Ways to Die or Get Stuck in WA Trilogy Hub

Discuss the games (no level solutions or off-topic, please).

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billy bob
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Ways to Die or Get Stuck in WA Trilogy Hub

Post by billy bob » Mon Nov 04, 2013 5:50 am

Ways to Die in Wonderland Adventures Trilogy Hub


Wonderland Adventures

Jedlic's Windmill

At the one point when Jedlic enters his windmill stand in the door as it closes before him.

Cave near Jedlic's Windmill

When you finish the second adventure talk to Pootsy then follow him then talk to Pootsy again then follow Pootsy's path as close as possible then Pootsy will drown. Or alternatively drown a Wee Stinker by first talking to Pootsy from below then run to the Wee Stinkers then talk to Pootsy again (having overtaken him) then follow the Wee Stinkers' path overtaking one or none, either way drowning a Wee Stinker.

Bridge Area

When you first enter move onto a space where a section of void is about to appear.

Morklin's Museum

When Morklin is about to show you the indigo shard you can answer the dialogue quickly then collect the indigo shard before the Thwart does then there are ways to die from here on. The first opportunity is to move onto the space left of the door on the right of the room below without the thwart overtaking you but making sure the Thwart still steps onto the space right of the centre in that room (otherwise the door won't open). Then once as the door is open move right three or four or five spaces, then once as the Thwart has moved around you hold the right arrow key to follow him closely. The door should close on you.

After the Thwart has stolen the indigo shard step onto the space left of the doorway below twice (to leave the bridges up and the gates open to the left) then move onto the space northeast of the top left pillar all before Morklin has exited the room that he is in. When he starts moving he will move across the bridges and once he has done so move around to the bottom left doorway that he is about to pass through. Block his path through the doorway, and he will start retracing his steps. Now move onto the space left of the doorway as Morklin is stepping onto the open gate or either of the two bridges.

When you return to Morklin's Museum after retrieving the indigo shard from the sewers immediately move through the top right door to where Morklin is. Then talk to him without letting him overtake you, then move onto the adventure star that has just activated. Complete the adventure, then let Morklin pass through the two bridges then immediately walk onto them then answer one of the dialogue boxes. The bridges will deactivate while you're on them (and amusingly as you're dying Morklin will continue his dialogue).

Wondertown

In Wondertown centre, when the Stinker with the bowler hat enters the house on the left, stand right of the door and wait for him to be on your left. Now move down, wait a moment, then move northeast two spaces. If you did it right then the door should remain open. Now stand in the doorway and wait for the Stinker to return. The door will close killing you.

In northwest Wondertown, when the Stinker with the bowler hat enters the house in the top right corner, stand below the door and wait for him to be above you. Now move left, wait a moment, then move southeast two spaces. If you did it right then the door should remain open. Now stand in the doorway and wait for the Stinker to return. The door will close killing you.

Lazy Leaf Woods

Near Zoopi Lala, use Pop to press the bridge button while on the bridges.


Mysteries of Fire Island

Wonderfalls

As soon as you enter the second area immediately talk to Morklin then move onto the space on your left, where a red gate will rise from below you.

As soon as you enter the third area quickly go down and get trapped in the gate.

In the area where you rediscover Morklin, in between the first and second spring, you can drown a Wee Stinker by moving onto the space below Morklin then quickly moving to the far left of the island.

In the area where you rediscover Morklin, you can trap a Wee Stinker between you and the final spring by moving onto the space just below the other Wee Stinker then quickly moving down to the space above the spring.

Stinker Camp

When you first enter Stinker Camp just before the Ice Trolls attack and when Cedric-in-the-Morning is on the bridge talk to him then immediately leave the area as soon as you have finished talking. You will need to leave the area whence you came with no delay. Upon returning Patooters will not be frozen (and you can collect the blue flower early). Continue to play through the game normally then once as you have completed the adventure "POW to the Rescue" return to Stinker Camp and Patooters will die. Alternatively or simultaneously two other characters can remain unfrozen and therefore die too. This is done by very precisely leaving the area around 15½ seconds after finishing the dialogue with Cedric-in-the-Morning. By leaving and returning twice you can have up to three characters that should be frozen remain unfrozen and die simultaneously when returning after completing "POW to the Rescue".

