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averagemoe
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icon KDD rooms that become unsolvable on premature exit (+1)  
In light of the modifications to the Eighth Level that drew the Committee for Historical Accuracy in Dungeons' attention, I would like to point out some other rooms that can put the hold in an unsolvable state if exited the wrong way, and some solutions to these problems.

Eighth Level: 1S1E
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Eighth Level: 3S2E:
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Eighth Level: 3S3E
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Eighth Level: 4S2E:
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Twelfth Level: 1E.
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Twentieth Level: 1N
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04-16-2018 at 07:25 PM
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averagemoe
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icon Re: KDD rooms that become unsolvable on premature exit (0)  
Actually, forget the things with the Twelfth Level. It just occurred to me that the player can use the warp room there to backtrack.

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04-17-2018 at 12:28 AM
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Someone Else
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icon Re: KDD rooms that become unsolvable on premature exit (0)  
I'd argue that (especially on the Eighth Level), it's intended. Thus, a better solution would be to put spawning beacons in the affected rooms (if any change is made).
04-17-2018 at 12:51 AM
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Dragon Fogel
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icon Re: KDD rooms that become unsolvable on premature exit (0)  
Eighth Level 1S1E isn't a problem, there's a door in 1S you can open from the south side to get back in.
04-17-2018 at 01:36 AM
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averagemoe
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icon Re: KDD rooms that become unsolvable on premature exit (0)  
Someone Else - The problem isn't that they need to be uncleared to get through, it's that they can get uncleared and trap you behind a green door.

Dragon Fogel - There's a green door to the north that can be gotten stuck behind.

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04-17-2018 at 02:01 AM
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Someone Else
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icon Re: KDD rooms that become unsolvable on premature exit (0)  
Oh yeah, I totally forgot how that went. My bad. -_-
04-17-2018 at 06:03 AM
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averagemoe
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icon Re: KDD rooms that become unsolvable on premature exit (+1)  
Oh, forgot some.

Seventeenth Level: 1W
Seventeenth Level: 1N1W
Seventeenth Level: 1S1E
Twentieth Level: 2N1E

For all of these, the standard established procedure with opening green doors.

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04-17-2018 at 05:26 PM
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averagemoe
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icon Re: KDD rooms that become unsolvable on premature exit (+1)  
Figured out another one, Fourteenth Level, Once East. If you exit to the south before clearing the room the evil eyes become unreachable.

My plan for that is to replace the walls behind them with pits so the player can wake them up and lure them out.

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There are two types of sheep in the world. Those who jump off a bridge when told to, and those who jump off a bridge when told not to. Don't be either.
02-09-2019 at 08:43 PM
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