

EDIT: Neat, my 333th post.
Interesting finds. I'm not too bothered about the method you used in "Brr at the Shore", because the Brr-Slide trick can be used to break lots of levels and is normally ignored.Wonderland King wrote:I just thought you might be interested.(Sorry if they've been posted before, but if so, I couldn't find them
.)
EDIT: Neat, my 333th post.
I actually found this the first time I tried the level, and because I was stupid, I thought it was the original solution, and that half of the level is just pointless.yot yot5 wrote:The "Cellar Evacuation" one is VERY weird, though. I guess whoever made the adventure just mixed up some of their tile logics.
Ah, okay. I can understand that.Muzozavr wrote:We did report it to MS. He decided that it might be quite popular with the players when they find out. Also his coding, in his own words, resembled a house of cards at this point, so he was afraid of tinkering with something as fundamental as spellball physics.
Nice work! Did you make any progress on "Clear the Way"? I've always found that to be the easiest adventure in the Pirate Camp.Muzozavr wrote:I'm on a roll here. I've finally completed the one level in MOFI's Pirate Camp (for those curious, I have finally figured out "The Acid Swamp", the other level I did long before was, oddly enough, "Into the Deep Dark Cave") that I needed to get to the lockpick and reached Sundog Island.
WHAT? Tell us your secret immediately!Muzozavr wrote:Playing "Brr at the Shore" without using your trickery reveals the genius of its puzzle. Though I did have 3 brrs left over at the end.
Muzozavr wrote:"The Fuse" had a hard ice puzzle, but once I solved it, it wasn't that hard to run through. On "Castle Walls", though, I missed the proper solution for the guarded buttons at the start, but instead found a way to recharge my blink. Had a devil of a time blinking on the buttons from the top, in and out.
Is it? I found it really easy to get past with 3 floing charges, which is the amount you need to complete the adventure with all the gems. Maybe you're missing a few tricks?Muzozavr wrote:"Ice Flower Cave" is just weird as hell. I looked at a forum thread, I don't think I would've ever got the basic idea right because the bridge part does unfair things to player's expectations and requires inconceivable shenanigans to get past with more than 1 flo. I had no idea that was even possible. The rest of the puzzle seems to be quite brilliant and very difficult, but less so now that I know a few basic principles. However, I already regret looking because I would've been happier to deal with all the red herrings myself. Still, the bridge part is ridiculous.
I definitely agree with you there. Ironically, the only Pirate Camp adventure which I thought was relatively "stable" was "Clear the Way", which is the one you're having trouble with.Muzozavr wrote:I have to say I really like Sundog Island's puzzles better than Pirate Camp so far. The Pirate Camp puzzles tend to be random-ish and very unstable, with one misstep ruining the whole thing. "Don't Leave Me Behind" is an excellent example of that. Sundog Island is very hard, but its puzzles are stable and seem to be "repeatable" once you know the solution.
I saw a video of the intended solution, and you have to use a transporter to get to the island, but it used all 9 Brrs. So really, what's your trick?Muzozavr wrote:On "Brr at the Shore", the important thing is to figure out the scritter puzzle. You can't get out if you enter with a teleporter and you don't have enough Brr (normally) to make a different path, so... what's the only other way one could enter that island?
Even after I figured out what to do, figuring out how to do it still took me way more time than I'll ever admit.
If I can trap an enemy in a flo bubble, shoot brr in the SAME flo bubble and the enemy will be frozen when the bubble bursts, I cannot expect anything different to happen when I trap MYSELF in a flo bubble. I had no idea that the brr spellballs would just stop and disappear, acting as if "stinker-in-flo-bubble" and "wall" are the same things. The game never explains the side effects of trapping yourself in a flo bubble. So... no. Screw that bridge. The designer could lessen the amount of player's flo charges in a different way.Is it? I found it really easy to get past with 3 floing charges
A different way of solving the transporter puzzle. If you watch cbloopy's video linked on mette's "MOFI stars" list, that's the solution I used.So really, what's your trick?
To be honest, I disagree with you on that one. If you don't figure out that trick, than you don't get gold, but you can still win the level. Spellballs in Floing bubbles don't act as walls, but any solid object does. It's a pretty neat trick.Muzozavr wrote:If I can trap an enemy in a flo bubble, shoot brr in the SAME flo bubble and the enemy will be frozen when the bubble bursts, I cannot expect anything different to happen when I trap MYSELF in a flo bubble. I had no idea that the brr spellballs would just stop and disappear, acting as if "stinker-in-flo-bubble" and "wall" are the same things. The game never explains the side effects of trapping yourself in a flo bubble. So... no. Screw that bridge. The designer could lessen the amount of player's flo charges in a different way.Is it? I found it really easy to get past with 3 floing charges
But now you can never do anything with the indigo key.Muzozavr wrote:A different way of solving the transporter puzzle. If you watch cbloopy's video linked on mette's "MOFI stars" list, that's the solution I used.So really, what's your trick?
Flo + scritter + brr -> flo breaks -> scritter gets frozenTo be honest, I disagree with you on that one. If you don't figure out that trick, than you don't get gold, but you can still win the level. Spellballs in Floing bubbles don't act as walls, but any solid object does. It's a pretty neat trick.