"Small World" Full Solutions

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Midnight Synergy
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"Small World" Full Solutions

Post by Midnight Synergy » Tue Feb 10, 2004 3:01 pm

The thread title says it all... BIG SPOILERS AHEAD! :roll:
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Post by Midnight Synergy » Tue Feb 10, 2004 5:47 pm

Here's the full solution to "Diversionary Tactics" (e-mailed by LinkyNStoof)

----------------

The key trick to this level is that if both Stinky and Loof are lined up with an UFO but in different directions, the UFO will always choose to shoot Stinky. This is where the title of the level comes from. A hint is included in the level on this trick.

Start off with Stinky. The first part with the boulder is pretty easy. Don't pick up the 6 bonus coins at the upper left now, because you won't succeed.

Now, to finish the level the easier way, proceed to push both of the two steel boxes into that conveyor-belt-and-ice circle. The two boxes will circle around. Conveniently, if you now have Stinky stand to the right of the bottom right corner of the circle (ie. the left-pointing conveyor belt), the UFO will start shooting at Stinky, but the two moving steel boxes will block the fire.

Now you can switch to Loof and have him work safely and without any blocks destroyed. First move the top block one step to the right. Then go through the teleport, and move push the reflector into the teleport upwards, but don't follow thru. Instead, move the steel box to the left of the teleport. Now enter the teleport from the right back to where you started. Push the 3 wood blocks into the teleport. Now you'll be able to put the reflector right at where the teleport is. Have Stinky stop diverting the UFO so it can shoot at the reflector (Loof) instead, destroying the wood block blocking access to that last rainbow coin.

To finish, enter the teleport from below (you'll also push the reflector up one step, no problem). Then again have Stinky divert the UFO, and now have Loof go back to the starting platform and enter the teleport from above. You can now use the remaining wood block to fill the remaining tile of water that leads back to where Stinky now is. Moreover, you can use the steel box and the reflector to collide into the two moving steel boxes, getting rid of them, so you can safely head to the exit. [Note: it's also possible to leave one moving steel box on the circle and safely get to the exit, but then you have to time your moves carefully so you don't crash into the box while sliding across the circle.]

-----------------

To collect those bonus coins at the upper left is extremely tricky, and this is the harder way to finish the level. To do so you can only push one rather than two steel boxes into the conveyor-ice circle. This will only offer a very brief (but repeatable) duration of protection for Stinky. With the right timing for Stinky to line up with the UFO, you can have Loof take about 2-3 steps before having to quickly switch back to Stinky and have him step off just in time before he gets burned. But otherwise proceed more or less as before. Then when Loof finished filling the two tiles of water leading to where Stinky is, have Stinky enter the teleport, and place the reflector above the teleport and stand below it to divert the UFO's attention. Now have Loof go collect the bonus coins.


------------
Another way to get the bonus points.

Push the lower steel block off the bridge but don't follow thru. Then push the upper steel block off and onto the spike floor. Then while you are going around to the other side of the upper block, push the lower block onto the turntable.

This way you've only stepped on each bridge once.

At the end though, since you can't use the reflector to destroy a steel block, one steel block will remain at the turntable. You can still get across it but you have to time your moves carefully.

--------------
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Post by LinkyNStoof » Tue Feb 10, 2004 5:52 pm

Midnight Synergy wrote:Here's the full solution to "Diversionary Tactics" (e-mailed by LinkyNStoof)
Gee, I didn't realize you're just going to post the solution I e-mailed to you. That was as a reference for your use. If I knew it's going to be posted here, I'll probably write it a lot more clearly (with more detailed steps), and avoid saying something like "the first part with the boulders is pretty easy" (that was written with you as the reader in mind, I didn't feel like writing out every step of that part since I assume you won't have problems with it; I'd never say anything is "easy" in a solution for public consumption since that's obviously a bit insulting if it so happens that person got stuck precisely on that part).

Can you at least give me editing permission for the stuff you just posted?
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Post by Davimad » Tue Feb 10, 2004 7:21 pm

:oops: :oops: :oops: :oops: :oops:
SO THAT'S HOW YOU DO IT!!!!!!!!

GREAT STUFF LINKYNSTOOF, THANX.