Ancient Temple

This method takes place when you talk to Professor BLASTAZAR! at the temple entrance just after completing "The Star Key". Talk to Professor BLASTAZAR! then answer seven dialogue boxes, then very quickly answer the last two dialogue boxes then immediately talk to Professor BLASTAZAR! again before he is frozen (this is very precise). If you wait around four seconds then answer the dialogue box then you should get it so that only one Ice Troll will enter the temple. Continue to play through the game normally then once as you have completed the adventure "POW to the Rescue" then the characters that were supposed to be frozen but weren't will die.

Loopy's Secrets Area

If you activate the bridges to the small island in the centre by misusing the question mark items then walk onto the island then quickly back off onto the bridges then they will collapse and you will drown.


Planet of the Z-Bots

Planet of the Z-Bots

In the third area when Zoopi Lala opens the yellow gate for you, move onto the space above the gate then quickly back down again. Zoopi Lala will step off the button and the gate will activate while you're on it.

When you very first enter the area where Zoopi Lala and Doondilf and Guggenheimer are trapped by purple gates you can very quickly overtake Wysp and move onto the space where he's programmed to land on (northeast of Morklin), then start the dialogue with Morklin from this position. Now quickly move diagonally (northeast) and the gate will activate while you're on it (and amusingly as you're dying Morklin will continue his dialogue). Or alternatively as soon as you enter the area very quickly talk to Morklin and skip through the dialogue, quick enough and the gate will activate on Guggenheimer.

When you return to Planet of the Z-Bots just passed the stream of data you will meet Z-Bot Class 001. If you end the dialogue with him with him in the right position, you can quickly get onto his path before he leaves, colliding with him and killing you. Or if you quickly follow Cedric-in-the-Morning as soon as you enter the area then you will have more time to get closer to the Z-Bot before the dialogue starts. So much so that you can even get onto his path before the dialogue starts, or alternatively get trapped in the purple gates.

Star Town

In central Star Town once as you have access to Grow magic use it on a space that you appear on when you enter the area. Then while the Grow flower is still active exit and return to the area. You will appear where the Grow flower is and you will die.

The Creepy Keep

Once as you've sent OobibanDeNoobi to Star Summit you will gain access to three adventures. Complete one of them (the middle one gives you the most time) then quickly move onto the FlipBridge below before it turns.



Ways to Get Stuck in Wonderland Adventures Trilogy Hub


Wonderland Adventures

Introductory Area

Collect all three rainbow keys in Temple Ruins but don't use one on the rainbow gate in the introductory area. Then when playing the adventure "There And Back Again" in Lone Top use the rainbow key on the rainbow gate then complete the adventure without picking up the rainbow key inside the adventure. This means that when you return to the hub you will no longer have the rainbow key in your inventory and you will no longer be able to collect the two stars behind the rainbow gate in the introductory area.

Jedlic's Windmill

At the one point when Jedlic enters his windmill follow him as far up the windmill as possible, and then move back down. The door will remain closed and you will be stuck in the windmill.

Cave near Jedlic's Windmill

When you finish the second adventure quickly overtake one Wee Stinker or two Wee Stinkers, either way trapping you.

Bridge Area

When first entering, talk to the Stinker with the purple hat and no glasses and answer the dialogue quickly then move into the southwest fake walls where the Thwart will also move in and trap you.

Cedric-in-the-Morning Area

You can't have the power to teleport yet. You can get stuck by using your last Blink charge to diagonally blink inside Cedric-in-the-Morning's tent or walk into Cedric-in-the-Morning's tent before Cedric-in-the-Morning walks back to the entrance from teaching you how to use Blink.

You can't have the power to teleport yet. This method uses "Q-Spell" which is a glitch that allows the player to shoot spellballs (in this case Blink) through walls. After charging your gloves with Blink go to the space northwest of Booleen, and cast Blink onto the space four spaces above and one space left of the player (the space will look like a wall, but it's actually floor). If you have any remaining charges left then use them up pointlessly so you can't escape with another "Q-Spell" and you are now stuck.

Morklin's Museum

When Morklin is about to show you the indigo shard you can answer the dialogue quickly then collect the indigo shard before the Thwart does then there are many ways to get stuck from here on. The first opportunity is to quickly move onto the space right of the centre of the room below until the Thwart moves around you.

