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1 year ago

Tips and tricks to survive Eden even less

Seeing a lot of people struggling with the fourth quest of Revival, aka the 'die and come back for one (1) heart pretty please' quest, and I thought some helpful hints and tricks I've found over the years might be helpful! (Feat: spoilers, obviously)

Step 1: Overcome your fear of death and accept your fate.

I'm serious! People are very cautious in Eden, and often to their detriment! Panic and rush will only make you clumsy and make the whole thing far more stressful than it needs to be! And take longer too!

Step 2: Carry a source of light, or bring a friend! Assembly guide sells a torch, I believe, but in an emergency the rememberance guide sells a teapot on a brazier that does the same... At a Very slow rate. If you bring a friend, you can carry friendship candles that work really well! Unfortunately they're also sort of fragile, so it's best when someone who is being carried holds it.

This will go a long way both to being useful and easing any stress! Just... Make sure not to place it anywhere in the way of krill or rocks.

Step 3: Don't rush after lost wings! If you're already losing light, you're not in a situation to be chasing the metaphorical ball into the busy road! Your first priority is yourself, get to safety and recharge. Lights that land nearby or in safe places sure, but don't jump into the path of rocks just to try and get one back!

I know it's counter instinctive, but you're going to be losing those lights anyway in a few minutes. Even if you have low numbers to begin with, you want to focus on keeping the ones you do have!

Step 4: Jumping vs skipping, also sliding. They're your best friends.

To jump, you press the jump button. Easy. To skip, you want to take your finger off the move circle so it fades, and then flick the screen in the direction you want to go, so your sky kid skips in that direction! The best part is, it has tracking abilities, which is invaluable in helping you land precise jumps (such as that freaking candle bridge in valley). Cool, but why is this important?

Skipping isn't affected by the winds like jumping. Well - it is a little, but it won't send you backwards the way a bad jump will. Not to mention the homing ability will make things easier! It's a bit weaker than a jump, but mix it in to make the journey easier!

Similarly, sliding can be achieved on almost any surface flat enough to walk on. It's not affected as much by the winds either, so try to slide where possible for some speed! Especially if you can move it into a skip, to get a good boost! (This is because you can slide without actively moving your sky kid.)

Step 5: Did you know? Emotes affect not only your hitbox, but also your knock back? If you're unfortunate enough to get caught by a short ledge, try using an emote to duck behind it! When you're in a standing emote (ie, one you have to stop manually and can't move until it's finished. Think the point emote vs the wave emote) you also become a lot harder to knock over! (Warning: this does not work on krill! They are bigger and beefier than you in every way!)

I recommend an emote that's fast to get in and out of, like the first stage faint emote! It's saved my hide many a time.

Also, most people run on Sunday, so if you're looking for a kindly guide, that's your best time!

Now. The route.

At the very start of Eden, there's a thin stone bridge with rushing rocks blowing left to right.

That bridge is optional.

For more experienced players with enough wedges, you can fly right across to the door with a little skill. (There's lots of video tutorials on youtube if you're curious!)

For people with less wedges or skills, hop right on down into the gap. Follow the bridge to where it meets the other side, and there's a slope you can climb back up to skip the rocks entirely!

The second area loads all at the same time. To be precise, in roughly the time it takes to open the door and trigger the cutscene with the krill, you'll usually hear the sound signalling a wave of falling rocks after the second horn note. You can still move in this cutscene! Also that krill can't see you, thank goodness, so don't worry about it.

For taller players (I'm serious lol) there's a big chip in the wall on the far left of the room. It's about in the middle, it's part of a seam, but if you can't find it get your candle out. Walk into the crack. Jump forward a couple times. Escape to oob. Make sure you got the door cutscene, though, because it will get you if you don't!

Climb the clouds as high as you can, following the path. You want to be ridiculously high up to avoid the invisible wall and the winds. You will get softlocked. Not 'I think I'm high enough', not 'I gotta be high enough now', you want 'I'm going to faceplant the sun' high. 'This feels like I shouldn't be here' kind of high. Right by the giant red pillar at the end! Then dive down. Straight down. Straight towards the entrance to the hall of lights. Avoid flying above the krill!! You should land without bother, but run to safety!

Tips And Tricks To Survive Eden Even Less

^^^ it looks cool, but don't land here! Land in the actual area down there, by the krill!

For shorter players or less experienced ones, run out and as far left as you can to make it to a safe spot to ride out the first wave of rocks! When the camera returns to you, I recommend keeping left and then running right to the tunnel: keeps you in the path of the rocks as little as possible. RUN.