I'M OFF TO TRY IT. :lol: :lol: :lol: :lol:
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Post by LinkyNStoof » Tue Feb 10, 2004 7:25 pm

Okay folks, if you find the above Patrick-posted solution to my puzzle (Diversionary Tactics) a bit unhelpful (it's more of an outline than a full solution), here is the solution in its full gory details:

To solve the level, the main tasks are as follows:

1) have Stinky get the boulder on the green switch and collect the 3 rainbow coins in sight

2) have Stinky set up a shield by pushing steel blocks near the spike area onto the "turntable" (the thing made of conveyor belts in the corners and ice elsewhere), and then put himself in line of sight with UFO so it won't bother Loof as he works

3) Loof then retrieves the reflector from the other teleport room, and transfers the 3 wood blocks on his starting platform to the other teleport room. The teleport on the other room must be surrounded on each side with a block before you can push the reflector onto the teleport without it teleporting. Then Stinky stops diverting the UFO, allowing Loof to lure the UFO to fire at the reflector to clear the way to the last rainbow coin.

4) Loof now needs to build a bridge across the water on the other teleport room. The key to doing so is to fill the water tile at the south side of that room (the tile that used to be a collapsing floor tile). To do so Loof must enter the teleport from north, which means Stinky has to divert the UFO's attention again. Once Loof's on the other side there're enough room for him to move the remaining two wood blocks onto water.

5) Finally, for Loof to get across the turntable safely, he needs to push stuff onto the turntable to collide with the steel blocks on it, thereby getting rid of them. Remember that the reflector can also be used for that purpose; however...

6) If you want to collect the bonus coins at the upper left, you must keep the reflector (well, at least you should unless you want to torture yourself). Have Stinky use it on Loof's starting platform to yet again divert the UFOs attention while Loof gets the bonus coins.

-------------------------------

Before I give the steps to each part, an explanation on the two unusual key tricks to this level (probably it's their unusualness coupled with a lack of good hints that made this level harder than expected):

a) "diverting the UFO's attention". The level was basically named after this trick, and a hint (in retrospect not a very good one) was included on this. The idea came out of a question I answered myself via playing with the editor some while ago: "if both Loof and Stinky are lined up with the same UFO, but in different directions, what happens?" Does the UFO fire at them both at the same time, or what?

As it turns out, the UFO always choose to fire at Stinky and only Stinky in such a case (maybe it can, um, smell him more easily? Sorry bad joke. :wink: ) Loof is ignored as long as Stinky remains at line of fire.

The level requires you to use this trick in a couple of places in order for Loof to safely and successfully complete his part, as well as getting the bonus coins at the upper left.

b) getting the reflector right on the teleport without it teleporting. Anyone who's played Wonderland's "Trapped at the Teleporter" and "Confounding Teleporters" should have a basic understanding of how to "manipulate" a teleport. The way the teleport works is, when something enters it, it tries to exit moving in the same direction. But if that won't work because the exit is blocked, it will try a bunch of other directions. If every direction is blocked then the thing will stay at the teleport it enters, without teleporting to the other side.

If it's Stinky you want to put onto the teleport without teleporting, you usually need to put two blocks on each open side of the teleport; one block is not enough because Stinky can push the block along as he exits out of the teleport. However, for a block-like object like a reflector, one block on each open side is enough, for the same reason that Stinky can't push two blocks at once.

I probably should've include a hint within the level about this.

-----------------------

Solutions to individual parts:

1) Stinky must first move one step to the right onto the conveyor belt tile. He must leave that rainbow coin nearby untouched. He then pushes the boulder down, which will be stopped by the uncollected rainbow coin. Now he must collect the rainbow coins and bonus coins on the green button, in order to clear way for the boulder. Finally, push the boulder to the right, collecting any remaining rainbow coin in this room, and push the boulder down to the green button.

The only twist here is that when moving across the UFO's line of sight (which will happen a number of times as you work this part out), Stinky must go through that tile with a sign post in order to survive. Any closer and the fireball will get Stinky.


2) In this part, Stinky needs to push both steel boxes onto the "turntable", which is that 3x3 contraption made of conveyor belts at the corner and ice. The basic moves to do so are as follows: wait until the spikes just gone down, then push the steel box to the right until it's on the spike tile. Then go around the long way to the right side of the steel box, and push it left once so it's back on the left side of the ice. Go around the long way again and push the block all the way down until it goes into the turntable. Repeat for the other steel box.

The spikes are slow enough that, as long as you make sure you don't push the steel box onto the spike tile until you see the spikes just gone down, you should have a reasonable amount of time to do the above. Remember too you can move faster if you slide across an ice tile instead of going around it. And by the way, that lone wall tile in this room (the one sandwiched between the two ice tiles) is actually a fake wall with a bonus coin inside!

If you want to get all the bonus coins later though, you want to be a little more careful. Both steel boxes rest on top of collapsing bridges that can only be walked thru twice. To get the bonus coins you need to make sure you don't go across each bridge more than once at this point. To do so, the trick is to first push the lower box one step to the right, off the collapsing bridge, but do not follow through (ie. don't push it onto the spike tile!). Instead, move left to get off the lower collapsing bridge, then proceed to push the upper box to the right until it ends up on the spike tile (time it of course). Then while you are en route going around the long way to the other side of the steel box on the spike tile, push the lower box down onto the turtable.

