The Sanctum: Mod for powerful wizards

A forum for discussing all things regarding modding of Eschalon: Book III
User avatar
SpottedShroom
Captain Magnate
Captain Magnate
Posts: 1327
Joined: June 4th, 2010, 6:18 pm

Re: The Sanctum: Mod for powerful wizards

Post by SpottedShroom » August 26th, 2014, 4:04 pm

helivoy wrote:I still have version 1.0 of Book III. Can I play the Sanctum mod in it? If yes, can I have a hint/spoiler for the entry point? Clearly, it's not north of Fandugan pass, but the Astral Range is long!
No, you need version 1.021, which adds formal mod support.

User avatar
helivoy
Steward
Posts: 61
Joined: May 19th, 2010, 6:57 pm
Location: By the shore of waking dreams
Contact:

Re: The Sanctum: Mod for powerful wizards

Post by helivoy » August 27th, 2014, 9:36 pm

No, you need version 1.021, which adds formal mod support.
Ok, updated to 1.021. May I have a hint/spoiler about the starting point? Many thanks!

ETA: Found it... now investigating!
For I come from an ardent race
That has subsisted on defiance and visions.
-------------------------------------
Starship Reckless
To Seek Out New Life
The Other Half of the Sky

User avatar
helivoy
Steward
Posts: 61
Joined: May 19th, 2010, 6:57 pm
Location: By the shore of waking dreams
Contact:

Re: The Sanctum: Mod for powerful wizards

Post by helivoy » August 28th, 2014, 7:13 pm

Playing with the quests... I'm having difficulty solving "Boil indirectly" and "Fire accurately" -- can I have hints/spoilers for those? Many thanks!
For I come from an ardent race
That has subsisted on defiance and visions.
-------------------------------------
Starship Reckless
To Seek Out New Life
The Other Half of the Sky

User avatar
SpottedShroom
Captain Magnate
Captain Magnate
Posts: 1327
Joined: June 4th, 2010, 6:18 pm

Re: The Sanctum: Mod for powerful wizards

Post by SpottedShroom » August 28th, 2014, 8:29 pm

helivoy wrote:Playing with the quests... I'm having difficulty solving "Boil indirectly" and "Fire accurately" -- can I have hints/spoilers for those? Many thanks!
In "Boil indirectly," the big hint is the name of the puzzle. Also, have you completed "Attack indirectly?" It's the same basic idea. Of course, even once you figure out what to do, figuring out HOW to do it is also a challenge. Can you think of any way to create a target?

For "Fire accurately," it may be instructive to look at the difference between it and "Cast repeatedly." How can you take advantage of that difference? The solution for the second puzzle will work for the first, but not vice versa.

Let me know if these are too oblique and you just want spoilers.

User avatar
helivoy
Steward
Posts: 61
Joined: May 19th, 2010, 6:57 pm
Location: By the shore of waking dreams
Contact:

Re: The Sanctum: Mod for powerful wizards

Post by helivoy » August 28th, 2014, 10:27 pm

Thank you for the pointers! I solved both "Fire Accurately" and "Cast Repeatedly" with the strategy for the latter, but I will need an outright spoiler for "Boil Indirectly", because the phoenix is immune to Supernova.

ETA: I figured it out! Same strategy, different spell.
For I come from an ardent race
That has subsisted on defiance and visions.
-------------------------------------
Starship Reckless
To Seek Out New Life
The Other Half of the Sky

User avatar
SpottedShroom
Captain Magnate
Captain Magnate
Posts: 1327
Joined: June 4th, 2010, 6:18 pm

Re: The Sanctum: Mod for powerful wizards

Post by SpottedShroom » August 29th, 2014, 8:56 am

helivoy wrote:I solved both "Fire Accurately" and "Cast Repeatedly" with the strategy for the latter
The "easy" way to solve "Fire Accurately" is
[+] SPOILER
Cast Fireball on the sconce through the window. There's only one space you can stand in and target it.
What did you think of the new endings?

