I've completed it, and I think it goes under the "
easy"
category. However, it was quite enjoyable.
Comments:
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Lobby
Entrance - quite easy, but it turns out quite neatly with killing the roaches.
1N2E - I think you wanted to kill the serpent in that upper-center passage. It it possible (and easier) to selectively wake the eyes and leave 1-square gaps between them, and killing the serpent there. You can kill it in the little spot under the tar, too, but that's harder. I also think that this room requires a checkpoint.
1N3E - Not hard or challenging, but quite a neat puzzle.
1S3E - If you want the southern exit hidden, you really shouldn't have all those green doors, because they really give the game away. Put a southward force arrow or something.
2S3E - It took me a couple of tries, quite a good room. Shouldn't you have a blue door?
Canalisation
1W - Not bad, but I think you should put pits where the doors are then put a mimic potion instead of the orb. It would make a good timer, and I know it's possible.
1E - Another good room. However, I think you should eliminate the little labyrinth area in the south (making it impossible to kill the serpent there) then make the northern path as long as possible for it. Then, you have to get in and make the serpent turn around because otherwise you will not be able to kill it.
Rotten Cave
1E - Fairly good, but you should only include as many mimics as needed. I find that I don't like holds if they're *too* easy.
1S1E - The easiest way to kill the serpent is to just wait at the start and it will kill itself trying to get to you. I think you probably meant to kill it in the crumbly walls. Perhaps you could make the entrance two squares wide.....
1S - I didn't like this room very much because it was far too easy but I kept making little slips that put me back.
1S1W - Also too easy, but it could be quite a good room. First, what's the invisibility potion for? You should get rid of it then add a brain and a north-only force arrow passage between the northeast and southeast areas so you have to fight the babies while you are moving the mimic.
1N1W - I liked this room. However, the tar mother isn't really necessary. What does it contribute to the puzzle?
1N - Another excellent room, but I think it should be "spiced up" a bit. Add a few queens in different locations and put in about 20 more wraithwings in the north.
Okay, that's it! Overall, this is very well done. You can do whatever you want with my suggestions.
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Slashing, whirling, diving, twirling,
Snapping, turning, rising, swirling,
Screeching, flipping, gliding, sliding,
The red hawk's dance of death.
.....the king of the skies.....