- #Mortal kombat chaotic real toxic harakiri generator
- #Mortal kombat chaotic real toxic harakiri trial
- #Mortal kombat chaotic real toxic harakiri series
The crabs (are those crabs?) are much wider than they look, and your hurtbox width changes with your walk animation cycle. Heading down the stairs and out the back door, I landed on a beach.ĭeceptively hard. A "Conservatory Roof" tantalized with multiple seemingly inaccessible objects, and a staircase down led to an orange grove, where two oranges could be taken, but a third one was out of reach.įurther west, the roof above the west wing held some more objects.
#Mortal kombat chaotic real toxic harakiri generator
"Rescue Esmeralda" exits downwards to the generator room, from where I traveled back to the rooftop, and then westward to more unexplored rooms. The final room has a flagpole with a collectable tip that you can just run up and take - touching the flag itself is deadly, and falling here is a death loop, but once you know that, you couldn't die here unless it was on purpose. There's a "Rescue Esmeralda" room that riffs on Ocean Software's Hunchback but merely features two spear-wielding guards moving up and down some crenelations and a slow-moving duck flying overhead that you just need to be patient enough to not jump into. There's another battlement room named "I'm sure I've seen this before," made much easier than the first one thanks to the removal of the conveyor belt. The rest of the rooftop rooms are comparatively trivial. Falling from the tower is, of course, a death loop condition. You have to jump to grab the apples without touching the vines they sit on, and the enemies make things even worse for you. This room may look simple, but cramped space combined with your inflexible jump trajectory makes it one of the hardest I've seen since the last session. The rope, however, could be climbed to the top and into a secret watch tower. I had actually gotten to this room before by accident, by clipping through the ceiling in the room below it, which of course killed immediately me as I was now touching the portcullis and had put the game into one of its infinite death loops.
#Mortal kombat chaotic real toxic harakiri trial
Afterward, a room "Up on the Battlements" had me dodge stray arrows while jumping across sentried parapets, one such jump made aggravatingly difficult by a conveyor belt on the preceding parapet, making it trial and error to figure out the exact timing needed to jump onto it and then be able to hop over the next crenelation without touching the sentry.Īnother room eclectically named "We must perform a Quirkafleeg" was otherwise uninteresting, having nothing but a rope swinging over a spiked portcullis, and a stray arrow that kills you almost immediately if you don't enter the room jumping for it. The next had a swinging rope over a conveyor belt where a single dancing rabbit guarded a collectable sword embedded in the wall, and here I figured out the rope controls move in the direction of the rope's velocity (not its orientation) to climb down, and against it to climb up. One room named "Nomen Luni" had a bird, an alien, a robot, and a moon moving around in simple patterns, more or less spaced out so that only one would be a problem at a time. Heading further up, the next few rooms above the roof were pretty tricky, but nothing unmanageable with a save state every room or two.
#Mortal kombat chaotic real toxic harakiri series
A ladder here went up to a trickier room titled "East Wall Base" where a faster moving spider and a deadly-for-some-reason scroll vertically patrolled a series of narrow ledges, and after successfully navigating those, a nasty room awaited above. The stairs led up to Willy's front door, from which I entered a hall with some spike traps to jump over while avoiding a single overhead duck, leading into a ballroom with some slow-moving and easily dodged spiders. The next few rooms were surprisingly doable compared to the multiple nightmarish rooms I slogged through in my first run. Passing over the sentries is somewhat harder than passing below them was.
I do like it when these semi-linear worlds interconnect like that. This time I knew not to drop in and continued eastward to the burrow under Willy's driveway, and found getting out to be much easier once I realized that a conveyor belt which seemed to be moving right was in fact moving to the left, toward the way out.Įmerging up onto the surface of Willy's driveway, I went back to the left, where my path converged back into "The Security Guard," only now on an upper level. I resumed play from where I had left off before, a saved game in an easy room directly above the gates of hell (see inspection report pg.