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  #41 (permalink)   [ ]
Old 05-03-2009, 05:18 PM
Cereal Cereal is a male United States Cereal is offline
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Re: Design a Boss | ZU Connection

Name: Botan

Description: Jail Guard Botan(This would need to be a jail level) He then scatters the 3 prisoners you collected on your way through.

Fight: He starts in a small chamber, with barred windows and doors. Some bloodstains and weapons lying around. Starts the battle with you just running around the chamber, looking for the three prisoners, often hearing yells when you get close. when you find one, he follows you. Keep looking for all three. Once you do, you will hear: "Helped prisoners escape? That's not what their here for." Battle Starts.
[
B]First Phase:[/B] Just comes at you with a few fancy kicks and punches. Easy enough to block. Once he punches a few times, he slows down and is open to attack. But, you only have about 2 seconds, for after that, he throws an unblockable attack at you that takes away a heart. Hit him about 5 times, and we throw down.

Second Phase: He says: "Rowdy. Well, that's what i'm here for." to signal this phase. This is when the rubber-banding hits the fan. Keep on him, for he is after your prisoners with a vengeance. if he gets 3 hits on your prisoners, they die, and magnify his power. Keep protected and hitting him when he is open.

Sub-phase: If he kills all three prisoners, he goes super-nova, and hits you with an unblockable attack so hard, it takes 8 hearts. So, if you haven't been collecting pieces, YOU ARE DEAD.

Final phase: Eventually, he will just start running around, picking up weapons and throwing them. Keep following him and blocking the weapons, and he should go down quickly.

You win.
__________________
  #42 (permalink)   [ ]
Old 05-04-2009, 02:38 PM
The 10th Rider The 10th Rider is a male United States The 10th Rider is offline
If at first you don't succeed, destroy all evidence that you tried.
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Re: Design a Boss | ZU Connection

I'm guessing it's only one prize for a household, but can my brother also enter 2 (on a different account)?
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  #43 (permalink)   [ ]
Old 05-04-2009, 02:41 PM
Crab Helmet Crab Helmet is a male Wales Crab Helmet is offline
On leave.
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Re: Design a Boss | ZU Connection

You aren't even allowed two accounts from the same IP unless you specifically ask a high-up mod for permission.
  #44 (permalink)   [ ]
Old 05-04-2009, 03:55 PM
The 10th Rider The 10th Rider is a male United States The 10th Rider is offline
If at first you don't succeed, destroy all evidence that you tried.
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Re: Design a Boss | ZU Connection

Well, if that's the case and he can't create an account, are you allowed too change an entry (that way I could let him use my second entry)?
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  #45 (permalink)   [ ]
Old 05-04-2009, 04:24 PM
Crab Helmet Crab Helmet is a male Wales Crab Helmet is offline
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Re: Design a Boss | ZU Connection

I can't answer that one, it'd be up to Judicium.
  #46 (permalink)   [ ]
Old 05-04-2009, 06:49 PM
Ozzie Ozzie is a male United States Ozzie is online now
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Re: Design a Boss | ZU Connection

What happens if we get 2nd or 3rd and don't have WiiConnect24? My parents won't let me hook it up to zeh interwebz because they think I'll get molested or something 0_O (don't ask).
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  #47 (permalink)   [ ]
Old 05-04-2009, 07:40 PM
Dragonsshade Dragonsshade is a male United States Dragonsshade is offline
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Re: Design a Boss | ZU Connection

-{Balkarad}-
“Dragon colossus”


Long ago before the Goddesses created Hyrule the world was an endless sea of chaos and turmoil. This land was unbalanced, primal and powerful. While legends claim that no life existed one form of life did…Dragons. Dragons born from pure power and magic.

Balkarad was the first dragon; he was so old and powerful that he became a threat to the Goddesses. So they created Hyrule and erased the old world and the dragons. All but Balkarad who had enough power to resist them.

The surge of magic through power, wisdom and courage fueled Balkarad and caused him to grow and become possibly the strongest being alive… but it cost him his mind.

Now simply a dumb animal Ganondorf easily controlled him and bound Balkarad to him as a servant of darkness.

For centuries Balkarad circles the world feeling the cycle of rebirth of Ganon (Zelda and Link to though he couldn't feel them) simply waiting for his master’s call.

The Dungeon
The dungeon is actually the City in the Sky long after TP. It has been completely rebuilt by both Oocca and Hylians. Ganon being his usual charming self took control of the city as a mobile barracks for his army of bublins, lizalfoes and other henchmen. The setup is more like a giant city that a traditional dungeon and link will have plenty of enemies to fight and puzzles to solve while tying to reach the original battle field of Argorok.

The item for the dungeon is the Roc’s cape (yes people I’m bringing it back!!!). It works like a cucoo but has better controls, is much faster, lasts longer, and can fly upwards for a short amount of time.
When you reach the top of the tower Ganon appears behind you and kicks Link off the edge and onto Balkarad’s back.

The fight
Balkarad himself is huge…about 5 times bigger that TP’s morph eel. His body is long, snake-like, covered in dark green scales and has two massive red wings. He has two rows of spikes down his back making a path up to his head where a large crystal holds all of his power. If you fall off at any point you will take 2 hearts damage but he’s pretty big and hard to miss.

Phase one—
Balkarad flies in a strait line so just run towards the head there will be a few Kargarocs that drop hearts if you kill them. Half way to his head Balkarad will spit a fireball and fly through it. There is a strong wind since he’s flying so use the Roc’s cape to glide over the flames and continue to the head dodging one more fireball then smack his weak spot a few times. If the fireball hits you it does 1½ hearts of damage so watch out. Do this one more time to enter phase two.

Phase two—
It starts the same as part one but with more Kargarocs. At the half way point he will fly in a giant loop. Simply glide with the cape until he is under you again and continue to his head. If you drop from the cape quickly you will be near his head but if you wait for it to land on its own you will be near the tail and have to do it again.

Phase three—
There are no Kargarocs this time but Balkarad starts a barrel roll right away starting with the head and moving towards the tail so you see it coming. Glide as far forward as you can and land once his back is up and run. He will roll every 10 seconds so keep watching his head. You should reach his head in 2-3 rolls then smack him. Be carful when near his wings they won’t knock you out of the sky but they do 1 heart of damage if they hit you. Do this a second time, he will roll the other direction now, and you beat Balkarad.

After--
Balkarad roars in pain and flings link onto the tower of Sky city. Red light Bursts from the broken crytal on his head as fades into nothingness. His final roar is heard as the crystal turns from red to white and explodes droping a heart container and the quest item infront of link.

