Non demo hints:
What to do:
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×You need to desync the four chambers, so that you have the gentryii on the right edges once the trapdoors are dropped.
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×They're actually desynced into two pairs at the start.
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×In N,E chambers the NE puff is first, in the S,W chambers the SW puff moves first
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×You can get a different puff formation by hanging around in the SW corner until the puffs can't move any more, then move to NW corner. N&E will line up, S&W will stay on a diagonal.
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×To desync each pair, you'll have to find the spots in the corners where you can affect the chambers in different ways.
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×X marks these spots - namely the plate to release the critters in the SW and the trapdoor in the NW.
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×You'll need to wait on the pressure plate until the first puff from the vent in the S room goes somewhere different than in the W room.
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×Get the gentryii on the north edge of the room, then use the checkpointed trapdoor to pull the N chamber gentryii out.
Execution Hints:
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×Destroying a puff in one chamber but not another is useful. It's hard to accidentally resync when there's a different number of puffs.
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×Because the N,E desync can happen at any time, solve the other two chambers first before desyncing those ones. Then you only have to handle three different chambers at once
[Last edited by Rabscuttle at 05-07-2020 01:49 AM]