MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
MostlyHarmless
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Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by MostlyHarmless »

okay, finally found the boots of valor...
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on level 13...

but the valor armor set bonus was worth it; double speed OP i think (quickbar was in the way of the text but my fighter is definitely much faster now). after swords 50 she was already faster than my unarmed combat rogue. now she's more than twice as fast... I can only imagine what Toorum would be like in full valor, with swords at 50, and a speed potion to boot - actually the full valor armor set gives you the speed potion icon so i'm not sure if you can stack a speed potion with it.
Are You Daft
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Missing Rooms

Post by Are You Daft »

I missed one room on level 8 and cannot for the life of me figure out how to get into the room with the key scroll on level 9. I know it will be something simple but a little help would be great. THX! :roll:
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Dr.Disaster
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Re: Missing Rooms

Post by Dr.Disaster »

MostlyHarmless wrote:
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I can only imagine what Toorum would be like in full valor, with swords at 50, and a speed potion to boot - actually the full valor armor set gives you the speed potion icon so i'm not sure if you can stack a speed potion with it.
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A potion of speed won't add anything to an already hasted character but the Bracelet of Tirin will.
Are You Daft wrote:I missed one room on level 8 and cannot for the life of me figure out how to get into the room with the key scroll on level 9. I know it will be something simple but a little help would be great. THX! :roll:
About the missed room on level 8: which one / where?

The description for the key scroll on thread page 1 is pretty straight forward. Follow it to the letter.
MostlyHarmless
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Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by MostlyHarmless »

I went back to level 9 because there were two puzzles I know of that I didn't get. The first one was the walled door near the blue crystal. You hit a secret button to reveal a blocked door with scroll that says: "The illusion of your fate is sealed but not by any outward force. Choose your path carefully."

Pics of the door and map:
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Image

Image
I've tried the usual stuff; looking for more hidden buttons, walking to and though the blocked door via different "paths" in the room. Trying to find an entry into the area behind the blocked door from other rooms/corridors, etc.

The second one is a demon head that shoots light balls near the key scroll puzzle, but not the one you need to trigger to get the key scroll, but the other one near it. It looks like you would need to find a secret button or do something to lift the stone wall in front of the demon head to reveal a recepticle...

Pics of the location:
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Image

Image
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Komag
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Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by Komag »

neither of those is anything, sorry
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Stullenesser
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Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by Stullenesser »

hi !
I startet to play the Master Quest a few days ago and have a problem with

3-9-20 N spider room

I have fully cleared the hole level but
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this damn secret room does not open do i have to do a special move or activate a special lever for it to open ?

i have done all other secrets on this floor except the one that follows on 3-9-20 thought


edit : nevemind, im just retarded.....
MostlyHarmless
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Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by MostlyHarmless »

finished Master Quest a few days ago and wanted to say thanks. it's an excellent dungeon, especially for people who want to keep playing after they beat the original game with their original team. it was interesting to see how my team developed as they all made it to level 24 by the end (although the last few levels weren't really useful because most of the fighting was done by then).

likes:
-extra book/scroll bonuses, xp from loot and level completion (gives you a proper reason to seek out treasures), and seeing how my original team advanced.
-harder puzzles but less demanding on reflexes and fast clicking. obviously this dungeon needed an upgrade in puzzle complexity since people playing it have already beat the regular game, and it delivered.
-fighter's challenge was well upgraded.
-pillaried hallway changes were really well done and lots of other additions were great too.
-loved the set bonuses for armors (although my unarmed combat rogue had to give up his circlet of war and pit fighter gloves to go full lurker), the valor and lurker set bonuses are a little OP, but you get them so late in the game that it's all good and by that point you need a real reward.
-the poison gems throwing/slingshot weapon was nice. not sure if it's better than crookhorn bow because of the slower speed, but it was a good option to have and I always liked the slingshot/rocks because they don't stick to enemies so you can pick them up during the fight (plus the poison gems are easy to see in the dark).

dislikes:
-my least favorite parts, as in the original game, were still the pit puzzle to get sword of nex and the lightballs at the end of level 7.
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the first one involved a lot of falling into pits and quick-reloads until i could figure out how to hit the buttons, and then I didn't remember to take the torch out until i looked it up. still better than the original puzzle. the lightballs on level 7 are just a pain in the @ss, and of course I spent a lot of time trying to block them, even dragged an uggardian into the room with me, because the original game conditions you to think that way so then you get tunnel vision and it's hard to get that you need to do the opposite of before. but both were fair puzzles imo.
-that it ended - i was still itching to duke it out with the snail king (he kept farting at me on level 14) or a super Goromorg or an end game equivalent of the fighter's challenge.

minor bugs/issues:
-there are a few parts that look like puzzles but aren't (i asked about them in an earlier post), so they could be removed so as not to tease the player.
-in several places i was able to hit and be hit through iron grates. for example, in the ogre room of level 9 i could kill them in their cages, but also when one bum rushed me and i stepped behind the grate doors, I still got hit through the closed bars. no big deal though.
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Komag
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Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by Komag »

Thanks for the review! I think you're pretty spot-on about it all. I didn't know you could hit or be hit by those level 9 ogres though, oops!
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Dr.Disaster
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Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by Dr.Disaster »

MostlyHarmless wrote:-that it ended - i was still itching to duke it out with the snail king
oh i hear you :D
MostlyHarmless wrote:-in several places i was able to hit and be hit through iron grates. for example, in the ogre room of level 9 i could kill them in their cages, but also when one bum rushed me and i stepped behind the grate doors, I still got hit through the closed bars. no big deal though.
The "getting knocked-back by ogre thru closed gate/door" thing might be intentional, perhaps even part of the engine. For example in the Mine of Malan Vael you get chased by an ogre which you can finally escape from by closing a door. Yet you should not stand right behind that door when he's already charging because even with the door being fully closed you will get hit!

The "hit thru bars" thing seems to be an engine glitch to me where the game does not realize fast enough that there is actually something between you and the monster. This glitch can be abused to kill unreachable monsters with strafe+attack alongside gates.
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Luj1
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Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by Luj1 »

Im stuck on level 7, the shooting puzzle... Well, not stuck per se, because I can continue, but I was wondering anyone got any advice for that? Im referring to the shooting puzzle with projectiles. I can see that it is much harder than in original game, more projectiles, some appear to be faster, and longer puzzle duration it seems. I also hear clicks when I miss to absorb a projectile, does that mean few number of mistakes is allowed? Any advice is appreciated
RPG veteran
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