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robin
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icon Re: King Dugan's Dungeon Lite (+1)  
https://forum.caravelgames.com/viewtopic.php?TopicID=46748

So episode 6 L22 1S1E secret room,
I managed to solve it.
(Does it record demo's?)
It's a specific movement order, but it's solvable

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[Last edited by robin at 06-06-2025 10:45 PM]
06-06-2025 at 10:41 PM
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icon Re: King Dugan's Dungeon Lite (+1)  
If you right-click a tile then right-click another tile before the first tooltip fades, the second will sometimes be drawn using one of the coordinates of the first tooltip's position. It doesn't always happen, and not always the same coordinate. It is most reproducible if the first click is in column 0 or 1.
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[Last edited by Kalin at 06-07-2025 12:16 AM]
06-07-2025 at 12:16 AM
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robin
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icon Re: King Dugan's Dungeon Lite (+1)  
disoriented wrote:
Albert wrote:
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So where do you kill it? This is the kind of situation that inevitably results.

I went around twice



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06-07-2025 at 11:56 AM
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robin
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icon Re: King Dugan's Dungeon Lite (0)  
disoriented wrote:

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I understand what you're suggesting, but cannot find a way to actually accomplish it.

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The eye at 1,4 has to be dealt with first, it seems. After that, what did you do?

I'm stuck here as well, I can't even get to the second mimic
EDIT: disoriented helped me on discord => many thanks => hold post mastered

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[Last edited by robin at 06-07-2025 02:50 PM]
06-07-2025 at 12:32 PM
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(Sorry for the tripple post)

Level 25 the room to get to the mastery area,
I'm guessing the passages after the arrows aren't accesable and more of a red herring?

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06-08-2025 at 12:42 PM
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Kalin
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icon Re: King Dugan's Dungeon Lite (+1)  
Lv 25 1N2W scripting:
NoahT wrote:
Click here to view the secret text
skell wrote:
A-ha! Uploaded 1.6.16.1 that fixes this oversight. Specifically:

Click here to view the secret text
Just to be clear: Is the 'Neather supposed to say "I don't want you to go that way." three times in a row and then do nothing else in the room?

I killed the queens I could reach, then the 'Neather, then the brain, then opened the doors for the remaining queens.

When I tried it a second time (in order to reach the secret wall in the previous room) the 'Neather script ran correctly, opening and closing doors and trapping Beethro.

------

Also, is the 'Neather supposed to appear in the lv 25 secret room? The orbs are currently unreachable.

And finally, the Ep 6 master walls aren't blocking the stairs.

EDIT: In one of the secrets on lv 22
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One of the orbs does not toggle one of the doors. Is that intentional?

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[Last edited by Kalin at 06-08-2025 11:36 PM]
06-08-2025 at 10:58 PM
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The Neather appears in the secret room if he walks into it from the adjoining room.

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06-09-2025 at 12:15 AM
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icon Re: King Dugan's Dungeon Lite (+1)  
disoriented wrote:
The Neather appears in the secret room if he walks into it from the adjoining room.
Thanks, I should have tried that myself.

I still need confirmation that Lv 22: 2S1W is currently solvable.

Still managed to post-master the hold, hahaha:
Click here to view the secret text



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[Last edited by Kalin at 06-09-2025 06:54 PM]
06-09-2025 at 06:52 PM
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icon Re: King Dugan's Dungeon Lite (+1)  
It is solvable, but it needs checkpoints.

Episode 6 has poor checkpointing generally, but I'll make a detailed post about that when I've finished the episode.

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06-09-2025 at 07:55 PM
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Nuntar wrote:
It is solvable, but it needs checkpoints.
And now I can spot the solution right away. Mastery! Just need 2 'Neather achievements to get 100%

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06-09-2025 at 09:15 PM
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Kalin wrote:
If you right-click a tile then right-click another tile before the first tooltip fades, the second will sometimes be drawn using one of the coordinates of the first tooltip's position.
I fixed two other issues I've found around right clicking and I can't reproduce this issue so I am going to assume it fixed itself.

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icon Re: King Dugan's Dungeon Lite (+1)  
## 1.6.19 - 2025-06-10
- [BUGFIX] Episode 5, mastery entrance room has been marked secret so hunting for it is more reasonable
- [BUGFIX] Episode 6, Mastery Level is now correctly blocked by master wall
- [BUGFIX] Episode 6 ⟶ Level 23, removed one misleading secret wall tile
- [BUGFIX] Episode 6, fixed "Softlocked" achievement not being awarded in every room and not being awarded if it used a differently configured Move command than what I expected
- [BUGFIX] Episode 6 ⟶ Level 25, updated 'Neather's processing sequence so he always moves before monsters
- [BUGFIX] Episode 6 ⟶ Level 25: 1N1W, it's no longer possible to reach the orb below roaches before 'Neather is ready with the trap
- [BUGFIX] Episodes 1-6 ⟶ Mastery Level: 1S, it's no longer possible to escape through the entrance after failing the challenge room
- [BUGFIX] Episode 5 ⟶ Original 13th, fixed achievement name for exploring all rooms
- [BUGFIX] Episode 6 ⟶ Level 25: 1N2W, fixed scripting where 'Neather gets stuck in a loop if you try to take the west path from the entrance
- [BUGFIX] Episode 6 ⟶ Level 22, fixed one door not being assigned to one orb in a secret room
- [BUGFIX] When Right Clicking in the room and then trying to Right Click anywhere on the bottom or right edge of the room the info box would not slide towards that edge
- [BUGFIX] If a speech appeared and then you Right Clicked to open tile info, if you kept right clicking a second tile info speech bubble would appear when the original speech finished
- [BUGFIX] After freshly loading the game and opening Restore screen the player would not have been rendered until you actually played a room

----

I believe this should be all things reported so far. If I missed anything don't hesitate to remind me :).

