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Re: [MOD] Forbidden Halls

Posted: Fri Nov 30, 2012 12:03 am
by leewroy
Now I´m stuck on floor 5
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hungry pits v 2.1... what the hell i´m suposed to do to reach the other side?

Re: [MOD] Forbidden Halls

Posted: Fri Nov 30, 2012 12:27 am
by Adrageron
vismut , Numberouane, welcome to the Hell... err... to the Halls! :)
Karski, thanx for report, I'll send one of my undead minions to smash that stupid lever :twisted:
leewroy ,
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just try to figure out, how to activate all the pits at the same time. If you'll need more direct clue, let me know.

Re: [MOD] Forbidden Halls

Posted: Fri Nov 30, 2012 12:59 am
by leewroy
Adrageron,
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tried many things. Put items from the top to the botom, to the botom to the top, from the 3rd to the bottom, etc. Nothing works.
Some things come to mind, tough, but I also can't figure it alone.

Behind the square that have the spot where you get the test itens (flask, knife and other thing I don't remember), there's a light coming from above, looks like you can somehow be teleported to this square, but to do what, I don't know.

If you fall in one of those pits, I noticed that if you put something on the teleporter, the thing is teleported back to level above, like our party. But, if you throw, instead of just drop, the item is teleported 2 squares behind you on the same corridor. I wonder if it's a bug or part of the solution.

My best guess at this point is that you have to "feed" all the cages on a specific order, that I still didn't make.

Re: [MOD] Forbidden Halls

Posted: Fri Nov 30, 2012 1:07 am
by Adrageron
leewroy wrote:Adrageron,
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tried many things. Put items from the top to the botom, to the botom to the top, from the 3rd to the bottom, etc. Nothing works.
Some things come to mind, tough, but I also can't figure it alone.

Behind the square that have the spot where you get the test itens (flask, knife and other thing I don't remember), there's a light coming from above, looks like you can somehow be teleported to this square, but to do what, I don't know.

If you fall in one of those pits, I noticed that if you put something on the teleporter, the thing is teleported back to level above, like our party. But, if you throw, instead of just drop, the item is teleported 2 squares behind you on the same corridor. I wonder if it's a bug or part of the solution.

My best guess at this point is that you have to "feed" all the cages on a specific order, that I still didn't make.
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Ok, here is solution:
1. Close all jailed pits exept the one nearest to the entrace.
2. Put an item on the top of each closed pit.
3. Throw an item into the first pit and run to the exit.

Re: [MOD] Forbidden Halls

Posted: Fri Nov 30, 2012 2:01 am
by xhantos
Adrageron, or anyone who can answer, I have a question about the endless corridor:
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On the south corridor, there are two buttons: one on south wall, one on north wall. One button seems to light the statue otherwise any of them work. Is there a secret to be found there?

Re: [MOD] Forbidden Halls

Posted: Fri Nov 30, 2012 8:35 am
by flatline
Your trials are excellent, high quality. My only gripes so far are a few areas where death followed by loading seemed a necessary evil to get past an area. Other than that 5 out of 5 for effort, and I'm only half way through I think. (Gotten all secrets bar one or two, I think)

Re: [MOD] Forbidden Halls

Posted: Fri Nov 30, 2012 9:27 am
by Adrageron
xhantos wrote:Adrageron, or anyone who can answer, I have a question about the endless corridor:
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On the south corridor, there are two buttons: one on south wall, one on north wall. One button seems to light the statue otherwise any of them work. Is there a secret to be found there?
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Oh, sorry about second button. It is just clone of another one. Don't know, how I managed to place 2 buttons with the same logic there. Will delete one in the next update.
flatline wrote:Your trials are excellent, high quality. My only gripes so far are a few areas where death followed by loading seemed a necessary evil to get past an area.
Thank you for feedback! What is that areas mentioned?
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AFAIK, there is only one type of death traps - some pits on the lvl 5...

Re: [MOD] Forbidden Halls

Posted: Fri Nov 30, 2012 10:12 am
by flatline
Adrageron wrote:
flatline wrote:Your trials are excellent, high quality. My only gripes so far are a few areas where death followed by loading seemed a necessary evil to get past an area.
Thank you for feedback! What is that areas mentioned?
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AFAIK, there is only one type of death traps - some pits on the lvl 5...
Yep, the insta-kill pits was one. The other was
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the non-letal pit you jump into to get to level 5, and you are immediately surrounded by slimes (and your slimes are tough as nails, since they split on death). that was a hard fight mainly because after taking fall damage and automatically attacked by slime, my mage was already half dead after less than a second, and it is a while until you can reach a crystal from that spot. I would have liked to at least get a second to react before being attacked.
A third, similar thing was
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the Goromorg fight at the end of level 6, since they force you to just tank them and hope your party gets through in one piece after facing 3 goromorgs without being able to move. At that point I had no shield spells so it was pretty much based on if I managed to freeze them before they got my mage.
The worst part of the dungeon yet was
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the walk of death. Even though it is nicely done and fits the setting, at that point I was still trying to save some skill points to better be able to choose skills depending on what scrolls and items I found. It was so hard I had to spend all skill points to survive, and the fights felt unfair when you had to deal with poison, being stuck, hurt and no food. And then that tentacle blocking the exit, while I was poisoned and respawning zero XP skeletons coming from behind, that was just evil ;)
The best parts so far are level 6 which is unique and utterly confusing at first, and level 4 which had a beautiful but sinister feel to it. Kudos on those parts especially, and on all the puzzles!

Bugs I've found are minor, only that items that say they give attack power actually don't. Barbarian amulet, for example.

I do have to ask one thing though:
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What was I supposed to sacrifice on the altar on level two?

Re: [MOD] Forbidden Halls

Posted: Fri Nov 30, 2012 10:19 am
by xhantos
flatline wrote: I do have to ask one thing though:
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What was I supposed to sacrifice on the altar on level two?
That reminded me, one thing I loved is how you
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don't need to decide whether to keep/carry treasures. Treasures have purposes.

Re: [MOD] Forbidden Halls

Posted: Fri Nov 30, 2012 11:07 am
by Numberouane
Hi

Two questions about level 1 (sorry Im just starting but I take my time to be sure Im no missing anything :) )
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How to make control room dark?
I did not catch what to do with the torch in the tombs... I put light everywhere but did not notice any special effect...
Did I miss something?
So far I never rested yet as I want to avoid bad experience I got during my first test...

Thanks
:)