The One Room Round Robin 2 [Help] [Secrets Guide released]

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
User avatar
Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

Re: The One Room Round Robin 2 [Help] [Secrets Guide release

Post by Dr.Disaster »

Crash wrote:1. Repairing the broken swirl key
2. Combinations for the foundry robot (such as repairing the swirl key or anything other than shock enchantment for weapons)
3. Repairing the robot/broken switch
4. Getting at the object behind the robot
Since these question are just variations of one another I got the feeling you did not even attempt to solve this on your own.
Why not grab that bunch of raw material from the other side of the room and start testing?
5 working levers provide only 32 possible combinations.
User avatar
Crash
Posts: 97
Joined: Fri Mar 02, 2012 5:20 pm

Re: The One Room Round Robin 2 [Help] [Secrets Guide release

Post by Crash »

Hi,

Making assumptions about another player is not helpful. I would not resort to searching a forum or posting if I was not stuck. Assuming the switch can be fixed, Attempting all combinations for a weapon, then armor, then a key, is only tedious. I appreciate using problem solving skills, not trial and error. And since no one else has offered hints about weapon combinations for the foundry robot:
SpoilerShow
001000 icicle
001110 +3
010000 shock
011010 +2
100000 fire burst
110010 +1

The last bit is the stuck switch and cannot be changed as far as I know. The 1 indicates switch in the down position. Update: these were tested with a dagger, but I could not get them all to work on other weapons, so there may be other requirements, maybe with the 6th switch or something
I am still stuck
Last edited by Crash on Mon Jul 07, 2014 10:08 pm, edited 2 times in total.
User avatar
Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

Re: The One Room Round Robin 2 [Help] [Secrets Guide release

Post by Dr.Disaster »

I see you are not stuck, you just did not finish testing combinations.

5 to the power of 2 is 32, not 256.
Running one combo with 3 different kinds of items does not increase the number of combos.

Furthermore you can assume that a combination that works for weapons + armor prolly won't work for a key. Also there is a hint about the combination needed for the key fix and with the combinations you uncovered yet you are rather close to it too.
Last edited by Dr.Disaster on Mon Jul 07, 2014 4:04 am, edited 1 time in total.
User avatar
Crash
Posts: 97
Joined: Fri Mar 02, 2012 5:20 pm

Re: The One Room Round Robin 2 [Help] [Secrets Guide release

Post by Crash »

If you had read my post, I was asking if the last switch could be repaired, in which case the permutations would be 64. We tried all 32 combinations on a weapon, and all of those that yielded a result on the weapon, on the armor. Since these did not work, it is reasonable to consider that all 32 combinations may need to be attempted on 1. Weapons, 2. Armor, 3. A broken item such as this broken swirl key.

There does not appear to be a specific bit that would be responsible for selecting between these 3 categories, if that is how the system is designed, so all that remains is to try 96 combinations if I wish to enchant weapons and armor, and also repair the key.

I do not want to continue testing because it is tedious, and the lack of any apparent hint, guidance, or direction in game is disappointing. I do not consider binary counting separated by a several second delay between each value to be a game, nor fun. I can appreciate if you find this enjoyable, but those of us here playing do not. We are stuck in a puzzle that is not as enjoyable as all of the others in this astonishing dungeon offering. The inability to repair this key prevents us from continuing.

Is there anyone that knows what to do and can offer help? I had hoped this thread was for the purpose of offering help rather than judgement or criticism. I only wish to continue so I can complete the game.
Last edited by Crash on Mon Jul 07, 2014 5:41 am, edited 1 time in total.
User avatar
Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

Re: The One Room Round Robin 2 [Help] [Secrets Guide release

Post by Dr.Disaster »

Once the last lever is repaired the number of combination simply doubles from 32 to 64. With the first 32 already uncovered you only need to redo with the last lever switched and that's it. Placing a different item on the anvil does not increase the combination count of the levers.

