The Return of Talking Time

Go Back   The Return of Talking Time > Talking about media > Let's Play Already

Reply
 
Thread Tools Display Modes
  #91  
Old 11-27-2017, 08:57 PM
Gerad's Avatar
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,023
Default



Pretty sure it does!



Treehead goes around the room, cleaning up tar. Any blobs that are an odd number of tiles in length can be cleared up easily.



But the remaining ones, which are an even number in length, are trickier. Once they get down to 4 tiles long, any attempt to cut them will leave a 2x2 blob and render the room impossible.



The trick here is the mimic potion. Lined up with a buddy, Treehead can explode the whole thing at one. Just be careful when turning your sword and moving! Either Treehead killing the mimic and being unable to finish the room, or of course the mimic stabbing Treehead, is bad news.



The other two vertical blobs are pretty easy to rinse and repeat on. The best way to move when adjacent to the mimic is to turn both swords diagonal and do a little diagonal tango up to wherever you’re going.



Once the vertical blobs are all cleared up, a little creative reshuffling using the wall formation in the middle of the room is necessary to get everything lined up for the last blob.



Popping that bubble frees the tar babies in the corners, so hurry up and deal with the remnants! At least now the mimic can be killed to free up some maneuvering room.



Hullo, what’s this?



Another secret! Clean the tar while dodging roach spawns, you say? No sweat!



Ugh there are WALLS under there. Never mind! To 1S2E!



Here we’ve got a normal maze and a tar maze, with two roaches to kill. Simple enough.



Still, it’s not difficult to get yourself stuck, especially when you don’t know what walls lie underneath the tar. There’s a trick to this room, though, that makes it easier to find your way through the maze instead of guessing and memorizing when things go wrong.



Can you spot it? The two mazes are the same, except flipped horizontally and vertically from each other. So looking at the left maze can help guide your path in the right maze.



The game helpfully hints at this…after you’ve already cleared the tar maze. Ah well, good intentions.



2S2E is the blue door, which is a no-go for now.



And 1S1E has more mimic tar-clearing shenanigans! This time with Treehead separated from the mimics!



And a hostile audience!



The extra mimic needs to go in the south, due to the 4x2 tar blob there. It needs a little double-poke to resolve itself. Once that blob is done, you can kill off the other mimic if you want, though it does slow things down.



Treehead is in a big enough chamber, and the mimics have enough obstructions to push off of, that either of them can reach any part of their chamber. There’s no getting stuck here unless you cut the tar poorly, so take it slow and carefully.



It’s often easiest to clear one side first and then worry about the other. Treehead is almost done.
Reply With Quote
  #92  
Old 11-27-2017, 08:58 PM
Gerad's Avatar
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,023
Default



At last, the final baby is freed and Treehead can proceed. The “Exit level!” sign pops up after this room, so Treehead heads for the blue door.



His path to the stairs this time is free of any Slayer shenanigans. Maybe he got lost over by that viewing perch in 1S1E and missed his appointment.



Floor 11 is up next. Uh oh, that doesn’t sound good!



Next time on Let’s Play DRoD: JtRH: Out of the freezer and into the fire!
Reply With Quote
  #93  
Old 11-28-2017, 08:49 AM
Mogri's Avatar
Mogri Mogri is offline
Yes, let's feast!
 
Join Date: Sep 2011
Location: Austin, TX
Pronouns: he
Posts: 15,696
Default

Hey, you had a mimic potion in the slayer room! Could you have attacked the slayer with the mimic?
Reply With Quote
  #94  
Old 11-28-2017, 10:16 AM
Gerad's Avatar
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,023
Default

Hmm, that's a good point! We'll see tonight!
Reply With Quote
  #95  
Old 11-28-2017, 08:54 PM
Gerad's Avatar
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,023
Default

Let's slay ourselves a Slayer, shall we?



Let's see, where were we...here!



Yeah, yeah. Taunt all you want.



Bet you didn't see THIS coming! Sure, Treehead will be stuck in this room forever, but it's worth it!



Aw, man. You can't place a mimic on an opened door, and an opened door covers the Slayer's whole perch. The Dev Team Thinks of EverythingTM.
Reply With Quote
  #96  
Old 11-30-2017, 09:53 AM
Mogri's Avatar
Mogri Mogri is offline
Yes, let's feast!
 
Join Date: Sep 2011
Location: Austin, TX
Pronouns: he
Posts: 15,696
Default

Boooo
Reply With Quote
  #97  
Old 11-30-2017, 06:06 PM
Torzelbaum's Avatar
Torzelbaum Torzelbaum is offline
????? LV 13 HP 292/
 
Join Date: Feb 2011
Location: Central Illinois
Pronouns: he, him, his
Posts: 12,323
Default

I guess the Slayer also likes killing fun.
Reply With Quote
  #98  
Old 11-30-2017, 07:27 PM
Gerad's Avatar
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,023
Default

Quote:
Originally Posted by Torzelbaum View Post
I guess the Slayer also likes killing fun.
Probably true in general, but he didn't put those floor tiles there! Blame the Architect!
Reply With Quote
  #99  
Old 12-18-2017, 06:52 PM
Gerad's Avatar
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,023
Default



Here we are, back on floor 11. About time to see what that rope does, don’t you think?



When stepped on, it starts sparking, and burns down a square every turn.



Once it gets to the ball – BOOM! A radius 4 explosion sets off the switch, and Treehead has a horde to deal with.

As I’m sure you guessed, the ropes are fuses, and the balls are bombs! When a fuse reaches it, bombs will blow up the surrounding squares, tripping switches and killing any enemies or Treeheads careless enough to be nearby. Hitting one with a sword will also set one off…but that’s generally not advised.



In this room, the fuse/bomb setups are basically timers, giving Treehead a little bit of breathing room before letting out another group of roaches. Treehead needs to kill off this first group before the second group reaches him, or else he’ll be crushed in a pincer attack. In situations where efficiency is needed, remember to try to always kill an enemy with every move, and you should come out alright.



Treehead is done just in time to get into position for the next group.



And again for the third. That fourth group, though, looks like it might be just a little tougher!



Treehead has no chance of standing and fighting this time. It takes a strategic retreat, killing roaches as he goes, to thin out the horde.



