Jacob wrote:
Nice one. That's the intended solution.
What did you think? For that matter, what did you think about the rest of the rooms? I seem to have mostly comments about unintended solutions so far.
I really enjoyed the entire hold. I think it makes excellent use of the Conquer token without creating puzzles that are tedious or trivial.
Here are some more detailed comments:
The Outer Defenses:
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A good intro to the type of hold it's going to be. I really liked the oremite/bomb maze and the spinning mimic/hot tile puzzle. I feel kind of like Entrance and 1E should have Conquer tokens in them as well, just to make the effort worthwhile.
Rooms I didn't like as much: 1N1E, 1S3E. I didn't like the former because I just don't like wubbas that much. The latter because I'm not a huge maze fan. That said, they both had good, reasonable solutions that didn't require too much effort. (I assume it was expected for wubbas to be lured onto the hot tiles in 1N1E.)
The post-blue door maze was good. I spent a long time trying to figure out the right path and then it turned out I was looking for the wrong thing. Still, fun.
The Flooded Repository:
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Cranking things up a notch here, and the puzzles are better. Focus on tarstuff clearing. My favorite room on this level was 1N, but I really really liked all the rooms on this level. 2N (the new addition) seems like a fairly simple puzzle compared to the rest, though. Kill the mud, move platforms, kill gel, kill tar. It was nice, but not as good IMO as the rest. The blue door room here is really good, particularly with the sneaky black door red herring.
Briar Patch:
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I like these rooms because, in addition to being good puzzles, they provide a decent opportunity to experiment with the various properties of briar. 2E in its fixed form is excellent in that respect. Other favorites include 2N1E, 1S1E, and 4E (in spite of its general scariness). I don't really have a room that I disliked on this level, although if I had to pick a least favorite I would probably go with 2S3E -- it has a cool concept, but I just didn't find the result very satisfying. Not sure why.
Finale:
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A seriously fun room. Interestingly enough, once you actually figure out what all the moving parts are, I didn't consider it to be very difficult. It only take a few minutes of experimentation to realize that you can't kill the goblin until the very end. So then it's a matter of figuring out the proper manipulation steps.
I had the hardest time with the section with all the wubbas on the bottom (so-called subroom #7), and the section with the briar after the blue doors drop/raise.
I would give this hold an 8 or 9 rating, and probably 6.5-7 brains of difficulty. It's certainly not as difficult as Beethro's Generic Quest, but it is quite fun.
Josh
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"
Rings and knots of joy and grief, all interlaced and locking."
--William Buck