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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]. |