After the Thwart has stolen the indigo shard step onto the space left of the doorway below twice (to leave the bridges up and the gates open to the left) then move onto the space northeast of the top left pillar all before Morklin has exited the room that he is in. When he starts moving he will move across the bridges and once he has done so move around to the bottom left doorway that he is about to pass through. Block his path through the doorway, and he will start retracing his steps. Now move onto the space left of the doorway as Morklin is stepping onto the space between the open gate and the lower bridge. With correct timing Morklin should be stuck there instead of dying. Now move over to the right area and try to catch the Thwart like one normally would. Then once as the Thwart has gotten away move back over to the left area and move onto the space left of the bottom left doorway to free Morklin. Then move northeast of the top left pillar to get Morklin to go the other way then once as Morklin has passed the bridges move onto the space northeast of the doorway. Then at the exact point when Morklin is about to step onto the space in the doorway move down and repeatedly click on Morklin. If the dialogue didn't start then quickly move up then just do it again. If the dialogue did start then skip through it then when Morklin is in between the open gate and the lower bridge move onto the space left of the doorway to trap him there. Then collect the blue key that should be over in the right area. Then complete the sewers section of the game as normal then come back and move onto the space left of the bottom left doorway to free Morklin. He should move over to his study area, don't talk to him before he comes back. The bridges to above should activate and Morklin should come back and to the space that he would normally go. The only difference is that you're stuck because Morklin will have the wrong dialogue and won't activate the adventure.

After the Thwart has gotten away with the indigo shard as you return Morklin will be there. Instead of talking to him immediately, press the buttons to make all the bridges above active (press the button second to the left twice and the rest once) then walk across the bridge path. Then talk to Morklin from above, then move in between the two bookcases left of the table. Morklin will also move there and trap you.

When you return to Morklin's Museum after retrieving the indigo shard from the sewers immediately move through the top right door to where Morklin is. Then talk to him without letting him overtake you, then move onto the adventure star that has just activated. Complete the adventure, then immediately walk over to the other side of the bridges and let Morklin cross them. The bridges will be deactivated with you on the wrong side. Or alternatively instead of walking across the bridges you can quickly talk to Wysp and skip through his dialogue. This means that when the cutscene has ended the bridges will always end up deactivated and you will be stuck on the higher side.

To get stuck this way you have to complete both "The Red Shard" with less than four shards in your inventory, and "Thwart the Thwarts" with less than three shards in your inventory. To do this you must either immediately move down after completing the adventure "To Catch A Thief" to avoid collecting the indigo shard, or complete the adventure "The Red Shard" with a full inventory (or alternatively if the cheat code is allowed then you can cheat before collecting the red shard), or before completing "The Red Shard" complete "Thwart the Thwarts" but don't collect the blue shard afterwards. Then as soon as you have completed both "The Red Shard" and "Thwart the Thwarts" then you will be stuck because when you go back to Morklin's Museum nothing will have changed and you still won't have access to Temple Ruins, even if you go back and collect the shard(s) that you left behind (not possible with red shard).

Wondertown Sewers

On a set of collapsing bridges, step on the first one then go back.

You can't have the power to teleport yet. There are ways of getting stuck in the Wondertown Sewers using "Q-Spell" which is a glitch that allows the player to shoot spellballs (in this case Blink) through walls. One way of doing this is as soon as you have access to the first Blink charger charge yourself with Blink then move onto one of the three floor spaces on the top of the room to the right. Then shoot Blink at either of the two floor spaces near the middle of the top of the screen which isn't exactly adjacent to the player. Then move up to the top right section of the area, onto the space that is four spaces below the top right transporter. Now cast Blink onto the space four spaces below and one space left of the player. If you have any remaining charges left then use them up pointlessly so you can't escape and you are now stuck.

When first entering the lowest floor move through the path to the adventure "To Catch A Thief", but once as the dialogue appears skip through it then move quickly. Done quick enough then you will have blocked the Thwart from his usual path. Then once as you have completed the adventure move onto the space above where the adventure star used to be. The Thwart will move across and trap you there.

Wondertown

You can't have the power to teleport yet. In Wondertown centre, when the Stinker with the bowler hat enters the house on the left, stand right of the door and wait for him to be on your left. Now move down, wait a moment, then move northeast two spaces. If you did it right then the door should remain open. Now stand in the house and wait for the Stinker to return. The door will close and you will be trapped in the house.

