[MOD] Journey To Justice v2.1

Are you looking for fun Custom Dungeons that you could play or do you want to share your mod with others? Then this forum is for you!
User avatar
THOM
Posts: 1274
Joined: Wed Nov 20, 2013 11:35 pm
Location: Germany - Cologne
Contact:

Re: [MOD] Journey To Justice v1.4

Post by THOM »

1) wow - you are a complettist! To all of your questions the answer is: You can't! The village is a rather small level (even if you do not might think this at the first moment). It seems you reached all it's borders...
2) well, a hint for the nine lever puzzle could be, that you have to switch one lever during the spell is flying... (and the second button to launch a spell is there to make it easier to see, where the spell is going when a teleporter is switched on.)
3) the black scavengers have to go somewhere. Can you imagine to where? Can you find the right order?

On my opinion you are not bad, you are good at this. Just stucking at some point like many people do.

If one could go straight through a level full of puzzles, without stopping and thinking, the whole thing would be too easy. Wouldn't it?
THOM formaly known as tschrage
_______________________________________________
My MOD (LoG1): Castle Ringfort Thread
My MOD (LoG2): Journey To Justice Thread | Download
gylippos
Posts: 151
Joined: Sun Sep 24, 2017 7:40 am
Location: Hobart, Tasmania

Re: [MOD] Journey To Justice v1.4

Post by gylippos »

Okay. On I go then. If you hadn't told me I would have tried forever to get a diffeent reaction to the second view of the 9 lever puzzle. What about the 2 lever puzzle in the cellar. Having avoided activating the leeches, I can get a noise from some lever combinations, but see no change. The wooden door doesn't open. I just left this and went on.
User avatar
THOM
Posts: 1274
Joined: Wed Nov 20, 2013 11:35 pm
Location: Germany - Cologne
Contact:

Re: [MOD] Journey To Justice v1.4

Post by THOM »

The 2 levers needing a few combinations of lever-positions to open the door. The click-sound gives a hint...

Good idea not to summon the worms!
THOM formaly known as tschrage
_______________________________________________
My MOD (LoG1): Castle Ringfort Thread
My MOD (LoG2): Journey To Justice Thread | Download
gylippos
Posts: 151
Joined: Sun Sep 24, 2017 7:40 am
Location: Hobart, Tasmania

Re: [MOD] Journey To Justice v1.4

Post by gylippos »

OK, I've covered most of the tomb, but can't proceed down the corridor with the teleport at its beginning and a plate that I can't trigger 2 squares along no matter how many things I throw at it. They all come back or land short of the plate. I can't find a switch anywhere to change this behaviour.
User avatar
THOM
Posts: 1274
Joined: Wed Nov 20, 2013 11:35 pm
Location: Germany - Cologne
Contact:

Re: [MOD] Journey To Justice v1.4

Post by THOM »

Have you seen that there is a second pressure plate down the hallway?
THOM formaly known as tschrage
_______________________________________________
My MOD (LoG1): Castle Ringfort Thread
My MOD (LoG2): Journey To Justice Thread | Download
gylippos
Posts: 151
Joined: Sun Sep 24, 2017 7:40 am
Location: Hobart, Tasmania

Re: [MOD] Journey To Justice v1.4

Post by gylippos »

I haven't seen one, but i've hurled objects as far as i can, using the sling and blowpipe for maximum distance, without achieving anything. I even heaved the boulder down there. Is it a case of "just keep trying and one will work" or is there a technique that needs to be applied here?
User avatar
THOM
Posts: 1274
Joined: Wed Nov 20, 2013 11:35 pm
Location: Germany - Cologne
Contact:

Re: [MOD] Journey To Justice v1.4

Post by THOM »

How far an item can be thrown depends a lot on the skills of the party.

So therefor there is not a "one and only" solution.

But you can count the needed tiles and try out in the hallways to find a proper item that lands right...
THOM formaly known as tschrage
_______________________________________________
My MOD (LoG1): Castle Ringfort Thread
My MOD (LoG2): Journey To Justice Thread | Download
gylippos
Posts: 151
Joined: Sun Sep 24, 2017 7:40 am
Location: Hobart, Tasmania

Re: [MOD] Journey To Justice v1.4

Post by gylippos »

OK, I'll get busy.
gylippos
Posts: 151
Joined: Sun Sep 24, 2017 7:40 am
Location: Hobart, Tasmania

Re: [MOD] Journey To Justice v1.4

Post by gylippos »

Well, I think I have done most of what can be done from the hub. The last of the wizard's library defeats me though. I discovered by accident that killing some monsters over the 2 plates makes them glow, and crossing them afterwards stops it. I can't see that this causes anything to happen. The blue switches don't seem to do anything either, and the sparks released by the lever just seem to circulate without making it to the receiver, and so I can't get through the teleport stopper near that lever. Since the couple of high blue switches aren't reachable, I presume that they don't do anything either. I'll just go back to the lab and proceed I think, unless I am skipping something essential.
User avatar
THOM
Posts: 1274
Joined: Wed Nov 20, 2013 11:35 pm
Location: Germany - Cologne
Contact:

Re: [MOD] Journey To Justice v1.4

Post by THOM »

Well - over almost the whole Archive Of Wizardry goes one big puzzle. It's completly optional so if you won't solve it, you won't loose everything.

The buttons do of course something. And you can reach everyone of them...

Also the glowing groundplates have a meaning. And it's not monsters that activates them.
THOM formaly known as tschrage
_______________________________________________
My MOD (LoG1): Castle Ringfort Thread
My MOD (LoG2): Journey To Justice Thread | Download
Post Reply