This is the last particularly bad hold I'm going to comment on for a while.
L 1: Entrance Not fun stepping on all those pressure plates.
L 1: Once North Dropping dozens of trapdoors. No challenge.
L 1: Once South More trapdoors. Even less of a challenge.
L 1: Once East There was no point in taking that journey.
L 1: Once West More running dozens of corridors, this time as a wraithwing instead of a seep! It's very easy to get trapped in one of the walls. Bad, bad scripting.
L 1: Once South (2nd time) The orb puzzle took no brains to figure out. Now, I just have to run through a few more corridors as a different player role. [sarcasm]Real fun.[/sarcasm]
L 1: Once North Once West I'm very happy I could Ctrl-5 my way through that room. Really, what was the point of that room?
L 1: Once North Once East With the force arrow placement, this room becomes trivial. It would have been an OK room, if not for the corridor waltzing.
L 1: Once South Once East Again, the force arrow placement makes the start and middle of this room insanely easy. Then comes the mindless Q-ing and W-ing to clear the monsters. Easy, kind of relaxing, but also trivial and boring.
L 1: Secret Room That's right, there is a secret room on this level. Easy, brainless hacking away at monsters.
L 1: Once South Once West The exit! Finally!
L 2: Entrance That puzzle was not fun.
L 2: Thrice North Cutting tarstuff. A lack of checkpoints and an overstock of carelessness makes this room very annoying. Oh yes, more long corridors.
L 2: Once West There's some buggy scripting in this room, as I could get both the big key and the 3 key, whatever that is. Also, the speaker can be killed.
L 2: Once East Easy. Oddly enjoyable, though.
L 2: Once South Once East Who scripted those citizens to follow the player when he bumped into them? Certainly not sam. Or was it?
L 2: Once South The scroll was really, really, confusing. I went left anyway.
help: Entrance A tutorial on teleportation? The transport only works once.
help: Once North So far, the colors that indicate transport capabilities are inconsistent.
help: Twice North "
How"
. No idea.
help: Thrice North I'm really confused now.
L 2: Once South (2nd time) The puzzle was easy, the corridor trek was boring, and the transports are unpredictable.
L 2: Once South Once West Easy puzzle. Confusing cutscene-induced Turn jumps that make walking through hot tiles impossible, half the time.
L 2: Twice South Once West Easy, albeit interesting puzzle. The pit-trapdoors used in the southwest portion of the room make the room look a bit unprofessional. Also, the room is boring by the last chamber.
L 3: Entrance Unusual for sure.
hotel: Once South ??? Why is there a hotel here? I'm getting really, really confused now.
L 3: Once East I'm glad I stumbled on the scripting spot early on. Really, though, there should be some designated spot to differentiate normal terrain from a scripted location.
L 3: Once South Twice East I don't even think what the citizen said was English, broken or otherwise.
L 3: Secret Room That room took me a while to solve. In my opinion, the best puzzle of the game so far. It looked really ugly, though.
L 3: Twice South Once East That was weird. Gel babies would work just as well as these custom characters.
L 3: Twice South Thrice East Finally! It's the hold exit! Woohoo!
L 3: Mastery Room Perhaps the most confusing, and ugly, room in the entirety of the hold. Easy to conquer, but rather pointless.
And I am done with the hold! Since I conquered it, mastered it, and conquered the mastery room (therefore, post-mastering it), I think I can finally make a fully educated opinion on this hold. In short, it's not fun. It's tedious, boring, and confusing all at the same time, with a very small number of fun or interesting rooms. This is my final opinion on the matter:
0.5 brains
1 fun
0/100 approval rating (avoid this hold)
____________________________
It was going well until it exploded.
~Scott Manley
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