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Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
Why do I have this sinking feeling "guess which one out of 12" is a typical puzzle?

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Hyper Crab Tank
Feb 10, 2014

The 16-bit retro-future of crustacean-based transportation

Haerc posted:

Crazy, I had never heard of this game, but I played the Kyrandia MUD way back in the day.

Wikipedia posted:

Surrounding this area are approximately 150 forest locations forming a rectangular shape. Many of these locations are indistinct, offering no identifying factors at all. [...] Objects can be located within the game, mostly gemstones.

Sounds about right.

cowtown
Jul 4, 2007

the cow's a friend to me

Haerc posted:

Crazy, I had never heard of this game, but I played the Kyrandia MUD way back in the day.

There's a video LP on YouTube of the Kyrandia MUD. (Video, of course, being the most appropriate format for a text game.)

cowtown fucked around with this message at 22:37 on Aug 10, 2014

idonotlikepeas
May 29, 2010

This reasoning is possible for forums user idonotlikepeas!
The designers of the graphical Kyrandia games actually bought the name and concept from the door game designer. (I think he later sued them.)

Deathwind
Mar 3, 2013

PurpleXVI posted:

Wow, I must be wearing some serious rose-tinted goggles, because I don't remember the start of Kyrandia being that bad.

Of course, I also don't remember actually ever beating the game...

Maybe the game was so bad that I completely blocked out most memories of it.

That sounds like a reasonable explanation for why no one mentions this game, the farther you get more you block out.

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
Randomizing that puzzle is just hostile. Like, obscure puzzles, sure whatever - that's adventure games. Randomizing it every time though? Noooope.

Nidoking
Jan 27, 2009

I fought the lava, and the lava won.
Randomizing it and not giving the player any means to figure it out except for trial and error is bad. Failure to randomize at all is why half of the Myst games can be completed in significantly less time than intended, including the first one in just a few minutes.

Deathwind
Mar 3, 2013

What makes this bit of randomness so bad is that getting it wrong destroys the gem. You have to go find it again on a RANDOM screen for the next slot's trial and error. I'm not sure if it'd be better or worse if there were only four gems and all you needed to guess was the order.

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS

Nidoking posted:

Randomizing it and not giving the player any means to figure it out except for trial and error is bad. Failure to randomize at all is why half of the Myst games can be completed in significantly less time than intended, including the first one in just a few minutes.

Right, that's a good point. That said, I don't see anything inherently wrong with the Myst example. I mean, assume you're playing this game for a second time: You know how the gem puzzle works. There's no puzzle to solve, you already did. All this does is needlessly pad out playtime. Myst just lets you plow right through it.

Basically one approach presumes there's something beyond the puzzles you want to get to, and one hates you :v:

Hyper Crab Tank
Feb 10, 2014

The 16-bit retro-future of crustacean-based transportation
The thing that gets me about it is that they hint that the puzzle has a logical solution. Birthstones are a real thing, Darm mentions the seasons in order, and so forth. They make it sound like it's something you could puzzle out if only you knew enough about precious minerals and climate patterns. But nope, it's random and there is no way to figure it out from in-game hints. Everything Darm says is just misdirection.

There is another puzzle coming up in about three updates' time which is an even worse kick in the pants in terms of punishing you if you get it wrong, but we'll get to that...

ShichiNoBushi
Sep 16, 2010
I remember this next area. It was usually where I stopped playing because it was hard, and I usually miss an important item because it blends into the background. This area actually has an interesting gimmick that I actually learned a method to turn it trivial. I hope you know what I'm talking about and will show it off.

And since this area was already referred to as a "labyrinth", it of all the other areas of the game almost relies on the player making a map. Perhaps once you're done with it, you could show the completed map of the area.

