Custom Map #2716: Roomy

Started by AutoPost, April 28, 2015, 05:01:02 AM

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AutoPost

This topic is for discussion of map #2716: Roomy


Author: Bongo

Desc:
** HINTS ** * Each room (except the last) can be done in less than 3 minutes. * If you spend 20 minutes in a single room you are doing it wrong. * Save often.

Bongo

Walkthrough:

I tried to make the Fields as simple as possible so that the Field Viewer would be useful but it still isn't always clear. Some people love to find these things out for themselves, others hate surprises and playing parts over and over again. So here's a walkthrough for those who take no joy in discovery. :P

(Rooms are numbered from 0 to 17 left to right, top to bottom)

Spoiler

0. (Home) Unit cost upgrade, move upper right, dig, build Shield to the right of AC Emitter in room 1.

1. (Swirly) After you built the Shield, make Nullifiers LATER when you have more Energy. You will lose about 2 to 3 Shields before the Creeper 'flips' into 2 billion (2000 millions) units of Anti-Creeper. When it 'flips' you can rebuild the Shields you lost again and again.

2. (Lines) Seven Repulsors (all at once) will clear the whole room and leave only a 300 Million dot of Creeper that the AC Emitter can take care of later. I'm sure there's a way to leave no dot.

3. (Killer Drone) Dig out the Crystals, but leave the White Crystals until you are ready. The Drone doubles health and halves speed every spawning, so you will need at least 15 Blasters to kill it. More importantly digging the White Crystals transports Creeper from the left side of 8 (the squiggly room) to the blue dot in 7.

4. (Snaky) The outer 'snake' holds about 1.1 billion. The inner 'dot' starts with about 1.3 billion. Using Shields or Repulsors you can get all the Creeper into the middle and clear the room (from flipping). But I would clear 5 FIRST. If you do wind up with a 'dot' and no 'snake' you can let some Creeper past your Shields in 1 to get the 'dot' past 1.1 billion (the 'snake' will always fill up FIRST).

5. (Creeper Sea) Use Shields to dig all the terrain and then dump all the Creeper into 4. After it's all gone 4 should be roughly the same as when it started and ready to be flipped to Anti-Creeper one last time.

6. (Anti-Creeper Sea) Two Shields directly above the top entrance should do the trick. You will probably have to deactivate the Shield (use Pause and "n" to advance single frames) to kill the last bit of Creeper pushing up without causing the AC 'dot' to flip into more Creeper. Or you could just let all the Creeper dump into 2 and then use Repulsors, but you will probably have much more Creeper left over.

7. (Surprise) See 3. Note digging the White Crystals when you are close to the completing 8 will help you, but too soon and it hurts you (With Shields around the blue dot of course).

8. (Squiggly ) Just pound it. Block off the open sides with Shields and dig out the other sides so the Fields work for you.

9. (Tide Room) Use about 20 Blasters and timing to gradually build Shields until all the Creeper is in the lower left corner surrounded by Shields. You can then kill the Emitter and most of the Creeper will flip to AC. Pound it and let the AC work on it to get to 12.

10. (Flip Room) This one takes a long time but almost no energy so you can do many things while also doing this one. First kill all Emitters (both kinds) except the lower left one. Then build Shields where all the AC Emitters used to be. Deactivate them all and slowly reactivate them from lower right up. If you time them correctly you can keep the AC against the Creeper until only AC remains. After activating the last (left) Shield you can kill the last Emitter in the lower left. 50% of the time there will be no Creeper left. You can reload and build the Nullifier a few seconds later, OR you can blow the right side AC 'dots' into the last Creeper 'dot' with Repulsors and Shields (works well when the Creeper dot is 100 mil or less). You may want to hold off on 10 until you complete 11,12,13, and 14.

11. (Drone Room) 6 Blasters with fully upgraded range can keep the Creeper mostly on the right and leave a path on the bottom to dig into 14, and Nullify the Gateway. Note all the Creeper dumps into 10 as Creeper (top left) or flips to AC and dumps into 10 (bottom left) as Anti-Creeper.

12. (Dot Room) Blow the 'dot's off the with Repulsors, and the Creeper will be transported to 11. You may want to build Micro-Rifts in 13 and 14 BEFORE and not be trying to finish 11 at the exact same time.

13. (Dig Room) Use "r" to see under the terrain and dig only the AC path, You can do this from 12 and 14  at the same time. Fill in the path with Shields and dig out the Creeper blocks. The Fields should cause a lot of the Creeper to 'flip' to AC, OR you can just dump it into 10 (upper left)and 14 (lower right). Note, 14 dumps into 11. If you do it right you should have LOT of AC left over to use against 16.

14. (Race Track) Build Shields on the corners and dig out the terrain, then Nullify the corner Creeper Emitters. After that dig out the middle and let the excess Creeper dump into 11. now the C/AC Emitters should be roughly equal and you can kill off the last 8 Creeper Emitters.

15. (Big Swirly) After you clear out 12 just pound 15 with Launchers. Repulsors pointed down/left can help a little.

16. (The Tree) After you clear out 14 (the AC from 13 would help too) you should have a good stream of AC going down into 16. Use a few Launchers and many Blasters to build a Micro-Rift farther down. If you time it right you can build 3 Shields and a Nullifier around the Emitter. Let ALL the Creeper transport back to the Emitter, then build at least 2 Shields in the lower left corner. Then blow the Creeper off the 'pool' to the left with Repulsors. If you do it right most of the Creeper should flip to AC and the AC stream from 14 and 13 should clean up the rest.

15/16. The AC streams on 15 and 16 go down the middle and up both sides and back down the middle. You can direct it by using Shields so that each room can get some (or all) of the AC stream from the other room. Before entering 17 you should direct all the streams down only with Shields.

17. (The Star Castle) Pound the edges with Launchers. There's no point in hitting the middle rotating 'ring'. It goes to absurd levels of concentration almost immediately. Pound the side until you get a Conversion bomb and then hit the EXACT middle with it. Build Shields around it quickly (the AC won't last long) and Nullify it. Note, there is an AC transport from ABOVE/BELOW the central Emitter to the left and right sides (against the stone terrain). Finally you can use the last Conversion Bomb for any pesky Creeper dots in 10.
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Good luck!