Manic Depression: Difference between revisions

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All paths through the [[teleport]] are currently blocked; clone three [[block]]s and send them through two [[water]] spaces and a [[bomb]], being extremely careful of [[cross-checking]], to collect the [[red key]]. Use this to negotiate the [[itemswapper]] along the way back to the teleport, ending in the [[computer chip]], and teleport >L to the next room. When Chip entered column 1, a [[teeth]] followed him and touched the [[green button]] that opened this [[toggle wall]]; push either block onto the wall and D, then wait [1 1/2] and teleport >RL such that the block lands, creating [[partial posting]] in front of this teleport, before Chip attempts to return to this room.
All paths through the [[teleport]] are currently blocked; clone three [[block]]s and send them through two [[water]] spaces and a [[bomb]], being extremely careful of [[cross-checking]], to collect the [[red key]]. Use this to negotiate the [[itemswapper]] along the way back to the teleport, ending in the [[computer chip]], and teleport >L to the next room. When Chip entered column 1, a [[teeth]] followed him and touched the [[green button]] that opened this [[toggle wall]]; push either block onto the wall and D, then wait [1 1/2] and teleport >RL such that the block lands, creating [[partial posting]] in front of this teleport, before Chip attempts to return to this room.


Immediately move D 2R into the next room, where a [[monster]] (intended to be the [[tank]] originally) must erase the teleport from the network by landing on it after Chip has used it. Shove block 1 3U R, then wait [6 1/2] before teleporting >RL again to safety at the start. (An [[invisible wall]] blocks this exit.) In MS and using the bold route ''only'', clone ''two'' blocks (one in [[Lynx]]) and then teleport >R to the [[bug]] room; remove the [[socket]] and [[blue wall]] 1, then divert somewhat north (the south path contains [[hidden wall]]s) and attempt to steal the red key from the [[blob]], [[walker]] and [[paramecium]] with a maximum loss of [1]. [[Odd step]] is recommended, since this allows the paramecium (ahead in the [[monster order]]) to push the random monsters back further upon their first collision.
Immediately move D 2R into the next room, where a [[monster]] (intended to be the [[tank]] originally) must erase the teleport from the network by landing on it after Chip has used it. Shove block 1 3U R, then wait [6 1/2] before teleporting >RL again to safety at the start. (An [[invisible wall]] blocks this exit.) In MS and using the bold route ''only'', clone ''two'' blocks (one in [[Lynx ruleset|Lynx]]) and then teleport >R to the [[bug]] room; remove the [[socket]] and [[blue wall]] 1, then divert somewhat north (the south path contains [[hidden wall]]s) and attempt to steal the red key from the [[blob]], [[walker]] and [[paramecium]] with a maximum loss of [1]. [[Odd step]] is recommended, since this allows the paramecium (ahead in the [[monster order]]) to push the random monsters back further upon their first collision.


Use the key to access the [[ice skates]] and green button, then teleport >R and [[spring slide]] 2R. In the 504 route, [[slide delay]] occurs at this exact time and a [[dirty trick]] is possible using the spring slide; this is not possible without skates because of the [[block echo]] and cross-checking. Two safer solutions skate after the block, either catching it at [22, 3] or pushing it back U from the very end of the slide; the latter works in both rulesets and is referenced in the [[hint]]. Once the block is through the teleport, move it back towards the exit; simplest is directly to 3D away, which will cause a long wait for bugs to clear. In the 504 route, move it to 4D 2R away, wait [2] and then push it back U 2L, wait [3] and then finally explode the bomb to exit.
Use the key to access the [[ice skates]] and green button, then teleport >R and [[spring slide]] 2R. In the 504 route, [[slide delay]] occurs at this exact time and a [[dirty trick]] is possible using the spring slide; this is not possible without skates because of the [[block echo]] and cross-checking. Two safer solutions skate after the block, either catching it at [22, 3] or pushing it back U from the very end of the slide; the latter works in both rulesets and is referenced in the [[hint]]. Once the block is through the teleport, move it back towards the exit; simplest is directly to 3D away, which will cause a long wait for bugs to clear. In the 504 route, move it to 4D 2R away, wait [2] and then push it back U 2L, wait [3] and then finally explode the bomb to exit.
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