Mind in a P-R-O-G-R-A-M vs Honeycomb (Labyrinth)

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Mind in a P-R-O-G-R-A-M vs Honeycomb (Labyrinth)

Post by Trihunter » Thu Jun 28, 2018 9:28 am

Poles for breaking stuff, assuming we can't hit, are affixed to where the triangle supports meet the chassis. They should be either strong enough or

Alright. We're stuck in the centre together initially, so this will be an issue. Spin up ASAP, try to keep the axe away from our important giblets, then escape out of the centre. Spin down, but spin up again if Honeycomb starts getting close to us at any point. Don't actively try to take out Honeycomb, but if they're going for us, they can have a spinner hit or two. Skip anything Honeycomb breaks before we can get to it, and be prepared to reverse out of a hazard if it's clearly going poorly. Begin with the spikes, taking our time over them. Follow up with bridge, then make our way to the flipper, again taking our time to avoid a flip. Attempt the sandpit next, try to get it over with quickly. Finally, do the box, ramming into it over and over to try to push it about a bit hopefully, then the rollers. If the final barrier opens at any point of this, ignore the rest of the stuff and go rush for it.

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