue tear to any one of three white columns that are in the corners of the room, and put it into one of the holes. When he does, the column will glow blue.
A small, transparent figure will form in front of Link, sitting on the ground. It is a Zora. She begins to speak, as if she is talking to herself.
“Where...where I am? What happened? Oh, I remember now. I remember who I was. And...what we did to the boy and his family. I didn't mean to hurt them. But I couldn't face it. Even before that tragic event, all I knew was sorrow. Where I came from, the good always ended, and the bad always endured. But I 'm the one who had brought sadness upon that child. However, he is still alive. My only hope is that one day he will forgive us. Please, save the child and tell him I'm sorry.”
Link nods and sees her transparent body fade away.
~Second Sphere: The Wrath~
Spitting Charcoal: The Wrath will open its mouth and spit out charcoal covering the entire floor of the room.(Link will suffer half a heart of damage every second. With the Goron Armor, he will receive no damage.)
Combustible Spheres: Black spheres with yellow and red glowing cracks on them. They are twice the height of Link and will explode if Link touches them or hits them with any thing.(6 Hearts damage with Green Clothes. Flames will cover Link, continuing to cause a quarter of heart damage for several seconds; 3 Hearts damage with the Goron Armor, and flames will also cover the armor, but they will not cause any damage.
The Way to Victory
The Wrath will spit out charcoal covering the entire floor. Therefore, the first thing you need to do is to put on the Goron Armor to avoid damage. After that, he will spit out twenty-four black spheres that have glowing red and yellow cracks on them, and they will spread evenly throughout the triangular room.
You also need to be careful, as the spheres will randomly change their positions. They are usually about four feet apart from each other; however, they will randomly come closer together in threes without warning. When they do come closer, they will not actually hit each other, and the three will surround you if you are in the middle. If that happens, you should stand perfectly still in the middle until they separate again, otherwise they will explode.
With all that in mind, you need to absorb the light from the orb and press D-Pad Right. This will activate the Lens of Truth. While using it, you will be able to see a small hidden sphere that is glowing red and is the same size as the combustible spheres. You need to carefully walk around the room and make your way toward it.
Occasionally, the Wrath will spit out a single combustible sphere into the air, potentially landing on top of you and exploding the spheres around you, causing three hearts of damage. If you are hit while having the red sphere in your hands, the sphere will disappear and you will need to search for it again in the room.
Once you finally reach the red sphere and stand next to it, you will be given an option to pick the sphere up by pressing the A button. This option only happens when you are using the Lens of Truth and have equipped the Goron Armor. After pressing the A button to pick it up, you will be taken to the first person view. You can adjust your view with the analog stick.
When you have the sphere, you need to throw and aim for the Wrath. You control the distance by looking up or looking down. Depending on where you are in the room, the exact place where you need to view will vary. The closer you are to the Wrath, the lower you need to look. The farther you are away from the Wrath, the higher you will need to look.
Once you have your aim in the right position, press the A button again. Link will throw the Sphere, hitting the Wrath. If the attack connected, the Wrath will slowly close his eye. Its body does not crumble away, but it becomes solid gray. The charcoal and the combustible spheres will dissipate, and a red tear will fall from its eye. You need to put the red tear in one of the two remaining columns. When that happens, a transparent figure of a Goron will appear. He will begin to speak.
“It has been so long...I have been angry for so long. I was always told to never be angry, but there was never anyone to teach me how to control it. It was my anger that helped start the fight. And because of me, that boy's parents won't be able to teach him about controlling his own inevitable rage against us. Please tell the boy I'm sorry. And please, try to find someone who will be there to help him.”
Link nods, and the Goron's transparent figure fades away.
~Third Sphere: The Joy~
Once the Wrath has been defeated, the Joy will be Link's next opponent. However, the Joy does not come down to attack Link. Instead, it continues to levitate and absorbs all the light from the white orb. The Joy begins to glow brighter until it is as almost as bright as the Sun. The light around the room begins to grow darker, leaving the Joy as the only source of light. Next, the defeated remains of the Sorrow and the Wrath will float up into the air underneath the Joy. All three of them will remain in the center of the room.
Next, two black spheres (the same size as Link) will emerge from the shadows of the floating spheres. They roll over to the mirror that has Link's Double Clawshot. The mirror containing the clawshot will melt into a silvery Liquid. They both open their mouths and quickly drink the liquid. After finishing it, they shoot glowing yellow chains from their mouths onto the Sorrow and the Wrath, and they pull themselves up on both of them.
The Black Sphere's Abilities:
Straight Clawshot: This attack will come directly at Link like a regular clawshot.
Whipping Clawshot: An attack where the clawshot will be fired but will be coming out like a whip in a horizontal motion.
Music: Pipe Organ
The Way to Victory
During this fight, Link must absorb the light from the Joy by locking onto it and pressing the A button. The options will appear on the D-Pad. Press the D-Pad Down, and a light doppelganger of Link will appear. In this form, you lose complete control of Normal Link. He will stand there frozen like a statue. Instead, you have complete control over Light Link.
Now, Light Link must run to the mirrors on the walls while trying to avoid the clawshot attacks from the Black Spheres. (Note: Each Black Sphere can only fire one clawshot at a time.)
While Light Link is running toward the mirrors, the Black Spheres will shoot the clawshots from their mouths. Sometimes they will shoot them straight at you. If this happens, you quickly need to run to the left or right to avoid them. Other times they will shoot the clawshot and use it like a whip, trying to slash you with it. The only way to avoid this attack is to roll forward when the attack is about to hit you.
If their clawshots ever hit you, Light Link will disperse and your control will come back to Normal Link. Whenever Light Link reverts back due to an attack by an enemy, Link will lose a heart from his health.
When you arrive at the mirrors, you need roll right into them. This action will rapidly reflect Light Link towards the mirrors on the ceiling then bounce him onto one of the gray spheres.
When he is on the gray sphere, it will have its on gravity, acting like a small planet. Which means Link can walk around the whole sphere without falling off. However, the Black Spheres, who can still fire the clawshots, will remain stationary.
What you need to do is run towards the Black Sphere while avoiding its clawshot attacks. When you get close enough to the sphere, you need to roll right into the Black Sphere. You will see a brief animation of Light Link being absorbed into it.
You will now have a limited control over the Black Sphere, which lasts only fifteen seconds. You can control your view with your analog stick and fire the clawshot straight by pressing the A button. You need to aim for the Joy, which is still floating above the gray spheres.
After you have fired the clawshot directly at the Joy, it will be pulled towards to you and hit the gray sphere. You will revert to Normal Link, and you will see the gray sphere falling down to the ground, crumbling into pieces. However, the Joy will float back up and remain in the air. You need to repeat the same actions as before on the second gray sphere.
Once the second gray sphere has fallen to the ground, the Joy will turn gray and fall down as well. It will also crumble into many pieces. Link then needs to walk among the rubble and find the yellow tear. After Link finds it, he needs to head over to the last column and place the final tear in the hole. When he places the yellow tear in the hole, power will return to the white orb near the ceiling, and a transparent figure of a Rito will appear in front of the column.
“Before that day, I always lived for the moment, always for joy. Now I can only experience the memories; and knowing that I have taken away that child's future happiness, I can never feel it again. Tell him, I'm truly sorry...and make sure he finds his own joy again.”
Links nods, and the figure fades away
Final Stage: ~Troika~
This stage involves the three columns glowing, and a white beam will connect with each of them. Also, This process will create Troika, a giant white sphere that is 1.5 times bigger than Joy, Sorrow or Wrath.
It has a large sinister looking grin on its face and has three eyes in different locations. The main eye has three red triangles above it. This eye and the triangles represent the symbol of the Sheikah without the tear. And the other two eyes are located on two crescent shapes that are attached to the sides of Troika.
During the battle, Troika's iris will change colors; and with each color, comes a different piece of music. When the iris is blue, the music from the battle with the Sorrow will play. When it is red, the music from the Wrath battle will start. And when it is yellow, the music from the Joy battle will be used.
Spitting Charcoal: Troika will spit nine black spheres of charcoal that are the same size as Link. They will bounce around the walls and ceiling of the room, trying to hit Link.(One Heart)
Swallow: Troika will open his mouth to reveal a long white tongue that can extend up to fifty feet. It will come after Link and grab him and bring Link into Troika's mouth. After that, Troika will spit him back out. (Three Hearts)
Ray of Light: Troika will look up and absorb light from the orb. It will then shoot a straight beam of light from its eye. Troika will begin to rotate counter-clockwise all around the room three times very fast. The color of the light depends on the color of its iris. If it connects with you, you will be trapped until it finishes dealing the damage. (Six Hearts)
The Way To Victory
Part 1: Blue Eye
During the battle, Troika calls half of the mirrors on the walls and ceiling together to form a shield around itself. While having this shield, none of Link's abilities from using the Gauntlets will hurt Troika because the mirrors will reflect your attacks.
Troika will open the shield around its eyes. All three eyes will begin to change color. They first turn blue, and Troika will begin to prepare his blue Ray of Light attack by absorbing light from the white orb. When this happens, Link must immediately change his clothes to the Zora Armor. The blue Ray of Light will not cause any damage if you are wearing the blue Zora armor. If you are wearing anything else, the ray of light will trap Link for eighteen seconds while doing six hearts worth of damage. Also, when Link's clothes have the same color as the eye, Troika cannot see him. Link becomes invisible to Troika.
When you avoid the Ray of Light attack, and Troika cannot see Link, it will temporarily remove the mirrors around its main eye and try to look for Link. For this step, you need to absorb light from the white orb and press D-Pad Left to summon the Blue Cube around Link.
Next, while remaining in the Blue Cube, you need to change into Link's green tunic, which will allow Troika to see Link again. Troika will cover its eyes with the shield again. It will remove the mirrors around its mouth. Next, it will open its mouth and extend out its long white tongue and attempt to swallow Link. However, since Troika cannot see the blue cube, the tongue will wrap around the cube and pull the cube into its mouth, damaging itself.
Part 2: Red Eye
After that attack, his iris will turn red. This time you need to change your clothes to the Goron Armor, which is mostly red. When it sees you disappear this time, Troika will not open the mirrors around its eye; instead, it will open them around its mouth and start firing the same black/red spheres that the Wrath had summoned earlier. However, they will be coming rather rapidly in each direction. They will bounce off the walls and the ceiling randomly all across the room.
You need to absorb the light from the white orb and press D-Pad Right, activating the Lens of Truth. You need to find the sphere that is now revealed to be completely red. Once you it have it in sight, Link needs to get in its path and let it actually hit you. You will take damage; however, this will cause the sphere to be stationary, allowing you grab the sphere by pressing the A button. This sphere can be carried.
After grabbing it, Link needs walk up to Troika and throw it into its mouth by pressing the A button again. When the sphere is thrown into its mouth, it will explode, causing Troika to briefly lose consciousness. Once that happens, the mirrors around its body will completely fall off and shatter on the ground.
Part 3: Yellow Eye
After that, Troika will wake up and scream out in pain. Its iris will turn yellow, beginning the final stage of this fight. Troika will begin to charge its attack by absorbing energy from the light on the ceiling. While it is absorbing the light, you need to absorb light from the white orb as well. Press D-Pad Down to summon the Light Doppelganger.
After 6 seconds, Troika will finish charging its attack and shoot the yellow Ray of Light. And Link, in his doppelganger form, cannot be harmed by Troika's attacks. However, the yellow light will connect with Normal Link and leave him completely immobile while damaging him.
As the Light Doppelganger, you need to run and roll into one of the mirrors that Troika's eye is facing. When you do, the Light doppelganger will reflect off the mirror and hit Troika's yellow eye, defeating it. After that final attack, Troika will turn completely gray and crumble into pieces.
Among the pieces, Link will see a small peach-like sphere, glowing brightly. You will be able walk over to the sphere and grab it. The peach-like sphere will begin to glow and transport Link to the entrance where Lucia is waiting for him.
Once Link is there, the sphere will open up with a small child inside, who appears to be sleeping. As they gaze at the child, they hear a loud crashing sound emanating from the Sheikah Temple. They look up and see three small transparent figures, which are glowing red, blue, and yellow. The figures head towards the sky until they fade away. After seeing them, Lucia begins to speak.
“When the leader of the Sheikah had sealed them here, they were still alive, and through the years, their essence was slowly sucked away to save the boy's life. But, even though they died, their spirits remained trapped in this place. Saving the boy took much longer than the elder realized. He soon passed away after he sealed them here. None of the other Sheikah had the ability to lift the curse. So the Sheikah left them here, and they slowly forgot the truth of this place. It became a myth to their tribe, a story that would be passed down to future generations. And in their minds, that's all it ever was: a story. And eventually, the Sheikah tribe died out. But not the story of the boy. The story lived on and continued to be told in my country. Just think about it Link. This child is the only survivor! He is the last of the Sheikah!”
ok, quick question. my boss design has a very lengthy backstory with a very lengthy boss battle. however, everything in the backstory adds to the boss battle. my boss is the final boss of an entire zelda game, so in essence, i had to recreate an entire story for an entire zelda game. but like i said, everything you see written will play an effect into the boss battle. i don't know if i am misinterpreting but i have read that you guys PREFER shorter entries. but if my material is really good and worthy of its length, will the length still negatively affect my chances of winning? basically, how epic can i get with my submission? (my submission won't be a harry potter book, but it will be a little on the longer side)
Concept for a semifinal(give or take) dungeon boss:
~Millenial Mage~ ~Nefaraila~
Description: As it's name suggests, this huge humanoid boss is an evil, super strong mage with immense magical power. He wears a wizard's hat which separates into three sections, each representing a different element; Fire, Ice, and Lightning. His suit is made of mythril chain mail, covered by a robe sewn from ancient Hylian cloth, which was discontinued 12,000 years before(yikes! This dude's OLD). He also weilds a septer of pure gold, silver, and diamond. It is also encrusted with ruby, saphire, and topaz! His skin is jet black, and his face is simply two, dead eyes, with the exeption of a single glimmer of red light in his left eye.
