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Legend of Glitchrock 2

Posted: Tue Mar 05, 2019 1:48 am
by minmay
Got the idea for this mod and it sounded easy enough to slam it out in a few hours, so that's what I did.
https://www.nexusmods.com/legendofgrimrock2/mods/118/
Extremely short, you just need to exploit seven of the bugs in Grimrock 2 to solve seven puzzles. There are some hints in case you aren't familiar with these bugs already.

Re: Legend of Glitchrock 2

Posted: Wed Mar 06, 2019 6:59 pm
by Zo Kath Ra
Ball puzzle
SpoilerShow
According to the comments in the script entity:
Saving and reloading the game while underwater will play the above-water ambient track instead of the underwater one.

When I walk through the exit onto the "Water" map and back, the underwater portcullis opens.
No saving or reloading needed.
This happens both in the editor and when I start a new game.
Suggestion:
Tell the player what order they must complete the puzzles in.
This would make it easier for people who don't know the bugs that the puzzles depend on.

Re: Legend of Glitchrock 2

Posted: Wed Mar 06, 2019 9:04 pm
by minmay
That comment is outdated. I didn't expect people to inspect the script lol.

And I'd sooner just post the solutions:
SpoilerShow
Balls: You can do this one at any time. Changing maps while underwater will play the map's ambient track instead of the "underwater" ambient track as it should. Making this one into a real puzzle would have required some kind of elaborate teleporter thing so I chose to just make it more of an exhibition.

Zarchton: If you are diagonally adjacent to a zarchton and facing it, it will refuse to move, and you can rest in front of it. This bug is also present with the skeleton commander and probably some other monsters I've forgotten about.
You have to rest for 30 seconds while the zarchton is standing on the pressure plate (which requires exploiting this bug, otherwise the zarchton will move, or attack you and interrupt resting). You'll hear ticks while doing so.

Turtle: While in bear form, if you're wielding a weapon with the "aquatic" trait it will let the corresponding claw attack underwater. So wield the zarchton harpoon and you can kill the turtle.

Wizard: You need to hit the wizard twice in quick succession, and to do this you have to dual wield. While in bear form, if you're dual wielding light weapons you'll be able to do dual claw attacks.

Warg: Poison Cloud can be cast through sparse doors, so do that to kill it.

Cannon: Using a shovel while moving allows you to dig undiggable tiles. Digging a tile moves all items on it towards the party (so that digging up a chest can't render items inaccessible). Dig while moving towards the cannon, so that you dig through the gate, moving the cannon close enough to take it.

Final portal: The hand cannon's special attack knocks the party backwards. With precise timing, this can be used to fly across gaps. You only get a few frames to do this so it will probably take you many attempts.