[MOD] The Curse of Gothmog

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
jimirenton
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Re: [MOD] The Curse of Gothmog

Post by jimirenton »

lexdr wrote: Few squares in the south of this level, check all the pits and the corresponding jailed areas in the lower level. One of them grants access to a corridor that lead to the last blue gem. You have to find which one and the way to climb down into...
;)
I understand that I have to close one of the pit to reach THE pit that grant access to the lower corridor (where I see a crown from downstairs), but I explored every inch of all the lower level and I'm really stuck!
Ken_Tucky
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Joined: Sun Sep 29, 2013 6:46 pm

Re: [MOD] The Curse of Gothmog

Post by Ken_Tucky »

Seems like a great dungeon, but I'm already having some trouble on level 3, Skull's Challenges. I found the secret room with the blue button which activated a teleporter to the southeast. But I can't get past the grate where you arrive from the teleporter, and I can't open the southernmost of the two wooden doors. Please help!
lexdr
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Re: [MOD] The Curse of Gothmog

Post by lexdr »

jimirenton wrote:I understand that I have to close one of the pit to reach THE pit that grant access to the lower corridor (where I see a crown from downstairs), but I explored every inch of all the lower level and I'm really stuck!
SpoilerShow
Open the portcullis with the zo spell and cast a dispell to the receptor to close the pit.
;)
lexdr
Posts: 108
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Location: France

Re: [MOD] The Curse of Gothmog

Post by lexdr »

Ken_Tucky wrote:Seems like a great dungeon, but I'm already having some trouble on level 3, Skull's Challenges. I found the secret room with the blue button which activated a teleporter to the southeast. But I can't get past the grate where you arrive from the teleporter, and I can't open the southernmost of the two wooden doors. Please help!
I don't understand where you are exactly. In the south part, there is a ring corridor with 4 pressure plates and two wooden doors. The teleporter you refer is in the area recheable from the first (north) of the two doors. Is it correct?
The south door opens with a combinaison of pressure plates: in a clockwise direction, starting from the north plates must be down, up, down, up.
Ken_Tucky
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Re: [MOD] The Curse of Gothmog

Post by Ken_Tucky »

lexdr wrote:
Ken_Tucky wrote:Seems like a great dungeon, but I'm already having some trouble on level 3, Skull's Challenges. I found the secret room with the blue button which activated a teleporter to the southeast. But I can't get past the grate where you arrive from the teleporter, and I can't open the southernmost of the two wooden doors. Please help!
I don't understand where you are exactly. In the south part, there is a ring corridor with 4 pressure plates and two wooden doors. The teleporter you refer is in the area recheable from the first (north) of the two doors. Is it correct?
The south door opens with a combinaison of pressure plates: in a clockwise direction, starting from the north plates must be down, up, down, up.
Yes, that's correct.
Was there any clue to how the pressure plates should be? Hard to find it out just by trial and error.
How do I open the grate/door just south from where I arrive from the teleporter?

Edit: Forget my last question, found out what to do :)
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RMariano
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Re: [MOD] The Curse of Gothmog

Post by RMariano »

One quick ?? - Where does one find the 1st Skeleton Key? Please....
Regards,

RMariano
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Dr.Disaster
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Re: [MOD] The Curse of Gothmog

Post by Dr.Disaster »

RMariano wrote:One quick ?? - Where does one find the 1st Skeleton Key? Please....
Where you find the 1st Skeleton lock: on level 5.
Now don't ask me about the exact location; i don't note keys found, only locks.
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RMariano
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Re: [MOD] The Curse of Gothmog

Post by RMariano »

Dr.Disaster wrote:
RMariano wrote:One quick ?? - Where does one find the 1st Skeleton Key? Please....
Where you find the 1st Skeleton lock: on level 5.
Now don't ask me about the exact location; i don't note keys found, only locks.

Yep, I found the lock too. I'm going nuts backtracking looking for the key. Thnx for the reply. ;)

EDIT: I found that key.... :D
Regards,

RMariano
jimirenton
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Re: [MOD] The Curse of Gothmog

Post by jimirenton »

I need a little help with the "secret must remain hidden, the key must remain in the wall". Is the Epsillon key somewhere around the clue ? I tried all kind of things like hitting the walls but no success. And I don't want to leave and go back to the top without finding what's behind that door :)
Thanks for your help !
MostlyHarmless
Posts: 66
Joined: Sat Feb 01, 2014 12:16 pm

Re: [MOD] The Curse of Gothmog

Post by MostlyHarmless »

thanks for your work. playing this mod now - but only at level 6. i ran into a small bug when attempting to attack with a Falchion; game crashed with the following error message (i say small bug since most people have probably found better swords at that point and don't bother using falchions):

Code: Select all

---------------------------
Software Failure
---------------------------
[string "Champion.lua"]:0: attempt to perform arithmetic on a nil value
stack traceback:
	[string "Champion.lua"]: in function 'basicMeleeAttack'
	[string "Champion.lua"]: in main chunk
	[string "Champion.lua"]: in function 'attack'
	[string "AttackPanel.lua"]: in function 'select'
	[string "AttackPanel.lua"]: in function 'drawItemSlot'
	[string "AttackPanel.lua"]: in function 'update'
	[string "AttackPanel.lua"]: in function 'update'
	[string "Gui.lua"]: in function 'draw'
	[string "GameMode.lua"]: in function 'update'
	[string "Grimrock.lua"]: in function 'display'
	[string "Grimrock.lua"]: in main chunk
overall i'm enjoying the mod, but also find some of the puzzles a bit hard, and think they could use more hints as dialog or wall texts - otherwise you may either miss them or have to grind them out with trial and error (rather than figuring out a hint or riddle), which makes the mod less fun imo. here are some observations and suggestions.
SpoilerShow
1. I couldn't figure out how to open the second wooden door on level 3 that requires a combination of pressure plates until reading this thread. i think it could use a hint since the coins you get from it are important in the next few levels. The level is extra confusing because I wasn't sure if I had to do something to open that door before moving on, or whether I should go down a level or two or three or ... and then come back later with something new from lower levels to get it. (same with some other puzzles on that level).

2. This is a first mod where I had to (and could) break a wall so maybe some dialog to hint at that course of action the first time could help since the player is otherwise conditioned against thinking that's possible.

3. Spell fumbles are a bit harsh. I've died more often from fire bursting myself than from monsters. Also my fire mage is kind of sucking since he hasn't learned fireball yet (no scroll), which makes him pretty useless fighting the ogre i encountered on level 6. did i miss the scroll or you want to keep mages weak on purpose?

4. Not sure if this is a bug or intended behavior, but I was able to take the dragon leg plates through the cage. This is after trying several different combinations of the buttons that added to 10. I was expecting the cage to open if I got the right combo, but nothing happened. on the other hand the scroll there implied nothing would happen if you get the combo right, so finally i just tried taking the leggings through the bars and it worked.

5. Levers need to be clicked unusually low - at first I thought the first lever I encountered was broken because it didn't seem to work -- turns out i was just clicking at it too high. i don't think it's worth changing in the lever mechanic, but maybe add a note about it in the mod description so players know they have to click the levers at a very low point.
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