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Motherfucker posted:In the room marked The Four Plagues what do I do? Hint: What would cure those plagues? Solution don't mouse over if you want to figure it out for yourself: Put a weapon in the war/battle cubby, food in the famine cubby, a cloak in the cold cubby, and a potion of healing in the disease cubby. I might have the names slightly off because I did it a couple hours ago, but you get the idea.
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# ¿ Oct 16, 2014 15:21 |
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# ¿ Apr 28, 2024 04:08 |
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These earth elementals outside the cemetery (I think?) are giant jerks, my weapons and magic hardly seem to do anything to them and they murder my party super quick. Anyone know what their weakness might be? Because it's not fire or earth. Incidentally, that seems like a pretty mediocre pair of schools to focus on for a wizard. Not much interaction between the two that I've seen. Fire/Air or Earth/Water seem like they would be a lot more effective.
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# ¿ Oct 18, 2014 02:07 |
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Rascyc posted:Fire/Air is the only one that actually has a spell that requires multiple levels of both schools. The only water+earth spell requires just one earth level. Thanks for the rundown on multi-school spells! I'm thinking of rerolling anyway because I can do better I must do better so I might just switch my wizard to fire/air with a dabbling in water later on. Between my poor spell choice for wizard and wanting to go with heavy weapons on my knight instead of light, I'm definitely thinking a new party is in order.
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# ¿ Oct 18, 2014 02:24 |
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Cosmic Afro posted:I played this a bit, and yes, this is quite an amazing game so far! I'm loving it. The puzzles are quite good. Chests only need lockpicks (are there keys for chests? I don't know) if there's an actual lock on it. A lot of them don't actually have locks, so can just be opened.
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# ¿ Oct 18, 2014 07:52 |
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Well I've run into the first puzzle that's got me stumped. How do I get this big door in the cemetery open? It and the stupid cross block puzzle in front of it are making me feel dumb.
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# ¿ Oct 19, 2014 10:11 |
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TwoDayLife posted:I'm kinda stuck in the Pyramid and completely out of ideas. I'm sure I'm missing something simple. Hint: How many ways can you put things on that switch? Solution: Put something on the switch, go to the other side and put something ELSE on the switch from the opposite side. Come back and retrieve the first item, then remove the second item from the proper side. The first door will close and the second will be right behind you.
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# ¿ Oct 23, 2014 04:57 |
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I knew obsessively hoarding every cannonball I came across would be worthwhile! It really made the last couple bosses much easier. Well, that and Meteor Storm. About 13 hours to get the good end isn't too bad. My only big complaint is that I wish more zones had done something with the fact that level design wasn't constrained by being a totally vertical dungeon, because the spots that did do that did it really well. Also I didn't realize you could annotate the map for several hours but that's all on me.
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# ¿ Oct 24, 2014 13:56 |
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immortal flow posted:How much damage is Meteor Storm supposed to do anyhow? With 5 fire / 3 air, each individual bolt was hitting for only 20-30 damage. Magic seems to pale in comparison to hammer swinging frontline barbs, except against enemies weak to a particular element. Mine dealt about the same. Damage wise melee definitely wins out, but magic is both ranged and doesn't have finite ammunition aside from how many energy potions you can chug, so it can really trivialize some encounters.
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# ¿ Oct 24, 2014 14:17 |
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Brackhar posted:So I've not been following the thread, but is there a sustainable way later to find ammo for ranged weapons? I've been relying on it for primary damage on my back-field alchemist for the last five hours or so, but I'm very rapidly finding myself too low on ammo to continue that pattern. Thoughts? You'll go through dry spells for firearms users, there's nothing you can really do to avoid it. Missiles and thrown weapons are better in that you can recover your ammo after a fight, and I usually had a bow and some arrows on my alchemist for when I was running low on bullets.
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# ¿ Oct 25, 2014 06:01 |
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Pierzak posted:You mean it isn't in Grimrock 2? Whoever decided to spawn gorgons in Sleet Island area is an rear end in a top hat. And air elementals outside the Castle Nex gates. Is there any way to hurt them at all besides Dispel? I guess we should actually close these ancient tombs we open so the contents don't leak out.
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# ¿ Oct 25, 2014 18:31 |
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Big Mad Drongo posted:Pretty sure the game was made by a B Team on a shoestring budget, which explains this. Totally worth it if you're into grid-based, old-school RPGs, but pretty rough around the edges and nowhere near the heights of M&M4-7. It's nowhere near the height of the series, but it was a great first showing by a small team. Unfortunately support for it got pulled fairly quickly and chances of there being a M&MXI look slim. Also it uses the new, boring HoM&M world, which is a downer.
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# ¿ Oct 26, 2014 07:44 |
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Emanuel Yam posted:Apologies if this has already been asked but are there any shops or merchants or can i just chuck items i cant use? There's no shops or currency of any kind, feel free to ditch stuff you're not using. In an easy to remember/centralized area if it looks important or has an impressive name. For the herb thing I'm pretty sure it's the latter, but not 100% certain.
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# ¿ Oct 28, 2014 14:28 |
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# ¿ Apr 28, 2024 04:08 |
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PlaceholderPigeon posted:Thank you! I actually meant the things in Castle Nex, I don't know what to call them but they have snake parts and poison abilities. I'm pretty sure the proper name for those things is "God Dammit Not Another One".
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# ¿ Nov 8, 2014 03:34 |