If you number the stage 8 rooms like a keypad, where you start in 8, the first room I clear is 1, then 2, and 7 and 9 together. Launchers can take out room 4. Room 6 is a bear, but if you build a portal by your ship and in room 2 you can wait for the current to shift and sneak build a shield wall and a neutralizer. I'm not sure its worth building makers or picking up the ore.
Stage 8 down to 6:00 even, hot damn. Pro tip, you can build things on the other side of the room to your initial bottom right. I build some guns in the initial room set to fire on drones only, open the path to the bottom left room, and place a bomb besides that portal. When the drones clear out, you can fill that entire room with energy producers.
The rooms that are hardest to speed clear are the far bottom and the room to your initial bottom right. I saw a youtube walkthrough it was over 15 minutes what a joke.
@sseanyboyx when the first ghost is at its lowest, lick it. You should be able to jump over it if you time it right. Licking ghosts is key to stage 9 and 10.
@broney453 - Pause at the beginning, make a plan for a bit, unpause, go, repause, etc. You want to get 1 launcher built by each of the satelite-dish looking things, maybe a blaster too, and when those piles get low enough be sure to destroy the generator. Otherwise just dig around, make tons of energy collectors, and dig to the bottom. You may have to build beacons on the way. I save all my white creeper for the end. You can set Makers to "Charge" if you have some mines going, and later drop it all at once when you're in position.
Pause a lot, save game is there for you too. Try to not build so much at once your energy is in the red, but don't build so little you're wasting much.
So there was a sleepy knight, and we got the backstory of how he got out from One Trick Mage, and his back story from Choppy Orc, and his backstory from Stickey Sorcerer, and the backstory of the chests here I guess. So next game we play as the dungeon itself? Or maybe we go full circle its all a Sleepy Knight's dream?
What drugs are you using, and where can I get them?
Stage 10 6:59 Hoohah. I think upon replaying that only stage 9 just terminally blows. Its really cool to replay 8 and 10 to try to shave a little bit of time.
My base goes the EXACT OPPOSITE direction I point, it stands in death fields when I tell it to get away for a solid minute. The enemy is the control scheme. Why would you make a game controlled this horrible way? Who hurt you?
I don't understand why there are two paths of levels, and one has 45 levels and the other has 3. But the 3 isn't after the 45 its just... besides it all weird like.
Recommend Hat Wizard Christmas, because you liked Flood Fill. Not because I liked Hat Wizard 1 and 2, no, the algorithm said its because of Flood fill.