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Thread: T2 FM: Malazar's Inscrutable Tower (18th July 2020)

  1. #151
    Member
    Registered: Aug 2021
    ok
    its here
    also those guys who want to try may be it works at your pc


    https://wdfiles.ru/d53e26

  2. #152
    Member
    Registered: Aug 2021
    Quote Originally Posted by trefoilknot View Post
    Maybe it's because Garrett only has 2 health left- his legs are probably all banged up!

    But in all seriousness, I agree with Galaer. It looks like you just need to back up on the bench, and run/jump at the ledge. It doesn't look like anything is off with your paramaters. (NewMantle is on, I presume?)
    Quote Originally Posted by Galaer View Post
    If you watch nicked's video very carefully, you will notice that after jumping on bench he moved slightly backwards. If you worry about falling from bench you can crouch and tap backwards. You can also move backwards on angle (turn 45 degrees to the side and move backwards). You can also turn around, move very slowly forward away from wall, turn around again and do the jump.


    Thank you guys, I did it now and got the key, I dont know how...but i did it somehow from left side I climbed up
    Sorry Nick to disturb you, I go forward now

    Nick Dablin you are great !Once again, you are the best, your works are not just fm but amazing beautifull world, its art, absolutely love them all, 1st place Whispers
    Last edited by rscorpio; 22nd Sep 2021 at 11:55.

  3. #153
    New Member
    Registered: Feb 2019
    Just finished and wow, I can't believe I missed this one, thanks Nicked !

    Very few readables here, dunno if it's intented but I liked the way it was up to the player to imagine what happened and what explains the presence of those spooky statues

  4. #154
    New Member
    Registered: Nov 2022
    Finished this mission a few days ago and wow, what a blast. It's thoroughly beautiful and dreamlike...yet the eerie atmosphere is always looming over you. Despite the logic defying layout of the tower I've had no problems navigating it, and it has a bunch of clever shortcuts that makes going around quite convenient. This was the first Fan Mission I've finished and wow, what a spectacular entrance! Great job. The statues made me jump from my seat the first time I've turned around to see one staring right at me. To be honest it terrified me so much that I almost quit haha. It is a fitting enemy however, not disturbing the ambiance of the level with sudden movements but being an ever present menace regardless.

  5. #155
    Member
    Registered: Oct 2001
    Location: UK
    So, I left the starting room with the library key without picking it up.. gone through the telporter and have the Serpent staff but I'm unable to progress any further. Is it possible to get back to the starting room without the library key?
    I'm only about 25 minutes in, but would be nice not to restart!

  6. #156
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    You shouldn't need the library key to make progress until you return to the starting room naturally. Have you repaired/used the serpent staff?

  7. #157
    Member
    Registered: Oct 2001
    Location: UK
    I do have the repaired staff, so I guess I'm stuck and need a hint to progress!
    I can access the courtyard north of the corridor outside the room you teleport into, and the area beyond that to the greenhouse.
    I've got the water arrows and magic beans, used them and got some loot but nothing else. Also have a gear but the area I guess this opens up is where I can't get to.
    I don't know what to do with the faulty light by the statue in the courtyard and I guess this is the place to get back to the starting room as it's visible from here and what seems to be a secret door is above the grill, as well as a magic door nearby. I also have the golem diagram.

    Edit: Found the Ring of Dispelling and can move on! I'd assumed it was part of the object above it.

    I've been on a run of your missions recently, all amazing so far, especially Behind Closed Doors, The violent end of Duncan Malveine and the Knoss campaign.. I can't pick the best one out of them!
    Last edited by Ramirez; 1st Jan 2023 at 16:28.

  8. #158
    Member
    Registered: Dec 2004
    Location: Germany
    You can use the staff to open up another way. To do so, go back to the area where you used the magic beans, then walk through one of the metal doors there. Proceed through the corridor behind the door, and when you reach a T-intersection, turn left. Follow that direction until you reach an area with the bottom end of a winding staircase and possibly another statue. Look for something you can use the staff on. If you don't see what the staff can be used for, approach the door or grate that has two objects on its frame. These should light up. They are magical torches that can be lit with the staff. Do that with both torches, and the way should be opened.

