Search found 261 matches

by LocalFire
Fri Apr 18, 2014 1:12 am
Forum: Modding
Topic: [MOD] Castle Ringfort 2.0
Replies: 107
Views: 67058

Re: [MOD] Castle Ringfort

Ok I'm stuck, I've reached the point where it asks me to "be fast" I assumed I had to hit the lever on the teleporter square quickly but I just can't. I click in the area of the lever as I run down the hall and I get the test lever as I run past but not the second one. I got the hint from a prisoner...
by LocalFire
Mon Apr 14, 2014 9:09 am
Forum: Modding
Topic: [MOD] Prisoner of Bleakhall - UPDATE! 1.33
Replies: 88
Views: 55488

Re: [MOD] Prisoner of Bleakhall - Updated Ver 1.2

Thank you I'm glad you enjoyed it.

The story is left open for future events, after all the reason things were going down in Bleakhall is a symptom of larger events theres also a second storyline in the dungeon but for now I'll leave that for players to figure out how to access it
by LocalFire
Sat Apr 12, 2014 2:18 pm
Forum: Modding
Topic: [MOD] Prisoner of Bleakhall - UPDATE! 1.33
Replies: 88
Views: 55488

Re: [MOD] Prisoner of Bleakhall - Updated Ver 1.2

After re reading your comment I realize you're stuck in the trust fall room, no problem heres a hint
SpoilerShow
What do you do when you do a trust fall
And the solution
SpoilerShow
Walk backwards on the open pit near the north exit and the pit will close as you step onto it
by LocalFire
Sat Apr 12, 2014 2:15 pm
Forum: Modding
Topic: [MOD] Prisoner of Bleakhall - UPDATE! 1.33
Replies: 88
Views: 55488

Re: [MOD] Prisoner of Bleakhall - Updated Ver 1.2

This ones not to bad and it seems like you have the logic behind this puzzle figured out Once every 24 hours means once around the clock, remove all the stones or whatever you used to trigger the plates and stand on all of them starting at 12 o'clock making it one "day" to open the door On a side no...
by LocalFire
Sat Apr 12, 2014 1:07 pm
Forum: Modding
Topic: [MOD] Prisoner of Bleakhall - UPDATE! 1.33
Replies: 88
Views: 55488

Re: [MOD] Prisoner of Bleakhall - Updated Ver 1.2

I guess you cannot use your older savegames (1.1) with the newest update, so I won't update this time. No you can't but obviously you should update if you intend to play again (and I hope you do) I have after all put in a reason to do so ;) That being said theres nothing stopping a player using ver...
by LocalFire
Sat Apr 12, 2014 12:04 am
Forum: Modding
Topic: [MOD] Prisoner of Bleakhall - UPDATE! 1.33
Replies: 88
Views: 55488

Re: [MOD] Prisoner of Bleakhall - Updated Ver 1.1

The gold key can open doors in the section with the three locked cells with scroll and notes etc. Right, there were three cells, but I found four keys. Didn't know if there was another cell hidden somewhere with something totally awesome. Ah four keys, well then I'll have to add something awesome f...
by LocalFire
Fri Apr 11, 2014 12:23 pm
Forum: Modding
Topic: [MOD] Prisoner of Bleakhall - UPDATE! 1.33
Replies: 88
Views: 55488

Re: [MOD] Prisoner of Bleakhall - Updated Ver 1.1

Ok so I've finished the new update and will upload it tonight, so expect it in a few hours, I'll post the changelog in the first post
by LocalFire
Fri Apr 11, 2014 8:29 am
Forum: Modding
Topic: [MOD] Prisoner of Bleakhall - UPDATE! 1.33
Replies: 88
Views: 55488

Re: [MOD] Prisoner of Bleakhall - Updated Ver 1.1

The gold key can open doors in the section with the three locked cells with scroll and notes etc. The note says that the prisoner tried to use the potion to write a map, but the potion formed some runes instead but he was unable to read it because of his existing map over the top. Hence combine a bl...
by LocalFire
Thu Apr 10, 2014 8:23 pm
Forum: Modding
Topic: [MOD] Prisoner of Bleakhall - UPDATE! 1.33
Replies: 88
Views: 55488

Re: [MOD] Prisoner of Bleakhall - Updated Ver 1.1

Actually the north door opens with a S, Its misdirection so you choose the opposite point, that said you only need two keys to continue, having all four just opens the iron door
by LocalFire
Thu Apr 10, 2014 8:35 am
Forum: Modding
Topic: [MOD] Prisoner of Bleakhall - UPDATE! 1.33
Replies: 88
Views: 55488

Re: [MOD] Prisoner of Bleakhall - Updated Ver 1.1

Well you actually have the right idea, so I thought it might be bugged but I tested it and it works for me so Imagine this is the layout: The idea is to put in the compass point you want to travel to, but its misdirection so you put the opposite North - - - - Door - - - - l . . xxx . . l l . . x oo ...