Your team of four adventurers have been shipwrecked on an island but luckily are able to swim to the safety of a calm and deserted beach.
The tranquility found in the first few minutes, soon gives way to the discovery of a lever on a nearby wall, as you pull the lever you hear
a door opening nearby. This door leads to a dark dungeon w
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File credits
I would like to thank the great members on http://www.grimrock.net/forum/ for marvellous support
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Changelogs
Version M.SA
M.SA is three versions up from the original release
M.SA the Lindworm Warehouse is now a realistic fight
M.SA there are now six cube keys in the game
M.SA Master Key added as final prize in Lindworm Warehouse
Version B8
B8 is 4 versions up from the release version
B8 tidied up a couple of mistakes
B8 completed some teleported areas
Version B6
B6 is two up from the original version
B6 ties up a few loose ends
B6 improves the 3 GEM mission to 10 GEMS!
B6 find 10 GEMS and complete the game
Version B5
B5 is one version up from the first release
B5 solves the "lock in" problem if you grab the baton on the launch beach
B5 solves the "lock in" if you use the Brass Key too soon
B5 adds 1 more secret room near the start of the game
B5 changes the Skeleton Comander mode to "guard" on Plantagenet
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Video One - the first half hour at: http://youtu.be/CZ3qVKVbQUQ shows the game start Video Two - the second half hour at: http://youtu.be/iqlppQW1QC4 shows the daytime Castle Grounds and the route to the Healing Crystals Video Three - the second hour at: http://youtu.be/p5IlQWzloCI shows the night time Castle Grounds and the route to the Healing Crystals and Dawn on the beach! video four at: http://youtu.be/YulDbujQ2eU the tempo picks up in this half hour clip as the Team descend the dizzy heights of the Nexus Vaults