I'm opem to constructive critisism so PM with it
Last Edited by Dragonsshade; 05-04-2009 at 08:11 PM. Reason: oops forgot the ending...
  #48 (permalink)   [ ]
Old 05-04-2009, 08:07 PM
man_with_thooo man_with_thooo is a male Philippines man_with_thooo is offline
When time finally ends, there will be......a thoo?

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Father of the Voodoo: Vudurah

Alright, now it's finally time for me to post the boss which I took the LONGEST time to make! My goal with this boss basically was to make a boss that's fun, innovative, creative and original; Something that hasn't been done before. I'm pretty glad about the final result, especially the second phase.

A note of interest: I was supposed to put individual profiles of each wizard other than Vudurah in The Backstory section, but I decided to delete it as it would detract from the actual boss battle. Hopefully it was a good move.

__________________________________________________ __________________________









The Backstory



The youngest of 7 children, Venerah was a wizard who lived in an intricate mansion. A weak, miserable wizard at that, as he was disrespected and abused at childhood.

While only in his mother’s womb, his siblings loathed his existence, and were desperate to prevent his fruition, as another sibling would only mean another man who might surpass the power of this family of wizards. At eight months in the womb, the eldest of his siblings attempted to get rid of Venerah, even if it meant sacrificing his own parent. After diverting his mother to an isolated room in an attempt to get prevent Venerah’s existence, the mother was seriously injured mentally. Venerah survived, however, and came to fruition near a month after this incident.

From birth, he was already an abused and mistreated child. He was but an extra chore among his family members. He would be fed leftovers from already spoiled food, drink artificially tampered calcium products rather than breastfeed from his mother, and wear secondhand, old-aged clothes his father used as a child. His father would be much too busy training his students to pay attention to his newest child, while the older children would only pay attention to Venerah only if ordered to feed, dress, or tame him. His mother’s mental injury was much too serious for her to be able to do what she must for her children.

Venerah was, indeed, a very miserable child. He was powerless and inexperienced with no friends whatsoever, and either unloved or unknown by his peers. Compared to his siblings, especially, his power was obsolete. Or at least, it seemed obsolete, until he became 15—the legal age for the wizards.

He discovered a new power. A power used rarely by wizards, as this was a very tough one to master, and a tough one to even learn in the first place. Not for Venerah, however, as he was but born to bring this power to an entirely new level. This power was The Power of Voodoo. The ability to control other beings’ minds and make them a slave to your will. Venerah learned this power as his natural ability, and polished and mastered the power in isolated areas (his peers would not like to see him learning such power) until he was unmatched by other wizards.

Finally, Venerah got his revenge. He used this power to take control of his sibblings and parents, and used their power to do what he wanted them to do. He used this to change the world around him until it pleased him, and displeased the others who maltreated him as a child. When he was pleased, he eventually got rid of his sibblings and all those who abused him. He was a sadist to those people. His parents meanwhile died of old age. Afterwards, he was able to brainwash a dragonand other fierce monsters to make them his minions, and he together with the minionss lived in his intricate mansion.

However, after years he still wasn’t satisfied. Even after taking his revenge on those he hated s, and even changing the world to his own liking, he felt miserable once again and didn’t know exactly why. What he didn’t realize was that he was guilty. After being a sadist to those he hated, the good side of his person started to crave for peace and only peace. It wanted Venerah to apologize, and start using his power for good intentions that will make others happy. This is what Venerah didn’t realize, and instead, he thought that his emotions sought more destruction in the world.

So Venerah answered that false call for destruction. Based on his Power of Voodoo, he changed his own name to ‘Vudurah’. Then he started sending minions to destroy the area around him, together with the population themselves. Once the people realized that the origin of the abrupt chaos was The Wizards’ Mansion, adventurers attempted to venture into the center of The Wizards’ Mansion, knowing that there must be a mastermind behind all this destruction. Not many adventurers have reached the center, and those who have either were utterly destroyed by Vudurah or were too cowardly and chose to run away. Most of those adventurers were never seen again, and for fifty year now The Wizards’ Mansion has been regarded as a dangerous, cursed place, and the destruction has gotten worse and worse.




Before the Boss Battle



Link’s Quest

Link, already having experience from previous adventures, is on his quest to find the three Votum Stones. These stones are sacred artifacts used as prayer devices to the goddess of which they represent, however were sealed away due to people abusing their power. Link comes to Veneficus Desert, looking for his very first Votum Stone. In the desert he finds big, ruined village with a mansion at its center. This was Veneficus Village. Despite it being ruined, there were surprisingly still some people living there.

So, Link goes around the village and interrogates about the Votum Stone that is supposedly hidden nearby. This is what one villager tells him:

The Votum Stone was indeed known to be here, kept by the wizards in The Wizard’s Mansion. All but one of them passed away, however, and it is unknown whether the Votum Stone is still kept there or not. But I have hunch it is still there. You may, if you like, journey into the mansion, however be careful, as most of those who have journeyed in there have never made it out.

The mansion is the home of Vudurah, an evil wizard who went mad with power some fifty years ago, and up to now still is mad with power. He was somehow able to make every monster he found his own minion, including a beastly dragon. Using those minions he was able to destroy this village and the entire dessert as well. I beg of you, Link. If you journey into the mansion, please take effort in destroying Vudurah himself. Doing so may also be a clue to the location of the Votum Stone. I wish you the best of luck, Link.


Afterwards, the villager gives Link a new item.


Item: The Embibehl Rod


Unlike other dungeon items, this item is given to you by one of the villagers right before the dungeon. It looks sort of like the Dominion Rod from Twilight Princess, except much more colorful with shades of fiery red, icy blue, etc. This item lets you absorb elemental and magical projectiles (Including Fireballs, thunder, etc.) so that you can use them later on. You can simply press the button that The Embibehl Rod is equipped to to swing it. If it hits any magical or elemental projectiles, it will absorb the projectile. The next time you use the rod, you will be able to use it as if you were using the Bow and Arrows, meaning you get to aim and fire the projectile.

Take note that even if you absorb a projectile with The Embibehl Rod, you’re still bound to get hit by the projectile as not all of it is absorbed.


The Dungeon


As obvious, the dungeon is in fact The Wizards’ Mansion. The first room once you enter the dungeon is a big, circular room, most probably the living room, that contains a circular structure in the middle carrying two tombs, and seven doors on the walls of the room, one of them being locked. A voice then comes out of the circular structure saying, “If you wish to retrieve the Votum Stone, you must first prove that you are a part of the wizards’ family. Collect the souls of all seven wizards in this building, and bring the souls here. Only then will the Votum Stone be yours”.

Basically, each of the doors represents a wizard. Behind each door is a certain part of the dungeon (that wizard’s territory), and at the end of each part is the spirit of a wizard there to challenge you. These wizards are, of course, the deceased siblings of Vudurah.

