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Artifacts of Might 1.2

NOTE: The readme for the Dungeon Master Resource is in the mod_assets/dmcsb_pack
directory. You should read that as well!

================================================================================
= -1. Changelog
================================================================================

= 1.2
======
Bug fixes:
- Fixed inverted DM_ExcludeItemNormalMaps logic (whoops)
- Fixed chest normal map

= 1.1
======
Bug fixes:
- Fixed breakable doors crashing if hit by a non-item projectile with no attack
power.
- Fixed breakable stone and metal doors not having a particle effect when
destroyed by fire or lightning spells.
- Fixed a misplaced wall crack.
- Removed an unused (and useless) set of textures.
- Properly attributed Phitt (just learned he made the bookshelves, oops)

New features:
- Breakable doors now show the HitSplash effect in the champion's attack panel
when they are attacked in melee or with a firearm, along with the damage done
to the door.
- Waterskins and water flasks now show their nutrition value, and still do not
give experience to farmers. These objects are no longer volatile; they are
retained when drunk, poured and refilled instead of being replaced by new
items.

Tweaks:
- Enabled alpha testing on the dm_chmail_mail material.
- Used a new conversion algorithm to improve the normal maps. Most are still
low quality because of the DXT1 originals, but the number and severity of
non-normal pixels should be much lower now, especially in mipmaps. The "good"
normal maps should be especially improved.
- Greatly improved normal maps for demon heads, stairs, and bloody walls.
- Shrunk some unnecessarily large item textures.
- Adjusted shading on various models (geometry has not changed). Blades look
much sharper now, and objects like beds and doors should look much better
in low lighting. The ornate door in particular is greatly improved.
- Improved stair occluder models. They fit more tightly than before, and are
lower-poly too.
- Made lanterns use the new candle flame particle texture.
- Moved curtain handling out of breakable_door.lua and into curtains'
controllers, and added minimalSaveState to curtains.
- Made doors.lua a lot more readable.
- Added an extra clue about a secret button.
- Enlarged a secret button.
- Massively improved the performance of the Gardens.
- Added a usage_note for the "original" stair versions.
- Changed the Fungal Pits fire trap to use fireball_medium instead of
fireball_small (which was too comically small).
- Changed the Depths fire trap to use fireball_large instead of fireball_small.
- Vorpal Blade now uses a horizontal swipe.

= 1.0
======
Initial release

================================================================================
= 0. Legal
================================================================================

= 0.1 License and Usage Terms
================================================================================
The Grimrock 2 port of Germanny's Dungeon Master Resource is distributed under
the following terms:

1. Assets in the Resource may only be used in mods for the Legend of Grimrock
series of games.
2. Assets in the Resource may not be used for any commercial purpose; your mod
must not be made for commercial advantage or monetary compensation.
3. If you use or redistribute any of the assets in the Resource, you must
include in your download, plainly visible: the full text of this
license, a notice that the assets are copyright Ralf Hinrichsen, and a
link to the original Germanny's Dungeon Master Resource download page
on Nexus Mods: http://www.nexusmods.com/legendofgrimrock2/mods/48/.
If you have made changes to any of the assets, you must state that
changes were made.
4. You may not suggest or imply that the licensor endorses your use of the
Resource.
5. This license may be modified or revoked by the licensor at any time with
immediate effect.

Remember to obey the modding terms from Almost Human as well:
http://www.grimrock.net/modding_log1/modding-and-asset-usage-terms/

The bookshelf models and materials are the property of "Phitt" and can be found
here: http://www.nexusmods.com/grimrock/mods/61/?

================================================================================
= 1. About this dungeon
================================================================================

= 1.1 Introduction
================================================================================
Artifacts of Might is the example dungeon for the Legend of Grimrock 2 version
of Germanny's Dungeon Master Resource. It is also a complete dungeon in its own
right. It's designed as a "typical" Grimrock dungeon, so if you're looking for
the design principles used in my other mods, you might be disappointed; there
are secret buttons, vanilla combat, traps, and so on. You also won't find fancy
puzzles with models/sounds/etc designed exclusively for them, since the dungeon
only uses the Dungeon Master Resource assets. Still, I've tried to make it
interesting and fun to play, and there are quite a few puzzles.

A list of things to know that will probably make you enjoy the dungeon more
(minimal spoilers):
- It's designed for a new party or Toorum.
- Champions get 2 skill points per level to compensate for how short the dungeon
is. If you complete everything, non-farmer characters will finish the
dungeon at level 9.
- There are 7 "real" levels; most of them can be done at any time.
- The Ruined Dungeon, the Central Hub, and the Hub Cellar are the only levels
where items from other levels are sometimes needed for puzzles. Other
levels never require you to go somewhere else.
- You are never required to take damage, even with no boots of speed.
- There is no way to "fail" puzzles or get stuck. Don't be afraid of messing up
and losing items and secrets; it's not possible.
- Accessibility: There's a colorblind option that should suffice for the few
puzzles where color is relevant. There are no spiders. There are no
puzzles that require fast movement (low framerate is fine). Works with
low rendering quality, although one level is extremely resource heavy.
- Heavy weapons and firearms are much more viable than in Isle of Nex. Heavy
weapons should be competitive with light weapons now.
- There are no respawning monsters or ways to farm XP or items or food. You can
get unlimited nutrition from water, but not farmer XP.

