The Isle of Dread (U55) Preview 1 Dungeons
For whatever reason with some of the U55 Preview quests they seemed to lack a bit of character. The dungeon structures almost seemed "oversized" as if giants or King Kong were meant to have been populating them. Perhaps with voice-overs and music; it'll give better atmosphere and experience.
The Curse and the Captive Crustacean: in this rather short quest; we are sent to deal with an contained: overgrown crab. Apparently the local Kopru enjoy the idea of "torturing" the poor crab with ballistae. Our task seemed to be attempting to use the ballista to try and overturn or incapacitate the now 'angry crab'.
Shoot your mouth off; you know where you're aiming.
Simple enough unlock and prime the ballista and fire at a large numbered target, hopefully whilst the crab is positioned in front of the said relevant target...
It appeared occasionally some of the ballista 'unlocked' even when puzzle hadn't been completed. I assume that's a bug; two lit tiles, instead of all three, were enough to unlock.
Looked down to the sea, all the crabs and the fishes.
I could imagine the quest being annoying for some soloing classes, i.e. trash pelting you with projectiles while you are trying to interact with the puzzle levers.
Plundering Pirates' Point: apparently the pirates seem to be fond of looting 'evil monoliths', perhaps they are amateur archaeologists. Anyway they also took some prisoners' and have a fortified wooden stockade.
Curse the sleek machines and their iron-coloured ships.
I liked the 'tainted water' effect that was a nice touch. The map was rather large and spaced out; it almost seemed over-scaled. There seemed to be quite a lot of prisoners randomly littered around to collect, which was tedious due to the large wasted area.
Neither of the first two quests was that impressive or memorable, they didn't give a great 'first impression' for an Expansion.
Bullywugs and Booby Traps: Kermit and Friends seem to have infested an ancient underground temple structure and been put in charge of the "Assassin's Blade". I liked some of the artwork of the dungeon and the fact it had collapsible floors. Albeit I would have preferred more cobwebs.
Got no more shelter, no more sun.
The too easily breakable stone totems, which fired force beams from their eyes, were OK. But they were probably overused or should have been better placed and higher density in one or two rooms.
Fall of the Forgotten Temple: this quest looked more polished - more completed - than the other three quests, which helped give it some atmosphere.
With my minion fingers, working for some God.
I can see why it was recommended the other three quests were completed prior to this quest. Again, we venture into a Kopru temple, but this time we're looking for a teleportation device.
Your mouth is full of wordless hymns.
The quest just seemed to keep sprawling; on and on... The corridors we're rather long and it didn't really help when many of the levers were hidden in obscure places. The long length was its biggest fault.
Journey till the end of the night.
I didn't manage to complete the quest; I possibly came across a bug or something, perhaps I killed a boss too fast? I know one of the early chests up a ladder, in a dead-end never unlocked.
My eyes are filled with prizes you've been showing.
I found the hidden Mud Cavern. Furthermore I did manage to get to room with the named chests and the shielded Isle Control Monolith.
However, there didn't seem to be a way to get that artefact itself, as seen in the image, nor open any of those chests nearby. I can only assume something didn't "trigger" correctly to let me progress... further.
I haven't gone into great detail and just reiterated those issues that I found most memorable.