MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

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

Post by Komag »

so it would be:
party:setPosition(15,15,1,8)

or:
temple_pit_48:open()
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steyrhahn
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Level 2 sounds heard thru walls

Post by steyrhahn »

I hear sounds thru the wall like skeletons marching, but can't find a way to get to them? X marks the spot.
SpoilerShow
http://randyrick.us/Games/Level2Skeletons.jpg

I searched all around L2 for a hidden button. Went back up to L1 looking for a floor trap.

Also think I heard a snail thru the walls in another spot on L2 near the exit, but it might have been a teleporter which makes similar sounds.
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Komag
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Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by Komag »

the skeletons can be heard from the north sections - they are just the marching skeleton warriors in the group near the staring daemon.

But the other sounds are clues -
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there is something just NE of the X and there is indeed a snail sound near the exit :)
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steyrhahn
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Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by steyrhahn »

Komag wrote:the skeletons can be heard from the north sections - they are just the marching skeleton warriors in the group near the staring daemon.

But the other sounds are clues -
got em. Not sure how I missed the 1st one, not skeletons that I heard though...

That semi-hidden switch is going to make me have to look at everything much more closely.

Good mods so far. The spiders on L3 were much tougher than in the origonal game.
freetoorum
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Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by freetoorum »

First off, Thank you for creating and sharing this mod.
I was hoping you could elaborate as to whether you made any modifications to the skill tree or combat effectiveness of the classes/specializations?

Also, can you share whether you placed the high level weapons for each class/specializations in a similar fashion to the original game? One of the great annoyances is that my sword fighters come out way stronger for more of the game as their endgame gear is available far earlier. Id love to roll something else but only if I thought every specialization had a fair chance.
Thanks.
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Komag
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Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by Komag »

All the major upgrade/weapon locations have been rearranged, and I think it's pretty balanced. There are no changes to the skill trees or combat effectiveness (other than a new throwing and/or missile weapon near the end).
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steyrhahn
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Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by steyrhahn »

Me again. I just completed the (Lvl1) Fighter's Challenge. Much harder than before (I'm on normal difficulty)

I think I'm missing something...
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I found the secret wall switch (on Lvl1). Saved the game. Then pushed the switch, and opened the wall to the secret room with the 1 poison bomb and beetle. I checked your walk-thru post. If I read it right, If I don't take the loot in the secret room, I will be teleported to another room with monsters to fight and different loot( 2 bombs, and plate boots). So I went back to my saved game before I pushed the secret wall switch & tried several combinations to get to this second secret room on level 11.

1) didn't push the button, then stepped into teleporter
2) pushed button, saw the secret room open, didn't go there, stepped into teleporter
3) pushed button, went into secret room, got secret discovered message, didn't take anything, then went to teleporter
4)pushed button, went into secret room, got secret discovered message, took bomb on the floor (but not beetle in alcove), then went to teleporter

So. I can't figure out how to get to the second secret room on Lvl11 from here?

I will point out, I have no idea what the two switches on the posts in front of the hallway (where the assassins dagger was) do other than drop one or the other grill doors for a moment or two (if I remain between the pillars, otherwise the door stays down if I go out the other side).

I was able to complete the first round of the fighter's challenge by opening the hallway to the dagger, stepping into the hallway, using healing potions on my front line fighters, and killing the scavengers as they appeared. when I picked up the dagger and released the 4 ogres and 2 herders, I saw what was coming, so made a run for the teleporter and got out. I saved the game, rested, would run in quickly, get in a few hits, and killed the herders and got out. Then repeated the use of: teleport in, hit a few times, and teleport back out; until I managed to kill 2 of the ogres. Then stayed in the Challenge room to finish the last 2 ogres.
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Dr.Disaster
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Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by Dr.Disaster »

steyrhahn wrote:Me again. I just completed the (Lvl1) Fighter's Challenge. Much harder than before (I'm on normal difficulty)

I think I'm missing something...
SpoilerShow
I found the secret wall switch (on Lvl1). Saved the game. Then pushed the switch, and opened the wall to the secret room with the 1 poison bomb and beetle. I checked your walk-thru post. If I read it right, If I don't take the loot in the secret room, I will be teleported to another room with monsters to fight and different loot( 2 bombs, and plate boots). So I went back to my saved game before I pushed the secret wall switch & tried several combinations to get to this second secret room on level 11.

1) didn't push the button, then stepped into teleporter
2) pushed button, saw the secret room open, didn't go there, stepped into teleporter
3) pushed button, went into secret room, got secret discovered message, didn't take anything, then went to teleporter
4)pushed button, went into secret room, got secret discovered message, took bomb on the floor (but not beetle in alcove), then went to teleporter

So. I can't figure out how to get to the second secret room on Lvl11 from here?

I will point out, I have no idea what the two switches on the posts in front of the hallway (where the assassins dagger was) do other than drop one or the other grill doors for a moment or two (if I remain between the pillars, otherwise the door stays down if I go out the other side).

I was able to complete the first round of the fighter's challenge by opening the hallway to the dagger, stepping into the hallway, using healing potions on my front line fighters, and killing the scavengers as they appeared. when I picked up the dagger and released the 4 ogres and 2 herders, I saw what was coming, so made a run for the teleporter and got out. I saved the game, rested, would run in quickly, get in a few hits, and killed the herders and got out. Then repeated the use of: teleport in, hit a few times, and teleport back out; until I managed to kill 2 of the ogres. Then stayed in the Challenge room to finish the last 2 ogres.
You're mistake is that the walkthrough does not refer to the loot in the secret room. It refers to the loot you reach with a gold key.

BTW: actually MQ's Fighter Challenge is only harder when you are not using the room's architecture to your advantage or coming in with an level-wise advanced group.
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Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by steyrhahn »

Dr.Disaster wrote:
You're mistake is that the walkthrough does not refer to the loot in the secret room. It refers to the loot you reach with a gold key.

BTW: actually MQ's Fighter Challenge is only harder when you are not using the room's architecture to your advantage or coming in with an level-wise advanced group.
Ok, that makes sense. I was a bit disappointed that I had used a gold key
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to get an assassins dagger which I didn't really need. After clearing the room and looking at the changes, I was wondering if I could have used the levers & doors to my advantage in the fight as an alternative method.
I guess I'll go back to a save-game before I entered the first time and do this again. Thx.

also. I created my group with a throwing specialist in the back line for the first time, just to see how that would work. I see that there is a new throwing weapon to be found late in the game, so that was a fortunate choice on my part (I hope). I created a minotaur with skill in dodge and throwing. That's worked well for me so far. The light armor proficiency at skill level 17 for dodge is a bonus and she'll get the chitin armor set which leaves the ninja suit for my mage if what he's wearing isn't otherwise helping his magic. This will also be the first time I've had 2 heavy armor fighters on the front line.
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Dr.Disaster
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Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by Dr.Disaster »

Well you need to use a gold key and enter the room so the exit teleporter gets activated thus the key is never wasted.

You don't need to revert back to a save-game and do Fighter's Challenge again from the start. All you need to do is place the dagger back in the alcove.
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