[Map] The Puzzling 2 - Page 8
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I'm bumping this because this was probably the best bounds map I've ever played, and I think everyone should play it. Find 2 friends and load it up. Don't read the pages of the thread if you don't want to be spoiled. Enjoy -HP | ||
zeppelin
United States565 Posts
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StrifePlant
United States6 Posts
we got the kakaru room but the vibrating crystal im assuming the three riddle (which we sovled has to do with it) but dont know how to apply solution hint please =( | ||
zeppelin
United States565 Posts
Hint 1: + Show Spoiler + If you have the right answer to the threes riddle, you have to do something in the same room Did you solve the mirror towers? If you have done both these things: Hint 2: + Show Spoiler + the correct frequency is somewhere in the labyrinth Hint 3: + Show Spoiler + even if you've solved the other two branches, you can find the correct frequency The answer (MEGASPOILER ONLY READ IF YOU ARE SUPER DESPERATE): + Show Spoiler + what does the digital clock say? | ||
ForTheSwarm
United States556 Posts
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zeppelin
United States565 Posts
Hint 1: + Show Spoiler + it's where to find the password Hint 2: + Show Spoiler + look at the name of the zealot that dies at beacon 8 to show the number was entered (you have to be jaedong fast) | ||
ForTheSwarm
United States556 Posts
On August 03 2009 12:01 zeppelin wrote: no maybe about it, that is the last room :D Hint 1: + Show Spoiler + it's where to find the password Hint 2: + Show Spoiler + look at the name of the zealot that dies at beacon 8 to show the number was entered (you have to be jaedong fast) Ha ha, Thanks man! We actually got it like right before your post. Wow this is an amazing game!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! | ||
OnlyChobo
Canada126 Posts
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zeppelin
United States565 Posts
On August 30 2009 10:58 OnlyChobo wrote: Can anyone hint me on the kakaru room with the 4 white blocks, and the empty room with the 3 line of msg Kakaru room hint: + Show Spoiler + it has nothing to do with doing it at a certain speed where you have to go has something to do with what player number you are Answer: + Show Spoiler + play the sequence and count the number of kakaru slaps on each block player 1 goes to the block with 1 kakaru slap, player 2 goes to the block with 2 slaps, and player 3 goes to the block with 3 slaps the block with 4 slaps is a red herring and is left empty after you do this, the blocks will explode and you will have to do another sequence where the same rules apply, you have to do it a couple of times in each room to open the way forward Riddle room hint: + Show Spoiler + you all have to stand in the room in places that relate to the answer to the riddle Answer: + Show Spoiler + each player stands on a different letter t | ||
OnlyChobo
Canada126 Posts
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Infested Terran
80 Posts
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Kenpachi
United States9908 Posts
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KhaosKreator
Canada145 Posts
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Infested Terran
80 Posts
Partial guide - updated again Solutions for rooms B2, B3, B4, C1, D1, D2, E1, F1, D8, E8, F8 provided by zeppelin THIS WALK THROUGH IS INCOMPLETE. I still didnt solve some of the rooms; and the description of some rooms is provided by zeppelin. SPOILER ALERT The guide contains exact explanations how to complete the rooms!!! I use Excel like format to name the rooms - columns are letters, rows are numbers. A7 - first room hint - use the buttons + Show Spoiler + red can free other 2 lings by stepping on the two buttons A8 - room with disc and 3 crystals hint - you can move the disc + Show Spoiler + you can move the disc by pushing it (if stand south of it, you can push it north etc) push the button to the correct fields to activate 3 crystals there is a time limit B8 - room with 5 crystals and a white ling running around + Show Spoiler + all 3 players must run like the ling on the light blue terrain the 5 crystals will light up if you do it correctly C8 - room with bunkers and crystals currently I dont know how to go to the right, through the electric fence, I assume some other rooms need to be solved first + Show Spoiler + the pattern on the cell is in Morse code + Show Spoiler + the first row is 7 the second is 3 together 73 the number in binary is + Show Spoiler + 1001001 and that's how you need to activate the crystals below C7 - room with ethereal barriers those disappear if you solve other rooms; I think you should follow the path proposed by me, e.g. go left first B7 - the room with missile turret / clock (it is over the room with the running ling) + Show Spoiler + when you go near the turret, you can see a clock when you click on firebats - you can see numbers exit the room when the clock shows the numbers displayed on the firebats the easiest way is to leave 2 lings at exit, 1 player tries to leave at proper time repeat 3 times B6 - room with 88 and another clock mindfuck + Show Spoiler + this is a big fat lie! go on the bottom left of the room for a hidden switch to open the doors A6 room with 5 crystals + Show Spoiler + if you press the big empty square a DT shows up press the crystals (1 at a time) to let the DT pass to the