    It's still a bit more to do until you reach another key which then brings you back into the room with the library key, but this is the right path. At least on easiest difficulty level, but I wouldn't be surprised if the path would be the same on all difficulty levels.

  9. #159
    Member
    Registered: Oct 2001
    Location: UK
    Quote Originally Posted by baeuchlein View Post
    You can use the staff to open up another way. To do so, go back to the area where you used the magic beans, then walk through one of the metal doors there. Proceed through the corridor behind the door, and when you reach a T-intersection, turn left. Follow that direction until you reach an area with the bottom end of a winding staircase and possibly another statue. Look for something you can use the staff on. If you don't see what the staff can be used for, approach the door or grate that has two objects on its frame. These should light up. They are magical torches that can be lit with the staff. Do that with both torches, and the way should be opened.

    It's still a bit more to do until you reach another key which then brings you back into the room with the library key, but this is the right path. At least on easiest difficulty level, but I wouldn't be surprised if the path would be the same on all difficulty levels.
    Thank you. I had done all that, but the one thing I missed (the ring, which I now have) meant I couldn't go any further.
    Now I'm in a very hot place, grabbing everything there.

  10. #160
    I'm still working through this on my own time, but before I spend much more time on it- I know the Golem guide doesn't have to be translated, but can I translate it? Is there an actual plaintext?

  11. #161
    Member
    Registered: Dec 2004
    Location: Germany
    The runes can be partially translated. See my question at the end of this post and nicked's answer after that.

  12. #162
    Gah, thanks for saving me a lot of time! The right side had been pretty trivial.

  13. #163
    Member
    Registered: May 2005

    Malazar's Inscrutable Tower v1.1

    Stats:
    • Normal difficulty
    • 2 hours and 20 minutes
    • 4120 of 4850 total loot
    • 0 hints needed

    Elements I liked:
    • Challenging, but fair puzzles.
    • Perfect balance between linearity and non-linearity.
    • Good loot placement: many pieces too find, but the loot goal remains achievable if you take your time to explore. There are enough hard to find pieces to satisfy completionists.
    • The layout of the tower is varied and every room is built with attention to detail.
    • The silent, moving statues were very creepy, especially in narrow corridors when you can't easily circumvent them.
    • That room where you jump into the pit and end up above the pit is trippy.
    • The fire chamber looks great. Poor Michael.
    • The effect with the giant bean stalk is impressive.
    • One area reminded me of the works of M. C. Escher. The technical effect with the room moving around you is marvelous.
    • The golem and ice beast models look very nice.

    Could be improved:
    • In the later parts of the mission, I had to do a little too much backtracking. I went through the M. C. Escher area more than 10 times.

    Bugs:
    • v1.1 shows up as v1.0 in FMsel.
    • The statue patrolling in the corridor outside the room with the multitude of bird paintings stopped moving entirely at some point. She blocked the window next to her. Luckily, by that point in the mission, I had opened up another corridor to that area already, otherwise I would have had to restart the mission from the beginning.
    • If you play the Horn of Winter and run away from where you used it, you move away from the sound even though you are carrying the Horn.

  14. #164
    Member
    Registered: May 2005
    My repeated backtracking through the M. C. Escher area was only necessary because I had wasted a single water arrow. If I still had any water arrows, I could have grown a beanstalk up to the wooden platform where the chest with the key to the urn room is. If the door from the urn room to the outside is open, backtracking through the M. C. Escher is not necessary.

    I found a crazy way to get the urn room key without having a water arrow to grow the beanstalk underneath the wooden platform: If you grow the other beanstalk in this outside area, in the cliffs in the south, and climb up to above the waterfall, you can jump on top of the ruined building west of the wooden platform where the chest with the key is. You won't be able to jump over to the wooden platform because it is too far. But after some tries, I managed to angle a diagonal jump perfectly to get within frobbing range of the chest. I frobbed the chest in midair. I had to accept some falling damage, but I got the key.

  15. #165
    New Member
    Registered: Jun 2019
    I can't believe I let this one slip by due to my mage bias. And playing this after recently playing some of the original game is mind-boggling. It's amazing what people can do with a two decades old game. Just great stuff. Thanks Nicked

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