Brandish: Difference between revisions
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* Speaking of keys, the first floor has a bag of keys, and behind it, a hole. Usually, falling into this hole just takes you back to the beginning of the floor, but if you jump into it and hold forward, you can access an easter egg zone that contains Warp Magic, which lets you warp to any tile you've been to. It's pretty convenient and makes the game a lot more playable. However, the magic also lets you travel to any tile ADJACENT to any tile you've already been to, which can break certain navigation puzzles. It's up to you how to play, but I would recommend trying to only use Warp Magic for convenience. | * Speaking of keys, the first floor has a bag of keys, and behind it, a hole. Usually, falling into this hole just takes you back to the beginning of the floor, but if you jump into it and hold forward, you can access an easter egg zone that contains Warp Magic, which lets you warp to any tile you've been to. It's pretty convenient and makes the game a lot more playable. However, the magic also lets you travel to any tile ADJACENT to any tile you've already been to, which can break certain navigation puzzles. It's up to you how to play, but I would recommend trying to only use Warp Magic for convenience. | ||
* Make sure to make use of the Rest function to quickly regain health and magic. If you're in a difficult situation, you can usually cheese your way out of it by closing doors behind you and resting for a bit before re-engaging. | * Make sure to make use of the Rest function to quickly regain health and magic. If you're in a difficult situation, you can usually cheese your way out of it by closing doors behind you and resting for a bit before re-engaging. | ||
* All keys you find are usable on the floor you found them, but some repeat throughout a given segment of the game, so, depending on the reward for using a key, you might want to hang on to it to make later sections a little easier. Definitely drop keys as you transition zones, as they're useless in subsequent areas. | * All keys you find are usable on the floor you found them, but some repeat throughout a given segment of the game, so, depending on the reward for using a key, you might want to hang on to it to make later sections a little easier. Definitely drop keys as you transition zones, as they're useless in subsequent areas. That being said, every floor gives you exactly enough keys for every locked chest and door in it, so don't feel like you'll get screwed if you don't hang on to them. | ||
* When you first get an inventory expansion (third floor of the Ruins), you also get the ability to organize your inventory and stack items like rings and potions up to 99 to conserve space. This is mostly useful for hanging on to potions and rings. Be careful not to stack potions and poisons together, as you'll lose a number of potions equal to the poisons you mix in. | * When you first get an inventory expansion (third floor of the Ruins), you also get the ability to organize your inventory and stack items like rings and potions up to 99 to conserve space. This is mostly useful for hanging on to potions and rings. Be careful not to stack potions and poisons together, as you'll lose a number of potions equal to the poisons you mix in. | ||
* You might hear advice to hang on to your gold bars and sell them once you've reached a full stack, but this advice is overblown. Stacking gold bars increases their sell price, but only by 0.5%, so it's an increase from 99000 gold to 99450. If anything, just make sure you sell gold bars in even-numbered stacks, and you'll get the same value as saving up. | * You might hear advice to hang on to your gold bars and sell them once you've reached a full stack, but this advice is overblown. Stacking gold bars increases their sell price, but only by 0.5%, so it's an increase from 99000 gold to 99450. If anything, just make sure you sell gold bars in even-numbered stacks, and you'll get the same value as saving up. | ||
[[Category:Games]] | [[Category:Games]] |