On the other hand, at least there IS a dismanteler.
[MOD] Forbidden Halls
- AnnElfwind
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Re: [MOD] Forbidden Halls
SpoilerShow
Which idiot placed the Dismanteler in a room with a freaking moving cube?!
On the other hand, at least there IS a dismanteler.
On the other hand, at least there IS a dismanteler.
Read Through the Grimrock here or on my website.
- AnnElfwind
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Re: [MOD] Forbidden Halls
What is the most obscure secret in this mod? One that has nothing to do with the *--***--- symbols on level 9. Though if someone figured that out, I won't say no to hearing that either. 

Read Through the Grimrock here or on my website.
- sapientCrow
- Posts: 608
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Re: [MOD] Forbidden Halls
Question:
I just reached the Sea of Flesh and the rooms that follow that have me face tanking ice lizards slime/double slimes fire elementals and wind wyverns.
After a room full of spawns that I had to face tank I have to ask...
Does this theme continue into the later game?
I play all mods on hard mode otherwise they are boring as hell. I have played close to 50 mods now at least. Including (Toorum's Manor and Labyrinth of Lies) which have some seriously heavy challenges at certain spots. However they always gave room to fight strategically. In this Mod it feels like I am forced to either roll 4 evasion tanks because back rows get hit quite often or 4 heavy armor tanks. That is to complete the game on hard. Or I suppose 2 ice mages could work.
I am all for challenge. Both with puzzles and combat but a room with snails followed by scavengers followed by wyverns followed by spiders followed by dual scavengers and then followed by slimes is just ridiculous. Then after I got through it I breathed a sigh of relief to be shown their is none and I now need to face tank an Ice Lizard but not one 2.
I am fantastically perplexed as to what the design is? The path of the damned was fairly punishing and harsh but there was 2 fire bombs that made to 2 initial 2 fights doable. I made it through that corridor even with the infinite spawning skellies. Even the scavenger face tank at like level 3 or so was doable as we could keep our main tanks forward and no side damage. Then there is the sea of flesh and I am concerned about what is to come.
I am a thorough player. I most often find all secrets in mods or a very large portion of them. Based on the count in this thread I have found all the secrets up the Sea point. I do not have enough materials to quaff potions indefinitely. I am penalized for sleeping to regen and I have to face tank things with all 4 of my characters.
The problem is that you make no reference that this mod almost forces you to choose certain characters to complete it on higher difficulty settings. I really think some of the design here should be re-tweaked. I doubt I will simply give up because that is not my style but I might have to literally cheat things because hitting F9 over and over again to get a lucky roll where I do not die in one of the face tank battles is not strategic it is just gambling and time consuming.
I commend the Mod for quite a number of things with its use of lighting and non linearity and the incorporation of unique items as well as many of the combat scenarios and puzzles.
It is just certain areas such as Sea of Flesh simply need to be rebalanced and made so they can in fact be defeated without a very fixed party composition.
Like I said I have played over 50 mods and all of them on Hard. And when I got to Sea of Flesh and then what follows it I was amazed by how over the top the situations were and how they were almost made to halt progress right there and then. In addition they are called mage challenges but seriously to defeat them without reloading 100+ times a 4 party tank team would be appropriate.
I just reached the Sea of Flesh and the rooms that follow that have me face tanking ice lizards slime/double slimes fire elementals and wind wyverns.
After a room full of spawns that I had to face tank I have to ask...
Does this theme continue into the later game?
I play all mods on hard mode otherwise they are boring as hell. I have played close to 50 mods now at least. Including (Toorum's Manor and Labyrinth of Lies) which have some seriously heavy challenges at certain spots. However they always gave room to fight strategically. In this Mod it feels like I am forced to either roll 4 evasion tanks because back rows get hit quite often or 4 heavy armor tanks. That is to complete the game on hard. Or I suppose 2 ice mages could work.
I am all for challenge. Both with puzzles and combat but a room with snails followed by scavengers followed by wyverns followed by spiders followed by dual scavengers and then followed by slimes is just ridiculous. Then after I got through it I breathed a sigh of relief to be shown their is none and I now need to face tank an Ice Lizard but not one 2.
I am fantastically perplexed as to what the design is? The path of the damned was fairly punishing and harsh but there was 2 fire bombs that made to 2 initial 2 fights doable. I made it through that corridor even with the infinite spawning skellies. Even the scavenger face tank at like level 3 or so was doable as we could keep our main tanks forward and no side damage. Then there is the sea of flesh and I am concerned about what is to come.
I am a thorough player. I most often find all secrets in mods or a very large portion of them. Based on the count in this thread I have found all the secrets up the Sea point. I do not have enough materials to quaff potions indefinitely. I am penalized for sleeping to regen and I have to face tank things with all 4 of my characters.
