Insane wrote:
I got some mroe rooms, these are the remaining rooms I'm stuck on.
There's no secret or trick to them, mostly just trial and error.
2S 1E: That darn Guard.. The so called "Orb Trickery" is beyond me.
Well that would be a secret or trick. It's already been mentioned that that changes the guard's behaviour. The only real difficulty in maneuvering the guard comes because of his sword.
1S1W: I can't even solve the bottom part (can't get the toprightmost two), don't even mention the top one.
The trick to that section involves using the Brain and diggable paths to help position things. Also remember that you don't have to clear or walk through all those paths... you just need to make sure that you'll be able to get to the exit afterwards. If you think about that for a bit you'll see that the top path isn't really that tricky a deal.
1S: Trial and error, needs more checkpoints. Also, I can't seem to get the second guard part. (managed the
first by luring them out).
It's a tricky level to put checkpoints on. Maybe one in or near the first room? At least players wouldn't have to redo those guards and the tar that way and could concentrate on the the other rooms. More than that is probably overkill... although I can see the second room causing some people some problems if they're not used to dealing with guards. It's easier than several of the guard rooms in JtRH, and I certainly didn't "
trial and error"
the second room (or any of it, for that matter), I went straight in and slayed them using basic guard methods and some trap doors as needed. A first room or outside checkpoint would certainly allow people to focus on that potential trouble spot.
And there are some real tricks to finishing this room... which should become pretty clear pretty fast when you get to rooms 3 and 4.
2N 1E: Tried every single decoy combination (hitting the orb), can't get the wraithwing to come out of the top. Also, is this even possible?
Very much so... I've done it twice.
I thought about using the wraithwing to block the line of sight, but that can't work because evil eyes see through monsters. Or do they?
They don't, but they don't have to... there's a more direct application of the wraithwing to this problem.
My best combo so far was hitting the orb from the southwest so far, I managed to get him into the second from top row.
You can't actually put the decoy there, so I'll assume you mean south-east. You could keep on with the trial and error, or you could actually try to work out the secret or trick as to why that direction is working better and figure things out. The key here is to know how wraithwings move (really simple in this case because there is only 1... it's essentially a roach if it's more than 5 away, and a roach queen otherwise) and how monsters respond to decoys. Understanding how to get that wraithwing out is a very useful skill, and even if you do eventually force it out with trial and error it's probably worth going back and examining the demo to see what's really happening. I assume that this will probably be important to understand in later rooms, and being able to think at that low level instead of just trying to force things will make things much easier when the number of options is much larger.
That's what I like about this hold so far... the puzzles are simple and can largely be forced, but if you take the time to actually work out how or why things work you'll end up being a better smitemaster overall. I'm guessing from the description that the lower levels are going to be less forcible, and require more thinking and understanding (making it very important to fully understand what you've done on the first level)... so I'm certainly looking forward to seeing them.