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The Catacombs - A fun level. Lots of sniping, and I enjoyed the theme of riding down the waterfall into greater danger. I found the switch hidden by the rushing waters, too.
The Labyrinth - The area which obviously gave this level its title was a blast. Ultimately it's a straightforward challenge, at least with the help of the automap, but it's a unique and just plain cool use of 3D graphics. I also enjoyed breaking into the little mushroom house in the middle of the glacier. The brownish-yellow honeycombed fort was more of a nerve-wracking experience, but let it never be said that I don't appreciate the occasional nail-biting challenge mixed in with the more lighthearted moments.
The Great Hall - Shockingly easy for an episode's penultimate level, even boring. Enemies come at you in isolated groups, and there's an abundance of pickups of every kind. Finding all the secrets was fun, though.
The Portals of Chaos - Wow, what a contrast this is to the final level of episode 1. Still enemies galore, but plenty of room to evade their attacks and whittle down their numbers slowly, and lots of ammunition pickups. The boss encounter is even easier; instead of a narrow walkway around a lava pit, you've got a wide open area to maneuver in with plenty of walls to duck behind, plus plenty of handy teleports and a ring of invincibility right there for you to exploit. They should have swapped this level with the final shareware level.
The Confluence - This might be my favorite level so far. Engaging labyrinthine design with plenty of intense challenges but plenty of pickups to deal with them too, including lots of armor. I love armor.
The Aquifer - Again there are more armor pickups than I can use; I'm getting the sense whoever designed this level wanted the player to have armor at all times. I love all the opportunities to shoot ironliches through windows like helpless carnival game ducks. Overall, though, I found this one much less interesting than the two previous levels, making me wonder why they chose it for the episode's secret level.
The Halls of Fear - For such a an ominous title, this is a pretty routine level with an abundance of pickups. Lots of armor and ammo, ammo everywhere. I'll admit that the hidden wall with enemies behind it annoyed me, though. And I used a ring of invincibility to help deal with the Maulotaur. First time I've seen one of them charge!
The Chasm - This level seems a bit easy given that it's the final regular level of the original mail order release. The wind-blown chasm was an unexpected new challenge, though. I enjoyed digging out the last several secrets for this level, all the more so since doing so involves flying, and since the items prepped me nicely for the final level of this episode.
D'Sparil's Keep - The opening sections were decent. Not too fun being dropped into a cramped space with enemies, but the design is cool. I like having a multi-form final boss, especially so in this case since D'Sparil's first form seemed much too easy. After I failed my first attempt at his second form, my thought was, "Well, he's definitely harder than the Maulotaur, but he's not ridiculous like the Ironliches. A pretty decent difficulty."
About 15 attempts later... "Okay, did no one try playing this utterly broken boss even once before they started shipping this game?" Apparently on my first attempt I lucked out in that D'Sparil never summoned up an unreasonable number of Disciples. I hate it in general when a boss has one move that is obviously much better than any of his other moves, since it makes you wonder he doesn't just use that move over and over, and this is a particularly egregious example because there's no way to deal with it if he just keeps summoning more Disciples. (Yes, I know about the trick of running around so the Disciples' attacks hit D'Sparil, but that's cheesy from a gameplay perspective and doesn't make sense from a story perspective.) And it would have been so easy to fix. They could have set a limit of three Disciples on the field at any given time. Better yet, they could have set a way of averting the move, say shooting D'Sparil within the three seconds it takes to complete the summoning chant cancels the summon. His teleporting would make this tricky to pull off, yet the challenge would have been fair.
Ultimately I resorted to save scumming so that D'Sparil never summoned any Disciples. He becomes an utter joke using that strategy.
The Blockhouse - They managed to pull off two low-ammo levels in a row. Impressive. Establishing a beachhead at the beginning was a royal pain, though; everywhere you run, you've got at least three enemies attacking you. It was very satisfying when I was finally able to crack open a tomb of power and use the hellstaff to vaporize all the ophidians on the central pillar with just a few shots.
