MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
User avatar
Dr.Disaster
Posts: 2861
Joined: Wed Aug 15, 2012 11:48 am

Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by Dr.Disaster » Sat Feb 06, 2021 11:56 am

Kirill wrote:
Sat Feb 06, 2021 6:42 am
Cave wizard wrote:
Fri Feb 05, 2021 6:26 pm
but the mod was surprisingly challenging even on normal difficulty.
While I found this mod very easy even on hardest difficulty, I have played a lot of similar mods over the years, I notice others like you saying this mod was way too hard for them so I guess everyone has a different perspective!
Combat difficulty in MQ depends on the party you bring.
A new party won't see much of a difference until close to the end.
A party that has completed the main campaign once will notice that monsters are tougher then usual.
A party that has completed a lot of custom mods or finished MQ several times will face same serious opposition up to monsters being almost impossible to hit in melee (watched lvl 35 Toorum Flurry of Slashes triple-miss lots of times) while being able to deal one-hit-kills.

User avatar
Komag
Posts: 3641
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by Komag » Sun Feb 21, 2021 12:35 am

Cave wizard wrote:
Fri Feb 05, 2021 6:26 pm
Which are the two new bosses? I got all the secrets and treasures but never encountered a boss that I clearly recognized as new. I think the king that ranks you is new, but I never had a proper fight with it, only one where it tests you while you're stuck at the bottom of a pit with no ability to move.
Yes, that snail king fight in the pit is one of them, and the other is the multi-uggardian in the tomb
Finished Dungeons - complete mods to play

Cave wizard
Posts: 8
Joined: Fri Feb 05, 2021 4:02 pm

Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by Cave wizard » Thu Feb 25, 2021 12:56 am

Dr.Disaster wrote:
Sat Feb 06, 2021 11:56 am
Combat difficulty in MQ depends on the party you bring.
A new party won't see much of a difference until close to the end.
A party that has completed the main campaign once will notice that monsters are tougher then usual.
A party that has completed a lot of custom mods or finished MQ several times will face same serious opposition up to monsters being almost impossible to hit in melee (watched lvl 35 Toorum Flurry of Slashes triple-miss lots of times) while being able to deal one-hit-kills.
Funny how that works. I had a suspicion that level-scaled enemies were more dangerous once you're past the beginning snails, because they were putting up more of a fight than most things I can think of in vanilla Grimrocks.
Komag wrote:
Sun Feb 21, 2021 12:35 am
Yes, that snail king fight in the pit is one of them, and the other is the multi-uggardian in the tomb
Thanks for clarifying. I did think the uggardian could have been new, but I wasn't certain.

wagtunes
Posts: 316
Joined: Sun Feb 04, 2018 11:04 pm

Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by wagtunes » Fri Sep 17, 2021 3:27 am

I finally bit the bullet and made a short video.

https://youtu.be/iAgPZ8c7JOE

What am I doing wrong? I have watched countless videos and am doing the exact same thing.

User avatar
Dr.Disaster
Posts: 2861
Joined: Wed Aug 15, 2012 11:48 am

Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by Dr.Disaster » Fri Sep 17, 2021 11:26 pm

wagtunes wrote:
Fri Sep 17, 2021 3:27 am
I finally bit the bullet and made a short video.

https://youtu.be/iAgPZ8c7JOE

What am I doing wrong? I have watched countless videos and am doing the exact same thing.
I vagely remember a similar road block with those walls not opening, either during the beta test or an early release version. I also remember that Komag figured out the problem - had to do with the quakes preventing stuff from happening - created a fix and a new release of the mod.

So the only idea i got is: are you using the latest release of MQ?

This and the secret area you missed beside the last switch.

wagtunes
Posts: 316
Joined: Sun Feb 04, 2018 11:04 pm

Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by wagtunes » Sat Sep 18, 2021 12:30 am

Dr.Disaster wrote:
Fri Sep 17, 2021 11:26 pm
wagtunes wrote:
Fri Sep 17, 2021 3:27 am
I finally bit the bullet and made a short video.

https://youtu.be/iAgPZ8c7JOE

What am I doing wrong? I have watched countless videos and am doing the exact same thing.
I vagely remember a similar road block with those walls not opening, either during the beta test or an early release version. I also remember that Komag figured out the problem - had to do with the quakes preventing stuff from happening - created a fix and a new release of the mod.

So the only idea i got is: are you using the latest release of MQ?

This and the secret area you missed beside the last switch.
These are the releases notes of the version I have.

LEGEND OF GRIMROCK - MASTER QUEST
v1.0 MARCH 16, 2013
v1.1 MARCH 21, 2013
v1.2 MARCH 29, 2013
v1.3 APRIL 23, 2013
v1.4 OCTOBER 31, 2013

Does that secret area contain a pressure plate that triggers the script? If not, it won't matter.

** EDIT ** I just walked through it again and hit every area. Still doesn't work. I looked at the script. With the counter set to 3 and checking every instance where the counter is decremented, there is no way this should work. Two of the plates that trigger the script are on the other side of the wall. Only one plate is in an area that is accessible.

User avatar
Dr.Disaster
Posts: 2861
Joined: Wed Aug 15, 2012 11:48 am

Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by Dr.Disaster » Sat Sep 18, 2021 2:55 am

err .. just to make sure: you have been at the other 2 places and got the items there, right?

wagtunes
Posts: 316
Joined: Sun Feb 04, 2018 11:04 pm

Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by wagtunes » Sat Sep 18, 2021 3:16 am

Dr.Disaster wrote:
Sat Sep 18, 2021 2:55 am
err .. just to make sure: you have been at the other 2 places and got the items there, right?
I'm not sure what other 2 places you're referring to.

wagtunes
Posts: 316
Joined: Sun Feb 04, 2018 11:04 pm

Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by wagtunes » Sat Sep 18, 2021 4:28 am

Okay, if you're referring to the 2 plates on the other side of the wall, you can't get to them because there is a locked door blocking them. The door only opens from the side I'm trying to get through that I can't because the walls don't open in order to get to that door.

For what it's worth, the puzzle works perfectly in the original game so something is broken.

User avatar
Dr.Disaster
Posts: 2861
Joined: Wed Aug 15, 2012 11:48 am

Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by Dr.Disaster » Sat Sep 18, 2021 10:52 am

wagtunes wrote:
Sat Sep 18, 2021 4:28 am
Okay, if you're referring to the 2 plates on the other side of the wall, you can't get to them because there is a locked door blocking them. The door only opens from the side I'm trying to get through that I can't because the walls don't open in order to get to that door.

For what it's worth, the puzzle works perfectly in the original game so something is broken.
Sorry, but here you are wrong. There is nothing broken here. Both doors can be opened, you just need to look for the mechanisms.

Post Reply