Legend of Grimrock

Legend of Grimrock

Eye of the Beholder 2 - The Legend of Darkmoon - Complete
106 Comments
Mr. Dick 25 Jul @ 2:19am 
Thanks,

there are 15 stones that you have to give to the head "Feed me with the children of the mountain one by one", then it works.
John Doe 24 Jul @ 11:21am 
OH. MY. GOD.
So happy to find it!
pscigulinsky  [author] 15 Jul @ 11:29am 
@Pretentieux
Thanks for the message, I hope you will not be disappointed. Have fun :-)
pscigulinsky  [author] 15 Jul @ 11:29am 
@berquanda
I am almost certain you missed the ore in the "junk room" in the Azure Tower 4 level.
pscigulinsky  [author] 15 Jul @ 11:28am 
@Mr. Dick
You have to feed it 10 stones I think. If you don´t have enough, there is an area nearby with an alcove that will turn your food into a stone.
Pretentieux 4 Jul @ 11:16am 
This looks great looking forward getting the chance to try this one out.
berquanda 28 Jun @ 12:43am 
Dear developper, congrats on this fantastic game! Reminds us of the good old days...
I am actually stuck at Temple 2 private chambers, in front of an altar where you have to put "strange things"... I already put my 2 ores but nothing happened. Seems like I need a 3rd one but where can I find it?... Thanks in advance!
Mr. Dick 8 Jun @ 10:10am 
Hello,

makes fun to play but I stuck a little bit in Silver Tower 2.

There's this pressure plate with the inscription "Each had a favor to ask. If fulfilled, you will be allowed to pass."

I've given all the heads the corresponding items, but the one with the inscription
"Feed me with the children of the mountain one by one" keeps asking me for more stones,
no matter how many I give him. Is that how it's supposed to be?
pscigulinsky  [author] 18 May @ 1:15pm 
You´re welcome, enjoy.
Mr. Dick 18 May @ 10:23am 
Thanks pscigulinsky,

now I've got everything right. I had already recognized the missing scrolls and spells, but not in which order you have to use the diamonds.
pscigulinsky  [author] 17 May @ 11:34pm 
The puzzle is solved only if you place all 12 diamonds onto those 4 grids correctly.
pscigulinsky  [author] 17 May @ 11:33pm 
Full solution is this:

(x marks the placement of white diamonds on the grid)

Enchant Fire Arrow - NW corner

xxx
x00
x00

Poison Bolt - SW corner

000
xx0
xx0

Ice Shards - SE corner

000
000
00x

Shock Shield - NE corner

00x
0x0
000
pscigulinsky  [author] 17 May @ 11:31pm 
Hey Mr. Dick. The hint for what to do with 12 diamonds is in the layout of the room as well as the scrolls in the alcoves... You might have noticed, that there are 4 main spells for each magic school (4 fire spells, 4 air spells, ...) But only 3 scrolls for each of magic schools are given. The puzzle is to guess the correct combination for the missing spells based on the combinations of other similar spells from other magic schools.
Mr. Dick 15 May @ 11:10am 
Apparently, I had not received the scroll from the first clerics. But with your tips, I actually got into the library. There I found a lot of spell scrolls, so that I can now conjure up the standard spells. But I have no idea what to do with the four "diamond" walls. I have now found 12 diamonds, but unfortunately I can't find out in which order you have to combine them to solve the last puzzle.

Is there another scroll I missed to give a hint?
pscigulinsky  [author] 14 May @ 12:08pm 
You will find a lot of white gems on the floor and you are supposed to mark the rune combination of missing spells. It is here that you get all the spell scrolls for the whole mod including all standard air magic spells. When you solve this last puzzle, you also gain access to a special area where special custom spells are.

This area is one of two extra places that differ from the original EOB2 game. Hope it does not spoil your nostalgia. If you have any other questions, feel free to post them here. I will definitely post an answer. Enjoy.
pscigulinsky  [author] 14 May @ 12:08pm 
Hello Mr. Dick, thanks :-)
both of your questions have pretty much the same answer.