User avatar
helivoy
Steward
Posts: 61
Joined: May 19th, 2010, 6:57 pm
Location: By the shore of waking dreams
Contact:

Re: The Sanctum: Mod for powerful wizards

Post by helivoy » August 29th, 2014, 9:16 am

Yes, I guessed that would be the primary strategy for "Fire accurately" (from the description and necessary spell list) but didn't have the patience to figure out the positioning.

I played the "positive" ending so far. I found it much more in keeping with the larger story and really liked the time loop implications. Maybe BW will incorporate this ending in the next official version of Book III -- but either way, terrific job!
For I come from an ardent race
That has subsisted on defiance and visions.
-------------------------------------
Starship Reckless
To Seek Out New Life
The Other Half of the Sky

User avatar
MyGameCompany
Officer [Platinum Rank]
Officer [Platinum Rank]
Posts: 507
Joined: September 22nd, 2009, 6:56 pm
Location: San Diego

Re: The Sanctum: Mod for powerful wizards

Post by MyGameCompany » March 11th, 2017, 6:47 pm

I finally got around to playing this mod (after nearly 2 years!), and I enjoyed it. Unfortunately, I was playing with a ranger-rogue build, but still managed to get pretty far I think. I kept going back to various shops and places looking for more powder kegs and demon oil, but those 2 things alone got me pretty far. I finally got stuck in the room with the red-green plaque. Couldn't go any further. Even casting Reveal Map at level 3 (the highest I can cast it with my limited magic), I wasn't able to spot anything that would help me open the door. So I had to give up.

Good puzzles, though! Very clever, and excellent use of the game's obstacles and capabilities in some new and creative ways.

In honor of Book I's 10th anniversary, I may have to take a break from my Chronicles of Eldwyn project and whip up another mod...
Troy
Former indie game developer
Check out my Book III mods: The Mystery of Rockhammer Mine and Expedition into West Mirkland

User avatar
SpottedShroom
Captain Magnate
Captain Magnate
Posts: 1327
Joined: June 4th, 2010, 6:18 pm

Re: The Sanctum: Mod for powerful wizards

Post by SpottedShroom » March 14th, 2017, 4:16 pm

Awesome, thanks for the kind words! You're on the right track with "See Remotely," but you need a higher caster level with the spell. I can spoil what it tells you if you want to see the end of the mod, though. If you completed the other rooms, you have the spell you need to complete that one, too.

User avatar
MyGameCompany
Officer [Platinum Rank]
Officer [Platinum Rank]
Posts: 507
Joined: September 22nd, 2009, 6:56 pm
Location: San Diego

Re: The Sanctum: Mod for powerful wizards

Post by MyGameCompany » March 15th, 2017, 4:37 pm

Yeah, shoot me a PM. I will probably replay this game with a magic-user in the future, but I'm not sure when that will happen. Thanks!
Troy
Former indie game developer
Check out my Book III mods: The Mystery of Rockhammer Mine and Expedition into West Mirkland

User avatar
SpottedShroom
Captain Magnate
Captain Magnate
Posts: 1327
Joined: June 4th, 2010, 6:18 pm

Re: The Sanctum: Mod for powerful wizards

Post by SpottedShroom » March 17th, 2017, 12:33 pm

The solution to "See Remotely" is
[+] SPOILER
stand in the north corner of the room and cast Supernova. High-enough level Reveal Map will show a red dot next to a green dot off the screen in that direction. Red = powder keg and green = switch, so blow the one with Supernova and you flip the other.

User avatar
MyGameCompany
Officer [Platinum Rank]
Officer [Platinum Rank]
Posts: 507
Joined: September 22nd, 2009, 6:56 pm
Location: San Diego

Re: The Sanctum: Mod for powerful wizards

Post by MyGameCompany » March 17th, 2017, 4:06 pm

Wow, I would have never got that, even if I had a magic user. Hehe!

My poor ranger doesn't have enough points in Elemental or INT to be able to cast supernova. But I'll make a note of it for the next time I run through this with a mage character. Thanks!
Troy
Former indie game developer
Check out my Book III mods: The Mystery of Rockhammer Mine and Expedition into West Mirkland

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest