New Mod: Fate of the Fallen

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
zadkielmodeler
Posts: 43
Joined: Sat Sep 15, 2012 6:34 am

Re: New Mod: Fate of the Fallen

Post by zadkielmodeler »

Okay first I want to apologize to everyone. I uploaded Fate of the Fallen 2 by accident. Again I apologize for the mistake on my part. The correct dungeon is now available on Grimrock Nexus.
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leewroy
Posts: 531
Joined: Fri May 25, 2012 10:17 pm

Re: New Mod: Fate of the Fallen

Post by leewroy »

Hey, dude.

I´ve been playing your module for a few days. It's an interesting module, in my opinion more focused in combat. At the start I was not enjoying it too much, to be honest, but now I reached level 14 and I can say the whole experience is being good.

I´d like to advise you about the scrolls, tough. For some weird reason, the texts doesn't fit on the square, making some of them useless, cause you can't read all it says.

It's a module full of coming and goings,and I didn't get stuck in any part yet. I hope to finish it in a few days and then I´ll post a better feedback.

Another thing:
SpoilerShow
that rooom with billion of skeleton was not funny :?
zadkielmodeler
Posts: 43
Joined: Sat Sep 15, 2012 6:34 am

Re: New Mod: Fate of the Fallen

Post by zadkielmodeler »

SpoilerShow
The room with the loads of skeletons is a challenge room. It is not essential to beat the game or to get to East Winds 2.If you are going to try it, I would recommend using the fireball lever to kill most of them.
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leewroy
Posts: 531
Joined: Fri May 25, 2012 10:17 pm

Re: New Mod: Fate of the Fallen

Post by leewroy »

Hey, dude...

Finish your module yesterday...or not?
SpoilerShow
after reach a certain room and kill a kind of goromog got the message that I ended the module, also a note on the floor telling the same.

Well, I ended with various keys, some places locked, some gems, and some levels with the aspect that I was missing something, mainly the 7th level, I guess. Besides, and mainly, the far I went was level 15, and you said it's 16 levels, right?

Another thing that confusese me: I found a good amount of stuff, secret rooms, etc, but my secret count ended 0/19!!! Quite unbelievable, lol.

So, do I keep playing and try to find this 16th level or it doesn't exists?
ridculli
Posts: 3
Joined: Sun Jan 13, 2013 9:25 pm

Re: New Mod: Fate of the Fallen

Post by ridculli »

There are two ways to end the game, you reached one of it
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There are 16 levels, the only way to reach level 16 is to fall into the pits in level 15. Great rewards await you there, but it is not easy. And there are some keys/gems left in the game
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leewroy
Posts: 531
Joined: Fri May 25, 2012 10:17 pm

Re: New Mod: Fate of the Fallen

Post by leewroy »

Huh...I see. Gotta try it then.
SpoilerShow
I still didn't find any pits in level 15
, but let's carry on.

Thanks for replying :)
subQ
Posts: 9
Joined: Wed Jan 02, 2013 3:57 am

Re: New Mod: Fate of the Fallen

Post by subQ »

I've found a couple of bugs.
I'm using the linux client so some of this might be the engine, but...
I got the East Winds bug reported earlier.
SpoilerShow
On the hidden meditation
button. If you push it again, the game crashed.

Certain Death:
If you choose certain death, and you're playing with imported characters, so it's not as certain.
SpoilerShow
It looks like the shear number of shields that pile up in a single square (I backed into the cubby hole.)
Causes the game to crash.
subQ
Posts: 9
Joined: Wed Jan 02, 2013 3:57 am

Re: New Mod: Fate of the Fallen

Post by subQ »

I notice the "improved" glowing orb doesn't actually shed light.

Found an oddity. Thor's favorite shoots axes. I kinda like that, but it's a bit odd.

I got stuck in a cage for "prepare for battle" the button doesn't open it.

I got both of the "you have truly beaten this game" messages. And I got all of the puzzles except the X puzzle on 16, but I can't figure out how to get out of the dungeon. Is there an out?


-sh
ridculli
Posts: 3
Joined: Sun Jan 13, 2013 9:25 pm

Re: New Mod: Fate of the Fallen

Post by ridculli »

Hi SubQ
There is no out of the game, when you get the message "you have truly beaten this game", that´s the end.
On Level 16, the puzzle, you have
SpoilerShow
on the first row (from north), pull the first and the last lever, on the second row pull the two levers in the middle, on the third row
pull the first and the last lever,on the last row in the south, pull lever nr. 1,3,6,9, counting from the west side. You also have to put items on the 5 hidden pressure plates where you hear a "klick"
This will open the way to the treasure room
On what level are you stucked? If you mean the "prepare for battle" (lvl 11), you can only get out by the teleporter.
Ken_Tucky
Posts: 57
Joined: Sun Sep 29, 2013 6:46 pm

Re: New Mod: Fate of the Fallen

Post by Ken_Tucky »

I'm having trouble with a puzzle on level 2, Bad Choice, in the corridor running east-west with 4 torches on each side and a lever in between.
I notice that some of the torches are called 'Everburning Torch', but there is only 5 of these torches and eight torch-holders.
I tried to put normal torches in the rest of the torchholders, tried different combinations, and also tried to remove all the torches, but nothing happens when I pull the lever.
I hear sounds of monsters south of here, so I believe there is some kind of puzzle here that opens a wall or something?

Furthermore, a bit northwest from this area there is a message on the wall that says "The key to release is along the well-lit path", and I guess this means the place mentioned above.

Hope somebody can help, please.
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