This is probably going to sound really stupid to some people, but I have always
really liked the Wine Cellar (quest) in Book I. It comes early in the game, but I think it was really key to establishing the "atmosphere" and "ambiance" of the Escahlon series for me. Also, I think the Wine Cellar dungeon quest is just really well
designed, in how you have to keep doubling back and retrace your steps in order to open a new "part" of the cellar, and how you are forced to eventually go to
every corner of that cellar in order to solve the Quest. I think it's almost a near-perfectly designed dungeon.
Similarly, I also like the Cartographer's Salted Coast quest in Book I, as it forces you to go up against superior forces (Thugs), early in the game, when you are over-matched, and forces you to go after their stronghold strategically, and do so in a really cool, different (geographic) area.
Similar to the Wine Cellar in establishing game "ambiance", I have always thought that the ruins of Grimmhold were an absolutely
awesome part of Book I.

(More of the grandeur of places like Grimmhold (and Hammerlorne), please!!)
Of course, in Book I, I also liked Vela, and the Barrean Mercenary hideout. And the Ossuary.
Painted Lady wrote:Also from Book I, the bridge over the chasm leading to the secondary water gate has great graphic appeal. Ditto for the land bridge in the rift area in Book II.
I will absolutely second this - I too really liked way the game used the background graphic in the under-Grimmhold level, and probably even more in the chasm crossing in Book II (where the experience is enhanced with your character having to fight off the
flying Rift Harpies).
Quest-wise, in Book II, I think I most enjoyed Westwillow, the Assassins' areas under Port Kuudad, and
especially Hammerlorne. (If you can duplicate something like Hammerlorne (but make it easier to get loot out of!!) in Book III, I will personally be quite pleased!!

)
Random thoughts:
- Going with the Rift Harpy idea, in general I would like to see more
flying (i.e. non-terrain grid-blocked) opponents like this (and bats, etc.) in Book III - basically Mobs that can attack from
any direction, even "blocked" forest and mountain grid-squares...
- There need to be more
totally hidden (i.e. visually
invisible to the player (on screen), and only findable with high "Spot Hidden" skills...) secret passageways in these games - there was, IIRC, just one in Book I, and none(??!!) in Book II.
- Book III is when we should meet some of the "Big Wigs" in the Escahlon world. For example, we didn't meet the Chancellor of Mistfell in Book II - we
should be meeting with NPCs of that level in Book III.
Random criticisms & suggestions:
- Port Kuudad came the closest the Eschalon series has ever come to creating a fully "lived in" city, but even it was "under-stuffed" IMO (i.e. needed more NPCs, even generic ones). Related to this is that all of the "pubs" in these games need to be stuffed with a few 'generic' NPCs.
- The one area in Book II that I though was really "under-stuffed" was Picaroon Isle. That absolutely should have been packed with more "pirate" NPCs, a couple more local Quests (and probably a hidden dungeon area in the forest area to the East; and probably more land to explore on the Mainland to the West of Picaroon). I guess this is really just my repeated plea that I really hope there's a proper "pirate town" (preferably on an island like Picaroon) in Book III.
- I also think the "early quests" in Book II were relatively "uninspired" compared to those in Book I. I dunno - maybe it was just that the early quests in Book I were
so good. But, in any case, I would pay attention to those early Book I quests for Book III - those early Book I quests really elevated that game.
That's it for now.
If I think of anything more, I'll post later...