The Return of Talking Time

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  #61  
Old 09-12-2017, 06:19 PM
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Gerad Gerad is offline
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Wherein he has the distinct feeling that he’s being watched. This room is more for flavor than for challenge; if you take your time and don’t bite off more than you can chew, it poses very little threat. As for the flavor:



Quote:
MYSTERIOUS VOICE: Beethro Budkin…

TREEHEAD: Kind busy, here!

VOICE: I won’t interfere. Much. Can you see me, Budkin? Because I can see you!

TREEHEAD: Whoa! How’d you get down there?

VOICE: Oh, just spilt and left behind like putrid milk. You could come down and visit. A fashioned hole in which you’d fit snug.

TREEHEAD: I…plan to stay up here.

VOICE: HaHaHaHa!


Quote:
VOICE: You plan to do a lot of things. But what will actually happen…who knows?

TREEHEAD: Nobody, but I got my own notions.

VOICE: I…FEEL that you should come down here. And I…FEEL…deeply…that you will. When the Mothingness rushes up for you, you’ll shake with forgotten fears of a child. Stand close to the edge and you may witness it gathering…

TREEHEAD: What do you want already? Jeebus, what?

VOICE: You want things, man above – not me. I am content to wait for certainties to fall into position.


Well, that’s a real upper of a conversation. At least all the eyes make thematic sense now.



Treehead has some parting words for the pit-lurker, who doesn’t see fit to respond. Enough of this frippery, let’s get back to the puzzles!



On to 1S, which it seems must be solved from the other entrance. But there is an inviting passageway straight ahead!



Here’s a room that is incredibly trivial…until you notice the roach on the force arrow at the far-right side of the room. That roach means Treehead has to drink the invisibility potion immediately if he wants to be able to kill it…which means that Treehead has to come out and get the enemies instead of just waiting inside the starting corridor.



As long as Treehead is careful around that rightmost roach, everything is fine. This is an odd placement in the level for what amounts to one of the simpler invisibility tutorials on offer.



And, once he’s done, the blue door remains to block further progress. So it’s back to try the previous room from the correct entrance.



This one is more of a thinker. Treehead is faced with three invisibility potions, then a one-way passage into the heart of the room. How does he need to tackle this one?

The roach in the bottom left has to be killed last, or else Treehead can’t escape after killing it. This means that the green door over on the right side of the room isn’t relevant, and the far right side of the room is jail. Now there’s an issue: the roach queen in the bottom middle of the room. How can Treehead prevent that roach queen from escaping over behind the force arrow in the lower-right?



Grab all three invisibility potions! If Treehead grabs two of them, he’s still visible upon reaching the bottom half of the room, and the queen escapes. If he beelines for the third, the queen just barely makes it over into no-go land. But if he grabs all three, the queen is stuck out in the open, and Treehead can kill it at his leisure.



Then he works on the remaining parts. The trap at the top-left causes the two roaches to pincer-attack Treehead as he strikes the orb to let them out; he can fix that by backswiping them using the little doorway to the area. The roach queen below them has to be carefully herded out of the area by approaching it from the opposite direction you want it to go.



The first eye can be killed by using its own aggression to lure it out.



For the others in the middle, Treehead needs to wade in and take out the first two to let the third come to him.



But there’s a snag over on the right-side of the room: Treehead can’t get these eyes to see him and come for him unless he walks out toward them, stranding himself in the process. And that means that he needs to make it down to this area while visible, drinking two of the three potions at the top of the room. So how can Treehead do that without letting the roach queen escape over to the right of the room?

Any ideas?



The answer here is to wait until the roach queen is about to spawn some roaches before drinking the second potion!



When that happens, the roach queen will block itself in. It’s easier to time this so that the roach queen and the roach end up blocking each other in the bottom-right passage, but it’s also possible to hold up the queen long enough with its babies to catch it before it can escape and attack it from directly above.



Once that roach is out of the way and the eyes on the right can be easily lured over to Treehead, the rest of the room can be solved the same as before.



And, at last, the roach in the lower-left can be picked off.

This is quite the clever room; in the same vein as 2N, it’s easy to get so caught up in how many invisibility potions to take that you forget to use the roach queen’s spawns to your advantage. The other mini-puzzles in the room also help to distract you, as they all look like whether you’re invisible or not might affect the solution, but they can actually be completed either way – except the eyes on the right. To 1S1W!



That’s…a lot of queens, and a lot of potions. First item on the docket: the roach queen near the entrance has to be killed on the way in, since it needs to be dead to open the green doors, and the trapdoors prevent backtracking for it. But it’s also important to become invisible quickly and avoid letting the roach queens spawn a ton of roaches and/or escape up the trapdoor-filled paths to the north.

Last edited by Gerad; 09-13-2017 at 09:14 AM.
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  #62  
Old 09-12-2017, 06:22 PM
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Gerad Gerad is offline
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So Treehead races across the arrow to find a potion (if he entered on the left trapdoor, he could never escape this area) and gets told that this is the challenging option, by an observer who’s here hanging out for some reason. Huh.