The Ambulatory - And suddenly the difficulty drops way down. Lots of low-end enemies back in town, and plenty of pickups. I finished the level with 100 health, 200 armor, a ring of invincibility, a tome of power, an urn, a shadowsphere, a morph ovum, and a healthy stock of ammunition for every weapon. Fun and refreshing after the previous two levels. It seems with this episode the developers got lazy about tagging secrets; in "The Blockhouse" entering the moat area doesn't count as a secret, and in this level the area accessible only by opening the exit door and then rapidly backtracking before the secret wall closes doesn't count as a secret.
The Mausoleum - I loved the opening phase. Lots of action, lots of good ammo, and no reason not to run through the halls ripping through enemies with all I'd got. But I hated the ensuing endless cycle of hitting a switch and then wandering aimlessly through every inch of the poorly lit level until stumbling upon whatever change the switch made. Ridiculously slow-paced and frustrating. I had to consult a walkthrough to find out about the teleporter that opens up at the bottom of the stairs. I also did not care for all the mandatory lava walking, even if they feed you plenty of quartz flasks to manage the hit to your health.
The Great Stair - Another pretty reasonable level, though I got stuck at a few of the puzzle elements, like the elevators that look like raised walls. I liked the opening mystery; it reminds me of a level in Blake Stone: Aliens of Gold. The small army of Disciples appearing on the stairs after you grab the blue key almost made me wet my pants. After dying against them once, though, I used a morph ovum to help thin the herd and then found that you can just back into the narrow passage behind you and deal with them one-by-one with the Hellstaff. So, some good challenges, but I came out with 100 health, 200 armor, every artifact a guy could ask for, and full ammo for most weapons.
Ramparts of Perdition - Oh yes. Running around ramparts doing battle. Loved the scenario for this one. Some of the best sniping action in the game, too. They really threw in a ton of sniping opportunities into this episode. I got stuck on the green key, though. After wandering the entire level several times over, I found the passage to the trigger had opened up seemingly at random. They throw way too much ammo at you in this one, but the combat was still a challenge. Every time I got a fresh armor pickup, I seemed to lose a good chunk of it in the next encounter.
Shattered Bridge - Took me a long while to find the yellow key. Once again, when the pathway to it opened up it seemed to do so at random, without me doing anything. Was hoping for a new boss, but instead we get an Iron Lich fight the way it should have been done in episode 1: plenty of open space to run around in, and lots of ammunition. Except that this episode you get the Phoenix Rod, and the level gives you two tons of ammunition for it, so I slaughtered them in about five seconds without even using any artifacts. Kind of an anticlimax, but I'll gladly take that over the royal pain the Episode 1 and 3 bosses were.
Then I ran into the two Iron Liches in the dark chamber. Oof, not an easy encounter. Then they throw another four Iron Liches at you in an area with lava. I had to look up how to get into the drainage area in a walkthrough, because there was no way I was taking on four Iron Liches without a Phoenix Rod. Arguably worse were the puzzles; just way too many instances of hit trigger in one part of the level, run around looking for the subtle change in another part of the level. Overall, though, I found this a much more reasonable opening level than The Storehouse and Catalfalque.
Rapids - Ooo, this was fun. Wandering through this level, I really got a sense of fighting through the rapids and gasping for breath as I pull myself up onto a piece of shoreline for a brief respite. Surprisingly, they don't throw many annoying situations at you here; there are challenges but they mostly were fun ones. The ammo was definitely sufficient but not to the point where I didn't need to take care of how I use it. One of my favorite levels so far.
The Quay - I had the thought that they were throwing me more ammo than necessary. Then I ran into the roomfuls of ophidians and the maulotaur. Yeah, you can snipe the maulotaur safely, but it takes a lot of ammo. I ended up with nothing left for ammo but about 50 runes. Fortunately I figured out how to get the map scroll without trouble, and once I had cracked open all the secret areas I was in much better shape for ammo and had 100 health and 200 armor to boot. I like that I'm three levels in and still am nowhere near filled up on ammo. Also, yay for a secret exit that was (slightly) harder to find than the regular exit! Seriously, I liked the manner in which this secret level was hidden.
