For 1S1E: No. I kill some aumtlichs with my sword on the preasure plate, and half of them with the adder. Otherwise i do as you do. Please keep the room like this. I will probably just like it less if you change it. It isn't trivial to kill aumtlichs with your sword. Just a bit less tedious.
Yup, that’s fine. I had already found that solution during playtesting, and I don’t mind.
For 2N: I wanted to be able to cut through the roaches fast enough . The change just makes the room a bit more tedious IMO. Not a very bad change, but still... Tastes differ.
Well, the abovementioned solution (using the snakes and mirrors) was the original idea behind the room, and I’d like to keep it since it does have puzzle elements. (If I didn’t need it, I’d actually remove all the roaches altogether; I’d just need the rattlers, including the two-square timer rattler, and the western roach). And come to think of it, I just realized that people have probably been bypassing the solution in the first section as well (which does indeed seem to make that section pointless and tedious, just a bit of hack and slash); you’re meant to have to use the same type of solution I want you to use in the second section. (I’ve now fixed this, I hope).
In 1N2E I keep one wraithwing alive escaping through the arrow at 13,13. Beethro kills it in the end. But I think the room is fine as it is, and a very good room. Please don't change it
Sorry (let me explain myself and I hope you’ll understand). If it was just one WW, I probably wouldn’t mind, but as things are now, Beethro can drive any WW he wants over the force arrows (and at any place). At the end, no matter where they went over, all of them can be killed by either Beethro or the clone, making the main puzzle significantly easier at nearly all points on the pathway except perhaps the last section.
For 1N2W: This change: - squares of door on the three adder chambers so that Fegundoes can’t be used to kill them (including adding the opening of the northern of those doors, to let the mimic out, one of the functions of the northwestern orb)
Walls around the adders would be better. That way nobody thinks you can use the fegundos.
Indeed - however, part of the puzzle is
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× to recognize that you can grab the eastern mimic with the platform, and use it to hit the left central orb and open up the middle two Aumtlich. Walls would preclude this (and walls around only two chambers would be pointing that island out).
...Please tell me that that’s part of your solution?
(I’ll think about putting the scroll in. Recognizing what you have to do - i.e. use the mimics to kill the adders - is a part of the puzzle just like the actual solving of it).
For 2W the answer is no. I headed to the southern chamber, killed a nest, killed all but five wraithwing, killed a couple of nests more, before being forced back. Went below the skippers to the westmost nest, and killed it. Hack and slash, and then killed the final nest in the chamber. Killed the nests in the NE areas, and the rest was cleanup.
You did the hack and slash four nests earlier than me
. Since that would indeed be tedious (tell me if this is the wrong idea), I’ll remove the safe spots in the southern chamber to prevent this solution then?
(I’ll also add a scroll saying “you can clear at least three chambers before you have to stop moving.” I know my previous post didn’t have me fully clearing one of those three, but I found a way to do so and keep to my original solution.)
Finally...
Oh, and my final room of the hold is 1N3W. Seems tricky, but I just don't want to do it I don't know why, but looking at the room makes me tired. Either boring trial and error, or boring mappings of what all the doors does, how fast I have to be with respect to the queens, etc.
I’ll add some more hints here, followed by spoilers. (I know I discussed it earlier, but I was still pretty vague). I do want people to test this room, after all
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(By the way, there’s no timer with relation to the queens at all. If you let all the queen chambers fill up before moving, you could still solve it. Also, I think I've added enough facets to the room such that it would be incredibly difficult to solve with trial-and-error; I don't want it to be solved that way in any case).
When you figure out the required path, think of it as a logic puzzle:
Firstly, you must recognize that
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×since the southwest island has a monster on it and the only way off is a green door, it must be the last island you visit. This is the first step, and the rest of it follows from here.
Your next steps would be to
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×examine the possible paths to and from the island - working backwards, as it were. What actions must you undertake (or not undertake) to keep those paths clear?
A spoiler, though moderately vague:
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×there are two yellow doors which you must not close; one is on the way out, and one is on the way in. Which doors they are (including lines of reasoning which lead to each) are in the next two secret sections.
