[MOD]Toorum's Manor

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
bongobeat
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Re: [MOD - IN TEST]Toorum's Dungeon

Post by bongobeat »

leewroy wrote:@Banaora: congratulations dude!

@Bongobeat: Well, if he didn't find any major bugs it could be a good time for a public release, don't you think? I´m sure there are people willing to play :)

I have a lot to tell and ask...
SpoilerShow
I´m kind stuck between levels 9-10. There are 3 rooms I can't unlock, one need two blue gems and I have only one, other need a key and other says it needs rubies.

Level 9 is full of lag due all that flying monters, I think. Maybe if you put less of them, or one by square insted of four would solve the problem.

Now, my minor questions: some levels above, where there is that silver and golden treasures rooms, ther is a kind of eye in a wall. what is it, and what it does?

What's the use of the spell mage light? I was expecting that it should reveal invible paths, like that one to reach a key over na abyss, but it didn't work.

How many levels is this dungeon?!?! I opened the firestaff room, but after all there is a transparent wall I can't bypass, and to my surprise after descending the stairs I end up in the level 37, but I came from level 9, how this is possible?!?! :P
Sorry I can't do another "playable release" now. I'm modifying some levels. I need some time to finish it.

Well, it depend on your machine, I did not have any lag (but I did not play this at full graphic details), and Banaora didnt tells about lag in this level (except for a bug of unlimited monsters in the first release). What about if you lower some settings? Removing some of monsters will maybe increase performance, but lower the difficulty, I don't know. I have put a lot of mine pits and ceiling, with torches, these rooms are realy big, so with the monsters, it may lag. Please try to lower some graphic details, just the time to kill the flying monsters.

Well you need to found the other blue gem, for that you have to go completely south of the level 9, find a gate, open it, then jump in the pit in the room. You will come to level 10, but in a place that you couldnt access while jumping in any other pits of the level 9. Then... well let's have a try :)

for the door with the rubis, when you will have the second blue gem, and use them to open a door. You will have the rubies to oepn the other door, and finally you will have the key for the last door.

the kind of eye on level 4, is a key hole for the mirror of dawn (dungeon master item)
You may found it, somewhere on the level 4, in a secret.

Well the mage light, lights only the area where you launch it, it is some variant of the standart light spell. But it has no use for the secret path. But you can "reveal" those path in an other way. Try an other method, test the floor if it is empty space or something ;)

edit:
I have put some of the monsters by 2 instead of 4.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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leewroy
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Re: [MOD - IN TEST]Toorum's Dungeon

Post by leewroy »

Yeah!

I found the blue gem you mentioned, my problem is the another one :(

I made some progress
SpoilerShow
in the firestaff level, but there is a room with alcoves to put things. I guess that on is the green freeze box, the other is blooddrop blossom, the other is a thunder arrow, but the "golden cap" is still haunt me. I hope that it's not a particular kind of grim cap that's alread on my stomach :lol:
bongobeat
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Re: [MOD - IN TEST]Toorum's Dungeon

Post by bongobeat »

leewroy wrote:Yeah!

I found the blue gem you mentioned, my problem is the another one :(

I made some progress
SpoilerShow
in the firestaff level, but there is a room with alcoves to put things. I guess that on is the green freeze box, the other is blooddrop blossom, the other is a thunder arrow, but the "golden cap" is still haunt me. I hope that it's not a particular kind of grim cap that's alread on my stomach :lol:
lol, no this is not this one! ;)

the other items are right
why not use a helmet of valor for the golden cap?
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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leewroy
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Re: [MOD - IN TEST]Toorum's Dungeon

Post by leewroy »

Gotcha :)

And by the way found the second blue gem. I´ll explore all the places I can thn I´ll gt back to the firestaff vault ;)

thanks for your replies!
bongobeat
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Location: France

Re: [MOD - IN TEST]Toorum's Dungeon

Post by bongobeat »

no prob!

for these blue gems, I have just modified those which you can't see, behind the gate , in the level 10. I have modify the room, and now you can see the blue gem directly.

Was the fight against the scavengers hard?

by the way, you are playing in easy or normal?

yeah, go back, some secret can be very useful! :)
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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leewroy
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Re: [MOD - IN TEST]Toorum's Dungeon

Post by leewroy »

I´m playing on easy, and my party still die now and then. Well, I'm a careless fighter in a matter of strategy, anyway :)

I need some clues in two spots:
SpoilerShow
in the level 13, after some stairs, there is a alcove with a scroll saying "red as a ruby". Tried some red stuff but the bars won't open.