~Battle Techniques: After recieving a random number of attacks, Nefaraila's cap will glow, and his elemental attribute will change, causing his spells to change element as well. His weaknesses will change as well(EX: Fire is unaffected by bombs or fire based attacks, but Ice is highly seceptable to them). He will also occasionally swing his septer to try and knock you away, taking out 2 hearts. Also, being a magician and all, Nefaraila will randomly summon small to medium sized monsters just to hurt and annoy you! These usually include Wolfos, Tektites, bats, those flying burning skull things, etc.
During the beginning of stage 2, Nefaraila will mount his trust, giant vampire bat steed and try and grab you while swooping in. If he does, you will be brutaly bitten and bashed until you finally break free.
In stage 3, the boss will use many more physical attacks and summons and far fewer spells.
(The battle itself comes in 3 stages)
Stage 1: Cave Colloseum
Like any good boss fight, this stage takes place in an underground cavern lined with vines and helpful, heart bearing grass. (see above section for attack info)!
Stage 2: Bridge Battle
Remember in Twilight Princess how Link rode Epona and chased King Bulblin to the Bridge of Eldin and the battle they had there? This stage of the Nefaraila fight is essentially the same, but a bit different. There's no Epona, and the boss is riding a GIANT DEMONIC VAMPIRE BAT. So basically, Mr. Magic will swoop down and have his ride try and snatch you off the stone bridge, so you would need to escape quickly 'cuz this bat is FAST! It could be taken down by shooting it with bomb arrows, while still avoiding getting grabbed. After the Flying Demon's taken down, the way to win is old news.
Stage 3: Demonic Metamorphosis
As the bridge collapses, two more demon bats fly down and snatch the boss up. While still falling, your enemy will shout several incantations, causing the bats to glimmer and merge with Nefaraila, and in a flash he transforms into:
~Demonic Seraphim~ ~Arcanira~
Appearance: Arcanira is a fallen angel with solid gold skin and long, purple hair. He is clad in armor of the strongest metal, and has four wings of pure platinum. His hands are immersed in flames and one can faintly see the outline of an upside-down Triforce symbol on the backs of both. He weilds an enormous sword forged of the same material as his armor, and it is inscribed with ancient Hylian Runes.
History: Arcanira's hair covers his right eye. It is said that long ago, a hero in green gouged it out during their battle, impairing him. Hoping to recover, Arcanira sealed himself inside a maniquine imbued with powers over three elements. However, before he was able to heal, for it would take him a millenia, his host was forcibly destroyed, releasing him.
Battle Style: He hardly ever uses magical attacks, mainly devestating sword attacks(2-3hearts!) and the somewhat frequent monster summon.
If he does use a magic attack, RUN! This superpowered spell is only cast about once every 6-8 minutes, but its power rivals that of a final boss' attack! Take him down by using your clawshot to grapple around the arena and approach his head, but watch out for his wings!!!
Fire Nefraila's Special Attacks:
1.Flare: Nefraila will fire several fireballs to try and peg you. (1 heart each)
2.Fireball: Nefraila will fire a single, much larger fireball towards the area of the room where you are (2.5 Hearts) Ice Nefraila's Special Attacks:
1.Ice Storm: Nefraila will launch about a dozen ice shards into the players's general direction (1/4 heart per shards, adding up to 3)
2.Glacier: Nefraila will leap into the air, and a glacier will rise from the center of the room. Harmful Ice will also coverthe walls (1.5 hearts) Lightning Nefraila's Special Attacks:
1.Pentabolt: 5 large lightning bolts will strike from the sky/ceiling (2 hearts each)
2.Gigavolt: Nefraila will start coursing electricity through himself and will dash quickly at the player from across the room, but he can only travel in straight lines (3 hearts per hit) Arcanira's Special Attacks
NOTE: Arcanira hardly ever uses the 3rd attack and only uses the 4th once about every 6-8
1.Pearl Strike: Arcanira will perform 2 to 3 vertical strikes, trying to slice the player in half (2.5 hearts per hit)
2.Pearl Wind: Arcanira's sword will shine and he will attack with several horizontal sword swings (2.5 hits)
3.White Vortex: Arcanira's sword will shimmer brighter and he will perform a single spin attack (3 hearts)
4.Infinity Beam: Two enormous beams of pure white energy will shoot down from the sky and rotate semi-quickly around the arena. (4 hearts)
5.Wing Guard: Unless properly stunned(be it arrows in the face, a boomerang/cruel dagger combo to the head, etc.),when you try to reach/attack his head, just before you get there, his wings will snap closed around him, creating an impenetrable shield for a few moments, while at the same knocking you away.(0.5 hearts)
The Treasure: The Cruel Dagger
This is a dagger forged from solid dragon skin and the finest gold. When a monster is struck with its magic-imbued blade, the enemy is charged with its one weakness. However, instead of being a button item, it is used by holding Z on the nunchuk and swinging the Wii Remote. You can also attach it to your boomerang by opening the equip screen, selecting the Cruel Dagger, and pressing Z to make a Boomerang/Cruel Dagger Combo, allowing it to be a ranged weapon as well. During the battle with Nefraila, this weapon will be much handier than when fighting with Arcanira, but it would still have a large effect if it gets through to his head.
This battle takes place at the end of a temple far beneath the surface of a city built to look much like ancient Rome or Greece. The temple itself, being subterranean, has basement floors (B1, B2, etc.) The achitecture of the temple is a ruins version of what lies above it. The boss chamber for the first stage lies on B4, then progresses to a bridge on an island off the of the Hyrule that Link would be traveling, finally ending in a colosseum deep in the chasm under the bridge. Light sources are widely spread out in the halls, so there are several patches of darkness scattered around the temple, with some rooms
Music: While battling Nefraila, the player can faintly hear a combination of The Song of Storms and the Lost Woods. During the fight with Arcanira, the tunes randomly combine. Some of these include The Lost Woods, the Song of Storms, the Song of Time, Epona's Song, and Zelda's Lullaby.
Deraze as a child loved to play with musical instruments, violins, flutes, you name it! Although, the town he lived in shunned music. They say it was the devils sound. Deraze did not care what they thought.
Once when he was traveling in the woods looking for some fire wood, and he came across a crude, flute made of birch, and looked very hazardous for splinters. Deraze was excited and started playing it. A demon came out of it and said, "Thank you for freeing me! Now I can create havoc once again! But alas, I need a body, how about you?"
Without a reply, the demon took over Deraze, and he changed, physically and emotionally. His skin grew pale, he grew claws, and his eyes turned a deep crimson.
He killed everyone in the village, and was sealed away by the Sages into the Cursed Shadows, a realm of dark evilness.
After Link gets the Darkness's Bane (A add on for the sword, that shoots out light) and gets the Boss Key, he enters the room Deraze is in. It is just a plain room with instruments, but when the fight begins, Re-Deads circle the room, and shelves fall, Link must kill all the Re-Deads to hit Deraze.
Sound wave blast- Shoots a blast of sound waves towards Link, takes a half of a heart if hit.
Flute Lunge- Lunges at Link with a sharpened flute, takes a heart if hit.
Violin Toss- Throws Violins at Link
Sound Wave Flute Explosion- A mix of Flute Lunge and Sound Wave Blast but he throws it at him like Violin Toss, and it explodes, takes 5 hearts if hit
How to beat him
After resting from a Sound Wave Flute Explosion, Link takes the Darkness's Bane and shoots a ball of light at him, and he has to repeat this 4 times.
After he rests from a Sound Wave Flute Explosion
I'm scared I might not get a chance because I called it an armored dillo lol. I had made this post just before seeing this contest, so I made it more awesome and such...
EDIT: I added a lot of stuff to the first 2 stages and added a 3rd flight stage, as well as a dragon
EDIT: spelling errors and made it more clean and organized
-The Armored Dillo-
Once a guardian of Hyrule, Otras was a great and powerful dillo that kept the land safe from evil harm. But one day he betrayed the people of Hyrule, and became the sick puppet of evil. The goddesses captured him before he could damage the good people of Hyrule, and locked him in a high tower in hopes of being able to restore him to his once great self. Leading up to Otras at the very top, was a labyrinth impervious to magic. This prevented evil to get back to Otras and cause havoc to the world of Hyrule. But recently Otras has been going mad in an attempt to escape! Now you the hero Link, must climb the magic labyrinth and destroy Otras once and for all, and save the people of Hyrule!!
Weight: about 6 tons
Size: around times the size of link himself
Otras is a giant armored dillo (armadillo), with thick peaces of leathery texture armor lining his whole body. One of his main features is his tall, which is also armored until you expose it at the end of stage 1. His actual body is very vulnerable and can be hurt very easily. Also note that his body has the hyrulian symbol on it as well, but has been faded and distorted because of Otras's evil actions.
The dungeon this boss takes place in is a giant tower labyrinth immune to magic (as stated above). Also the whole inside of the place is lined with spikes, which means quite a few windy type enemies reside in here. Many of the puzzles will take use of the shock hammer, which is obtained by defeating the 3 mini bosses in here. The shock hammer is capable of stunning enemies big to small and can be used to move an items over spikes (by carrying the item on the waves it makes), along with being able to free things that are stuck in the ground. Other items that are utilized are the clawshot, the trinket of gusts, and the arrows.
Clawshot, the classic
Shock hammer, the Megaton hammer but it makes a wave of energy, uprooting the ground and enemies
The trinket of gusts, a little sack that fits in your pocket that, when activated, gives link a quick boost forward when he's in the air (flying or jumping). Note that this relies on a magic bar.
Round and very large, with deadly spikes on the circumference of the whole area.
The tower the 1st arena was in, but with no floor and debris from the floor falling along with you and Otras.
Up in the sky going over all of Hyrule.
The Dragon Milvire mechanic: I'm explaining this becuase its mandatory to know in order to understand stage 3 of the Otras fight
In the zelda game that this boss battle is set in, Link discovers an ancient dragon secretly used to protect the sages from harm. But no one new how to bring the dragon to life, so they resorted to other things. But soon link discovers this dragon. Link jabs the master sword into the dormant dragon to awake him. the dragon tells him his name is Milvire, and that he lost his power to transform into different forms long ago from an evil power. He also said that this power was scattered across hyrule following the evil mans death (the evil man is Ganondorf, after he dies in TP). Throughout the game you acquire his lost forms, like his attacks form, speed form, underwater form, and more. To change his form link must jab his sword into the crystal on Milvire's forehead and turn it a certain direction to activate a certain form.
Milvire's regular form just has the ability to fly at a regular rate and shoot fireballs regulated by magic power. Each form has unique abilitys, for example the speed form of Milvire makes him look sleek and a light icy blue color, can go twice as fast with magic power regulated bursts of speed, and can also breath accurate quick balls of icy fire. Milvire starts out with 5 hearts, but is able to get 15 by the end of the game. when you are attacked on Milvire, Milvire will take damage, as well as you (but not as much). When Milvires health goes to zero, he will yell "Link, I need to evacuate! I'm to weak to fly or fight!", and you will see him fly away as you fall. But not to worry, you have a parachute you can use, just time it at the right time and you'll be safe. You can call Milvire at any time with the instrument that you get in this game as long as your not inside anywhere. Also note Milvire can only go so far without having to take a quick break (about 10 second). You can fly from the beginning of the game in Hyrule, but in other lands with harsh climates you need to learn the ability to withstand the climates in the sky.
double slices you with claws (2+2 hearts)
jumps up and body slams you while spinning (5 hearts)
the classic ram (3 hearts)
if you get to close a spin that brings you under him and then out onto the other side of the arena (5 hearts)
When you first start out you will enter the arena, and you will see Otras notice you. He then will zoom past you, then up to the front of you and let out a weird dillo roar. You'll start out the fight with him trying to ram you into the spikes at the circumference of the room, while using other attacks to. Then after a couple dodges of his attacks, he will get ready for a massive ram. When he is running toward you double leap (a hidden skill I made up) over him and while he takes about 3 seconds to look around in confusion quickly turn around and smash the ground with your shock hammer, smashing him into the spikes on the wall. This will knock a piece of armor off him. Repeat this until all his armor is off. Once done, Otras will figure out he is vulnerable and let out a incredibly loud roar trying to intimidate you. Instead of what he intended, almost the whole inside of the tower collapses, along with the ceiling. Now you will enter stage 2.
rocks (2 hearts)
spiked wall (half a heart)
bottom of tower (half of hearts)
un-destroyed floor (3 hearts)
Now, on this stage be cautious of anything flying at you like rocks and floor still intact from Otras's roar, for this can hurt you at the speed your going. As you fall part of the floor will fall with you, so quickly clawshot onto each rock you see, slowly getting closer to Otras. Once your in range clawshot onto Otras's tail. Now while attached to Otras climb up his tail and slice his body in the direction the tainted triforce is directing (for example, if the tainted triforce is showing a diagonal line on his back, then hit him in a diagonal line) about 5 times (each hit the direction changes). This will cause him to flail around in hurt, hitting the spiked wall, (the whole inside of the tower is spiked, so there still there even when your falling) and at the same time flinging you off him and back into the air.
Repeat this process until you fall to the bottom of the tower (once you hit him enough this will be triggered), where you must be attached to Otras in order to not lose half your life (sorry no barrel rolling). The dillo will now be almost unconscious, so now go up to him and strike him in the body with a sword strike. This will make all reminiscence of the good part of Otras go away, making him go berserk and become his true corrupted form. Otras will grow huge bony black wings out of his sides, gain fiery breath, and start giving out a evil glow that protects him. Now you'll move onto the final stage.