For each wizard’s territory, there is a certain plague that happens based on the said wizard’s main specialty. The battle with the wizard’s spirit is also based upon that wizard’s specialty. Here is a list of the wizards, their specialties, their plagues and brief descriptions of their respective battles. Note that these are just mini-bosses, not full-fledged bosses.


Ezula

Specialty: Life

Plague: In Ezula’s territory, enemies have three times more life, making even simple keese much harder to kill.

Battle: What makes this battle hard is the sheer amount of HP that Ezula has, and her ability to heal herself during battle. It’s best to put pressure on her as much as you can so that she is unable to use that spell.


Plutokus

Specialty: Death

Plague: In Plutokus’ territory, enemies do thrice as much damage, and potions, faries and the like heal only half the hearts that they normally would.

Battle: The challenge in this battle is the sheer amount of damage Plutokus deals. Even the simplest attacks could hurt you a lot. As a drawback, however, Plutokus has below-average HP.


Tutooran

Specialty: Truth

Plague: In Tutooran’s territory, AI seems smarter than usual.

Battle: Tutooran knows your stats, such as whether your magic bar is low, or if you run out of arrows, etc. Therefore he starts to use moves that contradict your stats. For example, if your magic bar is running low, he uses moves that could be countered most easily by magic.


Geolah

Specialty: Space and Physics

Plague:
In Geolah’s territory, you and the enemies gain the ability to walk on walls and even the ceiling, defying the laws of gravity.

Battle: You may also walk on the walls and ceiling in the battle. Also, gravity can randomly become stronger or weaker during the battle.


Orasus

Specialty:
Time

Plague: For each room in Orasus’ territory, time flows at a different rate. Some may move faster than usual and some may move slow. Other rooms will have only Link affected by the change in time, and others only the enemies. This confuses your reflexes basically.

Battle:
During the battle, the flow of time will randomly change without warning.


Poriolas

Specialty: Creation

Plague: In Poriolas’ territory, enemies will always respawn a while after they are killed.

Battle: Enemies may spawn randomly during this battle, giving you more opponents to fight rather than just Poriolas.


All of these wizard spirits could be beaten by simply damaging them with your sword. After each one is beaten there is a cut scene wherein the wizard’s soul is absorbed by the Embibehl Rod. Once you’ve beaten the six wizard spirits, the locked door in the dungeon’s first room unlocks. Beyond this door is another part of the dungeon, Vudurah’s territory, which contains the Boss Key and, of course, the Boss Room where Vudurah resides.


The Two Journals

Before entering the door that leads to the boss, there are two notebooks on the floor, possibly notebooks from other adventurers that have tried but failed to defeat Vudurah. When you read them, they say these things:


Journal 1

If you seek victory, you must let go of and turn off what controls your thoughts and actions before Vudurah can take complete control of your being. This will let you counter Vudurah’s spell. If you choose not to do so, your dreams of victory are remote.

Pretty vague as a whole, but the highlighted words are a huge clue to how to beat the boss. The next one is much less vague to the point of absolute blatancy.


Journal 2

It is always best to have another remote with you, and a companion manning the remote. If not, your wishes may not be fulfilled.

This is true, as the battle will include co-op, which makes things easier and more fun. If you don’t have a friend to play with, or simply don’t want to play co-op, you may opt not to do so as co-op is optional.


Vudurah’s Monologue

As you enter the boss room, you see Vudurah standing at the center, as if knowing that you would come. He then says this:

I have been awaiting your arrival, Link. You are but another adventurer seeking to halt my destruction, am I right? Well then, you are a mislead young boy. Link, what you don’t understand is that those people being affected by my power are those who have asked for it back in the past. Yes, these are the people who thought that I was but a chore, and abused my being back when I was only a child. They hurt me, both physically and spiritually, and thought that they would never be there to pay the price. Well, they did. Look at my siblings now, Link. They are but mere spirits who lurk in this mansion, despite knowing that they do not belong here anymore. They were part of those who abused me in the past. Now, look at them. See who paid the consequences.

Up to now, there is a void in my heart, which is still lacking in fulfillment. This is a call for destruction. I have used my minions to destroy those who have abused me, those who think wrongly of me, and their children and grandchildren. Yet, up to now they still have not learned their lesson. If they don’t, well, it is not my problem. They will only keep on framing me as the evil one, and they will only keep on experiencing my power. It’s a sad story, is it not?

But I feel that you are still determined to destroy me. Well then, there is still much I can do to change your will, your thoughts and your actions. Through the power that I have used to destroy all who’ve opposed me, and the same power that I have used to recruit all of my powerful minions. This…is the Power of the Voodoo. Through this, there is nothing that you, as a normal human being, can do to stop me.


Vudurah then covers himself in a glowing, silver aura. This acts as his sort of Protection Shield.

Indeed, with this protection, nothing can harm me but my own, greatest strength.”


And finally, the battle commences!



Father of the Voodoo
~Vudurah~



The Arena

The arena is a simple yet big cylindrical room with a very high roof and golden pillars surrounding its perimeter. Its walls are flashy with gold, royal-looking design.


The Brainwash


Right after Vudurah says his monologue, he will use a spell called 'The Brainwash,' his most powerful, signature spell. This is the spell he uses to control people’s minds. It is in the form of a big, green, thunder-like beam that homes for Link and can’t be dodged. Once it hits Link, you completely lose control of Link and instead, Link becomes AI controlled, programmed to do the stupidest things such as running into enemies and taking a lot of damage. At first it may seem that this spell cannot be countered. However, there is one counter to this spell.

As the first journal said, “you must let go of and turn off what controls your thoughts and actions before Vudurah can take complete control of your being. This will let you counter Vudurah’s spell. If you choose not to do so, your dreams of victory are remote.” If you haven’t guessed up to now, this means turning off the Wii Remote. The easiest, fastest, and most practical way to do this is by removing/positioning wrongly a battery in the Wii Remote. This will turn off the remote instantly, and as a result will prevent Vudurah from brainwashing Link to do silly things. The spell will instead be countered and Vudurah will be stunned until you turn on the Wii Remote again.

Once you’ve countered the Brainwash spell, Vudurah’s silver protection shield from a while back starts to glow even more profoundly. Then the real battle begins. Take note that the Brainwash spell is not only used by Vudurah once, but also used a few times throughout the battle no matter what phase he is in.



Phase One: Wizard Form


Description:


The first phase of this battle is Vudurah’s normal, wizard form. He’s a tall, mid-weight man with white hair and some golden dye on his roots. He has a long beard the same color, and many wrinkles on his face. Despite looking old, he is in fact very acrobatic and active. He holds a staff on his right hand and uses it either as a sword or for some magical attacks, while his left hand he uses for other magical attacks. His staff is a shiny gold with a blue glow at the end.


