Open RCT2 (Part 2)
Forgot to mention how to beat Open RCT2. Goals: 1000 guests, $200000 Park Value, 5 roller coasters, 800 park rating, and no outstanding loan. Also needs one of each of the following rides: Junior Roller Coaster, River Rafts, Dodgems (got it), Monorail Cycles, and Giga Coaster.
Wallowed in unprofitable trash rides previously. Finally got better stuff: Wooden Wild Mouse from Setsuna and Steel Wild Mouse from Arcaneum. Focuses on spinning and tight turns more than your standard drop-focused roller coaster. Rather enjoyed building these. Creates a small ride, space-wise. Also loops in and under itself easily. Boosted these further in the randomizer. Received roughly a x1.2 multiplier to excitement on both, meaning +20% ticket prices. Ended up being above 8 excitement on both.
Also realized a mistake that is not well-communicated in-game: park entry fees versus ride ticket fees. Pays way less for rides if there is any entry fee. Likely contributed to the slow profits.
Really started raking in cash, between the new rides and the progressive speed from Explorer of Time. Went into a pattern of making a ride, dumping cash into checks, building another ride while the cash flowed in, dump more cash into checks, and so on. Finally cleared all the easy ones. Occasionally sacrifices guests to the Elder Gods for checks too. Got at least one of those Doom keycards that way.
Also feels nice to get the first Drink Stall from Alex_Among_Foxes. Previously only had Food Stalls. Still needs Toilets. (Well...kind of. Managed plenty of success without them. Just wants guests to be a little happier.)
Whines at how annoying some later checks are. Hoped the settings would stop that. Seemingly not. Adds ride requirements to some checks, on top of cash. Demanded 10 gentle rides for one and 10 thrill rides for another. Only has three rides in each category. Spammed out a bunch of dumb rides for those. Might use a skip on the one that wants 7 Steeplechases or 5 Air Powered Vertical Coasters.
Currently walled for the time being. For more checks: build 1 Compact Inverted Coaster, 7 Steeplechases, 5 Air Powered Vertical Coasters, 2 Boat Hires, or 2 Mini Roller Coasters. (Note: May find these rides multiple times. Only needs one to build an unlimited number of them. Unlocks more vehicle types for any extras.) Accomplished all the goals except for four specific rides, also.
Eevee to the Past (Part 2)
Gladly took that Hookshot above and Titan's Mitts to explore pretty much all of Death Mountain, light and dark. Popped into Tower of Hera. No Big Key for that, though. Checked Ganon's Tower's entry requirement as well. Needs 2 Crystals to enter. Not terrible.
Received the Book of Mudora too, which meant access to Desert Palace. Fortunately placed the small key in a chest, rather than on the torch (that needs Pegasus Boots). (Technically could have save-scummed stuff, but eh.)
Had the Desert Big Key and both fire sources, so boss time. Encountered Kholdstare there, rather inappropriately. Could, in theory, beat this boss. Died a few times before calling it quits for now. Only has 7 hearts, green mail, a Hammer, no sword, a Fire Rod, and no bottles. Takes 4 hearts of damage from running into a puff, which is very easy with the Hammer's trash hitbox. Hated re-attempting the fight too, due to needing a full magic refill for every attempt.
Picked up the Eastern Big Key at the desert ledge, so why not try that boss instead? Met Helmasaur King there, who is usually in Palace of Darkness. Broke the mask without issue. Realized a glaring problem: hitting Helmasaur
after breaking the mask. Cannot hit Helmasaur without taking damage. Does not have a bow yet either.
Plan C: Fake Flippering to Ice Palace. Eyed the Sphere Tracker earlier. Listed Flippers stuff as Sphere 32. Beat the previous Archipelago seed at Sphere 26, for reference. Likely means no progress stuff will be there. Also probably means both Ice and Swamp are the blue and red pendants (due to both requiring Flippers). Might still find useful items in there, though.
Shattered that theory quickly. Picked up the Big Keys to Mire and Thieves Town. Already knows Palace of Darkness is the green pendant. Needs 6 crystals of 7 to beat the game. Absolutely needs Flippers to beat the game, logically-speaking. Yiiiikes.
Struggled through Ice Palace. Still had no health and no defense. Takes a lot of damage from Freezors (4 hearts) and Hinox (3 hearts). Conserved magic in case of the boss being dumb. Was not pleased to see an anti-fairy bouncing around the room before the boss.
Dropped into the boss arena. Faced Armos Knights (the usual Eastern Palace boss). Okay! A doable boss! Considers Hammer a less than ideal weapon to kill with, however. Managed to take down 5/6 before pulling out the Cane of Byrna from Explorer of Time to finish off the last. Probably would have lost without it. (Might have been able to ace the whole fight with Byrna alone. Waited as long as possible to use it, just in case.) Got...the Blue Pendant. Sighs.
Hit up Thieves Town, as the last non-awful place. Battled Lanmolas (the usual Desert boss), one of the easier bosses.
Still kind of fared poorly because of the Hammer's awful hitbox. Swears on being robbed for a few hits. Won with the Cane of Byrna, once again. Got good mileage from that weapon.
Found some hints in-game that were pretty solid.
@Setsuna: Sword at Howling Grotto Seal Windy Saws and Balls in Setsuna's Messenger (or something like that).
@Pumpkin Spiced Memes: Sword at Feynwood Walk of Dancing Shadow Chest 4 in Arcaneum's FF12 and Bottle at Balfonheim Hunt 32 Pylraster Reward 1 in Arcaneum's FF12
Slay the Spire (Part 2
Received some relics, normal card draws, and one of the rare card draws since last time. Included the +1 dexterity relic, +more hitpoints from resting relic, and +7 max hitpoints. Nothing overwhelmingly good, but still welcome. Hoped for Echo Form or Creative AI in the rare card draw. Settled for Amplify and hoped for the best.
Tried out a different Neow option: exchange your starting relic for a random boss relic. Got the boss relic that gives you +1 energy (great), at the cost of not getting any money (awful). Sinks the best avenue of getting good cards. Thought about abandoning and going with something else. Stuck with it.
Was let down by Amplify. Found very few Powers, and none of the particularly good ones. Pulled out good powers from potions, but nothing permanent to rely on. Tried to build around Frost orbs with maybe Dark orbs as an option. Failed at everything instead. Still lacks enough card draws to gather momentum.
Defeated the second boss (the Collector), despite the bad deck. Delved into the final act, only to be stopped by the Giant Head elite. Can nowhere close to the required damage.
Discovered something interesting. Knew about getting different card draws from monsters by doing something different. Affects card draws from other players too. Got...Claw x2 (3 damage and +2 damage to all Claw cards for the rest of the fight) and Scan. Do not judge the Claw deck. Bought Scrape at the shop over dropping a Regret curse (take damage equal to the remaining cards in your hand), which ought to contextualize the level of desperation to have
anything going.
Died before the second boss with that deck. Played a little riskier and went for a Forge instead of Resting. Oh well. Was not confident about beating the second boss.
Awaits more items, particularly the two boss relics. Always needs more cards and normal relics too.