Now Otras will start ascending the tower incredibly fast until he reaches the top of the tower. This will start a cutscene where link clawshots onto him and he gets pulled almost up to the tower, until Milvire (links dragon) bursts out of the wall, catching Link as Otras throws him off his tail. Now that you are mounted to Milvire, you and Otras will go out the top of the tower on a very high speed chase. The goal is to catch up to Otras and well, kill him once and for all. Now Otras is protected once again, so no attack will work that well at all. As you chase him he with frequently try to swoop down and damage towns and Hyrule castle. Obviously you have to stop him, so quickly switch Milvire into speed form and follow him until he tries to take his move on a town. Note also that he will send a flurry of fireballs at you if you hit him to much while he's invincible. Switch Milvire to Attack form and shoot Otras's fire coming out of his mouth as he tries to burn a town. This will make you both lock fire on each other. Quickly press A or shake the wii remote to make your beam of fire dominant and hurt his mouth. This with make him lose his evil glow of protection and pause for a second. Using this moment activate your trinket of gusts and catapult yourself forward getting you close enough to Otras to clawshot onto his tail. Slash him according to the directions told like on stage 2. He will then gain his protection back and be speeding off again.
Switch Milvire back to speed form and repeat the step again. Once that it done he will try one more time, this time on Hyrule castle. This is the same as before except he will also try to destroy the castle towers with his claws. To prevent him from doing this simply ram into him as he stops to destroy a tower (since he is still invulnerable), and dodge his attempts to slash Milvire and you with his claws. Now just wait for him to make his move and shoot your fire at his fire as before. Now the final beam lock will occur (which is particularity harder than the previous 2). Now just get onto his tail while he's stunned and vulnerable with the trinket of gusts and the clawshot. When you get onto Otras's back the final time you will be shown to do a stab instead of a series of slices. Deliver this final blow and Otras will yell and squirm until he finally falls, right next to the safe from harm Hyrule castle. You will have defeated Otras the Armored Dillo!
The controls will take use of the Wii motion plus, particularly the combat. Your sword slashes are just you swinging the Wii mote how you like it, allowing uppercut and stabs or anything you really like. When activating Milvire's form you do exactly what link does, stab your sword into the crystal on his head and turn accordingly. to control Milvire simply use the nunchucks to move and shoot stuff by aiming and pointing. If you want him to flap a little harder for a couple seconds, you would swing the wii mote like you where hitting his side a little. To make him swing his tail simply hold down c and wave the wii mote like your waging your tail. You use the clawshot by pointing and letting go of the a button to send out the chain. Or even something like the ball and chain you can just swing the Wii mote above your head and throw!
"O god, another TP hate thread.... how many times am I going to facepalm today?" - Mclinko
While in Castle Town, Link assists an old man who rewards him with information concerning the existence of a dungeon hidden beneath Hyrule Field. This, the man divulges,was originally built to be an underground passage, allowing the King's Company and his soldiers to safely reach the now-destroyed southern outpost without regularly traversing the enemy-laden Plains. The safe-way was completed, but proved to be anything but: soldiers who took the path were attacked or taken by a dangerous, subterranean creature. They were eventually able to subdue the threat and the King set his masons to work, altering the passage's purpose and sealing its entrances.
The old man finishes his story and offers Link a small, rusted key. "The outpost entrance is hidden and still intact, Link. It's a secret to everyone. Head South and you will find what you're looking for. But tread lightly..."
Link immediately sets off South across Hyrule Field. At its wooded edge, he uncovers a brick footpath, green with moss and worn with age. On one brick, a faint etching of the Triforce is still visible...with a keyhole at its edge. Link kneels down and inserts the key. The brick rows of the footpath drop down and as the dust settles, a stone stairway is revealed, leading down into darkness...
Entering the dungeon, one thing is readily apparent: it's bright...and not just bright for an abandoned underground dungeon, but blindingly bright. The impressive light emanates from inside a large cylindrical grate, extending ceiling to sub-floor, in the room's center. It casts a cross-pattern on all the chamber's surfaces, including the suits of armor and ancient tapestries lining the walls. It is the light of a Triforce shard, mystically suspended and slowly spinning in the air. After examining the grating and the chamber, Link realizes that, as usual, in order to obtain it, he will have to explore this dungeon and gain the means to raise the grate.
The Plains dungeon is unique in that it's straight - stock straight - and very, very long. The dimensions of the entire passage is uniform - roughly 15 feet high and wide - with only a handful of connecting access tunnels and ante-chambers. This dungeon is also light on combat, as only a few meager creatures reside there...though often in large clans. Link enters the passage and immediately encounters a large metal grate blocking the way, hanging by chains through the ceiling, and again extending to and through a slot in the floor. After maneuvering some blocks around, a switch is triggered, and the grate rises to allow Link passage, coming to rest above with roughly three feet of it exposed. The camera focuses on the now-empty floor slot, where dust rises and falls rhythmically and an echoey murmur can be heard from below.
As Link soon realizes, the King's masons who redesigned the safe-way were an intelligent bunch and wanted only the most intelligent, skilled hero to successfully discover the dungeon's secrets. Puzzles abound, as Link must use all his wit and wisdom to regularly raise grates by solving challenging block, lever and physics-based puzzles. He will make use of the access tunnels to bypass some grates, activating switches in the passage beyond in order to go back and progress. As Link travels further from the entrance, the light of the Triforce has been dimming almost imperceptibly. In one frustrating puzzle, Link must retrace his steps back up the tunnel in order to position mirrors to reflect and focus the waning light.
At the passage's end is a chamber almost identical to the one at the dungeon's entrance - except that a treasure chest resides in the cylindrical grating rather than a Triforce shard. In fact, the light from the entrance is almost non-existent at this point, and Link must work in near-dark to solve the chamber's puzzle and raise the grate. The puzzle awards memory and attention-to-detail, as Link must position the suits of armor or cut down tapestries to match the appearance of the Triforce chamber. Upon completion, the grate rises, exposing the treasure chest, and Link receives another key. Link, wih key in hand, runs back up the passage, passing the grates hanging above in the ceiling, as well as the dust rising from the slots below. Arriving again at the brightly-lit entrance chamber, Link approaches and inserts the key, which in turn lifts the final (or first) grate, exposing the glowing Triforce and a shadowy hole below. Link cautiously approaches, reaching out over the abyss for his prize...
The camera, positioned above, sweeps down past Link's outstretched hand and the shining Triforce shard into the hole below, swinging into a darkened tunnel that parallels that of the long passage above. The tunnel is brightened only by the light from the chamber and that coming through the numerous slots in which the passage grates were set. At the tunnel's end, the large white eyes of a creature open and the camera turns, rushing back up the tunnel and out, as the tunnel behind buffets and collapses loudly. In the chamber, the boss explodes through the dark circle, knocking Link back violently and swallowing the Triforce on its way out.
Emancipated Wurm: Tremora
Link recovers to find Tremora curling around the walls of the now-darkened chamber, the swallowed Triforce making its brown body glow amber. The stairway used to enter the dungeon has been demolished and Link must once again enter the long passage or be trampled. Tremora itself is, in short, an earthworm...a really, really big earthworm. It is almost the size of the hole from which it rose, measuring about 12 feet in diameter, very long - with seven segmented sections (counting its head) at 18 feet each - and covered with claw-like bristles for movement and digging. It's head is covered by a black rock shell, providing a stark contrast to its vacant white irises . This shell extends down its body, twisting in three tendrils down most of the beast's length. Tremora has one basic attack, but it is devastating in its simplicity: Tremora simply runs Link down and he is pummeled as the worm passes over. Each segment inflicts a quarter-heart's worth of damage.
The first stage of the battle isn't even battle-based...Link just needs to escape. He enters the passage and finds that the dungeon, as it was, no longer exists. Upon Tremora's release, it destroyed the dungeon floor, shaking the foundations and leaving a cracked chasm below. Falling into this will remove a heart and restart Link in the Triforce Chamber. Above, the ceiling has cracked , exposing the sky and, consequently, lighting the passage. The raised grates from the dungeon's puzzles hang at odd angles and serve as a clawshot lock-on. Link uses these to travel the passage, clawshotting to a grate, dropping to the ground below and targeting the next. All the while, Tremora is tearing along after Link, running him down from behind if he hesitates, or burrowing through the wall to cut Link off ahead. Using the access tunnels and ante-chambers, Link can gain a quick reprieve and pick up a heart or two.
Ultimately, Link reaches the end and finds the Treasure Chamber sufficiently destroyed. The cylindrical grate above the treasure chest had been thrown upward through the ceiling, exposing the sky. As Link clawshots to this, Tremora appears, thrusting up violently, launching itself, Link, grates and mounds of dirt out onto the Plains at the footsteps of Hyrule Castle's guard wall.
The force of Tremora's enraged digging and climb to the surface has torn a gash across the relatively flat Hyrule Field. Grates are partially exposed in the rubble mounds alongside the gash, allowing Link to clawshot to either side when needed. Tremora will try to hem Link in against the gash, requiring Link to either clawshot to the opposite side to escape or roll dodge and immediately perform an up-swipe with his sword to sever a segment. Three swipes across the same segment will break it off from Tremora, leaving the segment susceptible to a lock-on and finishing sword-plant. Once a segment is detached, it will try to writhe and wiggle over to the gash for escape. If the successfully reaches it, it will drop down and re-emerge shortly after as a regenerated shorter worm and begin its own flanking attacks on Link. For this reason it's better to work from the tail and destroy the segments leading up to Tremora's head.
Tremora will occasionally burrow into the ground, rising up from under Link and either spiking him into the gash for a loss of a heart or trampling him. After destroying the six segments, Tremora will quicken its pace, opting for head-on attacks. Again, Link must roll dodge and react quickly to clawshot the exposed 'guts' at the back of Tremora's head segment. Five hits and Tremora is subdued. Another lock-on and sword-plant destroys the worm, and the the Triforce shard bursts forth.
Link, having slayed Tremora, breaths deeply and once more approaches the Triforce shard. As he grabs it, the emblem on his hand grows brightly and the Triforce shard brightens to a blinding white. The camera pans over the field, where the rough gash and burrow holes of Tremora remain - a scar on the land commemorating the creature's viciousness and Link's bravery. From the top of the guard wall, deafening cheers begin, and Link realizes his battle has brought the soldiers and citizens of Hyrule Castle Town out to its edge to witness Link's victory. Link pockets the shard, sheaths his sword, and waves modestly to the men, women and children smiling down at him...
The list of entries has been updated once again. Fulcon's entry had actually been left out from the list. I apologize for that mistake. If anyone else notices that their entry is not on the list of entries or that your entry somehow leads to another link, don't hesitate to let me know.
Shumido, Vicious Liquid Demon Things that have been edited: Flood Attack & Helpful Hints Against the Boss
Getting to know the Boss(es):
There are nine bosses/demons in total for this idea. Why you ask that I'm am explaining this when there is only one Boss mentioned on this entry? Well, it has to do with the difficulty of the boss as well as the experience against it. In this game concept, all dungeons can be accessed at anytime in the game and therefore any boss can be fought in any order (kinda like a choose your own adventure). Now there must be some flaw with this, right? I mean, what if Link's first boss was supposed to be the one he was supposed to fight last? A boss that can do five heart damage when Link still only has three?! Oh the fail!!! Actually, Link's first boss encounter will no matter what be the easiest, so to speak. The reason for this is because all the demons have been imprisoned in various dungeons/temples and are chained down by eight large chains each. When Link encounters his first boss, the boss will be bound by the eight chains, keeping it from doing most of their fighting and restraining their movements as well. They will still be able to put up a fight for being all chained up, but not as much as they would if they were encountered later on in the game. After Link defeats a boss, he will receive the traditional heart piece, but also, one chain will be broken from all the other bosses that are yet to be encountered in the game, so when Link goes to the next boss, it will not be so easy to fight. With each boss defeated, the more freedom (and more powerful) the other bosses to come will be, until finally, the ninth demon. All eight chains will have been removed and the boss will become a 'free-roamer'. This means that this boss will not just fight Link in the famous Boss Room, but also in various chambers of the dungeon they belong too. Also, depending on the boss who becomes a 'free-roamer', they just might be able to come out of their dungeon and fight Link in the nearby village (ex: OoT, if Gohma was the 'free-roamer', she'd be fought in Kokiri Forest) and maybe even move as far out as into the fields of Hyrule (ex:Imagine fighting Gyorg in the ocean, or Argorok in Hyrule Field o_O). These places, however, would not be their final battle place. They will be only damaged, and start retreating back into their respective dungeons, leading you back to the Boss Room for the final part of the battle. Since the bosses can be met in any order whatsoever, this also means that there are different ways to defeat the bosses. Why? Because every Zelda fan would know that each dungeon possesses a certain item that will either make fighting the boss possible or a whole lot easier. An example of this would be, what if you fought Volvagia from OoT with just the Megaton Hammer, but you had no arrows to shoot him while he is up in the air. Or maybe if you fought Queen Gohma with arrows instead! Much faster kill no? So this would make for even more possibilities on how to kill these nine demons, and I'm going to try my best to explain each one.