= 1.2 Item counts
================================================================================
- 7 skulls
- 4 rabbit's feet
- 4 pairs of boots of speed
- 17 epic items
- 8 armor sets: mail (3 pieces), plate (4 pieces), mithral (3 pieces), lyte
(4 pieces + shield), darc (4 pieces + shield), embalmer's (4 pieces),
rogue (4 pieces), archmage (4 pieces)
- 7 shields
- 1 cloak
- 8 necklaces
- 0 pairs of gloves
- 0 bracelets

- 14 light weapons, 11 of which appear only once
- 10 heavy weapons, all of which appear only once
- 10 magical staves and wands, all of which appear only once

- 26 throwing darts
- 8 poisoned throwing darts
- 16 arrows
- 29 Slayer arrows
- 400 pellets (excluding random monster drops)
- 43 cannon balls
- 5 FUL bombs
- 5 VEN bombs
- 5 blue magic boxes
- 3 green magic boxes

- 29 blooddrop caps
- 33 etherweed
- 28 mudwort
- 18 falconskyre
- 13 blackmoss
- 7 crystal flowers

- 8 potions of healing
- 8 potions of energy
- 3 potions of greater healing
- 3 potions of greater energy
- 6 antivenom
- 3 antidote
- 6 potions of shielding
- 4 potions of rage
- 4 potions of speed
- 2 potions of resurrection
- 3 potions of strength
- 3 potions of dexterity
- 3 potions of vitality
- 3 potions of willpower
- 2 crystal shards of healing
- 2 crystal shards of protection
- 2 crystal shards of recharging

- 3 Tomes of Knowledge
- 1 Tome of Leadership
- 1 Tome of Health
- 1 Tome of Energy
- 1 Tome of Air
- 1 Tome of Earth
- 1 Tome of Fire
- 1 Tome of Water

- 10 copper coins
- 10 silver coins
- 10 gold coins

- 6 flasks
- 4 waterskins

- 71 bones


================================================================================
= 2. All puzzle solutions
================================================================================

= 2.1 Ruined Dungeon
================================================================================
Main puzzles
============
Q: How do I get out of the room I start in?
A: Near the skeleton in the corner is a secret button.

Q: Where is the key for the lock right after that room?
A: On one of the tables in the adjacent room.

Q: Where are the five coins for "The price of freedom"?
A: All five coins are in the bedrooms in this level. Three are in the chest in
the first bedroom you find, and the other two are in bedrooms on the west side
of the level.

Q: Where is the compass?
A: Next to the sign to the left of the ornate door.

Q: What does "The edge of diamond. The staff of fire. The towers of power" mean?
A: It refers to the three artifacts of might: Diamond Edge, the Firestaff, and
the Powertowers.

Q: How do I open the ornate door?
Q: What does "The door opens only for the holders of the three artifacts of
might" mean?
A: The ornate door opens if you step in front of it while carrying Diamond Edge,
the Firestaff with the Power Gem, and the Powertowers. If you have at least one
of the artifacts, the door will make a series clicking noises, one click for
each carried artifact.
If the Power Gem is still missing from the Firestaff, it will not open the door;
you need to find and attach the Power Gem first.

Secrets
=======
Q: What does "Small details can hide great rewards" mean?
A: There is a secret button directly above the sign.

Q: What does "The path is framed" mean?
A: You can walk over the squares framed by wooden beams in order to cross the
gaps between the elevated areas.

Q: Where are the 5 coins for "The price of protection?"
A: In addition to the 5 coins in the bedrooms, there are 3 coins on one of the
elevated ledges, and 2 coins in the sack in the eastmost bedroom. You need to
figure out "Small details can hide great rewards" and "The path is framed" to
reach these coins.

Q: What does "Illuminate the grey one" mean?
A: In the elevated bedroom, the bed is grey instead of brown like the others.
Place a torch in the sconce near this bed and a secret door will open. To reach
this bedroom you must figure out "The path is framed".

Q: How do I get the sword in the elevated alcove?
A: Opposite the alcove is a secret button that will create a magic bridge. You
need to figure out "Small details can hide great rewards" and "The path is
framed" before you can reach the button.

Q: How do I open the double door to the left of the ornate door?
A: You must use one of the surface teleporters in the Fungal Pits, the Gardens,
or the Crypt.

Q: Where are the boots of speed on this level?
Q: Where is the rabbit's foot on this level?
Q: What do I do with the two lenses next to the healing crystal?
A: You must touch the Mirror of Dawn to the southmost lens and the magnifying
glass to the other lens. The Mirror of Dawn is in the northeast of the Hub
Cellar. The magnifying glass is in the Hub Cellar slightly north of the spike
pit.

= 2.2 Central Hub
================================================================================
Main puzzles
============
Q: Where should I go first?
A: The Gardens and the Fungal Pits are the lowest-level areas after the Ruined
Dungeon and Central Hub. The Hub Cellar is a completely optional mid-level area.
Finally, the Crypt and the Depths (reached via the Fungal Pits) are the most
dangerous areas.
However, none of the areas depend on each other, and can be completed in any
order you wish.

Q: If I descend the pit marked "Fungal Pits", will I be able to get back?
A: There is a surface teleporter that allows you to get back, although you will
have to solve one puzzle and fight a few small herders and crowerns in order to
reach it.

