I've mastered this one. It's pretty fun experimenting with all the unfamiliar and quirky behavior of the fegundo player role. I like the little bits of story that are starting to appear, especially being treated as a "
wild animal"
on the second level.
Flight School
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×I like how this level isn't all "show and tell". Having to use what I was just told in puzzles helps me remember it better.
1N1E - Is it okay that I didn't use the clone potion?
Icy Beginnings
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×Entrance - A bit fiddly with movement order, but a fine introductory puzzle. I didn't realize until reading this thread that the SW platform lead to Flight School. I thought it was decoration. Perhaps put a signpost next to it?
1N - The tricky part of this puzzle was the beginning - whether to wake the monsters with the power token or by killing a wraithwing.
2N - Nice one, picking my way through a tightly packed crowd of monsters is a puzzle that would truly be impossible for any other player role.
2N1W - Pretty easy; doesn't have as much of a lynchpin as the previous puzzles on the level do.
3N1W - It's fun playing with brain pathmaps and the different brained monster movement rules.
3N - I was surprised to find a briar race with the other puzzles on this level, but it fits in well with the story and the decor.
Unsafe Shelter
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×Entrance - Some guard manipulation practice is appropriate for the beginning of this level.
1E - Neat - it's much easier protecting a stalwart when I'm invulnerable. The empty bottom chamber confused me for a bit. It looked like a good hiding place for a spider, and I thought I might have to lead a roach down there to get the stalwart to strike the orb. Luckily that wasn't the case.
1N - For this one, my strategy was to herd the growing mass of skippers such that the stalwart could QW them without committing suicide.
1N1E - The guard version was tougher. Killing the correct nests early was key. I ended up dealing with all the skippers and nests, then all the seep.
2N - Just when I thought I'd seen them all, here's a very unusual golem packing puzzle.
2N1E - Using a swordless character to get a guard to cut tarstuff is a puzzle I've seen many times. I guess the purpose of putting it here was to give the player a little practice before the secret room?
3N - The puzzle here is figuring out what all the pieces are used for (I like that kind of puzzle). Getting the guard to step on the pressure plate from the oremites area was tricky.
3N1E - Easy enough to "
walk"
through this room, but getting the slayer to open up the way to the secret room was a nice challenge. (Also quite funny that he couldn't "
take care"
of the wild fegundo.)
secret - A deliciously deceptive room where the "
obvious solution"
can't possibly work.
And what I'm sure was the intended solution gave me that sneaky feeling as if I'd broken it.
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×I snuck around one broken wall obstacle, got the guard out, and had him break the other.