Page 1 of 1
10th Adventure: The Doomed Pyramid
Posted: Sat May 19, 2012 5:01 pm
by yot yot5
You'll need
Kooky's music pack V.4 or higher to hear all the music in this adventure!
===The Wonderstone Trilogy===
Part 1: The Doomed Pyramid
Part 2: The First Age
Part 3: Under The Snow
OH YEAH!!!
My 10th adventure! The Arm Farm has finally lost the "Longest Adventure" reward (The Doomed Pyramid takes me over 35 minutes to complete).
This adventure may be hard, but it was once MUCH harder! In the invisible chomper room the chompers had a speed of +1, now they only have +-1. The boulder trap at the end is also a lot easier.
Big thanks to Emerald, MyNameIsKooky, Master Wonder Mage, ab-47, and anybody else who has helped me when making my other 9 adventurers!
Posted: Sat May 19, 2012 5:30 pm
by |Cookie|
YAY!
I've been waiting for this!
I hope i'll finish it soon!

Posted: Sun May 20, 2012 10:15 am
by yot yot5
Balrash's journal: NOTES
Day 1: Red-blue bridge room.
Balrash wrote:After entering the Doomed Pyramid, I found myself in a medium-sized room with lots of buttons and bridges. I used the first key to open the gate in the middle of the west wall and used it as an entrance to the maze. I pressed all the buttons in the sequence of red, blue, red, blue, red, blue, red, blue. I exited the maze via the gate on the west side of the south wall.
Day 2: Scritter-spring room.
Balrash wrote:I set up the first three scritters next to each other in perfect rythem. I saved my game and tried to herd the last three scritters onto their springs without hitting any others. I pressed the rotator button so that the red gate would open first.
Day 3: Spikeyball room.
Balrash wrote:I pressed the red, orange and indigo buttons without any trouble. I used my first 8 blink charges to press the yellow and green buttons. I had one blink charge left which I used to press the blue button.
Day 4: Ice-coin room.
Balrash wrote:I used 6 brr charges to get the coins and 3 brr charges to open the exit gate. I tried to deduce where I should enter and exit the islands before using any brr.
Day 5: Red-blue-green bridge room.
Balrash wrote:This room was the same as room one, but now green buttons had been added. I entered the maze using the gate on the far left and exited the maze using the southeren gate on the east wall.
Day 6: Invisible chomper room.
Balrash wrote:I planned ahead and stayed calm! I also tried to plan the four chomper's shortest paths and always kept an escape route open.
Day 7: Transporter-spikeyball room.
Balrash wrote:I aimed for the button on the west side. I remembered that spikeyballs don't change direction while on a transporter.
Day 8: Pop-button room.
Balrash wrote:I simply popped fast!
Day 9: Mega-red-blue-green room.
Balrash wrote:I DID NOT GUESS THE PATH! If I got completely stuck, I used my spy-eye to start at the exit and go: Green, blue, red, green, blue, red.
Day 10: Spikeyball chase room.
Balrash wrote:I ran as fast as I could to the first blink charger and got blinking! I raced through the first batch of fireflowers and started blinking again. I blinked as fast as I could and ran through another two corridors of fireflowers. I slid across some ice towards the exit. If I blinked fast enough, I would press the brown button and reached the exit safely!
Final cave:
Balrash wrote:I died (or did I?)…
Posted: Sun May 20, 2012 3:57 pm
by |Cookie|
yot yot5 wrote:Balrash's journal: NOTES
Day 1: Red-blue bridge room.
Balrash wrote:After entering the Doomed Pyramid, I found myself in a medium-sized room with lots of buttons and bridges. I used the first key to open the gate in the middle of the west wall and used it as an entrance to the maze. I pressed all the buttons in the sequence of red, blue, red, blue, red, blue, red, blue. I exited the maze via the gate on the west side of the south wall.
Thanks!
I'm stuck in that part!
GONNA TRY IT NOW!
Posted: Sun May 20, 2012 4:50 pm
by |Cookie|
DELETED
Posted: Sun May 20, 2012 5:01 pm
by Emerald141
Posted: Sun May 20, 2012 5:33 pm
by |Cookie|
Emerald141 wrote:THOSE INVISIBLE CHOMPERS. Can you tell me what path you took to get all the coins?
Uh!
That part was easy!
Collect:down left-down right-up right-up left
I'M STUCK AT ROOM 9!
JDSIDFDSIS
Posted: Sun May 20, 2012 6:05 pm
by ab-47
The invisible chompers Are scaring me

