Legend of Grimrock

Legend of Grimrock

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The rise of Simon
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29.470 MB
Jan 4, 2013 @ 5:04am
Apr 5, 2013 @ 11:00pm
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The rise of Simon

An attempt at a basic atmospheric dungeon with some story.

A few decades ago there existed a man of unbelievable hate. It consumed his soul and controlled his being, all he could do was hate. And kill, he killed many, many people. He disguised his actions well leaving the world not knowing how whole villages disapeared. Until one day he was finally killed by a few brave warriors led by the lizardman Mak'keal who caught him in the middle of a massacre. Once the full extent of what he had done was discovered the world changed, even if just a little. Everything was more somber. He was interred in a large tomb guarded and warded to seal him and his evil in. However things have changed.
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joltinjoe Jun 2, 2013 @ 1:40pm 
Level 5 no way out. My bones there forever.
Numberouane Mar 6, 2013 @ 9:31am 
As said, I will start playing it and try to complete it.
Tyraa Rane Feb 10, 2013 @ 8:44am 
Ah. I wondered that at first, but then found the hidden button on the wall that let you open the door again after it shut. So I assumed I was supposed to grab the skull and run and use it in a puzzle solution. Whoops!

...Although now that I think of it I'm pretty sure on the first try I did put the skull back, and they still didn't stop spawning in. I may have put the wrong skull back in the alcove though; I had several in my inventory.
gaiken2118  [author] Feb 10, 2013 @ 1:42am 
Sorry about the message spamming. That skull should not be removed from the alcove. The messages, skeletons, and door shutting are supposed to force you to put it back. Whereupon they stop.
Tyraa Rane Feb 6, 2013 @ 1:28pm 
Unfortunately I gave up on this on level 6, with the pressure plates/rooms puzzle. I couldn't figure out a solution (or it bugged out on me, I'm not sure), and the constant "hate hate hate" text spam from skeletons spawning in got old after an hour.

I feel like this mod has potential though. I mostly enjoyed it up until I got stuck. The corrupted tilesets are great (when I could see them; more on that soon), and the skeletons with clouds of darkness following them are just amazing. Good puzzles and overall dungeon design, too.

The main problem though...I feel like you've done a disservice by forcing players to play through the mod in the dark. I get it's supposed to be a horror mod, but horror doesn't always equal "pitch black." As I said, the corrupted tileset is gorgeous, and IMHO looks best in flickering torchlight. THAT is eerie and atmospheric to me. Squinting into the dark is not. I think adding more torches would actually add to the mod's atmosphere, not detract from it.
gaiken2118  [author] Jan 30, 2013 @ 12:27am 
I should mention. You also need to place torches beside the appropriate words.
That is what the line about illuminating means.

I think faith and purity are the correct ones.
ridculli Jan 27, 2013 @ 11:41am 
Hi gaiken2118, tested the word with levers up, levers down, but the door dosn´t open. Maybe it is because, there is no reset ? Must the word be right in the first try? (Tried it in other combinations before)
gaiken2118  [author] Jan 26, 2013 @ 5:59pm 
The levers should be pulled so that the letters on the walltext beside them can be used to spell a word. Think of upward facing levers as the letters you have chosen.
If that hint is not enough solution below:

ridculli Jan 26, 2013 @ 12:10pm 
Hi gaiken2118, can you give a hint about the levers in Level2? tried some combinations but didn´t figured it out so far. thanks
gaiken2118  [author] Jan 9, 2013 @ 11:07pm 
Fixed 2 more critical flaws. Now it has been checked beginning to end.