Legend Of Grimrock

Great game!

On level three ("Pillars of Light"), puzzle design steps up to a level I need help with. The rotating teleport was the first one, but the solution was obvious once pointed out.

Currently I'm stuck in corridors with iron gates and spiders in the north-east section of the map. There's a button I can press, which opens a gate I need to get through, but there's no way I can reach it in time because there's another gate forcing me to go around. There's another button just next to this, which opened a wall and released a spider, but I can't see what use this opened route is to me.

Is there a way to keep the gate open for longer or to open up a quicker route? I have trouble finding this spot from walkthroughs.

jlaakso wrote:

Is there a way to keep the gate open for longer or to open up a quicker route? I have trouble finding this spot from walkthroughs.

Spoiler:

You just have to do the shortest move sequence immediately after pushing the button. As I recall it's back, strafe right, strafe right, forward, forward, forward, strafe left, strafe left, forward.

LiquidMantis wrote:
Spoiler:

You just have to do the shortest move sequence immediately after pushing the button. As I recall it's back, strafe right, strafe right, forward, forward, forward, strafe left, strafe left, forward.

Doh! Figured it out immediately after posting. Thank you. Feels like often the best solution is to walk away for a minute and look at it again... My ridiculous lack of sense of direction is rarely a boon in this game.

Spoiler:

The spiders immediately after that are super tough, lost both of my front guys there.

So I finally finished. Good game, verging on great. I felt maybe a little let down at the end, but it was pretty minor.

More of a tactics spoiler than anything:

Spoiler:

On the whole, I found that most of the fighting worked best with 'cheeze' tactics. Never, ever just stand there and trade blows with a monster... do whatever you have to do to not let them hit you. They can't open doors or enter portals or fall down pits, so any of those methods are ways to escape, heal up, and come back for more.

By the way, that paragraph has one deliberate lie in it.

Damn fine effort for a small indie team. Now I'm interested in maybe revisiting Dungeon Master.

jlaakso wrote:
Spoiler:

The spiders immediately after that are super tough, lost both of my front guys there.

Spoiler:

Yeah, I started to make a second spoiler warning of the cage match but figured everyone should have a closely spaced breadcrumb trail of save files anyway. :D

Man this game is intense. It's been a while since I've been afraid of what might be around the corner. I had to stop playing and wind down with some Dawn Of War II before going to bed.

Regarding the ending:

Spoiler:

I thought it was quite humorous! I didn't expect to be fighting a steampunk artificial intelligence with telepathic outbursts as the final enemy, and I'll it admit it took me a while to figure out how to dismantle him.

I played through the first time with the standard character set. Second play through I plan on going warrior-rogue-rogue-wizard. I pretty much ignored all archery/throwable items last time so I figure one of the rogues specializes in that skill set. For the wizard I want to focus on air magic this time, there are some cool spells for rogue heavy builds from what I understand.

This is the best spent $13 I've had in quite a while. If you're on the fence just dive in, it's really a blast.

Anyone know how to get the 1.14 patch if you have the GoG version? I just tried re-downloading the full game from GoG, but it was still 1.0.

mr_n00b wrote:

Second play through I plan on going warrior-rogue-rogue-wizard.

That's the set up I also went with for my hard playthrough. To be honest it's not that good. The melee rogue just isn't a good enough replacement for a fighter.

Spoiler:

It's pretty clear to me that the most effective setup would be 2 fighter and 2 mages. Level both warriors in armour so that the can both wear heavy armour and then spend all the rest of your point in swords for 1 warrior and maces for the other. Then level 1 mage in air and the other in fire until they are both at 50.

Jeff-66 wrote:

Anyone know how to get the 1.14 patch if you have the GoG version? I just tried re-downloading the full game from GoG, but it was still 1.0.

strange. I manually re-downloaded the file again and it was the correct patched version. Should be all you need to do.

stevenmack wrote:
Jeff-66 wrote:

Anyone know how to get the 1.14 patch if you have the GoG version? I just tried re-downloading the full game from GoG, but it was still 1.0.

strange. I manually re-downloaded the file again and it was the correct patched version. Should be all you need to do.

When you re-downloaded it, did the setup file say v.1.0.0.8? Mine said that, so I assumed it was the previous version.

Jeff-66 wrote:

Anyone know how to get the 1.14 patch if you have the GoG version? I just tried re-downloading the full game from GoG, but it was still 1.0.

I checked the GOG forum. You have to download the new file (1.0.8, by their accounting method, older was 1.0.6), uninstall the first version (make sure to keep your saves, it will ask), and install the new version. It worked fine for me. The title screen shows the 1.1.4 version.

D-Man777 wrote:
Jeff-66 wrote:

Anyone know how to get the 1.14 patch if you have the GoG version? I just tried re-downloading the full game from GoG, but it was still 1.0.