Once he gets them in one or two columns, it’s smooth sailing back up to the exit.



1N expands on bombs’ use as a timing element for puzzles. Treehead can’t avoid stepping on the fuse on his way into the room, and he needs to step on all the trapdoors to get up where the roaches are. The arrows by the roaches complicate things; if Treehead is too slow and the roaches step off those arrows, he’ll have no way to kill them and get out.



He goes around the right side first. So far, so good, as the fuse is lagging a few steps behind.



Then the left. Sprint for it, Treehead!



Phew. Got there with a few steps to spare.

Incidentally, the second fuse there is redundant. Once one bomb goes off, the rest will go off in a chain reaction with it.



2N is another puzzle, with a slightly different twist: how can Treehead manipulate the switches to let the bombs blow up both roaches? Doors will stop explosions, so the nearby doors will have to be open when each bomb goes off.



The lowest orb opens the first door; easy enough.



The second orb toggles the fourth and fifth doors. Getting a little more complicated!



The third toggles 2 and 5.



And the topmost orb toggles the third door…but also closes the door over by the west roach, which will break that fuse and render that roach unkillable.

Can you figure out when to hit each switch?



Orb 1 is obviously first.



Then Treehead needs to skip orb 2 and hit 3, to open up the second door.



The third door means orb 4 is next to be hit…but you have to wait as long as possible to hit it, so that the fuse over on the left can get past the door.
Reply With Quote
  #100  
Old 12-18-2017, 06:52 PM
Gerad's Avatar
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,023
Default



Now!



Then the fourth and fifth doors need to be open, and orb 2 will do that nicely. Just make sure you hang back until the bombs go off; they’ll getcha!



3N is yet another puzzle. Sensing a pattern yet? Treehead can’t get into the middle to kill the roaches, but that bomb sure can. Treehead just has to lead all the roaches to the middle chamber, avoiding the arrows, so that the bomb can take them all out in one shot.



This is difficult to show in pictures; basically, Treehead needs to circle around the maze, leading one roach at a time to the center, and making sure that the others stay off the arrows in the meantime.



Once a roach gets to the center, it can be parked up above the bomb, where you almost have to try to get it out of the center again.



Then it’s a simple matter of getting the other two to join it. Steady now…



OK, there we go. Now to light the bomb…



…and lead the roaches into the blast zone. Treehead heads east.



3N1E is the same thing…but the opposite! This time, Treehead has to lead roach queens to the bomb in the center by getting them to run away from them. At least they won’t spawn babies on the trapdoors.



But they will in the middle. Don’t end up like Treehead, who took to long to solve the room and paid the price.



It’s better to work on both roaches at the same time, parking one in a cul-de-sac and then moving the other along. This will enable both to get to the center close enough to each other that they can’t block everything off with spawns.



There, that’s better. Now Treehead can hit the fuse and get both queens. He continues east.



3N2E is a dead end for now…and I’m not looking forward to it later! In any case, for now, Treehead can ignore this mess of fuses.



Back to 4N, where another kind of bomb puzzle rears its ugly head. This one requires Treehead to find his way through the maze without sticking his sword into any of those bombs. It’s harder than it sounds!



A diagonal sword is key for mazes of this kind. With this sword position, Treehead can safely step NE, high-fiving the bomb as he goes by.



Then he can use these little oases to find space to swing his sword back to another diagonal direction before proceeding onward.



Keep these principles in mind, go slow and easy, and you’ll get there eventually. And if you make a mistake, backspace can restore things to tip-top shape, since you’re always safe right up until that potentially fatal last keypress.



There we go. This room is still kind of annoying, since the maze remains when backtracking through it, but oh well.



To the east, there’s another puzzle using bomb/fuse as a timer. Treehead has to drop all the trapdoors and avoid the bombs to get out.



Careful with that sword!
Reply With Quote
  #101  
Old 12-18-2017, 06:53 PM
Gerad's Avatar
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,023
Default



This is the only part of the trapdoor maze that’s a little bit tricky. Treehead needs to head NE through the diagonal arrows, then circle through the east loop in a clockwise direction, making sure to leave a path back and to avoid orphaning any trapdoors.



Uh…this doesn’t seem like enough time…



RON HOWARD: It wasn’t.



Why was Treehead short on time here? All the steps to drop the trapdoors were necessary. The only possible answer is swinging his sword. How can Treehead reduce the need to do that?

Look at the maze again. Is there any direction Treehead can point his sword where he won’t hit a bomb?

Yes, there is! There are no trapdoors directly SE of any bombs, so if Treehead points his sword NW, he never needs to turn it.



And that makes the difference, as Treehead now has just enough room to make it out of bomb range on the same turn it goes off. Clever puzzle!



Proceeding to 5N, we’ve got another “don’t hit the bombs” puzzle, but this time with another layer added on.



The mimic needs to get dropped at the southmost part of the eastern side of the room to kill the first roach, and it needs to make it to the northern part of that island to start the fuse to kill the second roach. While directing the mimic around and avoiding all the bombs with its sword, Treehead also has to avoid stepping on any fuses; they’ll set off a chain reaction that will close the easternmost door, breaking the fuse and preventing that roach from being killed.



This probably seems harder than it is. The bomb-maze is easier than the one in 4N, and if Treehead is in a position where he needs to step on a fuse to advance, there are plenty of things to push the mimic off of and change the situation.



Once at the top of the room, Treehead just needs to get the mimic on the fuse and wait to clear it.



Treehead continues to the north, where things promise to be trickier still! But all these puzzles are tiring, and now is a good time to take a break.

Until next time!
Reply With Quote
  #102  
Old 01-02-2018, 03:31 PM
Gerad's Avatar
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,023
Default



So…yeah. More puzzles. Let’s see what all these orbs do.



The lower-right orb closes a couple doors.



The upper-right orb closes one door.



The two orbs in the upper-left close off access to the trapdoors at the very upper-left edge of the room, making them “DO NOT HIT” orbs, and explaining why the orbs on the right close off access from the fuse to them.



The orb just below those opens a couple already-open doors…



…and the second-from-bottom-left toggles one and closes another.



Finally, bottom-left closes a couple doors.

So: our mission here is to kill the roach, without tripping either of the orbs next to it, and leave ourselves with a way out of this room. Easy, right?



