A large Egyptian level touted as the darker, gnarlier sequel to Alk07 (review). It certainly shares the Egyptian theme, but with a fully different textures, which haven't translated as well from Daikatana (and other games) as well as one might expect. This gives a cruder and less elegant look than the previous map, though it's still a consistent theme. Architecturally the map avoids recognisable Egyptian / temple designs, and is mostly "an Alk map by numbers". Thus, the designs are solid and angles are well used, but it feels quite arbitrary and is hardly more distinctive than a re-textured Alk11 (review) would be. However, right at the end of the map there are two more impressively designed areas, that also eschew Egyptian designs, but have more dramatic and memorable architecture. It's a pity the more distinctive style of those areas wasn't present earlier in the map. Build quality is fine, but lighting is mostly unsourced, a curious omission.

 

There isn't much exploration, but there is one very nicely placed, and useful secret. The mostly two tier layout does mean that at some points if you fall off the upper tier, it's a long way to get back up. Gameplay also sticks to the Alk tradition of being tough and continuous, though a good ammo balance should make it enjoyable for most players. Medieval monsters are used, along with some custom monsters, including Scourge of Armagon's ever-so-cute Gremlins. The latter usually just attack in gangs, but are sometimes well placed to show their entertaining characteristics. Combats are a blend of normal fighting and ambushes, which are frequent but initially "light". Later on such surprise attacks, though predictable, feature waves of monsters, which proves a more exciting challenge in the final arena. Weapons are in fair supply, as is ammo, so it's a well balanced map. Skill settings tend to affect weapons rather than monster numbers.