Pinnacle
Level: Smitemaster
Rank Points: 1129
Registered: 06-10-2004
IP: Logged
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Re: King Dugan's Dungeon 2.0 : Twelfth Level : 3 South, 2 East (+3)
There's not much of a specific trick to this room, but it helps to have a good grasp of the snake movement rules.
The serpent first checks to see if the player is directly in front of or behind its head. If he is, the serpent continues moving in that direction.
Failing this, it refers to its internal counter: the first five turns it prefers horizontal movement, the next five it prefers vertical, and then this repeats. The serpent picks a square into which it wants to move; if it is thinking horizontally, then it picks which of the two squares horizontally adjacent to its head is closer to the player. If it is in the same vertical column as the player, it picks which of the two vertical squares adjacent to its head is closer to the player.
If it is thinking vertically, it does the same thing but looks at the vertical squares first, then the horizontal squares. The serpent then tries to move into the square that it has picked. If that square is blocked, the serpent tries to move N, then E, then S, then W. Red serpents' tails shrink by one tile if they are blocked in all four directions.
Beyond that,
Click here to view the secret text ×there are 3 ways to actually kill snakes in this room.
Click here to view the secret text ×1: block a snake with another snake. This one will probably happen accidentally a few times. Click here to view the secret text ×2: kill the snake on the room entrance. This requires some understanding of snake movement as mentioned above, but it's probably the easier way to kill snakes here. Click here to view the secret text ×3: use the mimic to create a dead end. While this is easy to do on the non-orthosquare version of the room, it's a bit of a pain here.
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Once (adv.): Enough.
Twice (adv.): Once too often.
~Ambrose Bierce, The Devil's Dictionary
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