You can't have the power to teleport yet. In northwest Wondertown, when the Stinker with the bowler hat enters the house in the top right corner, stand below the door and wait for him to be above you. Now move left, wait a moment, then move southeast two spaces. If you did it right then the door should remain open. Now stand in the house and wait for the Stinker to return. The door will close but you aren't stuck inside yet. Go to the top of the house then back down again. The Stinker will go away and come back, and when he comes back the door will open. At this point if you go to the top of the house at the exact point the door opens then he will leave and you will be free. Instead, go up the house enough spaces so that the door will close without going to the top of the house.

Spend too many coins on lamp refills from MooseJaw to purchase anything else.

Lazy Leaf Woods

You can't have the power to teleport yet. Near Zoopi Lala, move onto the third bridge from the left on the set of bridges then use Pop to deactivate the bridges on your left and right.

The Plains

You can't have the power to teleport yet. When you give the good-luck gem to the Stinker quickly move to the house where the Stinker will also move to and trap you.

When the Stinker in the corn fields gives you the key to the Creepy Keep lookout tower where the adventure "Tower Maze" is, instead use the key on the purple gate in Temple Ruins. Not the purple gate that blocks you outside Temple Ruins, the purple gate inside Temple Ruins that blocks you from accessing "The Rainbow Pool" if you haven't pressed the purple button northwest in that area. After you have used the purple key on this gate then you will no longer be able to play "Tower Maze" and collect every star.

The Foggy Mountains

This method takes place just after you've completed the adventure "The Blue Shard". As soon as you have completed the adventure quickly talk to Gaboonga and skip through one text box, but not the other until the Thwart has passed. If you did it correctly then the blue shard will block Gaboonga's way who will be blocking your way. If you weren't quick enough then the Thwart will collect the blue shard and everything will continue as normal. If you skipped through both text boxes without waiting then usually Gaboonga will also walk under the blue shard and you will have two blue shards, but it is possible if you skipped through both text boxes extremely quickly then Gaboonga will overtake the Thwart, which can lead to an alternative method. Follow Gaboonga up and you will be in the Thwart's way too, then move across the path to the left and wait on the space right of the inactive adventure star, until the adventure star is fully active. Then play and complete the adventure then immediately move left as soon as you're back in the hub. The Thwart is now trapping you.


Mysteries of Fire Island

Stinker Camp

When you first enter Stinker Camp just before the Ice Trolls attack and when Cedric-in-the-Morning is on the bridge talk to him then immediately talk to him again before he moves. Cedric-in-the-Morning will not move and continue to block you.

Before talking to Grennfleagel go inside the east cave. The bridge will fall behind you and you will be trapped instead of Ace. Or, you can move onto the bridge then back again, this will mean that when you talk to Grennfleagel then Ace will stand outside the cave unable to get in. If you talk to him now then amusingly he has the same dialogue is if he were stuck inside the cave. The adventure star still appears on the floor when the dialogue ends, however you will not be able to access it because Ace will be standing on it, so you are now unable to collect every star.

Kaboom! Village

When KA-CHING! is returning after showing you where SHORTFUSE! is quickly move to the space in the doorway to the hut where KA-CHING! will also move to and trap you.

Ancient Temple

This method takes place when you talk to Professor BLASTAZAR! at the temple entrance just after completing "The Star Key". Talk to Professor BLASTAZAR! then answer seven dialogue boxes, then very quickly answer the last two dialogue boxes then immediately talk to Professor BLASTAZAR! again before he is frozen (this is very precise). If you wait five seconds then you are stuck because if you answer the dialogue box then nothing will happen; the gate will not open and the adventure star will not appear.

The Volcano

Cheat Code Allowed
Complete the adventure "The Star Key" so that the star key will fill up the last space in your inventory, then later the star key will be taken off of you leaving you with one inventory space. Then cheat the adventure "The Chase!" because completing it normally takes a key out of your inventory which would leave you with two spaces. Then after you collect the fire glyph you will have no inventory spaces left, which means that you will be stuck in the volcano because you can't pick up any fire keys.

Loopy's Secrets Area

Activate the bridges to the small island in the centre by misusing the question mark items, but before entering make sure to have less than four inventory spaces empty. That makes it so that when you enter you will not recollect all four question mark items, making it so that when you leave you will never have enough question mark items to activate the path above.