Hyper Crab Tank
Feb 10, 2014

The 16-bit retro-future of crustacean-based transportation

ShichiNoBushi posted:

I remember this next area. It was usually where I stopped playing because it was hard, and I usually miss an important item because it blends into the background. This area actually has an interesting gimmick that I actually learned a method to turn it trivial. I hope you know what I'm talking about and will show it off.

Dropping berries? I pity anyone who had to play through this area without figuring that out, which is startingly likely.

Deathwind
Mar 3, 2013

I didn't on my first run, I thought they'd act just like carried ones...

Any time a section of your game feels like it was ripped from an Infocom game you know it's gonna be bad.

Xander77
Apr 6, 2009

Fuck it then. For another pit sandwich and some 'tater salad, I'll post a few more.



Oh. Ooooooh. That's why people keep complaining about this section.

Hedera Helix
Sep 2, 2011

The laws of the fiesta mean nothing!
Including a puzzle with 11,880 possible solutions (990 if you exclude the first gem) seems like a questionable decision on the part of the designers.

edit: Of course, the numbers are different if it doesn't actually continue when you put in the wrong gem, so. :blush:

Hedera Helix fucked around with this message at 19:44 on Aug 15, 2014

Dancer
May 23, 2011
Well, to be fair, it seems that the game instantly confirms if you have one gem right. So it's more like 4 different "puzzles" with 12, 11, 10, 9 solutions.

Pierzak
Oct 30, 2010
What we need is a Fireberry Cave montage set to Yakety Sax.

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender

Hedera Helix posted:

Including a puzzle with 11,880 possible solutions (990 if you exclude the first gem) seems like a questionable decision on the part of the designers.

Dancer posted:

Well, to be fair, it seems that the game instantly confirms if you have one gem right. So it's more like 4 different "puzzles" with 12, 11, 10, 9 solutions.

I'm pretty sure that the Ruby is also fixed as the last gem, that's why getting the ruby requires you to solve another puzzle first. So it's four different puzzles with 1, 10, 9 and 1 solution.

Hyper Crab Tank
Feb 10, 2014

The 16-bit retro-future of crustacean-based transportation
Here it is guys, the one you've all been waiting for...


Chapter 5: Wherein Life Choices are Reconsidered



Music: Cave (Tindeck)

Last time, we solved a stupid puzzle and gained entrance to the Serpent's Grotto Labyrinth. This time, we'll tackle what's widely considered the worst part of the game. This is the part where a lot of people just outright ragequit the game. I actually couldn't beat the game the first time I played it because I got stuck here. Maybe I was young and impatient, maybe the Labyrinth is just an awful place to be, or maybe it's a little bit of both.

For now, let's just assess the situation and look around a bit. In our inventory is the apple we picked up way back at the beginning of the game, a tulip from Timbermist Woods, and the scroll Darm gave us. We left the flute and all our precious gemstones behind when we came in here. We're going to need the inventory space going forward.

As this is a new area, Brandon has brand new words of insight complaints about the situation to offer!




It seems like these caverns go on forever. You'd think somebody would have a map of this place!

If only we could be so lucky. Let's check out the north exit first.



A dead end with a glowing bush in it. Nothing to do here, so let's go east instead.



Another fireberry bush, but this time there's another exit on the other side of the room.



That's an interesting room. Well, it looks perfectly safe; we can just continue onward--



Butts. We can't go back to Timbermist Woods anymore. Too bad all our riches are back there.

The iron grate must be attached to the dish and counterweight mechanism.

If only we had something heavy enough to weigh that dish down, we could escape. Unfortunately, apples and tulips aren't going to get the job done, so for now, all we can do is proceed onward.



Huh, look at that. Another of those bushes. All right, let's keep going.



I can't see a thing in here!

What, are you afraid of the dark now?

Music: Tightrope (Tindeck)





I guess Brandywine did warn us about horrible things lurking in the Labyrinth.

