Well, I'm nearly done with this hold - just have Whipper-Wind 1W to solve, which is a bit complicated-looking.
There are a lot of rooms, so I'll try to just comment on the most noteworthy ones. See also the attached demos for almost all the rooms in the hold, which may be of use:
- The Vast 2E could probably use a few more checkpoints, but I liked that room a lot for how careful you have to be with space efficiency.
- The Vast 2N1W has the same problem I noted earlier where you can just step on the pressure plate to let the seep out, kill them with your sword, then disarm and enter the room. It's still a good room even when done intentionally (although it could probably use another checkpoint in the north area).
- The Vast 3S felt a little easy for a secret room; you can basically just walk in and kill everything.
- I'd appreciate a checkpoint in Conduit 2 The Entrance's south passageway (with the trapdoors) so it's easy to restore to a "
done"
state (particularly when hunting for the secret room).
- It took me a while to realize that in Conduit 3 2N1E there's a little notch where you can sneak the mirrors onto the platform diagonally. I'm not really sure whether that needs to be changed (with more notches or dry shoreline), but I thought I'd mention it.
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Quick links to my stuff (in case you forgot where it was):
Click here to view the secret text
[Last edited by Chaco at 06-18-2015 06:35 PM]