Q: Can I reach the Kitchens or the Archery Range?
A: No, they are completely caved in.

Q: What does this scroll mean: "The edge of diamond rests with the dead. The
staff of fire is entombed beneath the pit. The towers of power are hidden beyond
the trees."
A: It is a clue that Diamond Edge is in the Crypt, the Firestaff is below the
Fungal Pits, and the Powertowers are hidden in the Gardens.

Q: How do I unlock the Library?
Q: How do I unlock the Alchemy Lab?
Q: How do I unlock the Throne Room?
A: Each of these rooms must be unlocked with a cross key. You will find one
cross key next to each of the surface teleporters. The three surface teleporters
are in the Fungal Pits, the Gardens, and the Crypt.

Q: Where are the coins for the Treasure Shop?
A: There are 10 gold coins total:
3 are in the Throne Room on this level
2 are in the Hub Cellar
2 are in a chest underwater in the Gardens
3 are in a chest underwater in the Depths

Q: What is in the Library?
A: All spell and recipe scrolls, a potion of energy, and a secret.

Q: What does this scroll mean: "My left eye sees the blue light, but is
nearsighted. My right eye sees the blue light, but wishes only to gaze upon
itself."
A: Next to the healing crystal in the Ruined Dungeon are two lenses. You must
touch the Mirror of Dawn to the southmost lens and the magnifying glass to the
other lens. The Mirror of Dawn is in the northeast of the Hub Cellar. The
magnifying glass is in the Hub Cellar slightly north of the spike pit.

Q: What is in the Alchemy Lab?
A: The only mortar and pestle, the arquebus, 100 pellets, a potion of energy,
a FUL bomb, two VEN bombs, five blooddrop caps, six etherweed, five mudwort,
four falconskyre, two blackmoss, a crystal flower, two potions of resurrection,
and four empty flasks (can be filled with water using a fountain).

Q: Can I make FUL bombs and VEN bombs myself?
A: No. It was planned; however, the mortar and pestle actually crashes if you
attempt to make an item that doesn't use an icon from the standard item icon
atlas. I decided having custom icons for these items was more important than
making them craftable.

Q: What is in the Throne Room?
A: The Crown of Nerra, Calista, the Shield of Lyte, the Shield of Darc, three
gold coins, the Sceptre of Lyf, the moonstone necklace, and a secret.

Secrets
=======
Q: What is the secret in the Library?
A: There is a secret button on the east wall of the library (the only one not
covered in bookshelves) that opens a secret door to the Forbidden Archives, a
small chamber containing an ice guardian, the Tome of Leadership, a Tome of
Knowledge, the Teowand, a blue magic box, and a scroll with a clue for another
puzzle.

Q: What is the secret in the Throne Room?
A: Hidden behind one of the curtains near the entrance is a secret button. The
button opens up the Throne of the Ancient Tyrant on the opposite side of the
level, which contains the steel barbute, a skull, the Horn of Fear, and Delta.

= 2.3 The Gardens
================================================================================
Main puzzles
============
Q: I can't find the Powertowers here. Where are they?
Q: What does "A woman gazes upon Patience" mean?
A: In the center of the level is a large, dried-up fountain with a statue of a
woman. You must dive underwater to reach it. The statue is looking at a specific
square next to the fountain; stand on it for at least 11.11 seconds and a secret
door will open. You will hear some gradually intensifying sounds while standing
on the square, and cannot rest on that square.

Q: Where is the key for the lock labeled "Surface"?
A: The master key for this level is on one of the tables in the northeast area.
There are also master keys in the Crypt and the Fungal Pits.

Q: What do I do with the cross key?
A: Unlock one of the doors in the Central Hub.

Q: How do I escape from the chamber after taking the Tome of Earth?
A: Dive into the water. There is a ladder at the northwest corner of the island
that leads to a button which will open the door to escape.

Q: How do I beat the boss?
A: As soon as the boss battle starts, secret doors open near the entrance
revealing more ratlings to flank you. It may be easiest to kill these ratlings
first instead of focusing on the cannoneer. Remember that the cannoneer will
roar before he can make his first frontal attack (but NOT his first turning
attack). Consider doing other areas first to become more powerful, or finding
more secrets for better equipment. Consider using magic boxes, bombs, and
potions. Invisibility renders this fight trivial, as none of the monsters can
see invisible.
The key of B is dropped by the cannoneer and is the only way to escape from the
fight.

Q: Where is the rabbit's foot on this level?
A: In the underwater pit in the northwest.

Secrets
=======
Q: How do I reach the island to the west of the entrance?
A: Underwater, next to this island, there is a secret button that will create
a magic bridge when pressed.

Q: How do I reach the island to the east of the entrance?
A: Hidden on the island is a pressure plate. Throw an item onto it to create
a magic bridge.

Q: What does "A woman gazes upon Patience" mean?
A: In the center of the level is a large, dried-up fountain with a statue of a
woman. You must dive underwater to reach it. The statue is looking at a specific
square next to the fountain; stand on it for at least 11.11 seconds and a secret
door will open. You will hear some gradually intensifying sounds while standing
on the square, and cannot rest on that square. If you stand on this square for
at least 11.11 more seconds (22.22 total), some magical items will float down
from the shaft in the ceiling and a secret will be activated.

