Mystik Belle

Mystik Belle

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Sequence map/diagram for Mystik Belle (working thread) (UNMARKED SPOILERS)
What with NakaTeleeli's newly-started LP, I figured we should start to put together a sequence map of the game.

Obviously, this game has abilities, which you get from bosses. I figure that if we ever draw up an actual sequence map/diagram, we should color-code these in order:
* electric orb (red)
* air dash (orange)
* rat form (green)
* double-jump (turquoise)
* breath bubble (blue)
* break blocks (purple)
and the optional ability, marked with the one color that doesn't show up well on white:
* regeneration (yellow)

Then we can color code barriers accordingly. For example eye doors are marked with red, and high eye doors are marked with red and turquoise (electric orb + double jump).

There are three barriers that are one-way. One of them is a high eye door (in the classroom); the other two are in the first area (between a shaft and the library, go from library side) and the secret area (top row, next to Travel Mirror, go from side other than Travel Mirror room) and neither of those requires a special ability to open.

We need a grid-aligned map of all the rooms in the game. Fortunately the game already follows a grid-based structure (albeit with rectangular grid boxes). So we could just copy the game's map and affix a coordinate system to that. Then we ought to figure out what areas require what abilities to access, so we can topologically represent the amount of the map open to any given ability.

Note that speedruning may in the future involve sequence breaking that could result in getting a later ability before a former one, so it may be important to distinguish barriers that use only one later ability and barriers that use a combination of abilities.

And now, for the items. Obviously there are a ton of items in this game, and they themselves form a complex sequence diagram. For starters we should document all the transformations they go through, and their locations (we can use landmarks for now before we have a grid). For example:
* spray bottle =[weed killer room]> toxic weed killer
* hall pass =[clock tower hermit lizard]> hall pass + sturdy box

For simplicity's sake, as well as for marking up a future map, we should probably use numbers to refer to the items. I suggest going with their order of appearance in Naka's LP as the "fanonical" order for items, assuming he collects all of them.

The lores should be numered differently -- L1 through L8. Technically I think they can be found in any order but I'm not sure.

So here are the items encountered in the first episode of the LP, along with their encounter locations.

#XX. Item name [location found or generating process]: use 1, use 2, etc.

Items:
#1. Hall pass [trial room]: avoiding the hall reaper (do not leave any room without it to get achievement), use in P17 to obtain #29 Sturdy box and #1 Hall Pass
#2. Empty spray pump [Ms. Willow's room]: use in P1 to get 4 Toxic weedkiller
#3. Rubbish [bottom of eastern shaft, first (school) area]: discard at dumpster [dumpster location]
#4. Toxic weedkiller [made by P1]: use in P2 to get #5 Stinky leaf
#5. Stinky leaf [made by P2]: effect: fly around character; use in P7 to get #13 Fly magnet
#6. Nail clippers [drawbridge room]: useless

Processes:
P1. #2 Empty spray pump =[toxic weedkiller room]> #4Toxic weedkiller
P2. #4Toxid weedkiller =[Carnivorous Plant]> Stinky leaf

Note all item names have an initial capital but don't capitalize subsequent words.

Was thinking of logging all the items encountered and processes involved in future episodes, episode by episode.
Last edited by Quint the Alligator Snapper; Jun 26, 2015 @ 4:05pm
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Oh holy crap, the thread that I created when I was supposed to be asleep somehow got itself pinned.

Anyway, episode 2 is now out.

Items:
#7: Skull [room with winged skull and platforms, Detention Dungeon]: discard at dumpster [dumpster location]
#8: Flimsy chain [bathroom]: auto-combined with #22 Glass jar, #21 Shiny copper foil, and #19 Brass rod to create #23 A Leyden Jar!
#9: Sharp Glass [dumpster location]: discard at dumpster [dumpster location]
#10: Durable crowbar [two blocks above dumpster location]: use in P6 to get #11 Metal scrap (crowbar)
#11: Metal scrap (crowbar) [made by P6]: use in P?? to partially load smelter (is that the right word for it?)
#12: Sharp saw [Franky's lab]: use on mop in [Carnivorous Plant room west block] to get #16 Orange mop head and #15 Flimsy saw

Question: can the saw be used first in [school shaft] to get #19 Brass rod and #15 Flimsy saw?