switch this requires some good timing A5 charged battery/volatile explosive hint - run around a carpet until you hear a sound + Show Spoiler + when you run around the creep, you get "charged" (you should hear a sound) when all 3 players are charged you need to close the circuit at the same time 1 player should go to the center, and 2 others to the "broken" electricity lines on left and right this requires some irritating timing A4 lonely ragnasaur + Show Spoiler + the ragnasaur goes like a pingpong ball from red to blue green player can stop it blue and red need to "play ball" with the ragnasaur so that it stays on the "line" and walks to light up all the crystals green can stop him (he changes the direction after being unstopped) red and blue can do it alone with some good timing A3 room with scourge (particle) and squares looking like a "target" sign + Show Spoiler + run around the central square (starting from center of the floor) to make a the scourge chase you (but not touch you). When a kakaru explodes enter the next square and run around it. You need to to go through all the rings - and then you can bring the scourge to open the exit A2 hungry ursadon + Show Spoiler + To complete the room, you need to go to room A1 When the "waterfall" is open in room A1, kerrigans and ghosts spawn. Your bear only likes to eat Kerrigans - feed him by making him go left/right, by pressing the buttons A1 - "two arrows" (above hungry ursadon) with 7 blocks forming an arrow and 4 more blocks + Show Spoiler + The 3 zerglings can move the central "wheel" or "triangle", if you stand at correct squares. After spinning it for some time you will hear a sound, spin it even more (I think it blocks at a certain point) and quickly go to the room below to feed the hungry ursadon B2 - riddle room [spoiler]provided by zeppelin this is a riddle the answer to the first sentence is golf related + Show Spoiler + tees the answer to second is drink related + Show Spoiler + teas so you have to take a look at the + Show Spoiler + letters T Each player should stand on a letter T in one of the sentences (e.g. blue gos to the letter "t" in word "to") B3 - mirroed towers + Show Spoiler + as provided by zeppelin Two players go into one tower, the third goes into the other tower. This will take you to the gear rooms. Whatever gears are "stuck" in one tower, the player (or players) in the opposite tower must go to the corresponding gear. In other words only one player should go into the tower that has two stuck gears because two players need to go to the corresponding spots in the opposite tower. Nothing is mirrored other than the tower - in other words, if the top left gear is stuck in the right tower, a player in the left tower should go to the top left gear. A good communication strategy is essential! B4 - vibrating crystal / multifrequency cannon + Show Spoiler + I believe that the frequency can be seen in room B6; either 12:00 or 88 as far as I remember B5 - power generator [spoiler]I havent acessed this room yet, I assume that the power core needs to be activated Now the players should go back to room C7. C6 - room with 3 mineral formations ("door", "key") and two buttons + Show Spoiler + If you click on the minerals you see that one are a barrier, one is a key and others have 4 and 7 minerals. If you press the mineral formations, your ling "carries" the number displayed on it (4 or 7). The top button adds the carried number of minerals to the minerals at door; the button below subtracts it. Try to have the same amount of minerals at the key and door D6 - command center / power station + Show Spoiler + Simply bring minerals to the scvs from the room on the left (C6). When all 4 scvs have minerals they will repair the buildings. Then go to room E6 to lift the CC E6 - this room is just a junction Im not sure if room D6 doesnt need to be solved before you acess E6 + Show Spoiler + When you solve room D6 and acess room E6, a white ling can be seen running through E6. Not sure if this means anything D5 - room with 4 buttons and exploding kakarus + Show Spoiler + Count the number of explosions. Quick dual explosions count as one. Look at your lings. Each one has a number of kills. Put your lings on buttons with the number of explosions equal to the number of kills on your ling. After you solve this room go to room north, to room D4 to destroy the factory addons. C5 - room with 4 buttons and exploding kakarus (2nd room of the same type; similar to D5) + Show Spoiler + Solution is the same as in room D5. C4/D4/C3/D3 - rooms where your lings get moved to the left side of the screen / "bound" level + Show Spoiler + Your screen keeps moving. If your ling isnt visible, you die. There are "dark" and "white" squares. Dark squares open some of the white squares. One player needs to go north to free 2 players who go the south route. They free him in exchange. Then one player needs to go to the bottom near the crystal. Other players need to time pressing the buttons. At culmination point all 3 played need to press a button in the top right corner. After that you just run left. C2 room with 2 cannons/flickering lightbulb I havent solved it at the moment and zeppelin doesnt remember how did he do it exactly + Show Spoiler + zeppelin says that you should try to outrun the cannons quickly, but Im not sure so far C1 - room with shuttle, marine, grue (broodling) + Show Spoiler + according to zeppelin players need to move the units using the shuttle