The gimmick of this place is that if you ever set foot in a room that isn't lit up, it's an instant game over. Fortunately, once you fall for it once, it's pretty easy to predict whether leaving in a particular direction is safe or not and you won't have to be surprised. Right now, the only exit we can go through leads to one of those rooms. How do we solve this little conundrum?




Maybe these will help me find my way in the dark.

Excellent idea, Cramden. Let's put your theory to the test the only way we know: by rushing blindly into mortal danger.



Luckily, it works just fine. As long as you have a fireberry in your inventory (or in your hand), you can pass safely into any room and the berry's glow will keep any horrible bitey beasts at bay. This particular room is just another boring T-junction. Let's check out the room above.



Spooky. At some point, we're going to want to find out what's on the other side of the chasm, but there's no way for us to get across right now. There's nothing to do but go back...



... and try the right exit instead. Hey, does that fireberry look a little fainter than a moment ago to you?







Betrayed again!

The bad news: Fireberries don't last forever. Once you've moved three rooms ahead, they go out, leaving you in the dark again. Filling your inventory up with fireberries doesn't help, as they will just all go out at the same time. It also means that if you want to make it back to where you were, you can't go more than two rooms out or the fireberry will disappear before you've made it back to safety.

The good news: There might be more fireberry bushes in the labyrinth. If we can find another one before our fireberry runs out, we're safe. We still can't roam very far, though, and we don't know where the bushes are.

Fortunately, there's a trick. If you drop a fireberry on the floor...




... it will sit there, lighting up the cavern, and it will never go out. I'm sure this implies something about Brandon, since the only time the berries fade out is when he's carrying them. This also means we don't actually have to worry about getting stranded between dark rooms; we can just leave a trail of fireberries behind us and be assured that at the very least we can make it back to where we came from.

We can now formulate a strategy for exploring the Labyrinth: pick up three fireberries from the nearest bush, drop one on the floor of every room we enter, then proceed until we run out of berries. Hopefully by then we've found another fireberry bush. If not, we backtrack, get more berries, and try another path. If that sounds really tedious, that's because it is.

More bad news: This place is big. Like, huge. There are a total of 84 rooms in this stupid labyrinth, most of them nearly identical to the rooms we've already seen. Sometimes you can go left, sometimes right, up, or down, but they're all the same featureless "dark, mysterious caverns". Some of them have fireberry bushes in them, but most don't.

We have two choices. Either we can amble around randomly, trying our best to keep fireberries with us and constantly getting lost, or we can make a map. Neither option sounds very fun. Seriously, Westwood, 84 rooms? We don't even know what we're looking for in here. If this were the good old days, I'd be doing this on graph paper, but for the purposes of this Let's Play, I'll be drawing a pretty little picture.




This shows the rooms we've visited already. Unique rooms (like the chasm and trap rooms), and caverns with fireberries in them, are marked accordingly. Question marks indicate rooms we haven't been to, but we know should exist because there are exits to them in adjoining rooms. Using the fireberry trick, we can start exploring the area to the east now.



Alas...



... it's nothing but boring, empty cave rooms. In order to explore the room south of the second dark room we entered, we have to double back to the fireberry bush and get a new one before going south. Of course, it's another empty room. Our first expedition has yielded this map:



Now, we have a problem. We've already gone three steps outward from the only fireberry bush we know of near the border of unexplored cavern. There are three rooms we have immediate access to, but we can't safely enter any of them. What do we do? Sadly, the answer is... once again, we have to employ trial and error. A few minutes of savescumming reveals the top two rooms are both instant death. Going south...



... takes us to another fireberry bush, which is keeping this room lit, and Brandon alive.

There is nothing to do but begin the mind-numbingly boring task of mapping the hell out of the labyrinth. I'm not going to show me doing this, or show any of the "normal" rooms on the way. It's boring, it involves a lot of going back and forth between bushes to get new berries, dropping them on the ground, and repeating ad nauseam. Whoever thought this was compelling gameplay needs to have a serious talking to. It's also worth pointing out that the "drop the fireberries" trick is by no means obvious. If you never realize you can do this, the Labyrinth becomes all that much more frustrating to deal with - but it's still beatable, leading some people to just assume it was meant to be done the hard way, never realizing there is a way to take away some of the difficulty.




