Summary: Ever wondered what all those combo types mean? This section has all the answers! Use this as a reference or a guide to trying to learn them all. This section covers the combo types in Beta 182.
Key points
- What the combo types do
(none) - There is no special combo type.
armos - When you touch this combo, it changes into an armos. The combo left behind is the under combo. The standard armos enemy has 3 HP, 1 heart of damage when it touches you, and is randomly fast or slow.
boss lock block - Sorry, this one doesn't work correctly.
boss lock block 2 - Sorry, this one doesn't work correctly.
bush - If you strike this combo with a sword, three things will happen. One: a neat little graphical effect that you can set in the quest will appear. Two: It will change into an under combo. Three: An item such as a rupee or a heart will randomly pop out. This is the same as slash->item, minus the neat little graphical effect.
c statue - If the statues shoot fire enemy flag is set, fireballs will be shot from the CENTER of this combo.
cave - When you walk onto this combo, it will activate the tile warp and play a little animation of Link entering the cave. If you set the exit point one combo below it, it will also show an animation of Link coming back out!
cave 2 - Same as the cave, but instead of "sinking" into the cave, Link walks through it. This was added because the normal cave combo looked awful for house entrances.
convey up,left,down,right - When you walk on this combo, you will slowly be shifted in the direction that the combo specifies (such as up). There are four separate combo types for this so that you can indicate which one. Conveyors are somewhat buggy, and they have made me stop playing a few quests. Use them with caution.
damage 1,1/2,2,4 - When you step on this tile, you will take damage regardless of your ring (which reduces damage). There are four separate combo types for this so that you can indicate which amount of damage to take.
dive warp - Essentially the same as the water combo type, but diving here activates the tile warp. See water.
dock - This combo is required for starting to go on a raft pathway. Place a raft flag (8) on this combo, then place the flags to define the path the player will take.
eyeball a - When you set the tile for this combo, make sure that tile and the next 7 show this combo "pointing" in all 8 directions. The exact purpose of this combo is to make a little eye that watches Link as he moves around. It's a nice graphical touch. The first tile faces north, and the directions change in a clockwise pattern.
eyeball b - The same as eyeball a. But rather than using the 8 compass directions, this uses the 8 directions in between the others. So, rather than starting at north, it starts at north-north-east, and continues in a clockwise pattern for all 8 tiles. However, this combo is not used too often.
flowers - This is the exact same as the bush combo type. It just uses a separate graphic so that you can fully customize the graphics in your quest.
grave - If you touch this combo, a Ghini 2 enemy is generated. Ghini 2 are pretty simple ghost enemies. They simply fly around in all 8 directions at a rather fast speed, deal 1 heart of damage, and can only be killed with the Super Bombs, which are new in Zelda Classic (not in Legend of Zelda). Note that unlike the armos, the grave combo won't disappear when a Ghini 2 appears. In fact, you can make as many Ghini 2s appear from one combo as you want!
hookshot over - Due to a bug, this combo is exactly identical to the ladder only combo. I believe it is supposed to not let you use the ladder over it; instead it only allows you to shoot ranged weapons across it, like the hookshot. For now, see the ladder only description.
hs bridge - I don't think this is currently implemented. Many questmakers can duplicate what this combo would have done with ease using a certain flag though. You can see the flag section for that.
hs grab - The hookshot will grab this combo and pull you to it. This is most of the hookshot's purpose, so it's a pretty important combo.
l statue - See c statue. Just note that instead of coming from the center, the fireball comes from the bottom right.
ladder only - This is just about the same as water, but you cannot use the flippers. This combo type is used often to mimic lava, since Link doesn't swim in lava with flippers...
lock block - One of the coolest and most complex combo types. Here's how it works. When you press against this combo and you have a key on hand, it will turn into another combo and take your key away. Now, there is the process of setting the combo up. First of all, know this important restriction: If you unlock one lock block on a screen, ALL the other lock blocks will be activated as well. You can't have multiple lock blocks on a single screen. Next, you need to know how to set the combo that it turns into when unlocked. You DO NOT use the under combo, despite how logical it may seem. Instead, you use the combo AFTER the lock block in the combo palette. That's one to the right of the lock block combo, or the left side of the next row if the lock block is on the far right. However, lock blocks are more powerful than just this. Because there is also a...
