Conquered (including Alternative Ending, too - and all on my first playthrough!).
This hold is true to its description - it's "
typical fighting hold"
, without any unique scripted features in it or something. Just you, power-ups and various obstacles which require spending those power-ups. A few accessories are included, too (though, getting them is optional if you're not aiming for Alternative Ending).
I've got mixed feelings about this hold.
Its' design is far from perfect: levels are big, and there are very few shortcuts in them, so most of the time if you want to go back somewhere, you end up walking very long paths. This is especially true in the very first level. In addition to that, you get no inventory. Because of this, the whole accessory "
race"
takes so much longer.
Some of "
choices"
the player is given later on are very poor, mostly because it's obvious what to choose. For example, one of the choices I was given at some point is whether to fight 4 weak enemies, which by that time deal almost no damage, or fight 1 much stronger enemy (which deals so much more damage) *and* give up a defense gem. Choices like that make me wonder whether architect has played the hold himself (while he was in the process of making it, that is - I see that he has scores for the hold, so there's no doubt that at some point he did play through it).
Some of the bosses later on are really, really weak. I mean, it's not very common to see a boss which I can kill in 1 strike? Thankfully, at least the last boss could strike back.
I didn't really like that there're a bunch of secret rooms which hide valuable stuff. I understand that Tendry's Tale also has secrets with powerups, but it doesn't justify this hold. And TT's secrets aren't always hidden by secret walls, anyway - sometimes they are just marked as "
secret"
but the path to them is very clear. In this hold, secrets are hidden by secret walls... or other ways.
What I also didn't like is
Click here to view the secret text
×the design of water paths in the hold. Once I get water flippers, there're a lot of water paths I can explore. Some of them even hide secrets: 4N 2E for example, in which architect even bothered to put force arrows so I know there isn't any room to the north. But mostly, it isn't clear whether there is room which I can get to via water or not. Seriously, I literally have to try to exit in every single direction just to figure out whether there is room or not. Why, just why couldn't architect add some obstacles or something just so I know there isn't anything there?
I think that is pretty much all stuff which I thought is particularly bad in this hold, so onto the good stuff:
The hold is pretty tricky. I'd say trickier than Tendry's Tale. The Alternative Ending in particular is quite crazy, and the reason I'm giving this hold pretty high difficulty rating. But at the same time it's not *too* tight on HP/keys, so player may end up with quite a few to spare (for example, it's possible to finish hold without spending any of skeleton keys the player is given). I like the difficulty here.
I quite liked the accessory race. For some of accessories, it's not immediately clear where to use them!
The Alternative Ending boss is tough, and not beatable without pretty good optimization. It still leaves some room for error, though, so it's not *too* tough.
I also liked how one of secrets was hidden...
Click here to view the secret text
×I mean Cell Block C 3N 1W. Kinda funny how I need to get through room I thought I'm not supposed to get to so I can reach that secret.
I'm giving this hold 7 for difficulty (because of Alternative Ending - for normal ending I'd give 5 or 6) and 7 overall.