Attacks:

Brainwash – Explained above.

Staff – Vudurah’s Staff is basically like Link’s sword. He uses it to slash, stab, parry, and other things that are possible with a sword.

Force Field – Vudurah’s Force Field is like Link’s shield, except it covers his whole body and also deals some damage during its first few start-up frames.

Levitation - Not only does this mean that Vudurah can levitate, but he can make Link levitate as well, ramming him against the wall, the ground, the ceiling, etc. to do much damage.

Fireballs – This is self-explanatory. Vudurah shoots fireballs out of his staff. May be absorbed using the Embibehl Rod.

Blizzard – Also self-explanatory. A Blizzard comes out of Vudurah’s staff and may freeze you. May also be absorbed using the Embibehl Rod.

Earthquake – Vudurah hits the ground with the bottom of his staff, causing a small earthquake a certain radius around him. May tip you over.

Teleport – Not much of an attack, but Vudurah also has the ability to teleport wherever he likes.

Minions – Also not an attack, but Vudurah’s minions also attack you while the fight is going on. Minions range from Keese to Chu-chus to Bokoblins to other enemies, and will always respawn after a while.


Items Needed:

Sword

Embibehl Rod


How to Beat:


All right, as you may have guessed from the items above, this phase of the fight is mostly a simple sword battle…with a twist. While also dodging spells and killing minions and the like, you have to out-maneuver Vudurah and try to hit him as much as you can with your sword. This doesn’t actually deal any real damage to Vudurah, but rather weakens his protection shield. Once the shield is fully weakened and destroyed, Vudurah gets stunned for a few seconds. That means you could start recklessly slashing him with your sword, right? WRONG!

As Vudurah said in his monologue, there is nothing that can harm him but his own, greatest, strength. And you know what that greatest strength is? You guessed it, the Brainwash. But wait, how do you use the Brainwash on Vudurah? With your Embibehl Rod, of course!

During the sword battle, he will summon many minions and use many spells; one of those spells being the Brainwash. When he uses the Brainwash, you must swing your Embibehl Rod at the right time in order to absorb it. The move will hit you eventually however, so right after absorbing the spell you’ll have to do the Battery Removal counter right away.

So, now that you have the spell absorbed, it’s time you engage in the sword battle and try to break Vudurah’s shield. Once his shield is broken and he gets groggy, you’ll have to use the Embibehl Rod to hit him with a Brainwash. This is where things start to get really interesting.

The screen shifts from Link’s perspective to Vudurah’s perspective. That means that you get to play as Vudurah (YAY)! Several of his stats are visible on screen such as his Life Gauge, his Magic Meter, etc. If you have only one controller on, the entire screen will be used for you to play as Vudurah while Link will be AI controlled (But the AI will have to be very intelligent).

However, if you have another Controller on, the screen will split in half, the left half showing the battle from Vudurah’s perspective while the right half Link’s. This is where co-op comes in. Your sidekick tells you that Vudurah could be controlled by the first remote, while Link can be controlled by the second. She also tells you that if you suddenly decide not to play co-op, you could simply turn off the second remote and Link will be AI controlled. Cool, huh?

Vudurah controls almost exactly like Link. You use his staff the same way you use the sword, and his Force Field the same way you use the shield. His Fireballs are equipped on the left D-Pad, and are used the same way as the arrows (Hold down the button to charge, release to fire). The Blizzard is equipped on the right D-Pad, and unlike the Fireballs, the button must simply be held in order to use the Blizzard. Releasing the button will cause you to stop using it. Lastly, the Earthquake is equipped on the bottom D-Pad, and can be used by simply pressing the button.

So, now that the Protection Shield is completely disabled, the goal as Vudurah is simply to get hit by Link, while the goal as Link (if there is a second controller and player) is to deal damage to Vudurah using the sword. As Vudurah it’s not as easy as simply running into Link and getting slashed, though, as there will be twice as many minions attacking Link and you’ll have to help Link fend off the minions while at the same time making sure not to hit Link. If you do hit Link, however, 15 seconds will be deducted from your time limit (once your time limit runs out you revert back to controlling Link).
So in short, as Vudurah you’ll have to try to get hit by Link while fending off minions while trying not to hit Link, while as Link you simply have to fend off minions while at the same time keep on hitting Vudurah. This whole Brainwashing phase lasts for a minute before you revert back to controlling Link.

So, in short, to beat this phase you must:

Absorb the Brainwash spell with your Embibehl Rod, then break Vudurah’s protection shield by engaging with a sword fight with him, then use the Embibehl Rod to hit him with a Brainwash. Afterwards the first player must try to get damaged as Vudurah while trying not to hit Link, while the second player (if any) must try to deal as much damage to Vudurah as possible, Both while fending off minions.

Repeat the process until Vudurah’s Life has been depleted, then move on to the second phase.

Note: Once again, a second controller is optional, as Link will be AI controlled if you lack a second controller. Also, if a second controller is on but you suddenly decide not to use it, you could always just turn it off.

Another Note: Link’s attacks don’t cause Vudurah to flinch, so it won’t be too much of a pain in the ass while playing as Vudurah. He does flinch from his minions’ attacks, however.




Phase Two: The Dragon


The Arena:


The gold pillars suddenly disintegrate into lava, together with part of the ground’s perimeter. The only ground left is a platform at the middle around ¾ the size of the area of the circle that made up the ground. This platform also tilts very slightly when weight is put on one side. On the very far end of the room there is a very small platform unreachable to Link. This is where Vudurah stands. The room also seems to get bigger, but it is unsure to Link whether it’s just an illusion or not.


Description:

While Link is on the big platform, Vudurah stands on the smaller platform at the far end of the room. He then summons out of his staff a fierce-looking dragon with a spiky tail, thick wings with spikes on the end, sharp teeth, and a body plated with golden armor. He then orders the dragon to fight Link, while also casting spells from a distance (including the Brainwash).


Attacks:


Fireball – Same as Vudurah’s, however these fireballs are much greater in size.

Flamethrower – Self-explanatory. A pillar of flame comes out of the dragon’s mouth
.
Bite – The dragon grabs Link with his teeth, gnaws him, and then throws him away
.
Tail Whip – Self-explanatory. The dragon uses his tail to whip Link.

Wing Attack – Also self-explanatory. The dragon uses the spikes at the edge of his wings to attack Link.

Tackle – The dragon tackles Link and rams him with his skull.

Gust – The dragon makes wind blow towards Link using his wings, pushing Link backward.

Claw - Self-explanatory. The dragon claws Link.