Description: Shumido is nothing more than five ruby red eyes with slitted pupils and orange spiked iris'. However, Shumido uses the water around her to create a physical body which would allow her to move and attack. Shumido was bound in her water body by the chains which forced her to remain in that form so she could not escape. Her body is a mix of a faceless turtle and a frog. The Head has no eyes, nostrils or ears, just a smooth face with a snapping turtle mouth. She has on her back a liquid turtle shell which is where the five red eyes are placed in an 'x' formation and a short tail coming out of the back. The front and back legs are that of a frog's but with razor claws. Shumido is considerably larger than Link, being two times taller than he is while she's sitting up. If first encountered, all four of her legs, her neck, mouth, mid section, are chained down, the mouth and mid section having two chains each. But if she is the last boss encounter, the chains are gone and she is twice her original size, due to being a 'free-roamer'. Reason will be explained later.
Place of Battle: Shumido is locked away deep within the twisted caves at the top of the waterfall in Lake Hylia. This dungeon is accessible by the steep narrow pathway next to it, but be careful as there are dangers such as monsters and falling rocks that will make the journey difficult, but possible. To be made easier, if one had the Clawshot, they could ascend straight to the top with no worries. The Boss Room is a large cylindrical corridor, with the eight chains coming out of the walls and attached to Shumido's body, that's if she is the first boss encountered. If not, then there will be broken chains coming out of the walls depending how many have been defeated before her. There are circles, squares, and triangles surrounding the areas where the chains are attached to the wall along with inscriptions written in the outlines. Around the room are four pools filled with water, all diagonal and corresponding to her individual legs, which all have a small canal leading back to the center in twisting path where Shumido lies.
Items needed to fight: Zora Diver [Breathe Underwater/Iron Boots (Obtained by Boss Remnants and Smithy)], Sword, Lightning Glove (shoots out an electric pulse into an electrical device or shoot an electric ball to stun enemies. This would kill most water enemies if hit directly, but only stun them if it hits the water.)
Items that would be helpful/effective: Clawshot, Ice Arrows, Bombs, Forgotten Eye [Senses attacks from unseen areas/off screen (Boss Remnants)] (reasons explained later)
Fighting the Boss
The battle experience, as said before, will be different considering the number of chains that are binding Shumido. Shumido has various attacks, but cannot use them all while the chains are restraining her. Everything is varied considering the number of chains, from the kinds of attacks Shumido would use, to the amount of damage she can deal. Attacks:
The damage done by any of these attacks still remains dependent of the number of chains that are attached to Shumido. Attacks can range from quarter of a heart, all the way to five, but once again it all depends on the chains, as I have said numerous times now. The damage will be written down below the attack descriptions, as well as how many chains are still intact. Vicious Claw: If Link is to get close enough to Shumido, she will lash out at him with one of her front or hind legs. Each attack would send Link flying into the wall behind him, giving him some damage as well. When the chains are removed from either of the legs, her range will increase, if not double, and so Link will have to be even more careful to stand his distance.
8-5 Chains: 1/2 heart, 4-3 Chains: 1 heart, 2-0 Chains: 3 hearts Jet Stream: Shumido will release from her mouth a geyser of water. While she has the chains latched onto her mouth, her jet stream becomes very narrow and weak, and would only hit Link if he was to remain standing directly in front of Link. However, when the chains have been removed from her mouth, the jet stream will be considerably larger, more powerful, and Shumido will be able to aim it at Link, as long as he's on the half of the room that she's facing. This attack can easily be seen coming, as the pools around Shumido will quickly lower and Shumido's cheeks will puff up.
8-3 Chains: 1 heart, 2-0 Chains: 5 hearts Water Pool Artillery: Like Link, Shumido also has her own set of weapons. Depending on the number of chains on her, Shumido can use the following:
-Water Blade: A simple blade that can slash Link if he is nearby.
-Water Arrow: A long ranged attack that will automatically aim at Link and strike him if there isn't anything in between him and the arrow.
-Water Whip: A quick attacking tentacle that causes no damage to Link, but if it hits him, either his sword, shield, or weapon he is currently holding, will be stripped from his hands and sent to a distant part of the room.
-Water Boomerang: An attack that cannot be blocked by Link's shield, due to it coming from the side, but can be dodged as long as Link doesn't remain standing still.
-Water Net: A webbing of water that will capture Link and will hold him for a small period of time. In that time, Link is subtable to a barrage of attacks from other Water Pool Weapons.
The more chains that are removed from Shumido's body, the more of these weapons she can use, as well as the frequency of attacks.
When the chains for the legs are removed, the pools each get a damage boost doubling their attack power depending on which leg has been released. (e.g.- front left leg released, front left pool delivers more damage.) They will also receive a faster creation rate, making the attacks occur sooner than others.
8 Chains:1/4 heart, 7-5 Chains: 1/2 or 1/4 heart, 4-0 Chains: 1 heart
Eight Chains: Encounter: Upon entering the circular room, Link will find the massive beast lying in the center of the room, appearing to be in slumber. As Link continues walking towards, nothing happens, but if Link is to walk over to its side, Link will see five red lumps coming out of the watery body. As soon as he sees the lumps, the lumps soon see him, all five eyes stare directly at him, as the creature begins to growl and wake from its supposed slumber. (This encounter will remain the same until there are only 4 chains remaining.) Battle: Shumido will try to reach Link using her Vicious Claw attack, but if Link keeps his distance these attacks will not reach him. After a few more failed attempts to reach Link, the demon will place her claws into the individual canals and send some water from her into the pools around her to bring out her Water Pool Artillery. The only weapon she is able to create though is her Water Blade. This is Link's only chance to actually deal damage to Shumido. Using the Lightning Glove, Link must fire the lightning into the pools of water as they take their time to form the weapon. As soon as two of the pools have been shot, Shumido will have one of her eyes fall off of her, jumping around in helplessness. Deal with the eye with Link's sword before it runs back into the water body to regain it's health. While the eye is wandering, Shumido will not use any of her Water Pool Weapons, so that she doesn't mistakenly hit herself, but she will still try to get at Link with her vicious claw attack. After the eye is destroyed, Shumido will retaliate by writhing her body around, and if Link is near he will be dealt with the exact same way as if it was one of Shumido's Vicious Claw attacks. Continue this way of attacking her, until she has only two eyes left. Special Attack: Last Efforts
This will make Shumido put more effort into her weapons, which will make the time it takes to make them shorter, so Link will have to act fast when he sees the pools forming and shock them with the glove before they create a weapon. Also, the short stubby tail will actually elongate so that the range of attacking from behind will be much greater.
(Last Efforts will be used until 3 Chains remain.)
Continue with these tactics until the last eye has tasted the sting that is Link's sword.
(This form of fighting the boss will be used until 0 Chains remain on Shumido. However, this does not mean it will be just as easy, nor will it be the only way to defeat her.)
Seven Chains: Battle: Shumido will now have her front left leg released from the chains, giving the corresponding pool the extra advantage. The Water Arrow also comes into Shumido's artillery, and so Link must be made wary of the new attack before it finishes him off. Link can defend against this new water weapon by using his shield or simply continue moving as the arrow will only aim where he is instead of where he will be. This weapon will greatly make up for Shumido's lack of range on Link and will make the hero have to be on the watch where ever he is. Link must use the same tactics to take out the five eyes and defeat the demon.
Both of the front legs are now free, now Shumido has a larger range of attacking if Link is in front of her, and she also has a second pool with the speed advantage. Another weapon has been added to her arsenal too, the Water Whip. With this attack, Shumido can make an opening in Link's defenses, or buy herself some time before Link can make another attack. If the Water Whip succeeds in what its meant to do, this battle will be dragged much longer than it needs to be, which will create a higher chance of Link losing this fight. However, like the Water Arrow, the Water Whip will only aim for where Link is, so as long as Link keeps moving, the whip should not strike him, but he will need to react fast to the whip, as it is much faster than the Water Arrow. The above tactic is used once again, but will be made difficult with the added weapon and newfound frontal range.
Now the left back leg has been freed. Link's safest spot to fight would behind Shumido and to the right, since this leg still has not become released. There are now three pools that have the speed advantage, so they will be the pools that Shumido will mainly use, and also the new attack, the Water Boomerang. A shield can't do anything against this attack since it will attack Link from any exposed area on him. But like with the Water Arrow & Whip, Link will just need to keep moving, the boomerang will aim for where Link was, but since the boomerang doesn't travel in a straight path, Link will also need to be watchful of the whereabouts of the boomerang. Now this means that Link will have to watch out for various weapon attacks as well as the water limbs and jet stream from Shumido's mouth. Quickly stun her and deal with the five eyes in order to end her pursuit of freedom.
Four Chains: Encounter: When Link enters, Shumido is not slumbering, but instead on both of her feet pulling in every direction to free herself on the chains that still bound her. As Link approaches her closer, she stops and moves her sights onto the hero. With a growl, she begins. Battle: All four legs are free from their chains. This will give Shumido a chance to attack on all sides of her, and also have all four pools create weapons sooner. No new weapons as her attacks have now increased in damage and also range, making the battle that much more difficult. However, their is still one major disadvantage that she has, that would be her remaining immobility. Shumido will stay in the center of the Boss Room, trying to get freed while at the same time trying to kill Link. Link will have to be on his toes where ever he stands so that he won't be struck by numerous attacks from all directions. The strategy remains as before; stun the pools, avoid as many attacks as possible, and destroy the five eyes of Shumido. Only difference from now on is that Link needs to stun three pools to bring out an eye instead of two.
One chain remains on Shumido's mouth, so in the end, she still remains trapped where she lays. However, the lost chain grants her another weapon, the Water Net. Avoiding this attack won't be as easy as the Water Arrow or the Whip, but in the end it can be dodged. If Link is far enough away from the attack, he can simply run away, but the closer the range, the harder it is to avoid the net from capturing Link. With Shumido's Water Weapon Arsenal being full now, this boss will send out everything she has at Link, while at the same time, one will be able to see Shumido swinging her head of water around, now that it isn't completely restrained by both chains. This gives Shumido somewhat of a new attack, because if Link were to be struck by the head, he would recieve double damage than he would from a Vicious Claw Attack (2 hearts).
Continue with the same tactics as before and after three eyes, Shumido has finally had enough of this. Special Attack: Chain Break
With all of Shumido's writhing around, she finally was able to do it herself. Tugging one last time on the chain on her mouth, she was able to break off the chain. Now this is where the previous tactics are still in effect, but with one minor difference, Link now has a one minute to kill her. That's right, our hero needs to act fast to deal with the last two eyes. Why? Special Attack: Flood
Well here's why, because now that Shumido's mouth is free, she plans on flooding the entire Boss Room by shooting out an endless jet stream which will consume the entire place in water, causing Link to drown. The time limit mentioned above is not when the room becomes flooded, but when Link will have become lifted up by the level of the water and become helpless to anything Shumido throws at him.
The jet stream will now become a wall for Link, and so will be unable to pass through that area like before. However, with Shumido concentrating on flooding the room, she will not use her water pool arsenal as frequent, giving Link more time to remove the eyes.
Link will still have to remain watchful, for even though she is slightly weakened, she is not anywhere near helpless. The previous strategy is needed for her still, but with a limited amount of time, the pressure could make one mistake be Link's last. Helpful Hint: A way to stop the jet stream, and in effect stopping the timer temporarily, is by sending one of Shumido's wandering eyes into the jet stream itself. This will not destroy the eye, but Flood will stop and the eye will be momentarily stunned. This can give Link more time to defeat Shumido.
Also, what can make this part of the battle less stressful is if Link already possesses the Zora Diver. The timer itself is
The chain from her mouth will now be removed right from the start, meaning she could try to flood the room at any time. Things are different now, however. Encounter: Before Link even enters the Boss Room, he has to deal with alterations in the dungeon. Some rooms are now partially flooded. In these rooms, Link will receive a taste of Shumido before he actually encounters her. In various rooms, Link will either be encountered by water tentacles attacking him, or worst the room beginning to flood. This will give Link only a limited amount of time to get out of the room before he drowns. When Link does enter the room, the floor will be covered in a thin layer of water. Looking at Shumido's water body, the feet have disappeared and the legs are merged with the water on the floor. Shumido is seen trying to rip off the other chains on her body with her mouth, but to no success. She doesn't notice Link at first, until he makes another step in the water. The eyes move looking straight at Link, and the water head removes itself from the chain. Battle: Now that there is water across the entire floor of the room, Shumido's Water Pool Arsenal can attack anywhere. She won't start off with flooding the room at first, and so will use her large jet stream to aim at Link directly, so Link must be watchful, as he should be no matter what. The same strategy is used once again, but only to fight the first eye. Once the first eye is destroyed, Shumido will take her revenge and make sure you can't get any further in the battle, by using Flood. Now Link has a one minute, not to take out two eyes, but four! The disadvantage of Shumido's attacks becoming less frequent still remains, so Link can have a better chance to focus on defeating the demon. Deal with her within the time limit, and like the other bosses before her, she shall fall.
One Chain: Encounter: The rooms that were slightly flooded within the dungeon are now even more so. The encounters will remain the same though. Upon entering the Boss Room, Shumido is seen pulling on the last chain with all of her might. She looks like a dog on a leash, and when she spots Link in front of her, she becomes even more agressive. Battle: All that holds Shumido now is one chain, which means she is able to walk around freely around as long as the chain doesn't restrain her. This new found range is anywhere in the back half of the boss room. Link must enter this at his own risk, as Shumido will hunt him down quickly and use one of her Vicious Claw attacks, if not her jet stream. The Water Pool attacks will keep on coming from all directions. This is no place for Link to stop and think of how to defeat this boss, but needs to keep on moving. Stun three water weapons and the eye comes out. However, if the eye falls into Shumido's territory, Link must get to the eye quickly and avoid Shumido's water body. As soon as the first three eyes are eliminated, Shumido will use her Flood, and give it her all. Link has one minute once again to take out the last two eyes. The Water Pool attacks will lessen in frequency as they always had, but not as much this time. Once the final two eyes are destroyed, so will her body.
