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bandit1200
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Jeff_Ray... wrote:
Barrel Keep: 1N1E:
Click here to view the secret text
Tried that, but I'm still one move short.

I've also got a problem with Gredgedon Mines, 1S1E. How is it possible to kill the last rattlesnake? Actually, I can't get any better than 5 left. The checkpoints in this one and the secret are in the worst place possible. On the subject of checkpoints, any chance of checkpoints at the exits of the rooms? Restoring between levels means having to do rooms over again, and some of them aren't easy. For example, I am going to have to do the above mentioned secret room again. If you don't want such checkpoints in the finished hold, they could be removed after testing.
11-24-2007 at 06:38 PM
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larrymurk
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Jeff,

I love this hold.
More save points would be nice. At least 1 in each room maybe? Tell me if you want any demos.

Mines

Entr- I can't get the guard into the chamber w the roach. Help.

Barrel Keep

1N1W- cool, very unique.
1N- no probs, maybe unintended sol (US)? No need to use tunnel. Fegundo clears out both sides.
1N1E- good room
1W- good
1E- fine
1S2W- probably US. I put adders on plates where queen roaches were then hit orb. Also, why have to place decoy on a pp, why not just have the pp be where the decoy potion is and remove decoy potion?
1S1W- you got me. do you need both wws? help.

Flooded Crevace

1N1E- probably US. I didn't need the raft.
1W- I didn't use rotaters/trap doors
Entr- good
1E- Fun. US can use sword then take a raft to exit.
2E- Cool
3E- ok
1S1E- very good
1S2E- fine
1S3E- fine
11-26-2007 at 06:28 PM
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bandit1200
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larrymurk wrote:
Mines

Entr- I can't get the guard into the chamber w the roach. Help.
Same problem here.

Barrel Keep

1S2W- probably US. I put adders on plates where queen roaches were then hit orb.
Similar solution here, except I only used one adder and killed the other one.

1N1W- cool, very unique.
Bah! 4 days and I still can't do this one.

1S1W- you got me. do you need both wws? help.
Can be done with only one wraithwing.

Flooded Crevace

1N1E- probably US. I didn't need the raft.
How do you destroy the waterskippers nest without using the raft.

1W- I didn't use rotaters/trap doors
Likewise

This hold is fun so far, but I can't even start Tar Forest 'cause I have no idea how to kill the two tar babies created by the bomb. I managed to beat a couple of rooms in the editor, but I prefer not to play that way.


11-27-2007 at 07:39 AM
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larrymurk
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bandit,

i have the clone stand on the west-most arrow and then hit a bomb which blows up the nest.
11-27-2007 at 02:19 PM
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bandit1200
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larrymurk wrote:
bandit,

i have the clone stand on the west-most arrow and then hit a bomb which blows up the nest.
Ah! Crafty. :)
11-27-2007 at 02:45 PM
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larrymurk
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Mines

Entr- Unsolvabe.
1S1W- Good room.
1S- Very good.
1S1E- maybe more save pts? Is searching a ton of dead end secret passages fun? Not to me.
2S1W- Nice.
2S- ok.
2S1E- Very nice.
3S- Good. I don't think there's any need for the west pointing arrow.
11-27-2007 at 05:22 PM
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Jeff_Ray...
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File: HA Gredgedon Mines The Entrance Victory.demo (1.8 KB)
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icon Re: Lynchpin Assault (0)  
Entrance is solvable. Here's a demo:

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11-27-2007 at 11:35 PM
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Jeff_Ray...
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Sorry for not mentionning but there's a new version with 2 new levels.

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12-15-2007 at 04:55 PM
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larrymurk
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I just downloaded the latest version and the stairs to the Gr.. Mines goes to END HOLD. Then I tried importing the entr victory demo but it said the demo wasn't for any hold i have so i don't know what might be wrong.
12-15-2007 at 11:59 PM
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Jeff_Ray...
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The Entrance was moved to a room behind the blue door. It's now 1N1W. I will fix it for the next version... sorry for the incovenience. You can always play in the editor.

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12-16-2007 at 01:02 AM
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Jeff_Ray...
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Maybe it does. When it comes to tough words like that, I suck. :/

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12-27-2007 at 11:29 PM
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Jeff_Ray...
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Alright! Your waiting paid off! 2 brand-new levels are out! Ok, the first new one isn't that new, as it was left on the counter for a while, and so is part of the second new level, but they should be fun to play nonetheless!

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01-18-2008 at 10:34 PM
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Chaco
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I've just conquered both Gredgedon Mines and Barrel Keep (first and second levels) and the staircase up from Barrel Keep ends the hold.

I'd like it if you numbered the levels in the warp room so I know which levels to play in what order.

