On the Subject of Adventure Plan

No successful expedition is without a good strategy. Most of the time, anyway.

You are a famous treasure hunter, with an army of slime creatures you bring along on your adventures.

Your map shows the locations of several high-value treasures you wish to collect. You pitched your tent for the night, but thinking ahead, you decide to plan how tomorrow's expedition should go.

The map is divided into a coordinate grid of cells. Unoccupied cells may contain hazards, which require extra care when navigated through.

You would normally bring all of your slimes with you on one route, but tonight, you decide to collect all of the treasures in the morning. This means you must divide your slimes into parties, each taking a different route.

Click the button on the right side of the module to show / hide the map.

  • While the map is hidden, you can assign yourself and your slimes into parties, with each party labelled with a letter. Select a party, then select you or one of your slimes to assign them to that party. Double-click a party to clear it.
  • While the map is shown, you can assign routes to each party. Cycle through the parties containing members, using the screen on the bottom-right of the module, then click all the cells in the route you want to create (click a marked cell to unmark it). The tent is assumed to be part of all routes, and may not be selected.
  • You may only see one route at a time on the map.

Press SUBMIT to put your plan into action.

Each party moves one cell at a time, starting from and ending at the tent. All routes are round trips. Each party member has their own HP and stamina values, which must be summed to give the party's total HP and stamina.

Parties lose 1 HP and 1 stamina when moving to most cells. If the cell moved to is a hazard, it will apply its own HP / stamina costs instead.

A treasure is collected when a party moves to its location. Each party may only collect one treasure on its route. The module will solve if all parties return with at least 1 HP and 1 stamina and all treasures have been collected.

Statistics of You and Your Slimes

Slimes may have bonuses applied to their statistics, listed in the Bonus column.

Name Icon HP Stamina Bonus
You 5 5
Red Slime 4 1 If the number of batteries is odd, HP bonus + 1.
Green Slime 3 3 If the number of indicators is odd, HP / stamina bonus + 1.
Blue Slime 1 4 If the number of ports is odd, stamina bonus + 1.
Stoneskin Slime 7 1 HP bonus + 1 for each vowel present in the serial number.
Speedy Slime 1 7 Stamina bonus + 1 for each odd digit present in the serial number.
Wee Slime 2 2 HP / stamina bonus + 1 if the serial number contains a 2.
Golden Slime 6 6 HP bonus + 1 if a D battery is present, stamina bonus + 1 if a AA battery is present.

Hazards

Hazards have conditions that may add or subtract from their HP / stamina costs.

Name Icon HP Stamina Condition
Hot 3 1 If the number of batteries is greater than 3, HP cost + 1.
Difficult 1 3 If the number of ports is greater than 4, stamina cost + 1.
Flooded 2 2 If the serial number contains a W, T or R, stamina cost + 1.
Thunderous 1 1 If the number of lit indicators is greater than 2, HP cost + 4.