[MOD] LABYRINTH OF LIES - v3.6 Release

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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akroma222
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Re: [MOD] LABYRINTH OF LIES - RELEASE (v3.4.2)

Post by akroma222 »

Hey!
Yeah I have to set the texduring filter to medium... doesnt look too bad (on my screen that is) - your concern here is very real and fair to say :)

There are often a number of ways to go about certain areas of the game... I am interested to know how you solved the engine rooms 'blob run' puzzle differently! :o
and definitely the bridge walk puzzle - a few diff ways to do that :)

The necrochemy scroll can be found in:
SpoilerShow
Gongolda's secret library .... in the Pits ... accessed via the teleporter Maze at the end of the Amadacia Ruins

you need to hit a button, which opens up the library - then use torches to open up the library further - check the earlier videos :)
It can also be found later (as many scrolls can) in
SpoilerShow
The necrochemical laboratory at the end of The Palace
I have also started again, play with ranger, rogue and 2 mages to try and rely more on the number of spells available...
started with missile weapons for the rogue but have ended up dumping points into daggers too ... there are just so many good daggers!!!
2 mages so 1 can use Staff defense/fire magic for access to spellfire trinity secret.....
and the other with ice/fire magic so I can wreck havoc with iceflame bolt


There are just a couple of annoying things I missed with my playtests -
invisiblity - after attacking will keep reading you the 'attacking dissipates the invibility veil' message - just while the timer is active (easy fixed now)
also the deadly vapors scroll will read wrong - there is no AMP for Sceptre of Elements now and the 1st AMP should read Death Cloud - Air Magic 30 (not Earth!!)

There are a few other tiny things that need quick fixing but nothing game breaking
hopefully everyone is not getting too frustrated!! hehe ;)

Akroma
eLPuSHeR
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Re: [MOD] LABYRINTH OF LIES - RELEASE (v3.4.2)

Post by eLPuSHeR »

OK. I reached level 7 and I am now stuck even if I solved it before. :mrgreen:

I will check this afternoon for what I am missing (there is a grate section with a crab that I can't remember how to open).

I have also found a behaviour issue with the Wisp shift portals. If you mark their locations on your map, the Wisp shift spell won't work at all. You need to remove the mark on the map first.

And yes, I got the necrochomy spell. I have missed Gromgolda's (or whatever the name it is) laboratory on my previous playthroughs).
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akroma222
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Re: [MOD] LABYRINTH OF LIES - RELEASE (v3.4.2)

Post by akroma222 »

Hey!

You must access the very central part of the Engine rooms... (using the last gem (green)) - then pull all the levers to open up the level completely (releasing the crab)
Go back to the emergency control room and pull the lever for the eastern gates to get them open (as per the note from maintenance staff found in central area)
Then you should be set to start the blob run puzzle :D
Unfortunately that particular puzzle is much easier explained by watching the walkthrough videos....
it is probably one of the most frustrating puzzles in the mod and the one that people get stuck on... (lesson learned for me! - be nicer Akroma!!)

Glad you found the necrochemy spell! It is extremely useful ;)

And WOW to the wisp shift spell not working with the map check...
That is so strange, I will check it out when I am back from work later

Akroma
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Re: [MOD] LABYRINTH OF LIES - RELEASE (v3.4.2)

Post by eLPuSHeR »

Hey thanks.
Ok. I have done the level 7 puzzle again after only 5 retries YAY! (I was pretty sure I had used those two levers at the centre...). It's not so hard once you have the grasp of it (of course, watching the video playthrough is very advisable). I have arrived to engine core but I will keep playing later.

Best regards.
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Re: [MOD] LABYRINTH OF LIES - RELEASE (v3.4.2)

Post by eLPuSHeR »

Wow, that PIT MAZE was one hell of a puzzle. I was totally stuck there halfway of it, and if it wasn't for your video playthrough I would have never figured out some of the nastiest puzzles...
SpoilerShow
- I missed most of the teleport works with throwable items.
- The click three times on an alcove to reveal a lever made my jaw dropped to the floor. :mrgreen:
The FORKED BRIDGE WALK was annoying but doable, after a few retries that is.

Your module is huge and packed to the brim with all manner of quality assets (alongside those devious traps and puzzles of course). Either you are a very gifted person (coding wise) or you have invested a lot of your time while doing this. Hats off to you and I really appreciate all the hard work. It's good to see there is still some selfless people out there. People like you is what make Grimrock community so great.

I am now reaching the Horrus Mines (that spelling or something).

I have a couple of questions.

1. Did anyone complete your mod without cheating (console) and without looking at your playthroughs?
2. A more technical question. I am pretty sure LoG runs on D3D. Is there any way to force it using OpenGL under Windows?
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Re: [MOD] LABYRINTH OF LIES - RELEASE (v3.4.2)

Post by eLPuSHeR »

By the way. I am missing the lightning amplify staff. Where was it?
Oh, and another question.
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Why can't I use the necrochemy spell on a huntsman cloak?
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Re: [MOD] LABYRINTH OF LIES - RELEASE (v3.4.2)

Post by eLPuSHeR »

Ooops. It seems I have to use console to teleport my party out of a stuck point in the Horrus mines.
SpoilerShow
I jumped into a hole in the long section of the palace dungeon and now I can't go back. Worse still, I have overwritten my savegames. After watching your video playthrough I have found out that you jump into the other hole instead. Or am I missing something (last thing I did was get Mithrandir's study key)
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Re: [MOD] LABYRINTH OF LIES - RELEASE (v3.4.2)

Post by Banaora »

eLPuSHeR wrote:Ooops. It seems I have to use console to teleport my party out of a stuck point in the Horrus mines.
SpoilerShow
I jumped into a hole in the long section of the palace dungeon and now I can't go back. Worse still, I have overwritten my savegames. After watching your video playthrough I have found out that you jump into the other hole instead. Or am I missing something (last thing I did was get Mithrandir's study key)
Actually no, you don't have to because you're not stuck.
SpoilerShow
In the room where you found Mithrandir's workshop key there is a secret switch behind a wooden plank which opens a wall nearby to grant access to a keyhole for Mithrandir's workshop key.
eLPuSHeR
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Re: [MOD] LABYRINTH OF LIES - RELEASE (v3.4.2)

Post by eLPuSHeR »

Banaora wrote:
eLPuSHeR wrote:Ooops. It seems I have to use console to teleport my party out of a stuck point in the Horrus mines.
SpoilerShow
I jumped into a hole in the long section of the palace dungeon and now I can't go back. Worse still, I have overwritten my savegames. After watching your video playthrough I have found out that you jump into the other hole instead. Or am I missing something (last thing I did was get Mithrandir's study key)
Actually no, you don't have to because you're not stuck.
SpoilerShow
In the room where you found Mithrandir's workshop key there is a secret switch behind a wooden plank which opens a wall nearby to grant access to a keyhole for Mithrandir's workshop key.
Thanks. I had completely missed that, even if there is a note there telling you the keylock is near. Unfortunately, I am on a different area now, because I used the console to teleport my party out of there. :oops:

And by the way, I think I am traversing Horrus Mines and the level below (Ancient tombs?) and the game lags like mad. I think this is the spot where it lags the most for me.
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Re: [MOD] LABYRINTH OF LIES - RELEASE (v3.4.2)

Post by akroma222 »

Hey guys... sorry I have been absent (birthday week been very busy)
I will address and fix all the issues here and sent in PM in the next week
Sorry again for the delay
Akroma
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