Then he jogs to the potion. Looks like he was one step late for the spawn cycle; there’s going to be some cleanup to do.



But at least the roaches won’t come for him until he gets close!



But there’s a problem, as soon as Treehead inevitably becomes visible again. See the roaches in the lower-left? Yep, unwinnable. Looks like Treehead can’t ever be visible when the spawn cycle hits.



One way to do it is to go for the left side first, getting to the potion just before the spawn cycle. But the observer implies there’s some way to do it, while going over the arrow instead.



Still, let’s continue. Treehead just needs to continue to clean up all the roaches, making sure never to let a spawn cycle hit while he’s between invisibility potions. It’s not too difficult, just be careful.



Once they’re all gone, just go and finish off the last queen.



But Treehead can’t resist a challenge like the one the observer offers! Using the magic of the game’s restore function, he can go back to the start of the room. And if he can’t solve the room the hard way, he can always undo that and get back to where he left off. It’s neat!



Kill the first roach…



…and beeline to a potion. Still too slow!



Here the game shows, possibly for the first time, that where your sword points when entering a room can be important. With his sword northwest, he can trim off a step while killing the first roach queen.



And that step makes all the difference. Treehead gets to the potion just in time, and the rest of the room is just as easy as the first time, as long as you keep a careful watch on the spawn clock.



The observer has no words of congratulations for Treehead. Sad!



On to the last room, 1W, where Halph shows up over the arrow. I’m pretty sure he wasn’t there before…



In any case, this room is all about getting to those eyes in the lower-right. They’ll get themselves stuck if they see you, so the top priority is to close the door in front of them. The orb near Treehead here closes the little door near the top…



…which lets Treehead go up and hit it without awakening the eye over on the left-hand side, closing the bottom-right door.



Then Treehead can send Halph up to the top middle orb to open the door around the trapdoor, and drop the trapdoor to allow access to the orb on the far left, which will give Treehead access to the eyes.

But…what about those roaches in the bottom-left?



Yes, a reset is required. Turns out those roaches can only be lured out of their little room if Treehead enters from the south entrance. Tricksy!



With those roaches gone, Treehead can repeat the whole process, leaving only the north-west evil eye standing.



Then he can sneak by that eye, using the invisibility potion to his advantage, and circle around to kill it. This is why Treehead can’t pick up the other invisibility potion and use it to hit the orbs up top; then this potion will make him visible, and the last eye will trap itself forever.
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  #63  
Old 09-12-2017, 06:23 PM
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Gerad Gerad is offline
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Hey, Halph ol’ buddy? Can you move out of the way for Unka Treehead?

No dice. And yet another restart is required, because – of course – killing Halph is the same as a death.



The secret is to catch Halph when he goes to open one of the doors (or even at the very start of the room) and park him somewhere out of the way. I’d be surprised if anyone ever completes this room for the first time without restarting at least once, maybe even twice.



Then, at last, Treehead is free to return to the blue door.



And the blue door leads, of course, to the back door into the Slayer’s area. The orb by Treehead opens both the door next to him and the one blocking the potion to the north. Then he’s got to get to the long, twisty passage to hit the orb that opens up the stairs.



First things first: an all-out rush toward the Slayer will get Treehead close enough to get around him without being impaled.



Then it’s over to the potion, which predictably makes the Slayer lose track of Treehead. While the Slayer can’t see him, his wisp won’t reach out for Treehead, giving him all the time in the world.



Enough time, even, to navigate this annoying passageway.



Ah, 39th Slayer, you card. Fun little setpiece, this room.



And, next time, we’ll be on to the Eighth Level! This time it has to be introducing a new monster!

Last edited by Gerad; 09-13-2017 at 09:11 AM.
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  #64  
Old 09-13-2017, 08:00 AM
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Mogri Mogri is offline
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I don't have a meaningful comment but I wanted you to know I'm enjoying this LP
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  #65  
Old 09-13-2017, 09:07 AM
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Gerad Gerad is offline
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Quote:
Originally Posted by Mogri View Post
I don't have a meaningful comment but I wanted you to know I'm enjoying this LP
Much appreciated! I was wondering!
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  #66  
Old 09-14-2017, 04:25 PM
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JBear JBear is offline
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I do have a meaningful comment and I'm also enjoying this LP!

Quote:
Originally Posted by Gerad View Post
Here the game shows, possibly for the first time, that where your sword points when entering a room can be important. With his sword northwest, he can trim off a step while killing the first roach queen.
This seems kind of bad! Like, if I was playing this and found out that this was the solution, I think I'd be pretty steamed!
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  #67  
Old 09-14-2017, 05:00 PM
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Gerad Gerad is offline
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Well, it is for the challenge path only. And you can always step out and back in to reset where it's pointing.

This won't be the last time we see initial sword direction matter!
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  #68  
Old 09-14-2017, 07:06 PM
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Torzelbaum Torzelbaum is offline
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It's not the size of your sword - it's how you position it.
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