Zero Chains, Free Roamer:
Link's gone and done it now. He's finally let out the boss into the world of Hyrule, to cause havoc upon the innocent locals. Shumido has become a Free Roamer. As the Free Roamer, Shumido will make her first battle place in nowhere else than Lake Hylia. After dealing with two of her eyes there, Shumido will retreat into her dungeon at the mouth of the waterfall. There she will battle Link in two other rooms. She will move to the next room only after Link has removed yet another eye from her body. And finally at last, Shumido will return to the Boss Room in the battle for her final eye. Attacks: Shumido will have a few more new abilities now that the size of the battle field has changed as well as the amount of water she can use.
-Jet Stream: This attack will remain the same except for being larger.
-Water Pool Arsenal: Also the same, but attacks can come from any part of the lake.
-Vicious Claw: Larger range, but also the same
-Wave: One of two waves can occur: Circular Wave, which places Shumido in the center of the lake, or Tidal Wave, more focused wave, but doesn't not guarantee a hit. Both waves can be dodged by going underwater, while the Tidal Wave can be dodged on land by moving. While she is performing either wave, the Arsenal attacks will stop.
(Damage- 2 hearts Circular, 4 hearts Tidal)
-Land Walker: With so much water, Shumido will summon miniature versions of herself to attack Link on land, where she cannot go herself. Land Walkers will remain on land until hit with either Link's hand or by a water attack.
(Damage- 1 heart)
More attacks will be shown as this battle goes further along into the dungeon. Encounter.1: Arriving at Lake Hylia, the area is beautiful, but far too quiet for a place like this. Looking into he lake, Link sees a red sphere floating just beneath the surface. In due time, the sphere (Shumido's eye) will turn to look at Link. The other four eyes will gather around, also staring at Link, and create a massive form of the upper half of Shumido's body coming out of the water. The eyes are placed on her face in an 'O' formation. Here is where the first part begins. Battle.1: Link will be remaining on land, while Shumido's territory will be all of the lake. The lake can be used as well if Link uses the Zora Diver to go to the lake's floor. There is going to be one huge difference with this one specific battle, since Link has not yet entered the dungeon in the waterfall, that means that he doesn't have the Lightning Glove yet. However, since Shumido is the last boss, Link will have in his possesion the Clawshot, which will be needed in this fight.
Shumido will start with the usual Vicious Claw attack, along with her Water Pool Arsenal coming from all over the lake. Since stunning the pools is out of the question to remove the eyes right now, Link will have to use his Clawshot to reach the eyes instead. Link must avoid/block Shumido's attack until her head gets close enough for the clawshot to grab hold of one of the eyes. The times when this happen are in one of three cases, (1) After Shumido lets out a jet stream from her mouth, she will close her mouth, displaying the eyes like a picture, (2) when Shumido goes for a Wave, she will lower her entire body until only the top of her head is about the water, making the eyes lie on the surface, or (3) by going into the lake via the Zora Diver, Shumido's body will leave the surface and the eyes will swim freely in the water, this is where Link can grab the eyes at anytime, but the eyes can also attack Link at anytime. Once Link draws out one of the eyes to himself, the Water Pool attacks will cease, but she will still try to get her eye back in one piece. After two of the eyes are dealt in this way, Shumido will retreat up the waterfall and into the dungeon.
Now this part Link absolutely needs the Zora Diver, if he hasn't obtained it already, in order to make it to Shumido in the various battles within the caverns. Numerous chambers are completely flooded and the only way to get to the Boss Room, let alone to other rooms, is by going underwater. Encounter.2: The first room will have a path leading to the next door cutting through the center of the room with two large pools of water on either side. The eyes will be swimming around and then finally each eye will create a water body for themselves. The eye will be either on the face, back, or belly of the body. Battle.2: There will always be one eye on both sides of the bridge, with a second being on whichever side it pleases. Since the eyes have become seperated, Shumido's attacks will be less frequent, however, this prevents Link from only having one target to keep focused on. The individual bodies will use two attacks at a time, but they will refrain from using Wave. The only way to defeat this portion is to bring one of the eyes to the land bridge and deal with it. Shumido will use her Land Walker ability on her bodies and attack Link in that way as well. However, the eyes will retreat deep into the water body when they do comfront Link head on, so to not be damaged by any attacks. Link needs to use his Clawshot on one of the eyes to bring it to land all by itself so that it's vulnerable to attacks. Shumido will not just let Link do this, not as long as their is another one of her nearby. If Link Clawshots an eye while there is a second eye on the half of the room, the second eye will quickly retrieve it before any harm comes to it. Therefore, Link needs to aim for the lonely eye on the otherside. Draw it to the bridge, evade the attacks, and destroy one of the eyes. Shumido will once again retreat.
As Link continues through the dungeon, he will arrive at the room where he is to obtain the Lightning Glove. While Shumido was chained down, Link had to fight a mini-boss in order to get this item. However, since Shumido is out, the mini-boss has been eliminated and was replaced by the boss herself in different rooms, so this item will be waiting in the room without a fight, but that doesn't mean Link got it for free, he just had to fight Shumido twice to get it. Encounter.3: The third room has a dome shape to it and the outside rim as a pool of water with various canals leading outside of the room to others. Their are land bridges leading to the center. As Link walks into the center of the room, the two eyes of Shumido appear at the sides of the room. They begin to swim around the moat, one at the opposite room of the other, their swimming becomes faster and faster until the water rises up, swirling like a whirlpool all the way up to the top of the room. With the wall of water blocking any escape, Link must deal with one more eye before continuing on. Attacks:
-Water Wall: Deals numerous hits on Link if he is to touch it and get swept away in the current, ranging from three to six hits.
(Damage: 1 heart) Battle.3: The Water Pool Arsenal and Land Walker will be Shumido's main attacks against Link. With the swirling water around the walls, Link cannot use his Clawshot to grab one of the eyes out of the water. Instead, he must wait for the eyes to come out themselves. Numerous Land Walkers will appear as the first wave of attacks, deal with these and watch out for any other attacks coming from the water wall. Shumido will not take any chances and just send her eye out, unless she knows she's protected. As a Land Walker, one eye will come out of the water, but she will not be alone, another wave of Land Walkers will keep Link occupied while Shumido prepares a massive jet stream to send Link into the swirling water wall. The jet stream will do little damage (1 heart), but the water wall will tear up Link dealing numerous hits on him. If Link is fast enough, he can deal with all the Land Walkers, and still go after Shumido's eye, but if he isn't, he best be ready to dodge the jet stream. Using the sword against Shumido while she's in her water body is useless and will not harm her, so Link needs to draw her out with the Lightning Glove or his Clawshot. When these are used on the body, and there are also any Land Walkers still on the floor, the remaining will not hesitate to go after Link in order to protect the eye. Link can hold them off with either his sword or stun them with the Lightning Glove. If there are no Land Walkers left, then Shumido's other eye will initiate the Water Pool Arsenal and go beserk on Link. A way to delay this barrage of attacks is to stun the wall with the Lightning Glove. It will only last for a short time, but it's enough time to deal with the helpless eye. With only one eye left, Shumido will remove the water wall and move back to the Boss Room, where the final battle awaits for this dungeon. Encounter.4: When Link arrives at the Boss Room Door, he will see two rivers flowing out from the left and right of the door and into canals that go further along into the dungeon. Upon opening the door, a huge amount of water will spew out like Shumido's Jet Stream and send Link back within the midst of the dungeon and far away from the Boss Door. However, if Link is wearing the Zora Diver, the water will have no effect on him and he may walk into the Boss Room with no troubles. As Link enters, the water has been removed from the room, even the water pools are empty. Looking around, Shumido's last eye is nowhere to be seen. If Link begins to leave, he will feel a drop of water on his head, which will cause him to look up to the roof of the room (Link can also just look up himself instead of trying to leave). Up above our hero is where the rest of the water is, with Shumido's last eye swimming amungst it. Shumido will send a tentacle of water down to the center of the floor, which will then had transformed into a larger version of Shumido, but instead of an eye on her back, she has the water tentacle connecting her to the water on the ceiling. Attacks:
-Bite: Shumido will bite down onto Link's body. If this succeeds, she will not just stop there, lifting her head up, with Link still in her mouth, she will try to devour Link. To avoid being bit is to dodge the attack, which is easily seen coming by her snapping her jaw. If Link did get caught, to get out he will need to struggle out by any means necessary (This would be like pressing one button as much as possible to push out or shaking the controller enough). If Link is swallowed however, he will be sent into the water tentacle that is connected to her back and up to the ceiling pool to be dealt even more damage by Shumido herself.
(Damage: 2 hearts(Bite), 1 heart(each barrage from Shumido, 4-6 times), 1 heart(if Link doesn't have his Zora Diver on, he will take damage for holding his breathe for so long)) Battle.4: The Water Pools are empty (meaning no Water Pool Arsenal), so Link needs to watch out falling into these (which shouldn't be a problem), but also to avoid Shumido's water body. Now that it's larger and can move anywhere on the stage, Link will be mostly occupied with this creature. Fighting against Shumido's water body will seem that it's getting Link nowhere, as she keeps on fighting without falling down or showing any vulnerability. Well, that's exactly right, Shumido's water body will not be harmed and so if Link keeps on trying to defeat the body, he will not succeed. Shumido will also not get anywhere close to Link, not unless it's on her own turf. So if Shumido won't come to Link, Link will need to go to Shumido, and the only way to do that is to get eaten by Shumido's water body. When Link is moving through the body and up the tentacle, Link will need to have on both the Zora Diver and the Lightning Glove equipped. When he arrives to the ceiling pool, before Shumido can hit Link, he needs to stun the eye. When the eye is stunned, nothing is supporting the water on the ceiling and everything with fall to the floor as a pool of water. On the floor now, Link must reach the eye and deal with it with his sword. If he doesn't do it in time, Shumido will reawaken and summon all the water back up to the ceiling with her water body back to attacking Link. The next time will not take as long as Shumido is still damaged and so the next contact with her should be quick. And so, Shumido will finally have fallen, and all nine demons destroyed. Huzzah!
Helpful Hints Against the Boss: Clawshot: If Link has the Clawshot while fighting Shumido in her chains, Link is able to use the Clawshot to latch onto the eyes and get onto Shumido's back to deal direct damage to the eye. Shumido will not allow Link to do this and so will try to shake Link off. Link will then need to hold on as tight as he can and strike in between shakes. Bombs: These will not defeat Shumido, but can delay her attacks for quite awhile. Throwing a bomb into one of the water pools or even into Shumido's face will stop any attacks or jet streams from happening until they are repair/refilled. Ice Arrows: Since these are harder to come by than bombs are, their stall time is longer, and can effect many more things against a water boss. Shooting at anything that can or even looks like it can attack will freeze it solid and will not be used for a much longer time than what a bomb would achieve. Firing an Ice Arrow at one of Shumido's eyes while it is outside of the body will stop it in its tracks for a long time. Warning: If Link fires and Ice Arrow at the Water Wall and both eyes are still inside the wall, then he'll be stuck in the room with nothing to do for awhile. Forgotten Eye: Found as Boss Remnants (explained very soon), this will help Link avoid attacks that come from off screen, which will be very good, since that is Shumido's main way of attacking. Zora Diver: The Diver is absolutely needed when facing Shumido as a Free-Roamer, but is not for any other battles while she is chained down. However, the Zora Diver can be an excellent aid when facing against Shumido's Flood attack. With the Diver equipped, the time limit is not longer an issue for Link and therefore can proceed with battle without worry of a time limit.
After the Boss(Reward/ANs):
Now that Shumido has been defeated, Link is able to grab the spoils, and I'm also able to talk about this boss some more. Rewards: There are two things Link can get out of this boss, a Heart Container, which is customary with any boss, and Boss Remnants. Something that was seen in Majora's Mask, but not exactly used in the way I though it could have been. Boss Remnants are the things that are left behind by the bosses when they are defeated (duh), in Shumido's case, it's the five eyes. All five eyes, when destroyed, do not just explode in a cloud of smoke, but instead are found as a darker color with no signs of activity. Link can pick these up after defeating the boss. As a free roamer, Link will need to collect the eyes before he heads to the next fight (that means searching the lake possibly). With these remnants, at the moment, they can't be used for anything, but if gone to one of four "Legendary Smiths" (part of game, and not going in depth with it) they can construct it into an item that can be used to find new treasures, make it easier to defeat enemies, or reach new areas that were unreachable until then. Shumido and her five eyes can create the Lens of Truth, allowing Link to see through illusions and hidden passages, etc.. Zora Diver is also a part of the Boss Remnants, so in order to beat Shumido as a free roamer, Link must find these remains and visit a smithy. AN: Some things that I liked about this boss would be the different ways one could fight against the boss. We've all had complaints about the repetition that was used fight a boss, Critical Points for example, and some wanting much more complicated bosses. This boss I hope deals with both repetition and complication. At first yes, it's a repetative boss, as any beginner bosses should be like and not really giving too much pressure on the player, whether beginner or veteran. Then slowly, the bosses become more and more interactive, until they are finally out and about on their own. What's also great is that this boss concept would have the replay value for this game become ridiculously high. There becomes an endless amount of combonations that the players will try, seeing what all the bosses are like as free roamers, what is the best pattern to follow for the easiest game, for the hardest game, or just to make things interesting. With the Boss Remnants added into this, along with the smithies, Link will be exploring and collecting even more, giving this concept a great experience for any Zelda fan IMO.
"When the day is about to be overcome,
And the night is about to cover across the land.
I, the Twilight, shall rise in that fateful hour,
And decide the victor with my almighty hand."
The deadline for Design a Boss | Lupus is January 10, 2010.
