[MOD] The Curse of Kaefin
Re: [MOD] The Curse of Kaefin
hmm, i removes all the torches, i cast the spell darkness with my 2 mages but nothing happens..
Re: [MOD] The Curse of Kaefin
strange, maybe me wrong? But thinks I remember this place...
alas, cannot check it now...
alas, cannot check it now...
Re: [MOD] The Curse of Kaefin
at the end of the way there is a pit so you cAn fall to level 9 to place the plaquette keys.. the other 2 prison keys have i found in the crypt with the zombies and in a alcove between 2 doors ...
Re: [MOD] The Curse of Kaefin
Wow, this is a tough mod, but I still thought I was doing ok with it... that is, until I reached Eria's level. I've now ground to a halt and don't know how to proceed.
I've explored the four areas through the different coloured teleporters, but havent found anything of note there except the re-spawning monsters. I know I also probably have to do something at the two fountains but I haven't worked out what yet, and since no one else seems to have had any problem getting around this level I assume I'm missing something really obvious that others didn't.
I've already got the runes from Hroghnir, Vallerio and Anjani's floors and have placed them in their slots in the mine, but haven't managed to find all the secrets from their levels. I still need one from level 5, four from level 6 and two from level 7, so maybe the way forward will be revealed to me if I discover those secrets?
Is the icedrake mail the drake armour that is mentioned in the Captain's note to Hroghnir?
Any help or hints would be greatly appreciated.
These are my maps:
I've explored the four areas through the different coloured teleporters, but havent found anything of note there except the re-spawning monsters. I know I also probably have to do something at the two fountains but I haven't worked out what yet, and since no one else seems to have had any problem getting around this level I assume I'm missing something really obvious that others didn't.
I've already got the runes from Hroghnir, Vallerio and Anjani's floors and have placed them in their slots in the mine, but haven't managed to find all the secrets from their levels. I still need one from level 5, four from level 6 and two from level 7, so maybe the way forward will be revealed to me if I discover those secrets?
Is the icedrake mail the drake armour that is mentioned in the Captain's note to Hroghnir?
Any help or hints would be greatly appreciated.
These are my maps:
Re: [MOD] The Curse of Kaefin
Yup, the icedrake armor was the armor mentioned in the note. It was the family heirlloom that Hroghnir refused to return, which got that family after him.
Hint for Eria's level:
None of the four enclalve areas depend on one another. I figured that they were hard enough by themselves without making them pure torture . You don't need to find many secrets to proceed, though there are real rewards if you seek them out...
Hint for Eria's level:
SpoilerShow
Each of the elemental areas contains two rocks and two demon heads.
Re: [MOD] The Curse of Kaefin
Gah! How on Earth did I not think of using those rocks? What a dumbo!
Thanks though, I'm now able to continue... and about to try and get to grips with all that summoning malarkey.
Thanks though, I'm now able to continue... and about to try and get to grips with all that summoning malarkey.
Re: [MOD] The Curse of Kaefin
Ok, so I've now finished this mod and have to say it was really tough to get through.
It was very inventive and enjoyable though, especially in the non-linear way you were required to move between the floors via the numerous staircases on each level. The puzzles were good and the teleporter runes and summoning tasks on Eria's floor were quite ingenious.
I managed to got all 6 treasures and ended up finding 45 of the 52 secrets, but do have to admit defeat at finding the rest despite going back to search for them again. I still need one on level 5, four on level 6 and two on level 7.
Other little niggles I had were: On Hroghnir's floor, towards the NE of the map, there was a portcullis to a small room with an axe in its alcove that I never discovered how to open, so maybe gaining entrance into there was part of the secret I didn't find?
On Vallerio's floor, also towards the NE, there was a portcullis with a pressure plate behind it that I couldn't gain access to. Also on this level (I think) I acquired a round key that I never found a use for. There was a locked wooden door on Anjani's floor that I couldn't open but the round key didn't work on that.
Not sure if this is a glitch or just me being stupid but I couldn't get any of the fountains to fill my flasks with water except for the two fountains that were in a room together on level 1. I had to go all the way back to that floor twice to get enough water to complete the summoning tasks.
The water bolt spell didn't work. When I tried to cast it a small message appeared at the top left of the screen saying 'warning! unknown built-in spell: waterBolt'
Oh, I also failed to find the cloak Vallerio hid... so obviously I wasn't courageous enough!
Great mod though. Many thanks Hustin.
It was very inventive and enjoyable though, especially in the non-linear way you were required to move between the floors via the numerous staircases on each level. The puzzles were good and the teleporter runes and summoning tasks on Eria's floor were quite ingenious.
I managed to got all 6 treasures and ended up finding 45 of the 52 secrets, but do have to admit defeat at finding the rest despite going back to search for them again. I still need one on level 5, four on level 6 and two on level 7.
