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Re: [MOD] Forbidden Halls
Posted: Sun Jan 20, 2013 5:29 am
by FeMaiden
Numberouane wrote:Or as already mentionned by komag in another post u just activate the console and
Spawn food. I tend to disagree whn he mentionned that in the first place but now i agree.
This mod is really good but looking for secret that r so difficult to find u finish being introuble
Because of the food which is uneccessary difficult.
Again this mode is great but too unbalanced in some aspects from my point of view.
well yeah..i have nothing against "cheating" per se...but that goes without saying...if someone is having trouble they could always cheat their way through.
i was trying to help people do it without cheating...in fact i didnt even know you could cheat lol.
how do you "activate the console"?
and the second time i played through i had way too much food at the end. the thing is that you run out of food when you get stuck or backtrack. if you don't get stuck or you know where everything is, then food is not a problem and that is probably why the creator miscalculated it. he placed food based on the assumption that people would not get stuck and if he playtested it himself its a given that he was gonna know the solutions to every room since he designed it so in his mind there was plenty of food.
Re: [MOD] Forbidden Halls
Posted: Sun Jan 20, 2013 5:44 am
by FeMaiden
i personally think there is nothing wrong with the difficulty of this mod. it is way harder than the original game but it is beatable.
in fact the only thing i needed help with was finding some of the optional secrets.
all the major stuff i figured out on my own.
the original game stumped in several spots and i needed a walkthru for it.
i did quit one call "the hospital" with all due respect to the creator of that one. his mod drove me insane. every room had obscure clues and you had to use unusual items in unusual places.
one puzzle had the clue on a note and the note itself had to be used as one of the items to solve the puzzle and i was stuck for over an hour ob that one. another puzzle required a flask of water that i found way back earlier earlier and i had accidentally drunk it and had to restart the whole mod.
another clue said to sit down and look to the pathfinder and that meant using the compass on a bench of which you see dozens of those and assume they are part of the background.
he was very polite and gave me the solution but...
i gave up at some clue to go to "the stinky place"
the creator claims that his clues are not obscure at all but i think that dungeon is too hard and all that was on the first floor.
i was reading a thread about another dungeon where the creator put a puzzle in and the only way to solve it is to know the binary code for numbers 1 2 and 3. and while i respect the creativity, i think its a bit much for them to assume that everyone playing this is a computer programmer
Re: [MOD] Forbidden Halls
Posted: Sat Jan 26, 2013 3:06 am
by Pecen
Well, i just started today, first impressions are great, every free place used and inventive designed, hope it persist
But one thing bothers me now, first floor finished, 10 secrets found, but one closed pit remain in the lightning corridor, and i dont figure out, how to open it.. any hint?
Re: [MOD] Forbidden Halls
Posted: Sat Jan 26, 2013 8:52 pm
by Pecen
Ok, got it.. and its going better and better
Re: [MOD] Forbidden Halls
Posted: Mon Feb 04, 2013 2:04 am
by legendaza
Poisoned sanctuary (level 6)...what gives?
Tried everything poison related (including antidote) and nothing happens. Saw the hint in the thread but it only states antidote which I've already tried and that didnt work. What am I missing?
Re: [MOD] Forbidden Halls
Posted: Sun Feb 10, 2013 1:06 pm
by Cordalinge
I'm stuck i think...just at the end !
12h21 of gameplay - 26/44 secret (some must really be hard to find...) - 3/3 treasure.
Just managed to get the ancient Apparatus, got the key of destruction...all Wisdom scrolls, but i just can't find where to go !
I've managed to escape all the infinte spawning skeletons in the last room after retrieving the last treasure...but where is the door i need to find pls ?
Really great great mod, i've enjoyed a lot ! Un petit bijoux
Re: [MOD] Forbidden Halls
Posted: Tue Feb 26, 2013 10:24 am
by maz0ut
34/44 secrets for me.
Probably the best mod i've played. Lot of puzzle and each lvl has his own atmosphere.
The only problem is lhe lack of food. The mod has so much secrets and without food, it's hard to search !
Big GG Adrageron !
Got some questions :
How to kill the mech cube ? (dismantler room)
On lvl 2, there is a pressure pad behind a door. There is a txt with "Burial ". Any clue ?
Re: [MOD] Forbidden Halls
Posted: Thu Mar 07, 2013 2:06 pm
by leewroy
Finally finished the game yesterday. It's one of the best modules, but it can get frustrating if you're playing with a new team. In my opinion, to avoid most of the problems you should start with a part level 10 or more.
I finished lefting MANY things behind, so I shall play it again. For all the modules I know, with no doubt, Forbidden Halls has the best replay value, mainly cause it's really hard to find all the secrets (I guess I didn't reached even 30 of them)
Food was not a problem for me, mainly cause I didn't use sleep too much (wich makes you hungry) and did not backtracked too much.
But, if you're willing to spend time searching all the secrets, and have a new party be ready for problems
I regret that the developer quit the support, there is a lot of questions left without answer...but anyway, it's a great game.
Re: [MOD] Forbidden Halls
Posted: Tue Apr 02, 2013 3:33 am
by TRANG
Hello to all, sorry for my English.
Level 1 complete.
Need help on level 2, i dont have the key to open door south of resurrect stone.
There are some walkthrough or maps with clues?
Thans in advance
Re: [MOD] Forbidden Halls
Posted: Thu Apr 04, 2013 11:07 am
by edemskicz
Help pls, Level 9 - Hall of Destruction...
Edit: Finished!!! Fantastic Mod! 9h playing... only 23/44