Power Bomb – The dragon grabs Link, flies up into the air and then rams him down to the ground. This deals much damage to Link, but damages the dragon a little as well.

Minions – This time around, Vudurah’s minions consist of Keese, Kargorocks, Fire Peahats and other flying creatures. This time around, however, the amount of minions is very minimal.


The spells that Vudurah himself uses include fireballs, water balls, ice shards, thunder, and of course, The Brainwash, all of which may be absorbed by the Embibehl Rod.


Items needed:

Embibehl Rod

Anything that deals damage (Sword, Bow, Hookshot, Boomerang, etc.)


How to Beat:

One of the options you could use to damage the dragon is to use the Embibehl Rod to absorb a thunder spell from Vudurah, and then use this spell on the dragon. That’s not much of a good idea, however, as the thunder spell is very hard to absorb, and Vudurah barely even uses the spell in the first place. There is instead a much more practical way to fight this battle.

You know how metal contracts when faced with extremely hot temperature, and expands when faced with extremely cold temperature? And you know how, when it expands and contracts at a rapid rate, it eventually weakens and becomes more brittle? That’s the whole point of this phase.

As you know, the dragon breathes out fire as its main weapon, while Vudurah casts elemental projectiles such as fire, water, ice, and thunder. First, you have to absorb fire with the Embibehl Rod. Then, you must use it on the dragon’s armor, making it heat up and turn reddish. Afterwards, you have to absorb either a water or an ice spell from Vudurah using the Embibehl Rod, and then use the projectile on the same spot of the armor that you hit with fire. You’ll notice that it starts steaming and turns blackish. Once you’ve done this cycle 2 times on the same spot (which is pretty hard since the dragon’s very agile), that spot of the armor will become very brittle. All you have to do to break it now is hit it with any item (I’d suggest using the bow).

Once broken, you’ll have an unarmored part of the dragon, which you could hit with any item, whether it be the Bow or the Sword or anything else, in order to deal damage to the dragon. Once enough damage has been dealt, the dragon will fall down to the ground, groggy and stunned. But just like Vudurah himself, the dragon will only be affected by one thing, which is the Brainwash Spell. This means that aside from just fighting the dragon, you’ll also have to make sure that you absorb a Brainwash Spell with the Embibehl Rod while you’re at it. Once you’ve absorbed one, use the method above to stun the dragon. Then, use the spell on the dragon. This is where the interesting part starts.

Just like in the first phase, the screen shifts, this time to the dragon’s perspective. And if you have a second controller on, the screen will split so that the second controller will control Link. Otherwise Link will once again be AI controlled.

The dragon has a unique play-style but a pretty short learning curve. It moves like Zora Link did underwater in Majora’s Mask. It flies slowly in the air at first, but once you press and hold A, you get a huge boost in speed. The initial boost could also be used as a tackle attack. As for the rest of its moveset, you could Claw the same way you’d use the sword with Link, and grapple the same way you’d use the shield. The dragon continues to hold on to what it grappled as long as you hold down the shield/grapple button, but when you let go of the button, the dragon lets go of what it’s holding. The Fireballs can be used with the left D-Pad the same way you’d use the fireballs as Vudurah. The Flamethrower on the other hand is equipped on the right D-Pad and can be used the same way you’d use the Blizzard as Vudurah. Its gust is equipped on the bottom D-Pad, and can be used by rapidly tapping the button. The faster you tap the button, the stronger the gust.

As a dragon, you get to have a battle with Vudurah. That’s right, you get to have a battle with your own master! First you have to try to attack Vudurah while he’s on the small platform, but then he’ll end up dodging and jumping to the middle platform. Then you have a free-for-all battle with him, meaning you could damage him any way you like, and he could also damage you any way he likes. The dragon can’t die, but instead Link himself takes the damage when the dragon is hit.

Meanwhile, Link is on the platform trying to preserve his HP by dodging all the attacks. That’s basically your goal if you play as Link with the second controller. This time around, the Brainwash Spell lasts for a minute-and-a-half and decreases by 10 seconds every time Link gets hit.

So in short, to beat this phase you have to: Alternate between fire and water/ice with the Embibehl Rod to hit the dragon’s armor and make it fragile, then break the dragon’s armor by hitting it, then keep on hitting the dragon’s bald spot to deal damage. Also make sure that you’ve absorbed a Brainwash while you’re at it. Once you’ve dealt enough damage to the dragon and got him groggy, hit him with a Brainwash. You will then get to control the dragon and have a battle with Vudurah, so try to deal as much damage to him as you can. If another person opts to play as Link with the second controller, his/her goal is to simply dodge as many attacks as possible.

Repeat the process a few times until this phase is beaten.



Phase 3: Switching Bodies


Arena:

The small platform that Vudurah was on remains the same, however the outer part of the center platform splits, causing the platform to be only half the size it was before, with many smaller platforms surrounding it. The room is of course still filled with lava.


Description:

Vudurah calls the dragon back into his staff, and then acknowledges Link as a one-of-a-kind hero who possesses more courage, power and wisdom than any other challenger before. Just when it seems like Vudurah has given up, there is an earthquake, which causes the arena to split and become what is described above. Vudurah then uses a more advanced version of the Brainwash, allowing him to switch bodies with Link. He then claims that Link’s body is blessed, and that he doesn’t need his own former body if he can overtake Link’s. He also tells Link that if he wants to destroy Vudurah then he will have to destroy his own body as well. Then the battle begins.


Attacks:


In Link’s body, Vudurah could do pretty much anything and everything that Link is capable of doing. This also means that Vudurah has an advantage if, say, you have a bigger-than-usual quiver and bomb bag, hidden sword skills, etc. So basically Vudurah’s difficulty increases the more you’ve upgraded your inventory in the past. This excludes life upgrades such as Heart Pieces, however, because the more life Link has the better.


Items Needed:

Sword


How to Beat:

This phase is pretty much a sword fight like the first phase, however it’s much more interesting than just that, as not only do get a game over if Vudurah’s body’s life gauge is depleted, but you also get a game over if Link’s body’s life is depleted(I mean it is Link’s body, right?). It is in other words a lose-lose situation. The only way to beat this phase is to switch back to your own respective bodies.

Wait a minute, how do I do that?!

Remember, when you play as Vudurah (or in this case Vudurah’s body), several gauges are visible on screen. This includes his body’s life gauge, Link’s body’s life gauge, etc. However, there is also an empty bar below the life gauges that is divided into four parts. The average player would start to wonder exactly what this bar is. But once you’ve engaged in a sword fight with Vudurah and hit him enough, your sidekick says something like “Hey, notice how your staff’s glow seems to get brighter and brighter the more you hit him?”. The bar just mentioned also starts to get filled. So basically, this mysterious bar gradually gets filled the more you deal damage to Link’s body. Once a fourth of it is filled, the bar starts to glow and an icon appears below it that says A+B+C+Z. These of course refer to the A, B, C and Z buttons on the Wii Remote, so they take the same design as their respective buttons.

