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Chaco
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icon Re: MetDROiD Echoes (0)  
In the Invisibility Potion Training room, the scroll says "The Inivisibility potion" with an extra i. Beethro is again mis-spelled "Beathro". Did you use a spell-checker on your text?

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[Last edited by Chaco at 11-07-2006 10:34 PM]
11-07-2006 at 10:33 PM
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coppro
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Well, I wasn't sick today, but I did find at least one important bug, so it wasn't all a waste:

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[Last edited by coppro at 11-07-2006 11:27 PM]
11-07-2006 at 11:16 PM
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geomatrx
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I did for the text in the secret rooms, but not for all the scrolls it seems :?

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11-07-2006 at 11:18 PM
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Citrus
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It's black walls, right? The secret rooms?

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11-07-2006 at 11:20 PM
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coppro
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Yeah. Me and my slow, slow brain.
11-07-2006 at 11:28 PM
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coppro
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In the Portable Orb training, there isn't a box marked under the obstacles. IMHO, there should be for consistency.

EDIT: And I just noticed it's secret too. Why?

EDIT2: And the scroll should say "2 spaces" not 1.

[Last edited by coppro at 11-07-2006 11:34 PM]
11-07-2006 at 11:31 PM
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Citrus
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There are 100 rooms in that level. If all of them are secret that gives a nice round figure at the end. Also, in Metdroid, items count for your percentage.

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11-07-2006 at 11:42 PM
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geomatrx
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Thanks coppro. The staircases and red statue tiles are explained later in the hold.

The items were secret because, well, thats how i started long time ago. I'll probably change it though, as you obviously need these room to complete the hold, so are not really secret.
As Ez says, it also rounds to a nice figure. Maybe i'll leave it in :~(

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[Last edited by geomatrx at 11-07-2006 11:44 PM]
11-07-2006 at 11:43 PM
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coppro
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geomatrx wrote:
Thanks coppro. The staircases and red statue tiles are explained later in the hold.

The items were secret because, well, thats how i started long time ago. I'll probably change it though, as you obviously need these room to complete the hold, so are not really secret.
As Ez says, it also rounds to a nice figure. Maybe i'll leave it in :~(

In Metroid style, it makes sense, really. Now that it's explained, I strongly suggest leaving it in. Now, I've got two large bugs for you:

Maguig's Desert: Entrance
There is no statue blocking the stairway to U-Man's Temple.
If you stand on the green tile by the staircase and leave, you cannot progress in the hold because you cannot reenter the stair area.

EDIT: Oh wait, that orb is toggle. It's still counter-intuitive though.

[Last edited by coppro at 11-07-2006 11:57 PM]
11-07-2006 at 11:51 PM
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coppro
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Here we go, up until leaving the Dark World after acquiring the Light Key

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11-08-2006 at 01:07 AM
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zex20913
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I'd like to jump in on this testing round for a couple of reasons. One: I love the MetDROiD series, and can hardly wait to play the new one. Two: I am a Hold Admin, and this is a ginormous (a word, believe me.) hold, and will take a lot of time to be promoted if a HA (or two) doesn't get in right away.

I'd be looking mainly for completability and backtracking issues, but if I came across any glaring errors or unintended solutions, I'd report those as well.

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11-08-2006 at 01:21 AM
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Chaco
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For Wretched Bog Quince South Twice East (Escape Trap Two) , I suggest some sort of way to skip the trapdoor path after some item is collected (possibly Blue Gate).

Something similar for Quince South (Escape Trap One) would be nice too. Those rooms are a real pain to backtrack through repeatedly.

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[Last edited by Chaco at 11-08-2006 01:33 AM]
11-08-2006 at 01:30 AM
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coppro
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I just realized that I may sound really picky and finicky, but that's the point of beta-testing. It's better to make up your mind on the tiny issues than discover it was a mistake later.
11-08-2006 at 02:44 AM
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Chaco
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Well, he had already made small changes to a few rooms (Brittle Tunnels, Great Divide) so I figured that changing rooms slightly wasn't entirely out of the question.

I suppose I could probably just deal with it seeing as it's two rooms out of a massive set, but still.

(Also, in the same vein, I just got back to the Orthosquare Training room and (surprise surprise) forgot how to solve those two chambers after not killing the brain. :blush

Perhaps for future players a checkpoint inside the wraithwing and roach chambers might be convenient.)

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[Last edited by Chaco at 11-08-2006 02:58 AM]
11-08-2006 at 02:56 AM
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Citrus
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Comments from Energy 2 to Energy 3

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Not seeing much here, I'm sure others will see more. I'm just not the best.

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[Last edited by Ezlo at 11-08-2006 04:04 AM]
11-08-2006 at 03:49 AM
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coppro
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Up until entering the Slugman thing:

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11-08-2006 at 04:06 AM
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coppro
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Okay, here's a little more, I just got the Super Missile (I'm going to refer to items by their game equivalents, since not all of them are clearly defined and I already know all these) and I've gone back to the desert to get the bonuses. I just left back for the Forrest.

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11-08-2006 at 05:10 AM
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geomatrx
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Ezlo wrote:
...There's no sound for the sound gates.
Is this before or after you get the music key? If before, i'll add a brief explanation why they don't work at the moment.

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11-08-2006 at 10:51 AM
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After! I also have 5 out 10 pit keys now, just to keep you updated.

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11-08-2006 at 02:05 PM
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zex20913
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Somebody (coppro?) mentioned a few posts up that the eastern statue in the Great Hall is killable. It also disappears after all enemies are killed. This is the biggest bug I've found thus far. All others are pretty much minor, spelling and the like.