You need both steel boxes revolving around on the turntable. When pushing the second steel box onto the turntable, make sure you time you push so it doesn't smash into the first steel box!

Phew! Once this is all down, move Stinky against the right edge of this room [be careful with the spikes] and go all the way down until he lines up with the UFO. Now the UFO will fire continuously at Stinky, but the rotating steel boxes will block the fire. Voila! Stinky can now divert the UFO's attention away from Loof for as long as you need.


3) Now Loof needs to retrieve the reflector from the other room, and transfer the wood blocks to the other room. To make things more clear, I'll refer to the teleport on the left as "teleport L" and the one on the right as "teleport R".

To do so, first push the wood block at teleport L's north one step to the right. Next, enter teleport L going right. Then proceed to push the reflector one step to the left and then up into teleport R, so it emerges at teleport L's platform. Before Loof heads back to his starting room though, make sure to move the steel box so it's on teleport R's left side. (You'll need to move through the collapsing bridge on the left to do this.)

Now Loof heads back to his starting room by entering teleport R going left. Then proceed to just push each wood box into teleport L. When you're finished, teleport R should be surrounded by 3 wood boxes and 1 steel box, which allows you to move the reflector right onto teleport L without it teleporting.

Now Stinky stops diverting the UFO, so Loof can get the UFO to fire at the reflector to clear the way to the last rainbow coin. Woo-hoo! :D


4) Loof now needs to build a bridge across the 2 tiles of water at teleport R's room. To do so, have Stinky resume diverting the UFO's attention. Then have Loof enter teleport L from above. He will emerge from teleport R going down. Now he can build a bridge across the water by first using the wood block on the right, then push the steel box up all the way against the wall, push the remaining wood block located above teleport R one step to the right, and then go around and push that onto water as well.


5) Now for Loof to exit safely, you want to get rid of the steel boxes at the turntable. To do so, first make sure Stinky is no longer in the UFO's line of sight! Then have Loof push the steel box (the one originally in the teleport R room) onto the turntable. It should collide with one of the steel boxes, getting rid of it.

Now one steel box remains at the turntable. You can get rid of it by retrieving the reflector at teleport L's room and push it onto the turtable, timing it so it smashes into the remaining steel box. (Be careful when you retrieve the reflector! Remember Stinky can no longer divert the UFO's attention now that you broke the turntable shield! In particular, make sure you enter and exit teleport L and R horizontally, and you must make sure to push the reflector into teleport L moving either right or left.)

If you want to collect the bonus coins however, you need the reflector, so one steel box will remain at the turntable. You can still get across the turntable, but you'll have to time your moves carefully to do so.


6) To collect the bonus coins at the upper left, first make sure in part 3 you only stepped on each collapsing bridge near the spike room once. Now, have Loof move across one of the bridges into Stinky's starting room and wait. Then have Stinky enter teleport R from either the right or the left. Then place Stinky to the south of the reflector. The UFO will again fire madly at Stinky, this time protected by the reflector. Loof can then get the bonus coins, go across the remaining collapsing bridge, and exit the level.

Now have Stinky go into teleport L, again only horizontally, and exit.

----------------

As a final comment, I want to mention that originally, I have a much trickier solution in mind for getting the bonus coins, involving having only one steel box at the turntable when Loof is working to retrieve the reflector. This will only give Stinky at best a 2-second protection, which means Loof can only take about 2 or 3 steps before you need to move Stinky away from the fire. :twisted: As it turns out though this devious and almost impossible solution is unnecessary for getting all the bonus coins. (Phew!) 8)

Thanks again for playing and sorry for all the frustration it might've caused!
Last edited by LinkyNStoof on Wed Feb 11, 2004 3:01 am, edited 1 time in total.
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Post by Midnight Synergy » Tue Feb 10, 2004 8:02 pm

LinkyNStoof wrote:
Midnight Synergy wrote:Here's the full solution to "Diversionary Tactics" (e-mailed by LinkyNStoof)
Gee, I didn't realize you're just going to post the solution I e-mailed to you.
Whoops, sorry... should've asked first. If you wish I can delete the first few posts of this thread and start with your official solution.
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Post by LinkyNStoof » Tue Feb 10, 2004 8:14 pm

Midnight Synergy wrote:
LinkyNStoof wrote:
Midnight Synergy wrote:Here's the full solution to "Diversionary Tactics" (e-mailed by LinkyNStoof)
Gee, I didn't realize you're just going to post the solution I e-mailed to you.
Whoops, sorry... should've asked first. If you wish I can delete the first few posts of this thread and start with your official solution.
That's okay, leave it. The official solution is more complete but is kinda long and boring to read. :shock: :wink:
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Post by Robbie » Tue Feb 10, 2004 9:04 pm

:shock: :shock: :shock:
Good work LinkyNStoof! That would have probably taken me months to work out.. :wink:

My level Adventure Land 2.5 (no surprise there) was quite a bit simpler to complete & most people have more than likely used one method or the other.

