Hi,
I did play this some time ago, but have no demos. However, I can offer some general brain-orthosquare-roach remarks that might help you.
1. A brained roach does not 'see' orthosquares when tracing out its path to you. Of course, when actually making a move, the OS will nonetheless block any diagonal moves.
2. The trick is thus to fool the roach into wanting to move diagonally through an OS, getting it blocked and frying it.
3. When brained, a roach checks all moves which bring it closer to you along the path that has been mapped out by the brain.
4. First, it checks horizontal/vertical moves. It does so in the order N, W, E, S. If none of these moves bring it closer to you, it tries diagonal moves in the order NW, NE, SW, SE. So SE is the last move it ever considers when brained. If no move is found that brings the roach closer to you, the brain gives up and the roach just acts as if no brain where present.
With some (very much, probably) thinking, this allows you to construct a solution as follows:
Click here to view the secret text
× roach surround by golem corpses to S and E. The OS should be to the SE of the roach. You must be one squares further SE behind the OS.
This works because
1. The brain finds a shortest path to you right through the OS.
2. Now, the roach tries which moves help to get it closer to you along this path.
3. N and W will bring the roach further from you, so they don't work. S and E are blocked by corpses.
4. What about diagonal moves? Hey! Going SE should work, according to the brain. However in reality, this move is blocked. But going SE is actually the
last move that is checked by the brained roach...
5. So now the brain gives up and the roach behaves unbrained. And an unbrained roach will simply be stuck and get fried.
Hurray!
Ok. This was written completely
ex cranium. So I hope I didn't mess up. But the general explanation of brained behaviour should be roughly correct.
BTW: if you are interested in understanding these types of complex interactions, go play Advanced Concepts. This hold focuses I explaining the gory details that enable you to solve rooms like this without trial and error. It is a very good hold that helps you to play much better, but is also very entertaining in itself. Can't recommend it enough really. There is even a follow up: Advanced Concepts 2 for more gory details if the first gory details are not gory enough.
____________________________
Autocorrect is
not my friend. Apologies for the typos.
[Last edited by Dying Flutchman at 01-10-2019 08:22 AM]