Tactical Breach Wizards

Tactical Breach Wizards

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Speed Tech Puzzle
   
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Tags: v24.07.24
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28 Apr @ 3:21am
28 Apr @ 4:19am
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Speed Tech Puzzle

Description
A little puzzle I put together with the additional idea to test just how much the cast can move in one turn. Makes heavy use of specific movement abilities and uses just about every way I could think of to squeeze movement out of the cast while also avoiding Dall infinite movement cheese (hopefully). Puzzle is possible on any difficulty though using a custom difficulty with more then 1 actions per turn is cheating.

The solution should leave you with the following resources left over:
- 1 mana, a use of steal mana and 2 uses of spore bomb on Rion
- 1 use of death's door and a use of transference on Banks
- 1 action and mana on Dall
- a predictive bolt on Zan
- Nothing on Jen

Of course, that's only the intended solution. If you manage to find a solution that uses less resources be sure to post it in the comments (especially if it involves breaking the alarm system, I worked a lot on it but something tells me there's still some way to destroy it).


While finding the right skills is part of the puzzle if you'd rather just figure out the movement here's a list of all the skills you'll need on the various different characters sorted by easiest to figure out to hardest in my opinion.

Rion: needs gripthorns, potential cheese with quicksprouts because I forgot about it but I think anywhere you could use it would likely kill a character for minimal return, might be able to get through with an extra character worth of movement at best
Zan: needs time bomb and persistent illusion
Banks: needs death's floor and genius grant, to match the resources left above also needs +1 use per encounter on death door, the solution is more forgiving if you also bring strings and there's the possibly some cheese there but I'm not sure
Dall: needs momentum, rampage II, blind faith, friendly refund, and recall (this is Dall on a movement map hopefully nothing here surprises you too much)
Jen: needs refreshing jolt II, conduits, strong finish, +1 use per encounter on gale grenade, and second wind.

and if you're getting stuck here's a walkthrough step by step of how to solve. I'll spoiler each section but keep in mind certain sections may rely on you doing other sections correctly so if your resources are off at this point try to figure out where you could save elsewhere

Triple Long Corridor: An easy one to start out just to be sure you're familiar with movement, charge with Dall into the canister to get pushed back into position, throw your barricade to the end of the second corridor and charge it. Swap Banks and Dall to use deaths floor to get past the third corridor with the indoor window.

Zigzag 1 + Corridor: This is just to get you used to the idea of zigzags being movement, use Dall to swap in every character and use up their movement. Then use Dalls charge to get down the long corridor.

Zigzag 2: Getting into the more advanced stuff, with no movement left you want to use Zans clones to move forward, be sure to put them one closer then the furthest they can go so you can swap Banks and Jen in to kill them with their standard attacks, this will also let Jen refresh her movement which you'll need to use here. When you get to the more open area use Rions main attack to move directly downward all the way, then use Zans clone one more time this time killing the clone with Zan. Jump through the window with Jen to the window to the left.

Long Crooked Zigzag: This is probably the hardest part of the entire puzzle and requires a decent amount of shuffling around of the characters located near one another using Dalls swap. Refresh the actions on Dall, Rion and Jen using Zan. Use transference to give the character in the zigzag (be sure this is never Dall) downward knockback from Jens lightening. Give the character in the zigzag right knockback using transference and refresh the other 4s movement. Use Jens movement to get to the next straight section. Use Jens main attack to give the character in the zigzag right knockback using transference. Use all 4 characters movement up. Give the character in the zigzag right knockback using transference and refresh the other 4s movement. Use up all but one of their movements to get to the computers, unlock both. Use Rions bite attack on Steve to get to the window and hop through it with Jen to the window on the right.

Final Stretch: An easy little victory lap if you made it this far, use your last bit of movement from the crooked zigzag and get to the shorter corridor then use Rions attack to get into the longer one. From there have Dall throw her barricade to where the canister was in the first corridor and charge at it. Use transference on Rion and whoever is in the back of your grouped units then charge them with Dall for the win