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StarTopic The Legend of Zelda: Tears of the Kingdom |ST| Linkin' Parts (Please Tag All Spoilers)

Hold up, you can build a house like it’s the gosh dang Sims?


How do you have so many diamonds and only diamonds

Uploading a video demonstrating it. I learned you can duplicate items extremely easily and I made 100 diamonds from just one diamond in about three minutes
 
The "problem" is that people want the physical dungeons you reach at the end to be separate spaces that are longer and more complex. But between BotW and TotK it seems like this isn't something the devs are very interested in and that they aren’t really that attached to the idea of traditional dungeons as much as some fans are. Even pre-BotW they played with some of these ideas and TotK takes it even further. If this is the template going forward it’s more likely that they will continue experimenting with the concept of dungeon-like spaces that are more open and organically built into the world. Not everyone has to like it but it seems like wishful thinking that they will revert course for some reason.
I agree with this. There are specific sections in TOTK which are explicitly labelled dungeons and given a traditional-style dungeon map. There are other sections which very much behave like dungeons, but aren't labelled as such. It seems like the devs aren't that interested in the distinction
 


I don't think there will ever be a duplication glitch easier than this, better get on it before it's patched.

Oh this is gonna be cool as hell for speedruns

The speedrun already uses the bow item-duplicating glitch, but this is way faster
 
40 hours of gameplay, only one dungeon done, only ≈40 shrines completed.
This is going to take forever to 100% this game omg

Question: is the trailer 3 music in the game this time? :p
 
Many of the shrines are essentially what would have been the centerpiece room of past Zelda dungeons, so by necessity they need to lean more into the interconnected puzzle box side of dungeon design rather than the “series of rooms with either a puzzle or enemy encounter” style.
 
Ultimately, i think the dev team considers anything that's done in connection and that ends with a unique enemy that drops a heart container a dungeon.
 
Ultimately, i think the dev team considers anything that's done in connection and that ends with a unique enemy that drops a heart container a dungeon.
Funny enough, I made a thread about exactly this going all the way back to Ocarina of Time.

 
Diving from the sky all the way into the depths is for punks.

Riding on the back of a dragon as it descends into the depths is for people of  substance I tells ya.
 
uhhh what? Odyssey was widely praised and the only reason it didn't win goty was due to BOTW
Odyssey is great, but had virtually no impact on the industry. It kinda exists in a vacuum. On the other hand, the first Zelda, OoT and BotW were highly influential (and so were SMB, SMB3, SMW and Mario 64)
 
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Dear lord I’ve somehow been playing for three hours already

The Great Plateau sidequest I did was very cool. And very useful. Finally somewhere to spend my Poes on.
I keep seeing this kind of comment pop up and it's making me wonder, did a lot of people miss that you can
Spend poes at the statue head at Lookout Landing?
You can do that even before beating any of the dungeons, or doing anything related to the Depths quests other than (I think?) the one that unlocks the camera
 
Caves are the best addition in TotK IMO.

I entered a random cave that had tons of breakable rocks that was pretty big, and if you break enough rocks you eventually find a shrine! That was pretty unexpected and cool to me.

There was also another cave you had to enter either through swimming or by boat that was pretty cool, it's nice that not all caves are just holes in mountains.
 
The "problem" is that people want the physical dungeons you reach at the end to be separate spaces that are longer and more complex. But between BotW and TotK it seems like this isn't something the devs are very interested in and that they aren’t really that attached to the idea of traditional dungeons as much as some fans are. Even pre-BotW they played with some of these ideas and TotK takes it even further. If this is the template going forward it’s more likely that they will continue experimenting with the concept of dungeon-like spaces that are more open and organically built into the world. Not everyone has to like it but it seems like wishful thinking that they will revert course for some reason.
Yeah, this is true and I think we're just going to have to try to engage with the new style on its own terms and not focus too much on how things used to be. Who knows, things will probably change a lot more again for the next game, too, but I don't think that continuing to hold out hope for traditional dungeons to return is really worth worrying about.