When you killed the first red and blue clerics, one of them had a scroll with the hint for this puzzle.

If you have it, you can solve the passcode yourself. If not or you would like to know the solution for this, read on.

To enter the "Darkmoon Research center", place the 4 white gems into positions 1,2,4,8. In the area you can solve the potion puzzle.

Eventually you get to other passcode wall with another 4 gems. Place them into positions 3,5,6,7. This will get you to the Library where the last puzzle is.
Mr. Dick 14 May @ 10:37am 
Very good mod, I like a lot, brings back the old memories.

Just two questions.

Is there a list of spells available somewhere? I have a mage on the team who specializes in air spells, among other things, but all spells after Shock don't work?

And what is this Level 17: Catacombs 3 Prison wall for with the diamonds you can put in there?
jira77 17 Oct, 2024 @ 2:03am 
Hello pscigulinsky, thank you! Yes, it helped, I have really missed the second ore in the junk room . Now I am back in the action.
pscigulinsky  [author] 16 Oct, 2024 @ 2:21pm 
Hello jira77,
you probably didn´t find the second Strange ore. You found the first and the third. The second one is hidden in the "Junk room" almost at the end of Azure Tower 4.
Here you can watch another player finding it eventually:
https://www.youtube.com/watch?v=lnApO-1vylw
1:08:10
If you don´t want to go back, you can use the console to spawn ore with this command:

spawn("ore")

Then you have to go to Temple Level 2 and place all three Strange Ores on an altar that is behind a door that can be opened by a golden key (the one you can find in Azure Level 2).


I hope that helps. Let me know please if you managed to get to the next tower. Thanks
jira77 16 Oct, 2024 @ 1:01am 
Hi pscigulinsky, thank you for the great mod. I enjoy both exploration and combat, however now I am stuck, could you help me with little advice please? I have finished Giant prison, I have Copper coin (from trap in Azure Tower) and 2 pieces of Strange ore (one from giants, one from earlier stage), but I don´t know what to do next. Where and how to access next tower? Thank you.
pscigulinsky  [author] 1 Aug, 2024 @ 4:05am 
Thank you for not giving up despite the bug and good luck with the rest of the mod.
glorfindel1975 1 Aug, 2024 @ 3:29am 
Thanks for the reply.
I actually found out that it is a bug.
I solved it by recovering an old save, even if I had to recover 1 hour of gameplay.
I managed to find the six shields and went up to the upper floors.
pscigulinsky  [author] 1 Aug, 2024 @ 3:09am 
Hello glorfindel1975, sorry about the trouble. Here is how you can open the door:
Enable and run the console and enter this command:

azure_temple_door_ornament_27:open()

You can simply copy and paste it (CTRL-C, CTRL-V) You don´t have to write it manually.
glorfindel1975 31 Jul, 2024 @ 1:53pm 
to make it clearer: it's the door at minute 20:00

https://www.youtube.com/watch?v=CzCzdKjmy-g
glorfindel1975 31 Jul, 2024 @ 1:42pm 
Hello. I have a serious problem.
I am in the Azur Tower, Level 3.
I link a map of EoB 2 to make it clear where I am:

https://www.gamebanshee.com/eyeofthebeholderii/walkthrough/azuretower-3.php

I am in the square south of 13, before the door (beyond the door there is the platform that shoots fireballs). I had already passed the door but going forward I realized that I did not have all 6 shields so I had to go back.
The problem is that I can no longer go back through door 13 to the north, because when I return I find it closed and the switch south of the door no longer opens it.
Am I stuck here forever?
Kalp 21 Jul, 2024 @ 4:18am 
Very nice, just finished last fight, found all secrets. It is very good recreation of EOB2. It was a pleasure, thank you very much.
pscigulinsky  [author] 16 Jul, 2024 @ 11:40am 
Hi Kalp, I hope, you will enjoy the mod :-) Now, to your question:
Healing is useful and once you meet requirements for healing (concentration 16), you get access to another two super useful spells as well. But you should be able to complete the game with almost any build. There are plenty of tomes, that give you extra skill points, so if you invest some of them into your mage, you´ll be able to cast every spell there is. Feel free to ask more questions here. I check this comments section regularly so I will find them and then post an answer.
Kalp 16 Jul, 2024 @ 11:27am 
Thanks for mod, it brings back memories.
Now questions, do I need any particular spell later in the game? Can't decide how to develop my mage, healing maybe?
pscigulinsky  [author] 24 Jun, 2024 @ 11:42am 
Hello, @yesketchup,
the missing spells have to be derived using the given spells and have to be all marked by white diamonds correctly before the secret door is opened. The correct solution is this:
(x marks the placement of white diamonds on the grid)

Enchant Fire Arrow - NW corner

xxx
x00
x00

Poison Bolt - SW corner

000
xx0
xx0

Ice Shards - SE corner

000
000
00x

Shock Shield - NE corner

00x
0x0
000
yesketchup 23 Jun, 2024 @ 7:28pm 
i need help with that puzzle that says: "derive and set the missing spells to get even more". i tried everything and nothing works
Xenomorf 10 May, 2024 @ 2:19am 
Oh my god, I was so determined to solve this riddle that I completely forgot about the possible secret buttons...
Thanks a lot! With your help I managed to move on further. Hope that I will be able to manage with further puzzles on my own
pscigulinsky  [author] 9 May, 2024 @ 10:25pm 
Hello Xenomorf, first of all, thank you for playing the mod and I am glad you are having fun with it. As for the puzzle:
I realized after watching Mael´s playthrough on YouTube, that you can simply solve the puzzle by just being quick enough. So I tried to modify a puzzle a little bit. However I couldn´t replikate the usage of the "Sticky paper" from the original. Therefore I placed a secret corridor opened by a secret button in the area the items are "moving away" from you in each step. The button itself is in the middle of one of the walls there and is a little more pink in appearance than the rest of the wall. Once in the secret corridor, inspect the walls carefully again and the solution might become obvious. Please let me know, how it went.
Xenomorf 9 May, 2024 @ 3:05am 
Greetings, pscigulinsky. First of all, I would like to thank you for a well-made mod (perhaps one of the best of all for the first Grimrock, and the best among the EotB remakes for sure). I was always interested in the origins of dungeon crawlers, but due to the lack of a map was too lazy to go through this series in the original, so I thank you for your work and will watch with interest your further mods, if they are planned.

At the moment, I would like to clarify one riddle that I cannot solve on my own. Crimson Tower, corridor with escaping coins and a key. In the original EotB II, this was solved with the help of sticky paper, the author of the long-play you mentioned passed this corridor simply by quickly picking up objects, but, apparently, the current version of the mod has changed this riddle, and now the objects lie out of reach through one cell in each iteration. What needs to be done here?
smccartt 24 Apr, 2024 @ 6:29am 
Thanks again. It will take a while to go through the entire game as I now have to restart the whole process, but I am going to import the players that I had when it crashed so I can go faster through the levels that I have already experienced. I will try to be very meticulous so that I don't miss any rooms, pressure plates and disappearing walls.