We’ve got to hit the two orbs on the right, to cut off the roach-fuse from the other fuses. But…apparently we’ve got to go for the upper one first. Reset!



Let’s start with the lower-left two, using some timing to make sure both fuses reach the bombs before they’re shut off by closing doors.



Then the next one up, which opens a couple of the doors we just closed.



Then the two on the right, with proper timing…



…and Treehead finally has a fuse leading directly to the roach!



Boom! But how to get out?



Good news: that closed door was on a toggle, and Treehead no longer needs the bombs to do his work; he can just walk up and open it himself. Then he can drop the trapdoors and return back south.



Where he goes west to find…yes, more wubbas!



There are so many wubbas here that if Treehead simply hits the orbs and continues forward, he’ll be overwhelmed easily. But Treehead’s speech provides a hint; I’m guessing you can tell how to thin out the herd.



Yes, the bombs will destroy wubbas, even if Treehead’s sword won’t. It’s just a matter of getting the wubbas piled up near the bomb, and then…



…presto! A greatly reduced wubba presence. (Treehead says “Ha!” at this, by the way)



In the next chamber, he even manages to arrange things so that no wubbas survive!



There are no bombs in the next chamber, though, so he’ll have to do a little bit of herding.

By the way, wubbas still don’t need to be killed to clear the room. There’s that single roach at the bottom; Treehead will have to return to the room from the south for a trivial clear later on.
Reply With Quote
  #103  
Old 01-02-2018, 03:31 PM
Gerad's Avatar
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,023
Default



Uh…this is a little trickier than it appeared at first glance. Thankfully, there was that checkpoint just a little way back.



Much better. Bomb, orb, out.



…this level. OK then! Just have to clear out all the tar to let the monsters free; shouldn’t be that bad.



Due to its shape, it’s not possible to completely clear this chunk; that’s why there’s a bomb there. The bomb will take care of the remaining 2x2 chunk.



Oh boy…

The rest of the tar is on trapdoors. This will make clearing it all out much more difficult. The only saving grace is that there’s no red door here, so Treehead doesn’t have to drop all the trapdoors.



This might not seem that hard, but on trapdoors, it’s easy to make a move that either leaves an uncuttable chunk of tar, cuts you off from a way out of the trapdoor section, or even gets you killed…this can happen easily when cutting into a 3-wide area of tar, creating 2 babies, if you have no room to retreat.



This took me a long time. Here’s a failure!



Here’s another! There were many more that aren’t screen-capped.



And another, this one tantalizingly close to victory.



I tried going around the outside and leaving the middle for last…



…with bad results (this chunk cannot be cleared without leaving a 2x2 blob).



In the end, I think the best way was to work in toward the bombs in each case. The chunks of tar are so weirdly-shaped that it’s difficult to cut around the bomb and still leave a clearable chunk.



Bomb the tar, kill the roaches, and at last we’re free of this terrible room!



Puzzles! Whee!

This one, at least, is conceptually simple. The orb at the top of the screen opens all doors, but can only be activated by the fuse at the bottom of the screen. Since Treehead has to drop the trapdoors to get to the fuse, only the bombs can kill the monsters. So he needs to set up the room, by strategically dropping trapdoors, so that the bombs kill all the roaches as they mindlessly march toward him. That basically means making sure the fuse reaches the bomb in each column almost as late as possible.



Here’s attempt #1. The lit fuse is a little left of the middle of the screen. Go, fuse, go!



Whoops…got to the bottom row of bombs too soon. Again!



OK, one more trapdoor dropped.



Closer, but the roach on the left escaped its bomb.



Again, with some more trapdoors dropped.



OK, looking promising…
Reply With Quote
  #104  
Old 01-02-2018, 03:32 PM
Gerad's Avatar
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,023
Default



…come on down, roaches! Hurry! Nope. The bottom row still went off a little fast. But we’re close!



OK. One more door dropped.



This time, we’re in the ballpark.



And got ‘em.



3N2W is another puzzle. The goal is to set off all the bombs without waking any eyes; at first, many, many squares will wake up eyes, but as more bombs are set off, more options open up.



You can click on the eyes to show their vision, which helps, as does the backspace key for undoing the last action taken. Go slow and steady and you’ll finish this one, even if it takes a lot of backspaces.



This fuse is the only one not being watched by an eye to start. But blowing up this bomb frees up the bottom fuse, which frees up another, etc., etc.



Not much to say about the rest of it. Either carefully plan out your steps or use backspace liberally (I opt for the latter!).



Moving on: Halph!



Indeed it is. This one is a particularly devious kind of puzzle.



“As long as you don’t step on the fuse” isn’t saying much, given the placement of the fuse.


How did Halph get in here? At least there is a way out for him.

As you can see, stepping on the fuse is unavoidable, and the goal then is to quickly hit the orbs, closing the doors near Halph and stopping the fuse from reaching the bombs, which will blow him up. To complicate matters, though, each orb also lets some roaches out into the room – so Treehead has to efficiently fight and move at the same time to save Halph.



Uh oh is right. The top-left orb closes the door that is nearest to the fuse, so Treehead heads for that first.



Then the bottom-left, then races over to the other set of orbs.



But he’s just out of time, a few spaces away from the last orb when the fuse gets inside the door. The general strategy appears sound, if Treehead can just save a few spaces here and there.



Two orbs down, now going for the top-right orb. It’s very difficult to make progress against the tide of roaches.



But make progress he does! One more orb to go!



Phew, just in time! Make sure not to hit this orb with your back to the door that’s about to open!



Then it’s just cleanup.



Quote:
TREEHEAD: Just stay there, all right?
Spoiler: he doesn’t.

Take the north exit first…
Reply With Quote
  #105  
Old 01-02-2018, 03:33 PM
Gerad's Avatar
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,023
Default



…to end up in this barrel of laughs. Treehead enters on a fuse, which will wipe out the tar and open all the black doors. Then he’s got to make his way to the eastern orb, open it to allow access to the trapdoors, and drop all the trapdoors before the fuse gets to the upper-right bomb, which is Treehead’s only chance to open the door to the north and clear the room.



The first attempt goes poorly. Treehead takes out some of the roaches on the west side first…



…and by the time he hits the orb and drops the trapdoors, he’s about ten steps short of where he needs to be.



