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Re: The Sanctum: Mod for powerful wizards

Posted: August 26th, 2014, 4:04 pm
by SpottedShroom
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.

Re: The Sanctum: Mod for powerful wizards

Posted: August 27th, 2014, 9:36 pm
by helivoy
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!

Re: The Sanctum: Mod for powerful wizards

Posted: August 28th, 2014, 7:13 pm
by helivoy
Playing with the quests... I'm having difficulty solving "Boil indirectly" and "Fire accurately" -- can I have hints/spoilers for those? Many thanks!

Re: The Sanctum: Mod for powerful wizards

Posted: August 28th, 2014, 8:29 pm
by SpottedShroom
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.

Re: The Sanctum: Mod for powerful wizards

Posted: August 28th, 2014, 10:27 pm
by helivoy
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.

Re: The Sanctum: Mod for powerful wizards

Posted: August 29th, 2014, 8:56 am
by SpottedShroom
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?

Re: The Sanctum: Mod for powerful wizards

Posted: August 29th, 2014, 9:16 am
by helivoy
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!

Re: The Sanctum: Mod for powerful wizards

Posted: March 11th, 2017, 6:47 pm
by MyGameCompany
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...

Re: The Sanctum: Mod for powerful wizards

Posted: March 14th, 2017, 4:16 pm
by SpottedShroom
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.

Re: The Sanctum: Mod for powerful wizards

Posted: March 15th, 2017, 4:37 pm
by MyGameCompany
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!

Re: The Sanctum: Mod for powerful wizards

Posted: March 17th, 2017, 12:33 pm
by SpottedShroom
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.

Re: The Sanctum: Mod for powerful wizards

Posted: March 17th, 2017, 4:06 pm
by MyGameCompany
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!

Re: The Sanctum: Mod for powerful wizards

Posted: April 16th, 2018, 5:54 pm
by john1v6
Great mod! I just played the trilogy again for the first time in a few years, and I didn't even remember downloading this mod. I thought I'd found a new area I'd somehow missed on my other play-throughs. Of course, my no-magic knight in shining armor could only solve a couple of the puzzles. I had to start over with a wizard and look at the spoilers to figure out some of them. It was worth it. I loved the clever puzzles and the new endings.

Re: The Sanctum: Mod for powerful wizards

Posted: April 16th, 2018, 6:21 pm
by SpottedShroom
Awesome! So glad you enjoyed it. I had fun trying to figure out things the engine could do that hadn't been used in the main games before.