The first, used by OldBear to get his 3400 score (see p2 of small world discussion posts) cannot be sanctioned by the author as it kills off all my characters!!! :evil: :evil: :evil:
Anyway,
(1) Change over to Loof, move the box to the right & kill off Frank, move the box below & kill off Diedre... Gilligan Jnr is in a panic by now.

Notice the water 2 squares to your right? Go around the top & push the box into it to gain access to their 'house' (not only have you killed off 2 of the main characters, you're now guilty of break & enter...)

Run through & push the box that is between the pink & yellow gates onto the pink button. Run around it & push it back onto the green.

Push the boulder off the conveyor belt button to the north (make sure someone is standing on the yellow gate button) & run up towards the exit making sure you don't collect the coin yet. Position Stinky to the right of the boulder & after Gilligan Jnr has headed back down the path click over to Loof, collect the coin & get him through the exit. When Gilligan Jnr comes back up & about to go through the gate, roll the boulder over him - by this time you obviously have no scruples so it doesn't matter anyway.

Go to the exit & ignore the signs as you've killed off everyone except for Bob & he doesn't want to talk to you anyway.


And for the enviroment/story line friendly method...
(2) Read the signs, it's part of the story! And for those of you who missed it, a longer intro can be found on the 1st page of the small world discussions page - for full enjoyment of this level it's really a must along with having played Adventure Land 1 & 2 (including the last of the mini levels for AdvLand2)

The idea is to not get any of the characters killed. You're aim is to get Diedre (the lower of the 2 Kabooms to your right), through the gates & electricity things up to the room with 2 green buttons & blue gate; get the cheese from the pantry (the boulders at the bottom right of the level) to Frank (the other will clear the exit) & all of you including Gilligan Jnr to the exit.

Move Stinky onto the green button, then the yellow button to get through the next door. After she's safely through that door, move onto the blue button. When she's past the first pink gate step onto the pink button. Safely through the pink double gate, back to the yellow button, then the blue & finally back to the yellow & she should be safely (notice the word safely) in the small room with the green buttons, clearing the way to the exit.

Switch over to Loof & push the boulder north (this gives you more time to read the final message while Gilligan Jnr makes his way to the exit) & then head to the exit, stopping before the coin. Stop past Bob, give him the biscuits from uncle Joe & say hello on your way to the exit. (read story)

Switch back to Stinky & bring him up to Loof. Switch over to Loof. Shift & arrow back towards Gilligan & when he's turned & headed back down. Run to the exit. Bring Stinky to the sign & read. Romance is in the air! Just as well you're off, this isn't for you kids out there :oops: :oops: . Just before Gilligan Jnr catches up to you go through the exit. Even though it may appear he's blown up, he hasn't really - just his way of saying goodbye & thankyou for getting everyone safely through!


Hope that all makes sense. I couldn't really block off areas (to avoid solution 1 being available) as there just wasn't enough room to put everything in. And sorry LinkyNStoof for the 'cluttered' appearance. Like you said 14x14 doesn't really lend itself to my series overly well but all things considering, I was actually quite happy with it. Hope someone else out there thought so too.

Robbie :D
Last edited by Robbie on Tue Feb 10, 2004 10:37 pm, edited 3 times in total.
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Post by LinkyNStoof » Tue Feb 10, 2004 9:38 pm

Robbie wrote:The first, used by OldBear to get his 3400 score (see p2 of small world discussion posts) cannot be sanctioned by the author as it kills off all my characters!!! :evil: :evil: :evil:
Anyway,
(1) Change over to Loof, move the box to the right & kill off Frank, move the box below & kill off Diedre... Gilligan Jnr is in a panic by now.
Oh so those are the characters?!? I thought they were just part of the booby trap mechanism! I was kinda wondering where the huge field mice was, I guess I don't think of Kabooms as huge field mice...anyway, how silly of me. :oops: :wink:

I'm ashamed to say I'm also a murderer and thief when it came to this level. :oops: I think I'll take another look at it again. :wink:

[edit: but in my defense, I did read every single sign in that level when I played it. But it just didn't connect to me what was what.

edit 2: I think now that I understand your level better, I would most definitely have mentioned it in the creativity section of my comments.]
Last edited by LinkyNStoof on Tue Feb 10, 2004 9:47 pm, edited 2 times in total.
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Post by LinkyNStoof » Tue Feb 10, 2004 9:42 pm

Incidentally, the intentions might've been more clear if you made Frank and Diedre ghosts rather than Kabooms, and change the boxes from wood to plasma. (Although I guess then they look even less like field mice.) I didn't have trouble figuring that lone ghost at the upper left as one of the characters from Adventure Land 1.