There are other games you can play that scratch (at least some of) that itch, the best game with Zelda dungeons post-Skyward Sword is actually CrossCode (this is for @NabiscoFelt )
 
You know thanks to all the rain this weekend I stayed home and crack out about 24-26 hours of ToTK. Did I complete a dungeon? No. Am I okay with that? Absolutely.

But spending that much time in two days on a game is unbelievably rare for me nowadays. Those are numbers I'd put up on a weekend when I was a teen playing a new game.

Also how many people realized the connection between shrines and the lightroots? That blew my mind and I felt dumb realizing it so late lmao
 
I have an answer to this now, if anyone else cares—after testing it out myself, the save data transfer is indeed a one time thing, unfortunately. Also, Link’s default horse from BotW seems to not be in TotK at all. Apparently, even if you had that horse in BotW, they’ll change to be the look-alike one with a lighter hoof color instead.

So I just found one of those look-alike horses and named them Farore anyway, lol. (Also it seems I was mistaken about there being only one new special horse in TotK, so I need another name… I guess I can just use Malanya, since that’s technically another god, too, lol.)

And as for being able to change the order of registered horses, there is a way…but your horses have to die and be revived for it to happen, sadly. XP
Is the BotW save data transfer for your horses a one time thing, or if I go get a new horse in BotW after already having started TotK will that new horse also appear in TotK when I load the game next? I realized I never got Link’s default horse in BotW despite meaning to, so I dunno if it’s worth going back to BotW to get it there to make sure I also have it in TotK, assuming that can even work.

Alternatively, if that’s not the case, does anyone know if/where Link’s default horse from BotW can be found in TotK?
Is it known if Link’s default horse from BotW (the one that looks like his horse from the official art and amiibo, and the one that Link gets during the final boss in BotW if the player hasn’t registered any horses yet) can be found in TotK like it could in BotW, and if so, where?

Also, is there any way to change the order of your registered horses?
I’m asking because I want to have all the special horses from BotW, and I already have a naming scheme for them (aside from Epona), after the Golden Goddesses; I named the special white horse that looks like Zelda’s horse Nayru, the special giant black horse that resembles Ganondorf’s Din, and I was going to name Link’s default horse Farore but I never got around to actually finding and registering that one, but since those other two plus Epona carried over to my TotK save, I’d like to complete the set in TotK (and BotW), if possible. I’m gonna be really bummed if I missed my chance to get Link’s default horse in TotK, though…

Also, it looks like there’s a new special horse in TotK (the golden horse), and since there’s conveniently a fourth Goddess (Hylia), I already have a name for that one, too! lol
 
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I keep seeing this kind of comment pop up and it's making me wonder, did a lot of people miss that you can
Spend poes at the statue head at Lookout Landing?
You can do that even before beating any of the dungeons, or doing anything related to the Depths quests other than (I think?) the one that unlocks the camera

The main issue is that

when you first interact with the statue it just says some giberish and the girl that is related to the underground quest is like "yeah, we found this but it doesnt do anything, better concentrate on those underground statues" after the camera and when you get the autobuild ability at no point anyone mentions anything about that statue, the girl again is like "there are more underground statues! follow them". I actually thought there was going to be a sidequest to activate the head or something but no, you just need to interact with it. So I can see many players missing this
 
The main issue is that

when you first interact with the statue it just says some giberish and the girl that is related to the underground quest is like "yeah, we found this but it doesnt do anything, better concentrate on those underground statues" after the camera and when you get the autobuild ability at no point anyone mentions anything about that statue, the girl again is like "there are more underground statues! follow them". I actually thought there was going to be a sidequest to activate the head or something but no, you just need to interact with it. So I can see many players missing this

No, it doesn't say gibberish. It says "Poes..."

It's very explicitly giving you something to remember whenever you pick up Poes for the first time. This is something everybody I know IRL picked up on immediately as soon as we found Poes are collectibles in the depths. Hey, maybe we should take it back to the statue that says "Poes"!