!
Posted: Sun May 20, 2012 6:08 pm
by |Cookie|
ab-47 wrote:The invisible chompers Are scaring me

!
Gah,it was easy,i don't know what's with you guys,JUST SAVE THE GAME AFTER COLLECTING A COIN.
Posted: Sun May 20, 2012 6:15 pm
by ab-47
kidkidaaa1 wrote:ab-47 wrote:The invisible chompers Are scaring me

!
Gah,it was easy,i don't know what's with you guys,JUST SAVE THE GAME AFTER COLLECTING A COIN.
I've won it, now I'm stuck in the 8th day where there's a pop and ice, I'll continue tomorrow, it's getting late at night now.
Posted: Mon May 21, 2012 5:04 am
by Dark Drago
NICE!
It took me 2 hours!

Posted: Mon May 21, 2012 9:08 am
by |Cookie|
Dark Drago wrote:NICE!
It took me 2 hours!

Lucky!
Can you give some hints in room 9,yot yot?
Posted: Mon May 21, 2012 11:35 am
by yot yot5
kidkidaaa1 wrote:Dark Drago wrote:NICE!
It took me 2 hours!

Lucky!
Can you give some hints in room 9,yot yot?
If you have a pencil and paper handy, you can use the spy-eye to map out the entire area. Just think ahead and don't get trapped!
Posted: Mon May 21, 2012 12:15 pm
by Emerald141
Posted: Mon May 21, 2012 12:42 pm
by ab-47
I finally won the adventure
1st: I had to use that hint of yours in this puzzle, pretty good one.
2nd:this took me 3 to 4 minutes to solve, very cool and precision skilled idea
3rd:well, I didn't try this one cuz I was outside to bring something, my little brother won it instead of me, I saw three blink charges left when I came back, and he won it.
4th:Ice is no trouble for me
5th:I had to use your hint again....
6th:This was the nightmare-wanderer of the level

, the best one too!
7th:that was very easy.
8th:This needed some speed, I saw these POP-ice timing ideas before
9th:it's easy, but too long to solve
10th: I needed to blink a tile at a time for this one, so I could reach the "MIH, MOH of yours"
This is very amazing! I loved balrash's adventure in the doomed pyramid.

Posted: Mon May 21, 2012 12:44 pm
by Dark Drago
This is some one of a kind adv
Posted: Mon May 21, 2012 5:50 pm
by |Cookie|
Emerald141 wrote:A word of advice: Generally, it's a bad idea to say "derp that's easy" when someone asks for help. It ends up coming across as highly offensive.
I allready said:
kidkidaaa1 wrote:Collect:down left-down right-up right-up left
But ok,sorry.
Posted: Tue May 22, 2012 12:32 pm
by |Cookie|
Still need hints on room 9..

