Legend of Grimrock 2

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George Paul Moffatt

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WaspUK1966

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7 comments

  1. DragonAgeDazza
    DragonAgeDazza
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    I am enjoying the mod, but I am stuck at Ares' treasury, the room with all the buttons. I've tried inputting "Ares, Zeus, Hera, Alpha" but none open doors. The scroll says he is their son and the god of war, but I cannot find any other hints. Could someone please tell me the solution? I would really appreciate it. (Also, I don't know how to translate the ancient scrolls)
  2. DonEmilioSpain
    DonEmilioSpain
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    Finally I passed the mod in one day (with several breaks). Total time: 8:20 hours. 6/6 secrets. 2/2 treasures. 4/4 epic items. Difficulty: Hard. 3 reptiloids (2 barbarians and an alchemist) and an insectoid mage. I had a lot of fun and it was very useful for the hangover. I just realized that there was an improved version of this mod :D Next hangover I'll play it too. Thank you very much for creating this and congratulations! I like everything related to Greek mythology, if there are more mods like this I will play them!
  3. DonEmilioSpain
    DonEmilioSpain
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    I downloaded the mod yesterday and I've been playing it for 2 hours 43 minutes and I like it. The only downside is that I had a character expert in heavy weapons and another in light weapons, it took me a long time to find a heavy weapon (the blue axe and a spiked staff), otherwise perfect. Few secrets for my taste, but this is not a problem in itself but the taste of the mod creator :D
  4. Gabula
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    The intro video was a nice touch, and the story is interesting.

    But the mod is unplayable. Sorry, it's just not structured very well. You encounter ice elementals at level 1, and to progress you have to find secret buttons and buried items that just aren't obvious. Not to mention the fact that you can't progress because your party is too weak.
    1. WaspUK1966
      WaspUK1966
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      I'm sorry you think that way. In answer to your points:

      1) The mod IS structured logically. The game has a good flow to it, and has had many positive comments and endorsements (see grimrock.net and steam) by other users who have completed the mod. Maybe you were playing the early version (difficulty on that was too hard so I completely rewrote the game. The version on here is the updated one).

      2) The ice elementals are tough, but you can avoid them. You can even defeat them by moving and dodging and using the items you have collected so far. I know because I've done it dozens of times while play testing.

      3) The secret buttons and buried items? The secret buttons aren't that hard to find. If I placed an arrow pointing at them then they wouldn't be secret, would they? The buried items likewise. Pay attention to your surroundings and the pop-up dialogues for clues. The game is meant to be a challenge, and to make you think, not something you can complete in 5 minutes.

      4) Party too weak? You are awarded skill points throughout the game for completing challenges, tasks etc which level up your party's abilities quite quickly, besides the points you get through gaining the usual experience etc. So I disagree on that point too.

      I'm sorry you didn't like the game. But I respect your opinion.

      George
    2. electrictiger777
      electrictiger777
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      The player is always right, like a customer. Making a mod is a labor of love (I know this all too well) and it's easy to bask in only the positive feedback and either ignore, or take personally, the negative. However, I have to agree with Gabula: beautiful presentation and attention to detail in the game is wonderful, but the actual gameplay is a very tedious slog. Opening and closing doors to take potshots at too-difficult mobs for an eternity is not challenging, it's boring. Hunting out endless secret buttons is not "challenging" - but it certainly isn't fun. A dynamic puzzle would be more entertaining. Nor is creating classes which the game's developer apparently didn't anticipate or provide for (thus, the paucity of certain key types of items early on). In particular, since you allow players to create their own parties, you need to place early items for such range of classes. For example, a magic focus or a mortar and pestle (in particular, I like to use the alchemist as a mage! ). The early game also doesn't seem to provide any early heavy weapons. Most of these concerns should not be terribly difficult to address, but it would make the game a lot more enjoyable if you did. It's a shame, because there's so much that's good about it that it is marred by things like this.
    3. WaspUK1966
      WaspUK1966
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      Fair comment, bud. Didn't think of that with the items. Problem with mod creation, when you design it you play it a certain way as you know how it pans out. the difficulty is setting it up for different scenarios that other players might employ. I thought I provided enough early on, but obviously I didn't. And I apologise if my original comments were over-reactive (ok Gabula? Sorry). As you quite rightly say, the player is always right. And negative feedback is important, if not more so, for the mod designer. I'll release a modified version of Wrath of the Gorgons soon, and try to implement the suggestions both of you have pointed out (ie less secret buttons, replace the ice guardians with something else, more equipment for the various classes etc early on) and hopefully then have a mod that everyone will enjoy.

      I'm currently working on a new mod at the moment, the third game to my Ogre trilogy (both mods are on LOG1 nexus). This one is for LOG 2. And I'll implement the changes you mentioned to this as well, and cut down on the secret buttons etc. and put more emphasis on puzzles as I did in my earlier games.

      Thank you both for your comments. Have a good Xmas and New Year.

      Kind regards

      George