If you press and hold the said button combination, a spell comes out of your staff and you get to aim. Releasing the buttons will let you shoot out the spell, and if you hit Link’s body with the spell, Vudurah (Link’s body) starts to act as if he is comforted and tells you that what you just used on him was in fact his healing spell. Then all but five hearts on Link’s body’s life gauge are recovered and the magic needed to use the spell is depleted on the ‘mysterious’ bar, which is actually a magic bar. This healing spell is useful as you’ll have to keep your body alive while at the same time dealing it damage to fill up the magic bar, which is a pretty hard task.

So, the Healing Spell needs a fourth of the bar filled. But if the bar is entirely filled, the bar starts to glow even brighter than before and the same button combination appears accompanied by the word ‘Brainwash’ beside it. That’s right, you get to use the Brainwash now! So press and hold the button combination, aim for Link’s body then release. If the spell hits Link’s body, you and Vudurah (finally) get to switch back to your own respective bodies.

Just then Vudurah warns Link that he could switch bodies with him again very easily. Vudurah then starts charging up the Brainwash Spell, and if he isn’t stopped after two seconds, you and him switch bodies once again. The goal of this part in other words is to put pressure on Vudurah so that he isn’t able to switch bodies with you again. Vudurah doesn’t attack in this part (that excludes parries), but rather he just blocks your attacks and sends many more minions to attack you. Of course, this is your chance to deal him damage and finish him off. If he actually gets to switch bodies with you again, you’ll have to repeat the whole process and fill up your magic bar and Brainwash Vudurah again to switch back.

Take note that how much the magic bar gets filled doesn’t depend on how much damage is dealt to Link’s body. As long as you hit him and deal damage, a certain portion of the bar is filled. This means that it’s smarter to use Vudurah’s weaker moves to hit Link’s body so that not too much damage is dealt. It’s also wise to know when you should use the Healing Spell and when you should conserve your magic for the Brainwash.

Once Vudurah’s Life Gauge is depleted, the battle is finally over.



After the Battle



You are a strong man, Link…even after I possessed you…and made you my slave…you still had the will to survive. I…I will never forget you…as a worthy adventurer. But this...doesn’t mean…the end of the people’s suffering. They will get what they deserve…somehow…someway…and I won’t be there…to witness it. I bid this cruel world…and you to, Link…good bye…

These are the words of Vudurah after being defeated by Link. His body then dissolves, and his soul is absorbed by the Embibehl Rod, making a total of seven souls absorbed. The usual Heart Piece and Portal then appears. When Link steps into the portal he is warped back to the first room of the dungeon, wherein the seven wizards’ souls fly into the circular structure at the center
.
Finally, Link’s first Votum Stone emerges from the structure and flies toward Link. Link, having one Votum Stone in his inventory, exits the mansion, looking forward to continue his quest for the two remaining Votum Stones.

The villagers also thank Link and never experience Vudurah’s destruction ever again.
Last Edited by man_with_thooo; 05-05-2009 at 12:19 AM. Reason:
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Old 05-04-2009, 08:20 PM
Enlightened Xth Enlightened Xth is a male United States Enlightened Xth is offline
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Re: Design a Boss | ZU Connection

Well not to sound whiny but can someone pm me some constructive criticism?
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Old 05-04-2009, 09:52 PM
Ozzie Ozzie is a male United States Ozzie is online now
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Re: Design a Boss | ZU Connection

^Ditto. My boss probably sucked but at least I would like to know why.
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Old 05-05-2009, 12:19 AM
man_with_thooo man_with_thooo is a male Philippines man_with_thooo is offline
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Re: Design a Boss | ZU Connection

By the way, I have a question: Are ties possible?
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Old 05-05-2009, 12:02 PM
Hylian99 Hylian99 is a male United States Hylian99 is offline
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Metallic Monstrosity: Armora

First, about this game. It’s for Wii, and the graphics are Twilight Princess-style, but the quality of the graphics is at the level of Super Mario Galaxy or The Conduit (if you don't know what The Conduit is, look it up RIGHT NOW). The dungeons are all plot-related (there are even plot elements inside the dungeons), and it isn’t a “Get the three/eight shiny things to get enough power to defeat the bad guy” plot. Oh, and the music is orchestrated.

The dungeon is a little technological for Zelda; Link has been sent to a rumored ancient technologically advanced civilization. He arrives to find it deserted, but he still must find what he came for. The puzzles in the dungeon are based on basic, basic steam power. When Link finds the boss, he has been in this dungeon for a really long time; this has been longer than other dungeons in the game. Also, he hasn’t been able to figure out how to get into the boss room; he can see it on the map, and the compass identifies it as the boss room, but there doesn’t seem to be any way in. So, Link finds himself in a seemingly useless room, being led there by the dungeon’s layout.

The room is small, and there’s really nothing in there. However, when Link walks past a certain point, the wall explodes! A huge, metallic fist crashes through, sending rubble everywhere and trying to smash Link…in real time. This is not a cutscene. If the player gets too close, they will take damage. Naturally, the player will start to make for the door. The fist slams the floor, smashing the room to pieces. Link falls (with trademark scream), chunks of room raining around him, still in real time, and hits the sandy floor. The second he touches the ground, the boss name comes up:

METALLIC MONSTROSITY
ARMORA

Gee, thanks. You tell me now that it’s a boss.

The room is huge and cylindrical, with the boss taking up the center. The boss is enormous, about four times as tall as Gohma in Wind Waker. Made up of rust-colored metal plates, it looks almost like a medieval version of a giant robot. The plates interlock and slide as it turns, and they stick out at certain areas, sometimes looking like spikes. Small, shining points of light, like little crystals, are dispersed randomly throughout its body. A spinner track starts on one arm and weaves around his back, splits, forms a triangle, then rejoins again to run the length of his other arm. Around the triangle are three covered holes. The walls of the room are lined with a maze of spinner tracks, weaving in and out of the walls, branching off and rejoining, sometimes ending to throw the player through the air onto another track, rarely simply running straight. At various points on the wall are tiny platforms with a pot on them which Link can break with an item. Anything inside he can retrieve with his boomerang. However, there are only three. Conveniently, there is a section of spinner track at the bottom. Link hops on his spinner and starts making his way up.

