Please create an account or Login! Have fun!

Tele-Rooms: Difference between revisions

Jump to navigation Jump to search
No change in size ,  13 February 2019
m
Text replacement - "Slide Delay" to "slide delay"
(Video link fixed)
m (Text replacement - "Slide Delay" to "slide delay")
Line 28: Line 28:
While there is scant difference which [[odd and even step]] mode is used, the possibility of causing two more of the [[blob]]s in the southwest to drown is worth using even step for if [[Fullsec]] or [[Tile World]] is being used. In odd step, the [[monster order]] blocks the blobs from entering the water on their first turn, at that moment occupied by [[glider]]s. Once they start sliding, they are stuck on the [[ice]], and can cause problems when Chip is trying to move through this area.
While there is scant difference which [[odd and even step]] mode is used, the possibility of causing two more of the [[blob]]s in the southwest to drown is worth using even step for if [[Fullsec]] or [[Tile World]] is being used. In odd step, the [[monster order]] blocks the blobs from entering the water on their first turn, at that moment occupied by [[glider]]s. Once they start sliding, they are stuck on the [[ice]], and can cause problems when Chip is trying to move through this area.


Teleport down, take the two chips on the top, then take the ones past the hint in a circle (either direction works), and finish this room. Use the force floor to move into the next; collect this room counterclockwise from chip 2 and wait [1] for chip 4. Now, teleport north, out to the east, and try to steal the [[fire boots]] from the [[blob]]s without waiting. If this succeeds, go back to the previous room, take the four chips counterclockwise, then teleport north and take the northeast chip, and use the force floor to collect counterclockwise. This ends the chips; move to the sliding [[pink ball]]s on the left. Depending on [[Slide Delay]] caused by the initial moves of the [[blob]]s in the lower left corner and subsequent sliding, Chip may have to play U or D in order to take the keys in order, but neither of these lose time.
Teleport down, take the two chips on the top, then take the ones past the hint in a circle (either direction works), and finish this room. Use the force floor to move into the next; collect this room counterclockwise from chip 2 and wait [1] for chip 4. Now, teleport north, out to the east, and try to steal the [[fire boots]] from the [[blob]]s without waiting. If this succeeds, go back to the previous room, take the four chips counterclockwise, then teleport north and take the northeast chip, and use the force floor to collect counterclockwise. This ends the chips; move to the sliding [[pink ball]]s on the left. Depending on [[slide delay]] caused by the initial moves of the [[blob]]s in the lower left corner and subsequent sliding, Chip may have to play U or D in order to take the keys in order, but neither of these lose time.


With the yellow keys collected, move further down the west side and enter first the corridor to the right, swapping fire boots for [[flippers]], and then the one past all the [[yellow lock]]s. Collect one row of keys, then unlock the blue key to the right, and on the way back over take the second row. Use these keys to take the red key, then use both keys to collect the suction boots, and then >UDU in the southwest tele-room to return to the exit.
With the yellow keys collected, move further down the west side and enter first the corridor to the right, swapping fire boots for [[flippers]], and then the one past all the [[yellow lock]]s. Collect one row of keys, then unlock the blue key to the right, and on the way back over take the second row. Use these keys to take the red key, then use both keys to collect the suction boots, and then >UDU in the southwest tele-room to return to the exit.

Navigation menu