Q: Where is the plate helm?
A: In the southwest of the boss room, at the end of the small chamber that opens
when the boss battle starts, there is a wall with a gap between the bricks.
Attack this wall to break it down.

Q: Where is the plate cuirass?
A: In the northwest of the boss room, at the end of the small chamber that opens
when the boss battle starts, there is a wall with a gap between the bricks.
Attack this wall to break it down.

Q: Where are the plate leggings?
A: In the northeast room, near the "A woman gazes upon Patience" inscription,
there is a wall with a wooden beam at the bottom. Opposite this wall is a secret
button that will reveal a hidden chamber.

Q: Where are the plate greaves?
A: In the center west room on the west wall, there is a secret button inside a
crack that opens a secret door in the corridor to the north.

Q: What do I do with the pick mattock?
Q: Where are the boots of speed on this level?
A: In the tunnel into the boss room, the first square of the cave-in at the end
can be broken by attacking it with a pick mattock. The second square is too
sturdy, however; there is nothing beyond it. You can find a pick mattock in
another secret in the northeast of this level, or in the Fungal Pits.

Q: Where are the gold coins on this level?
A: In the southwest chamber with the summon stones, there is a curtain
underwater. Tear it down to reveal a chest behind it.

= 2.4 Fungal Pits
================================================================================
NOTE: For the Chamber of the Inquisitor and the Ossuary of the Northerners,
consult the pages for the Depths and the Crypt instead, respectively.

Main puzzles
============
Q: How do I get the square key out of the room it's in?
Q: What does "Search every nook, cranny and crack and perhaps you will find your
way back" mean?
A: Near the alcove with the key is a secret button hidden in a crack in the
wall. Press it to open a chamber with a note saying that the doors in the level
look like they could be destroyed with a few kicks. To get the key out of the
room, simply pick it up and attack the door a few times to destroy it.

Q: How do I open the door out of the room with the small herders?
A: You don't. Break it down by attacking it instead. You might want to be ready
to get out of the way, however...

Q: Where is the key for the lock labeled "Surface"?
A: The master key for this level is in an alcove on the north wall of the large
room to the east. There are also master keys in the Gardens and the Crypt, but
this teleporter is the only means of leaving the Fungal Pits and the Depths.

Q: What do I do with the cross key?
A: Unlock one of the doors in the Central Hub.

Q: Where is the key for the lock at the east end of this big room?
A: Climb up the ladders and traverse the elevated platforms and bridges. The key
is in an alcove at the end.

Q: What does "Go no further" mean?
A: The only means of progressing further into this level requires stepping on a
hidden pressure plate that opens secret doors revealing four wyverns and two
herders. An inscription on a wall beyond this plate simply says
"You were warned".

Q: Where is the key for the lock at the south end of that big room?
A: You must go through the east door, climb up the ladders and past the "Go no
further" warning. It's in an alcove at the end of this path.

Q: Is there any use for the bones?
A: No, bones are useless.

Q: Is there a healing crystal on this level?
A: No, but the one on the next level is right at the entrance.

Secrets
=======
Q: What do I do with the pick mattock?
A: The cave-in that you find the mattock next to can be attacked with the
mattock to break it, revealing a hidden chamber. There is one other cave-in that
can be broken this way on another level, but there is another pick mattock on
that level too, so you don't need to keep it.

Q: How do I reach the button on the elevated wall north of the "Go no further"
warning?
Q: How do I reach the items in the recess that one of the wyverns came from?
A: Three of the four recesses opened by the hidden pressure plate trap have
not-so-hidden pressure plates in them, illuminated by torches. Each plate, when
depressed, creates a magic bridge allowing you to reach the plate itself, and
also part of a magic bridge to a secret button on an elevated wall. Throw items
onto all three plates to make a complete bridge to the button, then press the
button to open secret doors that allow access to the items from the
mushroom-filled room the southeast of the button.
In fact, the southmost plate isn't actually necessary; if you have the first two
squares of the magic bridge to the button, you can walk off the second one and
press the button as you fall. However, it'll hurt noticeably when you hit the
ground, and also leaves you at the very beginning of the level.

= 2.5 The Depths
================================================================================

Main puzzles
============
Q: I just got a message saying I'm not experienced enough for this area. Should
I turn back?
A: It's perfectly doable at low levels, but there are several fights you may
find too difficult. Your choice.

Q: Where's the key for this lock near the Room of Gryby?
Q: What do I do in the Room of Gryby?
A: Press the buttons in the following order: Green, Red, Yellow, Blue, Yellow.
Previous button presses don't matter; you just need to press them in that
sequence without interruption.
If you chose "Yes" when the dungeon asked if you were colorblind, you will be
told what color each button is when you walk in front of it.

Q: What is spore pod dust useful for?
A: Don't eat it - you'll lose nutrition instead of gaining it, and probably
become diseased as well. Instead, throw the piles as poison bombs. (Like with
bombs, throwing a whole stack gives the same results as just throwing one item,
except the whole stack is destroyed.)

Q: How do I beat the mold colony?
A: There are 9 herders and the room is fairly small, so you want damage output
more than anything else. Consider doing other areas first to become more
powerful, or finding more secrets for better equipment. Consider using magic
boxes, bombs (but not VEN bombs or other poison damage, the herders are immune),
and potions. None of the herders can see invisible, but you'd probably rather
have fast damage due to their numbers. Take advantage of the breakable spore
pods.

