: I have found that the enemies tend to clog up the doorway at the end of this
: corridor, as though they are afraid of coming down the corridor. I suppose
: it is a by-product of the monster freeze. Still, if you are patient
: enough, the enemies will eventually come down the corridor and jump off
: into the water. Even though we can get out of the water easily, they
: cannot. The player can then just leave the enemies to frolic in the water.
Frolicing monsters - I like that. During the two times I played this level, the monster freeze kicked in at different times. The first time it kicked in when I reached this corridor and the result was as you described. The second time, however, it didn't kick in until I actually reached the final room.
: Now that's interesting. How you actually had the enemies in these alcoves
: attack you from behind Steve? Both times I played, they just sat there,
: another by-product of the monster freeze.
See above - the second time here, the freeze hadn't kicked in yet and they indeed attacked me as I'm sure was intended. I suspect that the second time, the monsters in the final room were not fully activated until I reached them whereas the first time, they were. I think you've identified several strategies for reducing the freeze problem, but reducing the overall monster count (including scenery "monsters") will still be important, as we don't want to make it possible for the player to run through the level and activate everything as a strategy for beating the level.
Oh, I already deleted this portion of the post, but I would love to see a vid film of this level! Adding a redundant AR sounds like a fine idea.