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01-19-2008 at 01:30 PM
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Jeff_Ray...
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Ok, 8.1 is here. There is a part of the newest level. However, be warned, for the entrance and 1E might be impossible. I forgot I had made the level before uploading the hold... -_-

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01-19-2008 at 03:44 PM
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larrymurk
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Crumbling Sanctum
1W- extra inv potion confused me for a while
2W1S- not sure how fun this is. I'd add save pts at least. (unsolved, but could)
1W1S- no puzzle. builder removed a hot tile killing rattler. hit orb and have mimic kill roach. Something's wrong here.
2S- platform mimic killing seeps, ok
1E- ok
1S1E- good, might need exact timing, but you have save pt to make it more fun and less annoying.
1S- ok room. wasn't too hard.
1S2E- Unfinished. This room could take a while.

Pretty fun level.

[Last edited by larrymurk at 01-23-2008 08:59 PM]
01-23-2008 at 08:51 PM
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larrymurk
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Mellasten-

Entr- I escaped S. Can it still be conquered?
1S- ok, easy enough.
2S- need blue door down to conquer i suppose.
1S1E- easy- didn't need to use southern trap door area at all.
1E- ok
2E- a little better than ok.
1S2E- solved, but didn't exit east.
1S3E- i couldn't get to it in game. i don't know if i could return from it if i got to it. ok room.

I didn't really enjoy this level.

[Last edited by larrymurk at 01-23-2008 08:59 PM]
01-23-2008 at 08:58 PM
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larrymurk
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Pit Village

Entr- ok, nothing too exciting.
1E- Now this was a very good puzzle to me.
1E1S- Got me for a while. Pretty good.
2E1S- I know what to do in general. I might not have the best strategy, but save pts would be useful.
2E- ok, pretty easy.
1E1N- good, still easy.
1N- easier than i think you intended.
1W- Looked scary, but was pretty easy once i checked what all the pps did.

Pretty good level.
01-23-2008 at 09:07 PM
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larrymurk
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Crater of the Dead

1S- I enjoyed planning where to kill the golems.
1S1W- Took a while to digest what was going on, but then was quite easy. About all that mattered for me was decoy placement. I started by just waking all the eyes. Still fun.
1S2W- Fun room. I didn't use the token.
1W- A little cheep use of a spider, but ok i guess.
2W- Not too exciting or hard. take tunnel to lure aumtliches north, kill golems and aumtliches. done.
1N- Need precise timing, but good since you have save pt and it is predictable.
1N1W- You have me completely stumped here Jeff. Any hint?
1N2W- Simple. No use for inv. potion even.

I really liked the atmosphere created on this level an the puzles are fun also. Great level.
01-23-2008 at 09:17 PM
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CuriousShyRabbit
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icon Re: Homeward Adventure (0)  
I've very much enjoyed playing through the levels that are accessible from the Time Warp. I see in the editor that there are 6 levels that aren't yet accessible. For the most part, these are fun puzzles that aren't too hard. It's been a relaxing break from the super-challenging holds I've been playing lately.

I understand that all the levels will be properly linked together as this project progresses. Here are a few problems I noticed.
* Barrel Keep 1S - Trivial solution. Get your sword back on turn 5, and clean out the room without ever going to the center.
* Historical Hallways 1N1W - I've conquered the room, but am having trouble progressing from here to the rest of the level. Is it possible? The crumbly wall passage gives me a way to move the mimic NE and SW, but I also need to move it NW in order to reach the fuse. I don't think I can move it NW...
* Mellasten 2S - This room isn't conquerable until "Exit Level!" is it? I think this room needs to be marked unrequired.
* Mellasten 1S2E - I've conquered the room, but am having trouble progressing to the secret room. I can see that I need the snake alive to block the briar growth, but this is a very tight squeeze indeed. It's possible that I'm just not doing it right, but have you tested this room in 3.1?
* Crater of the Dead 1N1W - This room is impossible. There's no way to get the goblin in with the snake or to break the crumbly wall and create a dead end before the bomb blows up Halph.

And here is some more specific feedback on a level I don't see comments on yet.

Tar Forest
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03-22-2008 at 10:17 AM
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Jeff_Ray...
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icon Re: Homeward Adventure (0)  
All those problems were fixed.
A new version will soon arise.

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03-23-2008 at 12:32 PM
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Jeff_Ray...
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icon Re: Homeward Adventure (+1)  
There you go! Version 9.0 was released! ^.^
There might be some bugs I haven't checked, so be aware.
Also, I forgot to convert. Hopefully, since it's made in 3.1, it shouldn't cause problems.

