Tahnan
Level: Smitemaster
Rank Points: 2460
Registered: 11-14-2005
IP: Logged
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Re: King Azb's Dungeon (+1)
This is not at all a bad hold. Dischorran pointed out in chat that it hits a fairly rare spot, namely "Not too difficult without being trivial", and I agree. Other than a few rooms that had what seemed to be unintended solutions, the rooms tend to require a bit of thought but aren't anything like larrymurk levels of difficulty.
The other thing this hold has going for it is its variety. There's a lot of slayer manipulation on the first level, but if you don't like slayer manipulation (I myself don't), don't let that turn you away. Level Two has three five-room wings labeled "Constructs", "Goblins", and "Stalwarts", with no slayer to be seen until the exit room; there's a "non-sword" level, a "fire trap and hot tile" level, a "tarstuff" level, a "horde management" level...if you hit something you don't like, push through it, because the next level will be entirely different.
It's not a perfect hold, by a long shot, and in spite of its relative ease it's not the hold I'd give to someone who's never played while saying, "Here, give this game a shot". But if you're staring at the last handful of rooms in Narrow Perspectives and thinking, "I could really use a break", this hold is the hold for you.
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