You have a few seconds between the signal noise (which sounds like a match striking, or a carbonated bottle decompressing) and the surge of rocks (which sounds like strong winds and crunching). There's always particles flying, they're just decorative! It's safe to run when the rocks have stopped!

If you're close to safety, don't stop running!! Don't divert to somewhere that looks safer, get there as fast as you can. Because of the angle of the rocks, at the tunnel/pipe entrance, there's actually a little bit of area in front of it they don't hit. You're closer to safety than you think.

The next phase: pipes. Now, this area is either very easy or very hard, depending on if you get seen by a krill. There's two.

These guys work on a timer. They loop. You can hang around in the pipe between phases and watch them to get an eye on what they're doing, but they move pretty slowly lol. This is the phase you want to rush LEAST. If a krill is coming, hide under the girder. It has a zigzag pattern to help spot, and it's on the switchback leading up to the giant pipe. Don't try and rush it, there's very few places to hide quickly here.

However, the winds are very weak here! You can fly and run, if you're careful! Should a krill spot you on that ledge around the pipe, you can simply fly around it to the other side! Be aware, though, that you might fall into the sludge water below, so check you don't fall in! It's an annoying climb back up lol, but krill don't check down there unless they've been disrupted, so you're safe if you fall.

Do not jump over the girder bridge! Just run! I know it's faster but the girder is thin and slippy! If you get spotted there, just keep running, there's a rock you can hide behind on the other side.

Inside the pipe, you can take a break. There's a brazier of light and some crabs in a ditch you can take your anger out on. You'll see krill lights, but they can't get you as you climb out, they just pass very close. You can safely ignore that one!

Emerging, you'll see the giant red crystal. That's the goal. Again, keep left, use emotes and hiding spots. Listen for the signal sound. Do not be fooled by the placement of braziers! Some spots can still be hit with rocks if you're anything but a chibi!

There will be black, calcified bodies starting to appear. Do not worry. You can't interact with them. You can't save them. They will not protect you from rocks.

When you see a miraculously intact stone arch, you're close! Don't hide behind it, though! You want the ledge just under it. The arch won't keep you from rocks or the krill just ahead.

The krill moves in a very tight circle, for a krill. I'd recommend following its path from a distance, because it moved faster than we can, right now. Spots that will protect you from the krill won't save you from the rocks, either! This is a very tough spot to move through, so take your time choosing the right moment!

Also, there's a child of light, just to the left. This is a trap. Reach the safety of the corridor first, then once you've caught your breath drop back down and grab it. Grabbing the child on your way up risks slowing you enough for the krill to spot you.

And you're in the hall of lights! Lighting all the statues won't do anything, unfortunately. But this is also the first time you'll see children of light in any position other than standing looking up... It's a bit eerie. They're still the same thing, though.

At the end of the corridor, READ THE WARNING that pops up. This is your last chance to avoid death, if you're here to help a friend, or there's lights you want to get first, now is your last chance. Returning home after this point will take you to a scary, empty home, where thunder rumbles and the portals have been returned to rubble. The only way out is through eden.

The final phase: the eye of Eden.

There is no flying. Don't even bother. You'll need to conserve your light. Your goal is to light every calcified body you can - you can see them by the blue lines, if you're struggling. They also look unlit from the front, which can be very annoying, but if they're on fire or glowing, you've already got them. Eden can only be run once a week, and that's why. They don't reset until the Sunday/Monday daily reset, I'm pretty sure. You can still die and light ones you missed the first time, but it's usually not worth it. You'll need all your courage and recklessness here to move quickly.

There are no krill here. There is no clever skip. The only problems are the rocks and the sludge water (though that's not nearly as much of an issue lol. It's never more than ankle deep). Also the rocks to hide behind aren't very good. Sometimes you'll get hit despite being in a 'safe' spot. Don't linger.

Now, the rocks. You have more time than you think between waves, but as there's no noise to signal their stop, it can be hard to tell.

What you want to be listening for is the signal, of course, but also the sound of crashing. The signal is early. You have a few seconds. The crashing only starts when the rocks hit the floor.

What you want to be looking for is the bright neon red of rocks breaking on objects. It comes in waves, starting from the eye and washing to the entrance. These are the only rocks that will hit you, and if you see it coming, you can move out of the way! When they fade, start moving again immediately for the maximum safe time!

Watch for the blue or black of lights! They cost one light each, and each one will become roughly 1/3 of an ascended candle later. Get as many as you can!

