Uh, wow. Geez. Nuntar is seriously not kidding, this is a tough level.
Some ideas of what to expect:
*Swordsmen
*Stronger zombie-type monsters
*Oremites
*Multiple-mimic manipulation
*Brained monsters
*Tough monsters (guards, gel babies)
*Fegundos, which will do a minimum of around 720(!) damage at this point
*Arrows in different rooms that cause sections to become impassable or trap-like
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I'd like to suggest a few changes right away, even though I haven't completed the level.
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Let's add autosave points to each of the three seals, since they're all fairly difficult to get to.
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The east-pointing force arrow in Thrice North and the North-pointing arrow at Once North effectively trap the player in the eastern edge of that section once they enter. Furthermore, this makes entering the northeast section by the doors in The Entrance rather than the doors in Once North Once West pointless. I suggest that in Once North some of the rubble be cleared to expose a West-pointing force arrow (but still protecting the Swordsman obviously).
In 3N2W, the force arrows are actually aligned opposite to the manner that 3N3W sends you. That is, 3N3W expects an entrance from the south and sends the player to the north, but 3N2W expects an entrance from the South and sends the player exiting North. I don't actually have any good idea on how to fix this one.
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The Wall-Walking given to the player in 1N can be used to bypass a wall in The Forgotten Temple: Twice North to get at that juicy stash of gems behind the Pirate that would otherwise require money and health to get at, or to bypass the black door in The Disused Sewers: Once North, Quarce East and proceed to the next level (wherein the player will presumably get beaten up, hard), or for a kajillion other things that would be quite helpful.
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In The Collapsed Chamber, Once South Twice West, I don't think the tunnel next to the large health potion was supposed to be facing North, since you can't actually walk off of it if it's aligned like that.
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Anyway, I haven't finished the level yet, due to the fact that the seal in 3N2W requires the Wall Walking to get to, which I don't think was intentional.
Oh, one more thing. It's becoming increasingly obvious that there's a number of points in this new level where an Invisibility Potion, Hand Bomb or Portable Orb would come in handy. They are all located somewhere in this hold.
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[Last edited by Chaco at 08-04-2009 07:07 PM]