[MOD] Shadows of Grim Moon

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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xhantos
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Joined: Mon Oct 15, 2012 4:39 pm

Re: [MOD] Shadows of Grim Moon

Post by xhantos » Thu Oct 25, 2012 12:21 am

hyppyp wrote:"Solve the puzzle where there are 2 pits, 2 plates and then 2 pits, around the middle of the east edge of the map."
Thanks for the 'spoiler' xhantos, but I do not have a clue to do this. The only way I see to solve this puzzle is to wait for a spider (I heard them behind the walls, creepy!) and shoot the poor thing. This way an arrow of other item will drop on the plate, which in turn will open a pit. In all other cases the plates are too far or too distant.
So I camped beside the pits for a while, but nothing turns up and I just got hungry again. In other words, could you give an additional clue please?
OK, here comes the clue:
SpoilerShow
You need to throw something on one of the pressure plates (any plate will do). If you throw a rock or an arrow, it will go too far and won't land on a plate. You need to throw something else, something which will land on the plate.

Save the game, try throwing everything you have. That's how I solved this one.

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hyppyp
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Location: The Netherlands

Re: [MOD] Shadows of Grim Moon

Post by hyppyp » Thu Oct 25, 2012 12:30 am

Thanks xhantos. Sometimes I feel I'm getting too old for these games.... ;)

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zeltak
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Re: [MOD] Shadows of Grim Moon

Post by zeltak » Thu Oct 25, 2012 11:51 pm

Great work Xhantos! I noticed one missing secret, that you've found but haven't listed:
SpoilerShow
On level 5 the small compartment where you can find the shortbow. Opened by the secret button in Valnaak's tomb.
Some have reported crashing that has something to do with the Trickster's Key. I can't get it to crash and don't see anything wrong in my script, but I'm pasting it to below (and the puzzle mechanism) so someone smarter than me can point if there's problems in it.
SpoilerShow

Code: Select all

    function itemCheck(item)
       for champ = 1,4 do
       for slot = 1,31 do
          x = party:getChampion(champ):getItem(slot)
          if x ~= nil then
          if x.name == item then
             party:getChampion(champ):removeItem(slot)
             print("item removed")
			 trickAltar:addItem(spawn("trickster_key"))
			 refTimer:deactivate()
          end
          end   
       end   
       end   
    end



    function checkKey()
		itemCheck("trickster_key")
		if getMouseItem() ~= nil then
			if getMouseItem().name == "trickster_key" then
				setMouseItem()
				trickAltar:addItem(spawn("trickster_key"))
				refTimer:deactivate()
			end
		end
    end
On deactivate altar('trickAltar') triggers timer('refTimer') with 1s interval that triggers checkKey function.

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xhantos
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Re: [MOD] Shadows of Grim Moon

Post by xhantos » Fri Oct 26, 2012 12:34 am

zeltak wrote:I noticed one missing secret, that you've found but haven't listed
Thanks Zeltak.

Update: Updated secrets list.

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Numberouane
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Location: Sunny Place south Of France

Re: [MOD] Shadows of Grim Moon

Post by Numberouane » Sun Oct 28, 2012 9:11 pm

Hi

can someone please pm me about the level 7 puzzle?

Thanks

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ElfBane
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Re: [MOD] Shadows of Grim Moon

Post by ElfBane » Mon Oct 29, 2012 10:31 pm

On L2 the right-hand (as you look @ the map) trap-door & teleport puzzle has me stumped. I can't turn off the initial square teleport... and that makes it impossible to navigate the trap-doors to turn off the other teleports! What have I missed? Any help appreciated.

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zeltak
Posts: 119
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Re: [MOD] Shadows of Grim Moon

Post by zeltak » Mon Oct 29, 2012 11:51 pm

ElfBane wrote:On L2 the right-hand (as you look @ the map) trap-door & teleport puzzle has me stumped. I can't turn off the initial square teleport... and that makes it impossible to navigate the trap-doors to turn off the other teleports! What have I missed? Any help appreciated.
You have noticed the button on the right side wall, before the room?

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ElfBane
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Re: [MOD] Shadows of Grim Moon

Post by ElfBane » Tue Oct 30, 2012 3:10 am

Yes, I push the button but the initial square still teleports me back to the stairs.

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Numberouane
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Location: Sunny Place south Of France

Re: [MOD] Shadows of Grim Moon

Post by Numberouane » Tue Oct 30, 2012 8:49 am

yes same for me :) we might have missed something...
Pushing it does nothing so far that I can notice
:)

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zeltak
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Re: [MOD] Shadows of Grim Moon

Post by zeltak » Tue Oct 30, 2012 2:22 pm

So the teleport configuration doesn't change when you press the button (although, the button is just for reseting purposes, teleports are initially in the right place..)? If it is so, then it's strange as it has been working from the day 1, and it's still working on my editor testing.

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