The deadline approaches. Good luck once again to everyone who has submitted. There's still time to take part of this. The competition is not tight this time around, and the awesome prizes are still going to be given out to the best entries.
Meanwhile, best of luck this upcoming year to everyone. Any comments/questions/entries, post away.
It is known that in ancient times existed the three Golden Goddesses, Din, Nayru, and Farore. However, there is an untold story that was kept in secret by the Goddesses and the sages. They agreed that if such a secret was set loose, greed would create many conflicts and wars.
What is untold is that in another dimension known as Xen, another god coexisted; Syxen, a colossal being who ruled the people of Xen, the Xenos. The Xenos are the race Hylians consider “aliens” and have existed long before the creation of Hyrule. Before Hyrule came to be, the Xenos, because of their long life span (aging wise, 100 years for them is a year to Hylians), overpopulated and soon found themselves in need of more land and resources. The Overlord and Queen of Xen pleaded to their god to seek them more land. Syxen, although fierce in appearance, was a very humble god and always tried to please his people. From the Xenos’ request, the god used his powers to open conduits to other dimensions, and he soon found the perfect land in the dimension where the unshaped land of Hyrule resided. However, the three goddesses had already claimed this land for the creation of Hyrule. The goddesses demanded Syxen retreat, but for his people he refused. Thus a long lasting battle of the gods began. With great effort the three goddesses defeated Syxen.
Left behind was his consciously lifeless yet active body. What kept the physical body active, the goddesses found, were five big glowing spheres which are powerful cores of concentrated magic found in the forehead, mouth, chest, and each shoulder. The cores and Syxen's body were made of powerful magic unlike any other, and the goddesses found no way to destroy them. They also found it was possible for others to occupy the lifeless yet active body and become the god. If inhabitants of Hyrule found out about this, many would fight for the right to become a god. To prevent this from happening, the goddesses separated the cores from the body, deactivating the body, and after the creation of Hyrule, created hidden temples to hide these cores. Four of the cores were hidden, while the fifth one was given to the sages for their use.
The fifth core along with the sages’ pure magic was used to forge the Master Sword. The goddesses had instructed the sages to forge a sword for the pure-hearted that could vanquish any evil or anyone who would misuse the Triforce. This sword became very powerful, allowing the ability to travel through time, repel evil magic, and give the user powerful abilities. As for Syxen’s body, it was buried in the center of Hyrule Field by the goddesses to make sure no one in the land of Hyrule finds it.
The Xenos lived for many years without their god. Life was chaotic at first, and as many as half of Xen’s population died. Eventually, the Overlord and Queen took initiative and formed their own system of government. Although strict and monarchic, the two prevented total anarchy and enforced laws that restricted over-reproduction. Since Syxen's disappearance, Xen was never the lively and free land it once was.
Enter Nyx, princess of Xen and daughter of the Overlord and Queen. In her lifetime, her parents had raised her strictly, only focusing on her training and studies. She became very intelligent and skilled, but her childhood was miserably lonely and exhausting and she never had a chance to make friends. Hundreds of years before Syxen’s downfall during her childhood, one day she became very angry at her parents and ran away to unknown places in Xen, where she stumbled upon Syxen. Upon meeting, the god and the child Xeno became very close friends. Syxen understood Nyx’s lonely life and he would listen to Nyx talk and comfort her. From this day, Nyx would in secret often visit Syxen when she had the chance. Syxen soon became her best friend. However, after Syxen went to find his people new land, he never returned. Nyx became immensely grieved by the loss of her god and the poor conditions the Xenos were forced to live in.
Nyx after hundreds of years, now a young adult, pleaded her parents to search for Syxen and to improve conditions in Xen, but they only cared about their glory as new rulers of Xen. Nyx secretly began extensive research to find her friend, eventually tracing the god to the dimension in which Hyrule and Termina resided. In secrecy, Nyx gathered a small group of scouts to research the dimension, her first target of research being Termina.
Needing full resources for her search in Hyrule, she overthrew her parents, imprisoned them, and became the new ruler. With all of Xen’s resource available to her, she went many times to various locations of Hyrule in Hylian disguise at night to find her forgotten friend. She often envied Hyrule for its much less monarchic and less restricted culture.
Many nights after hundreds of years of research led her to the center of Hyrule field, where deep beneath laid Syxen’s lifeless body and where she mourned for her lost friend. Upon further research she tracked down the four temples in four regions of Hyrule where each core resided and realized that after reactivating the body, she could become the new host of Syxen’s body. She soon planned to take over her friend’s body and reign as god in Xen. She would use her powers and authority to make her land flourish like Hyrule without limitations. To quickly find the cores, she called forth the Elite Four, the four most renowned soldiers of the Xeno race. She one night dispatched them to the four temples where the cores resided, but they never returned. Finding no other way, Nyx personally went to Hyrule and began the execution of a plan that would guarantee results.
After another long day of labor in his homeland in the forests, Link goes to sleep at his usual time at night. In his sleep Link dreams an unclear and broken vision of Zelda; her voice faint and incomprehensible, like a broken radio. Link wakes up at midnight unable to sleep. Outside his window Link notices a strange female-like figure with yellow glowing eyes walking in the shadows past his house. Suddenly, screams are heard accompanied by various flashes of light outside his window. Link equips his sword and shield and heads outside to find creatures he has never seen before, Xeno scouts, appearing out of nowhere harassing his hometown.
After defeating the creatures, Link heads to Hyrule Castle with Epona, sensing Princess Zelda is in danger. As he crosses Hyrule Field, the earth shakes and a gargantuan structure begins to rise from the depths of the center of Hyrule. The structure has two twin vertical, rectangular, black towers connected by an oval-shaped structure in the middle and is also surrounded by a huge force barrier, denying entrance. Link, now very concerned, hurries to Hyrule Castle.
This game’s first dungeon is Hyrule Castle. Link heads to Princess Zelda’s quarters to rescue her and fights Xeno soldiers and creatures invading the castle along the way. Instead of finding Zelda, he encounters a giant Xeno boss monster. Link defeats the boss, and as the boss disintegrates, from inside the boss an unconscious young and beautiful woman appears. After the battle, guards head up to Zelda’s quarters, telling Link that the creatures have left. They also claim Princess Zelda was kidnapped by a beam of light from the sky.
Link takes the young woman inside an Inn in Hyrule Castle Town. That night the woman wakes up, introducing herself as Knil, a historian who studies the Xenos.
She explains that the creatures Link saw are Xenos from the dimension of Xen. She only moved into Castle Town a few days ago, but when she saw the Xenos invading the Castle, she sneaked in hoping to find information about them. In the process she witnessed Princess Zelda’s kidnap and was later swallowed by the boss monster to later be rescued by Link. Very soon she makes up her mind that with her knowledge she will help Link save Zelda and Hyrule. To prove her partnership to Link, she gives Link an invention of hers, Knil’s Walkie-Talkie, which is mapped on the up button on the D-Pad. In this game, Knil is Link’s partner, and she is a character Link and the player become very closely attached to as the story progresses. The player uses the Wii Remote’s speaker and put it next to their ears to listen to Knil.
Knil gives directions to her house in Castle Town and tells Link to meet her the next day at night for more information. Knil heads back home and Link rests in the inn for the rest of the night.
At night, Link can finally meet Knil inside her house in a dark corner of Castle Town. Knil explains that the structure Link saw rise in the center of Hyrule Field is known as Nexys, a Xeno structure used to make conduits; gateways that connect Xen with Hyrule. Four main conduits have been created by this structure, and these conduits are each powered by one of four magical cores, each hidden by the Xenos in protective temples that lie in four regions of Hyrule. She does not know why the Xenos decided to invade and assumes they are searching for something. According to Knil, the only way to destroy Nexys and stop the Xeno invasion is to obtain each of the four cores, which deactivates the four conduits and frees each region from Xeno invasion (like how in Twilight Princess regions are freed from the Twlilight) , and to place them inside Nexys in specific locations to overload and destroy it. At the moment, Nexys has a force barrier that denies entrance, but Knil says that she can use the four cores to destroy the barrier. After destroying Nexys, Knil can find a way to open a conduit to Xen to rescue Princess Zelda.
Before Knil gives Link the map to the four temples, she tells him to find a proper armor, sword, and shield. Knil, vaguely familiar with the story of a certain legendary sword, gives Link the location. When Link obtains the Master Sword, his apparel and shield becomes that of the Hero of Time’s. Link goes back to Knil and is given a map of the four temples. The player can tackle them in any order. Link can also use Knil’s Walkie-Talkie during his adventure should he ever need help or hints.
Ancient Temples of the Cores
The four temples in which the cores are hidden are Temple of Wisdom, Temple of Courage, Temple of Power, and Temple of Sages. In each temple Link finds corpses of each of the Xeno Elite Four, and beside them their special items. In the Temple of Wisdom Link finds Emirp’s corpse, and beside it the Portal Shield. In the Temple of Courage Link finds Ednoces’s corpse, and beside it the Ring of Duplications. In the Temple of Power, Link finds Ecreit’s corpse, and beside it the Ray Shot. Last but not least, in the Temple of the Sages Link finds Etrauq’s corpse, and beside it the Materialization Glove.
The Portal Shield is a big shield that can shoot one portal that connects to the shield itself. The portal can float in mid air and follow enemies or can be shot on surfaces (like in the game Portal). The front of the shield is the second portal.
Ray Shot is a unique portable Xeno cannon held like a bazooka that can shoot laser (much like Beamos’s laser from OOT but much larger and potent). With this weapon equipped, Link is powerful but slow due to its weight. To shoot, Link has to hold the trigger for five seconds to charge the weapon. The shot lasts for five seconds, and the laser can be moved along a path.
Ring of Duplications is a ring that grants Link the ability to duplicate. The player can give the Copy Link direct and specific commands on the fly, much like how the player gives commands in Mass Effect for the PC.
Materialization Glove is a magical Xeno glove that can materialize and change shape of non-living things, much like how Edward in Full Metal Alchemist, but more limited. Depending on what the player Z-targets (enemies, other objects), different actions and materializations can occur (attack enemy with spikes, reshaping of objects).
Link also obtains the conventional items outside the temple through quests involving interactions with other races of Hyrule. There are also sidequests that can be performed for each of the races. Also, at the end of each of the four temples, there is a giant boss. After defeating one of the bosses, the core shows itself and the respective region becomes free of any Xeno hostility.
After obtaining the four cores, Knil tells Link through the Walkie-Talkie to meet her at her house one night when he is ready to enter Nexys. When Link meets her, she accompanies Link to Nexys and uses the four cores to draw power and shoot a huge magic projectile that shatters the barrier. Exhausted from this, she wishes Link good luck and returns home.
Nexys: With Knil’s directions, Link has to take the four cores to very specific locations. After this is achieved, Knil contacts Link through the walkie-talkie telling him that the Xenos have stopped appearing and that all access from Xen to Hyrule has been vanquished. Now that this has been accomplished, Knil tells Link to meet her outside of Hyrule Castle at night, where she opens a portal to the specific location in Xen where Princess Zelda resides. Before she opens the conduit, Link needs to give her the four Xeno weapons, which she draws power from to open the conduit. Link gives her the weapons, she opens the conduit, and Link heads to Xen to save Princess Zelda.
Citadel of the Overlord: Link’s mission is to rescue Princess Zelda, who is in the top floor of the Citadel of the Overlord (Xen’s “Hyrule Castle”). After defeating the boss, a giant Xeno gatekeeper of the citadel’s prison, the player finds Zelda imprisoned with the Overlord and the Queen.
Many story elements are revealed in this section of the game. Zelda, well aware of the Xeno invasion, tells Link everything is a big plot by Nyx, Princess of Xen, to revive the Xeno god. She reveals the untold story of the god of Xen only told to Sages (see “In Ancient Times” at the top). Then, the Overlord and Queen reveal the story of their daughter’s rebellion (see “The Past”). They blame themselves for being bad parents and greedy rulers. After these stories, Link and the player will realize that something is not right; all this time the player thought Link was saving Hyrule by planting the cores in Nexys, but he was actually reviving the Xeno god. Knil would have a lot of explaining to do.
The Overlord and Queen open a conduit to Hyrule Castle for Zelda and Link to return. In their return, it is night and the Xeno structure in the center of Hyrule Field can be seen in the vista more active than ever before; glowing and with dark clouds surrounding it. Zelda tells Link one key flaw with the enemy’s plan: Syxen’s body can be brought to life with four cores, but the host will not be nearly as powerful as the original Syxen without the fifth core. Luckily, the enemy does not know about a fifth core, as it was purposely cloaked by the sages as the Master Sword. As long as Link possesses the sword, there is a chance to stop the enemy. Finally, Zelda gives Link the Arrows of Light for Link’s use.
Link goes to Nexys to stop its full activation, but as soon as Link enters the dungeon, all doors lock and sees a woman standing in the middle of the room with her back facing Link. “I have many things to tell you Link.” Knil turns around, and soon after her Hylian disguise begins to disintegrate to reveal what is underneath it; a lady Xeno. “Let me truthfully and properly introduce myself. I am Nyx, Princess of Xen.”
In this segment Nyx exposes her entire plan. Her plan has always been to revive Syxen’s body and become his successor. To do that, she needed someone to get the four cores for her. First she opened four conduits in the four regions of Hyrule nearby the Temples of the Cores (the female at the beginning of the game was Nyx who had finished opening the fourth conduit). She then invaded Hyrule Castle at night to bait the strongest hero, in this case Link. She disguised herself as a Hylian historian and set up her being swallowed by the boss monster to be saved by a hero who could prove himself worthy by defeating it.