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03-25-2008 at 01:30 PM
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jbluestein
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icon Re: Homeward Adventure (+1)  
Comments thus far:

In Flooded Crevasse: Entrance, after you conquer it, you get the comment about not having seen any nests yet. Then you get it again when you reenter the room to exit the level.

In Tar Forest: 2W you get the comment about 'a new tar cult' each time you go through the level.

There really should be a room or a blockage for Tar Forest: 1W -- it sure looks like there should be something, but...

In Eastern World: There should be something blocking progress to 1N, 1S, 1N1W, 1S1W, since there are no rooms there.

Once you finish with Tar Forest, you enter Eastern World: 2W as a tar baby, and continue to Historical Hallways as a tar baby. (Net result being I can't continue.)

Josh

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03-26-2008 at 06:29 PM
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jbluestein
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Historical Hallways Comments:

3N is marked required and is behind the blue door.

2N:

Click here to view the secret text


2N1W:

Click here to view the secret text


Josh



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03-31-2008 at 09:21 PM
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CuriousShyRabbit
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File: Homeward Adventure.demo (49.8 KB)
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icon Re: Homeward Adventure (+1)  
I've played as far as I can get in the new version of the hold. The attached demo file should contain all my demos for the entire hold, so you can check for unintended solutions. :)

Starting from Time Warp
Gredgedon Mines - complete
Click here to view the secret text
Barrel Keep - complete
Click here to view the secret text
(Eastern World) - passed through Entrance, 1E, 1W (Why does Beethro ask the guy to open the door to Barrel Keep?)
Flooded Crevasse - complete
Click here to view the secret text
(Eastern World) - passed through 1W
Tar Forest - complete, and I've already commented on this level
(Eastern World) - passed through 2W in player role tar baby. As Josh mentioned, I think you wanted to change back to Beethro here.
Historical Hallways - impossible as tar baby

Starting again from Time Warp
Historical Hallways - As Josh mentioned, the room after the blue door (3N) is required, so it is impossible to complete the level. That means I didn't go to Tormel or the other levels connected only there.
Click here to view the secret text

Starting again from Time Warp
Crumbling Sanctum - complete
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The Roach Shelter - complete; end-of-level stairs end the hold
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Starting again from Time Warp
Mellasten - complete; end-of-level stairs end the hold
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Starting again from Time Warp
The Pit Village - complete; end-of-level stairs end the hold
Click here to view the secret text

Starting again from Time Warp
Crater of the Dead - 1N2W is now impossible, so I couldn't finish the level
Click here to view the secret text

Starting again from Time Warp
I took the stairs labeled "Mirror Mansion," and ended up in Sun-Basking Desert, which I completed, and the end-of-level stairs end the hold.
Click here to view the secret text

Starting again from Time Warp
Boiling Core - complete
Click here to view the secret text
(Poxipon) - passed through the Entrance
Poxiponal Dungeon - 2S1W is impossible, so I couldn't finish the level. That means I didn't pass through the other parts of Poxipon
Click here to view the secret text

Starting again from Time Warp
I took the stairs labeled "Ocean Capture," but they ended the hold, so that's everything I can play for now.

[Last edited by CuriousShyRabbit at 04-01-2008 03:42 AM]
03-31-2008 at 11:46 PM
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Jeff_Ray...
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The demo file doesn't seem to do any good! It says that I don't have the hold, level or room the demo was made in. Do you have 3.2?

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04-02-2008 at 10:13 PM
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CuriousShyRabbit
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icon Re: Homeward Adventure (0)  
I'm sorry it didn't work, Jeff. :(

I've been using 3.1.0.54 since October of last year, so it's not a version problem. The error message you'd get in that case would be that my demo was created in a newer version of DROD and can't be imported.

The error you're seeing tells me that somehow the Hold ID in my demo file and the Hold ID of the hold on your computer are different. I don't know how this could have happened, I'm sorry.

Later, I could try exporting an individual demo for you, to see if that works, but can't right now, as I'm at work.
04-02-2008 at 11:11 PM
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Jeff_Ray...
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Gosh, I guess it's because I must've started editing before watching a demo! >.>

At least, I can always fix what you mentionned in your comment.

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04-02-2008 at 11:23 PM
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Jacob
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icon Re: Homeward Adventure (0)  
If that's the case, you could export your edited version, and then re-import the version on this thread - allowing you to view all those demos.

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04-03-2008 at 05:52 PM
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Jeff_Ray...
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icon Re: Homeward Adventure (+2)  
At long last, there's a new demo! Check the first post for more information!

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06-04-2008 at 12:40 PM
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mxvladi
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icon Re: Homeward Adventure (0)  
Fun hold. :)

I decided to begin from tar forest. That level isn't very difficult but fun and enjoyable.

Now trying to solve last rooms, with gel...
06-04-2008 at 02:47 PM
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