04-25-2023, 01:16 PM
12263130302D540 wrote: [quote author=5444535A5A360 link=1671814205/140#140 date=1682086461]OK. Room 16903. A hint is definitely needed for Jack to find out how to open the lower grey door.I have an idea for a hint. A 'T' that creates a coin that invites Jack to jump.
But!
Jack arrives in TZ1 without a key and starts exploring TZ1 and the reachable blue surroundings (good for an other $ 1.500). His journey tought him that, for further progress, he either need to change gold into silver or get a key to open one of the coloured doors.
The first is completely impossible. Going back to the purple area doesn't help and even a fresh start of the mansion does not!
So he has to find a key. At first I should say that a look on the map shows only two keys of which the green one is out of reach. That narrows the path to the only other one. And with some thinking out of the box, what you did brell, Jack got his key.
On the other hand we are living now in a brave MM2-world
with T-triggers. So there may be a T with it's key anywhere. And we don't want to go back to the days of the (very) hard MM&M-rooms where Jack has to kick, duck and jump everywhere.The question in general is: may the visitor of a mansion expect that a mansion is fair? Or concerning BNW, why should the designer suddenly install a 100% invisible key in a mansion that was fair and neat so far? A key that is absolutely necessary for progress. Wouldn't that be against all odds?

Leaves the final question: why should a key been shown when it is out of reach? The player may expect that it is ALWAYS possible to get it, isn't it?. And since G/S isn't involved, the solution must be in the room or with a secret passage from an adjacent room.
I more or less agree with you - but some players (including this one) may think they have missed something and wander around aimlessly for hours looking for something that is not there.