The problem is that you make no reference that this mod almost forces you to choose certain characters to complete it on higher difficulty settings. I really think some of the design here should be re-tweaked. I doubt I will simply give up because that is not my style but I might have to literally cheat things because hitting F9 over and over again to get a lucky roll where I do not die in one of the face tank battles is not strategic it is just gambling and time consuming.
I commend the Mod for quite a number of things with its use of lighting and non linearity and the incorporation of unique items as well as many of the combat scenarios and puzzles.
It is just certain areas such as Sea of Flesh simply need to be rebalanced and made so they can in fact be defeated without a very fixed party composition.
Like I said I have played over 50 mods and all of them on Hard. And when I got to Sea of Flesh and then what follows it I was amazed by how over the top the situations were and how they were almost made to halt progress right there and then. In addition they are called mage challenges but seriously to defeat them without reloading 100+ times a 4 party tank team would be appropriate.
- AnnElfwind
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Re: [MOD] Forbidden Halls
Hi,sapientCrow wrote:Question:
I just reached the Sea of Flesh and the rooms that follow that have me face tanking ice lizards slime/double slimes fire elementals and wind wyverns.
After a room full of spawns that I had to face tank I have to ask...
Does this theme continue into the later game?
I play all mods on hard mode otherwise they are boring as hell. I have played close to 50 mods now at least. Including (Toorum's Manor and Labyrinth of Lies) which have some seriously heavy challenges at certain spots. However they always gave room to fight strategically. In this Mod it feels like I am forced to either roll 4 evasion tanks because back rows get hit quite often or 4 heavy armor tanks. That is to complete the game on hard. Or I suppose 2 ice mages could work.
I am all for challenge. Both with puzzles and combat but a room with snails followed by scavengers followed by wyverns followed by spiders followed by dual scavengers and then followed by slimes is just ridiculous. Then after I got through it I breathed a sigh of relief to be shown their is none and I now need to face tank an Ice Lizard but not one 2.
I am fantastically perplexed as to what the design is? The path of the damned was fairly punishing and harsh but there was 2 fire bombs that made to 2 initial 2 fights doable. I made it through that corridor even with the infinite spawning skellies. Even the scavenger face tank at like level 3 or so was doable as we could keep our main tanks forward and no side damage. Then there is the sea of flesh and I am concerned about what is to come.
I am a thorough player. I most often find all secrets in mods or a very large portion of them. Based on the count in this thread I have found all the secrets up the Sea point. I do not have enough materials to quaff potions indefinitely. I am penalized for sleeping to regen and I have to face tank things with all 4 of my characters.
The problem is that you make no reference that this mod almost forces you to choose certain characters to complete it on higher difficulty settings. I really think some of the design here should be re-tweaked. I doubt I will simply give up because that is not my style but I might have to literally cheat things because hitting F9 over and over again to get a lucky roll where I do not die in one of the face tank battles is not strategic it is just gambling and time consuming.
I commend the Mod for quite a number of things with its use of lighting and non linearity and the incorporation of unique items as well as many of the combat scenarios and puzzles.
It is just certain areas such as Sea of Flesh simply need to be rebalanced and made so they can in fact be defeated without a very fixed party composition.
Like I said I have played over 50 mods and all of them on Hard. And when I got to Sea of Flesh and then what follows it I was amazed by how over the top the situations were and how they were almost made to halt progress right there and then. In addition they are called mage challenges but seriously to defeat them without reloading 100+ times a 4 party tank team would be appropriate.
I'll try to answer as much as I can. I'm no expert on this mod, but I'd say, that by now, I know it better than many (dare I say most?).
What follows after what you described, let's just say that it's even worse and you'll be happy when you get to the last level of this mod. After level 6, level nine will look like a walk in the park.
I never played this mod on hard, but I'd imagine it must be brutal. I played it several times with different parties, including hybrid parties and toorum mode.
For your party, I'd recommend having the standard setup - two front line fighters, backrow rouge and a mage. If possible, it's good to have your rouge to know how to assasinate, even though most of the monsters starting from level 6 are impossible to one-shot kill. And for your mage to know at least two from fireball, ice and lightning bolt.
Because unless your fighters are scarily strong, you'll be relying on your mage quite a lot when you reach level 6 and then possibly level 7 too, but there it is possible to avoid most of the fighting if you're quick enough.
I'd say that the most brutal part is level 8, but unfortunatelly, it's a place where you need to go to complete the mod.
As for secrets, I found I think all but one, so if you figure out the mysterious writing on a wall on level 9, let me know.
Oh, and please, tell mewhat does the F9 do? I'm not really familiar with cheating in this game beyond the party mods that I have downloaded.
As for the mage's challenges, I had an advantage as I was using a party that has been through a lot and has resistence like to all elements in full. But let's face it, I did help that progress along a bit in a party mod.
And now I think I'll have to play this mod on hard just to see how hart it actually is.

