Played through the second part as well. Again on Fresh Supply on Still Kicking.
Here are the issues I encountered. Most of them are thanks to playing on Fresh Supply probably.
It's possible to walk through every instance of these rows of trees that are supposed to block the path.
Jumping into this pool ports me back outside of it while still somehow staying under water.
However, jumping into it with noclip
ports me into another pool further down the path. One way only.
These gates can be opened without the eye key, and the guy that used to drop it no longer does so.
Thought solving both puzzles will open these gates, however didn't end up being the case and couldn't find a way.
The torch has completely different SFX from the other ones and feels unfitting.
The bridge above is casting 3D shadow.
These items are not collectible and become invisible when viewed from some angles.
YT videos show this boat was supposed to flow to the shore. It just stands still at this spot now.
Strangling hands placed in between those pillars are mostly stuck there. Sometimes they unstuck.
Window textures on top of the organ?
Flickering texture. Invisible when viewed from some angles.
High starting spawn results in 26 HP damage.
Was one of these supposed to be counted as Super Secret maybe?
Non functional skull switch that becomes functional in the next level confused me at first. Feels so wrong. Additionally, moon switch opposite of it would fit much better down next to these doors it opens.
Starting spawn makes me fall out of the plane and die hitting the ground. Requires voorhees
to survive and lot of backtracking with eva galli
) to get to the intended starting point.
High starting spawn results in 47 HP damage.
High starting spawn results in 171 HP damage.
All puzzles in this level need skull reset to skull (where skull is needed) in order to work.
High starting spawn results in 104 HP damage.
High starting spawn results in 74 HP damage.
Total secret counter is wrong.