Planet of the Z-Bots

Planet of the Z-Bots

Just after you complete the adventure "Bridge Control Alpha" quickly overtake Zoopi Lala to the bridges that have just been activated. Zoopi Lala will then follow you trapping you on the bridge.

In the area where Zoopi Lala shows you how to use Pop magic, go south passed the bridges you activated then deactivate them with Pop. You'll never be able to return north.

This method is in the area where you rescue Guggenheimer. What you want to do is activate the first dialogue with Doondilf or Zoopi Lala at the same time as entering the previous area. The only way to do this is to talk to either of them when they're above the space where the arrow is, but also use one of them to block the other making him pause for a moment before the arrow space so that he doesn't occupy the arrow space before you do.
The setup for this: Don't hesitate at all between these moves otherwise it is probable that it won't work. Obviously you will want to put a save just before entering the area as it is quite difficult and should require multiple retries.
As soon as you enter the area, move up to the space below the arrow then move diagonal up-right once, then diagonal down left twice, then up, then mash the mouse button for the space above the arrow. If it didn't work at the last bit then that means that while mashing you just didn't hit a right frame, so just keep trying and you will get it soon. If you got it right then the dialogue will activate and you will be in the previous area at the same time. Once as you've done this you are stuck because the adventure star for "Lights Out" will not have activated in the other area and there are no means of activating it because Doondilf and Zoopi Lala's dialogues have switched to their second one.

When you very first enter the area where Zoopi Lala and Doondilf and Guggenheimer are trapped by purple gates you can very quickly overtake Wysp and move onto the space where he's programmed to land on (northeast of Morklin), then start the dialogue with Morklin from this position. Now move up and Wysp will trap you.

Cheat Code Disallowed
If you have too much in your inventory by the time you complete "End Game" then you can't collect the purple keycards necessary to complete "Escape!".

Barren

In the second area that you come across on Barren there is a path that a Jeeboo very quickly moves across when you move onto a "specific space" for the first time. Manoeuvre at least one Scritter onto the path (not far down the path, just one space onto it) then move onto that "specific space". The Jeeboo is now trying to move across the path but can't because of the Scritter. So now when you move near the path the Scritter will hop away freeing the Jeeboo, so quickly move onto the path and you will get onto the path before the Jeeboo is released. Now simply move right and so will the Jeeboo and you will be trapped.

This method takes place in the area where you first encounter Twinkle. Make sure to have not collected the coins in this area that require a fourth orange key. When you first encounter Twinkle you step on a space then Twinkle comes down a narrow path. This exact space is three spaces right of the lone orange gate. When you first step on it move up another two spaces before Twinkle comes down. Now Twinkle wants to move onto the space that you are on but can't because you are obstructing him. It is possible to do the next part with Twinkle on his desired space but it is far more difficult to talk to him twice in a row, and if you talk to him further up the path then the less time you have to skip through the dialogue boxes after. Talk to him then once as the dialogue has ended immediately talk to him again before he leaves then very quickly skip through the dialogue boxes. If fast enough then he should be coming back down the path. At this point let him through then he should settle on a space in a small gap between the walls on the right. Stand northwest of him then talk to him then answer the dialogue boxes. Wait a small moment for him to be moving onto the space below you then move left once then up-left once then left once without hesitation. If done correctly then Twinkle will permanently block you from collecting the coins in this area preventing you from collecting every coin and therefore every star in the game.

In Barren underground after you have completed the adventure "Guggenheimer's Lesson" you will have access to talk to a Jeeboo above. Instead, don't talk to him until you have completed "The Secret of the Flow", after which if you talk to him then he will not move and not give you access to the adventure "Transporter Trouble". This now makes the adventure and the star it contains impossible to access.

Star Town

Play through the game without talking to Hubble in Wonderland Academy. Once as you've destroyed Planet of the Z-Bots, Hubble will disappear meaning that you can't collect two rainbow keys from him, making it impossible to access the two stars that require rainbow keys in north Star Town.

