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×Lesser Guard Defeated!
HP: 54
ATK: 29 (Wooden Sword)
DEF: 28 (Wooden Shield)
Keys: 2/0/0
GR: 89
REP: 99
Score = 250
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Chortle Brothers Defeated
HP: 7
ATK: 90
DEF: 75
Keys: 3/0/0
GR: 599
REP: 1121
(used altar 3 times, for +4 ATK, +4 ATK, +4 ATK)
Score = 705
Remarks: HM felt a little harder this time around, but not a lot harder - I did have to kill a few more roaches to open one more greckle gate (I think the one in HM 3N1E is new?), but it didn't change my route much. Still ignored the first altar, since spending a green key to get immediate access to 150 HP is in no way worth it, especially with the need to use green keys on the later levels - you might have to throw in an additional 500 to 600 HP just for using that green door to make that trade worthwhile.
I used the second altar 3 times for ATK when I first got there; that made enemies like the Gray Man mid-boss and the Bladites do a lot less damage, so it's probably worthwhile compared to trying to tough things out with just 2 altar uses. Still, depending on how long this goes on the 2 ATK use route might wind up being better in the long run. I had the choice of killing a Grime Baby for ~600 damage instead of 800, which would have been better than using a green key, but I ended up spending the green key to bypass it anyway since that's one of the better key ->
save health trades in the level. (For example, there's no yellow key ->
400 HP or green key ->
800 HP trades at all, which is an interesting way to add difficulty to the level.)
The great emphasis on using keys to get resources as soon as possible, to fight monsters easier, means it's definitely important to use as few keys as possible in level 1 to make level 2 easier. I didn't take this to the extreme, but I did avoid the same +1 DEF gem in HM 3N1E that Nuntar did - maybe it's worth putting some extra health in there to re-incentivize it.
I made heavy use of backtracking to get the green keys in HM when they became free; this helped a lot with progression.
I spent a lot of money on health in FF with the idea of keeping the altar cost low and coming back for the speed potion later; I'm assuming the speed potion and orb will only be "
best used"
much later, at which point killing a single tar baby and spending 500 GR won't be such a high price anymore.
Overall I think the bosses are at a fine balance point; they show marked improvements from both individual ATK gems and DEF gems, and don't do too much damage. Heavier altar use would make them even easier to kill.
Looking forward to the third level, as always!
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