While exploring, we come across a room with a big rock in the middle of it. As this is a point-and-click adventure game, this inanimate chunk of granite is going to be of paramount importance and we'll immediately pick it up. I'll mark it on the map with a little rock icon.



Back to mapping. We keep going back and forth between bushes, filling in the map as we go. On the way, we pick up another rock.



Eventually, we find ourselves nearing the edge of explorable space again.



There are two rooms that are safe to enter from this position; one near the top of the map, and one near the bottom. We'll do the bottom one first.



Ahh! I thought I'd never get out of there!

You think you're out, Brandon? We've got more than half the maze to go! On the plus side, there are neither vampires nor werewolves in sight. Instead, on the ground is another rock (on the right), and a gold coin (on the left). Both blend into the background and are easy to miss.

This gold coin is ENORMOUS!

We'll stash both and move on. Unfortunately, the room to the right isn't safe, since it's too far from the closest fireberry bush we've seen. We'll have to visit the room up top instead.



For a place called the Pantheon of Moonlight, there sure isn't much light around. There are two purple... things hovering to the sides, and if you look carefully, it looks like there's a slot in the center pedestal.

Is something missing here?

Brandon has noticed as well. Let's examine one of the purple things.

Video: Will-o-Wisps (Youtube)



Oh jeez, it can talk.

I have been waiting for so long! Can you take me with you?
Please ignore her. She cannot think clearly.

The other one can talk too. The left wisp has a female voice, the right wisp has a male voice. Both of them have this sing-song quality to them, like they're forcing themselves to sound extra pleasant and accommodating.

I am glad to see you and would like to go with you when you leave.
We both can't go!
I hate it here!
I have been here longer. I should leave first.
We came together!
You will recall, I entered first. You were taunting shadow wraiths.

I hope we don't have to fight any shadow wraiths.

One of us must stay until the altar is completed.
Why don't you finish it yourselves and then you could both leave?



I hope we don't have to fight the Master of Tides and Love.

We are not craftsmen!
But YOU could do it, though.
And then we could all go!
What needs to be done?

Don't be so quick to volunteer to do complicated-sounding things for some weirdos you found in a cave, Brandon.

We don't know.

Of course you don't. Why would it be that simple?

WE only know how to float, and we could teach you.

On the other hand, that sounds like exactly the kind of thing we need to cross that chasm back there. Fine, I guess we'll fix your stupid altar. If we could go back and find Herman, maybe he'd have an idea or two. No, actually, he'd probably just make it worse. For the best that our way is still blocked, then.

If I can think of what to do, I will return.

Okay, since we don't have anything that looks like it could solve this problem, it's time to get back to exploring. We're all out of safe rooms to take a fireberry into again, so we'll have to take a chance on one room or the other. Luckily, the room immediately to the right of the Pantheon has another fireberry bush, and from there we can go back to repeating the same strategy from before.



We come across another rock near the top of the Labyrinth. A few steps to the east of that is...



Music: Emerald Cavern (Tindeck)

... a very shiny place. That's a lot of emeralds. Two of them are just sitting there.

I could have used these earlier!

I guess Brandon's referring to the birthstone quest, but the game hasn't really tried to sell us on the emeralds' usefulness, so this comment comes a bit out of left field. Of course, since you can't pry loose the one attached to the statue, it can never be a part of the solution, anyway. We could pick these emeralds up, but... our inventory space is pretty tight as it is, and we need it for fireberries. We can come back here later if need be.

By the way, the music in this room appears only here and nowhere else. The track is nearly three minutes long and appears in only a single room in the entire game, and it's a room you don't really have any reason to visit. Shame, because it's a pretty decent track.




