Chapter 1 Tower 4

A long-term game to be played during May, June, and possibly longer.

Chapter 1 Tower 4

Postby Golem » Sat Jun 07, 2014 1:38 am

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Just south of this on the world map is a minidungeon you can't do nothin with.
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This thing.
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Re: Chapter 1 Tower 4

Postby Golem » Sat Jun 07, 2014 4:46 pm

Hey, before I start, how do you get to that island on floor 2? I can't find a way there.

--Structure--

There's a pretty hefty fork in this dungeon. If you take the correct path from floor B1 lower (the second room you access), you'll hit a path that gets you the crystal thread and takes you to the final boss. If you take the incorrect path from floor B1 lower, you'll get a bunch of helpful items and experience points, but it's totally skippable.

Oddly, the incorrect path has more content than the necessary path. That's because the correct path has a couple rooms of just walking up staircases (floor B1 isolated part, floor 1 isolated part A, and floor 2 isolated part).

You can also fall from the correct path to the incorrect path at one point (floor 2 isolated part), but never from the incorrect path to the correct one. That said, you can fall in a few places along the incorrect path to other points along the incorrect path.

MINIMAL RUN

Floor 1
Cadets.
Starts with a battle against three cadets.
Lots of ropes suspended above a pit. Also, you can fall off of a ledge into the pit from the northern middle end of the room. The pit doesn't damage you and put you back on land like in the previous tower; here, it leads to floor B1.
Soul is in the southeast corner: "Your courage is at test. At times, you must take bold chances."

Floor B1, lower part
Guardner and cadets.
Four holes: northeast corner, northwest corner, southeast corner, southwest corner.
Falling from the southeast hole on B1 leads to the eastern portion of floor B2. Falling from any of the other holes takes you to STUFF YOU DON'T NEED TO SEE.

Floor B2, eastern part
Huballs and guardners and fireball guys.
This leads to an isolated area in B1.

Floor B1, isolated part
Only contains another staircase up to the isolated part of floor 1.

Floor 1, isolated part A
Only leads to a staircase up to the isolated part of floor 2.

Floor 2, isolated part
Contains a hole downward and a staircase up.
Deceptively enough, the hole in that isolated area does not lead you to the isolated area on floor 1, but rather, to the main part of floor 1 (no point in doing this).
Go up the staircase, and you go to floor 3 (the way forward).

Floor 3
A spark enemy that goes in circles.
Crystal thread in the northwest corner. It's in an alcove that you'll pass shortly after entering the floor.
Magirock in the northeast corner.
Fall off a tighrope, and you only take damage--no falling down to the floor below.
Cross one of the ropes (either the southern or middle rope, doesn't matter) to reach the eastern wall, and from there, cross the northern rope to reach the Dancing Huball Troupe fight. After you clear the boss fight, you're plopped back at its entrance on floor 3; just go through the door again to clear the dungeon.

STUFF YOU DON'T NEED TO SEE

Floor B2, western part
Huballs and guardners and fireball guys.
Cross some enemies, walk some tightropes, and you reach a staircase leading to the upper portion of B1.

Floor B1, upper part
Fireball guys and guardners and cadets and huballs.
You can explore southward to find a treasure chest.
Upon entering B1 upper, you can go immediately to the staircase up to floor 1, isolated part B.
There is also a ledge to lead you down into the lower part of B1.

Floor 1, isolated part B
One cadet. Just a staircase up again. No relation to floor 1 isolated part A.

Floor 2
Guardners and huballs and fireball guys.
S. Bulb and Life Potion in northwest (have to walk all the way around the room starting from the north middle). Magirock in the south middle.
No way up.
I've fallen down every pit on floor 3, and I can't find a way to the island in the middle.

--Enemies--

Spark thing:
Image
Pretty sure there's no way to damage it. It runs along the edge of its platform.
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Re: Chapter 1 Tower 4

Postby Golem » Sun Jun 22, 2014 6:49 pm

Failing in gameplay has the impact of slowing the pacing. Tower 4, however, alleviates this by giving you new content if you go down the wrong hole--the pacing is still drawn out because you'll take longer to get through the tower, but at least you'll get new stuff in the meantime. If pacing is a matter of when you see new content, getting new content for failing mitigates having to repeat content as a result of that failure.
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