Forever Forest

When first entering Forever Forest stand northeast of Cedric-in-the-Morning and talk to him, then as soon as the dialogue has finished immediately move up then diagonally up-right. If you were quick enough then Cedric-in-the-Morning should be right of the rock southeast of you. Then move up the path where you would normally be taught how to use Blink and onto the space below the inactive adventure star. However, once as you get passed the trees you will need to be quick. As soon as you have moved onto the space below the inactive adventure star immediately run back through to the nearest tree, then move onto the space right of that tree to let Cedric-in-the-Morning get passed you. Then you will be stuck because Cedric-in-the-Morning will always be blocking your way to his adventure star.

Lost in Space and Time

Cheat Code Disallowed
If you have too much in your inventory by the time you talk to Morklin after completing eight adventures in this area then you can't collect the purple keycards necessary to complete "It's a Trap!".

The Creepy Keep

Once as you've sent OobibanDeNoobi to Star Summit you will gain access to three adventures. Complete the middle one then as soon as you're back in the hub immediately move down as far as you can go. The chances are you will probably get three spaces down the FlipBridge and die, or maybe two spaces, but there is a very small chance that you will move four spaces down the FlipBridge (onto the centre space) which means that you're stuck. It depends on the timing you stepped on the adventure star, so I recommend that you save next to the adventure star then wait slightly longer every time before starting the adventure. If you moved two spaces down the FlipBridge then that means that you were too early, if you moved three spaces down the FlipBridge then that means you were too late.

Jaava

Cheat Code Disallowed
If you have too much in your inventory by the first time you enter Jaava then you can't collect the green key necessary to complete "Grow Cave".

In the area where you save Grennfleagel when you're being sprung northwest you can talk to Grennfleagel while in midair, and the dialogue will stay with you once as you've landed. If you wait for a few seconds before skipping through the dialogue then the Grynklers and Shiny will all act as if nothing has happened and you will be stuck there.
Last edited by billy bob on Mon Jan 13, 2020 7:51 pm, edited 55 times in total.
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Wonderland King
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Post by Wonderland King » Sun Dec 08, 2013 5:57 am

In POTZ, when Zoopi Lala shows you how to use Pop magic, go south past the bridges you just activated, and deactivate them with Pop. You'll never be able to return north.
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Post by billy bob » Sun Dec 08, 2013 9:09 pm

Nice find! :D Forgot Pop can deactivate bridges! :oops:
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Post by Muzozavr » Sun Dec 08, 2013 9:15 pm

Oh wow, that's a disarming find... then again, a beginner would not know that pop can deactivate bridges and a knowledgeable player wouldn't even try. So I don't feel too bad about missing this during testing.
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Post by Wonderland King » Sun Dec 08, 2013 9:46 pm

Muzozavr wrote:So I don't feel too bad about missing this during testing.
Oh, don't worry; it's not like every little minor mistake in the game means that the beta testers didn't do their job. :wink: (And to be honest, I discovered it completely by mistake. When I charged my gloves, I just starting firing randomly for the fun of it, and then suddenly a bridge collapsed! :lol: )
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Post by Master Wonder Mage » Mon Dec 09, 2013 12:16 am

If you go to fast on the hub area after the Data Stream, the gates will kill you when they close behind the rest of the group.
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Post by billy bob » Mon Dec 09, 2013 11:26 pm

Master Wonder Mage wrote:If you go to fast on the hub area after the Data Stream, the gates will kill you when they close behind the rest of the group.
I think I mentioned this under the Z-bot Class 001 method, which occurs right next to this one. Do you think it should count as an individual method?
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Post by Wonderland King » Mon Dec 09, 2013 11:36 pm

Sorry, but no. The other things you found by that area were close enough.
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Post by Wonderland King » Tue Dec 17, 2013 5:03 am

Have a full inventory when you talk to Morklin after sealing enough realities. He'll return to Star's End, but you won't be able to, because "It's A Trap!" requires keycards to win.
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Post by tyteen4a03 » Tue Dec 17, 2013 12:30 pm

Wonderland King wrote:Have a full inventory when you talk to Morklin after sealing enough realities. He'll return to Star's End, but you won't be able to, because "It's A Trap!" requires keycards to win.
Full inventory is pretty much an issue on your end.
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Post by MyNameIsKooky » Tue Dec 17, 2013 7:53 pm

tyteen4a03 wrote:
Wonderland King wrote:Have a full inventory when you talk to Morklin after sealing enough realities. He'll return to Star's End, but you won't be able to, because "It's A Trap!" requires keycards to win.
Full inventory is pretty much an issue on your end.
Even so, it's a way to get permanently stuck.
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Post by billy bob » Wed Dec 18, 2013 3:32 am