One more thing though--you should mention that you need to be on a light square exactly 15 turns after you step on a dark square. This was shocking to me, and counter-intuitive. I thought that every time one stepped on a light square, the count would reset. As this is probably too much to change now, I'd like a stronger mention of how it's set up.

Edit: Oh, and I LOVE the !, :) thing you have going on.

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[Last edited by zex20913 at 11-08-2006 02:50 PM : emoticons.]
11-08-2006 at 02:50 PM
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geomatrx
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Ezlo wrote:
After! I also have 5 out 10 pit keys now, just to keep you updated.
Hmmm... I played through this hold using a clean install, and when i got the music item, the sounds worked fine... do you have sound muted, or maybe its voice?

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11-08-2006 at 03:11 PM
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Nope, everything is on. Maybe it's a glitch in DROD?

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11-08-2006 at 03:13 PM
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zex20913
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Okay, I've played for a couple of hours...yeah. Fun stuff! I really love this series as a hold.

I'm just going to list all the things I found, up through getting to the forest/swamp area. I think I've explored all I could up until then.

Click here to view the secret text


That's all I've found thus far. Some of those may be repeats, but I think that's alright.

Loving it so far. I stopped because my eyes were hurting. And because I should really get ready for the day. :P

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[Last edited by zex20913 at 11-08-2006 04:12 PM : excessive underline.]
11-08-2006 at 04:12 PM
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coppro
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zex wrote: In the Ice Age Crossroad, when I go down the wubba staircase, it tells me that "All keys have been returned to the ice temple." and it turns the statue green. This was only the second key. One way I can think of (and I'm no architect, by any means) to fix this is to use the staircase mechanism to force an ordered key collection.

Yeah, in the game this wasn't forced, so it shouldn't be. The easiest way to do it, while being consistent to the game, is to make it so that it just says "You have acquired this Temple Key", and then when you get back you get the returned message.
11-08-2006 at 04:27 PM
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Citrus
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Man! Pit III is hard! I've cleared all the mud and now I'm working on the tar, but it's a big jump in difficulty from Pit I and Pit II.

BTW, I liked Pit II, but a lot of people are going to give you grief over it. Maybe have all the trapdoors visible for the first tar cycle?

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11-08-2006 at 05:00 PM
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geomatrx
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Thanks all. I'll try to address as many points as I can, as you have all be great so far.

You have all raised some good points and errors which I will correct. I'll also take on board some modification, but not all of them.

Ez,
You are by far the fastest player here i think! Even I spent a couple of weeks on it from end to end, and you done it it a couple of days!

I'm glad you like Pit 2, and i'm aware some people will not like traps under tar...but
Click here to view the secret text


I've fixed all you snags so far. I can't replicate that sound bug though. I'm also afraid to say that spider stays ;)

Chaco,
I've fixed all your points too. I was playing around with the idea of blue gates for those two rooms in lower wretched bog. I had even installed them, but removed them as I only had to cross one of the rooms twice. But, I knew where I was going, and others may not be so patient, so I've decided to put those gates back in. For the ortho room though, i think the 4 check points there are sufficient.

coppro,
You have sent me a lot of things to look into. I have fixed some of them, others were mentioned by others, and the rest are too trivial to change, I will go through them with you if you like.

There is one I don't understand how to resolve:
Maguig's Desert: 1S2E
I was under the impression that green doors or bombs would count as being accessible.
And it still works after clearing and reentering.


Oh, and there was a bug in the 2nd ice temple key. When you picked it up, it assumes you had the others, This is fixed now.

The text in the fire pit appears first so you are not distracted by other text (thats my excuse anyway)


:)

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[Last edited by geomatrx at 11-08-2006 10:35 PM]
11-08-2006 at 10:23 PM
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zex20913
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I think what coppro's trying to say there, is that in the Portable Orb training room, you say if there is an orb with a gate near it, it is accessible, and does not count as a portable orb location. He's also saying that green doors and bombs should count as accessible, since they are able to be taken away. Maybe some quick Beethro speech to the fact that he can use the portable orb on the doors will fix the problem.

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11-08-2006 at 10:36 PM
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Citrus
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Okay, I've searched ALL OVER, and I'm missing just two secret rooms. They are at Secret Rooms: 3s 5e, and 8e. Help?

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11-08-2006 at 10:57 PM
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Chaco
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Alright, I finally solved the room again. It's just that the roach section takes a lot of moves.

Interestingly, this time I killed the brain before I took on the wraithwings.

Well, onwards and... well... it's not downwards this time... throughwards?

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11-08-2006 at 11:36 PM
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geomatrx
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zex20913 wrote:
I think what coppro's trying to say there, is that in the Portable Orb training room, you say if there is an orb with a gate near it, it is accessible, and does not count as a portable orb location. He's also saying that green doors and bombs should count as accessible, since they are able to be taken away. Maybe some quick Beethro speech to the fact that he can use the portable orb on the doors will fix the problem.

Right, I see now. Its the same as MD2S1E. However, there is an element of logic which I'll try to briefly explain in the hold, but I wouldn't think it necessary. The portable orb won't activate if you can access the orb from another route. In these two cases, the orb is entirely enclosed in a gate you can't drop, unless you use the portable orb. I've added the following text to the orb training room:
Orbs that either open or close gates can only be used once.
Orbs that toggle gates can be activated more than once.

and
It will only activate fully enclosed orbs that you can't access from another route or gate.

Do these make sense?

Ez,
The two secrets are at
Click here to view the secret text

With you question though, I've removed the hidden break so you can refer to the secret rooms by co-ordinates, easier to ask then if you get stuck.

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[Last edited by geomatrx at 11-08-2006 11:54 PM]
11-08-2006 at 11:49 PM
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