Mystrock, Artisans Path (Complete Ver 1.5)

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3mortis
Posts: 43
Joined: Tue Mar 19, 2013 7:41 pm

Re: Mystrock, Artisans Path (Complete Ver 1.4)

Post by 3mortis » Thu Dec 17, 2015 12:32 pm

Hi, this mod is great and rly big but i stuck :(

in Selenitic Age i press few buttons, go to teleport at the end and im on small island with 1 enemy and closed building

i cant go back, i can load but still in Selenitic Age without way back to hub :(

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TinyZu
Posts: 35
Joined: Sat Oct 31, 2015 6:36 am

Re: Mystrock, Artisans Path (Complete Ver 1.4)

Post by TinyZu » Thu Dec 17, 2015 4:21 pm

3mortis wrote:i cant go back, i can load but still in Selenitic Age without way back to hub :(
If there's nothing on the isle that takes you back, look elsewhere. Otherwise, just let your gamer instinct of "This should be active, probably." lead you.

Azel
Posts: 808
Joined: Thu Nov 06, 2014 10:40 pm

Re: Mystrock, Artisans Path (Complete Ver 1.4)

Post by Azel » Thu Dec 17, 2015 7:00 pm

Hiya!
SpoilerShow
When you're on the small island in the Selenitic Age, you will come across a small rock, and could be a place to throw it very near by :D

3mortis
Posts: 43
Joined: Tue Mar 19, 2013 7:41 pm

Re: Mystrock, Artisans Path (Complete Ver 1.4)

Post by 3mortis » Thu Dec 17, 2015 8:35 pm

OMG shame

i ddnt saw that plate and i should have known that these stones aren't accident
my inner grimmrock fan is crying :(

Azel
Posts: 808
Joined: Thu Nov 06, 2014 10:40 pm

Re: Mystrock, Artisans Path (Complete Ver 1.4)

Post by Azel » Thu Dec 17, 2015 11:56 pm

Yeah throwing rocks on to plates is my favorite passtime lol

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Duncan1246
Posts: 404
Joined: Mon Jan 19, 2015 7:42 pm

Re: Mystrock, Artisans Path (Complete Ver 1.4)

Post by Duncan1246 » Fri Dec 18, 2015 10:20 pm

Well,
Testing my mod take me a lot of time, so I return to Mystrock only now... and I am already stuck!! In Selenitic Age, I don't know what to do with the five pushable blocks (did I have missed some note?) and worse, I don't see any way to leave this age....
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?

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TinyZu
Posts: 35
Joined: Sat Oct 31, 2015 6:36 am

Re: Mystrock, Artisans Path (Complete Ver 1.4)

Post by TinyZu » Fri Dec 18, 2015 11:05 pm

Duncan1246 wrote:I don't know what to do with the five pushable blocks
SpoilerShow
The house on the lone isle gives you a sound code once all lighthouses are active. Replicate that code with the blocks and pull the lever. Was that how it worked? That's probably how it worked.

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Duncan1246
Posts: 404
Joined: Mon Jan 19, 2015 7:42 pm

Re: Mystrock, Artisans Path (Complete Ver 1.4)

Post by Duncan1246 » Sat Dec 19, 2015 2:26 am

TinyZu wrote:...
It's seems very simple... after you know it! Thanks!
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?

Azel
Posts: 808
Joined: Thu Nov 06, 2014 10:40 pm

Re: Mystrock, Artisans Path (Complete Ver 1.4)

Post by Azel » Sat Dec 19, 2015 3:54 am

Exactly correct solution. Quick question, Duncan, were any of the "sounds" too loud or too low for you? They all play relatively the same on my laptop, but I think TinyZu reported some sounds as being obscenely loud lol

If so, I just need to know which ones.

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TinyZu
Posts: 35
Joined: Sat Oct 31, 2015 6:36 am

Re: Mystrock, Artisans Path (Complete Ver 1.4)

Post by TinyZu » Sat Dec 19, 2015 5:13 am

The static noise is what was super loud, first and foremost >:,3

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