				      CONTENTS

1. About
2. New Features
3. Getting Started
4. Questions and Answers
5. Known Issues
6. Contact
7. Credits

				       ABOUT

This is a demo for my modified version of Ocarina of Time. It consists of the Forest, Fire, and Water temples, which have been strung together such that completing Forest takes you to Fire, Fire to Water, and Water to the end of the demo. Each temple has been heavily modified to the point where it plays almost nothing like the original. In them, you will find complex puzzles, difficult fights, and tests of dexterity unlike anything in other Zelda games. Will you rise to the challenge?

				    NEW FEATURES

--An in-game timer is included with the demo. It is part of the save file, so if you save and quit, the timer will start from where it left off when you saved. Your final time will be displayed at the end of the game, and you can check it at any time using the Eyeball Frog item. The format is hours:minutes:seconds:frames (1 frame is 1/60 of a second).

--The Iron Boots can be equipped with the D-Pad, removing the tediousness of swapping boots in the Water Temple.

--Two new songs replace Epona's Song and the Song of Storms.
	--The Cucco Dance summons cuccos in places that have them.
	--The Song of Return summons a Wallmaster to take you to the entrance.

				   GETTING STARTED

To begin, you will need a copy of The Legend of Zelda: Ocarina of Time Master Quest ROM. I can't tell you where to get one, but it's not too difficult to find. Once you have that, run the patching tool and select your ROM. It will create a modified ROM for you. That's all. You can then take that ROM and play it in your preferred emulator. You can also play it on the N64 with a flash cart if you have one.

The patching tool may reject your ROM. There are a few possible reasons for this.

--You have the incorrect version. Make sure you have the U version of the ROM, and also that you don't have the Debug ROM.

--You may have a bad dump of the ROM. If your ROM's last modified date is 2005 or later, this is likely the problem. Find another MQ ROM from a different source.

				QUESTIONS AND ANSWERS

I encountered a game crash, got irreversably stuck, or some other nasty problem. What should I do?

Send me an email about it. This sort of stuff is important to know about so I can update the ROM to fix the error. If the problem has messed up the save file, you can send me the .sra and I'll fix it for you.

I put this into a Virtual Console WAD and it freezes. What gives?

No idea. Even though it works on all N64 emulators and the actual hardware, it doesn't work on the Virtual Console. My investigations into the problem have turned up nothing. I might continue to look into it, but in the meantime if you want to play on the Wii, you'll have to use something like Wii64.

Are there any text changes to the game?

Yes there are, and they contain very important information. You should pay attention to most dialog boxes. You can probably ignore the Map and Compass ones, though, as they are unchanged.

Why don't I have a shield?

There are too many glitches involving the shield that would ruin the experience. While in principle these could be fixed, such a thing would take a significant amount of time and effort. Additionally, shieldless combat is a change of pace for most players.

What happened to the minimap?

I haven't quite worked out how to change the chest locations on the minimap, so I disabled it. I definitely didn't want the game showing chests that aren't there. But don't worry, the map and compass are still useful. The map in the start menu still works, and once you get the compass it will show the correct chest locations.

Why aren't bosses included in the mod?

Making bosses behave differently mostly requires involved analysis of the boss's code. This is quite difficult to do, and something that will take a while to complete. I could simply make the boss more damaging and have more health, but that seems like a rather boring option. Rest assured the final version will have modified bosses.

Why can't I beat these enemies?

The best advice I can give is to learn their movement patterns. OoT's enemies have fairly simple AI and generally telegraph their attacks. Also, remember that every dungeon has two pots in it that contain fairies which respawn whenever you leave the room. You should use them as much as you like.

I can't solve this puzzle. What should I do?

Keep thinking about it. Most puzzles in the mod will not have obvious solutions. If you find yourself totally stuck, try thinking backwards. Start with the final state you need to be in, and work backwards to figure out what you need to do to get there. Additionally, you may need to do things you didn't think were possible. Try any ideas you think of, and don't dismiss anything out of hand. Coming at the problem from a different angle (sometimes literally) can lead to solutions you may not have thought of.

Wait, how the heck am I supposed to get this skulltula?

I designed all the challenges in the mod to be tough, but fair. There is a logical solution to each puzzle, even if it's not immediately obvious. The skulltulas are an optional challenge, and thus do not follow this rule. While not all of them are in difficult-to-reach places, some of them require doing bizarre things to be collected.

				      KNOWN ISSUES

Gameplay

--Dark Link will on rare occasion get stuck out of bounds. If this happens, leaving and reentering the room will reset his position, though admittedly also his health.

--The camera will sometimes behave erratically when swimming under a ceiling. You can use Z-targeting to try to correct its behavior. This occurs in the original game as well; you just tend not to swim under ceilings much.

--The Song of Return doesn't work everywhere. Not all rooms could accomodate the Wallmaster group, and they won't spawn in rooms that have been cleared of enemies. That said, I did try to make sure there's a room where it always works near any place you'd want to use it.

Cosmetic

--The Song of Return and Cucco Dance are still named Song of Storms and Epona's Song respectively on the start menu. This is because that text is sprite text, which is much more difficult to edit.

--There are a few skewed textures caused by collision editing.

--Objects in other rooms may erroneously appear or disappear as you go through doors. This will correct itself by the time the door animation is complete. This happens in the original game as well, though it's a little less noticeable.

--There is a slight corruption to the vine texture in the east courtyard of the Forest Temple. It looks like a series of multicolor stripes--you'll know it when you see it. This was intentional, though regrettable, in order to fit all the data into the room's file.

					CONTACT
email: petriezelda@gmail.com
IRC: #zeldahacking on irc.speedrunslive.com
Forums:
	https://www.the-gcn.com/topic/2831-petries-challenge-working-title-oot-mod/
	http://forums.zeldaspeedruns.com/index.php?topic=1553.0

					CREDITS
Mod designed by petrie911
Patching tool by mzxrules
Title Logo by maxpiston