The Return of Talking Time

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  #91  
Old 11-27-2017, 09:57 PM
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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.
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  #92  
Old 11-27-2017, 09:58 PM
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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!
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  #93  
Old 11-28-2017, 09:49 AM
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Hey, you had a mimic potion in the slayer room! Could you have attacked the slayer with the mimic?
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  #94  
Old 11-28-2017, 11:16 AM
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Hmm, that's a good point! We'll see tonight!
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  #95  
Old 11-28-2017, 09:54 PM
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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.
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  #96  
Old 11-30-2017, 10:53 AM
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Boooo
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  #97  
Old 11-30-2017, 07:06 PM
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I guess the Slayer also likes killing fun.
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  #98  
Old 11-30-2017, 08:27 PM
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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!
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  #99  
Old 12-18-2017, 07:52 PM
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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.
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  #100  
Old 12-18-2017, 07:52 PM
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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!
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  #101  
Old 12-18-2017, 07:53 PM
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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!
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  #102  
Old 01-02-2018, 04:31 PM
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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.
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  #103  
Old 01-02-2018, 04:31 PM
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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…
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  #104  
Old 01-02-2018, 04:32 PM
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…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…
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  #105  
Old 01-02-2018, 04:33 PM
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…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!
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  #106  
Old 01-08-2018, 03:57 PM
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The tar blobs already seemed like one of the least-fun enemies to fight. Welp!
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Old 01-22-2018, 10:08 PM
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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.
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  #108  
Old 01-22-2018, 10:10 PM
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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.
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  #109  
Old 01-22-2018, 10:10 PM
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Gerad Gerad is offline
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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.
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Old 01-22-2018, 10:11 PM
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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!
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  #111  
Old 01-22-2018, 10:12 PM
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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
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  #112  
Old 01-23-2018, 08:05 AM
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Mogri Mogri is offline
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I'm not very good at spotting hidden corridors, but even I can see this one:
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  #113  
Old 01-23-2018, 09:36 AM
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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.
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