lock block 2 - Identical to the lock block in every way except one. You can't use a key on this combo to unlock it. Heck, you can't use anything to unlock this combo. Sounds useless? Think again! Remember that only one lock block can be unlocked on a screen, and when that one is unlocked, ALL THE OTHERS unlock. That includes a lock block 2! So you could put the lock block just on a tiny little dead end in the screen, where it doesn't really block anything, and use these combos to make something happen when it's unlocked. This combo has many applications.
m. mirror + - When magic hits this combo, it is reflected 180 degrees around.
m. mirror /,\ - When magic hits this combo, it is reflected according to the orientation of the slash (there are two separate combo types here). For example, if magic coming from below hit the \, it would go left. Get it? I hope...
m. prism 3-way,4-way - When magic hits this combo, it splits and goes in lots of directions. For 3-way, it goes in every direction except the way it came from. For 4-way, it goes in all 4 directions including the way it came from. Try sticking these in a room full of wizzrobes...
m. sponge - When magic hits this combo, it disappears. Boom. That's it. No more magic.
no fly zone - Flying enemies such as the keese can't fly over this, like they can for other unwalkable combos.
no jump zone - Jumping enemies such as the tektite can't jump over this, like they can for other unwalkable combos.
overhead - This combo appears above Link, except fot the parts of the tile that are marked transparent. Pretty useful for some graphical effects.
pit - This activates the tilewarp with a twist. It IGNORES the place you set the tile warp to go to. Instead, it takes the location of the pit on the screen, and that is where you are warped. This is used by some in complicated ways to make multiple warps on a single screen.
pound - When you hit this combo with the hammer, it changes into the combo after the pound combo... that's all.
push ?? - Hmmm, there's 5 of these! First, push-wait means that you must kill all the enemies to push this combo, and then when you do push it, it plays the "Zelda secret sound" that we all know and love. Next, push-heavy and push-heavy2 require the power bracelet or power bracelet 2 respectively to push. So what's push-hw and hw2? Just push-heavy (or heavy2) combined with push-wait! Not so bad, eh? But there is one thing you should note. You DO NOT need to use this combo to make the combo pushable! This just adds a special effect to any pushable combo. In fact, setting this combo DOESN'T automatically make the combo pushable. You have to set a push flag to make any combo pushable. Last, use the undercombo to specify what appears under the block.
r statue - See c statue. Just note that instead of coming from the center, the fireball comes from the top left.
shallow water - When you walk on this combo, a little graphical animation plays, which you specify. That's it!
slash - If you strike this combo with a sword, it turns into the under combo. No item appears.
slash->item - If you strike this combo with a sword, it turns into the under combo. It also usually makes a heart or rupee appear. These are useful for healing wounded Links.
slow walk - As you walk on this combo, your speed is reduced. Good for ladders and stairs.
stairs - It activates the tile warp with no special effect at all.
swim warp - Essentially the same as the water combo type, but swimming here activates the tile warp. See water.
tall grass - Just like flowers and bush. This time, the graphical effect is played while you're walking on the tile instead of while slashing it.
trap - ?? - Made obsolete by the flags. You could still use them if you wanted, but I recommend using the flags...
trigger perm - When you step on this combo, all of the secrets on the screen will activate. If you are on an overworld DMap, they will activate permanently. Otherwise, they reset as soon as you leave the screen, even if you return immediately.
trigger temp - When you step on this combo, all of the secrets on the screen will activate. They reset as soon as you leave the screen, even if you return immediately.
undefined - Same as (none).
water - Wow, this combo has a lot of special properties! It'll be hard to list them all. OK, let's begin! First, you can use the ladder over this combo. Second, the enemy zora, which pops out of the water and attacks, will only appear on these. Third, you can use the flippers to go anywhere on water, even to dive! Fourth, you can shoot ranged weapons over water, such as the bow, hookshot, and wand. I think that's all of them...
win game - Made obsolete by one of the flags. It is no longer used.