The second time, he heads directly for the orb, killing one queen that’s on his way.



This time, he arrives at the end of the trapdoors in plenty of time, and is able to use the last square before the red door to stand on and kill the entire onrushing horde.



It’s a little slow, but it works. On to the north…



…which finishes off the wubba room from earlier.



Then the Exit Level sign is up, and Treehead can head back to where the blue doors were.



Which was 3N2E. In this room, Treehead needs to clear all the tar to set the roach free. But there’s no end of the fuse to step on?



So Treehead will just have to make his own by diagonal-stepping. That works!



Hmm…the explosion left some tar babies behind. Guess we’ve got to make another fuse!



That’ll do.



Then it’s just a matter of dropping the remaining trapdoors, which is fairly trivial as long as you’ve set yourself up well, as Treehead has.



That leads to the north side of 3N1E…



…and then to the stairs!



A tar…mother? Watch tar…grow? Uh-oh….



*sigh*…

Next time: A whole new world of tedium!
Reply With Quote
  #106  
Old 01-08-2018, 02:57 PM
Mogri's Avatar
Mogri Mogri is offline
Yes, let's feast!
 
Join Date: Sep 2011
Location: Austin, TX
Pronouns: he
Posts: 15,696
Default

The tar blobs already seemed like one of the least-fun enemies to fight. Welp!
Reply With Quote
  #107  
Old 01-22-2018, 09:08 PM
Gerad's Avatar
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,023
Default

Quote:
Originally Posted by Mogri View Post
The tar blobs already seemed like one of the least-fun enemies to fight. Welp!
Indeed!



So here Treehead is, back among the tar. From his own words, as well as the end to the last update, you can pretty well guess what it’s going to do.



The clock on the left side of the screen tells you that it’s timing-based. At 29 on the clock, the tar mother in the upper-right closes its eyes in warning…



…then, at 30, the tar expands on all sides by a square. I’m sure you can see the frustrating possibilities of this mechanic!



For now, though, DROD is playing nice, and Treehead just has to trek around the winding corridors to the tar mother.



When the tar can only grow into a single space, it spawns a tar baby there instead, since tar can’t cover a 1x1 area. The chamber the tar mother is in is built to start spawning tar babies at this point.



At last, Treehead reaches the tar mother and cuts his way in. Tar mothers can be killed by stabbing both eyes; a single eye grows the tar at just the same speed as two eyes does, and a single eye will also act as tar itself; if Treehead were to cut away everything but one eye, that eye would spawn tar all around it the next time the clock hit 30.



The eyes also go from angry to afraid when you get up close and personal with them. It’s a nice touch!



Anyway, the cleanup here is fairly easy, and once done, the green doors open to let Treehead progress onward.



1N has even more tar, and also a conversation:

Quote:
Neather 1: I suspect sabotage.

Neather 2: No, it’s just plain incompetence. We waited too long to do anything about it and now the tar is out of control.

Neather 1: Maybe. But I wouldn’t put it past these mudders. They’ve been jealous of…Do you hear anything?

Neather 2: Be quiet, let me listen.
Mudders?



Once Treehead cuts into the tar, the Neathers scatter and run. I don’t blame them, I’d be scared too.



All the tar has to be cleared for Treehead to leave and clear this room. He works his way around from the smallest blob to the largest…



…but the situation rapidly gets out of hand. The center-north circular blob of tar in particular is unclearable, even if Treehead could deal with the rest of it. Gotta go faster!



OK, going straight for the mothers seems to have been a better strategy. Treehead just has to make sure he can still clear the tar afterward.



OK, that’ll work. All the remaining blobs have at least one odd-length side, and can therefore be cleared. Treehead cleans it up and moves on to the east.



In case you hadn’t noticed, tar mothers often add a strong element of tedium to puzzles!



In this case, it’s a matter of fighting through the ever-growing tar to the mother in the upper-right, then back out. The nice thing is, if you make a cutting mistake and block yourself from continuing, you can always just wait for the tar to regrow – but it is easy to get trapped and die when a tar baby spawns behind you.

It’s also important to note that there’s no black door in this room, so there’s no need to clear all the tar. It’s important to scan new tar rooms for black doors to avoid making your job a lot harder than it needs to be.



At last, Treehead reaches the mother and begins the trek back. This time, he’ll need to make sure all the babies get killed as he goes, and if he manages to block off his path back, it’s a reset to the previous checkpoint, as the tar won’t regrow any longer.



Still, it’s not too bad. Take it slow and only clear where you need to, sticking to walls if possible.



It’s actually easier than it looks; all the little obstructions in the main pathway help to make the tar clearable. To the north!



Hmm…mimic to clear the 4x2 patches, got it.
Reply With Quote
  #108  
Old 01-22-2018, 09:10 PM
Gerad's Avatar
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,023
Default



Then get yourself up to the next section without getting the mimic stuck on an arrow. There’s lots of room to work with here; it’s not that hard.



It gets tougher the next time, though. The mimic is confined to a tiny space, and, unlike the double-wide corridors from the last section, there’s no way to move through this single-wide corridor without getting the mimic stuck on the bottom-right area. About ten minutes of futzing around with trying to move the mimic relative to Treehead confirmed this.



The answer: get a tar baby stuck on that arrow! If the mimic is on the right side when breaking the blob, a tar baby can move onto that arrow; then, it’s easy to get Treehead through the tunnels without getting the mimic stuck.



One more to go! Charge!



But it looks like the left side wasn’t right to leave a baby on…the mimic’s going to get stuck on the bottom-right arrow. But we don’t need the mimic any more, right? Let’s just kill it and move on.



This lets Treehead get to the top without worrying about the mimic, where he can open the black door and clean up all the tar babies.



But, uh, we have a problem here. N.o.e.s.c.a.p.e!

I think you can guess what we need to do this time.



Flip-flop the order…



…and get a baby stuck on the right side, allowing Treehead to get through this tricky little passage without getting the mimic stuck.



Then he can take the mimic up to the top, use it to open the door, and finish the room at last, moving on to the east.



2N2E has a section on the left that Treehead has to walk through to enter the room proper. It gives another Neather time to wander into that dead-end up top and wonder what’s going on.