When she woke up next to Link she invented stories about her past and her purpose in Castle Town, and to begin manipulation, she offered her partnership. She used the conduits to make up the story that the cores kept the conduits active so that Link would think retrieving the cores would close the conduits. After Link obtained a core, Nyx closed the conduit of the respective region to give the illusion that retrieving the core saved the region from hostility. Also, the bosses at the end of each of the Ancient Temples of the Cores were guardians that the goddesses and sages had created from the cores’ magic to protect the cores. Even the Elite Four were overwhelmed by the guardians’ power and perished. She also lied about the Nexys; it is actually the body of the forgotten Xeno god. In fact, Nexys is a pseudoname for its true name; Syxen. With help from other Xeno magicians, she magically raised Syxen’s body to shoulder level to make Syxen’s body look like a structure. She lied about the four cores being able to overload the “structure” to manipulate Link into reviving Syxen's body. After Link placed the four cores inside, she temporarily unsummoned her minions to give the illusion that Link's actions saved Hyrule. Nyx also kidnapped Princess Zelda not only because Zelda could exploit Nyx's plan with her knowledge as one of the Sages entrusted with the secret of the Ancient Past, but also to send Link to Xen so he does not interfere with final preparations for Syxen’s body’s revival. Finally, she lied about needing the four Elite Weapons to open the conduit so she could use them herself for battle.
“ I would ask you to leave and allow everything to end here and now; I have no more intentions of using Hyrule. I simply want to finish my mission and go home. But the anger I see in your eyes reveals you want justice. If you are planning to stop me, I am afraid I have no choice but to end your life.”
Final Boss Battle
_\| Rebellious Princess of Xen: Nyx |/_
Arena: The battle takes place inside Syxen's head, also the entrance. The room is circular, huge, and spacious with a subtly organic look. There's a circular pedestal in the middle, and right above on the center of the spherical round ceiling resides an alien-like organic looking glowing sphere.
Weapons Needed: Master Sword, Arrows of Light, Other Physically Damaging Weapons.
Boss Weapons/Attacks: Nyx uses the weapons of the elite four. However, her being a Xeno herself, her knowledge on the usage of the weapons is far more extensive.
- Energy: Nyx can shoot energy balls and unleash shockwaves to damage and knock Link.
- Light Prison: A beam of light that Xenos use to capture people. If Link gets trapped in it, he floats and is trapped in mid-air, allowing Nyx to execute any kind of attack.
- Ray Shot: She uses this weapon to shoot a laser beam, much like Link does when he uses it. However, she can handle the weapon much more efficiently.
- Portal Shield: Unlike Link, Nyx can make dozens of portals.
- Materialization Glove: She uses the glove to materialize defensive and offensive structures and weapons.
- Ring of duplications: Unlike Link, who could only make one more copy of himself, Nyx can make three more copies of herself.
Nyx equips herself with the weapons of the Elite Four she retrieved from Link. Using the Portal Shield, she creates dozens of portals that surround Link from above (Nyx is outside of the horde of portals). There are both rows and columns of circular portals. All portals will angle towards Link no matter where he moves. Nyx then takes the Portal Shield and makes it stand vertically with the shield’s portal facing her. The battle begins. Nyx begins using the Ray Shot to fire inside the Portal Shield, which shoots into the shield and out one of the portals surrounding Link. Note that at this point, if the player uses a projectile and attempts to attack Nyx directly, she will shift one of her portals to block her, and the projectile will go inside that portal, and out another portal surrounding Link, causing the player to hit Link. Also, if the player attempts to run towards Nyx and attack her with the sword, she will use the Materialization Glove to materialize an impenetrable wall. In essence, at this point attacking head on is IMPOSSIBLE.
However, the player will notice that when Nyx uses the Ray Shot, she shoots into the shield and out ONE of the portals. One out of the dozens of portals connects to the Portal Shield. Because of this, the player not only has to dodge her attacks, but also has to witness from which portal the ray came from. It will not be easy, as portals constantly shift position, making it easy to lose track. After the player tracks down the portal, the player needs to shoot an arrow of light inside the portal, because remember, the Xenos are weak to light, as hinted all along. The arrow will go inside, and shoot back out from the shield and hit Nyx. If the player shoots the wrong portal, the projectile goes inside the portal and out another portal surrounding Link, and the projectile will hit Link. In other words, all but one portal connects to another portal facing Link. After a successful attack with the light arrows, Nyx is stunned and cannot move, attack, or defend. Now that Nyx can't shift portals or materialize walls, this is the opportunity for the player to head in and strike with the sword. After a few seconds, she unleashes a shockwave, sending Link back into the horde of portals.
After the battle progresses, she materializes swords with the Materialization Glove and attacks Link with her sword by dashing into the Portal Shield and out from another portal. She dashes at Link with her sword, strikes, and then hops back into another portal and she hops from portal to portal and keeps dashing at Link with her materialized sword from unexpected locations. The player must immobilize her again with the light arrow, but the player will notice shooting a light arrow directly at Nyx never works, as she simply dodges and hops back into the portals. To hit her this time, the player must surprise-attack her rather than attack her head on. The player must witness to which portal Nyx hops into, be on the look out for which portal she comes out from, and as she comes out another portal and dashes at Link, the player must shoot a light arrow inside the portal she originally hopped into. The arrow will go in that portal, and out the portal where Nyx dashes at Link from, and the arrow hits Nyx on the back. This leaves her stunned for more sword strikes. Timing is important in this phase. It only takes two seconds for Nyx to dash and hop inside a portal and another two seconds to dash back out to attack Link. If not timed, she will dodge Link's attack or strike Link. After a few of these, she no longer hops into portals and attacks Link directly on a one-on-one sword battle. Nyx uses her agility to dodge and dash towards or away from Link. If Link or Nyx distance themselves too much from each other, Nyx begins using the Materialization Glove to materialize spikes from the ground below Link’s location, fists from walls, shoot the Ray Shot inside a portal to attack Link, or she can materialize throwing knives which she throws inside various portals, which attack Link from various angles. She can also materialize walls and spikes around her for defense. Her most powerful attack is the Light Prison. She summons the beam of light used by the Xenos to capture things, and if Link gets caught, Link floats in mid-air and is be trapped, allowing Nyx to use the Ray Shot at full potential directly at Link. This removes five hearts. In situations like this when Nyx is attacking the player directly, the player has to use Link’s various combat skills with the sword to attack her. The player can also use any physically damaging item previously obtained any way they see fit (bow and arrow, boomerang, etc) or use special items like hookshot to quickly get close to Nyx. Nyx is very tough, however. She constantly attacks, defends, and uses her superior agility to dodge attacks. She constantly uses combinations of the four Xeno weapons for varied and unexpected attacks.
When Nyx has little life left, she heads back into a portal and out the shield, and she uses the final of the elite four weapons, the Ring of Duplications. She creates three more copies of herself. The battle repeats itself but with four Nyx. The player can only reduce her life by attacking the real Nyx (the three copies are distinguishable because they are noticeably lighter in shade). For example, when using the light arrow to shoot into the portal and out the shield, although the number of portals surrounding Link doesn't quadruple, the number of portals leading to one of the four Portal Shields does. When it comes to shooting into the portals, the player has to guess which of the four leads to the original Nyx. If the player hits a fake Nyx, she is stunned for a few seconds, but the other three keep attacking. If the player attacks the real Nyx, all four Nyx are stunned, giving the player the opportunity to attack the real Nyx. In the later, more close and personal phase of the battle, if the player attacks the real Nyx, all four Nyx will shudder and react the same. In essence, all phases of this battle are repeated but with four times the intensity. The player must hang in there in this challenging, dynamic, and intense battle and reduce what little is left of Nyx's life.
When Nyx is defeated, she falls to her knees, and all Elite Four items fall next to her, which Link retrieves. Soon, the whole structure begins shaking as Nyx tells Link that it is too late; activation has been complete. The organic structure in the middle of the room’s ceiling opens and shines down a beam of light onto the circular pedestal in the middle of the room. Synyx uses all that is left of her energy to open the exit door and to unleash a giant shockwave that sends Link flying out of the dungeon. Outside of Syxen’s body, Link looks up to get a glimpse of Nyx getting on top of the circular pedestal and inside the beam of light. The beam of light lifts Nyx up inside the organic sphere, which encloses. As soon as this happens, Syxen’s mouth closes, the earth shakes, and the structure begins to slowly reveal its head, arms, body, and legs. As this happens, Zelda makes an appearance riding on her white horse alongside with Epona. Zelda tells Link to get on and to get ready for one hell of a fight.
0>- Reborn Goddess of Xen: Synyx -<o
Synyx rises from the middle of Hyrule Field to show that the structure is actually the body of a god. Yes, Link for the first time in Zelda history fights the dungeon itself!
Arena: Hyrule Field (Night)
Weapons Needed: Ring of Duplications, Portal Shield, Ray Shot, Materialization Glove, Arrows of Light, Zelda, and Epona (most of this battle invovles riding Epona).
- Syspear: Synyx can materialize a giant glowing spear from thin air, which she uses to attack enemies at a distance. After it is thrown, it explodes after any physical contact.
- Punch/Slam/Pound: Synyx uses its gargantuan hands and feet to attack Link and Zelda.
- Hurl: Synyx throws land, trees, and structures at Link and Zelda.
- Synife: Synyx materializes a godly glowing knife from thin air. The range of its slice is very long. When the Synife is used, it is as if the blade extends for a millisecond, being able to strike enemies at long range. (It is like Link’s full spin attack in Ocarina of Time. The range of the attack extends way past the actual length of the sword)
- Syray: the top of the two black towers that are Synyx’s shoulder light up and shoot giant lasers.
Synyx stands up, towering above all structures in Hyrule and the battle begins. Link and Zelda begin by riding on their horses. Zelda follows Link as he traverses with Epona the huge arena of Hyrule Field. The first thing the player must do is to get Link and Zelda away from Synyx, as she begins to strike with her fists and feet. Synyx is visible no matter where Link is in Hyrule Field due to her size. The point of this boss battle is to immobilize Synyx, climb her, re-enter her mouth, and shoot a light arrow at the organic sphere in which Nyx resides. To immobilize her, Link has to attack Synyx through experimentation with the four Xeno weapons and the light arrows. However, once a method of attack is used against Synyx, she learns from her mistakes and doesn't allow Link to repeat the same type of attack again (dodges or counterattacks), and therefore, the player has to come up with another way to attack Synyx. There is a total of five different ways to attack Synyx which the player has to figure out. Once Synyx is attacked all five ways, she becomes immobilized. Zelda helps in battle by giving the player hints. Not only is she Link's new partner (replacing Knil's Walkie-Talkie), but also when Link equips an appropriate weapon, she summons wisps of light to a location to point a point of interest which allows for the player to Z-Target. It is almost as if Zelda summons a fairy like OOT's Navi to point out an important target. These are all the methods the player has to attack Synyx to immobilize her.
Arrows of Concentrated Light: When Link equips his bow with the light arrows, Zelda also equips her bow. Then she summons a wisp of light on Synyx’s forehead way in the distance. Link and Zelda in conjunction have to shoot the arrow of light at the same time in the same spot. Zelda follows Link's exact actions as the player Z-Targets the point of interest and pulls the string of the bow to shoot. Before the player shoots, the player will hear Zelda's voice through the Wii Remote's speaker yelling 1...2...3! When she says 3, she will shoot, so the player has to use this to know when to release the arrow to shoot in conjunction with Zelda. When hit successfully, there is a huge explosion of light and Synyx becomes blinded and damaged for a few seconds. After she recovers, she quickly summons a Syspear and throws it at Link and Zelda, which they have to quickly get away from before it hits them and/or explodes.
Ray Shot: When Link equips the Ray Shot, Zelda summons a wisp of light right behind Synyx’s head. Link has to ride Epona and lose Synyx to sneak behind her, Z-target the wisp of light, and shoot a full 5-second successful shot with the Ray Shot, causing a visible explosion on Synyx’s head. After Synyx recovers, the top of her black tower-like shoulders begin to light up and she shoots two giant rays for ten seconds. Link and Zelda have no choice but to run as the laser follows them.
Ring of Duplications: When Link creates a copy of himself, Copy Link instantly equips the Portal Shield, creates a distant portal behind Synyx’s head that follows her, and faces normal Link with the shield. Zelda summons a wisp of light pointing to Copy Link’s shield. The player has the option to use Arrows of Concentrated Light or Ray Shot to Z-Target the Copy Link's Portal Shield, shoot inside it and out of the distant portal for a surprise attack. After a successful attack and after Synyx recovers, the player can see Synyx preparing to punch inside the portal next to her head. Link and Zelda have to run away from copy Link as soon as possible before the fist goes through the portal and out of copy Link’s Portal Shield to hit Link or Zelda. After this, copy Link blows up because of Synyx’s fist and arm size and the arm disappears.
Portal Shield: When Link equips the Portal Shield, Zelda summons a wisp of light on Synyx’s chest. Link has to Z-Target Synyx's chest and summon a portal in front of it. After this is done, she summons wisps of lights on Synyx’s two shoulders and her right arm. This is because the player has to wait for Synyx to attack with either the Syray (shoulders) or the Syspear (right arm). Players have to Z-Target whichever section of the body is used for whichever attack. Once the Syspear or Syray engages the shield, players are prompted with rapid button presses, as absorbing such attacks requires great stamina and strength. If the player succeeds, the Synyx’s powerful attack goes inside Link’s portal shield and out the portal in front of her chest, causing great damage. When Synyx recovers, she draws her Synife, sprints towards Link and Zelda until in range, and begins to unleash a flurry of sword strikes destroying anything in her path. Link and Zelda have to escape Synyx for her to stop.