Processes:
P3. #3 Rubbish =[dumpster]> (permanently removed)
P4. #9 Sharp Glass =[dumpster]> (permanently removed)
P5. #7 Skull =[dumpster]> (permanently removed)
P6. #10 Durable crowbar =[three blocks left of dumpster]> Metal scrap (crowbar)

Note: "Metal scrap" items are not distinguished by name but are distinct items.

(names I forgot can be fixed later)

Quick question, what's the name of the area with the first area music?

I wonder if I should count the gear-forging to be separate processes or one combined process.
* multiple processes:
PA1. metal scrap =[smelter]> discard partially loads smelter
PA2. metal scrap =[smelter]> partially loads smelter
PA3. metal scrap =[smelter]> partially loads smelter
PA4. mold =[loaded smelter from PA1, PA2, PA3 + increased fire]> metal gear + sturdy box
* one process:
PA0. mold + metal scrap + metal scrap + metal scrap =[smelter + increased fire]> metal gear + sturdy box
I think I'll go with the first one since it's more game-mechanically accurate.

Also, that's not a very durable crowbar.
Last edited by Quint the Alligator Snapper; Jun 26, 2015 @ 3:57pm
Episode 3!

Items
#13. Fly magnet [made by P7]: hold to retain flies, use (with sufficient flies) on Ms. Bitterworts in [kitchen] to get #20 Smelly fish head allow access to #21 Shiny copper foil
#14. Scientific tome [library top left, defeat flying book]: use (P8) on Nicky in [study hall] to discover formula for #23 A Leyden Jar!
#15. Flimsy saw [made by P9]: use (P10) on loose curtain road in [hall column right of Rat King] to get #18 Metal scrap (saw) and #19 Brass rod
#16. Orange mop head [made by P9]: use (P??) on Romana in [classroom] to get #?? upper part of gear?
#17. Old bucket [Carnivorous Plant room west block, after P9]: hold and dip in any water area to produce #?? Bucket of water (reversible)
#18. Metal scrap (saw) [made by P10]: use in P?? to partially load smelter
#19. Brass rod [made by P10]: auto-combined (P12) with #22 Glass jar, #21 Shiny copper foil, and #8 Flimsy chain to create #23 A Leyden Jar!
#20. Smelly fish head [made by P11]: use (P18) in [worm room] to activate Cave Worm
#21. Shiny copper foil [made by P11]: auto-combined (P12) with #22 Glass jar, #19 Brass rod, and #8 Flimsy chain to create #23 A Leyden Jar!
#22. Glass jar: auto-combined (P12) with #19 Brass rod, #21 Shiny copper foil, and #8 Flimsy chain to create #23 A Leyden Jar!

(#??. Bucket of water [any water area, have bucket]: use on the flower in [forest boss room] to trigger boss and get #??. Bloom of Twilight (?))

Processes
P7. #5 Stinky leaf =[dumpster]> #13 Fly magnet
P8. #14 Scientific tome =[Nicky @ study hall]> formula for #23 A Leyden Jar!
P9. #12 Sharp saw =[Carnivorous Plant room west block]> #15 Flimsy saw, #16 Orange mop head, and #17 Old bucket
P10. #15 Flimsy saw =[hall column right of Rat King]> #18 Metal scrap (saw) and #19 Brass rod
P11. #13 Fly magnet =[kitchen]> #20 Smelly fish head, and allow access to #21 Shiny copper foil

Question: Is it possible to create the Leyden Jar without going through P8?
Last edited by Quint the Alligator Snapper; Jun 28, 2015 @ 4:45pm
Episode 4!

We pick up two abilities!

B1. Franky's monster
* Location: Franky's lab
* Requires: #24 Charged Jar!
* Receive: A1 Lightning Spell, #25 Sledgehammer

B2. Science Ninja
* Location: clock tower
* Requires: A1 Lightning Spell
* Receive: A2 Dash Spell, #30 Some copper wire

A1. Lightning Spell
* Receive: defeat Franky's monster.
* Obstacles circumvented: eyeball doors (but note that some eyeball doors also require double-jump), clock tower elevator, dungeon shuttle, mineshaft elevator

A2. Dash Spell
* Receive: defeat Science Ninja
* Obstacles circumvented: gaps (first forest room, forest room left of warp room)

Also I screenshot the map (my own complete map). Gonna try to figure out a non-messy way of putting a grid system on it. If I can't think of one then it'll be a messy way instead. Oh well.