Large spoilers (I can’t really think of any more ways to give hints, and again, I do want people to be testing this room):
For the way out (the simpler one),
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×the green doors give you a pretty good indication of where you’re supposed to go. Following the path, the door at (27, 3) must not close (as there is nothing to open it again if it does). The doors at (7,15) and (8,12) pose no problem; the one at (7,15), at the least, cannot be closed except by a toggle function - which means you could just open it up again.
Specifically, two pressure plates close (27,3); the ones at (23, 21) and (31,8).
For the way in,
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×we know that the door at (10, 28) must be opened; there are two pressure plates that can do this - at (12,11) and (26,19) - along with the broken orb.
We will note that the nearby pressure plate at (15,26) actually closes this gate; treating the three oremite islands as one group, there are only two ways on (with (23,21) being out of the question) and no ways off (other than onto the final island). Since all three ways to reopen the gate are outside of this area, this pressure plate cannot be stepped on.
This means that no matter which of the ways you come on to the island, the door at (18,24) must be open; since there is no way to open it once it is closed (other than on the final island, which is unvisitable until the very end), it must not be closed.
Specifically, the pressure plates at (3,17), (12,11), and (26,19) are now confirmed as off-limits.
The final steps to figure out the logic puzzle part of this room are:
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×If you cross the gate at (24,26) onto the oremite islands, you cannot have visited the island just north of the one you left (and thus this connection cannot be crossed). That island has four connections to other islands, but (26,19) is off limits, (28,17) is a force arrow, and (34,19) is a yellow door which is closed by the only remaining way you can get to this area - the pressure plate at (34,7). There is no way to reopen it once inside, and it is impossible to go through twice due to the trapdoor.
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×We now know that the only way onto the oremite islands is the one at (16,22). Since (3,17) is off limits, the only way towards (16,22) is via the trapdoor at (13,16). At this point, there is no turning back so for all intents and purposes you cannot use either (4,11) or (26,14); the red doors on them can only be dropped after you have passed the point where you could possibly have used them.
To conclude,
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×the islands are in three sections...one in the northwest, defined by (4,11), (12,11), (24,6), and (27,3)...one in the east, defined by (34,7), (31,8), (29,10), (26,14), (26,19), and (24,26)...and one consisting of everything else.
The order in which you must undertake these
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×is dictated by the pressure plates that you will have to cross which are within each of these sections. Figuring them out is pretty easy (they’re only there to make sure that I have a single intended solution):
The large section (the one I listed last above) must go last, since it’s the one that contains the southwestern island, which must be the last one (overall) that you visit).
The northwest section must come before the eastern section, since you need to hit the pressure plate at (14,5) to open the southern two islands of the eastern section (and you can only visit the eastern section once due to the trapdoor).
(As a result, the order is northwest, east, center - the same order as I listed them in the previous secret tag).
Finally, the broken orb (which, since (12,11) and (26,19) are off limits, is the only way to open the door at (10,28)) cannot be hit until after the eastern section, since entering the eastern section will otherwise re-close that door (and it must be hit before entering the central section, or you won’t be able to come back and get it).
At the end (just for completion),
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×you have to get the adder to eat the monsters on the oremite islands (while using the door to get rid of the rattlesnake) so that it is long enough to trigger the doors open for you on the final island). I suspect it’s possible to use a golem for the western plate, but I’ve just fixed that by reconfiguring the adder’s path so you can’t manipulate a golem into either spot.
Now that you have all of this, the rest becomes a more conventional puzzle (though it’s still quite challenging). It will probably help if you followed and understood each part, but the important part is that you know where and where not to step. (And one final thing...watch out for pressure plates with toggle functions. You may have to step on them twice to keep your path clear).
I hope this room is more approachable now.
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Slashing, whirling, diving, twirling,
Snapping, turning, rising, swirling,
Screeching, flipping, gliding, sliding,
The red hawk's dance of death.
.....the king of the skies.....
[Last edited by The_Red_Hawk at 08-19-2008 04:33 AM]