[MOD]Toorum's Manor

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
TRANG
Posts: 69
Joined: Tue Apr 02, 2013 3:20 am

Re: [MOD]Toorum's Manor

Post by TRANG »

bongobeat wrote:
TRANG wrote:ok, thanks.

now stuck in forge, i dont know what i must to do i read the wall but dont understand it.
where exactly in the forge? can you tell me which walltext?

Sorry i forgot put the level.

not as forward, took 3 days desperate
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TRANG
Posts: 69
Joined: Tue Apr 02, 2013 3:20 am

Re: [MOD]Toorum's Manor

Post by TRANG »

Thank you all for the answers.
Abandonment, a shame, but I can not move without help.
Might & Magic X expects me
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD]Toorum's Manor

Post by bongobeat »

Hello,

you have to craft a key to open the door near the wall text.

in this level:
find an anvil
a crafting hammer
some rock
some big adamantite ore

they are plenty of rock and ore in the level

place all items in the anvil, by opening it in your inventory (like you open a bag)
hope this will help
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
TRANG
Posts: 69
Joined: Tue Apr 02, 2013 3:20 am

Re: [MOD]Toorum's Manor

Post by TRANG »

Thanks again.

stuck here:
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EDIT: Solved, i escape
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD]Toorum's Manor

Post by bongobeat »

Sorry, you're faster than me! :)

I'm a little busy right now, I'm actually doing a formation, and I don't have much time.

was the escape hard? I have modified the doors timing since the V1.40 version. So they stay open a little more time.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
TRANG
Posts: 69
Joined: Tue Apr 02, 2013 3:20 am

Re: [MOD]Toorum's Manor

Post by TRANG »

oh no, it was easy , but i am stuck again.

i am on level 46 and 47, the stelar ship, and i found a gear key but dont open nothing.
need a walkthrought to finish the mod. :mrgreen:
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD]Toorum's Manor

Post by bongobeat »

When you are in the upper deck (lvl47)

coming by the teleport, go to the south, there is a door called "engineering"
you will need a control cube to open it

then use the gear key to open the next door in the south (called shuttle bay)
you will find another key to open the "command central" door
by the way, the control cube is located in this level, south west, "fuel tank 1"

finally you will get a key, a control key, to open the control area in the factory (lvl20), after cleaning the spaceship you need to return back to the factory.

then you will need another control key, the second one is located in the level 23, in the experimental lab. I Don't know if you have already found it. But you must pass the fusion reactor and the shooting range test. These areas can be accessed by going trough the experimental forge sector, west of the factory, lvl 20.
I know, this is huge :D
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
TRANG
Posts: 69
Joined: Tue Apr 02, 2013 3:20 am

Re: [MOD]Toorum's Manor

Post by TRANG »

Thanks.

Alot of work ;) , when i stuck again i´ll return here. :D
TRANG
Posts: 69
Joined: Tue Apr 02, 2013 3:20 am

Re: [MOD]Toorum's Manor

Post by TRANG »

what item is "the conceptors" ?

Solved
TRANG
Posts: 69
Joined: Tue Apr 02, 2013 3:20 am

Re: [MOD]Toorum's Manor

Post by TRANG »

How i can escape from level 24? i get 2 reflecting orb but dont open nothing.
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