But I guess that's just me. I have to admit I haven't played Adventure Land 2 thoroughly yet, the sheer size of it is still a little intimidating...but maybe this weekend.
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Post by Robbie » Tue Feb 10, 2004 10:28 pm

Hi LinkyNStoof,

I guess if you didn't read the intro story that was meant to be posted with this level (Pat did post it on the small word discussion as mentioned) then it might have alluded you. I guess I had it all clear in my mind... but transferring it was another thing :wink: .Also, unless you'd played the last of the AdventureLand2 mini levels, you might miss the connection with references to GJnr (Gilligan Junior) also played by a Kaboom.

Ghosts wouldn't have been any good for this level as the mechanics of it require a little more reliability with regards to movement. Also I don't know off hand if ghosts have an effect on a gate button(???).

Until such time as Patrick creates mice and people & other such things, I'll be forced to resort to using other things in their place. As far as my Adventure Land series goes, all Kabooms & Ghosts and the like represent characters in one form or another. Just my wild imagination :D

Anyway it was fun! Goodluck with Adv Land 2. To avoid frustration on the larger level it might be wiser to play through the minis to get an idea of how to run through the single large one... :shock:

Robbie :D

PS Oh & if you get really stuck anywhere, I posted a full solution (of sorts) in the AD2 thread.
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Post by Bearsland » Wed Feb 11, 2004 12:17 am

Robbie wrote:The first, used by OldBear to get his 3400 score (see p2 of small world discussion posts) cannot be sanctioned by the author as it kills off all my characters!!!
No offence intended, but....

<RANT>

My undestanding of Wonderland was to collect the Rainbow Coins, (and any Bonus Coins in the level), thus unlocking the exit and allowing Stinky and Loof to escape.

This level has a load of very unclear cryptic clues which made hardly any sense whatsoever, (I'm sure I'm not alone in this), requesting the solver to 'get cheese to Frank', 'go to pantry', etc... It includes 'characters' that only you can easily identify with. The solver is expected to know which Kaboom is Frank, Deirdre and Gilligan Jnr.

I can easily see why this level was never mentioned in the 'favourites' posted by forum members during the discussions of this competition. Out of all the 14 levels entered, I, personally, thought this was the worst.

</RANT> :evil: :evil: :evil:

~Old Bear

btw. this was my opinion before you decided not to sanction my score. :D
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Post by LinkyNStoof » Wed Feb 11, 2004 12:29 am

Robbie wrote:Hi LinkyNStoof,

I guess if you didn't read the intro story that was meant to be posted with this level (Pat did post it on the small word discussion as mentioned)
I did read the intro story, unlike Bearsland.

It's simply a matter of me failing to connect the Kabooms with the characters in the story. Remember, you're talking about me who couldn't see the 14x14 in DG's Lightning until it was pointed out to me. :wink:
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Post by Robbie » Wed Feb 11, 2004 12:56 am

Fair cop Old Bear,

I was just joking about sanctioning your score - well done for getting it!
My undestanding of Wonderland was to collect the Rainbow Coins, (and any Bonus Coins in the level), thus unlocking the exit and allowing Stinky and Loof to escape.
It also doesn't hurt to lighten up & have a little fun as well. You'll see a number of levels posted in the forums that are not necessarily a matter of collect & run out the exit - DG was a big offender early on ( :wink: DG). Some levels show glitches, others show off cool tricks or ideas, DiscGolfer & Majic1 recently posted some screensavers, and mine are a little different again.

As already mentioned, my level wasn't really intended to be played without the intro story (see above) & also the other Adventure Land levels. If you had seen these, they would have made things a bit clearer - the likes of the cheese boulders & the characters and the in-level text. When I sent my level into Pat, I included the background story & I thought it would be sitting right next to the download - it just didn't work out that way.

Without this background info, sure I appreciate your sentiments & probably quite a few others were equally confused - as you rightly said it didn't get a mention apart from LinkyNStoof's cluttered comment. No hard feelings though OK???

Just enjoy your time here. Remember the keyword "fun".