And then to be trapped by the growing tar in turn. It also gives the tar mother in the center of the room a chance to get to the spawning-tons-of-babies stage.



Treehead’s forced to free the Neather on his way by. It’s nice to find a polite one of these guys for once.

Quote:
Neather: You must be that delver everyone is talking about. Listen, I shouldn’t say this to you, but, I’m sure you know the Slayer is after you. But as a surface dweller, you don’t know what a Slayer is. It’s not just that all his life he’s been trained to hunt down and kill delvers, he’s been created for it. Just like we engineer tar to grow and be a lovely shade of blue, we can engineer Slayers, people who are perfect killers. You can’t stop him. No one can, except the more senior Slayers. Leave. Go back to the surface, while you still can.
Not sure how this guy managed to get good information, when there’s also a dungeon-long game of telephone going on about Treehead. And I thought the tar wasn’t supposed to be here? Engineering it to grow seems like a great way to ensure it gets where it shouldn’t. And…we can’t leave without Halph! Wherever he is!



OK, onto the room proper. This room is all about efficient killing and movement. Treehead must hit one orb to open the way to another, etc., etc., until he finally opens the door to the tar mother in the center and can stop the madness. But all the while, the tar mother will be spawning plenty of babies for him to contend with.



The key is to get into an advantageous position for each spawn, then make as much progress as you can before the next one. Here, Treehead is stopping one spawn by standing where he is, and all the babies that will spawn to his left are too dumb to get around the corner. He’ll only have to deal with enemies coming from one side, and they’ll be set up for efficient killing.



Like so. This’ll let him get up to the upper-right.



As long as you make sure not to get ambushed by a spawn, and you hug the inner walls as much as possible to limit pursuit, the room isn’t too bad. Stray too far from the inner walls and you’ll find yourself fighting a never-ending stream of tar babies without making any progress.



This leftmost orb in particular is a tough one to go for, as you can’t get to it without exposing yourself to all the tar babies on the left side of the mother. It really needs to be done right after the spawn cycle.



Then bottom-right…



…and upper-left, at last opening the door to the center.
Reply With Quote
  #109  
Old 01-22-2018, 09:10 PM
Gerad's Avatar
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,023
Default



Then, once inside the tar mother, you’re free to take it out and then clean up all the babies risk-free.



Clear! Hey, that Neather got awfully smug. Let’s go teach him a Really Big lesson!



Nope, he’s too smart and quick for that, running away at the first sight of Treehead down the corridor. Heck, I’d run too.



Further east is the end-of-level door, so we can put off this mess for later.



Back to 1E, which definitely has the potential to get nasty. That’s a lot of tar mothers!



It turns out to be not too bad; I don’t think the room can get unwinnable, barring some weird enemy manipulation. But it’s kind of tedious, all about going into chambers to hit orbs, each of which opens a door onward in a different chamber, until you can finally reach and kill all the mothers. I’ll spare you the details; suffice it to say that it’s a lot of surgical digging though a sea of tar.



Here’s the room at the end. Lots of tar, all right.



On to 1W, which looks ridiculously complicated…how is Treehead going to hit those orbs to the south and still tackle the room?



Anyway, top-left orb toggles just about every door.



Top-right toggles most of the rest, including the first few doors needed to get into the maze.



Bottom-left is the same as the first orb, but also toggles the very lower-left door and closes the entrance (!).



And lower-right opens the entrance again. OK. But how to get into the maze in the first place?



Oh, OK, Halph’s here. No problem. This time the game doesn’t have any conversation for Halph at all, refusing to explain why he’s suddenly here. Eh, it was all flimsy to begin with.



With Halph letting Treehead in, it’s pretty easy for him to hit the top-left orb and run back to kill the lower-right roach queens. The rest will require a bomb in the upper-left, while the lower-left roach queen has to be killed before the tar is cleared, all with the sword.



Dropping all the trapdoors gives Treehead access to the lower-right.



There, he can take out the roach, then double back for the tar.



But this doesn’t work – he’s close to clearing it when the bomb by Halph goes off and takes him out, requiring a reset.



That left-side corridor would be quick enough, but it can’t be entered until the tar is clear, and the tar can’t be cleared until the roach queen is dead, and the roach queen can’t be killed until the fuse is lit…



Next idea: clear the tar first, right as the roach queen spawns, and the spawns will block the queen from escaping!



No dice. The door blocks the spawns before it opens, not after. I don’t think the spawns would block the queen for long enough to prevent escape anyway.
Reply With Quote
  #110  
Old 01-22-2018, 09:11 PM
Gerad's Avatar
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,023
Default



Next idea: only leave a tiny bit of tar behind, to make the clearing faster.



OK! That gets the black door out of the way in time, and Treehead can get Halph out of the blast zone by having him open the leftmost door.



No Halph don’t go back in ther-BOOM.



Careful timing is required to get Halph to open the door on the same turn the bomb goes off, saving him from the blast. Then he can let Treehead back out of the room, seemingly content in his little orb chamber.



OK, onward. Getting to 1S requires Treehead to have a mimic open the black door blocking the corridor (it doesn’t matter that it spawns enemies, the room remains clear). Having the mimic approach from the west like this is hard mode but can be done by pushing the mimic off the babies.



1S sure looks fun.



There’s a timer of sorts in the tar at the bottom – if it expands far enough, it’ll get into that 2-wide corridor at the bottom of the screen and cause trouble. But, as you can see, making a beeline for all the mothers stops the tar in plenty of time. Now it’s just dropping…and excavating…the trapdoors.



This is very time-consuming, but doable. This is kind of a silly room – tedious, easy, not that interesting. It’s the worst of this floor writ small.



We’re not done yet – 1S1W has a punchier puzzle.



First step – how do we stop this tar blob from expanding into and eventually blocking the corridor?



Only leave one eye there! This will spawn babies, but it won’t block anything off.

Next: Treehead has to make it to the top row to activate the leftmost eye in five turns (as quickly as possible) or the tar over there will block off that corridor. How to do it without dying?



Uh, no.



Closer, but still no.



The answer is to kill the right side as quickly as possible, then turn around to face the left. There’s just barely enough time to do it. Note that your sword position entering this section has to be some combination including W, or else you can’t kill the one eye near the entrance and still get up to the top row in time.



