Charged with Murder (FIX'D)

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Wonderman109
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Charged with Murder (FIX'D)

Post by Wonderman109 » Tue Nov 25, 2014 3:02 am

Hey, I made something again! :)

(Hint: Frozen scritters are not considered 'captured or destroyed.' :wink:)
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Last edited by Wonderman109 on Wed Nov 26, 2014 2:48 am, edited 4 times in total.
garirry
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Post by garirry » Tue Nov 25, 2014 4:41 am

Umm... I think there is a major loophole. I killed the first flower and walked north, then the scritter just entered into the auto-killing gate and died. :?
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myuacc1studios
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Post by myuacc1studios » Tue Nov 25, 2014 5:02 am

garirry wrote:Umm... I think there is a major loophole. I killed the first flower and walked north, then the scritter just entered into the auto-killing gate and died. :?
Same here! :?
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Wonderman109
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Post by Wonderman109 » Wed Nov 26, 2014 2:28 am

Loophole fixed.
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sonicoll
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Post by sonicoll » Sat Aug 01, 2015 4:14 am

It is amazing. Thanks for the fun!
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MyNameIsKooky
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Post by MyNameIsKooky » Sat Sep 19, 2015 5:25 pm

👌👀 how about some 👌👀👌👀 hints? 👌👀 👌👀 bruh 👌👀👌👀 8)
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Wonderman109
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Post by Wonderman109 » Wed Sep 23, 2015 1:10 am

I haven't played this adventure in a long time, I'll get back to you later.

EDIT: Ok, here we go:
THE GREAT MAGICAL HINTS-HIGHLIGHT TO UNEARTH wrote:

Fireflower-Zbot section:

Use the fireflower to kill the chomper.
The Pop isn't necessary, but it's not useful either so you may as well use it when you can.
You need to blink over to the fireflower's line of fire you start on after flashing the z-bot, with Grow on hand, but there's no Floing...


UFO-Scouge section:

Pop a button as you step on it.
UFOs shoot at you even if you're only on the same row or column 1/2 a second.
You can blink off a button on a gate and walk off right away.
Teleporters deactivating slowly take less time to reactivate than the first time...


Turtle-Boomer section:

There's no one right solution, although many involve glitches and decoys.
Floing bubbles can hold different spells going in many directions.
Gates opened and closed in fast sequence don't have time to open fully.
The turtle must go where the moss bridge starts.
A turtle popped up from water under a bridge will turn around if something is in front of it as it leaves.
Kaboom blasts are two units cardinally and one diagonally; TNT is one unit all eight directions.


Killing the scritter:

The Flash is next to useless. Flashed scritters aren't killed.
Being frozen doesn't protect you from death by closed gate.
An object stopped or frozen while sliding on ice will drown after the ice pad melts.
You can use a circle button more than once!

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MyNameIsKooky
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Post by MyNameIsKooky » Mon Sep 28, 2015 12:53 am

Once I got past the beginning section, everything went really smoothly. Like pretty much all puzzles in Wonderland Adventures, it's a lot less intimidating than it looks. :lol:

The random, clashing albeit quaint scenery in particular messed with my brain! Do you know what that means? Yes! More things to commit arson on during my free time!

I didn't use the white keycard or any of the magic in the northwest corner, but this was still a very solid puzzle that took me a while to get going on. Thanks for making this! :)

A certain Z-Bot in particular was harmed during the making of this murder.

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