Q: Where's the key for this lock in the center west of the level?
A: You have to complete the other side of the level; the key is at the end.

Q: How do I beat the Guardians of Fire?
A: Consider doing other areas first to become more powerful, or finding more
secrets for better equipment. Consider using magic boxes, bombs, and potions.
None of the monsters can see invisible. Finding more boots of speed might help.
Everything but the magma golem is weak to cold damage.

Q: What's the "proper spell" to free the gem?
Q: What's the correct incantation for the spell alluded to in the note?
A: The scroll is a reference to an identical scroll in Dungeon Master, and the
note is a reference to Dungeon Master's Zo Kath Ra spell, which is used to melt
the amalgam in that game. Grimrock, however, has no Zo Kath Ra spell, so this
knowledge is not useful.

Q: How do I melt the amalgam?
Q: How do I fix the broken pipe?
Q: The "Activate Emergency Melting System" button doesn't work, what do I do?
Q: What do I do with the toolbox?
Q: What do I do with the metal patch?
A: Reach the center of the level by completing either the west or east side.
A teleport shortcut to the healing crystal and back will be available. A hidden
pressure plate will trap you in a room with two green slimes; you can open the
way out again by pressing a secret button in the chamber the slimes came from.
To the east is a room with numerous pipes and a button labeled "Activate
Emergency Melting System". One of the pipes has a large hole in it, and spews
flame when its valve is opened; to fix it, take the metal patch and toolbox from
the room to the south, then place the metal patch on the leak, then use the
toolbox to secure it (you can click on the patch while holding the toolbox or
just right-click on the toolbox in your inventory).
After fixing the leak, open all three fuel line valves by turning the wheels
so the green label is on top (you'll hear a click when each one opens). Then
press the button.

Q: What's missing from the Firestaff?
Q: How do I take the gem after melting the amalgam?
A: You must click on the gem with the empty Firestaff, as the scroll near the
amalgam alludes ("only the Firestaff can possess it"). You cannot take it with
your hands.

Q: What do I do with the logs?
Q: What do I do with the campfire?
A: Neither one has any practical use, but you can ignite the campfire by
clicking on it with a hot item or hitting it with a fire spell. You can also
extinguish a burning campfire with a cold or wet item or spell.

Q: What do I do with the screws?
Q: What do I do with the scrap metal?
Q: What do I do with the shredded rags?
A: These items are useless. In the Grimrock 1 Dungeon Master Resource, the
toolbox was used like a mortar and pestle to craft items, including the metal
patch. In Grimrock 2, this would have required drawing new GUI elements (the
background used for the mortar and pestle has shadows of the herbs baked into
it, which would be unacceptable for the toolbox), which is beyond my abilities.

Secrets
=======
Q: I hear flowing water behind a wall in the southwest of this level. Why?
Q: Where is the rabbit's foot on this level?
A: In the southwest of this level, there is a wall with a gap between the
bricks. Attack it until it crumbles to reveal a hidden chamber with a fountain
and some items.

Q: What does "rbgyB fo mooR -->" mean?
A: If read backwards, it becomes "<-- Room of Bygbr" and the arrow points to the
Room of Gryby. Return to the Room of Gryby and press the buttons in the order
Blue, Yellow, Green, Blue, Red.

Q: What does "Twice clockwise around life and the flames shall harm you no more"
mean?
A: Walk clockwise around the 8 squares surrounding the healing crystal on this
level, twice. A secret door will open next to the crystal, revealing some items
that are useful against fire attacks.

Q: What does "Follower of the Gaze" mean?
Q: How do I reach this key stuck in this elevated wall?
Q: How do I reach this button in this elevated wall?
Q: Where is the key for the lock in the center north of the level?
A: The pushable block in this room cannot be usefully pushed. Instead, it
constantly moves in the direction that you are looking. Magic bridges in a '+'
pattern follow the block; to reach the key stuck in the wall, and the secret
button, you must "ride" the bridges as you move the block by facing the desired
direction.

Q: How do I reach the items behind this elevated curtain that was destroyed
during the Guardians of Fire fight?
A: Directly right of the alcove where the Firestaff was, there is a secret
button.

Q: Where are the gold coins on this level?
Q: Where are the boots of speed on this level?
A: Dive into the water in the northeast area of this level, and go to the
southwest of the pool to find an underwater pit containing a chest.

Q: How do I open the portcullis next to the "Chamber of the Inquisitor"
inscription?
A: You don't. Attack it to destroy it instead.

Q: How do I beat the monsters in the Chamber of the Inquisitor?
A: Their shields will be destroyed after you deal 400 damage to them. They see
invisible, but freezing still works fine.

Q: Where is the key for the lock in the Chamber of the Inquisitor?
Q: How do I leave the Chamber of the Inquisitor?
A: The wall on the opposite side of the room from the lock has a demon head on
it; there is a key sticking out from the demon's mouth. Picking up the
Inquisitor from the alcove will activate a teleport that allows you to leave.

= 2.6 The Crypt
================================================================================
Main puzzles
============
Q: I just got a message saying I'm not experienced enough for this area. Should
I turn back?
A: It's perfectly doable at low levels, but there are several fights you may
find too difficult. Your choice.