Robbie :D
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Post by Robbie » Wed Feb 11, 2004 12:59 am

Hey LinkyNStoof,

I'll certainly remember next time to make things crystal clear. Much like your official solution.

My heartfelt appologies to all offended... or just plain confused.

:D
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Post by LeanDemon » Wed Feb 11, 2004 1:23 am

Solution to Stinky Crusoe (aka Castaway):

Part 1: Getting through the yellow gate.
Have stinky push the wooden box in the water, directly in line with the steel box above it. This will allow you to push the steel box from the top of the map to the bottom (and vice versa) as needed. Next, push the steel box in upper right of map onto the yellow button, opening the yellow gate. Now go down and push the steel box (the one next to the yellow gate) into the gate (which is now open). Now go back up and push the steel box down (not up!) off the yellow button which will explode the steel box below. Keep pushing the steel box down the map, crossing the bridge you created with the wooden box earlier. Now, push the steel box back up to the top onto the yellow button again. Now you can go through the yellow gate!

Part 2: Opening the blue gate.
Go through the open yellow gate and push the steel box through to the left side and then push it back through the yellow gate corridor to the right side of the map. Push it all the way to the edge next to the water (but not in the water!). Now, go down and get the coin to the right of the green gate, then push the wooden box into the water directly to the left of the blue button. Now, being watchful of the Coily and the Cannon, grab the coin to the right of the blue button and then go back and push the steel box down and place it to the left of the blue button (on top of the wood box), keeping the Coily trapped. Here you can wait for the Coily to be killed by the Cannon (it may take a few seconds for him to jump in line with a Cannon shot). Some people remove the two coins above the Coily, which may help to kill him faster, but he may get away too and then you'll REALLY be in for some fun! After the Coily is killed, push the steel box onto the blue button.

Part 3: Clearing the way for your pal, the Kaboom.
Now, go back to the left side of the map and collect the coin directly below the conveyor timer button. Now, push the wood box into the water between the gates above (go through the open blue gate). Now, collect the coin and bonuses near the pink timer button. (this is where you're going to trap the Kaboom later on so he can help you off this darn desert isle!)

Part 4: Trapping the Kaboom.
Go back to the right side of the map and push the steel box off the blue button. Important: push from right to left, because you will need to push this steel box back on the blue button later on. Now that the blue gate is closed, you can now release the Kaboom. Go back to the left side of the map and push the boulder down - it should roll and stop in front of the coin (you didn't get greedy and take that coin already did you?). Now push the boulder left, onto the green button. This releases the Kaboom. Now you need to trap him to the right of the yellow gate (the upper one). Go to the right side of the map and wait above the yellow button, which has a steel box on top of it. Wait till the Kaboom is safely to the right of the yellow gate and then push the steel box off the yellow button. The Kaboom should now be trapped, walking back and forth over the pink timer button. You can now push the steel box that was on the yellow button safely out of the way, it's not needed any more.

Part 5: The exit.
Go back down to lower right and push the steel box back on the blue button. Now, go to the left side of the map and collect the coins, including the one to the left of the green gate (where the Kaboom was). VERY IMPORTANT: Leave the coin in front of the Cannon. When collecting the coins near the collapsible bridges, be sure to walk over the bridges only once, you'll need to keep the bridge that is directly above the boulder intact. Now, push the boulder down, into the red teleporter (the boulder then falls in the water by the final exit). Now, enter the red teleporter and collect the coin. Go back through teleporter. Next, you have to use the Cannon to blow up the two wooden boxes directly above the pink gate. However, the conveyor must be turned off first, or the steel box will be pushed in your way, and you'll have to start ALL over! You'll notice that the Kaboom is opening the gate for you so that the Cannon shots destroy the boxes. Now, this is where timing comes into play. First, walk over the conveyor timer button and then quickly remove the coin from in front of the Cannon. Be sure to time it right so you don't get shot! Now go back up next to timer and touch it every second or two to keep the conveyor turned off, while the Cannon shoots the wooden boxes (yes, you'll need to dodge bullets!). As soon as both boxes are blown up, go up through the gates (watch out for the Cannon!), touch the second conveyor timer button and get the last coin. Now push the steel box into the water (onto the top of the boulder you pushed in the water previously) and then push in the wooden box, creating the bridge to the exit (you'll probably have to hit the conveyer button a time or two while you dodge bullets, so be careful!). Now exit. WHEW!
SharonM
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Post by SharonM » Wed Feb 11, 2004 2:16 am

Okay all,
I don't know if anyone will need this but here's the solution to World of Laughter. BTW did anyone catch the reference to the Disney song?:)



First, starting with Stinky.......
Take Stinky right onto the red teleporter (T for short) pushing the box onto the ice and into the false wall. Step back through the red T to get the Rainbow (R) coin. come back through the red T and step onto the ice. This will push the block through the false wall and put it in front of the cannon. Step through the wall to push the block into the water. Collect the rainbow coin, making sure you don't get shot and continue around on the ice to the block now floating in the water. Go into the center room and collect the Bonus (B) coins leading the red chomper into the electric tile. Step back onto the floating block and switch to Loof.

