Zelda: Cries of the Commonwealth

don’t tell anyone but there’s a couple of blocks that fall from the sky quite near that head floating island

there is eventually a better way to deal with that whole area, fwiw

does the better way increase visibility, because those islands in the storm would be better to exp.ore if I could actually see

yes. you’ll eventually come across it in the main quest.

Ok I have barely upgraded any armor at all and I’m pretty much at the end of the game so I gotta do something about that

What’s the quickest armor to upgrade and how many more great fairies do I need, I’m already at like the 40 hour mark, I gotta put this thing to bed

there’s four great fairies, the champion’s leathers is the only one i’ve fully upgraded but that’s coz i like to find the light dragon coz my partner loves its design. i didn’t fully upgrade any armour before i knocked off big man though. the gauntlet you have to run to get to him is one you can run past most of like a souls game, and he mostly does gloom damage one heart container at a time. stocking up on fairies was the most useful thing for me

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the hyrule set you can buy at lookout landing probably, just wants monster drops (and 30 amber a piece for the final tier upgrade)

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yeah you can totally get by with the hyrule set. getting all the great fairies is not particularly difficult, you just have to do some silly transport quests. I ended up settling on the fierce deity set mostly bc it looks cool and I love majora’s mask and the attack boost is really nice to keep enemies from feeling overly spongey, but it took a lot of grinding to upgrade it to be viable for the late game and I’m not sure it would have been had I not maxed out my heart containers.

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i did run the hood from the depths set but that was a bit of a grind to upgrade, the ‘gloom resistance’ isn’t worth it at all
looked cool at least

miner’s set is my go to coz it was easy to get 12 defence and coz it makes our lad look like a furry raver. that or stealth set

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So people have found out that you can detach one of the elevator railings from the construct factory in the depths and use it in builds. In addition to being extremely light, this part has a strange low-gravity effect, which makes it very useful for flying machines.

Using this, I made a biplane. I’m extremely happy with how it came out – the lower wing is attached to a wheel and rotates within a limited range, which increases maneuverability. It can turn on a dime and even climb at nearly 90 degrees very quickly from flight. It also flies at a steady level altitude when idling.

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wow. does that part play well with autobuild?

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It actually plays somewhat nicer than other parts because it won’t despawn if it isn’t attached to anything else. Unfortunately, like other auto-built parts, you can’t re-use them for subsequent auto-builds.

Also, acquiring the part can be a little tricky. It’s not glued on so you can’t just wiggle/shake to detach, but if you attach two sideways stabilizers facing opposite directions and then activate them that seems to do it consistently. There’s a demonstration in this video at about 35 seconds.

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Also unlike other shrine parts, you can’t fuse it to your weapon, and if you try to manually transport it to the surface it will despawn, so your best bet is to attach an apple or something and pull it from your autobuild history.

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still plugging away at this and still enjoying it a lot. i’ve finished 3 of the 4 temples ‘regional events’ and finally went back to the depths to get autobuild, and start unlocking the rest of the purah pad abilities. i probably should not have waited so long to do this…

it is just that i find the depths section way less fun than the other two maps–the sky regions are self contained enough that it never really feels that arduous to move through them, and the atmosphere and options for movement in the surface world make it so pleasant for me that i almost never use fast travel. but the depths just feels like a slog–it’s a waste of resources (arrows/brightbloom seeds, and having to rely exclusively on meals with sundelions), it’s impossible to see where you’re going, and the gloom makes combat stressful rather than fun. it just seems like a part of the game that deliberately removes the aspects of the other maps that make it so fun to play. which, i guess is part of the point? but it doesn’t seem like the game really adds anything else worthwhile to do to make it challenging in a compelling way (unless i’m missing something)?

i guess maybe now that i have autobuild, and zonaite/devices are not as hard to come by, the point is that you’re supposed to be figuring out how to build more vehicles with lights and shit to move around more quickly, to make up for not having a horse, but the process for creating crystalized charges to expand my battery is also so tedious that it feels like it will be a long time until that really feels like a practical solution. it feels like this part of the game is designed specifically for resource hoarders/collectathon fans, while the rest of the game seems designed specifically to force you to break those habits formed through other, less interesting games

idk what am i missing? ppl who have been spending more time in the depths… what is the appeal…?

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There is a point at which the depths does become a kind of slog that I think appeals to completion desires. Navigating it can provide the occasional lateral thinking puzzle but is very time consuming to enact. I made it through most of the game with only 3 batteries so crafting and maximising lifespan of machines doesn’t really seem necessary to me.

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The thing about the depths is that it’s an inversion of the surface. Mountains become pits; valleys become ridges. A pond is a column to the ceiling, and a river is an impassable wall. To navigate the depths, then, you should switch to the surface map, which will replace your usual minimap with the landscape above you. Towns and shrines are your major destinations: use the resource caches to build yourself vehicles to traverse the darkness. If you spot a lightroot, note its position, as a shrine will appear there in the land above, and the shrines you know about indicate positions you can find lightroot you haven’t reached yet. Use the surface to guide your exploration of the depths, and use your discoveries in the depths to help you find things you overlooked on the surface.

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The Depths is kinda like the Dark World from LttP if it was basically empty, and the metapuzzle aspect of it might work better if it weren’t. I haven’t been surprised by anything down there aside from Frox and Colgera (because I forgot about Colgera). Ask your doctor about Colgera.

I still like tossing seeds, climbing hills, and then gliding off them though, so I will slowly illuminate the rest of the map.

Also, between the look of the Depths and Phantom Ganon, I got a Stranger Things S4 vibe that I hadn’t seen mentioned, maybe because it’s an obvious comparison.

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yeah, the “slog” and the drain on resources is what makes it compelling to me, but i’m often drawn to player hostility in games. i would like slightly more down there, but it gives me a similar feeling to exploring worlds in noctis iv – a lot of what you see isn’t notable, but having contrast is important. if everything is “interesting”, then there’s no narrative.

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I want to understand… I think my problem is in the surface/sky maps I have kind of worked out a typical routine that still plays out in interesting ways, like on the surface I will have a certain goal in mind and then as I move towards it I’ll just sort of get distracted by whatever I happen to notice on the side of the road or w/e, and in the sky you just sort of point yourself in the direction of an interesting looking island when you shoot out of the tower and do whatever you can up there till you end up falling down again, then when you’re falling you can also head for something that looks compelling.

I guess what I’m realizing is that those two maps sort of teach you to use looking at things from a distance as a way of guiding your movement, then the depths seems designed to deliberately deprive you of that skill but I can’t figure out what I’m supposed to be replacing it with. The quests where you have to follow the direction the statues are looking in are kind of interesting in theory, but the process of actually doing it just feels rote, rather than like you’re actually discovering something. Anyway I know that sounds like a complaint but I do genuinely feel like there must be some kind of satisfaction to derive from navigating the depths I just can’t figure out what it is yet.

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