GK1 Victory Tiers

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Normal solution

Hints are given below when you expand the boxes.

Spoiler: Hint 1 (what to do) 
The exit to this level is in the tower in the southeast corner of the big chamber. To get there, you'll have to fling south from the top of the central tower. But in order to land in the exit tower, you'll need to close the VICTORY gate.
Spoiler: Hint 2 
You'll find the blocks VIC ORY along the north wall, so you'll need to slot the T into place. However, all the pop-up spikes mean that you cannot access the T directly. So you'll have to work with the T without being able to touch it.
Spoiler: Hint 3 
Remember how you beat Adytum a few levels ago? It's a bit like that. But you don't have any Groldies, so you'll have to do the hard work yourself.
Spoiler: Hint 4 
In this level, you'll be pushing the T into place remotely by knocking it about with the 1 block. For example, when you push the 1 north from its starting position, it travels into the T and pushes it into a different position. You'll need to keep shoving the T with the 1 from different angles until the T slots into VICTORY. (Think of this level as being like playing block snooker!)
Spoiler: Hint 5 (working with the 1 - a few methods) 
One of the keys to this puzzle is knowing how to move the 1 around the level. Here are a few ways you can move it. First, have you noticed that there's a huge crawlspace under the central area of the level? When the 1 falls into a little hole in the main area, you can walk underneath and push it towards the next blockpad you want it on. (This is tricky, since you can't always see where Emm is, but she can actually be seen under the pop-up spikes in this level. Walk into those if you need to find Emm. She won't die - she's under the spikes, not above them!)
Spoiler: Hint 6 
There is an altar in a room in the southwest of the level. You can use this to get the 1 back into play if it gets completely stuck or if you lose it in the crawlspace.
Spoiler: Hint 7 
The grass border acts as a channel for the 1. If it's on the wrong blockpad, try shoving it to the edges of the level (most blockpads have an alternate set of stairs that lets you push the 1 away from the central area), and then push it through the grass borders until it's closer to the blockpad you want.
Spoiler: Hint 8 (getting started) 
A lot of levels in the Godkiller need you to work backwards from the ending to solve them. In Victory Tiers, though, you can just get started without much planning - there's usually only one sensible (or even possible) way to progress the T block to a new location. How can you move the T block from the start of the level?
Spoiler: Hint 9 
There is only one 1 blockpad in a line (row or column) with the T at the start, so there is only one possible place you can have the 1 so you can push it into the T.
Spoiler: Hint 10 
Where the 1 starts the level is perfect - just push it north into the T. The T will stay in the area, and the 1 will fall to the crawlspace below. How will you push the T next? Where should the 1 go next?
Spoiler: Hint 11 
Again, the T is in line with only one 1 blockpad - the one to its east. So the 1 has to go there so that you can push it and the T west, because that's the only path available to the T.
Spoiler: Hint 12 
So just enter the crawlspace and push the 1 east, then smash it onto that blockpad. (Easier said than done, admittedly, since you can't see Emm easily. Try walking up the open trench to the central corridor until Emm is in the same row as the I in its pit, then head due east to push it and smash it.) Then push the reborn 1 west, launching the T west.
Spoiler: Hint 13 
If you've followed the above hints, you'll have the T in a southwest corner of the main area very close to a spoke. Again, there's only one direction it can go next, so set the 1 up to match.
Spoiler: Hint 14 
The T has to go north next, so set the 1 up to be on the blockpad south of it. Now, don't push the 1 north yet - look before you leap! The next step requires a little more care and planning.
Spoiler: Hint 15 (getting the T past the western spoke) 
If you now have the T in a southwest corner of the main area very close to a spoke, you may now find that pushing the T north sends it onto some spikes and resets your progress! But you can only push the T north from here, and you weren't able to push the T in any branching directions before this point, meaning that this position for the T has to be correct so far.
Spoiler: Hint 16 
If you have to push the T north, you need a way to stop the T before it travels all the way north onto the spikes.
Spoiler: Hint 17 
The spoke is the obvious answer. If it was pointing west, it would obstruct the T before it hit the spikes. You may also notice that stopping the T here would put it in line with a 1 blockpad to the west - that confirms that stopping the T here is the right move.
Spoiler: Hint 18 
Having trouble getting to the spoke? You clearly can't walk or fling to it because of all the spikes, so you'll have to drop in from above.
Spoiler: Hint 19 
Climb the central tower. There's a gap in the railings up there by the light-housey bit facing west. Fling west through it, and you'll hit the pillar above the western spoke and drop down.
Spoiler: Hint 20 
Drop down next to the spoke and rotate it so it points west. Drop down to the crawlspace to leave. (Don't just die and respawn - remember, dying resets all the spokes in the level.) Now use the 1 to push the T so that it goes north into the spoke, and then east into the side of the central tower. (I won't give instructions for the 1 here, but it should be clear by now how the level works. Refer to the "Working with the 1" hints above if you're off-track. Precise steps for pushing the 1 are given in the walkthrough.)
Spoiler: Hint 21 (getting the T past the northern spoke) 
The hints will speed up here, since you should have a grip on how you move the 1 and the T by now. Once you have the T nudged up against the central tower and east of the western spoke, you'll have a similar problem to when you needed to get past the western spoke: the T has to go north, but some spikes to the north will destroy the T if you're not careful. Solve this problem the same way as you did before.
Spoiler: Hint 22 
This time, it's the northern spoke that has to be rotated to block the T. Otherwise, every step of the solution is the same.
Spoiler: Hint 23 
Drop to the northern spoke, rotate it west, then have the T go north into the spoke and east.
Spoiler: Hint 24 (finishing the level) 
The T should now be north and a little west of the eastern axle and spoke. The T is very close to its place in VIC ORY now, so it's worth stopping to plan the rest of the route. Take it slowly and don't nudge the T unless you're confident it'll end up in a helpful place.
Spoiler: Hint 25 
From where it is, the T can only go south, but if it goes all the way south, it'll fall into the crawlspace (not what you want, since the VIC ORY blocks are higher than the crawlspace - you'd have to smash and reset the T). So work out how to block the T again.
Spoiler: Hint 26 
It's the same puzzle again, with the same basic solution.
Spoiler: Hint 27 
Drop to the eastern spoke and point it west. Use the 1 to nudge the T south so that it's against the spoke. Now plan the next move.
Spoiler: Hint 28 
From where it is now, the T has two 1 blockpads looking at it. But the northern 1 is the pad you just used to push the T south. So only the eastern 1 pad is useful here, to push the T west. What do you want to happen when the T goes west?
Spoiler: Hint 29 
If the T goes all the way west, it'll fall outside of the blockmaze. So it needs to be stopped as it travels west.
Spoiler: Hint 30 
Same puzzle again, but you're reusing an old spoke this time.
Spoiler: Hint 31 
Point the northern spoke south, then use the 1 to nudge the T west so it stops at the southern tip of the spoke. You are one nudge away from beating the level.
Spoiler: Hint 32 
The T has stopped south of its open slot in VIC ORY. All you need to do is smash the 1 so it respawns on its blockpad at the bottom of the central tower, then push it north to send the T north into its slot. The VICTORY gate closes, and you can now climb the tower and fling to the exit.
Spoiler: Hint 33 (full solution) 
Push the 1 along each orange arrow to shunt the T along the yellow arrow. You'll need to rotate the spokes to stop the T in the right places.