Take Loof left onto the yellow T. Get all the coins in the lower left room except the bottom left Rcoin. Go through the green T and come back through to get the Rcoin on the green T. Get the last Rcoin in front of the cannon in the lower left room after the cannon fires and step quickly onto the green T. Guide the yellow chomper to the electric tile. Once the chomper is destroyed, cross the electric tile and get the rainbow coins in the top middle room. Enter the false wall in the top left of the room to get to the upper right room and collect the next to last Rcoin. Grab the Bcoin and step onto the blue T. You will bounce back and get the last Rcoin. Step back onto the blue T and exit with Loof. Take Stinky up the middle rooms and exit via the blue T.
Or if you want more of a challenge, take Stinky to the green T. Enter from the left, avoiding the cannon fire, and step onto the yellow T from the left. Step up onto the red T, then go up one block onto the blue T and exit.


Please excuse the abbreviations, but I have an injured finger and typing is a bit difficult for me right now. :)
SharonM
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LinkyNStoof
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Post by LinkyNStoof » Wed Feb 11, 2004 2:31 am

Robbie wrote:Without this background info, sure I appreciate your sentiments & probably quite a few others were equally confused - as you rightly said it didn't get a mention apart from LinkyNStoof's cluttered comment. No hard feelings though OK???
It will now definitely get a mention now that I understand the level's layout better! :D Watch me edit my comments now.
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Bearsland
Rainbow Master
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Post by Bearsland » Wed Feb 11, 2004 2:52 am

LinkyNStoof wrote:I did read the intro story, unlike Bearsland.
Actually, I did.
Robbie wrote:As already mentioned, my level wasn't really intended to be played without the intro story (see above) & also the other Adventure Land levels. If you had seen these, they would have made things a bit clearer
Actually, I did. See attached scores.

I thought Adventure Land 2 was a superb level. The trick of using the kaboom to guide Stinky through the maze was inspired.
Robbie wrote:No hard feelings though OK???

Just enjoy your time here. Remember the keyword "fun".
Agreed! Apologies to you and to all Wonderlanders for my outburst. :oops: :oops:

~Old Bear :)
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Robbie
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Post by Robbie » Wed Feb 11, 2004 4:50 am

Takes a whole lot of courage to say that Old Bear. Real proud of you. :wink:

As far as my level creations go, sometimes there's things I could do differently and at other times I just miss the boat all together - I do appreciate feedback on my levels good or bad & I'm sure we all feel the same.

I guess it's so important though to be able to give positive criticism and at the same time be encouraging as well.

I'm looking forward to hearing a whole lot more from you Old Bear & seeing some levels as well! I know you're going to be a real asset here in the Wonderland Forums :D :D :D

Awesome job on AL2 - great scores :D 8) (and finished all the comp levels as well???) Either you are a total expert & brain wave or you have waaaay too much time on your hands. :shock:

Robbie :D
malcdelsol
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Location: Malaga, Spain

Post by malcdelsol » Wed Feb 11, 2004 11:10 am

Hi Wonderlanders,

The solution to my competition level 'Just 3 Coins' (COINS3) is posted below.

It was designed to be a logic puzzle hence no Chompers, Coileys etc etc.

I trust that few (if any of you by now) are still having problems completing the level, it was never my intention to give any other Wonderlanders a headache :?


Solution :-

N.B. Includes getting all of the bonus coins which must be taken when in the appropriate area as you cannot go back to get them at the end.


Go up into lower yellow transporter, up into top yellow transporter, sideways into top yellow transporter and into lower blue transporter to be at top left of level.

Push wooden box down 1 place, go back up into top blue transporter then go left to be on the right of the wooden box.
Minding cannon fire, push this box in and out of the cannon area (collecting bonus coin) in one go else Stinky or box will be destroyed.

Push wooden box right adjacent to metal box then up into water.

Due to lack of space you must then move the lower metal box before going across this wooden box.

Go down into lower yellow transporter and move metal box 1 space left.
Go around metal box upto cannon area.

Minding cannons, step on conveyor belt timer and get back to the metal box. You DO NOT have time to push this box left and up between the walls (unless any of you tell me different) instead push the metal box down against the wall between the lower yellow and blue transporters.

