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Caravel Forum : DROD Boards : Holds : Phil's Dungeon (Puzzles and Combat)
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8.7/10 (34 votes)
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Author Name:Kevin
Submitted By:Kevin
Hold Name:Phil's Dungeon
Theme:Puzzles and Combat
Author's Difficulty:
Number of Levels:9
Number of Rooms:106
Number of Monsters:2548
Version:DROD: Architect's Edition
High Scores:View High Scores
Hold Karma:7 (+7 / -0)
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File: Phils Dungeon.hold (46.2 KB)
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icon Phil's Dungeon  
I hope you have fun playing this hold.
04-04-2004 at 11:30 PM
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masonjason
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icon Re: Phil's Dungeon (+1)  
Since nobody's replied to this, I thought I'd just post to say this is a superb hold. Level 3 is ingenious and contains the most innovative wraithwing puzzles I've ever seen.

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04-17-2004 at 10:44 PM
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robin
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icon Re: Phil's Dungeon (0)  
I'm stuck in 2N1W top left area.
the 2 roaches coming from up and down,
I don't seem to do it the good way
please help

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09-11-2004 at 10:51 AM
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jdyer
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icon Re: Phil's Dungeon (+1)  
quote:
robin wrote:
I'm stuck in 2N1W top left area.
the 2 roaches coming from up and down,
I don't seem to do it the good way
please help


Click here to view the secret text

09-11-2004 at 05:10 PM
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HappyMutant
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icon Re: Phil's Dungeon (+1)  
I know this one's been around for a while, but it was new to me. That was an immensely satisfying hold - nice variety, and a lot of great puzzles. Three cheers for a hold well done. :thumbsup
11-26-2004 at 07:34 PM
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schep
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icon Re: Phil's Dungeon (+2)  
My review: Absolutely fantastic hold!

The easiest I've played so far, maybe (though that's not saying much), but the most fun. Offers an enjoyable challenge, and is seldom annoying or tedious. Sixth Level is a work of art, and I wish more holds had things like this Eighth Level. The only place I got severely stuck was missing the unexpected interaction in L9 1N 1E (see the Hints thread I checked).
03-12-2005 at 05:10 PM
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Doom
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icon Re: Phil's Dungeon (0)  
I've completed most of this hold and I have to say that it's possibly my favourite hold ever so far.

There's not many annoying rooms and a lot neat tricks. It's also not too tedious to play unlike some other holds out there. That's positive too.
05-03-2005 at 02:20 PM
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larrymurk
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icon Re: Phil's Dungeon (0)  
Great hold though I'm not a fan of level 8. Level 9 even starts by saying something to the effect of "I'm glad we're done with that boring, monsterless level". Luckily TripleM's OrbSolver program came to the rescue!
08-11-2005 at 01:13 AM
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janneke
Level: Roachling
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icon Re: Phil's Dungeon (0)  
:thumbsup :sneaky Jättehäftigt!
Great hold! I like the nifty little tricks that need to be used which involved a bit of brainwork. It's nice to see a hold that cuts down on mindless swiping.
One of the best so far!



01-13-2006 at 07:58 PM
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Ezlo
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icon Re: Phil's Dungeon (+1)  
Great hold! I for one thought that Level 8 was brilliant in that it had no blue or green doors and yet forced you to solve every room unless you cheated and used an orb solver and/or transparent tar. My favorite AE hold ever!

9 with 6.5 brains.

[Last edited by Ezlo at 03-17-2007 03:46 AM]
03-17-2007 at 03:45 AM
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calamarain
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icon Re: Phil's Dungeon (+1)  
I have to say that this is an excellent hold. Played through it all just recently, and only had to resort to H&S a couple of times. A classic of the AE era, still perfectly cool now when played through on TCB.

The only flaw in the hold is probably Level 8 - the rooms are good, but figuring out the combination is not. Either way, I still give it 8 for fun and 6 brains.

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03-28-2009 at 01:53 PM
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dhill12
Level: Roachling
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icon Re: Phil's Dungeon (+1)  
Just finished this old hold and felt the need to say thanks to the hard-working architect (if he's still around after all these years).

Great fun, enjoyed the whole thing. Level 6 is an absolute joy.

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11-28-2012 at 01:54 PM
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OneMoreNameless
Level: Master Delver
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icon Re: Phil's Dungeon (+1)  
Phil's Dungeon is a classic AE hold with great level design and enough polish to be worth playing if you're in the mood for reliving the simpler days of DROD. Each level has a strong theme that includes both monsters used and the room layouts in a way that meaningfully impacts the puzzles. There's a good use of space so that each puzzle fills up the room without being overwhelming in small parts, plus the minimaps look nice. Multiple entrances are used to full effect in a couple of levels. Even when there's a lot of doors, orb usage is generally straightforward and predictable.

The puzzles aren't especially creative by today's standards so you can expect to see all the usual evil eye masses, tar cleanups and trapdoor mazes (to name a few). The exclusion of the more drudging examples and overall shorter length than KDD makes this a 'greatest hits' kind of hold rather than one that's tedious to play, however.
01-22-2017 at 03:51 PM
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