[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 »

hello,

you have to return back to the 9th level, to the room "red gem"

in the level 10 there is a grate that can be opened with 3 torch holder, this is a total luck secret, as there is no sign to help. I think it is this one you re talking about the lower half of east map.
For the area in the center there is a secret buton to open it.
The last area blocked by grates that you can access from level 9, is accessible by jumping in a pit on level 9, there is only one pit to do this, you have to compare the 2 maps to find which one. I suppose that it is this one you already found.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
Duke45
Posts: 26
Joined: Tue Apr 23, 2013 5:31 pm

Re: [MOD]Toorum's Manor

Post by Duke45 »

Hello;
Nice mod, I finally got around to playing it. I am stuck on Level 6 looking for the second cross key. I found the elevator but can't find the second key. Is it in the poison gas room? Any help is appreciated.

Duke
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD]Toorum's Manor

Post by bongobeat »

hello,

no, in the poison room you can only have access to one ornate key (normally you already have found this one)

the first cross key is in level 5, completely south, after the door "extraction site 3"

the second is in level 6, when you come by the stairs of the level 5, just go south, open the door, then follow south again, you will come to some gates, the key is on an altar behind one gate. you have to drop something in the pit, to open the first gate.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
Duke45
Posts: 26
Joined: Tue Apr 23, 2013 5:31 pm

Re: [MOD]Toorum's Manor

Post by Duke45 »

I think what I did was to use the wrong key on level 5. There is a section that needed a cross key and I used one key meant for level 6 there. Is that possible? I got the one key in the center on the altar and the one in the extraction site 3 with the wizards in it. Is there a third cross key? Maybe on Level 4? Thanks for the help.

Duke



hello,

no, in the poison room you can only have access to one ornate key (normally you already have found this one)

the first cross key is in level 5, completely south, after the door "extraction site 3"

the second is in level 6, when you come by the stairs of the level 5, just go south, open the door, then follow south again, you will come to some gates, the key is on an altar behind one gate. you have to drop something in the pit, to open the first gate.
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD]Toorum's Manor

Post by bongobeat »

Duke45 wrote:I think what I did was to use the wrong key on level 5. There is a section that needed a cross key and I used one key meant for level 6 there. Is that possible? I got the one key in the center on the altar and the one in the extraction site 3 with the wizards in it. Is there a third cross key? Maybe on Level 4? Thanks for the help.

Duke
No you have used the true key. There is a third cross key, did you find a blue gem? if not, the 3rd cross key is in the same room. You ll have to return to level 5, to the north west. find a sign "extraction site 1". In this area you have certainly find an ornate key, to open the way to the level 6, did you find a copper coin too? you will need it to get the blue gem.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
Duke45
Posts: 26
Joined: Tue Apr 23, 2013 5:31 pm

Re: [MOD]Toorum's Manor

Post by Duke45 »

I got the key. thanks for the tips. I got to that section and for some reason just turned around and forgot about it. Got the two blue gems also. Thanks.

Duke
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lurker
Posts: 107
Joined: Thu Nov 01, 2012 9:58 pm
Location: Richmond, VA
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Re: [MOD]Toorum's Manor

Post by lurker »

Well after getting into the mines I'm going to have to give up on your mod. The respawning monsters is just ridiculous making any movement forward very slow. My party is solid and killing them off is not a problem, but it is just tedious as hell. Too bad, because everything else about the mod was awesome. Good story, good layout, good assets. Very well done otherwise.

If you have a script I could plug into the console to disable the bulk of the respawners I'd be interested in it and would plow forward again.

It was good while it lasted, thanks.
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD]Toorum's Manor

Post by bongobeat »

hello,

sorry to hear that. Seems that the problem is not resolved here! Just to be sure, did you talk about level 9 and the respawning shrakk torr?
I have already reduced the number of monster. Well I did not have any script, don't know if it is possible to stop a timer/respawn. Maybe some good scripter can help?

I can only suggest you to lower your game settings until you kill them all.

I'm thinking seriously to remove all these shrakk torrs. Anyway thanks for playing the mod.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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severgates
Posts: 58
Joined: Fri Dec 27, 2013 5:53 pm
Location: Zielona Góra, Poland

Re: [MOD]Toorum's Manor

Post by severgates »

Hi.
I'm stuck at the start of lvl16 (Frozen Lands). I've killed one ice lizard, there are few lizards running behind the crates, but I cannot figure out, how to open the crates? No hidden buttons, dragon statues seem to be only a decoration, combinations with alcoves and torches/torchholder don't work. Pls help.

EDIT: All right, I've found hidden switch. Onwards.
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD]Toorum's Manor

Post by bongobeat »

severgates wrote:Hi.
I'm stuck at the start of lvl16 (Frozen Lands). I've killed one ice lizard, there are few lizards running behind the crates, but I cannot figure out, how to open the crates? No hidden buttons, dragon statues seem to be only a decoration, combinations with alcoves and torches/torchholder don't work. Pls help.

EDIT: All right, I've found hidden switch. Onwards.
hello,

glad to hear that you found it!

have fun
My asset pack: viewtopic.php?f=22&t=9320

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