Go sideways into top yellow transporter, this will automatically push the metal box down the blue transporter and up into the top left of the level.
Go left and up to push this metal box into the water.
Minding UFO fire push second metal box into the water, minding spikes, collect rainbow coin 1.

Go down , right and up across wooden box. Go around behind this box and push 1 space down, then right into water.
Minding electric floor, collect bonus coins. After both electric floors go together push the 3rd wooden box up 1 space and left 3 spaces.
Go around the box, minding spikes to collect rainbow coin 2.

Push wooden box down and right into water at lower right of level.
Minding spikes, collect rainbow coin 3.

Finally, go left and up, and minding UFO, into top red transporter and home.


Thats all there is to it folks :lol:


Malcdelsol 8)
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eeyore31
Rainbow Master
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Joined: Fri Dec 12, 2003 11:51 am

step by step for JUST A LITTLE more than meets the eye

Post by eeyore31 » Wed Feb 11, 2004 9:11 pm

Hi all.....I don't think anyone really needs this but-----JUST A LITTLE------
First go right and down out of line of fire from cannon. Go ahead and grab all the coins in the bottom half, you don't need them. Go thru blue teleporter and grab that one, too. Now push the boulder RIGHT,DOWN,RIGHT, then walk past it down to the button and down and left inside the wall. Push boulder UP,RIGHT, it will land on the blue button. Now you can go up to upper left thru the blue gates. Grab the coins, push both blocks down to be blown up to get them out of the way. Then push the steelbox over one space to the left, go up around the boulder in the hidden wall to grab goodies and push boulder left. Then push the steel box down thru the rightmost blue gate so you can push and roll the boulder down, then right...to go thru the yellow gate and trigger the purple gate. Now you can go thru the red teleporter, make a bridge, grab the coins and one hidden bonus to the left of bottom coin, trip the switch to run thru the last gate. Done. :o}

I'm glad to see Diversionary written down, also Castaway.and Coins 3....I still need to finish these!!! :D
Yes, I'm a donkey......
and I'm purple.....
and I am Polly, Minnie's little sister.
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majic1
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Joined: Sun Dec 14, 2003 12:11 am

Solution to A Small Adventure

Post by majic1 » Sun Feb 15, 2004 9:55 pm

Here's the solution to "A Small Adventure" - took me awhile; I had to go back & play it untimed & write down each movement as I went. (Harder to write it down then to play.) Sorry it took me so long to post this:

Switch to Loof & stand on blue button to free Stinky. Switch to Stinky. Move to red teleporter room & push boulder thru teleporter. Boulder will land on the conveyor button, stopping the conveyor. Get bonus coin and stand on green button. Switch to Loof & push metal box up one; push wood box up to kill the Kaboom; get coin & push out metal box. Go thru red teleporter, get bonus coin & coins hidden in wall. Push boulder to right, off conveyor to start conveyor up again (it needs to be on to complete the puzzle.). Go back through teleporter & head north. Push metal box up to directly below first boulder. Push boulder into green teleporter (to left). Go to right to green teleporter surrounded by ice & enter from below. This will place you above green teleporter to left. Push boulder down & then left into green teleporter. Follow the boulder into the teleporter. Collect coins & go back out thru blue teleporter. The left reflector in front of cannon should be moved right & up to edge of ice. Go to top of green teleporter & enter; now mover reflector to left, positioned just above green teleporter. Move metal box down 3 spaces. Move top right reflector to left 2 spaces, down 2 spaces & over to left until in line with cannon & top reflector. Go up & stand on blue button just long enough to break wooden box in room to left. Enter the blue teleporter from the bottom; collect coin; exit through blue teleporter. Move the metal box up 4 spaces; move reflector in front of cannon over 2 spaces to right and then down to rest against wall; move over to right until it is one space past bottom door opening. Move reflector that is positioned on north wall of this hallway over 2 spaces to the left and then down into corner. Move metal box to right. Move very top reflector over and down so it is in line with cannon & reflector in corner. Go up & step on blue button until both wooden boxes blocking the exit are broken. Go through hidden wall next to cannon to collect another coin. Go to exit opening & move ice block onto conveyor; it will, of course break when it hits the lava. Collect the bonus & wait in corner. Switch to Stinky. Move bottom metal box into exit entry (you will have to go in & out of red teleporter to move metal box out & move reflector over to the right out of the way); switch to Loof to push onto conveyor. Repeat this process with the remaining metal box. You should now be able to collect the last coin & exit. Unfortunately, I FORGOT to put a gate in front of the exit, so as Midnight Synergy pointed out, you COULD exit before all coins are collected!
Majicaleetarina
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