@JaseK I sense some confusion...
JaceK wrote:I had a situation with the correct exit (which I'm not sure how to use), and then five or six exits. I want to hide the correct exit from the look results so I can focus on exploring without having to sit through where the correct exit is every time.
Maybe as an idea, only have it show up or play the alarm sound once all the robots in a level are defeated?
Those situations where you see 5 or 6 exits is a little annoying when you're not used to it. Here are some spoilers which I hope will help you navigate. Note that these are purely from my own experience, so I might not be explaining this the best way but I'll try:
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So let's start with the basics. Levels are constructed of interconnected rooms that are 20X20 tiles, to my knowledge. Exits can be in the center of either of the 4 walls. So one room can have a maximum of 4 exits from it.
Those situations where you see 5 or 6 exits is the result of your l scan being able to see into adjacent rooms. Any time you see something more than 20 tiles away, it's guaranteed to be in another room, and you can ignore it if it doesn't concern you. On the other hand, hearing about stuff in adjacent rooms does help with planning ahead, so it's something to get used to.
If you want to filter the information to the current room, try to stand in the absolute center of the room, which you can do by taking 10 steps after going through an exit. That'll at least filter your l scan, or mostly filter it anyway. You'll still hear about items/enemies from other rooms but it'll keep the exit count down (you'll only see exits from the current room).
Now for navigation advice:
The alarm sounds represent the correct rooms/exits which lead you out of the level. Follow the alarms, and you'll be on the correct path.
The so-called incorrect exits are represented by a quiet humming sound. Going through those exits will take you to side paths. These side paths are mainly there to give you items. All side paths, however, will lead you to dead ends eventually.
Robots are scattered throughout the maise. Some are on the correct path, others are on the side paths. Thus, you have to explore every room to get to them all.
One more potentially confusing thing: The correct path will update as you explore. For example, let's say you take a side path which leads you to some items, but after that, you find a dead end. This is extremely common btw. So now you want to get back. Since the path always updates, that previously incorrect set of exits you took will be correct on your way back. This is a great help once you get used to it; again just follow the alarms and you'll progress the level.
I probably suck at explaining this. I think navigating is more a matter of feeling out how the game presents your immediate surroundings to you and getting a sense of how to use that information to plan ahead. It's something I definitely was confused with for about a day and then things just started clicking into place in a way that I can't really describe. Lol
Make more of less, that way you won't make less of more!
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