#23. A Leyden Jar! [made by p12]: use (P13) on Midnight the kitty to get #24 Charged Jar!
#24. Charged Jar! [made by P13]: use (P14) on Franky in [Franky's lab] to trigger Franky's monster boss fight and defeat boss to get #25 Sledgehammer
#25. Sledgehammer [talk to Franky in Franky's lab, after P14 and defeating Franky's monster]: use (P15) on drawbridge control mechanism at [drawbridge] to open up path to Village of Lur and Dark Forest, and get #26 Metal scrap (sledgehammer head)
#26. Metal scrap (sledgehammer head) [made in P15]: use in P?? to partially load smelter
#27. Horseshoe [Village of Lur]: combine with #30 Some copper wire in P?? to create #?? electromagnet
#28. Clump of grass [pre-forest room]: discard (P16) at dumpster [dumpster location]
#29. Sturdy box [clock tower Hermit Lizard, smithy]: use (P??) with {various items} to create #?? gear mold; leave (P??) in clock tower Hermit Lizard location to return box to Hermit Lizard
#30. Some copper wire [defeat B2 Science Ninja]: combine with #27 Horseshoe to create #?? electromagnet

P12. #8 Flimsy chain, #19 Brass rod, #21 Shiny copper foil, #22 Glass jar =[auto-combined anywhere when in inventory simultaneously]> #23 A Leyden Jar!
P13. #23 A Leyden Jar! =[Midnight the kitty]> #24 Charged Jar!
P14. #24 Charged Jar! =[Franky's lab]> boss (Franky's monster), A1 Lightning Spell, and #25 Sledgehammer (talk to Franky afterwards)
P15. #25 Sledgehammer =[drawbridge control mechanism]> open drawbridge, #26 Metal scrap (sledgehammer head)
P16. #28 Clump of grass =[dumpster]> (permanently removed)
P17. #1 Hall pass =[clock tower Hermit Lizard]> #29 Sturdy box and #1 Hall pass

Trivia: Note the formatting of the name of #23 A Leyden Jar! and #24 Charged Jar! -- capitalized first letters, and even an exclamation point at the end. Belle is quite excited. :D
Last edited by Quint the Alligator Snapper; Jun 26, 2015 @ 4:28pm
Episode 5!

Items
#31. Can of gear oil [worm room, requires dash]: use (P??) on gear mechanism [Moris Sinclair's Study] to enable triggering of boss (werewolf)
#32. Pile of bones [ectoplasm shaft, from the top or from the right with double-jump]: discard (P??) at dumpster [dumpster location]

Processes
P18. #20 Smelly fish head =[worm room at sign]> activates Cave Worm

Annotated game map coming soon!
Last edited by Quint the Alligator Snapper; Jun 28, 2015 @ 5:03pm
Episode 6!

B3. Rat King
* Location: school, upper left exit from curtain rod shaft
* Requires: A2 Dash Spell
* Receive: A3 Transformation Spell, #34 Bag of flour

A3. Transformation Spell
* Receive: defeat Rat King.
* Obstacles circumvented: mouse holes.

Items
#33. Wooden gear part (top half) [Prof. Sinclair's study]: use (P??) at smelter with #?? Wooden gear part (bottom half) and #?? gear mold to get #?? metal gear
#34. Bag of flour: use (P??) at Prof. Sinclair's study with [various other items] to get #?? Dynamite (after defeating Werewolf)
#35. Wooden gear part (bottom half) [made by P19]: use (P??) at smelter with #?? Wooden gear part (bottom half) and #?? gear mold to get #?? metal gear
#36. box with sand (name?) [made by P22]: combine with #33 Wooden gear part (top half) and #35 Wooden gear part (bottom half) to create #37 Gear mold
#37. Gear mold [made by P23]: use (P24) at smelter (then build fire and pull lever) to get #38 Large gear and #29 Sturdy box
#38 Large gear [made by P24]: use (P??) at Prof. Sinclair's lounge to fix shutter mechanism

