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Teleport back >R to the start and step U, then teleport >R again and hold the east key, moving Chip through the south, east and west sides of the Grail. The first random force floor is overriden, and if the second pushes Chip >R, so is the third and the exit is reached at 326.2. It is possible to lose [1] at any location in the route, but its occurrence before the walker section will introduce possible delays from one or both walkers; the best location to drop [1] is on the run to the exit, as an >U or >D push off the second random floor will usually be only a temporary delay and the held east key will still work. The sum chance of specifically 326.2 is 11/64 with perfect skill. | Teleport back >R to the start and step U, then teleport >R again and hold the east key, moving Chip through the south, east and west sides of the Grail. The first random force floor is overriden, and if the second pushes Chip >R, so is the third and the exit is reached at 326.2. It is possible to lose [1] at any location in the route, but its occurrence before the walker section will introduce possible delays from one or both walkers; the best location to drop [1] is on the run to the exit, as an >U or >D push off the second random floor will usually be only a temporary delay and the held east key will still work. The sum chance of specifically 326.2 is 11/64 with perfect skill. | ||
== [[Lynx]] solutions == | == [[Lynx ruleset|Lynx]] solutions == | ||
The intended Lynx solution is to collect the [[yellow key]] from the northwest section, which is not dependable as the blocks hit random force floors; the intended path was likely three blocks from [13, 2] to reach the [[flippers]]. The green and red rooms are reached from the yellow and blue rooms respectively; since Chip cannot override force floors backwards or out of a teleport, once he enters the blue, yellow or green room, he is trapped there and must exit that direction. (The forces at [16/18, 5] can be overrode north to escape the red room.) | The intended Lynx solution is to collect the [[yellow key]] from the northwest section, which is not dependable as the blocks hit random force floors; the intended path was likely three blocks from [13, 2] to reach the [[flippers]]. The green and red rooms are reached from the yellow and blue rooms respectively; since Chip cannot override force floors backwards or out of a teleport, once he enters the blue, yellow or green room, he is trapped there and must exit that direction. (The forces at [16/18, 5] can be overrode north to escape the red room.) |