If there's anything I can help you with regarding this mod, let me know.

Read Through the Grimrock here or on my website.
- sapientCrow
- Posts: 608
- Joined: Sun Apr 22, 2012 10:57 am
Re: [MOD] Forbidden Halls
Thanks for the heads up and reply.Hi,
I'll try to answer as much as I can. I'm no expert on this mod, but I'd say, that by now, I know it better than many (dare I say most?).
What follows after what you described, let's just say that it's even worse and you'll be happy when you get to the last level of this mod. After level 6, level nine will look like a walk in the park.
I never played this mod on hard, but I'd imagine it must be brutal. I played it several times with different parties, including hybrid parties and toorum mode.
For your party, I'd recommend having the standard setup - two front line fighters, backrow rouge and a mage. If possible, it's good to have your rouge to know how to assasinate, even though most of the monsters starting from level 6 are impossible to one-shot kill. And for your mage to know at least two from fireball, ice and lightning bolt.
Because unless your fighters are scarily strong, you'll be relying on your mage quite a lot when you reach level 6 and then possibly level 7 too, but there it is possible to avoid most of the fighting if you're quick enough.
I'd say that the most brutal part is level 8, but unfortunatelly, it's a place where you need to go to complete the mod.
As for secrets, I found I think all but one, so if you figure out the mysterious writing on a wall on level 9, let me know.
Oh, and please, tell mewhat does the F9 do? I'm not really familiar with cheating in this game beyond the party mods that I have downloaded.
As for the mage's challenges, I had an advantage as I was using a party that has been through a lot and has resistence like to all elements in full. But let's face it, I did help that progress along a bit in a party mod.
And now I think I'll have to play this mod on hard just to see how hart it actually is.
If there's anything I can help you with regarding this mod, let me know.
I ended up starting over and chose Mino Fighter and Rogue Bard handed front line ( Rogue has an 131 evade now and my fighter is in his heavy armor) My back row is a Rogue and Mage. I picked missiles for the rogue and the mage has fireball and ice right now with empowered ice and I am about ready to hit level 6 of the Dungeon. This time around the Sea of Flesh was doable as I had saved all my bombs and all my one charge scrolls. The elemental rooms were harsh still. Mainly because I had to face tank a lot but with frost bolt things went a lot smoother. Out of the Mage area and into glowing pits and the hungry pits and such things got easy and I am sitting with a ton of ingredients. Unfortunately the elixirs I really want to make the enlighten ones need more flasks to create them and I do not want to blow all my flasks on them. I like the addition of the elixirs.
F9 is just the quick load key which I press a lot to get a perfect freeze in that sea of flesh. What helped me the most there was hasting the archer and shooting rapid fire arrows. I hid when I opened the secret and let those slimes blow themselves up some.
I am finding a lot of slimy toadstool. Will I need them later on in large quantities?
Thanks again and I will see about that message on 9 and will post what my secret count ends at. So far the secrets are quite rewarding to find and quite difficult some of them.
It is nice to finally have found the light spell too. yay
- AnnElfwind
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Re: [MOD] Forbidden Halls
Hi, I'm glad I could help.sapientCrow wrote:
Thanks for the heads up and reply.
I ended up starting over and chose Mino Fighter and Rogue Bard handed front line ( Rogue has an 131 evade now and my fighter is in his heavy armor) My back row is a Rogue and Mage. I picked missiles for the rogue and the mage has fireball and ice right now with empowered ice and I am about ready to hit level 6 of the Dungeon. This time around the Sea of Flesh was doable as I had saved all my bombs and all my one charge scrolls. The elemental rooms were harsh still. Mainly because I had to face tank a lot but with frost bolt things went a lot smoother. Out of the Mage area and into glowing pits and the hungry pits and such things got easy and I am sitting with a ton of ingredients. Unfortunately the elixirs I really want to make the enlighten ones need more flasks to create them and I do not want to blow all my flasks on them. I like the addition of the elixirs.
F9 is just the quick load key which I press a lot to get a perfect freeze in that sea of flesh. What helped me the most there was hasting the archer and shooting rapid fire arrows. I hid when I opened the secret and let those slimes blow themselves up some.
I am finding a lot of slimy toadstool. Will I need them later on in large quantities?
Thanks again and I will see about that message on 9 and will post what my secret count ends at. So far the secrets are quite rewarding to find and quite difficult some of them.
It is nice to finally have found the light spell too. yay
But I have to say, you should have kept the one-time use scrolls for the four elemental chambers you mentioned previously. They open a secret that is very usefull. Well, usefull... Depends how you look at it. I still think the best but also the worst secret is on level 7 - Golem Factory.
So you use two rogues? That's a setup I haven't used yet, maybe I'll try. Though I would still suggest that you train at least one of them in assassination and daggers. BEcause even though most of the monsters on level 6 and 7 cannot be assassinated, they take a lot of damage when you strike from behind.
The elemental rooms... You just have to tank it without moving around too much, there's no other way there. The only thing you could do to make it a bit easier, is if your mage knows some of the elemental shields? It might not help much, but at least a little.
Some of the slimes drop poignant potions, you jsut use them and have empty flasks if you need them. That is, if your characters can whitstand the poison.
But flasks are needed for an even greater secret on level 6. Read scrolls carefully. If you want more hints, let me know.