Then Treehead cuts down the tar in the upper-left and heads into the center, all while another link in the telephone game takes place on the far left.

Quote:
Runner 1: Hey, you over there! Runner #329! I’m in a hurry. I need to get a message to the Empire right away! The 39th Slayer says a cunning delver, Treehead, is making his way down to the Empire. He’s trouble, so we’ll need help with it.

Runner #329: Treehead. Gotcha.


Treehead makes his way into the center. The name of the game here is being careful and getting your sword into the correct position before it needs to be to avoid becoming a snack for an eye.



Treehead gets through it, but there’s a problem: the tar blob in the upper left spawned a baby, and he has no way to get back to it.



Babysitting that tar blob will take care of that, and Treehead can repeat his steps and finish the room.



And that’s the last one. Back to the blue door!
Reply With Quote
  #111  
Old 01-22-2018, 09:12 PM
Gerad's Avatar
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,023
Default



This room looks very difficult…but it’s really not. The first objective is to make it to the tar mother and kill it. While you need to be careful how you cut the tar to get there, it’ll always regrow and give you another chance.



While it may look like there are many possible paths, there’s really only one: up to the top, down into the middle, and over to the right.



Then Treehead can cut out the mother and return. Now he has to visit every corner of the room to clear out the babies. Again, cutting wisely is key, and this time the tar won’t regrow to save you, but there are really only a few spots where you can get caught out and have to go back to the last checkpoint.



This one got me the first time. This spot needs to be cut into from the top, not from the right, to avoid leaving an uncuttable 2x2 blob where Treehead’s sword is.



Anyway, it all gets cleared eventually, and it’s on to the (unlucky?) 13th floor.



Goblins? Maybe Alex Jones was right after all!



Anyway, it seems quiet and peaceful for now. Until next time!

NEXT TIME: A Quantum Leap for AI
Reply With Quote
  #112  
Old 01-23-2018, 07:05 AM
Mogri's Avatar
Mogri Mogri is offline
Yes, let's feast!
 
Join Date: Sep 2011
Location: Austin, TX
Pronouns: he
Posts: 15,696
Default

I'm not very good at spotting hidden corridors, but even I can see this one:
Reply With Quote
  #113  
Old 01-23-2018, 08:36 AM
Gerad's Avatar
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,023
Default

Quote:
Originally Posted by Mogri View Post
I'm not very good at spotting hidden corridors, but even I can see this one:
That is a hidden corridor! Unfortunately, it's just the regular way to leave that room when entering from the west; Treehead went through that corridor to get back to 2N3E.
Reply With Quote
  #114  
Old 02-26-2018, 07:48 PM
Gerad's Avatar
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,023
Default



Back into the dungeon with Treehead we go. This here seems to be the calm before the storm, though we know goblins (!) are ahead. To the north!



1N is a pretty simple goblin introduction plus puzzle. There’s a solitary goblin over to the east, plus another gated behind a trapdoor puzzle. Let’s figure out what goblins do first.



Dammit, Treehead, we don’t have time for your racism!



The goblin approaches, but then stays a safe distance away from Treehead’s Really Big Sword. This makes it his smartest foe yet!



If he retreats, the goblin advances. If he advances, the goblin retreats, staying one space away.



If Treehead gives it a chance by not pointing his sword directly at it, the goblin will edge closer…



…and sneak in behind for the kill. *reset*



Treehead’s best bet is to use close quarters to make the goblin unable to retreat further…



…then quickly attack. The way shown here works; perhaps the simplest, but often slowest way, is to chase the goblin straight forward until it runs out of room to retreat, then stab it when it attempts to sidestep you.

Now for the puzzle; it’s a simple matter of getting to each of the orbs in order. The top-right opens first, then each of the orbs down the right side, in turn; then the top-left orb, then on down the left side.

Incidentally, this is a reprise of a puzzle in DROD 1.0’s King Dugan’s Dungeon, except there the orb order was scrambled (and you couldn’t check what orbs did by clicking on them), which made it much more complicated.



Here, as long as you leave yourself a path back down on your way to the top orb, it’s pretty easy.



The same holds for the left side. Then killing the goblin in his little snake-head chamber is trivial.



To 1N1E, which is a straightforward goblin fight. There’s a trick here, though; remember how goblins move cleverly and attempt to flank Treehead?



Here, this means making sure you only face one goblin at a time (two is doable, three is very difficult, any more is a death wish). Wait for the first to close in, then slowly advance on one at a time and force them out of their little hidey-holes.



Some of them sneak out a little early here, but kill them before they can close in on you and you’re OK. To the north!



Huh. Only one way to go here!



Or not. Halph is back again, and this time Treehead deigns to talk to him.

Quote:
Treehead: Halph! Glad you found me. Let’s stick together.

Halph: Wow, more goblins!

Treehead: Yeah. You have to watch your wallet around them…and your back.

Halph: Goblins are cool!
Sounds like our boy Treehead *really* doesn't like goblins!



Well, this was the wrong way to go about this room.



It’s much better, obviously, to send Halph around the outside of the room and up to the orbs.



The orb lets out the roach and goblin near Treehead and opens the rest of the room. It’s best to kill the roach quickly, then take your time dealing with the trickier goblin.



The next orb lets loose another roach/goblin pair. Because of the trapdoors, you can’t just kill the goblin where it starts; you can chase it all the way to the edge of the room, or coax it up into the roach’s starting position with a little sword swinging.



Or you can screw up and have to run a lap around this little hole in the floor just to avoid dying. That can happen too!



OK, better killing position here.



The next pair is the same thing; but the final set is two goblins and a roach.



Again, kill the roach first, then find a way to get one goblin alone so you can kill it. Here it’s probably better to use the edge of the room instead of the little alcove, since the other goblin will quickly close in if you try.



To the west are a lot of goblins and a lot of trapdoors! Oh boy. At least Treehead doesn’t have to drop them all.
Reply With Quote
  #115  
Old 02-26-2018, 07:52 PM
Gerad's Avatar
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,023
Default



The first order of business is for Treehead to give himself some goblin cover, which he does here.



Scratch one!



The second is fairly trivial; force him to the top and close in. Now for the two in the little alcove.



The trapdoors help a lot; it’s a lot easier to get goblins stuck, per se. Just be sure to leave yourself a way back! Then the last goblin can be chased up the little string of trapdoors.



