Crestin Place Entrance - Why does the sign spell Krestin with a K?
That was a holdover from an earlier version where I spelled it differently. I've fixed it.
Crestin Place 2W - I never opened the trio of yellow doors. It's easier to go back through the open space just north of the northernmost force arrow.
Fixed it.
Crestin Place 1N - I put the 1x1 raft at (20,7), then lured some roaches into the red door room to hold down the pressure plate. I never used the serpent, etc.
I'm having trouble seeing how you got it there. Of course, if you meant (20,3) that makes sense and I've fixed it.
Karvin Alley 2S3E - I assume the serpents could be killed using the wraithwing, but I used a mirror.
Fixed it.
Karvin Alley 2S2E - A complicated room. I never used the arrangement of 4 arrows and two doors on the east side.
You're not supposed to use it. If you didn't, you avoided a gotcha that only comes up once at a specific time.
Par Quay 1E and 1N1E - I don't understand the purpose of the timer in 1E or the force arrows at 1N1E's entrance. Maybe you're trying to make sure the player doesn't have to play through 1E multiple times, but that can still happen because it's possible to leave 1N1E without clearing it.
Yes it is possible to leave 1N1E without clearing it. But you have to make a conscious decision to do that and I don't care enough to stop people from doing that to themselves.
And the timer on 1E is because the moment the snake is gone, if there are any eyes left, they are too far from the exit for you to kill them and make it there before the briars spread to cover the exit. Unless you have one of the eyes follow you out toward the briars so they won't cover the exit for you. You want to kill the eyes and head for the exit before the snake dies, but if you don't make it, you need to remember to keep an eye or goblin alive and following you until you're close enough to the exit. It's not a hard and fast timer, but it is something to keep in mind in your strategy. Especially if you have optimization in mind.
Dune entrance text - 'intelligent' spelled wrong.
Oops. Fixed it.
Dune 1S1W, 2W, 2S - Candidates for a checkpoint, IMHO.
On 1S1W, I actually made the conscious decision not to put them there. But if you think the others could use them, I've placed a checkpoint in each one. I
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[Last edited by Garlonuss at 01-02-2010 08:38 AM]