I myself always make elixirs of might. Cause I have this habbit of carrying everything and without the might elixirs, I don't have enough strenght for it.
You will not need slimy toadstool in large quantities. I think they are used for one of the elixirs but I usually just eat them or something, when I'm in need of inventory space. And thanks for explaining hte F9, I don't use it, but maybe it will come in handy at one point with one of the mods.
Yeah, light spell! I was really shocked when I discovered it. But by now, I don'T even pick the scrolls up.

And it would be SO great if you figured the writing on the last level! I don't think there's ANYONE who figured it out!
If there's anything else, I'll be happy to help.

Read Through the Grimrock here or on my website.
- sapientCrow
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Re: [MOD] Forbidden Halls
Yikes I missed a secret?But I have to say, you should have kept the one-time use scrolls for the four elemental chambers you mentioned previously. They open a secret that is very usefull.
SpoilerShow
in those elemental chambers after the sea of flesh?? I need to use the scrolls there somehow? I did not see any alcoves or anything in those rooms.
- AnnElfwind
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Re: [MOD] Forbidden Halls
Yep, it's there.sapientCrow wrote:Yikes I missed a secret?But I have to say, you should have kept the one-time use scrolls for the four elemental chambers you mentioned previously. They open a secret that is very usefull.SpoilerShowin those elemental chambers after the sea of flesh?? I need to use the scrolls there somehow? I did not see any alcoves or anything in those rooms.
SpoilerShow
There's a receptor in each of the chambers. You fire the correct scroll in the receptor in each chamber and then when you use the portal you get teleported to a secret room and there is a huge loot of the elixir potions. As well as some additional stuff. There are people that say that this is the best secret, but I disagree on that. I think that the best secret(s) are on level 6 and then the most perfect secret is on level 7 (golem factory), but that one is also the absolutly worst secret that is in this mod.
So I suggest you save often on level 7, maybe even create some backup saves, just in case.
So I suggest you save often on level 7, maybe even create some backup saves, just in case.

Read Through the Grimrock here or on my website.
- sapientCrow
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- Joined: Sun Apr 22, 2012 10:57 am
Re: [MOD] Forbidden Halls
egads I may start a new party again to get the secret.
I hate missing secrets
I read the list of secrets and amounts and that additional one would add another 1 to the total for that level. IN addition I found an 11th secret on floor 1 and it states that there are only 10.
I hate missing secrets
I read the list of secrets and amounts and that additional one would add another 1 to the total for that level. IN addition I found an 11th secret on floor 1 and it states that there are only 10.
- AnnElfwind
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Re: [MOD] Forbidden Halls
Well, since I never really did count what I found on which floor, I never really bothered with checking and crosschecking that list. I simply kinda read the whole forum through and through and... Well, speed-read, as I used CTRL+F and searched for stuff I needed and so on. I merely focused on the in-game count for secrets. And if I remember correctly, I either had one or two missing. But if it was two, then one of them was the weird writing on the wall on level 9 I mentioned. I'm now playing the mod again and I know there will be one secret I'll miss on purpose. Because even though...sapientCrow wrote:egads I may start a new party again to get the secret.
I hate missing secrets
I read the list of secrets and amounts and that additional one would add another 1 to the total for that level. IN addition I found an 11th secret on floor 1 and it states that there are only 10.
And you know what? I won't spoil it.

HOwever, there's a comment from me several posts back and it has spoiler there and it's tehre. But I won'T spoil it for you here. Just know that I was ranting and bitching around when I finished it and it was worse than a sailor.
Read Through the Grimrock here or on my website.