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I stand in solidarity with you guys on the following terrible, horrible, no good, very bad boss levels:
Fluttering Heights level 326: The basic concept here is easy to grasp, but a real pain to execute. Ideally, you knock the boss down to the bottom flower on the right, he gets shot back up and over into the bottom flower on the left, and the two “play catch” and you have to knock him out of that loop with your second bird. In practice, there are way too many scenarios in which the boss gets stuck on the way down and it takes multiple birds to dig him out. Whether you’re actually meant to bust through where the “arrow” points and drop him off the screen is debatable; I feel like whenever I’ve defeated this boss, it’s just been by hitting him enough times as he bounces around to finally kill him off. Terence is invaluable here, but even with him handy, it’s far from a guaranteed win.
Fluttering Heights level 334: One of the absolute worst in terms of the clear gap between the developers’ apparent intent and what actually happens most of the time. The intent seems to be that you push the boss into the flower, and the same flower keeps spitting him straight up, then you have to knock him to the right while he’s in mid-air to get him off the screen. This was another one that I had an easier time with once I realized I could at least guarantee hitting him by firing a bird into the flower instead of aiming for a moving target. That’s still challenging, but it can produce some interesting results (I’ve used Bomb and Matilda’s egg to blow him off the top of the screen here). The big problem here is, once again, random pieces of debris that you have no control over. All it takes is one little misplaced qaure of wood to keep the boss tipped over and stuck in the depression just to the left of the flower, where you have to waste another bird to push him out (and sometimes even that doesn’t work). It’s another one of those things where what’s visually happening on screen doesn’t seem to agree with what the in-game physics determine are the boundaries between objects. As a result, the player can’t predict reasonable outcomes of their actions, and you get another maddening, luck-dependent, bird-wasting level.
Mount Evernest level 366: Don’t be fooled by the snow-covered facade. This level is pure hell, and my hatred for it burns with the fire of a thousand supernovas. And it’s all because of two strategically placed objects – a simple barrel and piece of wood blocking the path where the boss is supposed to slide down and on top of the stone “plug” that already takes at least two birds to explode from below. Unlike other levels where debris getting in the way seems to have been an unintended consequence of poor level design, this was obviously done deliberately just to mess with us. I wouldn’t mind it if not for the fact that merely getting to this screen is a soul-crushing slog through several of Evernest’s most bird-wasting rooms, and it takes one bird (two if you’re unlucky) to knock the boss from his perch up top. I’ve learned to save bomb for this one, fire him through the central crack, and if I do it just right, that’ll destroy the stray plank and detonate the “plug”. Since it’s tough to clear the preceding rooms without Bomb, this requires the patience of a saint. I was not thrilled to see this level in a recent DC, to say the least.
Mount Evernest level 374: Why does it seem like it’s the earliest bosses in most of the newer level sets that turn out to be the hardest? It would be one thing if this was due to the learning curve involved in learning the physics of new game elements, but these bosses are still way harder than the later ones after I’ve been back through the game a few times. This is another one where you can easily see what needs to be done (knock the boss down, then use the geyser to blow him far enough to the right that he slides up over the hill), but a small piece of errant debris or even an errant bird can kill the boss’s momentum and get him stuck where it’s extremely hard to get a bird in there at the right angle to replicate that initial push from the geyser. A lot of these bosses are inherently fun puzzles that I feel the developers overcomplicated simply by putting too much crap in the way. The rooms leading up to this are, just like 366, some of the toughest in the game when presented all in a row, so even getting a solid chance to really experiment with this one is rare.
Mount Evernest level 387: Oh goody, it’s the same basic problem presented in 374, with the added annoyance of pigs throwing snow and stopping you dead in your tracks! There’s a geyser in a fairly obvious spot that I failed to notice at first that admittedly makes this one easier, but it’s still one of those where you’re not likely to have enough birds left to deal with the boss once you get him down from the hard-to-reach spot he starts in. Notably, this is only a 4-room level, so it’s easier overall than the two I noted above, but that isn’t saying much.
I know some of you dislike 394 and 400 because the Boss bounces around a lot and barely gets hurt. The trick there is that you have all the time in the world to wait for him to get his health slowly shaved off by every little glance off of a solid wall, as long as you have another bird you haven’t fired yet. So I do usually pass these; it just eats up a lot of time waiting for something interesting to happen. Only occasionally does the boss come to rest in an annoying spot in these levels where I have to fire another bird to dump him back into the spin cycle (and in 394, after a while he eventually decides he can “ignore” the geyser and just sit there on the bottom waiting for you, which is an obvious bug). Boss levels that depend on flowers or trampolines for this sort of perpetual motion are much more irritating because the boss doesn’t get hurt at all and you have to fire at a moving target, whereas in Mount Evernest, you never want to waste your birds on a boss already in motion.
The water levels – which I’ll cover more in-depth soon – are almost uniformly irritating. Same old B.S. every time – knock the boss into the water, hope you can hit him at the exact right angle to get him out of the water, then there’s usually some sort of a wall or bridge to clear to get him off the edge of the waterfall. And it’s the longest world in the game, so this gets old fast.