I am in the early stages of my mod, so not really ready for publication. I was having an issue with the floor levels and it was causing all my thrown or missile weapons to not fire. So I tested it by publishing it, but was unable to figure out what I was doing wrong and had to rebuild the level. Still a bit of a newbie at this.
pscigulinsky  [author] 24 Apr, 2024 @ 4:56am 
Perfect! I am glad that so far everything works fine and that you also figured out the issue with the exporting. Mac computers are a complete mystery to me. I have, of course, no problem, if you publish this mod privately for testing purposes. And yes, once you confirm that this version no longer crashes from start to finish, I will update the mod to a version 1.4 which will be (finally) Mac compatible.
BTW: how far did you get with your Grimrock 2 mod? I am not very familiar with Heroquest but I am just curious ;-)
smccartt 23 Apr, 2024 @ 4:10pm 
I checked out all three crash sites on the new version and there was no crash. I will let you know if I encounter any other issues. Thanks again.
smccartt 23 Apr, 2024 @ 3:33pm 
I discovered something about exporting the mod that really wasn't an issue with your creation. Apparently I can't export any dungeons straight to my computer (I think it has something to do with how Almost Human sets up the export path). I was working on a mod of my own using Grimrock II (a re-creation of Heroquest, one of my favorite board games) and I found that I could not export it, (I got the same error message) I had to publish it to the Workshop. So I did so, but I wasn't ready to make it playable so I made it private. Then I thought, maybe that was the same issue with your mod and it was. I made it private so no one can see it and I named it something else. I will delete it of course, but I did figure out how to export dungeons.
smccartt 23 Apr, 2024 @ 3:33pm 
You are an incredibly devoted developer. Of course I am up to the challenge. I will definitely download the new file and give it a whirl. Thanks for doing this. The good thing is that this will create a Mac Friendly version in case anyone else encounters my same problems.
pscigulinsky  [author] 23 Apr, 2024 @ 2:21am 
Ok, so the files are being uploaded on https://www.nexusmods.com/grimrock/mods/455/?tab=files
I appreciate your kind comments and I would be glad if you could give this mod one more try with the new files I prepared. Please let me know, if you are up to it.
pscigulinsky  [author] 23 Apr, 2024 @ 2:02am 
So here is what I did. I prepared a version which fixes all crash instances. There were also at least two more instances of this down the road that I know of, which I also fixed but there might be more which I honestly don´t remember. I will upload the compiled game along with its source files on NexusMods. Before playing please check in the dungeon editor that all instances of crashes are gone including "Inquire" option in the Nadia and Joril dialogue . You might also try to Export the dungeon. If it can be exported sucessfully, that would be a really good sign. But even if not, you still might be able to play it (hopefully) to the end (and/or discover more crashes that I will try to fix).
pscigulinsky  [author] 23 Apr, 2024 @ 1:21am 

3. Silver Tower: There are 4 hidden plates that activate the same script that open the passage to spiders but the script also destroy the plates that activate them. The reason is that some players might not follow the path marked by lights but go in the straight line just like MaeL did and the wall has to open only once, so no matter which hidden plate is activated, it has to remove every other plate including itself. But this causes the crash for you.
pscigulinsky  [author] 23 Apr, 2024 @ 1:21am 
1. Nadia and Joril - it you attack them, the related script activates which destroys the hidden plate behind the entrance door to the temple that causes the crash and therefore you can continue. Also the event with the woman is destroyed in the process, that´s why you can´t meet her anymore. But if you Inquire with Nadia and Joril instead, then the hidden plate stays active and causes the crash, because the script orders it to destroy itself once you step on it.

2. Catacomb passageways: This one you explained yourself correctly. There are two entrances to the secret area and two hidden plates. Each one, when pressed causes the crash because they both activate the script telling them to destroy itself and the other plate as well as announcing the secret.
pscigulinsky  [author] 23 Apr, 2024 @ 1:21am 
Hey smccartt, I reread your last few comments and found out something interesting. I assumed that there is a common cause for all the crashes and I think I found it. In all instances your game crashed when you stepped on a hidden pressure plate that activates the script which orders the plate to destroy itself. If the script leaves the pressure plate alone but does other things or destroys other objects, then it is ok. Here are the explanations on your three crashes:
smccartt 22 Apr, 2024 @ 3:14pm 
I surely do appreciate your willingness to make this work. I think you are right that it is a Mac issue that is caused by something in the scripting, but I have looked at disappearing wall script that makes it crash and disappearing wall script that does not make it crash and I really don't see a major difference.

