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Beethro's Adventure: Level 1 Walkthrough
Tuesday, 26 February 2008

Level 1 Walkthrough

 

Many users expressed frustration in playing Beethro's Adventure. To be clear it is a puzzle-oriented game and you probably will die. A lot. This guide should help you understand the basics as well as a few advanced techniques that will be necessary in harder levels.


Here is a labeled view of the first level (albeit a bit blurry and low-res to save some bandwidth):

level 1

Room 1: You can read the scroll if you like or you can save some turns by just heading North. All your turns are added up and saved for a statistics screen accessible from the title screen. A turn is a movement of Beethro or a rotation of his sword. Levels can be replayed and if you manage to beat a level in fewer turns it will be saved over your previous score for that level.

Room 2: This room isn't too important now, you can't go North or East so head West.

Room 3: This room introduces gates and switches. Yellow gates can usually be raised or lowered by switches, it's just a matter of figuring out which switch triggers which gate. In this room hit the upper left switch with your sword, then the lower right, then the upper left again. Continue North.

Room 4: Ah, our first encounter with enemies! The basic idea is you hit a switch, kill some roaches then hit another switch to access an area with more delightfully killable roaches. This method of attack is quite simple until you reach the top group. For this horde you must hit the switch with your sword pointing South-West and then move Beethro North into the nook without moving his sword. When you're safe in the nook simply swing your sword back and forth to rid the room of the wretched roaches.

Room 5: This room shouldn't be too tough, there are multiple ways to go about it I'll leave it up to your imagination. Just notice that when you slay the last roach the green gate is lowered. This is one of three types of gates that isn't triggered by a simple switch. Green gates only lower when all enemies in a room are dispatched with. Continue East.

Room 6: Oh boy, a new enemy type! This light colored roach behaves quite different from his dark counterpart. This, my friends, is a queen roach. She seeks out corners or generally scurries away from you to find a safe place to lay eggs which eventually hatch into roaches. Notice however some of the wall tiles in this room appear quite weak. A mighty swing from Beethro's sword should destroy them. By destroying them you'll also reach the queen before she has a chance to lay too many eggs. Exit West back to Room 5. Note that the green gate is still lowered. Continue South back to Room 2. Hit the switch on the left to open a path East, follow it.

Room 7: This room is tricky if you're not on the lookout for breakable walls. The best method for tackling this room is to destroy the wall that is pointed out by the red arrow and then go stand on the tile with the red 'X' on it. With Beethro's sword pointed North-East you can hit the switch, backtrack South-West using a dedicated diagonal key, usually the 'z' key, until you hit the wall at the bottom, then continue West until you're safely in the nook. Destroy the roaches from your secret cave! Exit South.

Room 8: This room introduces one-way arrows which constrict movement of both Beethro and his enemies. To beat it hit the two switches on the top of the screen and then the two switches in the middle. Then continue down and destroy both queens and whatever offspring they have produced. Continue West.

Room 1: Notice the blue gate that was there is now down. This is a global monster gate that will only lower once all the monsters in this level of the dungeon have been eradicated.

 

Things to remember:

-Diagonal movement is necessary for many rooms.

-Press 'm' to check your status. Red rooms are uncleared, white rooms are cleared and unvisited rooms don't even show up!

-Watch for breakable walls as they can help and often times be the only way to beat a room.

-Most monsters, with the exception of the dreaded Goblin, have easy to recognize and easy to exploit movements, keep this in mind when it seems like getting to an enemy is impossible.

-Beethro always moves before monsters. This is useful because depending on the position of Beethro's sword where you're going to move may contain a monster nearby, perhaps on the tile that Beethro's sword will be on, this means the monster is slain before he has a chance to move, quite useful when coupled with diagonal movement.

 

If you're stuck or need some other kind of help feel free to drop us a line, be sure to include the level and room you're stuck in, ie Level 2 Once North, Once East. This information is printed on the scroll to the right of the screen. 

 

And for those of you who thought the first level looked way too easy have a peak at Level 2 , perhaps the levels progress in difficulty too quickly?

 

Beethro's Adventure contains 9 levels with many puzzle elements rolled out progressively. The last level, with its 22 rooms alone, should keep you busy for quite a while. Good luck, now get to smiting!

 
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