Light every statue you go by and refill your light. If you're experienced, it might feel inefficient, but YOU WILL get hit at least once later and you don't want to crawl all the way back to the start to re light lmao.

The waves will come faster and harder as you get closer to the eye, and the angle the rocks fall from will also change, so watch out for that! If you get too close to the sides, they'll change direction SPECIFICALLY to spite you, so be aware of that too lol.

The very final stretch starts when the ground flattens into broken tiles. It's a straight line to the eye, and that's where we're going! Rocks fall all the time, there's little to no cover or light.

You just gotta run. You can't jump, don't try, it'll knock you down fast. You gotta take the hits. There's no two ways about it.

Well... There's kind of a way.

You see, the rocks fall in a pattern. Of you look up, you see them spawn in zigzag lines, and then fall at about 40° from horizontal. If you're very lucky, or very skilled, you can use that to predict where the rocks will fall. And avoid them.

Unfortunately, you can't move very fast. Especially once (not if!) you get knocked to a crawl. Sometimes you're just going to watch a rock spawn and then fall directly onto you lol. Don't try and zigzag to avoid, it'll just slow you down and you'll get hit.

Because of the rocks and the sludge water, any lights you lose will disappear the second they touch the ground. They are no longer your concern. Don't bother trying to focus on reaching the eye, just return the lights you do have to as many crystallised bodies as possible.

And then you die.

You gotta wait ages, at this point. For some reason. It can take about five minutes, longer if there's people there with you, but EVENTUALLY a pop up will appear asking if you want to move on without waiting for people. Click yes, or you'll be waiting even longer. Don't worry, your friends will come with you if they've also died.

Hug your own light, your bright reflection. It's always the exact same height as you. Fly up through the torrent.

There's one last shortcut, funnily enough. I'll include a picture.

Tips And Tricks To Survive Eden Even Less

See that pale window on the left of the giant doors? That I'm flying away from? That's intangible. You can fly straight through it to oob.

Go through. Go up.

Follow the clouds, just keep flapping up, as high as you can, even when you get lost. Aim for the space at the top.

And then you're headed for orbit, and there may be a giant slug whale sharing your personal space. Don't worry! It won't hurt you!

And that's Eden!

Tips And Tricks To Survive Eden Even Less

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1 year ago

Recently I found a list I made several months ago of Big Mama words that she uses in canon, so I thought I'd share it. (Note: this is not complete and the notes on meaning/use are limited by what I guessed from context.)

Biddily-boo: auction, bidding

Bimbally bugs: no particularly new meaning, her way of saying bugs

Contrapulation: complex object, contraption

Crackadoo: mess, disturbance

Dimbally door: no particularly new meaning, her way of saying door

Fantumptuous: very good, fabulous, amazing

Fizzy-winkle: mess, chaos

Fuggy-doodles: thieves

Hollydoo: apparently a sort of limb

Malutacious monsters: positive apparently

Meddle-doos: meddlers, irritants

Oh, giggily-pin: exclamation

Scramulent: good, pleasing (occasionally used sarcastically)

Scrumbulent: good, pleasing

Silly-billy: silly

Skanktonious: stinky, repulsive

Tissle-tassle: problem, possibly a little issue that gets bigger

Thrashy-diddle: fight

And I organized them alphabetically because it was fun. If anyone has more, feel free to add!


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1 year ago

thank you so very very much( that’s two very’s)

Hellooo, Here Are All My Rise Of The Tmnt Refs!!
Hellooo, Here Are All My Rise Of The Tmnt Refs!!
Hellooo, Here Are All My Rise Of The Tmnt Refs!!
Hellooo, Here Are All My Rise Of The Tmnt Refs!!
Hellooo, Here Are All My Rise Of The Tmnt Refs!!
Hellooo, Here Are All My Rise Of The Tmnt Refs!!
Hellooo, Here Are All My Rise Of The Tmnt Refs!!
Hellooo, Here Are All My Rise Of The Tmnt Refs!!
Hellooo, Here Are All My Rise Of The Tmnt Refs!!

Hellooo, here are all my Rise of the tmnt refs!!


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11 months ago
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two
Because Of My Theory On How Dead Boy Detectives Will Start Exploring Cultural Afterlives In Season Two

Because of my theory on how Dead Boy Detectives will start exploring cultural afterlives in season two through our heroes and their families, I scanned some relevant pages from a helpful book in my library called "An Atlas of Afterlives" by Emily Hawkins and Manasawee Rojanaphan ( 9780711280861 ). It's a J NON-FIC haha so it's a great illustrative overview of several afterlives' lore.