Posted: Thu May 24, 2012 8:38 am
by yot yot5
Posted: Sat Jun 02, 2012 10:45 pm
by MyNameIsKooky
I'm kind of late for this one. Oh well.
STORY (20/20)
I'm liking where this is headed. I thought the whole "follow Balrash's footsteps" thing was cool, along with reading his journal entries. Although you have to wonder why he stopped after every day when I got through the Doomed Pyramid in 83 minutes.
SCENERY (20/20)
That ending made me go "WHOOOOOOOOOOOOOOAAAAAAAAAAAAAAAAA!!!"
ACTION GAMEPLAY (14/20)
Day 2: Scritter-Spring Room (2/4): This one was just timing. I don't really see much variety in this type of puzzles even if you changed the overall size and number of Scritters.
Day 3: Spikeyball Room (3/4): This had a few nice Spikeyball evasion obstacles that haven't been used before!
Day 6: Phantom Chomper Room (4/4): I was wondering when someone else would use Phantom Chompers. This is still a new concept and it doesn't fail in being pants-crappingly scary!
Day 8: Pop-Button Room (1/4): Meh. Like the Scritter-Spring Room, this puzzle has been done before and there's not really much of a difference from the other "variations" of this obstacle that have been done in the past. Not to mention it's frustrating and unreliable because you sometimes slide into your own magic, dissipating it. I would have given this a zero, but I'm thankful for the fact that you gave the buttons a sort of pattern.
Day 10: Spikeyball Chase Room (4/4): This was the most exciting Spikeyball Blink Chase that I've ever played! I think I was actually starting to sweat after I passed the last of the Blink Chargers and had to run the last segments on foot.
PUZZLE GAMEPLAY (18/20)
Day 1: Red-Blue Bridge Room (4/4): Another original puzzle concept!

Day 4: Ice-Coin Room (4/4): More clever ice puzzles, as usual.
Day 5: Red-Blue-Green Bridge Room (4/4): This was a relatively small maze, but it got me thinking for a while! Awesome job!
Day 7: Transporter-Spikeyball Room (4/4): This one was simple, but clever! I was actually scratching my head for a few minutes there.
Day 9: Trinary Maze Room (2/4): I finally figured out how to deal with these puzzles logically, so I've grown to respect them a bit more. However, they're starting to become kinda stale.
GLITCH-FREE (20/20)
Everything functioned perfectly!
OVERALL (92/100)
I'm impressed that you're still managing to come up with new action and puzzle concepts! This is one of my favorite adventures from you so far!
EDIT: I noticed that you raised the Xtrude in the Phantom Chomper Room. A simpler way to make any enemy invisible is to deactivate them.
Posted: Sun Jun 03, 2012 9:07 am
by |Cookie|
Posted: Sun Jul 01, 2012 2:24 pm
by Wonderman109
Time for Wonderman's grading of this level!
Puzzles: 17/17 I had to use the Room 9 pic. Tough but good job.
Action: 16/17 Not perfect but pretty good. I found a glitch-free blink cheat in Room 10 that lets you skip the whole race.
Storyline: 14/17 Could be worked on a little, but it's OK.
Background: 13/16 The pyramid was a little dull.
Glitchiness: 16/16 No glitches found!
Interest: 14/17 The notes kept you going.
Overall Grade: 90/100
Posted: Sun Jul 01, 2012 3:55 pm
by yot yot5
Wonderman109 wrote:Time for Wonderman's grading of this level!
Puzzles: 17/17 I had to use the Room 9 pic. Tough but good job.
Action: 16/17 Not perfect but pretty good. I found a glitch-free blink cheat in Room 10 that lets you skip the whole race.
Storyline: 14/17 Could be worked on a little, but it's OK.
Background: 13/16 The pyramid was a little dull.
Glitchiness: 16/16 No glitches found!
Interest: 14/17 The notes kept you going.
Overall Grade: 90/100
The storyline would make more sense if you completed my other adventures first. Then you recognise the names "Cryonax" and "Forrock" etc.
By the way, what is that blink glitch?
Posted: Sun Jul 01, 2012 4:01 pm
by ab-47
it's either the code or a glitch of destroying the spikey.
Posted: Mon Jul 02, 2012 4:00 pm
by Wonderman109
No, I ran to the wall, went one square down, blinked diagonally past the spikeyball as it was in the corner, and it went ahead and killed itself in the fireflower halls.
Posted: Mon Jul 02, 2012 4:03 pm
by yot yot5
Wonderman109 wrote:No, I ran to the wall, went one square down, blinked diagonally past the spikeyball as it was in the corner, and it went ahead and killed itself in the fireflower halls.
