Very nice hold. Some devious rooms. Several turn out easier than they look, due to lynchpin solutions.
Would encourage you to expand on this hold.
Some comments:
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×Point: Entrance. Enjoyable, clever use of the snake.
Point: 1N, goblins are easy to kill if you go down one of the corridors since they get trapped by the mud babies. It is easy to just go along the top, hitting all 4 orbs, once the tar mothers are killed raising the question of why 4 are needed.
Point 1N1E: very easy compared to the last 2 rooms.
Point 1E: Excellent room requiring lots of thinking ahead.
Line Entrance: Very easy if you release the roaches and just re-enter the safety of the maze. Is this intentional and the other orbs just red herrings? Even given that, it's still a nice room, requiring some thought.
Line 1N: Great room
Line 1N1E: Why the black door, rightmost tunnels and bottom left 2 orbs? I initially thought that you'd have to use the guards to get through the mud, but it is easy just to cut through it yourself and kill them. Was there another intended solution?
Line 2N: Why all the eyes? Otherwise, smart room.
Line 2N1E: Another clever room requiring you to plan ahead
1N1E only required one manipulation of the mimic, and ended up quite easy.
The southern secret looked way too scary to try but the other one was interesting.
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