Legend of Grimrock 2

Legend of Grimrock 2

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Spites Oct 15, 2014 @ 9:30pm
cure for leg injury?
any takers?
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Showing 1-15 of 19 comments
faba Oct 15, 2014 @ 9:37pm 
Health potions seem to work.
7Soul Oct 15, 2014 @ 9:37pm 
You can heal at a save crystal or with healing potions
Viper Oct 15, 2014 @ 9:55pm 
Health potions...
Krimsonk Oct 19, 2014 @ 2:43pm 
Stop falling into pit traps :D
Broso Oct 27, 2014 @ 7:36am 
Originally posted by Krimsonk:
Stop falling into pit traps :D

And how are you supposed to explore everything then? Stupid logic.
Mrrshan68 Oct 27, 2014 @ 8:06am 
Originally posted by Virsalus:
Originally posted by Krimsonk:
Stop falling into pit traps :D

And how are you supposed to explore everything then? Stupid logic.

agreed. injuries in general are probably the worst implemented thing about this game.

Vardis Oct 27, 2014 @ 8:14am 
Originally posted by Virsalus:
Originally posted by Krimsonk:
Stop falling into pit traps :D

And how are you supposed to explore everything then? Stupid logic.

Get a rope.
Derzak Oct 27, 2014 @ 8:53am 
Originally posted by Virsalus:
Originally posted by Krimsonk:
Stop falling into pit traps :D

And how are you supposed to explore everything then? Stupid logic.

A rope is available during the first hour of the game.

Originally posted by Mrrshan68:
Originally posted by Virsalus:

And how are you supposed to explore everything then? Stupid logic.

agreed. injuries in general are probably the worst implemented thing about this game.

A single alchemist in your party can easily provide as many potions as you need to heal any and all injuries. Alternatively, stop just falling into holes and avoid getting hit that much. Even then, crystals heal your every injury and have infinite uses as long as you aren't playing Ironman.
Broso Oct 27, 2014 @ 11:36am 
Originally posted by Dire Derzak:
Originally posted by Virsalus:

And how are you supposed to explore everything then? Stupid logic.

A rope is available during the first hour of the game.

Originally posted by Mrrshan68:

agreed. injuries in general are probably the worst implemented thing about this game.

A single alchemist in your party can easily provide as many potions as you need to heal any and all injuries. Alternatively, stop just falling into holes and avoid getting hit that much. Even then, crystals heal your every injury and have infinite uses as long as you aren't playing Ironman.

Oh, I'm sorry that I didn't find the rope lying around SOMEWHERE in the gigantic gameworld. I am well beyond 1 hour into the game and I have searched each area I have come to pretty thoroughly. So far I have not found a rope.
Puzzlemint Oct 27, 2014 @ 11:41am 
It's in the Cache. Specifically, the Snake Charmer's Cache.
Derzak Oct 27, 2014 @ 11:59am 
Originally posted by Virsalus:

Oh, I'm sorry that I didn't find the rope lying around SOMEWHERE in the gigantic gameworld. I am well beyond 1 hour into the game and I have searched each area I have come to pretty thoroughly. So far I have not found a rope.

Then look harder or deal with it. Just stop exploring holes and come back when you have a rope or craft more healing potions to nullify the injuries. Falling in a hole is supposed to be a punishment, not a means of switching floors.
khyeron Mar 25, 2016 @ 10:29pm 
I finally got around to getting and playing grimrock 2 (on a reasonably slow system with a fast SSD, travel system) after finishing the first one several times, though soloing with a certain character makes the game impossibly easy.

That said, I've not had any worries about falling into holes and "breaking a leg" since this is a nice magical world where you don't have to wait for your body to rebuild fractures for a month or two. :) Healing pots people, yeesh. In older games, pit traps would KILL characters fairly often, and you're whining about an easily fixable broken leg from taking a 12 foot fall in full armor?

