MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
KyloKerby
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Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by KyloKerby »

FreakFire74 wrote:Never mind! I managed to solve the pit room puzzle! :) Reached level 6 now.. and (with a little bit of help of this walkthrough) managed to find all the secrets so far..
Whaaat how?? I'm getting so frustrated by this one. Do you know the order?
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Komag
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Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by Komag »

If you mean the SE room on level 5, there are quite a few combinations that will work. Remember to try tossing items all the way across to the two plates on the S side, and to use the buttons to remove items from them as well. Coming back, use the plate near the alcove to reset everything.
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eLPuSHeR
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Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by eLPuSHeR »

You are welcome Komag.

Anyway it's not a game breaker. I am now at level 12 and getting bored like I was at the original LoG. I dislike latest levels the most. I will finish it though if I can. Great work.
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cobrastrike
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Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by cobrastrike »

I'm stuck on level 10, with the lever puzzle, I can't see where I'm wrong, or what I'm missing. From left to right (facing East), I have the levers in down, up, up, down, up. As per the pillars right in-front of the levers. But the trapdoor does not close. I can't find any other levers or buttons that affect it.
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Komag
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Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by Komag »

Try left to right facing west maybe?
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cobrastrike
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Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by cobrastrike »

That fixed it, thought I tried that, thanks
Chris2134
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Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by Chris2134 »

Hi Komag,

I think, I´ve found a bug.

I´m at Level 9, the "Pillared Hallway". And it seems not to be possible to reach the end of the hallway.
It´s my second run of your mod and I´ve played the original at least 10 times. I know this puzzle quite well. And I know that the only difference to the original is the enlarged hallway. So you have to move forward far wide right or left and strafe 2 fields to change the lane.

I tried it for one hour! Starting at different points. Loading another savegame. Played the whole Level again. Started the game again. Started the computer again. I´m always teleported back at the last step when trying the first sequence.

And yes, I´m absolutely sure that I´ve done the right sequence (I´m looking on the scroll when moving). In the first run it was no problem and it worked immediately. And in the original game too. I´ve no idea.

If you want me to send you the savegame, please give me an email adress.


Greetings
Chris

P.S.: I´m playing with the game version 1.3.7.
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Komag
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Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by Komag »

pm sent :)

If you have your console enabled you can turn it on for the mod and see if that helps diagnose this a bit as well
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Chris2134
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Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by Chris2134 »

Hi Komag,

I´ve turned on the console and it says:

When I step on the field with the writing "Pillared Hallway" to the left: -all reset
Then I make ONE step forward and it says: -plate 1 is down
-oops, you screwed up, teleporters on
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Komag
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Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by Komag »

Yeah, I see those same messages when testing it. I'm pretty sure I know what happened. When you ran dungeonStartScript.dungeonStart() again for the Toorum mode speed fix, one of the scripts included that got run for the second time was to create all the snake plates script connections (I just made it that way from the beginning, without connections, so the code can do a big "batch" connection for them all). But now with the double connections it basically thinks you've stepped on each plate twice, and the second step is triggering the "oops" message and turning on the teleporters.

So this "bug" was accidentally created just for you due to the Toorum workaround! I'll fix it for the next update so anyone else who wants to do the trick for Toorum mode like you did can do it without this problem.

For your current situation, you'll need to enter this long line of code:

for i in allEnt.ties(party.level) do if i.id:sub(1,10) == "snakePlate" then i:setTriggeredByParty(false) end end

That should clear the hall as though you had finished it normally. Let me know if it works.

Ben
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