larrymurk wrote:
It would appear some pretty precise timing would be required (and I'm not sure exactly where one would even start counting from).
Yes, precise timing is required, but that was the intended solution (the intended solution is to
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×make the rattlesnake go in the opposite direction to the serpents, killing them all in one go, starting with the small serpent that comes after the longest one. The scripting assumes that the player solves the room in this way, so I can't make any other solutions possible without breaking the 'story'.
I usually solve the later part of the room by keeping my sword pointing west and circling around the empty mud baby loop with the rattlesnake a few moves behind until the outermost loop is correctly synchronized.
) There are many ways to achieve this, but all of them require precise timing, or experimentation.
What about making the bottom orb toggle the bottom 3 doors?
I could do that, but I think it may make some unintended solutions (that break the scripting) possible. I'll look into it later this week, but I'm not promising that anything will change (unless I'm certain that the change will not make unwanted solutions possible). Edit: This change would also make the room pretty trivial.
Another possibility I considered was to move the left open door one square east making it slightly easier to get the rattlesnake to cooperate when coming from the east, but it also makes it impossible to force the rattlesnake into the loop when coming from the west.
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[Last edited by Stefan at 11-28-2005 02:10 AM]