Dunder Quest Play

Stage 3 · Kiln Mouth

Loops & range

“Round and round the kiln turns. Where does it stop?”Kiln Archmage

Scrolls on the trail

These are the 4 lore scrolls you'll find in Kiln Mouth, in the order the lesson teaches them. The comment after each print shows what it outputs.

Lore scroll · Loops & range

The Loop Rune

laps = []
for i in range(3):
    laps.append(i)
print(laps)  # [0, 1, 2]

range(3) counts 0, 1, 2. It stops before the number you give it.

Lore scroll · Loops & range

Start, Stop, Step

print(list(range(2, 6)))     # [2, 3, 4, 5]
print(list(range(1, 9, 3)))  # [1, 4, 7]
print(list(range(3, 0, -1))) # [3, 2, 1]

range(start, stop, step) begins at start, adds step, and stops before stop.

Lore scroll · Loops & range

Gathering Embers

total = 0
for n in [3, 4, 5]:
    total += n
print(total)  # 12

Start the total before the loop, then add to it on every pass.

Lore scroll · Loops & range

Loops That Wait

heat = 1
while heat < 20:
    heat *= 3
print(heat)  # 27

while repeats until its condition is False. It checks before every pass.

The stage puzzle: The loop lift

In-game view of The loop lift in Kiln Mouth

The kiln wall is ten tiles of sheer brick. At its foot, an iron lift runs a for loop and rises one notch for every lap, and a gauge on the wall numbers the notches. Three forge blocks each load a different range into the lift. Stand on the plate to run the loop and watch i count off each lap. You need four notches to jump onto the wall.

Slate in the stage
for i in ?:
    lift.rise()  # one notch
A: range(1, 9, 3)
B: range(4)
C: range(10, 13)
Show the answer

range(4) runs four laps: 0, 1, 2, 3. The other two have bigger numbers but only three laps each: 1, 4, 7 and 10, 11, 12. Count the laps, not the size of the numbers.

Practice the Kiln Archmage's trial

In the game, the Kiln Archmage duels you in a sealed arena. His question shows across the top of the screen, and you answer by jumping up into the lettered block, A to D, while you dodge his spells. You need 3 right answers to banish him. These are his questions, drawn from all 9 in his bank. The hints work the same as in the game: ask once for his riddle, and ask again for him to rule out a wrong answer.