But there’s no way out!

A-ha! There is a cracked wall above Treehead; he can at least reset the room that way.



This leads to a goblin encampment of some kind. Looks like it’s time for some tactical espionage action!



Quote:
Goblin: Ho ho, my good green fellows! Who be snobbling about, steppings in our places? It’s a delver, I say it. With a pokish brat to follow! Kid’s coming here, and we gonna teach him what’s us goblins are abouts!
By the way: in a game with some decidedly amateur voice acting, the goblins are certainly…special. It’s kind of like asking a kid to do an alien voice or something like that.

Anyway, looks like we won’t be sneaking into this fort just yet. The path continues west.



Into another room of goblins…



…that can’t be reached from here.



Then, at last, a puzzle! The mimic potion is clearly key here. The question is where to put the mimic in order to take out all the roaches.



Putting the mimic at the top lets Treehead lead it down to take out most of the roaches easily…



…but the bottom one proves impossible from this position; there’s no way to get the mimic to move diagonally onto its strip of land.



So let’s start the mimic at the bottom.



Once again, there’s no way to get the mimic up to the topmost roach. Here, though, there is an additional way to get the mimic more room to move. Can you see it?



If Treehead waits for the roach queen to spawn, he can move down-right onto the next strip of land while the mimic is blocked by the roach egg. Then, after clearing out the queen and spawn, Treehead can finally get the mimic up to the last roach.



To the south is Halph!



But the goblins trap Treehead when he advances! Buckle in for a cutscene!

Quote:
GOBLIN KING: Ha, ha, ha! You be stucking put now, my Treehead!

TREEHEAD: What do you want, Goblin?

GOBLIN: Speaks to the King like that? You speaks to die, fool.

GOBLIN KING: Yez, he’s talking too high for hisself. But I say it and I’m Goblin King – we gonna fixum!

HALPH: Unka Treehead!

TREEHEAD: Halph! What have you done to Halph, Goblin King?

GOBLIN KING: Butcher, you likes your meat. Kills us, drags us up, chops and seasons. Feeds us to your friends! And what you did to our ‘Neatherville – thinks we forgot? No, it stays fresh. But goblins forgive even Treehead the Butcher if he pays.

TREEHEAD: Here, then. Take everything I have.

GOBLIN KING: Your handful of greckles? Will I take that? Only to spit on! Treehead, when I says you pay, you pays for that meat harvest so long back. Greckles I want, yez. But for ‘Neatherville, I wants ten thousand!

TREEHEAD: You grebbing cheat! That hovel wasn’t worth a tenth that price.

GOBLIN KING: Think it out! You don’t pay? We give your little man a toothing. Thinks you got no money, but I know where’s greckles for finding. You steps below and easy grabbum up – just downs the stairs. Then you pays and our deal is made. No worries for you.
Lots to unpack here; who put plot in this game? Anyway, all those references to ‘Neatherville are to DROD 1. One of its later floors was a village, with each screen filled with all the monsters from the entire game, including goblins. As usual, Treehead had to kill all of them to proceed. Nothing talked in that game like in this game, but apparently the goblins did notice what Treehead did way back then, and they’ve remembered! This is surprising, considering that the plot to this point has just been “keep going down floors and don’t get killed by the Slayer”. The goblin king only wants Treehead to continue downward anyway, so it’s hardly a departure from the typical way of things.

I would be remiss to fail to mention that the voice acting, which seemed to be reaching its nadir with the generic goblin, is at its worst with the goblin king. His laugh, for example, is peculiar; imagine someone not laughing, but just loudly reading the words “ha ha ha”, and you’re pretty close. There’s some strange timing and intonation throughout, as well. But hey, nobody is playing this game for the cutscenes, and they’re both few and far between and easily skippable – it’s easy to overlook.



The goblins won’t start to move until Treehead strands himself on the trapdoors leading to the closed door.



And then they take Halph away and lock the door behind them. Nothing for it but for Treehead to finish up the floor so that he can continue downwards and look into this big pile of greckles.



The next accessible room is 1E, which is clearly a “wake up all the eyes and lure them out” room. Treehead can make two loops around the room, first outside and then inside, and can choose whether or not to wake up each eye each time.
Reply With Quote
  #116  
Old 02-26-2018, 07:53 PM
Gerad's Avatar
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,023
Default



Treehead wakes up the eyes and goes counter-clockwise around the outside, pulling out five of the eyes. Looks like the other three can be pulled by going clockwise around the inner loop.



Or maybe not! So close, but there’s no way to kill this eye and then continue on.



Clockwise first, then counter-clockwise, shows promise.



And that’s the way to go, as this time that leftmost eye will come out nicely as Treehead circles past. Fun little room.



Continuing on in search of rooms to clear, Treehead arrives at 1S1W, which is a little mimic trapdoor puzzle. The mimic goes in the middle, and Treehead has to use the small little area he’s in to guide the mimic around the trapdoor loops. Because of the arrows, the mimic has to go clockwise through each loop.



Left side first. Even though there’s very little room for Treehead to maneuver, there are plenty of empty spaces and arrows to push the mimic off of, so it’s not hard to make it around both loops and clear the room.



Continuing north to 1W yields another kill-the-queens-before-you-get-overwhelmed room. Each little section of two trapdoors provides one entrance and exit only, so each bridge can only be crossed twice; once in and one back.



Treehead goes for the dive right into the section with the most queens…but this proves to be more complicated that it looks!



But clearing out the top part of the room first leaves many, many roaches to deal with.



Treehead can clear a lot of them out from here, but due to the trapdoor bridges, he’s got to find a way to get into the island without getting overwhelmed by the rest, in addition to the spawns that are still coming.



This, too, is very difficult! Treehead fights his way to this position, but I’m not sure there’s a way out of it.



Nope.



So Treehead goes for the dive straight into the heart again, and this time manages to kill a queen and get into a more tenable position.



With some care, he clears out that densely populated island, and the rest is straightforward. Nice room; much trickier than it first appears!



Circling back to 1S, Treehead finds that this room can’t be completed from this side; he needs to drop all the trapdoors to exit to the northeast and continue on to find the southeast entrance to this room.



He needs to fend off some roaches on the way through, but that’s just an annoyance.