Either way, great game so far. (A hint to those who may have decided they were badasses and wanted to play ironman mode on first time, you shouldn't play ironman or any hard core type mode in any game's first playthrough, even if you previously beat grimrock 1 (I have) if you do, you have no right to whine.) With the default modes and a reasonably fast hard drive, you can quick save and reload at pretty much any point in the game, like before diving into a pit. Savescumming is a standard "feature" of the RPG/dungeoncrawling genres which permit save/reloading (i.e. NOT nethack.) No excuses to not use that feature.

I mean seriously, look at Darkest Dungeon, where your characters randomly get nerfed after EVERY MISSION for absolutely no reason other than crappy RNG. Never complain when debuffs are applied as a result of an avoidable gameplay decision, as opposed to being afflicted unavoidably and at random for doing everything perfectly. Hint: taking a 12 foot fall into a pit trap is not considered perfectly, it is considered RISKY behavior. Go to Might & Magic or Wizardry to get a good feel for what falling into traps would do to you.

I concur with other people here. After reading the description of the alchemist, I just couldn't pass up on that class on the first playthrough. Unlimited potion component growth seems foolish to pass up. From what I'm seeing, potions are easier to stack and manage than in the first grimrock, and there are no leftover glass bottles to deal with after being drunk, either. Guns seem underpowered (others have written to complain about this) especially since the alchie can't make more ammo... which, reasonably, one would assume could be doable. Gun powder is easy to come by, and ores/metals/alloys can reasonably be handwaved in some fashion (extract iron ore form meat/herder parts, etc.)
Liro Raériyo Apr 9, 2016 @ 6:54am 
Gotta agree with khyeron here, whining about injuries is just plain silly, i mean falling into a seriously dangerous pit and having taken damage to your feet and not being able to move? damn that just plain sucks, but you have potions for a reason, open up inventory of whoever is most likely to actually be injured(mages who arent insectoids) and spam it, infact move a small health potion to the same slot of every characters inventory, then press 1-4 to cycle their inventory panels and just spam a potion for each of em if you are worried about injuries that ♥♥♥♥ you over.

Hell, we have the Alchemist class which is essentially a blank slate character with the most amazing passive ability in the entire game, infact its the alchemist that let me get over my gripe of "but i dont wanna use a health potion right now, i might need it later" and end up having used all of 2 potions the entire game by the time i reach the end boss.
LPFinale Dec 22, 2019 @ 11:44am 
I think one of the bigger frustrations that stems from this issue is that I don't think it's right to assume that people would think "This game has several status effects. All status effects I've run into, such as Poison and Disease, require a specific potion to cure. But nah, clearly I should just try a regular Healing Potion and that'll cure this new, unknown status effect instead of some sort of unique potion."

I'm glad it doesn't take a unique potion to cure Injuries, yes, but I want to know: by what line of logic are you expected to know that regular Healing Potions cure Injuries? Until I found this discussion, I was under the impression that the only way to heal Injuries was a Crystal of Life, and I've gotten all the way to the Ruins of Desarune, where I was prompted to look this up because running back and waiting by the crystal to heal my random Injuries every time I get lightning breathed on me is a pain in the ass.

If Potions had descriptors for what they do, for example, this could have been averted. Instead there's no description at all, which would've been fine if the effects were obvious, which they *mostly* are. "Antivenom" cures Poison, obviously. "Antidote" can be construed as curing Poison until you realize Antivenom exists, but is otherwise fine and is color-coded to the Disease ailment. "Speed Potion," "Shield Potion," "Energy Potion," all of these are self-explanatory. It's pretty bold to assume someone's going to think, "Hmm, this Healing Potion clearly will do more than just recover my Health, yes."

All it would've taken was a descriptor like "Restores health and cures Injuries."
Liro Raériyo Dec 22, 2019 @ 4:20pm 
Was about to respond with "NECROMANCY" but then thats a fair point, far as i can recall nothing actually DOES tell you how to cure injuries, and this isnt really one of those moments where discovering a thing feels awesome, thats what figuring out the puzzles of this game is all about, no its more like realizing that you could be doing twice as much damage if you swaped which hand a weapon was held in. (not a mechanic in this game, im just making an example of something silly)
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