Other little niggles I had were: On Hroghnir's floor, towards the NE of the map, there was a portcullis to a small room with an axe in its alcove that I never discovered how to open, so maybe gaining entrance into there was part of the secret I didn't find?
On Vallerio's floor, also towards the NE, there was a portcullis with a pressure plate behind it that I couldn't gain access to. Also on this level (I think) I acquired a round key that I never found a use for. There was a locked wooden door on Anjani's floor that I couldn't open but the round key didn't work on that.
Not sure if this is a glitch or just me being stupid but I couldn't get any of the fountains to fill my flasks with water except for the two fountains that were in a room together on level 1. I had to go all the way back to that floor twice to get enough water to complete the summoning tasks.
The water bolt spell didn't work. When I tried to cast it a small message appeared at the top left of the screen saying 'warning! unknown built-in spell: waterBolt'
Oh, I also failed to find the cloak Vallerio hid... so obviously I wasn't courageous enough!
Great mod though. Many thanks Hustin.
Re: [MOD] The Curse of Kaefin
I'm glad you liked it! I was concerned that some of the combat might be too tough, especially on levels 3 and 5. I hope they didn't require too much grinding through.
Level 6 is the most secret-heavy, and since Vallerio was supposed to be a master thief, it made sense to me. The cloak is the hardest to find in the entire dungeon. Earlier in this thread I posted some marked-up maps that show where everything is, though not necessarily how to get them.
Some hints:
Water bolt stopped working?! Yikes. I know I tested it. Maybe I broke something?
Refilling the flasks always worked for me, though I admit it was glitchy. It's because of how LoG doesn't let you immediately destroy an item when you're inserting it into an alcove (it will crash if you try it). I have to use a timer that gets kicked off when you insert the flask, and a very short time later it destroys the item and replaces it with a water flask. If you put the flask in and retrieve it too quickly, the timer doesn't get a chance to fill it. It could use a better solution but I was unable to think of one at the time.
Level 6 is the most secret-heavy, and since Vallerio was supposed to be a master thief, it made sense to me. The cloak is the hardest to find in the entire dungeon. Earlier in this thread I posted some marked-up maps that show where everything is, though not necessarily how to get them.
Some hints:
SpoilerShow
On level 5, the solution to getting the axe is right nearby. It has to do with the pressure plate to the east.
You can wind up with an extra key on level 5; it's because I can't predict the order in which people will open the doors along the northern corridor and I don't want anyone to get stuck.
On level 6, being "courageous" means you're willing to risk getting fried, frozen, electrocuted, and poisoned in the southwest area
You can't get through the portcullis on level 6. When you press the secret button nearby, a rock drops down from level 5 onto a pressure plate behind the portcullis, which triggers the spike trap. That's what the note was describing when it said the last part was just mean...
The red gems on level 6 are a red herring (get it?). You need the *black* gems, which are hidden somewhere on the level, and, if I recall, they get used in at least four different places for four different secrets. Of course, if you got through the mod, then you obviously found them.
You can wind up with an extra key on level 5; it's because I can't predict the order in which people will open the doors along the northern corridor and I don't want anyone to get stuck.
On level 6, being "courageous" means you're willing to risk getting fried, frozen, electrocuted, and poisoned in the southwest area
You can't get through the portcullis on level 6. When you press the secret button nearby, a rock drops down from level 5 onto a pressure plate behind the portcullis, which triggers the spike trap. That's what the note was describing when it said the last part was just mean...
The red gems on level 6 are a red herring (get it?). You need the *black* gems, which are hidden somewhere on the level, and, if I recall, they get used in at least four different places for four different secrets. Of course, if you got through the mod, then you obviously found them.
Refilling the flasks always worked for me, though I admit it was glitchy. It's because of how LoG doesn't let you immediately destroy an item when you're inserting it into an alcove (it will crash if you try it). I have to use a timer that gets kicked off when you insert the flask, and a very short time later it destroys the item and replaces it with a water flask. If you put the flask in and retrieve it too quickly, the timer doesn't get a chance to fill it. It could use a better solution but I was unable to think of one at the time.
Re: [MOD] The Curse of Kaefin
Hi—Hustin wrote:TRANG wrote:dont work for meSpoilerShowYou have to put the book in an inventory slot (not a weapon slot), and right-click on it while facing a skeleton in the trial room.
I'm facing the same difficulty that TRANG had—no amount of right-clicking on the prayer book helps. Is there anything that can be done?
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Re: [MOD] The Curse of Kaefin
Help !!!
I searched everywhere, found nothing...
How to open these doors ?
Thanks a lot, I want to finish this great mod !
I searched everywhere, found nothing...
How to open these doors ?
Thanks a lot, I want to finish this great mod !
SpoilerShow