The followup to Escape from the Pit improves upon just about everything.
The GUI is a bit slicker, the environmental textures are a bit more varied, it starts off somewhat linear to ease you into the game, some puzzles/traps get introduced that trigger off of careless movement, there’s a lot more loot to sell, the ending quests aren’t as mindlessly hack & slashy, and there’s even a sidequest that has multiple outcomes (though neither actually affects anything).
There wasn’t any dedicated walkthrough for it though, so I had to do some searching to compile an effective assortment of skills and efficient initial location order. I ended up with:
Paladin
Int; End on levels 3/6/9/12/15/18/21/24/27/30
Melee 8, Priest 14; Hardiness/Parry/Spellcraft/Resistance 10; Tool Use 1
Melee+Hardiness/Parry x7 -> Priest+Hardiness/Parry x7 -> Priest+Spellcraft/Resistance x6 -> Spellcraft/Resistance x7 -> Hardiness/Parry x2
Nimble Fingers, Negotiator, XP x2, Parry Master x2, Elemental Focus x5, Improved Int x5, Health x3, Luck x2, Improved End x3Warmage
Int; End on levels 3/6/9/12/15/18/21/24/27/30
Pole 8, Mage 16; Spellcraft/Hardiness/Resistance 10, Luck 3; Tool Use 5, Cave Lore 1
Mage+Spellcraft/Resistance/Tool Use x12 -> Pole+Mage/Hardiness x6 -> Pole+Spellcraft -> Spellcraft+Hardiness/Resistance x5 -> Luck+Hardiness/Resistance x5
Nimble Fingers x2, Negotiator, Sage Lore, XP x2, Elemental Focus x5, Improved Int x5, Luck x2, Blessing Focus x5, HealthMystic Theurge x2
Int; Dex on levels 4/8/12/16/20/24/28
Bow/Priest 8, Mage 16; Spellcraft/Resistance 10; Tool Use 2, Arcane Lore 1, First Aid 8
Mage+Spellcraft/Resistance x15 -> Bow+Tool Use -> Bow+Spellcraft/Resistance x4 -> Bow+Priest/First Aid x2 -> Priest+First Aid/Resistance
Nimble Fingers, Negotiator, Sage Lore, XP x2, Elemental Focus x5, Improved Int x5, Luck x2, Health x3, Improved Dex x4
All human, since it’s hard to argue with eight free traits. I went with a full magic party this time and only regretted it a little in the final assassination mission with all those warded enemies that had to be physically hit before they could be damaged. Initial order for Chapter 4 was:
– Move Mountains 2 (Formello)
– Buy/Upgrade Spells (Various)
– Blessed Athame (Totem Tunnels -> Halls of Chaos)
– Move Mountains 3 (Serpent Cult)
– Dispel Barrier 2 (Kill Limoncelli)
– Deciphering Lens (Magi Clearance -> Patrick’s Tower)
– Dispel Barrier 3 (Magi Clearance -> Barrier Tower)
– Orb of Thralni (Secret Empire Fort -> Kothtar)
This worked out extremely well and resulted in being able to systematically clear every area afterward without any need for backtracking (besides when destroying the portal, as I forgot to pick up the Scepter first). It was a much more enjoyable experience overall than the prequel, though I think for the next game in the series I’m going to actually try and use an all-archery party (with magic backup). Hopefully it won’t turn into a depressing grind.