×Level 12
2S2W: Checkpoint around (15,5).
3S3W, dialogue: "
I probably didn't need to enter from
this side"
, "
better to be alive than dead"
.
2S3W: Satisfying, but very demanding for a first black door room, with lots of new considerations thrown at the player at once: keeping particular blobs from spreading, manipulating the mimic, using tar babies to gain extra vertical leverage.
3S: Checkpoint in the first tar blob.
5S1W: No need for vision token. (By the way, was the intended solution to let the tar grow to form a wall around the arrow trap?) Checkpoints near 2x2 blobs are pointless; it would be better to have one near each tar mother.
5S3W: Move checkpoints from on the switch tokens to next to them, towards the centre of the room. Add one at 26,9. Also, does the room really need this many blobs? By the time I've cleared the lower half, the upper half is swarming -- so much that I was easily able to trigger a PP with a mud baby, breaking the timer (not that I was complaining!)
6S2W: Checkpoints next to each orb.
6S1W: Since the cutscene is complete now, remove the author's note?
Also, cutscene repeats on re-entry.
Level 13
You already know this level is too difficult for its place, so here are some comments on particular rooms
2S1E: Frustratingly hard. It comes down to which queens to kill at the start of the room, but after trying a particular combination, it takes hundreds of moves to get a feeling for whether that situation is solvable or not. It would be better to remove a couple of queens (maybe just 26,19?) to prevent reaching unwinnable situations.
3S1E: Checkpoint in the bottom oremite area. I found two solutions: the US where Halph hits the last PP, or keeping the queen at 18,20 while Halph gets the doors.
2S: Solved by getting the WW next to the nine roaches. Intended?
2S1W: Solved by standing on the 22,16 door. Intended?
3S1W: PLEASE FOR THE LOVE OF ALL THAT IS HOLY get rid of the fegundo in the little room. It's completely pointless, since it's easier for Beethro to step on his checkpoint than to get the fegundo to hit one, when it spends most of its time dead. And if the player ever wants to restore, they have to go back a few dozen times instead of being able to step back to logical, player-controlled saves.
4S: Nasty trial-and-error room. Fortunately, you can still kill most WWs when they bunch up in the NE corner.
1S3E: Not too bad in the end, but annoyingly tricky to get started. Checkpoint at 19,23.
3E: Nice room, but where are the checkpoints?!?
Level 14
Waterskippers and rafts. You know what criticism you were setting yourself up for. This is the level of
loooooong rooms -- particularly 5E, 1N4E, 2N3E and 2N1E. 2N4E also has an unnecessarily long clean-up considering you only need to go through a few compartments to reach the orb.
The timer on 3N3E is really tight. This is the only required room I haven't solved yet.
Level 15
2N1E: Checkpoint at 11,9.
2N2E: Move 10,16 checkpoint to 9,16.
3N1E: What's the point of the green door?
2N2W: The timing for the last orb and reaching the brain (while being able to kill all the leftover roaches) is extremely tight.
3W: Challenge: Don't drop any trapdoors.
Level 16
General: A couple of behaviours were used in puzzles without having been introduced, notably that stalwarts won't see a path blocked by the player, and that guards can be made to act unbrained by cutting off a path. This might be fair enough this far into the hold; one can work out the behaviours from the puzzles.
2N: Failure speech displays if you are within a certain rectangle, which includes some tiles outside the arrow trap.
2N1W: Challenge or US? I never used the three orbs beyond the crumbly wall.
1N1W: Checkpoints!!!
2N1W: A bit annoying to have to re-open the door at 2,7 to pass through the cleared room.
1N2W: Move checkpoint one tile south. Add checkpoint below the NE enclosure (this bit is very fiddly).
3N1W: Add checkpoints near both south corners of the enclosure, and in row 13 below existing checkpoints.
3N: Move 18,15 checkpoint to 17,15, and remove 20,15.
4N: Add checkpoints on the inside track.
2N1E: Move checkpoints next to tunnels.
1N1E: Move checkpoints next to decoys, add some in the oremite region (assuming it's intended that I roamed around there for a while to escape the guards).
1N2E: Well, that was gruelling. So many mini-puzzles that all had to be solved, since there was no way I was going to exit the room and reset everything. The toughest part was activating the plate at 13,21 - I realised I needed to use a guard, and have another guard alive to let that guard reach it, so then I had three guards to deal with at once
2N2E: Move checkpoints next to pressure plates, add one at 21,23. What's the point of the orb?
3N2E: Add checkpoints north, west and south of the central enclosure, and near the north and south edges of the room.
4N1E: Add checkpoints 3 tiles diagonally from the outer checkpoints.
Level 17
Criticism (mostly about checkpoints) given in chat. Haven't solved all rooms yet.
4S: What's the point of the door and tunnel in the NE corner?
Level 18
1N1W: I took the SW potion second and left the chamber without hitting the plate, then went back in later, allowing me to do three of the chambers speeded. Intended?
1W: Fun room, harder than it looks. I couldn't make use of the checkpoint in my solution.
2N1W: Tutorial on "
speed potion lets you turn on hot tiles"
is needed before this, as the layout doesn't hint towards trying this (and in fact, the room is possible without ever using it).
2N: Bizarre room. I left one fegundo until the end, hope that was intended as it would be very annoying to do the room without.
2N1E: The first time I played this, I manipulated the fegundo while avoiding the goblin, which was tricky but manageable. However, it's a lot easier to just park the goblin on the force arrows.