Fortunately the rest of the level is a lot more fun. The two lava rooms in particular looked very cool and were a thrill to play. Okay, the four Iron Liches were a bit of a nuisance because I had used up all my flame orbs and those whirlwinds kept throwing me into the lava pits, but I persevered and triumphed with the help of a few Quartz Flasks. Then, because I couldn't figure out how to get out of the room, I used a Chaos Device. In general I enjoyed how much this level made me use the abundance of artifacts available. I only wish I had put the ridiculous number of Wings of Wrath to more use; I navigated the top of the opening "skein" the hard way, repeatedly finding that hidden trigger and running from one narrow walkway to another. Overall, really enjoyed this stage.
Courtyard - Nice to have lots of golems for a change. The beginning assault was particularly fun. Lots of annoying bits where it's hard to avoid taking massive damage, but I resisted the temptation to reload saves too much, trusting (correctly) that the level designers would enable me to easily end the stage with 100 health, 200 armor, and full ammo for every weapon. That seems to be a habit of theirs. The secrets in this level were fun to dig up, and not too obvious even with the map scroll.
Hydratyr - I was a bit careless early in this level and lost all of my armor. This led to a curious situation where I was faced with a scarcity of health pickups for a considerable stretch. The teleporter room was a neat changeup in the layout, and I made some good use of artifacts, like equipping a Ring of Invincibility to freely blast away at the horde of Disciples with my Phoenix Rod and using powered-up Ethereal Arrows against the surprise Nitrogolem gang, but overall I didn't like this level too much. Red axes kept coming at me from nowhere, and most of the design is too routine.
Colonnade - This level was like a refueling stop after the previous level's draining. Lots of easy enemies organized in manageable configurations, and lots of pickups. I greatly enjoyed this, though it was a bit suspicious to have such an easy level this late in a post-game episode. I kept fearing the other shoe was about to drop. There were plenty of surprises, but nothing I couldn't manage with fast reflexes and some help from the ample ammunition and artifacts you get. The secrets were fun to dig out; I always love it when they throw you a map scroll to help with that. The bit with the three switches was especially satisfying to work out.
Foetid Manse - Ugh, way too many Ophidians in sniper positions. Playing sniping games with Ophidians is neither fun or genuinely challenging; it's just tedious. And the bit where entering the room triggers a ton of Disciples and Sabreclaws right next to you is just cheap. I had a spare Ring of Invincibility to allow me to just cheese it, but you shouldn't have to cheese it. In spite of all the nuisances, I finished with 100 health, 200 armors, full ammo, and every artifact. Yeah, I held off on grabbing the Enchanted Shield until the very end. I liked the whole concept of infiltrating a mansion, but this level ended up being not fun at all.
Field of Judgment - This is probably the most unimaginative level in the game, I'm sad to say; just a ton of Maulotaurs tossed onto an open field. Having to use a Wings of Wrath to get onto a platform six inches above the floor is a very unintuitive puzzle, too. I still had decent fun with it, and I must admit it caught me off-guard when I realized, in the midst of battle, that while the level gives you plenty of ammo, armor, and artifacts, they give you precious little in the way of health refills. It's a very reasonable boss fight, though; I honestly cracked up at the story text stating "Not even the fight with D'Sparil and his disciples had been this desperate."
I thought your reviews of each level were very interesting, so there's someone that cared! I love Heretic.
My method here is to use the Necromancer Gauntlets along with a Tome of Power and just Yolo charge though the final rooms, zapping everything that moves. The tome+gauntlets keep my health topped up so no need to worry about monsters or lava. After everything's dead I like to backtrack and grab any armor that I saved.
In fact tome+gauntlets is an effective solution to most of the game's more dangerous situations. You can easily take out a single Maulotaur that way, and save all your ammo in the process.
Hellstaff + Tome of Power works wonders for D'sparil, as the fire rain will take out the Disciples almost as soon as they've spawned in. In between I'll keep blasting him with the standard Phoenix Rod (the 'flamethrower' Tome effect sucks, use the standard missiles).