[MOD] Awakening of Taarnab - RELEASED

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
Post Reply
User avatar
mahric
Posts: 192
Joined: Sun Nov 04, 2012 3:05 pm

Re: [MOD] Awakening of Taarnab - RELEASED

Post by mahric »

JimBob wrote:Can we have a spoiler for the music puzzle please?
FULL Spoiler for "good leaders listen"
SpoilerShow
Count the notes and set the dials according to the number of times the note apprears in the tune. Full solution:422
FULL Spoiler for "organ room puzzle"
Did you visit the Wine Merchant's Basement? And heard about the Awakening of Taarnab?
User avatar
Pecen
Posts: 40
Joined: Sun Jan 20, 2013 3:56 pm

Re: [MOD] Awakening of Taarnab - RELEASED

Post by Pecen »

Playtime 5:17
Secrets 86

I got little help with the "weighty" puzzle from here and obtaining of red skull was more an accident than a plan

Very impressive and original mod you created, not many people dare to make so puzzle-based type of gameplay, thanks ;)
JKCarrier
Posts: 49
Joined: Thu Jan 31, 2013 6:11 pm

Re: [MOD] Awakening of Taarnab - RELEASED

Post by JKCarrier »

Always glad to see a more puzzle-oriented mod! This looks really good, but I've gotten stuck early on:
SpoilerShow
Level 3, the room where you have run through a corridor filled with pits. I've made it all the way around, both by staying on the "outside track" and also by cutting through the middle, but the door is still closed. What am I supposed to be doing?
Thanks!
User avatar
mahric
Posts: 192
Joined: Sun Nov 04, 2012 3:05 pm

Re: [MOD] Awakening of Taarnab - RELEASED

Post by mahric »

@JKCarrier: You need to
SpoilerShow
search the walls for a hidden button. You need to press that button to open the alternate exit.

Taarnab needs to run around while looking at the walls and pressing the secret button, now THAT requires some serious dexterity. :)
edit: typo
Did you visit the Wine Merchant's Basement? And heard about the Awakening of Taarnab?
JKCarrier
Posts: 49
Joined: Thu Jan 31, 2013 6:11 pm

Re: [MOD] Awakening of Taarnab - RELEASED

Post by JKCarrier »

mahric wrote:@JKCarrier: You need to
SpoilerShow
search the walls for a hidden button. You need to press that button to open the alternate exit.

Taarnab needs to run around while looking at the walls and pressing the secret button, now THAT requires some serious dexterity. :)
Ah, thanks, got it.
My only complaint so far is that some of these rooms are really dark, and I'm having trouble seeing what I'm doing in some cases. Are there any torches that aren't stuck to the wall?
Hustin
Posts: 105
Joined: Thu May 31, 2012 7:26 am

Re: [MOD] Awakening of Taarnab - RELEASED

Post by Hustin »

SpoilerShow
You don't use any weapons (except a tiny bit in the last part), and (more importantly) you don't level up and can't use the original spells.
Actually you can (at least I did), but you have to be *really* patient at first:
SpoilerShow
I killed most of the monsters on the level where you get the staff by freezing them over and over (1-2hp damage at a time). Then, as soon as I got my hands on a torch, I could kill the skeletons and take their spears and shields. Once I made a level I put points into Air to get the shock spell. With all of that, I killed all the crowerns by myself.
I'm now stuck, though:
SpoilerShow
I'm at the fight with the elemental and can't figure it out. I used the plane shift scroll and killed his fire alter ego. I also found a secret button in the hate area which opened up a square, and from there I opened the same square in the normal plane, but I'm still locked in with the cold elemental.
Hustin
Posts: 105
Joined: Thu May 31, 2012 7:26 am

Re: [MOD] Awakening of Taarnab - RELEASED

Post by Hustin »

Never mind, I reloaded a slightly older save and got past that part "properly". :D
User avatar
mahric
Posts: 192
Joined: Sun Nov 04, 2012 3:05 pm

Re: [MOD] Awakening of Taarnab - RELEASED

Post by mahric »

The adventures of Hustin were not like it was designed, and I *thought* people could not level up to do it that way.
But I keep underestimating the resourcefullness of players :D

Once version 1.0 was released I heard from Numberouane about this, but you found out yourself too!
You are either very resourcefull or are extremely focussed on killing. I'll give you the favor of the doubt and think you're resourcefull. :P

Anyhow, this has been fixed in verson 1.1
SpoilerShow
where exp has been adjusted from monsters so you don't level anymore and the fire alter-ego of the boss fight can't be killed anymore directly if you try to beat him to death with a torch (or other weapon).
Did you visit the Wine Merchant's Basement? And heard about the Awakening of Taarnab?
JimBob
Posts: 70
Joined: Fri Dec 07, 2012 2:55 pm
Location: North Yorkshire,England

Re: [MOD] Awakening of Taarnab - RELEASED

Post by JimBob »

Need help please on Level 8.I think I have done everything.
SpoilerShow
I have found the 3 keys and teleported back to the start of Level 8.What next?
User avatar
mahric
Posts: 192
Joined: Sun Nov 04, 2012 3:05 pm

Re: [MOD] Awakening of Taarnab - RELEASED

Post by mahric »

JimBob wrote:Need help please on Level 8.I think I have done everything.
SpoilerShow
I have found the 3 keys and teleported back to the start of Level 8.What next?
Well, since the last time you went there you
SpoilerShow
Learned an extra spell.
You can now deflect a fireball, remember? Try to see if there is anything you can deflect a fireball into and see what happens.
And hey, there's a receptor, just like the one you used before to open a door. Wonder what this one does :)
Did you visit the Wine Merchant's Basement? And heard about the Awakening of Taarnab?
Post Reply