I’m now getting worried about floor 13, but for now let’s get back to where we left off on floor 11.
Okay, more tar, but we handled this before and…
…
Well this can’t be good. The entirety of this level is tar mazes which I also don’t quite recall from the other games.
Okay, let me be frank with you: this is the single worst DROD level I’ve come across in any of these games. I took 87 screenshots of this level and I could caption all of them with “this is a bad level”. I will summarize the basis of these puzzles, and then likely spend the rest of my time here pointing out how terrible they are.
We went over how one cuts their way through tar earlier. The difference here is that there are walls covered by tar that you cannot see until you reach them with your sword. The end result is that you cut your way through the tar, gradually find the walls and hence the way forward to continue on. In theory.

In practice what happens is that you make choices that result in you failing the puzzle and having to restart at either the save point or the beginning of the room because you can’t actually see the puzzle you are dealing with. I find this to be a profoundly dumb basis for a puzzle, much less an entire series of them. At only one point during this entire floor did I find myself intellectually challenged, and that is because I went with a complicated solution (that was flawed) because I overlooked the simple yet also flawed alternative. The rest of the time was trying to solve simple puzzles half-blindfolded.

Here is that one puzzle that I initially thought was trickier than it was. I thought the challenge was finding one’s way across paths of falling tiles so that none are left unstepped on when one exists the mass of tar for the last time. This ended up being silly, you can just run across them in straight lines as so.

As you can see, the red door didn’t open up. I thought back and realized that maybe my initial plan was right and that there are hidden paths in between somewhere that I somehow missed on my earlier more complicated treks.

Nope! Turns out there was just one single tile off the beaten path that you have to search every quadrant to find. God what a great puzzle, I felt really intellectually stimulated.

Here’s one of the next puzzles, let’s see how much better this one goes.

My very first move rendered the puzzle unsolvable. Here, have a gif showing the right opening sequence while I go shake my head for a bit.

Anyways, you eventually make your way through that section and leave the room unsolved as you have to make your way through from three different directions in order to get to the one enemy in there. You do so and…

Whoops, rendered the room unsolvable because I couldn’t see the layout of the circled section until I was right on top of it. I’ll just go start that middle section all over again, but at least I learned something valuable.

Here we have a puzzle where the doors are invisible because of the tar. Beyond that it is a fairly standard puzzle and…
Huh?

This door is closed. See one of the switches was a trick and it closed a door rather than open one. That’s not really a puzzle except I guess it would be when you can’t see them. You can click on the switches to see what they do though, that is true. Since this is where they teach you this with regards to the tar they naturally had it be with the very last of the doors. Also they put both the save point and a single row of collapsing tiles right after the switches as opposed to before them so that you have to start the entire room over. Tough but fair IMO.

See, click on one of the switches and you see that single red highlighted square which means that it closes rather than opens. We do all that over again and since nothing else can go wrong…

Yep, cut that one tile getting to the door and it results in a semi-circle of tar I can’t cut my way past. It’s just a battle of wits between me and this floor. I know what you may be thinking but it’s not that harsh, I for one single move earlier could have noticed that if I wasn’t distracted by that door blocking my path. It’s just one mistake compounding another. Such design brilliance on display here.

Ah, this puzzle. This one actually isn’t that bad, if anything it is pretty okay. It even gives you an easily accessible save point right in the middle. You use the mimic potions to help solve a few areas, open the way to that one roach thanks to destructible blocks either above or to the right of it and can exit the room to the left or try the other way out up top. I try that and it leads to the staircase out of the level, so I have to return.

The doors are reset but they were smart enough to leave a destructible path around them near the bottom left exit. For some reason though they neglected to do something similar for the upper right one so when I eventually have to go back to the staircase to leave the level I have to solve the entire room all over again. They got me! I only wish I was that clever.
That quote will likely give me nightmares. Also I circled that area because my first time through I ended up getting a tar bit spawned onto a section of wall with no floor access about there and had to restart the entire room. It’s like a game of chess between the game and me.
Also that screenshot has the name “DROD100” so that must be the 100th non-gif screenshot. I’m sure we’ll all remember exactly where we were when this happened for the rest of our lives. You reading this topic, me cursing out a piece of software, good times.

This was a neat little puzzle where you had to get through the tar sections efficiently so that the snakes didn’t trap and kill you before you could get out of them. It was unusually pleasant actually.

Oh, I had to open that door first before I did anything else. Since I didn’t I have to do the whole thing over again. That ones on me actually.

Hallelujah. Tar is the worst, this is a bad level.