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====== Chapter 3-9: (Continued) ======

====== Part 30: The Boss Room ======

Now we're going to make the boss room. It will contain Aquamentus, the boss enemy of Level 1 in 1st quest. There really isn't anything radically different about this room compared to other rooms we have set up, so this shouldn't take long to fix.

Draw this screen on **Map 3->Screen 53**:

{{ ch3-bossroom.png?640 |Screen 53}}

[[ch03-01#part_5door_combo_sets_and_placing_doors|Door Combo Sets and Placing Doors]]
  * Place the doors. (**Screen->Doors** or **F6**).
  * There is an Open door to the south and a Shutter to the north.

 [[ch02-02#part_4placing_enemies|Placing Enemies]]
  * You should use **Aquamentus (Facing Left)**. This means Aquamentus will be on the right side of the room and face left.

[[ch03-04#part_12placing_items|Placing Items]]
  * Place a **Heart Container** on the screen since most bosses in Zelda reward you with one of those.
  * You should probably set the **Enemies->Item** Enemy Flag since you don't want the Heart Container to be immediately available.

To make Aquamentus the dungeon boss, we need to check another Enemy Flag.

Under **Screen->Screen Data (F9)**, select the **E.Flags** tab and check **Dungeon Boss (Don't Return)**.

{{ch3-bossroom-data.png|Boss Room Data}}

If the quest rule under **Quest Rules->Enemies->Must Kill All Bosses To Set 'No Return' Screen State** is set, the boss flag will apply for all enemies on the screen that count as defeatable enemies. **This means that you have to kill all enemies //on the screen// before the boss is officially "dead."** Otherwise, you only have to kill one of the enemies on the screen. You can use pretty much any defeatable enemy as a boss, so you can have dungeon bosses ranging from //Aquamentus// to //Keese//.

Once a dungeon boss is dead, anything that is marked as a dungeon boss (even if it is not on the same screen or DMap) will remain dead **for the current level number**. Boss roars within the same level number will also stop happening.

====== Part 31: The Dungeon Triforce Piece ======

Triforce pieces, the items you obtain at the end of Zelda 1 style dungeons, have some unique behavior that is not found in other items that you can pick up. When you pick up a triforce piece, Zelda Classic will throw you into an animation that recharges all of your health. After the animation completes, //it will trigger Side Warp A on the current screen//. The triforce piece that you obtain in the subscreen is also dependent upon the DMap level number.

Let's conclude this dungeon by trying this out.

Draw this screen on **Map 3->Screen 43**:

{{ ch3-triforceroom.png?640 |Screen 43. It's the last screen of this dungeon!}}

[[ch03-01#part_5door_combo_sets_and_placing_doors|Door Combo Sets and Placing Doors]]
  * Place the doors. (**Screen->Doors** or **F6**).
  * There is an Open door to the south.

[[ch03-04#part_12placing_items|Placing Items]]
  * Place a **Triforce (Fragment)** on the screen. Do not place //Triforce (Whole)//.

Now we need to set up **Side Warp A** since that is the warp that the triforce piece uses.

Go to **Screen->Side Warp (F11)** and edit **Side Warp A**.

{{ch3-triforceroom-warp.png|Triforce Side Warp}}

Set the **Type** to **Entrance/Exit**, the **DMap** to the overworld, and the **Screen** to **55**. You do not have to worry about setting any trigger sides for the warp since the //Triforce (Fragment)// will trigger the warp rather than Link walking into the edge of the screen.

//**Note:** Because we didn't set a side for the Side Warp, there will be no info display in the bottom right corner of the screen. The warp is still there despite this.//

And with that, our dungeon should be finished! :-D

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