The stairs in level 1 end the hold, so I can't give any demos for level 2 yet. Nonetheless I think these comments pretty much speak for themselves. I've solved every room except 4N1W.
1W: The W and S target pressure plates can be made a lot easier by just keeping Beethro in the southwest plate area and directly luring serpents in there instead of having to "
push"
them in there. Not sure whether you want to fix that or not.
2N1W: Neat room - I think it's easiest to get the adder to come into the blob from the North end, but other directions might also be possible. Unfortunately the bomb doesn't open the force arrow *you're standing on* to let you out, so after solving the room you're stuck.
3N1W: A little tricky, but fortunately you have plenty of space to outmaneuver the roach, and the serpent can help you turn your sword if you have to. I ended up killing it by
Click here to view the secret text
×running around in a loop with the roach and serpent, shortening the serpent one tile at a time and then repeating.
3N2W: The movement order is different here, but after a little bit of fiddling around to kill the golem in a good spot I was able to use a pretty much unmodified technique to kill the snake, where I just had the roach move into position one turn later than in 3N1W. Not sure this merits a separate room.
4N1W: Yeah, I'd agree that this is probably too hard the way it is now. There's two reasons that combine to make this hard - the first is that the fire trap turns on and off to make the wraithwings brained/unbrained; if they stayed brained the whole time it'd be easier to work out how many moves it'd take them to get in place. The other is that the room is too open-ended with still some walls in place, meaning that depending on which way the adder is going, how long it is and where I put the golem corpses, wraithwings can take slightly different lengths of time to reach the bottom.
I think this room could benefit a lot from having either tighter corridors where the wraithwings' movements could be better controlled/predicted, or having some other setup where monster path lengths could be more directly controlled rather than highly indirectly controlled.
4N1E: Looks scary, but nothing a little counting can't handle.
3N1E, 1N1E: These are basically the same trick, used in different ways (and needing different methods for move-count optimization).
2N1E: I ended up solving this one pretty much just by inspection; the widgets "
had to be there for a certain purpose"
. It's a little player-unfriendly that you can't check the serpent parity until the adder has been put in the west passage, though - even though it's the same setup as in Waterborne 1S4E (just with a stationary obstacle this time), it means that if somebody doesn't realize the trick they have to re-do the adder manipulation part again.
1E: Neat room that wouldn't be out of place in an Architects' Edition era hold. I ended up solving this one by getting the goblin to replace the serpent's tail, which I think requires favorable movement order? I think this room is solvable no matter which of the two monsters moves first, though.
____________________________
Quick links to my stuff (in case you forgot where it was):
Click here to view the secret text
[Last edited by Chaco at 03-04-2018 04:54 AM]