Q: How do I get past the spike traps without taking damage?
A: The spike trap in the center never actually activates, so it's safe to stand
on. The lever in the southwest of the spike trap room switches the direction the
spikes travel in. If you have bad timing, you can use this to make it easier to
reach the Chase and the Sepulchre of the Axemen. If you have *really* bad
timing, you can make it easier by finding more boots of speed. However, it's
possible to get through while taking no damage at all regardless of your speed
if you simply move at the right time.

Q: How do I escape the Sepulchre of the Axemen?
A: When you enter the Sepulchre, the door closes and two skeletons break out of
their coffins. Behind a curtain is a button that opens a secret door behind
another curtain allowing you to proceed further into the Sepulchre. The next
room, in addition to holding a double axe inside a coffin on the floor (attack
it to break it open and reveal the axe), has another secret button behind a
curtain that opens the entrance door allowing you to leave.

Q: What do I do in the Chase?
Q: Where is the key for the lock to the left of the "Tomb of the Edge" door?
A: The blobs shot by the demon head in the Chase will home in on you, but they
are slow to adjust their trajectory. You must exploit their high inertia to
guide them into the four receptors on the wall. The lantern next to each
receptor will ignite once the receptor has been hit, tracking your progress.
After hitting all four receptors, the portcullis blocking the emerald key will
open.

Q: What do I do in the Pit of the Disgraced?
A: While in the Pit of the Disgraced, dark bolts will constantly fly out of the
elevated coffin in the center, and undead will constantly come out of the
ground. These undead give 0 XP; ignore them and rush to the ladder at the north
end. When you leave the Pit of the Disgraced, all undead within it are
destroyed. Reaching the end provides the corbamite and opens a door at the
entrance. There are also two potions of healing and the rogue pants scattered
in the pit.

Q: How do I escape the Tomb of the Nine Rangers?
Q: Where are the boots of speed on this level?
Q: Where are the gold keys?
A: Entering the Tomb of the Nine Rangers closes the door behind you. There are
exactly nine skeleton archers in the Tomb, as well as five Slayer arrows, a gold
key, a pair of boots of speed, and Flamitt. To escape, you must pull the lever
labeled "Entrance" in the northwest.
A good strategy for beating the skeleton archers is to rush forward as soon as
you enter, and only give up ground to dodge attacks. With decent damage output,
you should be able to destroy enough of the archers before they push you back to
the corner at the entrance.

Q: What do I do with the ashes?
A: Ashes are useless, like in Dungeon Master.

Q: What do I do in the tomb of the Illusionists?
Q: What does "When is rock not rock?" mean?
Q: Where is the key for the lock to the right of the "Tomb of the Edge" door?
A: "When is rock not rock?" is another reference to Dungeon Master. The wall
next to the sign is an illusion; you can walk right through it. You are rewarded
with the sapphire key, the rogue vest, and two fire elementals.

Q: Where is the key for the lock labeled "Surface"?
A: The master key for this level is behind a curtain in the first room of the
Sepulchre of the Axemen. There are also master keys in the Gardens and the
Fungal Pits.

Q: What do I do with the cross key?
A: Unlock one of the doors in the Central Hub.

Q: What does "The gem of the seas lies in a pond" mean?
Q: What do I put in these three diamond-shaped slots?
A: One of the dried-up fountains south of the healing crystal has a blue gem
hidden in it.

Q: What does "The gem of the trees lies near a frond" mean?
Q: What do I put in these three diamond-shaped slots?
Q: How do I escape the Shrine of Earth and Air after taking the green gem?
A: In the Shrine of Earth and Air, there is a green gem lying on the ground next
to one of the plants. Taking it will seal off the teleport out with a force
field and summon an air elemental. You can destroy the air elemental with Dispel
(the Staff of Manar may be useful) or Dispelling Slash from Vorpal Blade, but
you don't need to; to unseal the teleporter, you just have to press a tiny
secret button in the southeast corner of the room. The room is laid out so that
it is impossible for the air elemental to trap you.

Q: What does "The ghastly gem of pestilence with sickly yellow skin rests among
the rotting dead" mean?
Q: What do I put in these three diamond-shaped slots?
A: Hidden in a crack in the Pit of the Disgraced is a yellow gem. The crack is
on the west wall of the elevated part in the center.

Q: What does "Feed me the rock with the weight of air" mean?
Q: What do I do with the corbamite?
Q: Where is the key for the lock to the left of the "Chamber of Gems" door?
A: Put the corbamite in the demon head's mouth to the left of the "Feed me the
rock with the weight of air" inscription. This opens a teleporter to the Shrine
of Earth and Air, a small room filled with plants, corn, and an onyx key.

Q: How do I escape the Shrine of Fire and Ice?
Q: Where are the keys for the double lock in the Shrine of Fire and Ice?
Q: Where is the key for the lock to the right of the "Chamber of Gems" door?
A: One of the solid keys is in the southwest corner of the room on the bottom
floor, the other one is in the center north of the room on the top floor. The
ruby key is next to the double lock.

Q: How do I get past the gauntlet of poison bolts without taking damage?
A: If you move correctly, the timing window is quite generous. To go from south
to north, wait until the holes next to you fire poison bolts, then move north
twice and east once. After the poison bolts from the other side pass, move north
once, west once, and north once.
To go from north to south, wait at the entrance until the nearest hole on the
east side fires poison bolts, and after they hit the wall, walk south, east
twice, and south once, then wait for the poison bolts from the other side to hit
the wall on this side. Once they do, the path is clear to move south once, west
twice, and south once.

