Legend of Grimrock 2

Legend of Grimrock 2

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The Legendary Mount Grimrock
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8 Aug, 2024 @ 2:20pm
16 Oct @ 12:50pm
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The Legendary Mount Grimrock

Description
The Legendary Mount Grimrock
(v1.5.5.1c - Tentative Final Version)
(Subject to tweaking and polishing in the future.)
(Always check the last time updated.)

Thank you for choosing to play my Mount Grimrock re-creation dungeon. It was really just an experiment at first to see if I could accurately make Grimrock 1 with the Grimrock 2 editor, and it worked (mostly) well. But since I have absolutely zero programming or scripting skills, there were things I had to change for my own sanity, which then led to making alterations that I think enhance the dungeon adventuring experience (however slightly). This dungeon was created especially for players of Grimrock 1, with a challenge to find all the alterations and secrets I've added. I hope you'll follow the story prompts and instructions as intended in order to best experience what I've created for nostalgic enjoyment. In the course of trying to finish this project, I... didn't learn scripting, exactly, so much as I copied examples of functions I saw others using that did what I wanted. Then a little bit of trial and error to fill in the little details. The benefit of the Grimrock 1 dungeon is that it is linear in progression, which allowed me to set up checks and redundancies to try to avoid glitches or prevent players from accidentally triggering something that they shouldn't yet. Basically, things will only happen when you get to them, and SHOULDN'T (hopeful voice) repeat themselves afterward. If I did, in fact, miss something that triggered before/after when it should have, comment in the Bug Report comment thread below.

I started this project by referencing a Grimrock 1 re-creation mod in the Grimrock 1 editor by a user named Komag. The same brilliant user who created the Grimrock Master Quest mod. His mods are available on both Steam Workshop and NexusMods-com. I laid out all the dungeon levels as they were in Grimrock 1 down to level 10 (Goromorg Temple II), but due to not having access to the prison tileset or assets, I decided to change the last three levels dramatically. (It had nothing to do with the horrifying thought of trying to script the Cube fight, I swear.)

Also, shout out to Skuggasveinn and MBMaclachlan on NexusMods-Com for a few basic asset files, and to help import Grimrock 1 monsters that I incorporated into my dungeon.

I also created a couple custom spells (which are not mentioned in the game, but if you experiment, you might find them depending on requirements) and multiple custom items (as well as several 'altered' items), but nothing too extreme beyond that. I just used pre-existing assets.

I 'grouped' the dungeon levels with the tilesets. First the basic dungeon set (levels 1-4), then the tomb (pyramid) set (levels 4-8), then the castle set (levels 9-10), then the mines (levels 11-13). I did my best to merge them in a somewhat logical fashion, though due to graphics overlap, sometimes you might spot the 'behind the scenes' void, something I have done my best to clean up. The fact that the Golden Treasures are missing in the Grimrock 2 editor meant I had to find something else to put in their places. In doing so, I came up with a basic new story/plot to weave into the game. However, due to a large gap in time where I had stopped working on the mod, to recently when I found myself wanting to finish it up, those that are excessively nitpicky may notice a slight shift when it comes to the notes and 'story-line'. But given the nature of the story-line I used, I believe that any inconsistencies actually fit into the tone and theme of the story. If you want a quick spoiler summary of the 'new' story-line, Read Below:

Instead of Mount Grimrock being a prison, it is actually a dungeon fortress used by a crazed cult that was built over the impact crater of an ancient meteorite. This 'meteorite' was actually a demonic entity that is now slumbering under the fortress, and is about to wake up. Your party came to the dungeon thinking there was loot to find, but butterfingers on the ropes descending down a vent shaft left you stuck without any starting supplies. Now you must find your way through the dungeon, following the path of a pair of previous adventurers. What were they after? Will your party find a way out, or be fated to descend down to 'The Deep Gate' to face 'The Demon of Starfire'?

Due to the differences in how the Grimrock 2 map editor works in comparison to the Grimrock 1 map editor, there will be a bit of an oddity when looking at your in-game map. This is due to the fact that the first game was just levels stacked on top of one another, but Grimrock 2 has map transitions to the north-south-east-west. From what I can tell, in Grimrock 2, no walk-able spaces touch the 'edge' of a map area unless it is specifically intended to transition to a neighboring map. This means that, due to many of the walls of the Grimrock 1 dungeons being literally flush with the edge of the 'map area', it may look like it is open space. But I promise that there are no 'widened' maps in my re-creation. All levels are stacked vertically, as they are in Grimrock 1.

Grimrock 1 has 13 dungeon levels, or 'map areas'. Grimrock 2 has the approximate space total of 33 'map areas'. That's nearly a 3 times increase in explorable game. (Although admittedly, some of those maps are small, the principle remains.) My re-creation of Grimrock 1 has 13 level 'map areas', if you don't count the one I use for the starting 'Surface' or 'Game Complete' setting (which I affectionately call Level Zero). However, since I am trying to fit in as much of the Grimrock 2 content into this Grimrock 1 sized dungeon, it will certainly feel like there is too much equipment/items/food being thrown at you. But because I've added extra monsters and tougher monsters, and added secrets that will take you (hopefully) a great deal of time and effort to find, the extra supplies should be welcome. It also adds an additional challenge to your weight limits and inventory management, while allowing players to still make their party members character-build in whatever way they like. (Though it may take you time and effort to find the equipment or weapon you want. Happy Hunting.)

