The enemy also tends to hide in side rooms, so blithely walking around corners is not a good idea. Once a level is cleared, though, it can take some a bit of time to find the item you're looking for if you somehow miss it on the first go-round. The levels are designed so that some locations are inaccessible until you find certain items, although this is not a problem if you take care to investigate every passageway sequentially. Experienced players might find the game a bit easy even on the highest level, as the enemy AI has a tendency to run repeatedly in circles and take postshots rather than employ any kind of effective strategy. Graphically, Mortyr is fairly attractive, although the effect is somewhat lost in the prevalent color scheme which is brown, grey, and black.
Many early levels are quite dark.
The engine really excels at reflections, and some scenes with highly polished cathedral floors that reflect the stained glass windows above are absolutely gorgeous. For the most part, however, the engine drowns in a sea of dimness. Volumetric flames are also a problem, or should I say a lack of them. The best atmospheric effects I saw were ironically in an outdoor environment under grey clouds which nevertheless really captured the feel of the period. On a PIII-650, the game obviously flew along smoothly.