I can't see how players would miss out on that
 
The main issue is that

when you first interact with the statue it just says some giberish and the girl that is related to the underground quest is like "yeah, we found this but it doesnt do anything, better concentrate on those underground statues" after the camera and when you get the autobuild ability at no point anyone mentions anything about that statue, the girl again is like "there are more underground statues! follow them". I actually thought there was going to be a sidequest to activate the head or something but no, you just need to interact with it. So I can see many players missing this
Interesting! I just talked to it again after doing the camera dive quest (since it's in the same room as the people you talk to after that) and it works immediately. It seems like you have to have a poe in your inventory for it to work, though.
No, it doesn't say gibberish. It says "Poes..."

It's very explicitly giving you something to remember whenever you pick up Poes for the first time. This is something everybody I know IRL picked up on immediately as soon as we found Poes are collectibles in the depths. Hey, maybe we should take it back to the statue that says "Poes"!

I can't see how players would miss out on that
Basically this
 
No, it doesn't say gibberish. It says "Poes..."

It's very explicitly giving you something to remember whenever you pick up Poes for the first time. This is something everybody I know IRL picked up on immediately as soon as we found Poes are collectibles in the depths. Hey, maybe we should take it back to the statue that says "Poes"!

I can't see how players would miss out on that

Interesting! I just talked to it again after doing the camera dive quest (since it's in the same room as the people you talk to after that) and it works immediately. It seems like you have to have a poe in your inventory for it to work, though.

Basically this

I actually thought that was some giberish lol, it didn't click in my mind after finishing goro dungeon where you go underground and can get some poes and I was like "Oh yeah..., that's what it meant" like 40 hours later
 
After finding memory 10 (not the 10th memory I've found, the one numbered as 10), I'm going to now drop my strategy of simply doing stuff as I see it. Wanna advance the geoglyphs quest by going to the temple as Impa said she would, and then double back passed the Rito Village to complete a couple of things I skipped on the way.

Then it's some combination of Depths exploration, circling back to Lookout Landing, and heading over to Necluda to check out Hateno and Kakariko (unless I change my mind...).
 
After finding memory 10 (not the 10th memory I've found, the one numbered as 10), I'm going to now drop my strategy of simply doing stuff as I see it. Wanna advance the geoglyphs quest by going to the temple as Impa said she would, and then double back passed the Rito Village to complete a couple of things I skipped on the way.

Then it's some combination of Depths exploration, circling back to Lookout Landing, and heading over to Necluda to check out Hateno and Kakariko (unless I change my mind...).
Lmao

Literally within 4 seconds of getting on my horse I had a "oh shit I could do that" moment.

Ok, sky island first, everything else later.
 
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Ultimately, i think the dev team considers anything that's done in connection and that ends with a unique enemy that drops a heart container a dungeon.

This is about as objective as you can get about it and tracks with what's named as a dungeon in the game's files, including
Hyrule Castle
, even though many people have claimed it's not a dungeon. Also, there isn't any other open world game that's doing anything close to these kinds of dungeon designs, but the closest we have in other open world games are epic set pieces, and are typically viewed as the highlights of their respective games. So by open world standards, they're peak level design.

In an open air game, I'm ok with the fact that the line between pre-dungeon and dungeon is a bit blurred, as it doesn't take away from the overall experience, . And in my opinion, if you take the pre-dungeon segments and combine them with the dungeons themselves, the overall experience is very engaging and satisfying. And in the case of TOTK, dungeons themselves don't need to be the "best" part, as I think the regional phenomena are what's important to the story and whatever you're doing to engage with them could qualify as the "best" part of the experience.

I think comparing the open air dungeons to traditional dungeons will always be flawed because they serve different purposes in terms of extrinsic motivation for the player and so direct comparisons will never really be fair for either of them.
 
Sometimes there are locations I could just quickly walk into, but then I'll teleport to the nearest tower, launch myself and land on it instead.

Cause it just feels nicer you know?
 
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The cover art shows Link on a sky island, peering down below, wondering where he should go next.

In reality I'm looking down and thinking, "Nope can't go there I'll probably die" or "Nope can't go there I don't have enough stamina", or "Oh that place looks interesting and I can get there easily, so I will save exploring that place until later in the game, I'm not in a rush."
 