I hit the photo limit so look for more in the reblogs.

I wanted to share several of the possibly-relevant pages, especially Sedna.


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1 year ago

OKAY I DID IT, I FIGURED OUT THE LAYOUT

Disclaimer: it seems like the size of the ship changes every time we see it, but the newest eps vs wano seem pretty consistent so I went with that and used Wire's height for scale

OKAY I DID IT, I FIGURED OUT THE LAYOUT

Floor layouts under the cut ✂️

OKAY I DID IT, I FIGURED OUT THE LAYOUT

Layout based on the 31 member crew that Oda confirmed. I also took in to account that a significant portion of the members are fucking massive, so everything is bigger which matches the scale it's drawn in. Floors are approx 5m high with 2m wide doors in most places, which makes sense when a good portion of the crew are 3m tall.

Sorry about my handwritting lmao I'm so tired but I have serious brainworms and couldn't sleep

The specifics:

OKAY I DID IT, I FIGURED OUT THE LAYOUT

Kid's Floor

Of course he has his own floor

Quarters include his own private dining space which I imagine would also include a workdesk, bedroom with king sized bed and probably a couch, walk in closet, and bathroom definitely large enough for a massive tub

Workshop also has bathroom entrance for when he's feelin lazy

Ladder space in the middle goes straight through, this is so crew going to the castle deck don't access his floor

Commander's floor

Heat, Wire and Killer have their own rooms and a private lounge just for them and Kid

Heat and Wire share a large bathroom, definitely big enough for normal bath

Heat and Killer have king sized beds, Wire's bed is almost as wide as a king but mostly it's made especially long

Small decking that runs the whole way around, unspoken rule that crew aren't allowed there since windows peer into commander's rooms

Killer could probably fit a drumkit in his room 👀

OKAY I DID IT, I FIGURED OUT THE LAYOUT

Cannon Deck

We get peeks of this in the anime and in Oda's notes but they're fuzzy so I just did my best

Made a mistake tho, cannon platform should be whole way around back like a U shape to account for 3 cannons facing backwards, total 9 cannons

Theoretically this is where the helm should be so uh that's where I put it

Screenshots make it look like they also store a lot of other weapons here

Main deck

Forecastle includes navigation room with bookcases, central table, and desk for paperwork

Forecastle also has infirmary with two longer than normal beds to account for larger crewmates, and a desk for crew doctor to keep notes

Door between nav and infirmary cos Kid is lazy

Kitchen and pantry. Given the rooms are 5m from floor to ceiling I imagine that pantry would have a small mezzanine accessed by a ladder to take advantage of vertical space (and would be a sick place to nap)

Galley/dining hall contains 3 bench style tables, seating 10 large crewmates each, with one extra fancy chair at the end of one for Kid

OKAY I DID IT, I FIGURED OUT THE LAYOUT

Lower deck

Did my best to do some math to figure out how many larger than normal beds were required and decided on 6 bunks for 12 larger crewmates

Additional rooms for average sized crewmates include 4 rooms with 2 bunks each, and one room with 1 bunk, making for a total of 30 beds below deck. That means, counting the commanders for the 31, there are currently 3 empty beds, so a few rooms aren't complete full

Probably looks like fuck all space but its actually significant for a ship living quarters

According to google you only need 1 toilet per 10 people and 1 shower per 40 but that seems like BS. Bathroom has 4 large, accessible sized toilets, 4 showers, long benches down the center and a long counter with plenty of space and mirrors for makeup, given how many crewmates wear it

Also, storage room. Could be converted to extra room for another bunk

Hold

Access via ladder

4 cells. No toilets, you get a bucket ✌️ tbh might not even have beds but there's room for em anyway

Desk in case they need to keep an eye on prisoners

3 storage rooms, but i think one of these would actually be a torture room. Probably the one by the desk.

Mechanisms for power and water are probably in one of these rooms as well as a lot of materials for ship repairs

Also of note

Crows nest is definitely big enough for a bench, definitely big enough for... activities. Not as big as the Sunny's though I dont think a gym would fit, I think it'd be more likely that gym equipment is kept on the cannon deck

Please absolutely feel free to use this as a reference for fanfictions, but I'd appreciate a shout out if you do 💖

Idk if the mizzenmast is supposed to go all the way through but that physically can't happen with where the helm needs to be based on screenshots so ✌️

Crows nests are definitely access via climbing nets


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