Here's the next war hold. I guess 16 is as far as war goes, so now we've gone back to 0! If you are playing these holds in order, it's war!, war2, war3, war4, war5, war6, war7, war8, war9, war10, war11, war12, war13, war15, war16, war14, war0! (I'm starting to worry about the ducks. Haven't seen one in a while. Hope they're okay.)
This is war, of course, and if you're hoping for giant rooms filled to the bursting with way too many roach queens, tarstuff babies, goblins, guards, and stalwarts, you've chosen the right hold. My favorite roach queen room in war0 is 3W.
War0 introduces a new kind of war puzzle, involving cutscenes. Beethro walks into a room, does a few things, and suddenly he's stuck in a cutscene. All he can do is watch, while an army of stalwarts dukes it out with the other monsters in the room. The point of these rooms is to have Beethro in the right spot when the cutscene starts. Sometimes the cutscene ends after a certain number of turns, and the puzzle is to find a spot where Beethro doesn't die during the cutscene. Sometimes the cutscene ends after the room is clear, and the puzzle is to find a spot where Beethro distracts enough monsters such that those silly stalwarts can win. If you pick the wrong spot, and all the stalwarts die leaving Beethro stuck, just press "
R"
on your keyboard to restart the room and try a different spot. Even though the scripting is clunky (understatement), I enjoyed this refreshingly different type of puzzle.
This hold is completely linear, with no blue door at the end of the line. So this time, if you find clever ways to sneak through rooms without conquering them (I think there are at least 3 here), it's okay. You can carry on, and still use the end of hold stairs to conquer the hold.
Alright! Hopefully, you feel both intrigued and warned now. Fight!