So after ~60 hours of gameplay, I stand at:

2/4 regional abnormalities completed (Rioto) and Zora Domain
70 shrines completed
9 blue cave thingies
~60 korok seeds
All 11 memories found plus
Master Sword

I'm running out of shrines to find on the surface so most of the remaining ones must be underground or something. I've been focusing mostly on exploration but at this point I think I will hit up the other two objective points and see if those bring up more shrines. I haven's explored the sky thoroughly though, so I know that there are some more up there.
 
Does anyone else notice that during some side quests/adventures, Nintendo has a very... liberal use of north, east, south and west? Like, I'm doing the Lost in the Dunes quest in Gerudo Desert, and it says west, but it's clearly southwest, and actually more south than west. Stuff like this makes me look around in completely the wrong place for what feels like forever.
 
Does anyone else notice that during some side quests/adventures, Nintendo has a very... liberal use of north, east, south and west? Like, I'm doing the Lost in the Dunes quest in Gerudo Desert, and it says west, but it's clearly southwest, and actually more south than west. Stuff like this makes me look around in completely the wrong place for what feels like forever.
Or when it is accurate it gives you hints that throw you off Golden Horse
 
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Two questions:
1. Does fusing materials to shields increase their defence? The material descriptions only mention attack power and even after 60 hours I still don't know if fusing e.g. a moblin horn will increase their defence.
2. Do chests respawn? I don't mean the wooden ones you find in camps, but the zonai ones.
 
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I like how bombs are relatively rare in this game. I felt bomb arrows (and the bomb rune) trivialised combat in BOTW a lot of the time, but here you have to really pick and choose when to use them.

(Unless there's a shop that sells them in abundance that I've not found yet :D, in which case ignore me)
 
Yeah, this is true and I think we're just going to have to try to engage with the new style on its own terms and not focus too much on how things used to be. Who knows, things will probably change a lot more again for the next game, too, but I don't think that continuing to hold out hope for traditional dungeons to return is really worth worrying about.

There are other games you can play that scratch (at least some of) that itch, the best game with Zelda dungeons post-Skyward Sword is actually CrossCode (this is for @NabiscoFelt )
There are quite a few Zelda clones at this point, but the only one I've ever played that actually replicated the dungeons properly was Blossom Tales 2. That's not to say that they're the only thing that makes a Zelda game, or even the most important part, but if you have to look elsewhere for them I suspect you are not going to have an easy time...

Honestly, you're probably best off going to Metroid, or vice versa to classic Zelda if you want more level design like those games.
 
I like how bombs are relatively rare in this game. I felt bomb arrows (and the bomb rune) trivialised combat in BOTW a lot of the time, but here you have to really pick and choose when to use them.

(Unless there's a shop that sells them in abundance that I've not found yet :D, in which case ignore me)

I admit a lot of my fighting method was built around the bomb rune in botw, it's hard to learn weapons now lol
 
Idk if I'm being silly but does the game feel more framey since the last update? Places I visited before were fine but now I'm revisiting it's all framey/laggy. All in handheld btw.
 
Idk if I'm being silly but does the game feel more framey since the last update? Places I visited before were fine but now I'm revisiting it's all framey/laggy. All in handheld btw.
Speaking for myself, it feels like the game has been running better, but I only played for a couple hours last night. Are you leaving the game open in suspend mode? I've been closing it out fully after each session and performance has generally been good (though not great)
 
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Yeah, this is true and I think we're just going to have to try to engage with the new style on its own terms and not focus too much on how things used to be. Who knows, things will probably change a lot more again for the next game, too, but I don't think that continuing to hold out hope for traditional dungeons to return is really worth worrying about.

There are other games you can play that scratch (at least some of) that itch, the best game with Zelda dungeons post-Skyward Sword is actually CrossCode (this is for @NabiscoFelt )
Thank you for spreading the gospel of CrossCode

Honestly though I was never much of a Zelda dungeon person to begin with so while CrossCode's dungeons worked a lot better for me personally than most Zelda dungeons that's probably not going to be the same for everyone

But also just play CrossCode in general everyone
 


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