Chapter 45: Breaking the Habitual Thinking!

"It's still a little bit lacking."

Looking at this scene, the corners of Annan's mouth rose silently.

Fourth, the dark carving still did not notice...... The nightmare called "Spore Mill", what exactly does it portend.

This may also be a flaw in the player's perspective.

You still have to practice.

They only think about how the level is played, not why it was born.

Nightmares are the projection of history and the materialization of obsession.

Those nightmares that are close to "real-time" show that the obsession of the deceased is the thing itself; And the nightmare is becoming more and more abstract, which means that the other party is not clear about the nature of his obsession, and he can't tell what he is thinking about.

- And even more so with children.

This nightmare full of childlike innocence...... There must be some kind of metaphor that is not well articulated.

Although it's not very clear why a child has a twisted nightmare after death. But think about the Elle I saw some time ago, and the boy ball that Elle was born...... Annan felt that this was not a particularly incomprehensible situation.

Probably some god made a move.

And if you trace the details of this nightmare, you will perceive something that is difficult to realize from the perspective of the "player".

- For example, the logout point of this quest.

The egg-faced gentleman-like Cheshire Cat once said, "There's no turning back from here"; And what he said, "It's the same wherever you go."

That's actually a hint.

If you choose to turn around and go back when you decide on a fork in the road, you can leave the quest.

Because it's not really three roads, it's four.

Players are preconceived and will ignore their "way of coming" when they meet Eggman...... That is, the road under your feet. They will think that if they go back the way they came, they will at most return to the Lost Forest.

But in fact, if you choose to go back when you see Eggman, you will be able to log out of the copy here.

- This logout point is what the four are secretly aware of.

But at that time, he didn't actually want to log out.

According to Annan's analysis, the four dark carvings should have been thinking about "since the messenger came from behind once, why can't there be a second time".

That is, "if you go back, will there be a second messenger", or "can a dead messenger be refreshed".

If so, it can be said that the "candy house" is indeed the right way to solve it. Then even if the four dark carvings cost more experience, they must go through the candy house.

As a result, he did not expect...... When I turned back this time, I didn't meet the second messenger. On the contrary, this road has been walking, and there is no end to it, and the moment the four dark moments subconsciously turned back, they were kicked out of the nightmare.

From this point of view, I would like to reason about it.

It shows that in this nightmare of "few words". Anything that can be heard is most likely some kind of clue.

The destination that these three paths lead to should all be the same.

That's why the egg-faced gentleman will say, "You can go wherever you like".

But these three paths are indeed different......

For example, Jiu'er, the way she arrived at the mill twice was through the "Enchanted Forest". This is also considered the easiest level by the trio.

There are many strange-shaped mushrooms in the forest, and of course there are some poisonous mushrooms. Pick any three of them and make a pot of mushroom soup and you're ready to go.

The proportion of poisonous mushrooms does not seem to be high.

Saku'er is not from the province of wild mushrooms...... But she chose only by instinct, and she was never poisoned. Even the second time, a "Quick Mushroom" buff was added, which can temporarily increase agility by 5.

If Annan is not mistaken.

These three paths only affect the initial "props". In other words, the initial state when entering the "Spore Mill".

Other words......

The meaning of this enchanted forest is not "non-toxic passage". It's about "buffing yourself".

Then the other levels must also have their meaning.

- Candy House, for example.

The Courier will only choose the Candy House, and the Candy House will inevitably appear while the Courier is alive. Moreover, the first and second levels of the candy house are all levels where "it is more efficient to have companions"; The four or five levels are all "if you have a companion, you will die".

That means that the answer to the candy house is "companions".

So Annan postulated that bringing the "messenger" to the Spore Mill was itself a reward from the Candy House route!

But how can you clear the level with the messenger?

If the two of them move forward together, they will not be able to stop when they reach the level of the rapids without handrails; They will be thrown into a weight-sensitive room at the same time, followed by the ceiling falling and smashed into a pulp.

However, if it is at the second level...... That is, in the high-temperature room, where one of them chooses to stay for a while?

- Because the high-temperature room is the only one, not a direct death level.

The trap in the first level, the sugar pot in the third level, the ceiling in the fourth level, and the bottomless abyss in the fifth level...... Only the second level of the high temperature room is a continuous injury.

When they got the keys and left, they must have been in a hurry. Rushing to get out of the hot room, not thinking that the correct solution is, "let one of them not leave".

One person leaves first, removes the equipment, and then enters the rapids and rushes directly into the weight sensing room. This will allow him to pass through the weight-sensing room as quickly as possible.

The other person can enter the third level when his patience is at his limit. If by the time he reaches the fourth level, the previous person has already reached the fifth level, the weight sensing room will not be triggered because two people are in the same room at the same time.

Take advantage of the traps created by the inertia of the mind.

- This is the idea of a typical escape room game.

And after the third and fourth levels of "only two people can pass through when they are separated", if the person who walked first in front couldn't wait to leave.

Then those who come behind will surely die.

This "single-plank bridge" collapses five seconds after being stepped on for the first time.

This is a fixed value.

It's also a very strange value.

The single-plank bridge is only about two or three meters long. With the length of a single-plank bridge, five seconds is simply not enough.

Fourth, he thought that this was a rule set in order to prevent players from "lying on the single-plank bridge and rubbing it over little by little".

But it's actually because ...... This "five seconds" is actually for [two people].

- After all, in fairy tales, the "candy house" is also entered by two brothers and sisters.

"So, what is this room......

Annan narrowed his eyes slightly.

He watched as the four dark carved from the end of the road to a tall, rough—even abstract "house."

The house is like a stick figure of a kindergarten child.

Square windows, angular roofs. The forest still retains its clean, warm-colored walls, and the red wooden doors without any decoration.

Fourth, he stepped forward cautiously.

He pushed the door lightly and found that it wasn't closed. With just a slight push, the door opened.

Seeing this scene, Annan pondered.

Speaking of which, the story of the three little bears...... What's the content?