There are two concepts you need to use in this section.
1. Brains themselves are brain-invisible obstacles. A brain pathmap goes straight through brain-invisible obstacles, so a brained monster may walk right up to a brain, expecting to walk through it! Yellow doors, on the other hand, are brain-visible obstacles. A brain pathmap never goes through a closed yellow door. Review the lesson in 3W for this.
2. Brained monsters take the shortest path to you. In determining which of several equally short paths to use, the movement preferences are: N, W, E, S, wait, NW, NE, SW, SE. Review the lesson in 2W for this. In short, it means a brained monster prefers orthogonal movement to diagonal movement whenever it has a choice.
So how it works in the section you're asking about...
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×First, you may have noticed that the roach won't step on the plate at (29,21) unless you open the yellow door next to it. However, you'll also notice that the roach won't step on the next plate unless you leave the brain next to that plate alive. In the two easternmost columns, kill only the northernmost brains.
So, when you release the roach, it walks straight onto the plate at (29,21) thinking it's going to walk right through the brain at (28,21). It physically can't do that, so we go back to the movement preferences. The roach could stay where it is, it could move north, or it could move south and still be the same number of squares away from Beethro, according to the brain pathmap. N has higher preference than S or wait, so it moves north. Then a whole new pathmap is generated, as NW is now the best move.
Hopefully, that's enough to get you going...
[Last edited by CuriousShyRabbit at 07-08-2009 03:43 AM]