[MOD]Toorum's Manor

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD]Toorum's Manor

Post by bongobeat »

no problem
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
fatrem

Re: [MOD]Toorum's Manor

Post by fatrem »

Hi ! New problem. In the Warden facility guard house (lvl 17), I'vefound a saphire key, killed all the seleletons (no more step noises) and pushed all the buttons I've seen. The elevator is closed ("access denied") , there is a closed red door and no saphire lock nowhere.
A little help ?
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD]Toorum's Manor

Post by bongobeat »

fatrem wrote:Hi ! New problem. In the Warden facility guard house (lvl 17), I'vefound a saphire key, killed all the seleletons (no more step noises) and pushed all the buttons I've seen. The elevator is closed ("access denied") , there is a closed red door and no saphire lock nowhere.
A little help ?
Hello,

the elevators can not be used (decoration).
you cannot open the red door right now, you will be able to, when you get access from another level, but this is just a "bonus", not even a secret, no need to open this one.

you must come back to lvl16, there is a closed gate nearby called "factory facility access", and here you can use the sapphire key, to access to the other area of the level 17

by the way, in the next levels you will see lot of closed door, don't worry if you can't open them, they are purely "fictional" access to other area of the factory, unfortunately I can not make these areas because the grimrock "grid" got only 32 square :D
and of course, it will be definitely too much huge to play, and even to much resourceful for a computer.
Most of these door has buttons, that says "access denied".

"deep" in the factory, if you find some "precious" notes, keep them in your inventory. I tell you that, because most of players drop them, and then, they don't know ho to open a room. So, if you can read "precious" in the description or in the item name, keep them! you ill gain time later ;)
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
fatrem

Re: [MOD]Toorum's Manor

Post by fatrem »

Ok, thanks for the advice.
fatrem

Re: [MOD]Toorum's Manor

Post by fatrem »

Question of the day : hangar bay 3...The re-spawn forbids to kill all the wardens. I've found the key but not the exit. After a hundred tries... It's very frustrating.
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD]Toorum's Manor

Post by bongobeat »

fatrem wrote:Question of the day : hangar bay 3...The re-spawn forbids to kill all the wardens. I've found the key but not the exit. After a hundred tries... It's very frustrating.
near the turquoise key there is a button, that re-open the door you come from. After entering the hangar, go fast to the key, activate the button, then return back to the door. Do not try to kill the wardens in the hangar, it is not necessary. You can kill them later if you want, but first get out.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
fatrem

Re: [MOD]Toorum's Manor

Post by fatrem »

Progression continues...
New mysteries :
"For a quarter can you beat that door" ? (lvl 17). Not found
"A bell which may be useful" ? (lvl 23) Found the 3 others but not this one.

I found only one key (in the ship) forthe control station door (lvl 20), but now I don't know where to go ? The only closed door is the "Conceptors & Orange Key" (lvl 20). I put an orange box and the remains of Maximo and Gorthar but nothing happens...

Little help ?
Thx !
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD]Toorum's Manor

Post by bongobeat »

fatrem wrote:Progression continues...
New mysteries :
"For a quarter can you beat that door" ? (lvl 17). Not found
"A bell which may be useful" ? (lvl 23) Found the 3 others but not this one.

I found only one key (in the ship) forthe control station door (lvl 20), but now I don't know where to go ? The only closed door is the "Conceptors & Orange Key" (lvl 20). I put an orange box and the remains of Maximo and Gorthar but nothing happens...

Little help ?
Thx !
for a quarter: try a quarter staff, there is one in the treasure room in lvl 17
for the orange key you are right
for the concept ors, try to find a note which represent 2 peoples facing each other. the note is in the lvl 20, in the infirmary, it is free access. Maybe you drop the note.

for the others key, it is located in lvl 23 (named factory lvl 2), in the experimental labs.
you can access them only by going to the factory lvl 2 stairs, which are behind the door that you are talking (the orange key and the conceptors). But before going directly to the experimental labs you will need to activate a reactor, the shooting range and patrol in the fusion reactor area, and waste deposit. This will take you some time.

now this area (the factory) is really big, it's kinda 9 or 10 levels (some short, some long) to make one, so explore what you can, put notes on the maps if you don't know how to open a door, try another time when you discover much more areas or keys, or even precious notes.

If you experience lagging, that can be the amount of particles loaded in memory, or the way I did these levels, you can try to save, quit, relaunch and reload your save game, it can be better.

you can drop the remain of gorthar, they are useless now. But keep the remain of maximo, you will need them alter, to open a secret.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
fatrem

Re: [MOD]Toorum's Manor

Post by fatrem »

Ok I'm gonna try all that. Thanks.
And for "the bell which may be useful ?" :)
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD]Toorum's Manor

Post by bongobeat »

ah sorry, i forgot!

try an ingredient for the mortar, I'm sure you will find it easily now ;)

this one with the dragon slayer are "riddle" / items from the first version of the mod. The two other we re modified in the last version, to become "real riddle". Did you find them easily?
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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