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Caravel Forum : DROD Boards : Architecture : Krighton's Castle (Currently: Released! (As of 19-Apr-14))
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da rogu3
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icon Re: Krighton's Castle (0)  
Guards' Barracks 1S2E
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09-10-2013 at 10:02 PM
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Juanita1
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icon Re: Krighton's Castle Castle Interior 2N 1E (0)  
How do I get mirrors on the pressure plates on the left side without getting stuck on the arrows?
01-19-2014 at 09:41 PM
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12th Archivist
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Juanita1 wrote:
How do I get mirrors on the pressure plates on the left side without getting stuck on the arrows?
You can push them in with your sword, just not with a direct sword stab. For example, say you have a mirror on (9,18). Stand at (11,19) facing northwest and then move a step west. This will push the mirror onto the pressure plate and leave you free.

(How strange someone commented on this hold the day I was going to post a new version.)

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01-19-2014 at 11:36 PM
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Juanita1
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Thanks so much. Must remember that move.
01-20-2014 at 01:12 AM
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calthax
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12th Archivist wrote:
Juanita1 wrote:
How do I get mirrors on the pressure plates on the left side without getting stuck on the arrows?
You can push them in with your sword, just not with a direct sword stab. For example, say you have a mirror on (9,18). Stand at (11,19) facing northwest and then move a step west. This will push the mirror onto the pressure plate and leave you free.

(How strange someone commented on this hold the day I was going to post a new version.)
are you going to post it on the 20th
01-20-2014 at 03:16 AM
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12th Archivist
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File: Krightons Castle.demo (138 KB)
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icon Re: Krighton's Castle (+2)  
And here we are yet again!

I've moved a few things around, replaced a room or two, and added a few lighting effects, but now I'm satisfied.

I've attached the hold demos here. Most rooms have victory solutions made by either me or blorx. The rest I've solved in the editor, although I know how reassuring that is. I'll make the demos for the last five or so rooms though.

Barring any new bugs found, I think this product is good to go. I won't give myself an explicit deadline, but I'll submit this to the HAs in short time.

Thanks for testing this product, everyone. I know it's been a long three-half-years, but I promise this will reach the light of day. :)

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~Scott Manley

Check out the DROD Wikia project here!
01-20-2014 at 07:02 PM
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NoahT
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icon Re: Krighton's Castle (0)  
In Prison Ward, 2N1E, the scripting that disarms Beethro stays in effect after he leaves the room, thus making it impossible to clear most unconquered rooms or get through the Entrance, trapping Beethro in the level. Since 2N1E is covered in oremites anyway, is there a particular reason for that scripting?

-Noah

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01-21-2014 at 08:17 AM
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12th Archivist
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icon Re: Krighton's Castle (0)  
NoahT wrote:
In Prison Ward, 2N1E, the scripting that disarms Beethro stays in effect after he leaves the room, thus making it impossible to clear most unconquered rooms or get through the Entrance, trapping Beethro in the level. Since 2N1E is covered in oremites anyway, is there a particular reason for that scripting?

-Noah
The room wasn't originally covered in oremites, hence the script command. I thought I had taken that character out. D'oh! I've released a new version to fix this.

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~Scott Manley

Check out the DROD Wikia project here!
01-21-2014 at 07:02 PM
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Chaco
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File: KC Guards Barracks 1N Victory.demo (1.9 KB)
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icon Re: Krighton's Castle (0)  
Unintended solution demo #1

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02-04-2014 at 05:16 AM
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Chaco
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File: KC Guards Barracks 2S1E Victory.demo (1.7 KB)
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icon Re: Krighton's Castle (0)  
Unintended solution demo #2

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Quick links to my stuff (in case you forgot where it was):
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02-04-2014 at 05:16 AM
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