Still on level 13, there's another four alcove puzzle. "i´m red and protected" - no idea. The others I´m thinking about the compass, an arrow and a sack, am I right? :roll:
bongobeat
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Re: [MOD - IN TEST]Toorum's Dungeon

Post by bongobeat »

leewroy wrote:I´m playing on easy, and my party still die now and then. Well, I'm a careless fighter in a matter of strategy, anyway :)
I need some clues in two spots:
SpoilerShow
in the level 13, after some stairs, there is a alcove with a scroll saying "red as a ruby". Tried some red stuff but the bars won't open.

Still on level 13, there's another four alcove puzzle. "i´m red and protected" - no idea. The others I´m thinking about the compass, an arrow and a sack, am I right? :roll:
Well that's better then! :)
cause the difficulty is hard!

you will find a red gem, to pass the gate.

fort the red and protected, try a potion :)
compass and arrow are good (depends on which arrow).
it's not really a sack, but it's a container. Try the precious container, if you have find one of course! Normally it looks like a cylindrical steel container. These item that you can grab in the level prison (in Grimrock I mean). Well in the next version it will be textured in golden (thanks to Maneus).
I have modified the wall text, after Banaora asks me that too, cause there is no clue about which container. :oops:

By the way did you keep the 2 blue gems from the level 10?
They help to open a iron door near the stairs of the level 11
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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leewroy
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Re: [MOD - IN TEST]Toorum's Manor

Post by leewroy »

Hey Bongobeat.

I passed this 4 things riddle with your help but could not find the round key anywhere.

Also, two more things:
SpoilerShow
The firestaff level is brilliant. Two many hard to find secret buttons, lol. I´m stuck at the door of the last room. By the tips, I'm thinking that I must walk in a way to form the "T" in the room, tried a lot of times, but with no luck.

The second thing is regard the room with the sword, protected by teleporters, on level 13. I don't know what means "protected by 4 security", and I have no idea where to find them anymore :P The iron door in the room remaisn shut so far. By the way, it's easy to get stuck within the puzzle with plates to get the saphire key, I´ve got stuck some times. I guess its all bout the sider of the plate you put the stuff to take back from another place.
Ah, yes! I unhealed the sight ;)
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD - IN TEST]Toorum's Manor

Post by bongobeat »

leewroy wrote:Hey Bongobeat.

I passed this 4 things riddle with your help but could not find the round key anywhere.

Also, two more things:
SpoilerShow
The firestaff level is brilliant. Two many hard to find secret buttons, lol. I´m stuck at the door of the last room. By the tips, I'm thinking that I must walk in a way to form the "T" in the room, tried a lot of times, but with no luck.

The second thing is regard the room with the sword, protected by teleporters, on level 13. I don't know what means "protected by 4 security", and I have no idea where to find them anymore :P The iron door in the room remaisn shut so far. By the way, it's easy to get stuck within the puzzle with plates to get the saphire key, I´ve got stuck some times. I guess its all bout the sider of the plate you put the stuff to take back from another place.
Ah, yes! I unhealed the sight ;)
Glad to hear you finally make it! :)

the round key is obtained after you open the door, just after the inquisitor chamber.
But for this you have to "unlock" the sword before.
You need to place any items on 4 places. Look for something unusual in the room. And particullary on the floor.
Well normally you had to take care where you put the items. Not for all plates, but for some yes. Before putting anything, just look what it did when you are coming on the plate. Can't modify that so easily ----> SAVEGAME :)

For the firestaff, yes you have to "walk" on a invisible T. Well it isn't easy. I ve already put more helps in the next release, the start and the end will be lighted. You have to walk on 5 invisible plates without passing a second time on any of these. The click is the second plate that you have to pass. Let me know if you finally make it, or I will send you a pm.

You have found any secrets on this level? 8-)
good luck
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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leewroy
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Re: [MOD - IN TEST]Toorum's Manor

Post by leewroy »

Well, tried harder, but there is so many combinations... gave up :?

Following the other part of the game everything went well :)
Now I have to deal with the "stairs" :o
Let's see how I past them...and if! :lol:

Thanks once more, great job on this module!
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