@Nuntar - Please give feedback on checkpoints, I just realized I never made a checkpoint pass on KDDL6 (and possibly KDDL5) and it's been over a decade since a checkpoint pass was made on the earlier episodes.

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06-10-2025 at 07:27 AM
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Kalin
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skell wrote:
- [BUGFIX] Episode 6 ⟶ Level 22, fixed one door not being assigned to one orb in a secret room
This actually was solvable before. Undo the fix or make a challenge for not using the south box?

I personally would be happy if you got rid of the two "break the script" challenges (kill or trap the 'Neather).

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06-10-2025 at 01:17 PM
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skell
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icon Re: King Dugan's Dungeon Lite (+1)  
Kalin wrote:
This actually was solvable before. Undo the fix or make a challenge for not using the south box?
Wasn't it even easier without the orb assignment?
Click here to view the secret text

Kalin wrote:
I personally would be happy if you got rid of the two "break the script" challenges (kill or trap the 'Neather).
Softlock does not require breaking the script!
Click here to view the secret text

As for the other one it is kinda dumb but I like it :).

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06-10-2025 at 01:57 PM
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icon Re: King Dugan's Dungeon Lite (+1)  
skell wrote:
Kalin wrote:
This actually was solvable before. Undo the fix or make a challenge for not using the south box?
Wasn't it even easier without the orb assignment?
Click here to view the secret text
My longer but more obvious solution that didn't work before:
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06-10-2025 at 04:22 PM
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skell
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I think I may be missing something.
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06-10-2025 at 05:19 PM
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Nuntar
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icon Re: King Dugan's Dungeon Lite (+1)  
Oops :P
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06-10-2025 at 05:49 PM
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skell wrote:
Click here to view the secret text
(Your 5 is supposed to be a 6.)

I didn't see the solution from 4, and initially thought you could only reach 6 from 5.
Click here to view the secret text

I guess the change encourages less efficient solutions.

I don't feel strongly about this anymore. Does the architect want to comment?

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06-10-2025 at 06:42 PM
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icon Re: King Dugan's Dungeon Lite (+3)  
A quick request to anyone who had the issue with flickers.

The issue was apparently fixed in Firefox 139.0.4 as per the response I got in bugzilla. The old version with the flicker issue is still available here: https://evidentlycube.com/~firefoxcanvasbug/index.html

Would any/all of you be kind enough to update Firefox to 139.0.4 or later and see if the old version works fine after the update? Please leave a comment here if you do.

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06-11-2025 at 01:53 PM
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skell wrote:
A quick request to anyone who had the issue with flickers.

The issue was apparently fixed in Firefox 139.0.4 as per the response I got in bugzilla. The old version with the flicker issue is still available here: https://evidentlycube.com/~firefoxcanvasbug/index.html

Would any/all of you be kind enough to update Firefox to 139.0.4 or later and see if the old version works fine after the update? Please leave a comment here if you do.
Hello!
I had flicker issues before and I opened this old version.
Having played through the entire first level and not noticing a single time where the screen would flicker, it appears that it's good now.
06-11-2025 at 06:21 PM
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I played almost all of level 5 without any flickers.

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Regarding the fifth (and potentially other levels), though, the pit edges seem to be going all whack for me...
On both Firefox and Edge, I get these weird non-edges at some spots.
Furthermore, when I undo, sometimes they fix themselves, sometimes new ones break. It's a mess :(
I attach a couple of screenshots of it.

Interestingly, the pits in level 1 seem to not have this issue. (Edit: on closer inspection, that's a lie...)
Uh, and then I peeked into episode 3 and the walls also get the same weird behaviour.
And also it's in other places too.
(skell is gonna hate me)
06-11-2025 at 07:48 PM
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LovaP48 wrote:
Regarding the fifth (and potentially other levels), though, the pit edges seem to be going all whack for me...
I've noticed this too, and wonder if it's a rounding error when resizing the graphics to fit your browser. Though changing the size of your browser window doesn't change which tiles are affected.

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06-12-2025 at 12:22 AM
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It's something to do with caching actually. A lot of time was wasted on destroying and creating objects and garbage collection so pooling was added to reuse the objects instead.

And that somehow sometimes doesn't quite work as intended.

Thanks for pointing it out, I meant to look into it but constantly kept forgetting about it.

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Kalin wrote:
I personally would be happy if you got rid of the two "break the script" challenges (kill or trap the 'Neather).
skell wrote: Softlock does not require breaking the script!
Click here to view the secret text

As for the other one it is kinda dumb but I like it :).
Softlock is the only remaining achievement I have left to get and I have no idea how to do what it wants, so please explain in detail :)

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[Last edited by disoriented at 06-13-2025 07:37 AM]
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disoriented wrote:
Softlock is the only remaining achievement I have left to get and I have no idea how to do what it wants, so please explain in detail :)

Happy to!
Click here to view the secret text

Click here to view the secret text

Click here to view the secret text

Click here to view the secret text

Click here to view the secret text

Click here to view the secret text


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icon Re: King Dugan's Dungeon Lite (+1)  
Still not a fan of that, but now I'm done:
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[Last edited by Kalin at 06-13-2025 12:51 PM]
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??
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[Last edited by disoriented at 06-17-2025 01:19 AM]
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icon Re: King Dugan's Dungeon Lite (+1)  
There's an achievement in KDDL5 that could be rephrased slightly in order to be clearer:
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[Last edited by disoriented at 06-17-2025 12:27 AM]
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icon Re: King Dugan's Dungeon Lite (+1)  
This achievement in KDDL5 can be gotten with your sword in a number of directions - I did it with sword NE.
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