I already wrote that there is a hint for the key repair combination somewhere in the foundry. The hint goes something like "combine the elements". Looking at the combo's you got you uncovered 75% of the required repair combo.
Crash wrote:Is there anyone that knows what to do and can offer help? I had hoped this thread was for the purpose of offering help rather than judgement or criticism. I only wish to continue so I can complete the game.
The only help that seems to satisfy you is the puzzle solution, so read at your own risk:
SpoilerShow
Set the first 4 levers to down to repair the key. The damaged lever self-repairs this way too.
The repaired lever in down position simply adds stronger enchantments compared to it's up position.
Set all levers to down to destroy the robot and get behind it. No more item enchanting then.
User avatar
Crash
Posts: 97
Joined: Fri Mar 02, 2012 5:20 pm

Re: The One Room Round Robin 2 [Help] [Secrets Guide release

Post by Crash »

What I mean by increasing the combination count, is that, for example, the enhancement for a sword does not work on armor. Therefore, I would have to try all combinations on a sword to find out what the possible enhancements are, then I would also have to try all combinations on a piece of armor = 64+64. (I came up with 256 as an 8-bit brain fart since I was referring to an 8-bit binary table initially)

I'll look through the scrolls I have inscribed and see if I still have it before looking at the spoiler. Thanks for the help!
User avatar
msyblade
Posts: 792
Joined: Fri Oct 12, 2012 4:40 am
Location: New Mexico, USA
Contact:

Re: The One Room Round Robin 2 [Help] [Secrets Guide release

Post by msyblade »

You may consider checking out the youtube Let's Plays for the ORRR2, if you feel frustrated in the future. Minmay did an entire, complete walkthrough with all secrets and achievements. Mr. Marbod did a blind playthrough as someone fairly new to Grimrock mechanics, and Komagb has an extensive blind playthrough from an expert modder in the Grimrock engine. Not only educational, but entertaining! Komag especially is a great one to watch, If only to learn good habits and procedures for working through complex puzzles.
Currently conspiring with many modders on the "Legends of the Northern Realms"project.

"You have been captured by a psychopathic diety who needs a new plaything to torture."
Hotel Hades
User avatar
Crash
Posts: 97
Joined: Fri Mar 02, 2012 5:20 pm

Re: The One Room Round Robin 2 [Help] [Secrets Guide release

Post by Crash »

So, I had misplaced that key related scroll somewhere in the dungeon, as my notebooks and inventories were full, so I made a pile of items somewhere in one of the rooms that I had completed, but forgotten which. It took me about an hour to find, and then it was still difficult to understand what to do.
SpoilerShow
The problem is that even after trying all of the combinations of the switches with the first five active, we didn't really make the connection regarding elements. It would have been helpful for there to be some reference to elements regarding the switches, or if they had elemental pictograms above them or something. It is the kind of thing where I might have discovered the solution by systematically going through all of the combinations, but never understood the meaning of any of the switches. Puzzles solved by trial and error or accident are less satisfying than those requiring thought, or where I understand what I did. I still have no idea what the other switches mean. For example, I was able to enchant a dagger with one of the combinations for ice, but that combination does not work on other weapons. I thought that perhaps the elements could be used to add resistance to armors, but this does not seem to be the case. Also, it would have been nice to be able to remove enchantments on an item to repurpose it. (I did find that the everburning torch turned into a regular torch if placed into a sconce :/ ). In any case, there seem to be so many variables regarding the switches, that I doubt most people would go through the trouble of trying many combinations on each item type. Out of every puzzle we encountered in the ORRR2, we considered this the most obscure/least satisfying. In any case, while there are lots of secrets remaining and a couple of swirl key doors unopened, we were content to escape with that repaired key, and may return at a later time for further explanation. I definitely would have been disappointed if we were unable to resolve that.
Thanks for the assistance, it is appreciated.
User avatar
Crash
Posts: 97
Joined: Fri Mar 02, 2012 5:20 pm

Re: The One Room Round Robin 2 [Help] [Secrets Guide release

Post by Crash »

msyblade wrote:You may consider checking out the youtube Let's Plays for the ORRR2, if you feel frustrated in the future.
I tried to look through several of these, but could not find the videos related to this particular problem or those later in the dungeon. They are a valuable resource I'm sure, but I generally don't want spoilers :D
User avatar
Isaac
Posts: 3185
Joined: Fri Mar 02, 2012 10:02 pm

Re: The One Room Round Robin 2 [Help] [Secrets Guide release

Post by Isaac »

Armor and projectile weapons were planned, but never implemented ~and are not mentioned.
There may still be mention in the script code... but it's not functional.

*Of the supported combinations, there is a noticeable "Click" ~different from the standard switch sound effect, that identifies meaningful settings; without the need to press the button.

The Object behind the Smith was a secret ~originally, but currently it is impossible to miss once the Smith gets damaged. The system supports various elemental attack spells, and adding +1/2/3 attack bonuses to conventional hand weapons; bonuses don't stack, unfortunately.
Post Reply