Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Another one could be a message that the ice is receeding after finishingthe final part of the puzzle on seven portals.
I'm also wondering if there are too many keys, or maybe I'm missing something. After completing the first act (inclusive the hidden part) I had 1 bronze and 3 golden keys left. Is that supposed to be possible?
Thanks for a great map.
I can confirm the "excess keys" after completing Act 1, however I would imagine these keys are failsafes in case you aciddently open the wrong doors during the Guardian maps in Seven Portals. The only thing that remains correct are the three silver keys in the Guardian maps (Ice, Steel, Fire).
Where is the portal "switches thrown" error focused on? It could be an improper linkage.
The extra life reward behind the fire key door on seven portals keeps respawning everytime you restart the game.
And the firetraps in darkmere where you enter the building don't work anymore (they did in a previous version).
The vendor coin in the caves of act 2 is for multiplayer only i guess?
Also, i got one silver key left at the end of act 2.
Can confirm that in at least one play ever since all acts were in place that I did get one instance of extra silver key in Act 2, along with extra bronze keys (and 1 gold key) in Act 1. The extra keys are perhaps there to prevent players from being denied progress due to improper use.
The "OOB death" in act 2 secret is probably there to prevent individuals from straying too far away through the trees. That being said I think it's an intentional set designed to get the player back in bounds -- not a bug.
In the Wolf's Chapel and Deathwind Chapel: You can slip through the lower edge of the horizontal 'iron bar' walls in some spots. And you can pass through the main gate in Wolf's Chapel even if it is closed.
Another thing that i found is that the 'pressure plate' buttons invert their behaviour if you place a statue on them, save and then restart the game.
EDIT: confirmed the fix in the Guardian of Ice; the wendigo spawns correctly. Added a quirk to Guardian of Fire as this was overlooked.
I have explored everything to the left of it, solved the firepuzzle, went down to murder all the blue firebirds and centaur mageknights, and... there's nothing. Castle still locked, nothing useful in the area.
Is there supposed to be a bronze key near the skewered corpse in there or something (haven't gotten into the bronze gate area in the bottom)?
Edit: There's a hidden entrance in the open area in the top where you might expect to find a bronze key, if you follow the path.
One of the math-locks in the right-most dungeon (the red 5 with money, a lock and 2 unarmored ettins) does not work - it is opened by the yellow lock, not the red one indicated.