I have gotten pretty far into the mod with only the three crashes, but this last one did not allow a work around. Bummer. Thanks so much for your work on this, I absolutely loved this mod and was very impressed with your creativity and expertise. It is not the end of the world that I could not finish it, but it would have been fun. So I guess I will go watch our friend MaeL's long play and live vicariously through his adventure. Thanks again. Hope you do more mods, you certainly have a talent for it.
pscigulinsky  [author] 22 Apr, 2024 @ 12:44pm 
Thanks for the messages. I´ve read what you had written here in the last three comments. It seems that there is some systematic issue with scripting that works just fine on Windows but causes crashes on Macs.

The possible reason why you are unable to export the dungeon even after some editing of the areas you already visited is this: there are unfortunately a lot more scripts down the road for disappearing walls and pressure plates that will probably render the whole mod unplayable.

Since I have no experience with Macs, I would be grateful to anyone reading this that played this mod on a Mac, if they could share any ideas worth trying here.
smccartt 22 Apr, 2024 @ 6:24am 
A couple of notes regarding the walls in the Catacombs Passage. It was not the false walls that triggered the crash it was the pressure plates that were linked to the secret sound byte. I removed the plates and could easily traverse the false walls, but if I deleted the walls and stepped on the pressure plates the crash would occur. I redid the walls and plates and then the room would not crash, but the secret sound byte would play when I started the test play, but not when I enter the secret room. Still, it is fun to make at least part of it work, but I am still unable to export the dungeon.
smccartt 22 Apr, 2024 @ 5:58am 
Sorry had to break this into two comments, here is the rest of the comment:

It definitely could be my Mac. I had an issue with a crash in a Grimrock 2 MOD called "The Princes of Pale Moon" wherein there was a loud explosion and even if I was out of the room where the explosion occurred the sound seemed to trigger the crash. In the MOD discussions I saw that other Mac users were experiencing the same issue. Fortunately for me I just watched the long play to see what essential object was in the room past the explosion and spawned it using the console, but I hate having to cheat like that especially when there was a really tough boss that was guarding the gem and I did not get a chance to defeat him.

I am going to play around with the editor and see if I can delete and then replicate your design in the passageway level. Not sure I can figure out how to do the other two as I am just starting to play with the if/then aspects of Modding in this game.
smccartt 22 Apr, 2024 @ 5:58am 
Your guess about walls is true on two of the issues, but the first occurs in the entrance to the temple. If I talk to the two mages and then talk to the woman with the missing sister and try to enter the temple it crashes, but if I attack the mages and defeat them, then I can enter the temple, but I cannot talk to the woman.

The second occurs in the Catacombs 2 - Passageway. 23 over from the left and 10 and 11 down. If I try to enter the false wall from the west or south it crashes. Everytime after that I would save whenever I encounter a false wall, but that problem never occurred again in any of the other false walls.

The last occurs as I told you in the Silver Tower four plates in all across that row. Whether or not I follow the blue lights: which by the way is such a cool puzzle piece!

One other thing, when I am test playing the levels with issues I get this message at the top of the test play window: Calling dialog.activate() with wrong number and/or type of parameter.
pscigulinsky  [author] 21 Apr, 2024 @ 10:50pm 
Can you tell me where are the other crash locations? (level, x, y) So far, according to your description it seems that the problem is related to the scripts calling functions that are supposed to destroy walls (such as secret walls that disappear instead of opening). There is also a possibility, that this might not be an issue in the mod itself but rather a conflict of programs in your computer that share certain software resources.
smccartt 21 Apr, 2024 @ 1:17pm 
Well I downloaded the source files and got them loaded into the dungeon editor, but when I tried to export it I got this error message: C++ exception and the program crashed.

I went to the three locations in the editor and they would crash just like in the real game when I played in test mode. In the pressure plate room in the Silver Tower, if I removed the all of the elements on one of tiles in the fourth row (second of the complete four rows) it would not crash, but then the wall would not open where the spiders are.

Not sure what the issue is, but willing to keep trying.