The bigger issue is making sure to leave yourself a path to drop all the trapdoors, which Treehead fails to do here. Whoops!



Second time’s the charm, though, and Treehead moves on.



Ew. Let’s bail on whatever this is and come back for it!



It’s not going to be a very long break; 1S just has this little bit of cleanup to do, no real difficulty involved. The puzzle was getting from one side to the other up top.
Reply With Quote
  #117  
Old 02-26-2018, 07:55 PM
Gerad's Avatar
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,023
Default



OK, time for this monstrosity. It’s another “pull the roaches out” level, this time with many more possible paths. The spur on the left side can be walked down to lure roaches, then there are many other ways Treehead can approach the room, from going over to the right, down near the arrow, then looping back to the left and bottom of the room, to entering from the bottom and doing nearly a full loop in either direction. The three entrances compound things, as different movement options are available from each entrance.

So let’s focus on the individual roaches:
  • Top-left can be lured out from the top left of the room, no matter where Treehead goes before that.
  • The one immediately right of that requires Treehead to walk from top-left to top-right, to get it out of the little spiral it starts in, then walk down the far-right spur a little bit to get it to the exit.
  • The one in the big spiral below that requires about a three-quarter counter-clockwise loop, from just left of top-middle to the right side.
  • The one in the far-left spur requires Treehead to reach the left column of that spur.
  • Middle-left requires Treehead to be in the fat part of the path at the right side of the room, and do some dancing up and down to shake it around the bend in its path.
  • The one in the very center requires Treehead to go from mid-right to upper-right.
  • Middle-right is tricky; it requires Treehead to do some jogging over on mid-right, then to move to the upper-right, but he has to approach the right side from the bottom-right, not the top-right, or it’ll get stuck.
  • Lower-left and lower-right are both trivial.
  • The lowermost central roach is tricky; if you let it move up and left, as it will if you stay still at the start, you need to do basically a full counter-clockwise rotation of the room. If you start at the bottom, you only need to do a three-quarter rotation to the top-left from there.
  • And the last roach needs about a half counter-clockwise rotation.

So, to sum up, everything but the second one of the list can be handled just by going into the left spur, then doing a full counter-clockwise rotation, ending in the upper-left. But that second one won’t work with that. How can Treehead complete that rotation but also get the second roach out?

My best idea is to start in the bottom-left, circle around to the upper-left (doing the required noodling over on the right side), go down the left spur, and then go back along the top to kill the second roach, exiting at the upper-right. Let’s give it a try!



Gone across, got the bottom roach.



Done the noodling, gone up to the top. But there’s a problem here; there are still two roaches that need to come out of the center, and if Treehead travels back and forth across the top, he can’t get them; he’ll destroy the pathway before he can lure one of them out, and the other needs a full spiral around the bottom.

In fact, the roach in the big spiral requires some thinking. It starts at the very end of its spiral, so Treehead needs to be above and right of it to begin with, then he needs to get it to circle all the way around. What if he starts in the top-right?



Noodling down the right-hand spur first won’t do it; not only does it fail to get those two roaches out, it also strands the bottom roach beyond the force arrow.

Looks like Treehead will need to start in the top right and circle over to the top left to get the roach out of that spiral. But if he goes around the bottom from there, the top middle roach will never get free of its little hook. So how about if he circles back right from there?



Here Treehead has gone from top-right to top-left, then down into the left spur to get that roach. The roach in the big spiral has a little hook at this point in its path; Treehead can trap it in there and go across the top and down to get it out!

But he’s already fallen victim to a trap; the bottom middle roach needs him to move way right to get it out, and if he does that, he cuts off the path to it.



So it’s back to the checkpoint, where some simple waiting resolves that issue.



After going down and up the left spur, Treehead has wiped out all the roaches he needs to get from the left! Excellent!



Not down, you idiot, the one in the hook at the top-left can’t get out that way!



OK, back across to the right, where there’s just enough room to preserve a path from Treehead to the roaches as he goes down the right side. But there’s still an issue here; can you see it?



Treehead can lure the bottom onto the force arrow as he crosses back to the right, but no farther, and he can’t go get it himself without being stranded.



So it’s all the way back to the start, where Treehead has to wait for that roach to approach him before heading over to the left.



This time, it comes to him when he makes it back over to the right, and everything else can be lured out with the usual jockeying up and down the right side.



Victory at last!

This is a really tricky room; with three possible entrances, lots of ways to move around it, and some clever movement required to get a few of those roaches out of their hiding places, there are many ways to approach it, and it’s really, really difficult to figure it out without trial and error. Kudos to you if you did; I certainly didn’t!

I kind of wish this floor had more goblins and fewer diabolical trapdoor puzzles, though!



Finally, the exit level sign pops up and Treehead can head back to the stairs and out.



More tar? Sigh…



Next time on Let’s Play DROD: Journey to Rooted Hold: Close, But No Cigar
Reply With Quote
  #118  
Old 02-27-2018, 07:41 AM
Mogri's Avatar
Mogri Mogri is offline
Yes, let's feast!
 
Join Date: Sep 2011
Location: Austin, TX
Pronouns: he
Posts: 15,696
Default

There aren't many walls in that floor, much less cracked ones. I think the only hidden corridors were mandatory.

The next level has a nice look to it.
Reply With Quote
  #119  
Old 02-27-2018, 08:18 AM
Gerad's Avatar
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,023
Default

Quote:
Originally Posted by Mogri View Post
There aren't many walls in that floor, much less cracked ones. I think the only hidden corridors were mandatory.

The next level has a nice look to it.
True, not on this floor, though I can say that we have missed several of them on the preceding floors.

Yes, I think the cloudy look for the abyss is better than just the dark void. They seem to like this "cold" tileset for tar floors.
Reply With Quote
  #120  
Old 02-27-2018, 10:05 AM
JBear's Avatar
JBear JBear is offline
Phantastic Oil
 
Join Date: Feb 2011
Location: Fredericton, NB, Canada
Pronouns: He/Him
Posts: 12,771
Default

Quote:
Originally Posted by Mogri View Post
The next level has a nice look to it.
I mean, grading on the curve that is DROD at least, yes.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -7. The time now is 12:47 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2018, vBulletin Solutions, Inc.
Your posts ©you, 2007