hello
hold is very interesting so far, much like other wars
ending level: once north thrice east could use more checkpoints near the southwest corner, south central area, and inside the tunnel area center (the one by the south of the tunnel is hard to get to sometimes).
will comment more later
EDIT:
in ending level: once north quince east, force arrow prevents friend Beethro from going west to clear rooms he missed. blue door conspires to trap beethro in 1N9E as a result.
in new level (the fourth level): twice east, you cannot beat the room from the north entrance because the south entrance has a crumbly wall that you cannot break with your stick. if you enter that way, you cannot leave either and must restore to a checkpoint. the south entrance almost works but you cannot kill the north seep, only the south seep and the mud babies.
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[Last edited by Chaco at 01-19-2020 02:36 AM]