http://en.wikipedia.org/wiki/Jealous_husbands_problem B1 - room with marine, firebat, civilian, ghost, kerrigan, medic Currently havent acessed this level - no solution, althouth have some ideas + Show Spoiler + I THINK that the units need to be accessed according to their rank - havent tested D1 - room with archons and dark archons + Show Spoiler + zeppelin: One switch controls horizontal cycling versus vertical. Cycle the archons so that their arrangement is the same as the picture that appears at the bottom of the minimap when this room is entered. If that does not work, try inverting the archons and dark archons (i.e. exact opposite pattern). D2 Currently havent acessed this level - no solution; zeppelin doesnt remember E1 - room with many units that looks like a chess set + Show Spoiler + I assume that the players need to win the chess game. see this topic, maybe it helps; I havent accessed it yet, so no solution from me http://www.staredit.net/topic/7892/2/ F1 - room with generators + Show Spoiler + I assume that the generator needs to be activated Then players should go back to room C7. D7 room with a dragoon shooting from behind a wall (1 north, 1 east from bunkers room) + Show Spoiler + Put 3 lings at the button to make the dragoon shoot at different direction. Move the dragoon fire to the barrier; then go near the barrier. E7- 4 dragoons, synchronous statues + Show Spoiler + I think all the dragoons need to get 20 shields at the same time. If you press the buttons, their shields get reseted, but not to 0, but to different amounts (e.g. 10 shields). You need to time the resetting so that all the 4 dragoons get 20 shields at same time. This is pretty hard E6 This room is a junction, go north first E5 "go back from whence you came" Im not sure if room E6 doesnt need to be solved first. + Show Spoiler + the idea is that you are in room E5 and have to go as if you were going to the start room A7, which is down down left left... and so on (look at minimap) E4 room with many data discs, crystal and two switches (above the "go back room") + Show Spoiler + You need to find a proper combination of switches so that 1 player can get to the crystal; as far as I remember both players need to press the buttons at the beginning; then both go out and one press the top one - I could be wrong though, just try different combinations Now go back to room E6 and go to F6 (not sure if you cant acess F5 through E5, probably not). F6 - room with 7 dragoons (synchronous statues) + Show Spoiler + If you take a look at the dragoons, there is this spinning thing under each of them. On one of them it spins in other way. Press it few times F5 room with "baloon" exploding overlord + Show Spoiler + One player always has to stand under the overlord - otherwise it dies. If you stand on the white path for too long you die. Coordinate who will stand over the baloon to make it pass through the whole level. I think the easiest is if your lings exit/enter the path F4 room with 10 switches / scourge / "particle" Im not sure if this solution is correct + Show Spoiler + you need to play ping pong with the scourge; two players should stand on the right to initiate the scourge properly; this is damn hard F3 Currently I dont know how to solve it + Show Spoiler + I THINK that you need to get the scourge from room E4 again F2 Currently I dont know how to solve it - I didnt acess it E2 Currently I dont know how to solve it - I didnt acess it E3 Currently I dont know how to solve it - I didnt acess it + Show Spoiler + I suppose this is another generator room I suppose that if you followed the route above, all 3 generators were acessed. Thus the electric fence in room C8 (the one with bunkers) should be open. D8 Currently I dont know how to solve it - I didnt acess it + Show Spoiler + zeppelin: he hint for this room is "+". Stepping on beacon 5 gives a "unit unplaceable" error with two numbers. Add these numbers and step on the beacons that represents the sum. E8 + Show Spoiler + zeppelin: The hint for this room is something like "o --->". The arrow points to the menu button. Open the menu and press 'o'. The mission objectives will open. In this room, the mission objectives have been changed to be the answer to this puzzle (this is the coolest puzzle in the game imo). F8 + Show Spoiler + zeppelin: The hint for this room is "8". You probably noticed already in previous rooms that the beacon accepts an entry by killing a zealot on itself. The zealot that does this on beacon 8 is selectable for a split second. Its name is the answer to the puzzle. F7 + Show Spoiler + Final room, I suppose. Havent acessed it yet On the minimap there are also 3 more rooms. 2 are for the mirrowed tower; as for other room - I dont know. There is also an island - supposedly for end credits. I would be grateful for a solution for the rooms I didnt solve/acess.[/quote] | ||
HawaiianPig
Canada5155 Posts
Find 2 friends and load it up. Don't read the pages of the thread if you don't want to be spoiled. Enjoy | ||
SnowFantasy
4173 Posts
PM me or add Enjoy[mB] on iccup. o.o | ||
KhaosKreator
Canada145 Posts
On June 18 2012 15:45 HawaiianPig wrote: I'm bumping this because this was probably the best bounds map I've ever played, and I think everyone should play it. Find 2 friends and load it up. Don't read the pages of the thread if you don't want to be spoiled. Enjoy Thanks man - it always makes me feel good to know that people have enjoyed this map. | ||
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