I checked the GOG forum. You have to download the new file (1.0.8, by their accounting method, older was 1.0.6), uninstall the first version (make sure to keep your saves, it will ask), and install the new version. It worked fine for me. The title screen shows the 1.1.4 version.

Thanks. Yeah, the 1.08 thing was what was throwing me.

Quick save key. YAY!

Not seeing this on Steam yet...

Orphu wrote:

Quick save key. YAY!

Not seeing this on Steam yet...

My install did a bizarre full download, then download again, then seems to have not changed anything (still 1.1.3 for me). I saw on the LoG forums that there was speculation that the patch had been pulled from Steam for some reason.

I'm skimming a bit but i was having a hell of a time with the game crabs. I had both my fighters with 1 wep and a shield. I JUST figured out if you put 2 weps in their hands, they swing both when you use action! My fighters are now doing much more damage!

karmajay wrote:

I'm skimming a bit but i was having a hell of a time with the game crabs. I had both my fighters with 1 wep and a shield. I JUST figured out if you put 2 weps in their hands, they swing both when you use action! My fighters are now doing much more damage!

Thanks for the tip.

Holy crap that's handy to know. I assumed they used whatever you activated. Time to pack away the shields!

Just finished a playthrough on normal with a monk and three mages (fire, air, mud). Sooo much fun, even though I only found about half the secrets and never did figure out the level 7/9/11 spell. Squee!

Spoiler:

High-level evasion is strong - might be a good consideration for hard. My monk was at 97, and was the fire survivor (the front-line mud mage was the poison survivor). He could stand toe to toe with any non-magical mob and just beat it down.

I do have a gripe about the descriptions, though. Earth did not have any defensive spells that I found other than the standard resist, and in practical use the water spells are much better defensively, especially frostbolt.

Malor wrote:
Spoiler:

They can't open doors or enter portals or fall down pits,

By the way, that paragraph has one deliberate lie in it.

Actually, I'm seeing two lies. Or maybe it just didn't happen in your game(s).

Spoiler:

They can fall down pits, with help. At least snails and skeletons will, they aren't exactly bright. And I had at least two skeletons go through portals, one archer and one spear. But its thankfully uncommon. At least I haven't found anything that opens door.

And if you are having problems hitting the timing right on some of the puzzles (like the bronze door on level 7), try turning your graphics settings waaaay down. Made all the difference on two puzzles I could not get the timing right on, on level 6 and 7.

karmajay wrote:

I JUST figured out if you put 2 weps in their hands, they swing both when you use action! My fighters are now doing much more damage!

Oh wow, I didn't know that! I have two warriors, basically a shielded up tank and a high-evasion whirling-dervish barbarian sort, but ended up using a shield with her anyway since there seemed to be no reason not to. This changes everything! She's easily my highest single-target damage character so this should help me to mince things much quicker.

Redwing wrote:
karmajay wrote:

I JUST figured out if you put 2 weps in their hands, they swing both when you use action! My fighters are now doing much more damage!

Oh wow, I didn't know that! I have two warriors, basically a shielded up tank and a high-evasion whirling-dervish barbarian sort, but ended up using a shield with her anyway since there seemed to be no reason not to. This changes everything! She's easily my highest single-target damage character so this should help me to mince things much quicker.

+1, like, thanks etc.

For an extra dollop of nostalgia:

Original Dungeon Master character portraits for use with Grimrock (and high res revamps of each of them)
They'll need converted to TGA first though. Download link on the angrymetor site above.

IMAGE(http://testokrates.files.wordpress.com/2012/04/dmfinal2.jpg?w=584&h=1565)

Awwwwwwwwwwsome!

That is both nerdy and awesome

I usually played Zed, Sonya, Alex Ander, and Gothmog.

Gothmog! He's coming on my next playthrough.

stevenmack wrote:

For an extra dollop of nostalgia:

Original Dungeon Master character portraits for use with Grimrock (and high res revamps of each of them)
They'll need converted to TGA first though. Download link on the angrymetor site above.

This post on the official forums:
Link

Has a link to a zip with those files already converted to TGA, if anyone wants to save the step. Just drop them in the Portraits folder and they are good to go.

Brilliant!

Ah HA! If you're running a no-melee party (I have two rogues, two wizards, and everyone is using ranged weapons) there's a certain part where you might get stuck (non-puzzle-hint for some lower levels).

Spoiler:

I spent a couple of hours wandering around level 9 until I discovered you can destroy the cloth drapes that are hanging up! Shooting an arrow at them doesn't do anything, but swiping at them with a melee weapon will destroy them. They may hide hidden things. So make sure to keep at least one with you for such a situation!