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Caravel Forum : DROD Boards : Holds : An Aumtlich's Quest (Playing as an Aumtlich)
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7.8/10 (31 votes)
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Author Name:Hartleyhair
Submitted By:hartleyhair
Hold Name:An Aumtlich's Quest
Theme:Playing as an Aumtlich
Author's Difficulty:
Number of Levels:9
Number of Rooms:56
Number of Monsters:286
Version:DROD: The City Beneath (3.0)
High Scores:View High Scores
Hold Karma:2 (+2 / -0)
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File: An Aumtlichs Quest.hold (31.7 KB)
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icon An Aumtlich's Quest  
I submit this Hold with the knowledge that it may well be broken
if it is decided that Aumtlich player roles should have beams.

In that case, I hope I will have your permission to re-upload with
a different Player Role (note that you actually play as a custom
character, so hopefully no demos will be broken).

Please enjoy what is my first particularly difficult Hold.


11-20-2007 at 02:17 AM
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tiger1720
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icon Re: An Aumtlich's Quest (0)  
good well done
11-20-2007 at 10:46 AM
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jbluestein
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icon Re: An Aumtlich's Quest (+1)  
I confess to not being overwhelmed by hartleyhair's first two holds. This one, however, is quite good.

OK, the puzzles would be just as effective if played as a goblin or some other character role. But the story is good, and the puzzles are interesting.

Good job!

I give this hold an 8 for fun, and 4 brains of difficulty.

Josh

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11-20-2007 at 02:32 PM
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Remlin
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icon Re: An Aumtlich's Quest (0)  
Nice hold so far - but how do I get a pass to enter the city, in Research Center 1N4W? I conquered Outpost 12, but still can't get through.
11-20-2007 at 07:23 PM
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jbluestein
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Remlin wrote:
Nice hold so far - but how do I get a pass to enter the city, in Research Center 1N4W? I conquered Outpost 12, but still can't get through.

Hmmm. If you conquered the room in Outpost 12, stepped on the scroll (not sure if that's necessary) and left via the staircase behind the green door, that ought to be enough. If not, there may be some sort of scripting issue (although it worked fine for me...).

Josh

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11-20-2007 at 07:43 PM
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hartleyhair
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You do need to have stepped on the Scroll.

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11-20-2007 at 07:51 PM
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Remlin
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Oh there you go, I didn't step on the scroll. I'm still playing with version 3.0 on my Linux machine where Aumtlich can't read, so it didn't occur to me.
11-20-2007 at 08:30 PM
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hartleyhair
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icon Re: An Aumtlich's Quest (+1)  
Incidentally, I am also in 3.0 and I have found a fix for that!

If you move off a scroll or wait on it, you can undo onto the scroll and the words are magically legible!

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[Last edited by hartleyhair at 11-21-2007 11:06 AM]
11-20-2007 at 08:33 PM
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Neather2
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Great Hold. I like the idea. I give it 6.5 fun with 5.5 brains.

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11-20-2007 at 08:55 PM
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Rabscuttle
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icon Re: An Aumtlich's Quest (+1)  
Tarstuff Laboratories: Once South is conquerable despite the looks of it. :)
11-21-2007 at 11:58 PM
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hartleyhair
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Wow. How?

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11-22-2007 at 07:29 AM
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jbluestein
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Rabscuttle wrote:
Tarstuff Laboratories: Once South is conquerable despite the looks of it. :)

Color me deeply unsurprised that Rabscuttle was the person to discover this. I suspected it might be, but was unable to prove it. (Or do it.)

Josh

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11-22-2007 at 12:37 PM
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Jatopian
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hartleyhair wrote:
Wow. How?
It isn't hard. I would have done it, but I was afraid it would mess something up.
Basically, after you've killed the tar mother & stepped on the power token, you use the mimic to kill the mud babies left over, then you (this is the tricky part) move the mimic down below the first yellow door which you hold open with 1st Aumtlich. Then you just move the mimic down to the tar mother and kill her, and leave.

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11-22-2007 at 08:11 PM
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larrymurk
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Nice, fun hold.

A bunch of easy to medium difficulty puzzles wrapped together with a nice little story. Very entertaining.
11-27-2007 at 08:54 PM
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Tahnan
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Really enjoyed this; the final, post-mastery-level "hidden" room might have pushed it a little higher in my mind. There were some very interesting puzzles here, some of them very new in nature (e.g., the combination briar/hot-tile/tarstuff/black-door puzzles). Not easy; but well worth the time.
11-28-2007 at 08:57 PM
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Syntax
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Much in agreement with Tahnan on this hold. Great fun! Thanks :)
11-28-2007 at 09:28 PM
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Hikari
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I can't seem to get any farther than completing the Tarstuff Laboratories. What's supposed to happen once you kill the mud mother?

