Mouth-Watering: Difference between revisions

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There is a side path of the recessed walls that leads to an unknown destination, causing a [[cook]] when Chip uses it and traps himself between walls on ice, while the path beyond the blue lock can be inferred as leading to the toggle wall and sliding ice.
There is a side path of the recessed walls that leads to an unknown destination, causing a [[cook]] when Chip uses it and traps himself between walls on ice, while the path beyond the blue lock can be inferred as leading to the toggle wall and sliding ice.


In MS only, it is possible to not touch the green button in the teeth room, override the force floor and return to the toggle wall; with the wrong teeth parity, Chip is beaten to the toggle wall and dies. Many instances of apparent guesswork in CCLP3 can be avoided using other solutions or logic; with this solution also not [[Lynx]]-compatible, it can be discarded as the intended one.
In MS only, it is possible to not touch the green button in the teeth room, override the force floor and return to the toggle wall; with the wrong teeth parity, Chip is beaten to the toggle wall and dies. Many instances of apparent guesswork in CCLP3 can be avoided using other solutions or logic; with this solution also not [[Lynx ruleset|Lynx]]-compatible, it can be discarded as the intended one.


Eventually, the selection of exits is pared down to three once it's clear that both boots cannot be held at once; these are [17, 9/29] and [18, 16], meaning fake blue wall(s) must exist to access any of them. [17, 9/29] would require Chip to release the gliders, and in most places this will send them into fire; due to the general equality of MS and Lynx solutions in CCLP3, these are not likely. The flippers are required to attempt [18, 7], but when this also fails, the only remaining option is to avoid the gliders entirely by attempting to open [19, 16].
Eventually, the selection of exits is pared down to three once it's clear that both boots cannot be held at once; these are [17, 9/29] and [18, 16], meaning fake blue wall(s) must exist to access any of them. [17, 9/29] would require Chip to release the gliders, and in most places this will send them into fire; due to the general equality of MS and Lynx solutions in CCLP3, these are not likely. The flippers are required to attempt [18, 7], but when this also fails, the only remaining option is to avoid the gliders entirely by attempting to open [19, 16].
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