The spinner is slightly different in this game. It keeps its basic shape and purpose in this game, but now you can change its speed with the Control Stick. Holding up makes it go really, really fast, while holding down makes it go a little bit slow. Also, spinner tracks can now branch off. Link will take the top or bottom branch based on the tilt of the Wii Remote. Link can also use select items while on the spinner. When he uses an item, he loses the ability to select branches of track, but he can still change speed. The game chooses branches based on the tilt of the Wii Remote before the item was used.

ARMORA’S ATTACKS:
Stomp: Can only be used before Link gets on the wall. Pretty self-explanatory. It’s moderately difficult to dodge, and it takes out three hearts. Better get on that spinner fast.

Rapid-Fire: Armora’s most common attack. He extends his arm and fires random pieces of metal at Link. Getting hit takes a heart, and it acts as an incentive for Link to keep the
speed up on his spinner.

Laser Vision: Also self-explanatory. Armora charges for a second (just long enough for the player to go, “Aw, crud,”) and fires orange heat beams out of his eyes at Link. Deals two hearts of damage. Again, an incentive to speed up.

Blade Trap: Armora throws three Blade Traps (the enemies that ride the spinner tracks in Twilight Princess) onto the tracks that Link now has to keep an eye on. They deal a half of a heart in damage and can be destroyed with any damaging item.

Punch: Armora slams his fist into the wall for three hearts of damage if it hits you directly. This is literally impossible to dodge unless you happen to switch tracks or change speed at the very last second. Fortunately, Armora pulls back his fist and makes it very obvious when he’s about to use this attack. Unfortunately, if you slow down to dodge it, it will hit in front of you, and you will smash into it for one heart of damage.


To defeat Armora, Link first has to destroy each small point of light with the bow, while whirling around the stage on the spinner. However, he can’t switch tracks while using the bow, which is a key method of dodging attacks. Also, sometimes the spinner track ducks inside a wall. This shields Link from attacks, but he also can’t hit Armora. After all of the tiny crystals are destroyed, one of the holes on Armora’s back opens up. Link then has to wait for Armora to use his Punch attack. This requires precise timing. Link must slow down the spinner as soon as the punch is about to hit him. Then, before the spinner crashes into Armora’s arm, he must jump off of the wall to land on the spinner track exposed on Armora’s arm! Armora starts struggling as Link rides across his back, picks the track that leads to the open hole, and rides past it. As he rides past it, an icon comes up telling the player to use a bomb. Link drops a bomb into the hole as he rides past and jumps back onto the wall. An explosion rips a hole in Armora, the hole that Link dropped a bomb in starts belching smoke, and the small points of light come back, signaling that Link must now do this two more times. If Link fails to place a bomb in Armora at the right time, the points of light will return and the hole will close.

After a bomb is placed in each of the three holes, Armora explodes spectacularly, leaving Link free to continue in his quest!


Note: Notice that this is a boss fight that never uses the sword!
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Last Edited by Hylian99; 05-05-2009 at 02:19 PM. Reason: Forgot some stuff; formatting issue
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Old 05-05-2009, 05:07 PM
octorok8 octorok8 is a male octorok8 is offline
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Re: Design a Boss | ZU Connection

yeah, i wouldn't mind knowing what people thought of mine.
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Old 05-05-2009, 05:20 PM
The 10th Rider The 10th Rider is a male United States The 10th Rider is offline
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Re: Design a Boss | ZU Connection

I made a thread to avoid spam:
http://www.zeldauniverse.net/forums/...n-contest.html if I have time later I'll try and read yours and post some cunstructive criticism/advice.
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Old 05-05-2009, 10:03 PM
octorok8 octorok8 is a male octorok8 is offline
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Re: Design a Boss | ZU Connection

I must say, man_with_thoo(sorry if i misspelled that), yours was very, VERY long. too long. some good ideas there, but it was just so long...

so... long...
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Old 05-05-2009, 10:16 PM
man_with_thooo man_with_thooo is a male Philippines man_with_thooo is offline
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Re: Design a Boss | ZU Connection

Quote:
Originally Posted by octorok8 View Post
I must say, man_with_thoo(sorry if i misspelled that), yours was very, VERY long. too long. some good ideas there, but it was just so long...

so... long...
Not if you skip the extra parts and go straight to the boss battle. Lol.

How was the boss itself though? Was it as original as I wanted?
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Old 05-05-2009, 10:28 PM
octorok8 octorok8 is a male octorok8 is offline
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Re: Design a Boss | ZU Connection

Quote:
Originally Posted by man_with_thooo View Post
Not if you skip the extra parts and go straight to the boss battle. Lol.

How was the boss itself though? Was it as original as I wanted?
i like it. it seems a bit like it's inspiredby the wizard from ALttP in the 1st phase(forgot his name, ), using his attacks against him. that's a tired concept, but i like the twists you've put on it.

it's just... so long. i can tell you either really like writing, or have too much time.

would you mind telling me what you thought of mine? last one on the 2nd page.
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Old 05-05-2009, 11:42 PM
Mandrag Mandrag is a male United States Mandrag is offline
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Re: Design a Boss | ZU Connection

Numbers are taken out of this boss entry, since it does not take place in an existing game and I don't want to arbitrarily assume the strength of Link at some arbitrary point in the game.
I realize that this description is redundant, I just want absolute clarity.
If anybody cares, this takes place waaaaaaaaay at the end of the existing Adult Timeline.


Name:
Polygeist
Spirit of Multiple Truths


History:
A wretch who aspired to greatness: a man who sought the Golden Power, despite having none of the qualities necessary to obtain even a fragment of it. He was coward, a fool, and a weakling.
He entered the Temple of Time after hearing a rumor that the Door had been opened and stumbled into the Sacred Realm. A man of the desert had arrived there just slightly ahead of him, unaware of his presence.
The wretch silently followed the desert man into the resting place of the Triforce. He saw the desert man attempt to take the Golden Power for himself. When the desert man touched the Sacred Triangles two of them disappeared and the third slowly faded into a triangular light on the desert man's right hand.
The man from the desert roared with anger when he realized what had happened. He turned around and spotted the wretch behind him in the distance. The wretch fell to his knees and begged for mercy and the man from the desert struck him down with a single blow.
The wretch's spirit was unable to rest, fueled by self-loathing. His intense hatred slowly corrupted the temple, which began to attract all of the negative energy of the world of fallen hunters of the Golden Power.
The Triforce has long since returned to its resting place, the temple which was once a stunning golden pyramid. It is now a twisted black mockery of itself, filled with hateful apparitions and cruel traps. The spirit of the wretch now inhabits the central chamber, no longer capable of claiming the Golden Power for himself, and determined not to let anybody steal his prize.

