by Davane » December 6th, 2020, 8:05 am
The key feature of Escape to Sanctuary is that the Heroes must get Princess Zelda from the Throne Room in Hyrule Castle to Sanctuary.
The dungeon itself is extremely linear, but since this is the prologue to set up the events in Legend of Zelda: A Link to the Past, it's supposed to be a fairly easy dungeon and serve to demonstrate some of the things that the player will encounter in the game.
There's some sneaky traps here, which I have tried to represent accurately, but also make interesting for the players. Aside the Orc ambush in the Throne Room, the enemy is a multitude of Goblins, representing the Rats, Keese, and Ropes of the dungeon.
Over half the dungeon is covered by darkness, but Braziers can be lit to mitigate the effects of the darkness. ALttP wouldn't even let you progress past the Throne Room if you don't have a Lantern, but here it's merely an optional extra, and the two Lanterns in the previous Quests finally pay off.
The rooms marked F represent a key feature of the route to the Sewers - the Rope Onslaught, in which a lot of Ropes rush Link. Ropes are a surprise at this point, as they take two hits to kill in ALttP, rather than the single hit that other critters take, and it's common for the player to not realise that Ropes continue charging them, so they take some damage. Whilst I haven't increased the Goblin's body points, the key feature of this room is that the Goblins will not attempt to leave the room, nor will they attack if the Heroes simply wait at the doorway, which makes for a change to the usual "meat grinder" tactics used to clear rooms full of monsters.
From the sewers, the secret rooms marked K have been included, although in ALttP, this was actually a secret, and it would take some time before Link would get the ability to return to the area beneath Sanctuary. Since it's just a reward of Rupees, I figured I'd include it here as some fan service instead, although it can easily be ignored.
Room L is a common puzzle in ALttP - you get two levers to pull, and only one is the correct one. This is an opportunity for the game to teach the player how to pull levers (and how to pull in general), but is given away because the instructions on how to pull are only given if Link approaches the correct level. It's a simple puzzle, but an Evil Wizard might want to randomise which lever is the right lever in these cases.
Finally, we have Room N. Like in the Eastern Palace, the reward is 1000 gold pieces. This is probably overkill for HQ, but since gold equates to xp in many games, and this is where Link would gain a Heart container and become tougher, 1000 gp is basically a notation that this is roughly where Link would advance. I would also point out that 1000 gp is the amount that Heroes can gain Fate Points in AHQ, and if you don't like the idea of the Heroes having so much treasure on hand, you could always reward them something similar to a Fate Point - like the ability to reroll any 1 die (or to force the EW to reroll a die) once per dungeon.