Climb the central tower and fling west to land near the western spoke. Rotate the spoke clockwise so it points west. Drop down the nearby hole into a large crawlspace to get back to the central tower. Do the same with the northern and eastern spokes, making them both point west. (If you die, remember to set all three spokes to point west again.)

Push the 1 north (nudging the T north), then east, then smash it. Push the respawned 1 west (nudging the T), then west again, then smash it. Push the 1 north (so the T collides with the western spoke), then west, then smash it. Push the 1 east (nudging the T), then south, then smash it. Push the 1 north (so the T collides with the northern spoke), then west, then smash it. Push the 1 east (nudging the T), then north, then smash it. Push the 1 south (so the T collides with the eastern spoke), then east, then smash it.

Return to the northern spoke via flinging from the central tower. Push it counter-clockwise so it faces south. Push the 1 west (so the T collides with the northern spoke), then smash it so it respawns on the 1 pad at the bottom of the central tower. Enter the tower and push the 1 north, nudging the T into position to spell VICTORY. Climb the tower, fling south and east into the VICTORY gate, and drop down to the exit.

Present solution

Spoiler: Hint 1 (present location) 
The present is seen on the upper surface of the large structure in the middle of the level.
Spoiler: Hint 2 
There's no easy way to get to the present's height -- you will either get spiked or fly right over the outer walls. You will need to drop down from an axle/spoke.
Spoiler: Hint 3 
Note the various columns with railings scattered around the edges of the level. Those would be ideal for flinging. Can you trace a path along those?
Spoiler: Hint 4 
Note the various columns with railings scattered around the edges of the level. Those would be ideal for flinging. Can you trace a path along those?
Spoiler: Hint 5 
Notes about the axle/spoke on the east side: if it were facing south or east, you could easily drop down to the present location from there. But you can't get on to the spoke if it's facing south or east. Look elsewhere.
Spoiler: Hint 6 
Notes about the axle/spoke on the west side: if it were facing north or south, you could drop down to the present's height. Can you see a path to get there?
Spoiler: Hint 7 
Start your journey from the exit tower.
Spoiler: Hint 8 (solution) 
You'll have to fling all over the level from the exit tower to reach the present

Solve the level as normal. Push the west axle so that it is facing north, and the east axle so it is facing south. Climb the tower and fling south, east to the exit building. Take 3 steps west of the VICTORY barrier (note the railing is shorter on the north side). Fling from tower to tower across the level: fling north; walk 3 steps south on the spoke, fling east, north, west, south, east, north, west, south to land on the west axle. Drop down and walk around to the SW side of the platform, fling across the to the SE side to the present and View square.

Extras

Spoiler: Achievements 
There are 0 achievements available for this level.
Spoiler: View squares 
There are 1 view squares on this level:
  • Near the present (see present hints above).
Spoiler: Hanging men 
There are 0 hanging men on this level.
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