Wonderland King wrote:Have a full inventory when you talk to Morklin after sealing enough realities. He'll return to Star's End, but you won't be able to, because "It's A Trap!" requires keycards to win.
Yes, and inventory space is required for "Grow Cave" and "Escape!" too (added to list). Actually Morklin won't return to Star Summit until you've completed "It's a Trap!".
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Re: Ways to Fail in Wonderland Adventures Trilogy Hub

Post by Wonderland King » Mon Jan 13, 2014 12:22 am

billy bob wrote: When first entering the volcano enter with no inventory space. You will be trapped there because you can't pick up the keys.
Unless you say "Cheat Code Allowed", I'm not sure that this is a valid method. Right before you get trapped in the volcano, you get trapped behind an adventure, "The Chase" that requires a key (from the hub) to win. If you have a full inventory, you'd fail in the hub before winning "The Chase". If the cheat code was allowed, however, you could cheat on that level and end up failing once you got to the volcano.

In the meantime, I think having a full inventory when you "refill" the Loopy's Secret items in MOFI might be a valid way to fail. I'm still doing a run through of the game (of course, using the cheat code on every level except "The Chase") to make sure it's possible to have a full inventory at that exact point.
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Post by billy bob » Tue Jan 14, 2014 2:12 am

Wonderland King wrote:Unless you say "Cheat Code Allowed", I'm not sure that this is a valid method. Right before you get trapped in the volcano, you get trapped behind an adventure, "The Chase" that requires a key (from the hub) to win. If you have a full inventory, you'd fail in the hub before winning "The Chase". If the cheat code was allowed, however, you could cheat on that level and end up failing once you got to the volcano.
I just played through it and made some notes.

- You have to pick up the star key to complete "The Star Key" (if you have full inventory then you can abort the adventure then get the inventory upgrade), and you have to pick up the blue key just before the adventure (you can't avoid it via full inventory because then you can't complete the adventure).
- After completing "The Star Key" you will lose the star key and now have 1 slot free.
- Now you will be required to complete an adventure entitled "The Chase!". Completing this adventure without cheat code requires you to lose the blue key and therefore you will now have 2 slots free. However, with the cheat code you will not lose the key and therefore still only have 1 slot free.
- Now after this you pick up the fire glyph which uses up 1 slot. So if you didn't cheat on "The Chase!" you will have 1 slot free, but if you did cheat then you will have 0 slots free.
- Next in the volcano you will need at least 1 slot to pick up a fire key (no more are required because you can use them on gates one at a time). And if you cheated on "The Chase!" you will not have an inventory space, so this is a method with cheat code allowed.
- If you have any inventory spaces free when you enter the volcano then you won't be able to get stuck in the volcano.

So yes, you're completely right. *edits list*
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Post by Wonderland King » Tue Jan 14, 2014 2:23 am

I completely forgot about the Fire Glyph. :oops: But anyway, if the cheat code is disallowed, would a way to fail be to have a full inventory when you walk through the key used in "The Chase"? Then you can never win the level because you won't have the key.

EDIT: Neat, my 222th post.
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Post by billy bob » Tue Jan 14, 2014 2:32 am

Wonderland King wrote:I completely forgot about the Fire Glyph. :oops: But anyway, if the cheat code is disallowed, would a way to fail be to have a full inventory when you walk through the key used in "The Chase"? Then you can never win the level because you won't have the key.
But then you'd still have a full inventory when you play "The Star Key", and not be able to complete the adventure. :wink:
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Post by Wonderland King » Tue Jan 14, 2014 5:05 am

Whoops. :oops: Honestly, I missed some parts of your previous post because I was trying to figure most of it out (it was kinda complicated! :wink: ), so I guess I just skipped over that part.
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Re: Ways to Fail in Wonderland Adventures Trilogy Hub

Post by billy bob » Thu Feb 06, 2014 12:03 am

Wonderland King wrote:In the meantime, I think having a full inventory when you "refill" the Loopy's Secret items in MOFI might be a valid way to fail. I'm still doing a run through of the game (of course, using the cheat code on every level except "The Chase") to make sure it's possible to have a full inventory at that exact point.
How's that going? You finished yet?
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Post by Wonderland King » Tue Feb 18, 2014 5:02 am

Sorry it's taking so long. I kind of forgot about that, and I've been a bit busy lately. :oops: But as I'm doing that, I also decided to play the levels so I can make a list of minimum inventory space required to win each level, so next time we want to play through the game for something like this, we can cheat on each level and just check the list to make sure we would've been able to win it. So it'll take me a while. I'll report back when I'm done, with (hopefully) confirmation, and the list.

