Rules:

Zelda Classic has a bunch of quest-wide options. Some of them are worth sharing. Along with some general rules about the workings of the quest.
This was made entirely in zquest v2.10, so all the limits in v2.10 (like only having one house/cave tile warp per screen) apply to this quest. Don't worry, all testing was with ZC v2.53.
3 Overworld Maps. You start in the present. The other two are centuries in the past and centuries in the future.
24 Heart Containers Total, 8 Magic Containers, 20 Max Bombs
6 Dungeons in the overworld.
Each dungeon levels 1-6 is in all three time periods, so there are two smaller dungeons and one main dungeon.
12 Dungeons (smaller dungeons) have a hidden heart container piece, the boss has a second heart container piece, and there's an item or upgrade after the boss.
6 Main dungeons have a boss key, a hidden item or upgrade, a hidden magic container, the boss has a heart container, and there's a tear after the boss.
4 Optional Dungeons, with a boss key and there's just an item after the boss. No health.
6 Class Dungeons, with a boss key, the boss drops a heart container piece, and a class item after the boss. There are actually 12 total, but each class can only access half of them.
Level 7 has Ganon and the end of the game. There are no items in level 7. You can get every heart container and magic container before entering level 7.
You do not start out being able to hold bombs. You won't be able to pick any up until you get a bomb upgrade.
There is a help house that can instruct you on how to reach the next dungeons. Really.
There is a special cave with lots of money and the right enemies for grinding, but isn't accessible until late in the game.
For levels 1-7, this is a linear game. The thief is able to use the hookshot to get to some dungeons out of order.
There is a side quest completely separate from anything listed above. It culminates in a golden (gilded) statue, but you won't receive any help about what to do.
Sparkles: Silver Arrows and Gold Arrows only.
Arrows cost 1 rupee.
Sword beam at full health with any sword. *
Own fire doesn't hurt. *
Own bombs don't hurt. *
Clocks are temporary, so they will only last a short time, and only on the screen you get them. *
Two four-location warp rings exist, and whistle travel is improved.
The two candles and the boots all use magic. The wand (wizard only) does not use magic.
Overworld caves and shops are all marked so you know where to bomb, burn, etc.
Secret money in the overworld is only marked sometimes.
Pushable blocks in dungeons and caves are always a little different than normal non-pushable blocks, with a larger flat area in the center. This is the same as my previous quests, because who wants to spend the time to push every block in large dungeons with unfamiliar room layouts.
Bombable walls that are necessary for dungeon completion are marked with cracks (there aren't many) or you can get into the room on the other side of the wall to see a stranded item. Bombable walls that are for convenience are not marked in any way.
In the normal progression of the game, you will need every key in every dungeon. Secret passageways and bombable walls never let you bypass locked doors.
Every dungeon except level 7 has a secret money room. These have extra money in the six Tear dungeons and the four Optional dungeons.

Hard Mode:
Own fire hurts. Fortunately for the wizard, the book is optional.
Own bombs hurt.
Clocks do not get dropped at all. No clocks.
Sword beam does half damage.

Enemy Tips:
Like-Likes eat your magic shield, and then you'll have to buy another one. You won't get the Mirror Shield for a long time, but Like-Likes can't eat the Mirror Shield.
Darknuts can be damaged by using your sword while facing a direction other than the way the darknut is moving. If you damage them, they can't hurt you for a second so you have time to run away.
Lots of Bats are easily dealt with using Din's Fire, especially since bats drop magic jars. This trick makes bat spawning wizrobes much easier.
Drop two bombs in fast succession on Dodongo. While it is stunned, you can kill it with your sword. If you kill a Dodongo this way, it always drops bombs. You are able to stun them using only one bomb.
Magic Octorocs and Stalfos 3 do a lot of damage. Watch their ranged attack and stun them.
Zols, Zol Tribbles, Vire, and Vire Tribbles will die without splitting if you do enough damage at once.
Pols Voice (rabbits) are weak against arrows.
Ghoma open and close their eye predictably, even if they move eratically.
The Fire Boomerang won't be easy to get, but it does damage. It can also stun certain enemies, the bubbles, the darknuts, and most of the wizrobes.
The Mirror Shield reflects fireballs and magic, but not other ranged weapons like flying swords. There's a type of wizrobe that can only be hurt by reflected magic.
Ghoma 3 (Sandman) can only be hurt by Silver Arrow. Fire Ghoma (4) can only be hurt by Gold Arrows.

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