Processes
P19. #16 Orange mop head =[classroom, talk to Romana]> #35 Wooden gear part (bottom half)
P20. #32 Pile of bones =[dumpster]> (permanently removed)
P21a. #11 Metal scrap (crowbar) =[smelter]> loads the hopper (1 of 3)
P21b. #18 Metal scrap (saw) =[smelter]> loads the hopper (2 of 3)
P21c. #26 Metal scrap (sledgehammer head) =[smelter]> loads the hopper (3 of 3)
P22. #29 Sturdy box =[playground]> #36 box with sand (name?)
P23. #33 Wooden gear part (top half), #35 Wooden gear part (bottom half), #36 box with sand =[anywhere]> #37 Gear mold
P24. #37 Gear mold =[smelter, build fire and then pull lever]> #38 Large gear, #29 Sturdy box
P25. #29 Sturdy box =[Hermit Lizard, clock tower, after P24]> (removed from inventory, achievement received)
DarkFalzX  [developer] Jul 5, 2015 @ 3:41pm 
Hey, I have compiled a game map for Belle.
Grab a shrunk down JPG version of it here
http://steamcommunity.com/sharedfiles/filedetails/?id=476179017
, or a ridiculously huge, full size PNG version here[dl.dropboxusercontent.com].

Can someone please re-host the huge version of the file on a hosting service Steam wouldn't flip about?
Last edited by DarkFalzX; Jul 5, 2015 @ 9:52pm
Sorry I've been gone for a while...now for Episode 7!

@DarkFalzX: I suggest you leave in the "sequence-repairing" that NakaTeleeli relates in his anecdote at 10:10. It's amusing enough.

Also note at 13:45 that even after picking up the first ingredient and having it on oneself, Belle's answer to Ms. Willow is still that she doesn't have any ingredients. Might want to change that...

B4. Werewolf
* Location: Detention Dungeon, right of teleport room
* Requires: Processes P26 and P27
* Receive: Double-Jump Spell

A4. Double-Jump Spell
* Receive: defeat Werewolf
* Obstacles circumvented: walled ledge (Forest), high jump (two at top of School, two in Detention Dungeon), high eyeball doors (various locations)

#39. electromagnet [made by P29]: use (P30) at abyss of hands mechanism to get #40 Boltcutters
#40. Boltcutters [made by P30]: use (P31) on Werewolf (after defeating werewolf) to get #41 Werewolf's Claw
#41. Werewolf's Claw [made by P40]: turn in to Ms. Willow at her study (P32)
#42. Flower pot [laser beaver room, requires A3]:
#43. Screw-in hook [death angel room]:
#44. Bag of fertilizer [weed killer room, requires A3]:

(I'll fill those in later.)

P26. #38 Large gear =[Prof. Sinclair's lounge]> partially fix shutter mechanism (1 of 2)
P27. #31 Can of gear oil =[Prof. Sinclair's lounge]> partially fix shutter mechanism (2 of 2)
P31'. (optional) #6 Nail clippers =[Prof. Sinclair's lounge, after defeating Werewolf]> #6 Nail clippers (they're still there, just useless)
P29. #27 Horseshoe, #30 Some copper wire =[anywhere, after looking at mechanism in abyss of hands]> #39 electromagnet
P30. #39 electromagnet =[abyss of hands]> complete mechanism, use to get #40 Boltcutters
P31. #40 Boltcutters =[Prof. Sinclair's lounge, after defeating Werewolf]> #41 Werewolf's Claw
P32. #41 Werewolf's Claw =[Ms. Willow at her study]> (removed from inventory, used in brew)
Episode 8

#45. Tarnished key [dorm, requires A1, A4, A3]:
#46. Thick rope [left of trial room, requires A1, A4]:
#47. Green orb [raccoon hole, below smithy, requires A3]:
#48. Pinecone [Forest, first screen]:

(Again, I'll fill these out later.)
Last edited by Quint the Alligator Snapper; Jul 25, 2015 @ 11:22am
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