But enough about that... I made a major discovery in POTZ. Out of all my methods, I think this one's the most likely to be done by mistake.
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Post by Jutomi » Tue Feb 18, 2014 6:01 am

Barren's a bit glitchy...

I do hope that my save didn't get scrambled so that I can't access those final two coins. :lol:

I kind of doubt that is so, and I am guessing that I am just not searching well enough - or frequently enough. :|
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Post by Wonderland King » Tue Feb 18, 2014 6:04 am

It's not really a glitch... after you win "The Secret Of The Flow", that Jeeboo's dialog is changes to the "thank you" dialog. Unfortunately, it's changed to that, from the dialog that makes him move out of your way. And that dialog is the only chance to get him to do that.

And good luck on finding the last two coins. :)
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Post by Muzozavr » Tue Feb 18, 2014 6:47 am

Oooooooh crap. Shame on me, shame on the entire beta team. That's really bad. :(
Rest in peace, Kym. I hardly knew ya.
Rest in peace, Marinus. A bright star, you were ahead of me on my own tracks of thought. I miss you.
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Post by Jutomi » Tue Feb 18, 2014 6:53 am

Muzozavr wrote:Oooooooh [Sensor for people delicate even with this word, for some reason] [/Sensor for people delicate even with this word, for some reason] Shame on me, shame on the entire beta team. That's really bad. :(
:lol:

It's not that bad, is it? :P
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Post by tyteen4a03 » Tue Feb 18, 2014 6:59 am

We are supposed to find game-breaking bugs, so yes, this is bad.
and the duck went moo

Beep bloop
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Post by Wonderland King » Tue Feb 18, 2014 2:48 pm

I don't think it would be too much work for Patrick to fix in an update. I tested the same thing for "Bouncey And Bitey", and what happens is that even after finding the flow, that Jeeboo asks for help with the bouncey/bitey ones. The adventure activates. If you talk to him again (before playing the adventure), he thanks you. It probably wouldn't be too hard to give the other Jeeboo a similar mechanism. (Probably a CMD 22 mechanism as opposed to a CMD 61 one.)

EDIT: When I said 61, I meant 62. Silly me. :oops:
Last edited by Wonderland King on Sat Apr 26, 2014 6:37 pm, edited 1 time in total.
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Post by Jutomi » Tue Feb 18, 2014 4:16 pm

I had that happen to me, I think.
I am not sure if it was a save file misreload or not, but I had to replay a couple(maybe exactly) of other levels under Barren. :P

And Tyteen, look at it the more lovely way!

What game hasn't been broken apart and scattered across the globe?
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Post by Emerald141 » Tue Feb 18, 2014 9:08 pm

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Post by yot yot5 » Tue Feb 18, 2014 9:15 pm

Muzozavr wrote:Oooooooh crap.
Emerald141 wrote:Craaaaaaaap...
:lol:

Don't worry. I think most people talk to the Jeebo as soon as they see the adventure star behind him, which isn't too hard to spot.
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Post by Muzozavr » Tue Feb 18, 2014 10:52 pm

Looking at the bright side, at least it's not as horrible as the Pool of Radiance uninstall bug. THAT happened in a big-name company, by the way. I'm still not sure how. Then again, no game bug ever was quite as horrible as the POR uninstall bug.
Rest in peace, Kym. I hardly knew ya.
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Post by Jutomi » Tue Feb 18, 2014 10:59 pm

What's Pool of Radiance?

Feel free to private message if you don't want this to go too off-topic. :P
Your only little stinker that's absolutely NOT a z-bot by this name,
Jutomi~ :mrgreen:

Also, if you want to see my level list, here it is! :D
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Oh, and my YT wonderland channel. Forgot about that.
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