[MOD] - The Butcher of Many + LVL1 Walkthrough

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Zo Kath Ra
Posts: 937
Joined: Sat Apr 21, 2012 9:57 am
Location: Germany

Re: [MOD] - The Butcher of Many - Updated to v1.1!

Post by Zo Kath Ra »

zimberzimber wrote:To get the key on the altar, I first have to pass the door that blocks the way to it, which requires an ornate key, which is found in a secret related to the forge.
Why do I have to find secrets to advance? This isn't the smartest decision in my opinion...
How did you find this secret?
I only found it by using this script in the console:

Code: Select all

for x = 0, 31 do 
  for y = 0, 31 do 
    for entity in party.map:entitiesAt(x, y) do 
      if (string.find(entity.name, "key") ~= nil) then 
        spawn("map_marker", entity.level, entity.x, entity.y, entity.facing, entity.elevation) 
      end 
    end 
  end 
end 
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Isaac
Posts: 3185
Joined: Fri Mar 02, 2012 10:02 pm

Re: [MOD] - The Butcher of Many - Updated to v1.1!

Post by Isaac »

This one goes all out! :mrgreen:

Code: Select all

for x = 1, Dungeon:getMaxLevels() do 
    for entity in Dungeon.getMap(x):allEntities() do 
      if entity.name:find("key") then 
        spawn("map_marker", entity.level, entity.x, entity.y, entity.facing, entity.elevation).mapmarker:setText(entity.item:getUiName()) 
      end 
    end 
end 
*Not that I'd use it in this [fairly terrific] mod. ;)
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zimberzimber
Posts: 432
Joined: Fri Feb 08, 2013 8:06 pm

Re: [MOD] - The Butcher of Many - Updated to v1.1!

Post by zimberzimber »

I ran a script to find the coords of every ornate_key on the map, and then slapped a map marker on their location.
Then I just set my position to these coords to make sure they're reachable from my current situation.
Otherwise, I have no idea how to open that secret door.
zdenekhoub wrote:It is about getting to an inner sanctum of the order. They would surely put these two keys you need to get there in a safe place or in a hand of commander etc. Here you have one key hidden in the secret room in the forge (and that room being guarded by the captain Sylas) and the second key guarded by badass ogre torturer, Tyrant Mogh. It has logic right? ;)
Except theres not even a hint about it being there, and people have to go around guessing its there.
You don't hide essential things for that very reason. Imagine in the vanilla game you'd need a key that is very well hidden, and there isn't a hint about it being there, and there's an entire island where it may be.
So tell us - How do you enter that secret room with the ornate key without touching the console?
My asset pack [v1.10]
Features a bit of everything! :D
zdenekhoub
Posts: 53
Joined: Fri Aug 26, 2016 11:56 am

Re: [MOD] - The Butcher of Many - Updated to v1.1!

Post by zdenekhoub »

zimberzimber wrote:I ran a script to find the coords of every ornate_key on the map, and then slapped a map marker on their location.
Then I just set my position to these coords to make sure they're reachable from my current situation.
Otherwise, I have no idea how to open that secret door.
zdenekhoub wrote:It is about getting to an inner sanctum of the order. They would surely put these two keys you need to get there in a safe place or in a hand of commander etc. Here you have one key hidden in the secret room in the forge (and that room being guarded by the captain Sylas) and the second key guarded by badass ogre torturer, Tyrant Mogh. It has logic right? ;)
Except theres not even a hint about it being there, and people have to go around guessing its there.
You don't hide essential things for that very reason. Imagine in the vanilla game you'd need a key that is very well hidden, and there isn't a hint about it being there, and there's an entire island where it may be.
So tell us - How do you enter that secret room with the ornate key without touching the console?
You will press the button on the wall - in the very same forge room - and that's it - the secret door with the key opens.
hansbleeb
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Re: [MOD] - The Butcher of Many v1.0

Post by hansbleeb »

I see.. this is the last level yes. The barrier can be disabled by opening a secret door near to the start location and pulling a big lever guarded by the Eternal Guardian Boko. Before getting in his secret room, there is an alcove and a note with a puzzle you must solve with figurines. You must get back to the Brotherhood of Rae sanctum and throw something light
SpoilerShow
or shoot an arrow
behind the statue with the altar. As hinted by text on the wall, right next to the statue - "Strong mind, strong body, enter brother". There you will find the Wyvern figurine (guarded by the Wyvern Queen) you need to use in the last level.[/quote]


i have all the figurines but i tried all the combinatio to put in the alcove but nothing happens
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zimberzimber
Posts: 432
Joined: Fri Feb 08, 2013 8:06 pm

Re: [MOD] - The Butcher of Many - Updated to v1.1!

Post by zimberzimber »

Personally, I think you're expecting a bit too much from the player. :|

For all those looking for the second ornate key:
Image
My asset pack [v1.10]
Features a bit of everything! :D
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Zo Kath Ra
Posts: 937
Joined: Sat Apr 21, 2012 9:57 am
Location: Germany

Re: [MOD] - The Butcher of Many - Updated to v1.1!

Post by Zo Kath Ra »

zimberzimber wrote:Personally, I think you're expecting a bit too much from the player. :|

For all those looking for the second ornate key:
I didn't find this secret button, either.
zdenekhoub
Posts: 53
Joined: Fri Aug 26, 2016 11:56 am

Re: [MOD] - The Butcher of Many v1.0

Post by zdenekhoub »

hansbleeb wrote: i have all the figurines but i tried all the combinatio to put in the alcove but nothing happens
Have you read the note right on the floor under the alcove? The note says:
In midst of a battle - first the big and slow will die.
But you? You are frozen to death and still you can fly!


You have to put to alcove the figurines which represents death, cold and flying. Common people :)
zdenekhoub
Posts: 53
Joined: Fri Aug 26, 2016 11:56 am

Re: [MOD] - The Butcher of Many - Updated to v1.1!

Post by zdenekhoub »

zimberzimber wrote:Personally, I think you're expecting a bit too much from the player. :|

For all those looking for the second ornate key:
Image
Your image is very blurry. I don't know resolution you use but setting the game to a full graphics details will help. Check my in game screen:

https://postimg.org/image/4yde8y0vn/

On max settings its better visible. Hard to find yes. Well hidden? Yes. Some degree of challenge is a good thing.
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zimberzimber
Posts: 432
Joined: Fri Feb 08, 2013 8:06 pm

Re: [MOD] - The Butcher of Many - Updated to v1.1!

Post by zimberzimber »

zdenekhoub wrote:Your image is very blurry. I don't know resolution you use but setting the game to a full graphics details will help.
On max settings its better visible.
Oh I'm sorry, I didn't realize having a supercomputer that can run everything at max setting is required.
I can't run the game at max settings, and I'm still having a laggy experience with this game in general even on the lowest setting with which the game is still playable. (Low Rendering Quality is impossible to play with because of the crappy lighting)
You have to take into consideration that not everyone has a mega-rig like you do when creating something for other people to use.
Hard to find yes. Well hidden? Yes. Some degree of challenge is a good thing.
But it's not even a challenge, It's more of a walk around walls hoping to find some button that may, or may not be there. There is no clue indicating that its there, its hidden from sight more than the regular secret button, and there are more levels on which that very key can be. I got to the earth temple expecting to find the key there or on my way, and I was stuck there until I came over here seeking for answers.
My asset pack [v1.10]
Features a bit of everything! :D
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