Postmastered.
comments:
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×Level 1
1W: First room I've solved. I did not quite understand how it works, though. Kept hitting broken wall in different places until citizen became green.(note: I DID read the scrolls explaining builder logic...)
1E: Since the pressure plate wasn't completely "symmetrical", there was one non-pressure plate square where I forced citizen to stay a bit.
1S 1E: Quite fun room. Using citizen and movement order of roaches, I separated them. Citizen successfully moved to relay stations.
1S 1W: Forced citizen to move to move to lower-right station, then - to upper-right station, and only then he added new station(if it was accessible) to his "list" of stations he(it?) needs to visit. Had enough time to cut mud.
2S 1W: Changed the location of force arrows when needed citizen to change row/column on which he was moving.
2S 1E: Moved platforms to the east, so citizen hit pressure plates.
2S: First, forced citizen to move onto 21,9-27,15 diagonal, then the door on this diagonal forced him to move on pressure plate
2S 2W: didn't need two of mirrors
1N: Nice postmastery room.
Level 2
Entrance: Quite clear what to do after level 1 entrance.
1N: Forced citizens to change diagonal on which they were moving, then synchronized their movement a bit and had 6 moves to lure wubba at pressure plate.
1W: First, let citizen make a "list" of relay stations he visited, then dropped them in the pit while citizen was on pressure plate. Poor guy just waited on pressure plate... briar killed the roach.
1S 2W: Fun room. Preventing citizen from getting stuck in fegundos was quite hard in places.
2S 2W: Fun room, too. Citizen stopped on pressure plates when I dropped relay station he was moving to.
2S 1W: Solved this by accident actually. First, dropped all but one citizen in the pit. I seemed to leave right citizen, though, since his route through relay stations was quite long. Long enough to kill both roaches and escape.
2S: Quite simple IMO. I did this one from the first attempt.
1E: Quite messy after all trapdoors are dropped. Maybe make relay stations different-coloured?
2E, 1S 2E: I still didn't fully understand those rooms, but somehow did them.
1N 2E: With help of Beethro's sword, all citizens got stuck on the bridge and then fell down.
2N 2E: Fun room. Had to make citizen wait for a while sometimes, so when he comes to next relay station doors to hot-tile surrounded ones were closed.
2N 1E: First, lured citizen from hot-tile area, then used mirror to lure him back on his route.
1S: Two citizens got stuck in themselves. I like this trick.
2N, 2W: quite the same as 1S, but with bigger amount of citizens. These took me a while to solve.
Level 3
entrance: simple. The only thing I needed to care about is that the only way to relay stations is through on/off pressure plate. Citizens survived, and soon enough visited southern relay station.
1E: Simple, too. I released citizens in the middle first.
1W: Re-arranged citizens a bit, so each of them stopped wraithwing by one step. Wraithwing died pretty fast.
1N 1W: One of my favourite puzzles. At least I understood what I needed to do here(paths to relay stations needed to be made of equal distance, right?)
1N 1E: Quite fun room. Eventually citizen hit all one-use pressure plates.
2N 1E: This felt trivial. I only needed to lure goblin at 12,13, stand on force arrow with sword SW until citizen comes at 13,14, and then kill the roach.
2N: This was fun. When some of citizens got stuck, fegundo blowed up relay stations which caused the problems.
2N 1W: It was fun, too. I had to be careful with how I carve paths to relay stations for citizens.
1N 2W: One of my favourite rooms. Getting citizens in required places was quite fun and not too hard.
Overall, this hold was fun to play. Thanks for making this hold not too difficult.
[Last edited by mxvladi at 03-06-2010 05:20 AM : postmastered]