Materialization Glove: When Link equips the Materialization Glove, Zelda summons wisps of light on Synyx’s feet. Using the glove while Z-Targeting Synyx's feet creates a wall as high as her ankle in front of her feet. Figuring this out and executing this is tricky and risky, but the player has to wait until Synyx begins to sprint to unleash the flurry of Synife attacks. Also, the player has to wait until Synyx gains enough momentum as she sprints in order for this to work. Once Synyx gains enough momentum, the player has to summon a materialized wall of land to trip Synyx. This has to be timed well, however. If Synyx does not gain enough momentum, then she only stumbles but doesn’t trip, and if this is done too late, Synyx will fall on top of Link or begin to attack with the Synife. If timed perfectly, Synyx trips and the player has enough time to get Link and Zelda out of the way before Synyx rolls over them. After Synyx recovers, she begins to hurl large chunks of land and trees at Link and Zelda. Link and Zelda have to run away and dodge the attacks.
The player has the freedom to attack Synyx in any order, making the battle much less linear. But the challenge in this section of the battle lies in discovering the 5 ways to attack using Zelda’s hints and doing so while in constant attack. Synyx constantly attacks Link and Zelda with all her weapons and attacks as they run around Hyrule Field (each of Synyx’s attack takes off 5 hearts). The player must also watch out for Xeno enemies scattered across Hyrule Field.
After the 5 attacks are achieved, Synyx becomes immobilized and falls to her knees in dog position. Link and Zelda have to rush to Synyx’s foot on their horses, get off their horses and begin climbing this colossus beginning from the back of one of her foot. Zelda guides the player using wisps of light to highlight points of significance like, for example, a location where the hook shots can be used. The path is linear enough for the player to never get lost, but complex enough so that the player has to use every item ever obtained and use Zelda’s various powers to solve some puzzles and get across Synyx’s body starting from the back of Synyx’s foot, up to her buttocks, up her back, up to her head, down the nose, and inside the mouth. Once Link and Zelda go inside the mouth, an Arrow of Concentrated Light must be shot at the organic sphere in which Nyx resides. The colossi, powerless, falls flat on its front, head facing sideways.
The organic sphere opens, and from it Nyx drops to the ground. “I do not understand. It took three goddesses to bring down Syxen… but it took one man to bring me down?” Zelda explains Nyx about the fifth core which Link currently holds. Nyx, enraged of her failure, cries out a roar and uses all her power to open the ultimate conduit. Link and Zelda both notice many flashes of light outside Syxen’s body, and rush out to see what Nyx has done. The sight is that of hundreds of Xeno creatures of all types and sizes appearing from nowhere and heading towards Hyrule Castle. As the two are distracted, Nyx escapes from the body and begins to float to unreachable heights in the center of Hyrule Field. Floating high in mid-air, she sits in a yoga position to use all her concentration and power to keep the ultimate conduit opened. Zelda tells Link that she prepared an army fearing this would happen and tells Link she will head back to Hyrule Castle to help defend it. Meanwhile, she tells Link to use the Master Sword to complete Syxen’s body’s revival and to use Syxen’s body to defend Hyrule Castle.
/()\ Army Commander of Xen: Conduit Nyx /()\
Link stabs the Master Sword, the fifth core, in the circular pedestal in the center of the room to activate its true power. A beam of light shines from the organic sphere shines down at Link and the pedestal he stands on, which lifts him up until Link is inside, and the organic sphere encloses. The player becomes Sylink and controls this godly figure to defend Hyrule Castle. Yes, for the first time in Zelda history, the player takes command of a dungeon!
Arena: Hyrule Field (Night)
Weapons needed: More powerful versions of weapons and powers used by Synyx.
- Conduit: Nyx opens the ultimate conduit to summon her entire army.
This stage of the battle serves for the player to experiment with this new godly toy. The player controls Sylink from a third person perspective with the same camera system and controls as using Link. However, due to his weight, Sylink feels heavier, steps are loud an bestial, and attacks are loud and impactful. All four directions of the D-Pad on the Wii Remote have Sylink’s various powers and weapons mapped, like the Syspear, Syray, fists (for pounding and hurling), etc. Sylink can throw the Syspear to certain targets to cause an explosion that sends dozens of Xeno enemies flying, use Syray to fry enemies, hurl heavy objects to crush them, or get up close and personal with fists and feet to pound them. The motion plus is used to slice with the Synife, which can easily clear paths of enemies. When Z-Targeting, instead of defending with the shield, Link can defend himself from projectiles and attacks using the Synife in conjunction with the motion plus. Also when Z-Targeting, when the player presses A, instead of doing the usual jump sword slash, Sylink jumps forward and pounds the ground with his feet and two fists to crush enemies and create a huge shockwave that demolishes anything in its way. The player can also use Sylink's roll (run and press A) to crush enemies. In this battle, the player feels like the ultimate badass as the player gets a chance to completely demolish the army any fun way the player sees fit. Sylink towers higher than any structure in Hyrule and the vista of the invasion and all of Hyrule itself is breathtaking. There are Xeno soldiers and creatures of land and air, of all types, from all angles, and of all sizes. They appear creepily and out of nowhere like they do in Majora’s Mask’s invasion, and there are hordes of them all heading for Hyrule Castle. The player has to make sure that the Xenos do not reach and destroy Hyrule Castle. There is a health bar for Hyrule Castle instead of the usual hearts (Sylink cannot be harmed by lowly Xenos). Also, Sylink cannot get near Hyrule Castle because he would crush Zelda’s army defending Hyrule Castle from any Xenos. In the vista the player can see that they have cannons, catapults, wizards, and soldiers clashing with Xenos to defend Hyrule Catle in a battle for survival. But as more soldiers die and as more damage is done to Hyrule Castle Town and Hyrule Castle, its life bar begins to deplete. If the player did sidequests for different races such during the adventure, they also help with the battle because Link gains their trust. The more sidequests the player does before this battle, the more health and backup Hyrule Castle has. The boss battle ends after enough damage is done to the army. It is game over if Hyrule Castle's life bar depletes.
This boss battle is pure fun, providing the player with a feeling of incredible power and dominion. However, the player has to be on toes to defend Hyrule Castle, as it gets progressively harder as more Xenos invade Hyrule. The player will not want this fun yet challenging boss battle stage to end.
Nyx gives a loud cry in an unknown language, and what is left of her army (still a good amount) begin to retreat and gather in the center of Hyrule Field, exactly below where Nyx is floating. She then begins to chant in an unknown language. As she does so, small, fist-sized blue orbs begin coming out of her army’s body as each soldier and creature falls to their death one by one. Nyx begins to grow in size and power as she absorbs these blue orbs.
,.;: Nyx :;.,
Nyx uses her final resource known as the Overclock. This is a secret technique passed down only into the Royal Family of Xen and only meant to be used as last resource. It allows the user to absorb the cores of the entire army to gain power. In the beginnings of times the Xenos were created from Syxen’s cores. Because of this, each Xeno has a small core that is equivalent to a Hylian’s brain, heart, and genes. Nyx can use Overclock to absorb the cores of the hundreds of soldiers and creatures left in her army. She grows in size and power to rival Sylink. It is only Link and Nyx, both beasts towering higher than any structure in Hyrule, for one last battle in the vast battlefield of a stormy Hyrule Field.
Arena: Hyrule Field (Stormy Night)
Weapons Needed: Synyx’s original weapons and powers, body slam, CQC
Boss Weapons/Attacks: Sword, energy attacks, light prison, hurl, body slam, martial arts, acrobatics
This final battle is a very personal battle between Link and Nyx. Both colossi give a bestial cry of anger and agony, and the battle begins. Hyrule begins to rain and all is silent but the cries, the heavy steps, and the heavy blows of the two colossi as they battle each other. Music is faint and soft, sad, and emotional. Every sound echoes through the darkest corners and depths in the land of Hyrule.
Sylink has access to all his attacks from the battle against the army. This time, however, he uses his weapons on a one-on-one battle with Nyx. Hearts make a return in this battle. Because Link is a Hylian rather than a Xeno, Sylink is not as powerful and as hard to kill as Syxen. Sylink uses the Synife in conjunction with the Wii Motion Plus as his primary weapon of direct offense. Nyx has a glowing katana-like sword. It is up to the player to decide how to defeat Nyx. There is no set pattern for this boss battle; it is a one on one battle of the colossi. The player can choose to go up-close and personal and engage in a Wii Motion Plus sword battle or engage with fists and kicks. The player can also distance Sylink from Nyx to use long-range attacks such as the Syspear, the Syray, or hurl.
Sylink and Nyx can also engage in CQC. When Nyx is close enough and when the chance presents itself, the player can chuck the nunchuck forward to do a body slam, which stuns Nyx. As she is stunned, the player is prompted with pressing A when close to her to grab and constrain Nyx to engage a new battle sequence similar to a brutal UFC style body to body close quarters fight. The player is prompted with various button presses and motions to do, and each success from the player makes Sylink give a successful blow while a success from Nyx gets Sylink a blow. A lot of elbowing, punching, kneeing, and kicking takes place during this sequence. The fight eventually goes to the ground, and the player must keep engaging in button presses and motion prompts to give the most damage possible. This sequence is very cinematic. The two perform various martial arts move, engage in fist fights, and eventually go to the ground doing American-action-movie style ground fights. Camera shakes and shows great angles of these epic CQC sequences, showing the player how two angry and merciless beasts fight each other to the end. Once the sequence ends, the camera pans to the normal third person view.
This battle is not easy. Nyx is very smart and vicious. She dashes at or away from the player, dodges attacks, attacks with her sword, smartly uses her long-ranged energy attacks, hurls objects, performs acrobatics, and can even be the one to start the CQC engagement. She constantly adapts to the player’s play style and constantly attempts to counteract the player’s actions. As the battle progresses, Nyx becomes more fierce and powerful and attacks more often and rapidly. The player must use all weapons in the player’s arsenal and combat skills learned in this fast paced and cinematic battle of colossal beasts to be victorious.
Sylink pierces the Synife through Nyx’s chest. Silence. Nyx falls on her back with the Synife pierced. Flat on her back she begins to shrink to her normal size again along with the Synife . At the same time, Sylink also begins to shrink to Link’s size. Link, wearing Syarmor (it look’s like Hero of Time’s armor, but resembles Syxen’s body), approaches Nyx, who is struggling but alive. “Everyday it devoured me from the inside… thinking about deceiving my only friend. But Xen… it is my homeworld; I had no choice. When I found Syxen, he was gone. My heart sunk from the loss of my one childhood friend, and my land sunk from monarchy and dictatorship. Soon my emotions blinded me and I came to the belief that I am to become the new goddess and follow in his footsteps, to make Xen thrive once again... even if some would get hurt in the process. But now I realize, I brought shame to Syxen and my homeworld. I am ashamed to have brought harm to the peaceful land of Hyrule, to have hurt a good-hearted man like you. I hope you know… that you are still my partner. Link… we… we are still friends right?” Players can choose Yes or No. (Remember, throughout the adventure, Link and Knil become close partners and friends.)
Yes: Link nods his head. Link, using the powers of Syarmor, uses magic to completely heal Nyx. As she heals, the Synife floats out of Nyx’s chest into Link’s hands, and then disappears for Link to summon when later needed. “Link… you shouldn’t have done this, I don’t deserve to live! I…” Link hugs Nyx. Emotional happy music. The camera pans out for a nice view, the frame freezes, and the game ends. It is up to the player’s imagination to interpret what happens next.
No: Link shakes his head. “I don’t blame you; I would have said the same thing. But I just want you to know that I’m sorry… and thank you for having been such a good friend.” Link glances at her one more time and begins to walk away and behind him Nyx disintegrates into blue particles. The camera pans out for a cool view of Link walking away all sexy and behind him blue particles. The frame freezes and the game ends. It is up to the player’s imagination to interpret what happens next.
Credits roll, and as usual with 3D Zelda games, various scenes are showcased. Depending on the player's choice of Yes or No, there are two different versions of credits each with different scenes that reflect the made decision. After the credits, the game saves.
The player can resume the game to explore Hyrule after the events of the credits. Resuming the game unlocks a fifth region, a peaceful Xen, which the player can access through a conduit in the center of Hyrule Field. Also, depending on the choice of Yes or No, there are differences in each resumed game. One of many differences is that if the player chooses Yes, Nyx lives and Link is granted access to the Citadel of the Overlord in Xen. However, Hyrule Castle and Zelda will not be accessible because Zelda will dislike Link for saving one who brought harm to Hyrule. If the player chooses No, Nyx dies and the Citadel of the Overlord will not be accessible because the Overlord and Queen will dislike Link for being merciless. However, Zelda will be very grateful to Link and allows him access to Hyrule Castle. Both princesses serve the same purpose however; to allow the player to replay a boss battle. When the player talks to Zelda or Nyx, the player can choose the conversation option of replaying a boss. Zelda uses Song of Time and Nyx uses Conduits to send Link directly to the boss. Once the boss is defeated, time freezes, and there is a portal that sends Link back to his original time.
As a reward for beating the game, the player obtains Syarmor along with its corresponding equipments, weapons, and attacks. The player can resume the save file and this item is equipped. Link becomes a mini Sylink, having access to smaller versions of ALL of Sylink's attacks. .
Author Notes: If you still haven't noticed, I chose a race of creatures whose story has not been established yet, the Majora’s Mask aliens. I’m seeing a lot of recycling of Gerudo this, and Oocca that, Goron this, and Zora that, angels this, and demons that. I went for something that was never used before to allow more freedom and uniqueness. I also hope judges aren't turned off by the length. There is vast amount of depth in how the story and gameplay throughout the entire quest affects the experience of the final boss, both emotionally and gameplay wise.