Grimrock 1 has 71 secrets to find. Grimrock 2 has 77 secrets, which doesn't seem like an appropriate increase given the much larger game to explore. My re-creation of the Grimrock 1 dungeon has 129 secrets (so far). And some of those secrets I've added are 'achievements', though not anything that is linked to Steam. They are just my own little easter-eggs that I mark with some text popping up when you fulfill their requirements.

I've also tried to add some in-game story 'conversations', but that is still a WIP, since I was more concerned with getting the dungeon looking right, and more importantly, functional without glitches. But comments on what you think of the currently existing 'dialogue' would be nice.

So that's the basics of things as they stand at the moment. I'm still trying to polish and improve my re-creation mod with more funny oddities and in-game comments, so who knows what updates (if any) will occur in the future.

I recommend playing on at least Normal Difficulty first (or Easy, if you're inclined), because there is likely more of a spike in difficulty than you might think.

Thank you again for choosing to play my Grimrock 2 - Grimrock 1 Re-Creation Mod. (Now also on NexusMods!)

ONE LAST WARNING: It is technically possible to hard-lock yourself at one point in my dungeon. I was aiming for 'interesting' and instead wound up with 'Oh, this might be bad'. So make sure to save often (in seperate files) while playing, so that you can fix your own clumsiness if you get to that point. (Because the hard lock only happens if you're a butterfingers with certain plot required items.)

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(Sorry, the character limit prevents me from giving the full description I wanted.)
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Popular Discussions View All (1)
9
23 Oct @ 2:26pm
BUG REPORTS ONLY
MRDRK1
118 Comments
MRDRK1  [author] 30 minutes ago 
@gemat - The ending message? Well...

Let's just say, there was one particular intent that I included in this mod, one that would drive completionists up the wall. If you go into the in-game pause menu (when you press escape) and look at the 'statistics', how many secrets does it say you found? There should be 129 total. And the ending message says you missed at least one secret. It's certainly possible to miss more than that. I went to a lot of trouble to hide all the new secrets, so I hope they're a challenge to find.

And for the difficult fights, if you're finding all the secrets, they include a lot of weapons and custom items that help a lot. The game may seem a bit unbalanced, but I've play-tested it lots of times, and the type of party members you have, the character builds, and the items and weapons you find all play a part in your likelihood of success against the last couple levels.

Glad you enjoyed the mod! :armellocrown:
gemat 1 hour ago 
@MRDRK1 - Thank you VERY VERY much for this mod. I got stuck a few times but I really enjoyed it to the end. It has been more than 5 years since I finished Grimrock (for the 5th time?) and I admit I did not remember much from my previous runs, so in many cases I was wandering if you changed the map- riddles or it was my memory to blame. Looking forward to play another mod if you ever make one!
By the way, at the end I got a message that I missed at least 1 secret. Is it possible that I missed only 1 ??
A comment I have is that although I played easy, there were fights really challengind. I do not know if I would be able to finish the game if I had not aquired the cannon.... that I kept almost till the end because I was searching for cannon balls and didnt think loading the bullets....
Thanks again for an awesome mod !
MRDRK1  [author] 28 Oct @ 1:03pm 
@sandra-gehrke - If you have the note clue that even mentions the Torc in the Vault, you already have a clue to how to find it. And I'm not very fond of giving away the secrets I took the effort to hide. So I will give you only one more clue:

"Once found the key that is six, not four, hands left and right, room reversed, shall open the Torc door."
sandra-gehrke 28 Oct @ 12:30pm 
Hello,i cant find the fire torc in the vault! Can you give me a hint, pease? By the way , a very good mod!!!
MRDRK1  [author] 27 Oct @ 12:13pm 
@gemat - You have to back up to go down.
You should have a gear key (from the fungus area), a mine key (from the crystal area), and the Inferno Key from the wizard boss. In the room where you fought the wizard 'prophet' boss, in the lower right-ish corner there should be a mine lever that will let you out of the room. Then just go upstairs to The Excavation, go to the middle north of the inner ring of passages where you use the gear key on the gear lock. Then circle down to a newly opened passage, where the remaining keys are used.
gemat 27 Oct @ 11:54am 
I finished the fights at the lowest (?) Forbidden Caverns and aquired a mine key and a inferno key.... I seem to be stuck again.... By the way the final two cavers were quite challenging. Although the mage with the progress bar was delt with ease. I cornered him with magic blocks and shot him with the cannon !!
UnnamedOne 26 Oct @ 12:38pm 
@gemat, well, there is a way to get there. There is scroll with information how, in the same place in which this scroll was in original game.
gemat 26 Oct @ 11:31am 
Thanks guys. I backtracked to 7th level to find a way to the VAULT that I practically skipped and found it. I couldnt find a way to enter the vault though.... In original Grimrock game there was an engraved symbol on a wall that needed to be pressed but I found no such thing in this mod....
MRDRK1  [author] 26 Oct @ 8:34am 
@gemat - Fire Fragment 1 - Inferno Temple I, in the 'central pillar intersection'.
Fire Fragment 2 - Inferno Temple II, in 'The Burning Shrine'.
Fire Fragment 3 - Inferno Temple II, in 'The Crater Catacomb'.
Fire Fragment 4 - Inferno Temple II, in the 'Chamber of Oracles'.
UnnamedOne 26 Oct @ 4:14am 
@gemat if i remember correctly one is in first temple level (not missable) and rest on second level. One is in big room which gets on fire when you take fragment and skull key. Second i think in big room with pitfalls(one where toruum died), i think its again along with skill key. Third one was in after teleporter in room which you need open with two skull keys.
The one in first level is just before getting on second level if im remmember well.