We've almost got the entire map filled in now. Our next stop is the room in the bottom right.



What dark and horrible hellhole would be complete without a river of scorching hot lava? The only other exit is north. We can cross safely, as the lava is all the way down there and video game logic clearly dictates that there is no such thing as convection.

This heat is pretty intense... but I know I can take it!





:supaburn:

In an interesting aversion, Legend of Kyrandia does tactfully observe the laws of thermodynamics, although possibly only because it's very inconvenient for us that it does so. Somehow, Darm predicted this would happen, and has supplied us with the means to overcome it.


I guess I'll give it a shot.



It worked!

It sure did! The river is safe to cross now for real, and on the other side...



... is a dead end containing an iron key. We haven't seen any locks that it might fit yet, but it's always worth hanging onto a key. There's only one area left unexplored, and that's in the top right. All that's there is another stone, though.





We've explored everything on this side of the maze. All that remains is whatever's on the other side of the chasm. To cross that, we will need to fix the moonlight altar, and to fix that we need to get back to Timbermist, because what this place really needed was more backtracking. Now that we have a sizable collection of rocks, perhaps we can do something about that counterweight. All we have to do is use one of the stones on the plate...



Made it first shot! Looks like I'll need to toss in more rocks.

Slow and steady. We've got more.



Made it again!

All right, there's no need to show off. Just get the rocks on there so we can get out of this stupid cave.



Why did that even work? Are the cavern walls actually made of rubber?



:argh: BRANDON WHAT DID I TELL YOU. This last rock better be enough to get this poo poo done.



I did it! I can get back outside.

Phew. We needed all five rocks to do it, and four would've been enough if Brandon wasn't an overconfident jackass, but at least we can get some fresh air again. It's time to go put that gold coin to good use.



Remember this place? Make a wish, Brandon.



Huh!?



That sounds like just the thing we need to fix that altar! Let's not question where it came from, or what moonstones have to do with wells to begin with.



I'm brilliant!

Of course you are.



Thank you! Thank you!
And now as we promised...



I feel strange. One of the gems on my amulet is now glowing purple!

:toot: We have unlocked the second jewel in our amulet, granting us the Will-o-Wisp spell! Let's try it out.



Music: Will-o-Wisp (Tindeck)

It feels like I'm completely weightless.

Indeed you are, Brandon. The wisps have taught us how to transform into one of them: a floating, glowing ball of sparkles. With this, we can cross the chasm we saw earlier, and finally find out what's on the other side. Once in Will-o-Wisp form, we can just float straight across the chasm, and as a bonus, any unlit rooms in the labyrinth are now automatically lit by our purple glow. There is also yet another long music track that plays only when you're in wisp form inside the labyrinth, something you'll be doing for a grand total of maybe 30 seconds.

On the other side of the chasm is another featureless room, and then...




We made it through that horrible, horrible place and into the next area! What a pain that was. Here's the final map for the area, in case you ever make the dubious decision to play this game for yourself:



I think the map is slightly different in the floppy version, with fewer fireberries.

In review, this area is not fun at all, unless you really like drawing maps. The combination of instant death traps, backtracking, leaps of faith, slow and plodding exploration, complete lack of variety (visually or otherwise), and unclear goals makes for a miserable, tedious experience. I don't know what made Westwood think this place was a good idea. At least it's over and we never have to come back.

Next time, we'll explore a brand new area, get bonked on the noggin, and learn the basics of alchemy.

krythorne
Jul 23, 2011
One of the links on the wikipedia article gives a walkthrough. Of particular interest:

Level 4:
Get 4 of the stones <Your Birthstones>, and offer them in silver altar, the order is random--use elimination.

