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Re: [MOD] Shadows of Grim Moon

Posted: Thu Oct 25, 2012 12:21 am
by xhantos
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.

Re: [MOD] Shadows of Grim Moon

Posted: Thu Oct 25, 2012 12:30 am
by hyppyp
Thanks xhantos. Sometimes I feel I'm getting too old for these games.... ;)

Re: [MOD] Shadows of Grim Moon

Posted: Thu Oct 25, 2012 11:51 pm
by zeltak
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.

Re: [MOD] Shadows of Grim Moon

Posted: Fri Oct 26, 2012 12:34 am
by xhantos
zeltak wrote:I noticed one missing secret, that you've found but haven't listed
Thanks Zeltak.

Update: Updated secrets list.

Re: [MOD] Shadows of Grim Moon

Posted: Sun Oct 28, 2012 9:11 pm
by Numberouane
Hi

can someone please pm me about the level 7 puzzle?

Thanks

Re: [MOD] Shadows of Grim Moon

Posted: Mon Oct 29, 2012 10:31 pm
by ElfBane
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.

Re: [MOD] Shadows of Grim Moon

Posted: Mon Oct 29, 2012 11:51 pm
by zeltak
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?

Re: [MOD] Shadows of Grim Moon

Posted: Tue Oct 30, 2012 3:10 am
by ElfBane
Yes, I push the button but the initial square still teleports me back to the stairs.

Re: [MOD] Shadows of Grim Moon

Posted: Tue Oct 30, 2012 8:49 am
by Numberouane
yes same for me :) we might have missed something...
Pushing it does nothing so far that I can notice
:)

Re: [MOD] Shadows of Grim Moon

Posted: Tue Oct 30, 2012 2:22 pm
by zeltak
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.