Q: I put the three gems in the diamond-shaped slots, but nothing is happening.
A: The gems must be in the same positions as the inscriptions referring to them:
the blue gem on the left, the yellow gem on top, and the green gem on the right.

Q: What does "The next bolts of venom will seek thy heart" mean?
Q: What does "Those foolish enough to still seek the Edge would be wise to hone
their evasion skills in the Chase" mean?
Q: How do I avoid the poison bolts in the Fallen Champion fight?
Q: How do I beat the Fallen Champion?
A: The poison bolts fired by the walls in the boss fight home in on you in the
exact same manner as the blob in the Chase; going there is a good way to
practice controlling them. You can also block them with monsters. A lever next
to the south sconce will open doors to a chamber that is safe from the poison
bolts, but also contains 10 skeletons; it is probably easier to just avoid the
bolts instead. The boss battle ends and the poison bolts stop firing as soon as
you destroy the Fallen Champion, so focus on doing that. Since it begins by
summoning undead and has exceptionally predictable AI afterwards, it is very,
very easy to backstab. It is also weak to electricity. Most parties can kill it
before it even finishes summoning without using any bombs/potions/etc, and if
not you can always craft a bunch of lightning bombs.
The Fallen Champion drops the two skull keys when it is destroyed; use one of
these to disable the force field protecting Diamond Edge, and the other one
to open the door out.
Undead summoned by the Fallen Champion give 0 XP.

Secrets
=======
Q: Where is the rabbit's foot on this level?
A: Right outside the Tomb of the Guards (entrance) is a secret button that opens
a secret door next to the stairs.

Q: How do I open this door in the Sepulchre of the Axemen?
A: Behind one of the curtains on the south wall of the room with seven coffins,
there is a secret button.

Q: Can I get onto the platform in the Pit of the Disgraced?
A: On the north wall of the platform is a secret button that activates a
teleporter you can use to reach the platform. After using this teleporter, the
pit will lose its magic and will never fire darkbolts or summon undead again.

Q: How do I get into the tunnel in the wall in the Pit of the Disgraced?
A: Walk off the center platform and throw a rock into the tunnel as you fall.
It will land on a pressure plate, creating a magic bridge letting you reach the
tunnel.

Q: How do I beat the ice guardians in the Ossuary of the Northerners?
Q: How do I escape the Ossuary of the Northerners?
Q: Is there anything special about this wall in the Ossuary of the Northerners
that doesn't have a recess in it? It doesn't match the pattern of the rest of
the room.
A: A large secret button in the northwest opens the way out of the Ossuary, and
a tiny secret button in the northeast opens a secret door to another chamber.
Heading for this other chamber can be a good way to approach the ice guardian
fight, but it's not needed at all; competent dodging should be enough (or you
can just use bombs/potions). Ice guardians are one of the few monsters that can
actually see invisible, though.
The Ossuary contains a bunch of useless bones, a skull, the Viking Sword, the
Tome of Water, and Vorpal Blade, a potion of willpower, and a blue magic box in
the hidden chamber.

Q: What does "All magi know where the elements belong" mean?
Q: How do I open the portcullis in the Tomb of the Elementalists?
Q: Where are the gold keys?
A: Each '+' button in this room toggles a "spinner" teleporter that rotates
spell projectiles, and each diamond button in this room causes the demon head
to shoot a different elemental projectile. Hit the northeast receptor with a
lightning bolt, the southeast receptor with a frostbolt, the southwest receptor
with a poison bolt, and the northwest receptor with a fireball; each receptor
has a light above it that glows with a color corresponding to the element that
it was last hit with. The elements correspond to these directions (fire is
northwest, etc.) both on the rune panel and in flavour text in Isle of Nex and
the manual.
When you have hit the receptors with the correct elements, the portcullis will
open. The order you hit the receptors in doesn't matter, and only the most
recent hit for each receptor matters.

Q: What does "Let the chaser catch the shooter" mean?
A: In the Chase, direct one of the blobs so that it hits the demon head. A
secret door will open.

Q: What does "Prove thy fearlessness. Sleep in the center of the circle of
death" mean?
A: Sleep in the center of the spike traps on this level. Don't worry, the spikes
in the center never actually come up; they're just there to scare you. When
you've been sleeping there long enough, a secret door will open and you will
wake up automatically.

Q: How do I reach the alcove that was revealed in the Shrine of Fire and Ice
when I unlocked the left side of the double lock?
A: Another recess is revealed when you unlock the right side of the double lock,
and this one can be reached without difficulty. In the crack in the wall in this
recess is a secret button; press it to create a magic bridge to the other recess
and allow access to the only cloak in the game.

Q: What does the pressure plate in the Shrine of Fire and Ice do?
Q: How can I get out of the Shrine of Fire and Ice while the pressure plate is
down?
A: You can't leave the Shrine of Fire and Ice while the pressure plate is down;
the exit will be closed. Instead, after unlocking the door to the Chamber of
Gems, drop something onto the pressure plate through the wall of iron spikes. A
secret door will open behind you. A button on the wall next to the iron spikes
will activate a teleporter returning any items that are on the pressure plate
and allowing you to enter the Shrine again.