Level 6:
Get each stone and deposit them in the hollow tree stump in the following order: Ruby, Emerald, Garnet, Pearl, Aquamarine, Moonstone, Sapphire, Diamond, Amethyst, Onyx, Opal, Bloodstone

There's no mention of a maze with insta-death but given it's a MUD there's a good chance every area was a maze so I wouldn't be surprised if this area was in there. Also explains some of the design philosophy coming across since even for an adventure game it does have a pretty linear level feel.

Granted as a kid I loved this game but that's because I never had the intuition to take a step back and think 'Hey, wait, this requirement to use save-scumming is a terrible way to design a game!'.

Dancer
May 23, 2011
Pff... The maze would be so much cooler if it didn't follow a boring grid pattern. This is kiddy stuff.



(just kidding of course)

Edmond Dantes
Sep 12, 2007

Reactor: Online
Sensors: Online
Weapons: Online

ALL SYSTEMS NOMINAL

Hyper Crab Tank posted:

I think the map is slightly different in the floppy version, with fewer fireberries.

This seems to be the case...

Here's my map from when I was 10 or so:

And yours:


"RL" stands for the fireberries (I played the Spanish version). The layout is the same, the rocks and other "special" screens are in the same place, but in the top and low of the mid section seem to be devoid of fireberries in my map.

dijon du jour
Mar 27, 2013

I'm shy

Hyper Crab Tank posted:

Fortunately, there's a trick. If you drop a fireberry on the floor it will sit there, lighting up the cavern, and it will never go out.

Alright, all together now: FUUUUUUUUUUUUCK SERIOUSLY!?

Because you can get all the way through the cave without doing this trick I have to believe this is a bug of some sort. Maybe they coded so the room would be lit up when you dropped a berry so the player couldn't accidentally bone themselves with a misclick and then forgot (or couldn't find a way to) code the berries to snuff out after a little bit.

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!
If only they'd put as much work into the gameplay as they did the backgrounds and soundtrack.

I also note that the world we're fighting to save seems to consist, so far, of a lot of trees, roughly three people, a bird, a snake and a bunch of caves that no one in their right mind would enter. Not really selling me on this epic quest being worth it.

cowtown
Jul 4, 2007

the cow's a friend to me
When I played this as a kid, I was irritated that Brandon couldn't simply look through a passageway to see whether there was a fireberry bush in the room without actually walking into it. But I guess Brandon's not smart enough for that.

The game files actually contain a fourth, even dimmer fireberry icon (an item list, including unused items, is here, and a sprite sheet is here; note that there are spoilers in the item descriptions), suggesting that at one point during development you could go four screens on a fireberry. That would have been nice.

There are even sprites, although not item-table entries, for an even longer series of fireberries: 13 different stages of decay.

I hope that doesn't mean that the labyrinth used to be even bigger.

If you look at the item list/sprite sheet, you'll see that there are actually a large number of unused items still in the game's resources.

cowtown fucked around with this message at 21:54 on Aug 15, 2014

Omobono
Feb 19, 2013

That's it! No more hiding in tomato crates! It's time to show that idiota Germany how a real nation fights!

For pasta~! CHARGE!

I am suddenly very, very glad that the first adventure games I played as a kid were the Lucasfilm ones.
Whenever I look at an adventure game LP I see grade A bullshit "puzzles" that make absolutely no sense, and at least in Monkey Island you can brute force the most egregious moon logic without fear of reprisal.

Hyper Crab Tank
Feb 10, 2014

The 16-bit retro-future of crustacean-based transportation

dijon du jour posted:

Alright, all together now: FUUUUUUUUUUUUCK SERIOUSLY!?

Yep. I get the feeling a lot of people never figured this out (what's there to "figure", anyway - once again there isn't anything hinting that you can do this), which turns an already tedious mapping exercise into a savescum-fest (you might have noticed that's becoming a bit of a theme in this game) as you stumble about in the dark hoping to find another fireberry bush in time or die a horrible death and be forced to reload.

