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Re: [MOD] Forbidden Halls
Posted: Wed Jan 16, 2013 9:11 am
by FeMaiden
Numberouane wrote:About the mage puzzle
Each room has its own atmosphere...so this is clear
One clue is when u did well, the color of the room is changing
Last was a bug reported that only "standard bolts" are doing the trick not enhanced bolts. This can be done using the scrolls"
If ur mage is casting enhanced bolts then it wont work if the bug has not been corrected.
i did see that post, but i tried casting from the scrolls with my rogue and my fighter and it did not work and my mage has regular fireball, most of her skill points are in lightning bolt. in the fire room i tried all 4 elements and none of them worked
Re: [MOD] Forbidden Halls
Posted: Wed Jan 16, 2013 9:15 am
by Numberouane
Use the bombs
like that u sure u never cast enhanced bolts.
In each room u use the element of the room
Re: [MOD] Forbidden Halls
Posted: Wed Jan 16, 2013 9:23 am
by FeMaiden
FeMaiden wrote:Numberouane wrote:About the mage puzzle
Each room has its own atmosphere...so this is clear
One clue is when u did well, the color of the room is changing
Last was a bug reported that only "standard bolts" are doing the trick not enhanced bolts. This can be done using the scrolls"
If ur mage is casting enhanced bolts then it wont work if the bug has not been corrected.
i did see that post, but i tried casting from the scrolls with my rogue and my fighter and it did not work and my mage has regular fireball, most of her skill points are in lightning bolt. in the fire room i tried all 4 elements and none of them worked
never mind...i had it wrong, i had to do it in all 4 rooms and it led me to the secret, i thought there was a way to make the rooms themselves easier to clear i guess there isnt
Re: [MOD] Forbidden Halls
Posted: Wed Jan 16, 2013 9:27 am
by Numberouane
U guess right
Re: [MOD] Forbidden Halls
Posted: Wed Jan 16, 2013 9:29 am
by FeMaiden
another question..is there a way to get back into the testament once you cleared it or is it shut forever?
Re: [MOD] Forbidden Halls
Posted: Wed Jan 16, 2013 9:31 am
by Numberouane
U must redo it
Re: [MOD] Forbidden Halls
Posted: Wed Jan 16, 2013 10:00 am
by FeMaiden
i am stumped someplace else, another person said there are 10 secrets on level 1 and 7 more on level 2. i had 17 when i completed level 2 but there is one place left that seems suspicious.
in the northwest right after the "shooting gallery" is a little room with 2 pits and a skeleton in the middle, i got past that and i end up in a hall with a gate and 2 pressure plates, i step on the first, it lets me through the gate, then the second plate closes the gate behind me and i can get out..but i noticed there is a receptor there. and since i played through the whole mod, there is no other place in the whole mod where this guy placed features that had no logical purpose.
so i am thinking that maybe i have to shoot something into this receptor but i cannot figure it out, i tried every bolt spell, i tried rock and arrows and none of them have any effect.
i thought maybe i had to keep the gate open so that a face somewhere could shoot the receptor but i can not find a face. i thought maybe its behind the wall but i can not find a button anywhere to open the wall,
am i just wasting my time? is there a secret there?
Re: [MOD] Forbidden Halls
Posted: Thu Jan 17, 2013 10:42 am
by FeMaiden
well, it doesnt seem like anyone is playing this mod anymore...i did it a second time.
the creator claims this dungeon is a 9-12 hour dungeon with a new party doing a blind run.
I know the first time it took me 16 and a half hours and i spent even more time than that because of all the reloading. i kept running out of food and my guys were starving through most of the run.
the second time, i imported the same party that finished the first run and even though my party was all super strong and i knew where everything was and the solutions to all the puzzles it still took me 10 and a half hours. i managed to find 40/44 secrets the second time and i had like 30 pieces of food left over and my guys never starved lol.
the creator says he built the dungeon balanced difficulty for players as skilled as himself. i guess you guys are really hardcore at games like this..probably the types of people that could beat all those original dungeon crawlers like wizardry and dungeon magic with all the teleporter mazes and antimagic fields and darkness zones and spinners without automaps.
i beat the original eye of the beholder on super nintendo but i did it before the internet and the only thing i had was a 1-900 number to call nintendo power magazine at $2 a minute
Re: [MOD] Forbidden Halls
Posted: Thu Jan 17, 2013 1:34 pm
by Komag
FeMaiden wrote:the creator says he built the dungeon balanced difficulty for players as skilled as himself. i guess you guys are really hardcore at games like this..probably the types of people that could beat all those original dungeon crawlers like wizardry and dungeon magic with all the teleporter mazes and antimagic fields and darkness zones and spinners without automaps.
...at least the creator of that dungeon is, but not me, it was too hard for me to have fun with it, too many forced tough fights
Re: [MOD] Forbidden Halls
Posted: Fri Jan 18, 2013 7:32 pm
by Aeliss
>just before this room I have 3 alcoves for 3 items and I don't find this one for "aster grand warrior".
It s ok, i have found it, just with luck, if you don't see it the first time, it s dead, the item is totally invisible on the alcove. But it s just for a secret, i m still blocked.
>What should I put on altar for right sacrifice? i have already see the tips "There is an appropriately named room somewhwre in Necropolis..." but atm the lev 2 is empty and i have already try all the items I have.
"a proper sacrifice could be..the most "Valuable" item you have found"
I have find only crap, It s also an invisible item, or i need to use a sadistic method to activate the script ? It s fun, load save, put an item, jump, die, reload, put an item, jump, die, reload, ...., there is a logic in this enigm ?