I beat the rock giant, and went back and got everything it felt worth getting!
I entered the room from my own newly-made playthrough of the first level, starting with:
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×3427 health, (equipmentless) 69 atk, 62 def, 659 gr, 1953 REP
Swords: Wood sword, sting
Shields: Wood shield, scrap shield
accessories: 3 might scrolls, Portable crate
And my final stats were:
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×6852 health, (equipmentless) 193 atk, 214 def, 5111 gr, 13036 rep;
Keys: 5 yellow, 11 green, 2 skeleton, 4 shovels
Weapons: steel staff, goblin-biter, sting, wood sword, mistblade
Shields: scrap shield, wooden shield
Accessories: 4 might scrolls, speed potion, portable crate, 1 extend-o-bridge, wall walking
Notes about my run's end-state:
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×I took the attack from 8S1W (which was free by way of using the protection scroll, down from 2000+damage!); ignored the health behind key-locks. It would be possible to use PC+wall walking to fight the defender of defense for his stuff, but doesn't feel worth it.
I was able to get 7S1E's stuff -FREE- by using the invisibility potion! I only wish I'd thought to do it much sooner; that defense could've saved me a lot of damage I took.
I did not take the stuff on the blue door in 7S1E--also not worth it.
I've left behind green-for-2-yellows and a 2-yellows-for-1-green key trades, one of each.
I ignored the SW part of 8S1E--all the keys+shovels for keys+health stuff.
I did not even attempt to reach 5S2W.
And, obviously, I didn't donate any equipment except the "trash" that's in the same room as the donation station.
Opinions about the level itself (very off-the-cuff! Don't take too seriously):
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×-Echoing Red-XIII's comment about the inventory token. When the player enters onto the tile, waiting or bumping or turning their sword shouldn't warp them right back. A "wait while entity is player at [my location]" at the start of the script (after presumably a "restart script on entrance") would fix this.
-It's SO EASY to fail 4S1E, leave the room to lock yourself into said failstate, and come back way later only to realize it'll cost you some 6000 more health that it really needed to. Oof. Additionally, the room becomes increasingly hard to read the more mist covers it up, but I guess that's not the room's fault.
-However, once I got the goblin-biter, it was pretty fun swapping back and forth between that and the steel staff, seeing which one was better for various situations.
-On a similar note, the zero-sum stat trade items in 7S1W didn't seem too useful, until I noticed I could make the heat wings free by taking the defense temporarily. I do wish they were alternating though, like: def-atk, def-atk instead of def-def, atk-atk. Or just that you could choose the order you take them in in general.
-The adder has WAY WAY WAY too much defense for this level! The only way to get that lucky greckle it's guarding would be to use up the invisibility potion. Or maybe the speed potion and tons of your health. Totally not worth it, especially with how much trouble it is to even reach its room.
-I still think a tunnel should be added to 7S1W so a player who goes west at the fork isn't stuck spending a metric ton of health to chug through that tar mother, and so that a player going east at the fork is able to go west later without using up an extend-o-bridge or portable crate. Never mind the fact that a player who goes east will most definitely be forced to pay a 2000-health toll in 7S1E at some point.
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109th Skywatcher
Here are some links to Things!
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[Last edited by Xindaris at 09-17-2025 10:31 PM]