Thanks for the feedback about the hold Joker and DiMono, Here's some hints and authors comments on some of the rooms:
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Entrance: I'd say one of my favorite rooms of the entire hold. One how the room is setup to make yourself go through the room 2.5 times to get to the orb. Also it's one of those rooms where you have to ask yourself questions before you kill the tar mother like "Did It kill the serpent yet" or "Did I hit the orb?". After completing this room stop and think how messy you left it, the janitors will hate you after this.
1S: As I call it, "The Waiting Game". This room seemed to last forever but you can get yourself comfy killing the left eye of the mother and sit there while you wait.
1S,2W: This room probably gave people heart attacks when they first saw this. Extremely hard for newbies, while as a breeze for the experts. Take Warning to all: Watch your back.
2S,2W: If people got confused by the scroll, a long time ago I made hold right after Katon's Keep. Unfortunately it never saw the light of day. Still though, gives you a break from tar.
3S,6W (not 7W): DiMono, the real trivial solution was to sit there and watch. Just a fun little do-nothing room.
1S,4W: You loved it or hated it. The use of the bottom orb was to decrease the flow of tar babies. If you're stuck on this, try using one of the tar baby alcoves for protection.
3W: KDD Level 11 fans rejoice! I gave the room a little twist, adding in scrolls for directions. You will learn in this room that scrolls have feelings, and love to backstab you.
1N: Wow, the exit was closer than you thought. Just when you think it's over you have to go through more wraithwings and tar. Personally, the devs should of let users still put wraithwings on tar. I still have some puzzles cooking up.
1N,3W: This room doesn't exist! Or does it? You will have to beat Tar Time to find out what it is..
There you have it, a nice conclusion of a nice hold. Thanks to all who have played it.
[Edited by Stuwy on 05-22-2004 at 11:03 PM GMT]