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12-02-2007 at 08:01 AM
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hartleyhair
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Hikari wrote:
I can't seem to get any farther than completing the Tarstuff Laboratories. What's supposed to happen once you kill the mud mother?

Once the Mud Mother has been killed, the door to the Clone Potion will open; take the potion and clone yourself to the staircase.

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12-02-2007 at 08:11 AM
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Hikari
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Not what I meant. I know how to get out of the room; my problem is I can't see where I go after that. There must be another puzzle area somewhere, right?

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12-02-2007 at 03:35 PM
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hartleyhair
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Hikari wrote:
Not what I meant. I know how to get out of the room; my problem is I can't see where I go after that. There must be another puzzle area somewhere, right?

What do you mean? The staircase takes you to a new level.

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12-02-2007 at 03:47 PM
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zex20913
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Rabscuttle wrote:
Tarstuff Laboratories: Once South is conquerable despite the looks of it. :)

I actually found that during the HA process. I was trying to find the way out of the level, and thought sillily that maybe I had to conquer the room to have "something happen".

As it is, though, the stairs to the next level are actually in 1S. I usually overlook them.

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12-02-2007 at 10:14 PM
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Hikari
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...... *blink* Huh. I saw those but couldn't see how to get to them. Guess I'll have to look again.

....oh. well, that was easy enough.

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[Last edited by Hikari at 12-03-2007 07:17 AM]
12-03-2007 at 06:17 AM
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Gili707
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From what I have played so far this is absolutely amazing. I thoroughly advise this hold to anyone who is looking for a bit of a challenge (it certainly was for me)!
:thumbsup

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12-03-2007 at 04:38 PM
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Danteslives
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Awesome, awesome hold just because of the inventiveness of some of the puzzles that for the most part were in the intermediate range. Also lots of chances to kill slayers just for fun. I also thought the secret rooms were pretty cleverly hidden since regular old crumbly walls to be broken by Beethro's sword were not a choice. Overall I had a lot of fun and the story was well told and interesting to follow. I gave it an 8 with 6 brains.
12-22-2007 at 04:58 PM
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mxvladi
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I've just conquered this. Great hold! :thumbsup
There were many good rooms, but, unfortunately, there were some easy and not very good rooms.
Comments:
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[Last edited by mxvladi at 04-08-2010 01:01 PM : emm... fixed grammar a bit]
07-12-2008 at 08:04 PM
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Penwielder
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Mastered, postmastered, and then some. I didn't bother with TL: 1S, though.

While fairly easy, this hold is not at all boring. You won't find any rooms filled to the brim (...um...) with monsters just waiting for a minute or two on the + key. No hack'n'slash here. Most of the puzzles are small, often involving a little twist. Easier linchpins, you could say.

One room did give me significant trouble: Slayers' Chambers, 1S2E. If you're stuck on this one, as I was for a long time (I had given up the hold for a while due to it), get help and push onward. I think it's the hardest room in the hold. In fact, statistics online show that almost (if not) everyone who has finished this room has finished the rest of the level.

The story was to my liking. The levels are small, so it keeps moving. Use of lighting really added something to those otherwise very plain hallways. Emphasis of the very edges of rooms (the wall border, in your case) is something I try to avoid, but the effect of having rooms enclosed while seeming spacious was somehow nice. I can't explain it.

Good job here. I'm hoping to see more of Jerrik's Dungeon at some point.

Rated 8 fun and 3.5 brains.
Recall that the difficulty scale is based on KDD being a 5.

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04-08-2010 at 12:03 AM
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stigant
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Interesting... looking forward to further playing.

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04-10-2010 at 12:49 AM
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martz
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This is a very enjoyable, well-polished hold. Although the aumtlich might as well be a roach without the beam this still provides a good selection of player role puzzles. There is a lot of slayer manipulation, plus some mimic/tar stuff puzzles but nothing too difficult. Particular praise is reserved for the story - not only is it welcome to have a hold with correct spelling and grammar, I believe with a bit of polish the story could be up to the standards of the official holds. Although there is a bit of cliche with the hub layout "oh, here's a broken bridge - I'll have to go through this dungeon to bypass it...oh, here's a locked door - I'll have to go through this dungeon to get round it...) I have nothing but positives for this. Despite Hartleyhair's recent inactivity it would be good to see some more holds of a similar quality to this and One Step Ahead.

My verdict:

Difficulty: 5
Fun: 8

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[Last edited by martz at 11-14-2011 11:19 AM]
11-14-2011 at 11:19 AM
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