= 2.7 Hub Cellar
================================================================================
Main puzzles
============
Q: Where is the artifact here?
A: There is no Artifact of Might in the Hub Cellar. It is a completely optional
area and nothing in it is needed to complete the game. However, there are
several useful items and secrets, as well as experience.

Q: How do I open this door that closed on me?
A: Find another pressure plate in front of a closed door. You may have to go
through some snakes.

Q: Where are the keys for these locks with the "E" symbols?
A: There are two winged keys on the level, one in the northwest area and one in
the northeast area next to a demon head. Both are on shelves.

Q: Where is the key for this gold lock with the jewels in it?
Q: Where is the key for this mottled blue lock?
Q: What does "To obtain the k stav ust leap" mean?
Q: What does " eys to the es thou m at the red" mean?
A: If you put the two messages together, they become "To obtain the keys to the
staves, thou must leap at the red". Climb onto the elevated area in the center
south of the level, then walk off in the direction of the red curtain, tear it
down, and press the secret button that was hidden behind it. Secret doors on the
elevated area will open revealing two keys.

Secrets
=======
Q: I see light peeking through a wall in the center west of the level. How do I
get there?
A: After going through the northwest area (accessed by the northwest ladder in
the spike pit), two secret doors open offering a shortcut that connects the
northwest area to the starting area. Inside this shortcut is a secret button
that opens the door to a puzzle.

Q: Is the north area above the spike pit really as small as it looks?
A: No. Opposite the shelves is a secret button that opens the door to a puzzle.

Q: Is there a corresponding puzzle room in the center east of the level?
A: Yes. The secret button to access it is in the tunnel in the northeast with
shelves at its end.

Q: How do I get to the healing crystal that I hear in the center south of the
level?
A: Stepping on the hidden pressure plate in front of the wooden door in this
area opens up a path to the entrance and a shortcut back east. Said shortcut
contains the secret button to open this puzzle room.

Q: How do I open the portcullis in the center of the level?
Q: What does "To open the gate, offer claws beneath the sn" mean?
A: After obtaining the Staff of Claws and the Snake Staff elsewhere on this
level, place them on the shelves in the room in the center of the level, the
Snake Staff on the top shelf and the Staff of Claws on the bottom. The
portcullis will open.

Q: What does the big button in the northeast corner do?
Q: How do I get to the room on the other side of the window in the northeast
corner?
A: This button toggles a pit, specifically the pit below the Fungal Pits pit in
the Central Hub. The lever in the Central Hub toggles that pit and this pit
both; close this trapdoor while the Central Hub one is open, then jump down to
land on the closed trapdoor. A secret button in that room will open up a chamber
with the Samurai Sword, and a secret button in that chamber will open two secret
doors connecting it to the rest of the level.

Q: What does "To open the north, north. To open the south, south" mean?
A: The four '+' buttons in this room light and extinguish the sixteen lanterns
on the pillars. One lantern on each pillar is lit, and every time a button is
pressed, all the lanterns EXCEPT for the one closest to that button are
"rotated"; the lit lantern is extinguished and the lantern clockwise of it is
lit. To open the south portcullis, light the south lantern on every pillar;
to open the north portcullis, light the north lantern on every pillar.

Q: What does "The taller sister wished for the lesser crown" mean?
A: The east alcove in this room is slightly taller than the other one. Place
Calista in that alcove to open the east gate. Place the Crown of Nerra in the
west alcove to open the west gate. Calista and the Crown of Nerra are both found
in the Throne Room in the Central Hub.

Q: What does "Each one demanded an equal share of the silver" mean?
A: Above the rightmost coin slot is a secret button; press it to reveal a fifth
coin slot. Then put 2 silver coins in each slot to open the gates. If you mess
up, press the '+' button to return the coins to the round table.

Q: What does "The answer lies in a deadly pit" mean?
A: Perhaps the hardest puzzle in the game. If you stand on the north side of the
pit, facing south, you'll see that the spikes repeat a pattern: a '+', then the
right side ascending, then the left side ascending, then the left side
descending, then another '+'.
Position the two levers in this room so they are pointing down, then press the
'+' button, then pull the right lever up, then pull the left lever up, then pull
the left lever down, then press the '+' button again. The gates will open.

= 2.8 Wilderness
================================================================================
Main puzzles
============
Q: What do I do here?
A: There are no items, monsters, or anything else useful in the Wilderness.
If you walk north for a while, you'll be told how many secrets, epic items,
skulls, and fish you found. If you walk north all the way to the exit, the game
will end; you won!

Q: Where are the 7 skulls?
A: One is in the Ruined Dungeon on the first bed you encounter.
One is in the Central Hub on the Throne of the Ancient Tyrant.
One is in the Gardens in the northeast area.
One is in the Hub Cellar in the corridor connecting the entrance to the end,
east of the stairs.
One is in the Depths, underwater in the northeast corner of the level.
One is in the Chamber of the Inquisitor, accessed from the Depths.
One is in the Ossuary of the Northerners, accessed from the Crypt.

Q: Where are the 25 fish?
A: 24 are in the Gardens spread around its pools. The last fish is in the Depths
in the underwater area.

Q: Is there a reward for finding all of the secrets, epic items, skulls, and
fish?
A: No.

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