It's rare that I play a hold from start to finish, but I did for this one and think it is an excellent hold.
I'm not one to comment on every room but here are a few thoughts/issues/questions:
×
The Path to Tueno, 3S, 3E
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×This was probably my least favourite room of the first few levels; there was really no logic needed here and just plain old trial-and-error many many times until I could find the right timing to not have the Stalwart randomly die.
(normal + deep) Kabulian Fortress, 1N, 2E
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×I was also confused as Zorglub was with the way the scripting works here. When a rock golem is directly beside a statue you can't bump it sideways to turn the statue's sword into it; yet it does work for diagonals.
Deep Kabulian Fortress, 2N, 1E
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×Best room in the hold. Loved it.
My really big sword, 2S, 1W
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×Assuming the point of the right side of this room was to kill each golem on a hot tile, then my solution was easy and unintended - I killed them by stepping on a hot tile myself (one dead) and turning sword (two dead), then repeating. Only used about 3 or 4 hot tiles in total.
The speed potion factory, The Entrance
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×If you complete this room then return, the guards and scripting are still there.
The speed potion factory, 2E (long comments follow)
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×Definitely my least favourite room in the hold. Firstly, there needs to be another checkpoint somewhere in the top right section of this room (around 34,10). After I first reached the checkpoint at (30,24) I worked my way all the way to the top of the room, only to find that it was extremely easy to get to a stage where the top right orb is inaccessible; a precise sequence of cuts is needed there and without realising that it is quite a way back that you have to restart.
Secondly, while I should have seen this coming, I found it annoying that when I finally reached the orb at (10,26) I had left uncuttable tar in the right section.
Finally, I found the method of getting through the 2x2 yellow door at the end rather frustrating. I thought I had the right method at one point - generate tar babies to the left of that door, then jam the adder in the door at (18,10) to prevent a baby from appearing there. Then hit the orb at (22,24) and go left, up and right to pull the tar babies over before the spawn. However, that 'nice' solution was one move too short.
The only way I could solve it was:
a) Let the adder loose
b) Use some trial an error to clear out the bottom tar where the next orbs lie while the adder is loose above you, ensuring you are lucky enough for it to not get stuck somewhere
c) Hit the orb at (14,25) then go up to (20,10) and clear the tar there (again it is extremely easy for the adder to get stuck somewhere where an undo can't fix)
d) Get the adder to enter that area at (20,10), and grow enough to allow you time to get back down to the (14,25) orb to lock it in
e) Now you just need enough timing to hit the orb at (22,24), let the adder block the tar cycle, then get up and past the adder yourself before the next cycle.
Was that the intended solution? Because I really didn't like it. Much preferred my 'nice' one, as you can stay close to the adder and control where it gets stuck.
The speed potion factory, 1S, 3W
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×While the puzzle at the bottom is easy (in fact, I don't really get why so many rotators are there, unless it is just for aesthetics), and presumably there are no checkpoints to ensure you actually figure it out rather than guess, I still don't like the fact there isn't a checkpoint there after the mud section. I am used to having a first attempt at a puzzle before working it out properly, and after rushing into the fuse was annoyed when I discovered I had to redo the whole room.
The speed potion factory, secret room
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×
4N, 2E
If you complete this room, then exit via the secret walls on the left/bottom (either instantly, or by coming into the room later), you get stuck.
Secret room?
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×Where is the fourth secret room in the speed potion factory? Have found 3N 1E, 4N 2E and 2S 7W. There are also 20 secret rooms I'm missing in Terra vista, but I'm thinking they may be connected to finding the 4th secret room there.
There are plenty of spelling/grammatical mistakes in the last few levels; I started making a list of things to correct but I believe it'd be easier to do them all at one via an export.
I didn't have any crashing in the speed factory, though did have the issues with backspace/checkpoints of course. I was a little confused by the idea of them being on speed potions; it was implied that the monsters move twice per turn, but for me they only moved at double speed every second turn - ie a single move, double move, single move, etc.