Description:
The figure of a man, entirely covered with a hooded robe with embroidered geometric patterns lining the openings and around the torso. His hands and feet are covered by gloves and boots. His left hand holds a poe's lantern, his right holds a large black sword.
Polygeist - Disgraceful:
His robe is tattered and gray and his embroidery is black. His gloves and boots are dusty brown. He is flinchy, clumsy, and weak. His attacks are infrequent, unguarded, and do little damage. His lantern is held out in front of him, his sword scrapes along the ground behind him.
Polygeist - Cowardly:
His robe is pink and his embroidery is blue and red. His gloves and boots are black. He is elegant and muscular, but always keeps his distance and guards whenever Link makes a sudden movement. His attacks that he does make are few, but are very effective. Runs to the opposite side of the room as a bomb should one be produced, and near impossible to hit with projectiles. Holds his sword and lantern out in front of himself, both hands sharing both objects.
Polygeist - Foolish:
His robe is yellow and his embroidery green and red. His gloves and boots are black. He is aggressive and muscular, but slumps his shoulders and never stands up straight. He attacks frequently and is very damaging when he lands his blows, but he constantly leaves his guard down. Completely ignores most projectile attacks and bomb placements, but tends to stay close enough to Link that there isn't much point in using them over the sword on him. Holds his sword in front of himself and his lantern behind him.
Polygeist - Weak:
His robe is teal and his embroidery is green and blue. His gloves and boots are black. He is aggressive and elegant, but is skinny and can barely lift his sword. His attacks are frequent and difficult to block or evade, but they do very little damage. Easily slips out of the way of projectiles and always keeps out of bombs' blast radius. His sword scrapes along the ground as he moves, his lantern is raised up by his head.
Polygeist - Superior:
His robe is jet black and has green, blue, and red geometric patterns. His gloves and boots are white. His frame is quite muscular, his posture is elegant, and his manner is aggressive. He attacks frequently, strategically, and does lots of damage. His sword is held tightly and kept at his side, his lantern is raised up by his head.

Arena:
The central chamber of the twisted pyramid. The same room in which you fight Ganon in Link to the Past, only tarnished, black, and torchless. The Triforce symbols on the walls are upside-down, the faces are skeletal. As it is the untransformed Sacred Realm, instead of Ganon's Dark World, the faces are not in his likeness.


Intro:
Upon entering the room, it is pitch black. A small lantern lights up in the middle, illuminating the Triforce mark on the floor and Polygeist's Disgraceful form. Link draws his sword, Polygeist flinches, and the boss name is revealed. The lights in the room raise just enough to make out the interior.

Battle:
Phase 1 - Disgraceful
"The Golden Power... I could never have it...
Y-you... You can't have it... It's not fair..."

The most disappointingly easy fight you will ever experience. He commonly cries out in pain and terror. He is so pathetic you will feel bad for continuing to fight. Upon receiving enough damage, he will fall to the floor and proceed to phase 2.

Phase 2 - Division
"I-I am afraid... I am stupid... I am weak.
I... I am all of these things.

Polygeist splits into his Cowardly, Foolish, and Weak forms. The combined light of the three lanterns brightens the room considerably, making it possible to see the sculptures and glyphs on the walls. The Cowardly form will try to hide behind the others. The Foolish form will occasionally get in the others' way when they try to attack or evade. The Weak form will be knocked down if it collides with the others. The Cowardly form will cry out in fear when attacked, the Foolish form will smack talk Link, and the Weak form will cry out in pain when struck. Being separate aspects of the same one being, they all share the same health; if one takes damage they all take damage. Once a set amount of damage had been dealt, three times as much as it took to defeat phase 1, it moves on to phase 3.

Phase 3 - Unification
"The Coward is strong and wise...
The Fool is courageous and strong...
The Weakling is courageous and wise...

I have weaknesses. My weaknesses have strengths.
I have strengths. My strengths outnumber my weaknesses.

Polygeist's three aspects merge together, and become the Superior form. His lantern burns more brightly than the other three combined, making the room perfectly visible. He will be as aggressive as the Fool and the Weakling combined, he will be as strategic as the Coward and the Weakling combined, and he will be as strong as the Coward and the Fool combined. Most of Link's hits will be evaded or parried with ease, the key to beating him is close observation and quick reflexes. The Superior form remains silent throughout the fight. He will take three times as much damage as was needed to defeat phase 2 before he falls.

Spectacular Death Scene:
The robe burns away into nothing and the lantern falls to the floor. The lantern cracks with the impact but holds solid until the sword lands on top of it.
The soul-flame inside reverts to its original brightness, and a frowning face appears on its front. When Link approaches it, putting away his weapon, Polygeist gives one final monologue.

"Now it becomes clear to me.

A plain coward, fool, or weakling may have strengths to make up for its inadequacy.
But I was never any one of those things. I was all of them.
While negative aspects can be overlooked, this does not result in strength.

To overlook one's inadequacies is to overlook a part of one's self.
If one has nothing more than inadequacies, to overlook them is to overlook all of one's self.
To truly do away with one's faults, one must directly confront them.

To truly do away with one's inadequacies, one must actually change one's self.
One must grow.

All of this time I have spent lamenting my faults...
And you have grown to overcome your own.
I envy you.


The soul-flame disappears slowly, minus the characteristic laugh that normal poes' flames utter upon fading, and the temple turns back to its original golden form.
The door that leads into the resting place of the Triforce opens up.
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Last Edited by Mandrag; 05-19-2009 at 02:31 AM. Reason:
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Old 05-06-2009, 12:01 AM
twilightindark twilightindark is a male United States twilightindark is offline
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Re: Design a Boss | ZU Connection

man_with_thooo: excellent boss idea, but then there is the fact that indeed it is rediculously long. Not to mention the fact that we have to turn off the remote to win? not really the best idea, it would take far too long to do so, it would be a hassle, and a bit difficult all in all. The first six wizards idea was by far awesome though, to affect the room in those different ways would have caught me off guard any day, especially the higher AI room.
octorok8: very good boss as well. at first i was going to go right by it until i red some more. he seems pretty cool and definetly an awesome second phase appearance, but making an attack as 'near impossible to dodge' is not the wisest thing to do. as some people take pride in their ability not to get damaged by the boss. making it a definite damage will destroy the quality of the boss and become lame. Making it 'hard to dodge' would be much more acceptable as it would make the boss a challenge and have people talking about it.

well theres you're guys' reviews! hope that didn't make me sound like a know it all (now that i look at it) and would like some reviews too.
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  #60 (permalink)   [ ]
Old 05-06-2009, 02:52 AM
Bikou United_States Bikou is offline
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Re: Design a Boss | ZU Connection

Quick question. Some of these boss's seem to be fixed to one game. Do boss idea's have to fall under the plot of current games?
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