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12: 1N1E: Challenge: Don't break any walls. (The room is broken, by the way.)
Naming Office: The playback demos are very strange. (Maybe have Beethro talk about trying not to kill the slayers, since those are challenges. Or keep track of which slayers were killed in other rooms, and also tell about them.)
Naming Office: Going east after getting a name requires going through the trial to get out.
10: 2N: Challenge: Don't break any walls.
12: 1S3E: The builder only locks the entrance. Not the exit.
12: 1S5E: Challenge: Use only one token. (This room is a good room and you should use it, but I'm not sure it actually fits in as an Arky room.)
Click here to view the secret text
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(There are two main types of Arky rooms:
1. Overkill rooms - Room which "clearly" can't be solvable because of the huge number of traps. (Which then cancel each other out, such as fire traps killing slayers.)
2. Missing element rooms - Rooms which have a clear solution path, such as using some number/parity of an element, but then not having enough. For example, it is clear why there are three tokens in this room, even if the solution is not easy. Having the room with only two tokens would then be "unfair".)