My memory is a bit hazy, and I honestly don't remember if I figured it out on my own when I played it the first time. I distinctly remembered you had to do that when playing it for the LP, though, so I must've picked it up somewhere along the way.

100 HOGS AGREE
Oct 13, 2007
Grimey Drawer
I figured it out on my own because I knew from earlier in the game if you dropped an item on the ground it would stick around there until you came and picked it back up. So I assumed the same would be true in the caves.

I think the second game had a good jab about this section with the everlasting fireberry bushes

Deathwind
Mar 3, 2013

There's one worse thing about this area, it's also an inventory management puzzle:

3 fire berries
5 rocks
1 coin
1 key
2 emeralds (yes they have a use)

Not to mention the scroll for the lava room and I hope you know what items you need for puzzles you haven't seen yet.

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!

Deathwind posted:

Not to mention the scroll for the lava room and I hope you know what items you need for puzzles you haven't seen yet.

So wait, out of curiosity, if we drop everything before we enter the dungeon, can we gently caress ourselves with the weight plates? I got a bit lost and I'm not sure whether one of the rocks was on the other side of the lava "bridge."

Dancer
May 23, 2011
The only thing to the other side of the lava is an iron key we do not have a use for yet (so no, no rocks).

Yapping Eevee
Nov 12, 2011

STAND TOGETHER.
FIGHT WITH HONOR.
RESTORE BALANCE.

Eevees play for free.
I would guess that the moonstone in the well has something to do with seeing the moon reflected in a body of water. That sounds like a thing I've heard in fiction before, thought I couldn't give you an example.

Also, that labyrinth was grade-A bullshit.

Deathwind
Mar 3, 2013

The moonstone puzzle is just a wishing well, I can't see an explanation beyond that.

PurpleXVI posted:

So wait, out of curiosity, if we drop everything before we enter the dungeon, can we gently caress ourselves with the weight plates? I got a bit lost and I'm not sure whether one of the rocks was on the other side of the lava "bridge."

It's not so much that you are stuck but that it'll force you to backtrack several times, more than half of my first run of this game was spent in that drat cave.

Deathwind fucked around with this message at 01:25 on Aug 16, 2014

100 HOGS AGREE
Oct 13, 2007
Grimey Drawer

Deathwind posted:

The moonstone puzzle is just a wishing well, I can't see an explanation beyond that.


It's not so much that you are stuck but that it'll force you to backtrack several times, more than half of my first run of this game was spent in that drat cave.

After I got the purple power I remember painstakingly moving every leftover item from the forest to the screen at the opposite side of the cave. Just in case.

PrBacterio
Jul 19, 2000

100 HOGS AGREE posted:

After I got the purple power I remember painstakingly moving every leftover item from the forest to the screen at the opposite side of the cave. Just in case.
Haha. I think all of us who played this game as a kid did that :toot:

LeastActionHero
Oct 23, 2008
As a small child I got through this because I had a walkthrough. I still found it nervewracking to make all those leaps-of-faith. If you examine the map, you might notice you need to make quite a lot of those.

cowtown
Jul 4, 2007

the cow's a friend to me
So, we know this counterweight



is connected to the door.

What do we suppose the one in back in Kallak's house was supposed to be for?

Deathwind
Mar 3, 2013

I thought it held the lamp.

cowtown
Jul 4, 2007

the cow's a friend to me

Deathwind posted:

I thought it held the lamp.

Ah, probably... I mean, that seems needlessly complicated, since you could just attach the lamp directly to the ceiling... but I guess "needlessly complicated" is kind of Kyrandia's thing.

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PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!

cowtown posted:

Ah, probably... I mean, that seems needlessly complicated, since you could just attach the lamp directly to the ceiling... but I guess "needlessly complicated" is kind of Kyrandia's thing.

To light that lamp, Kallak needs to put books on that shelf, in a randomized order each time, and every time he puts the wrong book on the shelf it combusts and he has to get out the fire extinguisher before the entire tree burns down.

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