CuriousShyRabbit wrote:
Mud Tanks
Entrance - Click here to view the secret text
×Nice puzzle. It felt a little funny to be frying a bunch of golems on a level about mud, though.
Yeah, you're right. This puzzle might actually fit better on the Case Study level (the first one) since it's not too hard and doesn't depend on anything besides wraithwing knowledge (which isn't too involved here)
1N - Click here to view the secret text
×This relatively simple puzzle gave a better feel for what the level would be like.
This area (and the resulting arrival of one of the antagonists) is supposed to signify the actual entry into the Mud Tanks.
1N1E - Click here to view the secret text
×What a contraption! It took a while to figure out what I was supposed to do with it. Then, it was fun cutting the mud to make just the right number of babies. You'd think that the room would be too easy when babies from cut mud don't move. Instead it made a cool puzzle.
Thanks, this is my favorite room on the level
1N1W - Click here to view the secret text
×I hid in the closet behind the mimic while the fegundo did all the work.
That's the intended solution - you'll realise quickly a swordless mimic and a single fegundo will do a terrible job at defending you from that many mud babies.
2N1W - Click here to view the secret text
×I see there's a new puzzle here. It wasn't hard to plan out a solution. I tend to prefer this kind of planning puzzle over the run-for-your-life kind of puzzle.
Yeah, I like this one a lot more than the old 2N1W. The room should be pretty interesting to optimize too.
3N1W - Click here to view the secret text
×Another new puzzle. After a bit of fiddling around, I realized what trapdoor should be dropped last and the room "fell apart".
Haha, yes. I realized that the room contained a C but backwards, but by that time it was far too late to flip the room.
2N2W Click here to view the secret text
×- I'm a wimp - I used the speed potion. The first part of the room, getting the mimic trapped on the pressure plate, was the most interesting part of the room for me.
Yeah, I figured an optional challenge not required for mastery would be fun
2N - Click here to view the secret text
×This is a neat idea for a room. Solve it one way to conquer it, and another way to escape. I wish the two solutions could have been more different though.
Thanks. Yeah, I think the room isn't really "
different"
enough - I might need to remedy that.
secret - Click here to view the secret text
×I worked very hard not to kill the stalwart when clearing the mud in this room, because I was hoping he'd shake hands with T.T. or say "well done" or something. Aw shucks.
Actually, hearing that you didn't have much trouble with the room made me try the room again - and it turns out I thought the room was a lot harder than it was. So let me ask you a question...
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×Did you attack the mud mother from the north or from the south?
Anyway, I agree the Stalwart should give you praise - it's not an easy room to complete.
Dank Corridors
1S2E & secret - Click here to view the secret text
×Well I never thought I'd want to be stunned by an aumtlich! I was stumped for quite a while. Nice job! The secret version was not much harder than the regular one.
The secret is supposed to enforce you never getting stunned, not even temporarily. However, most of the time in the non-secret version if you're stunned you stay stunned forever anyway.
2S - Click here to view the secret text
×Another very nice idea for a room. I liked using the mimics as "portable obstacles."
Thanks. I like the idea, and further like the use of arrow traps to make the room interesting to optimize. It's also possible to figure out by logic exactly where you need to put the obstacles.
2S2E - Click here to view the secret text
×After I saw how to get an infinite number of clone switches (move T.T. up one square, don't know why that was hard to see), the room was easy.
Yeah, but it's a difficult lynchpin to see - especially if you
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×got hung up putting the clone in the orb chamber, when that's the wrong approach to use. It almost works though!
1S1E - Click here to view the secret text
×I have not solved this room yet. Got frustrated with starting over and over and over again after messing after messing up the trapdoors. I was hoping there might be a way to solve it from the south, but I guess not. I'll come back to it later, when I need to drop the blue door in 1E.
The next version has more checkpoints on the trapdoor path, since dropping those trapdoors should be the least difficult part of the room. Just to be extra-nice, I'll even give you more room in the tiny chamber - expanding it to 3x3.
Also, did you find the room
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×2S3E
Plaster Passages
2W - Click here to view the secret text
×I cheated! Exploded one fegundo on the pressure plate, and sent the other to get the eye. It didn't matter what the builders were doing.
Yeah, you did cheat. Fixed by placing an east-facing arrow protecting the eye.
1S1W - Click here to view the secret text
×A straightforward room, where I aligned two builders.
2N2W - Click here to view the secret text
×The training in synchronizing builders from 1S1W came in handy in this more involved puzzle. I didn't need the long parallel doors or the speed potion.
I agree with what you say about both of these rooms.
1N1W - Click here to view the secret text
×I got lucky here. I locked the first four builders out of their stations, and stood in the way of the fifth builder until he turned around to go home. But then one of the first four was blocking him, and I had infinite time to get to the conquer token.
Seems like this would be about as hard (if not harder) to pull off than the intentional solution, so I'll leave that in.
3N - Click here to view the secret text
×Cool idea for an orb puzzle. It was quite easy to solve a 3x3 puzzle like this.
I liked that too.
2N works well to explain the widgets in 3N. In order to make a larger version of this "
stacking"
puzzle (which need not be square, of course) I'd have to replace the walls with some floor type so the builders could build any trapdoors surrounded by other built areas.
In summary, I think this is a good level, where everything the builders do is entirely predictable and can be planned around.
Thank you very much for going through these levels. I really appreciate your feedback and the hold will be a lot better because of it.
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Quick links to my stuff (in case you forgot where it was):
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