Legend of Grimrock 2

Legend of Grimrock 2

Eye of the Atlantis
Kite Sumane Apr 10, 2021 @ 5:11pm
Review: Eye of the Atlantis - A Flawed Masterpiece
Review
After probably close to 40 hours I left this adventure feeling pretty satisfied and honestly amazed at some of the things that I witnessed. I had just finished playing through the guardians when I came to this so my standards were rather high going in and while the mod suggests playing on easy I went with normal difficulty and I felt that the game was, for the most part, pretty balanced.

Pros

  • Currency System: A major facet of this mod is its system of currency. You find coins just about everywhere which you can store in the interface's coin pouch. These coins can be spent at stores all over the lands for just about anything such as food, spells, weapons and armor, lockpicks, recipes and more. Unlike many rpgs, purchasing items at shops never feels like a mistake since you will rarely find the same kind of gear just laying around in the world.

  • Expanded Magic System: With the addition of many new spells, magic is quite powerful. Every element has a spell at level 5 as well as a combination spell at level 4 in two schools granting your mage the ability to be useful against any foe. There is nothing quite like shooting a combination barrage of ice and poison at a poor pitiful ogre.

  • Advanced Alchemy and Crafting System: At around the mid-way point of the adventure you gain access to a new town and with it the aforementioned systems. These systems largely involve combining resources you have collected from monsters to make powerful creations. This can range from alternative permanent upgrade recipes and powerful new healing items to the powerful mithril armor and upgrades to characters unique weapons.

  • Firearms are Fun: Unlike the standard adventure, there is a large variety of firearms with many different effects. You have your standard pellet and cannon guns of course but you also have a gun that quickly fires throwing knives, a powerful rock rifle, and two devices that turn your gunner into a pseudo fire mage. Furthermore, you are at no risk of running out of ammo thanks to the shop system.

  • Massive Enemy Variety: The sheer variety in enemies is rather staggering. Not only do we have some returning enemies from Grimrock 1 but we also have some interesting re-skins of existing enemies with entirely new traits such as the multiple types of slimes or the ethereal undead. This sets up some interesting combat encounters that keep you on your toes.

Cons

  • Spelling and Grammar Mistakes: It is abundantly clear that the mod maker is not a native english speaker. While the text is largely coherent it is often riddled with mistakes or strange word placement. According to what I saw in the change notes, this was worse in prior versions.

  • New Skills Lack Polish: Eye of the Atlantis adds quite a fair amount of new skills and sadly they are rather unbalanced. Undead hunter with its singular focus against the undead is completely useless for most of the game. Artifact hunter plays a crucial role in identifying powerful equipment but due to its random chance of success based on a combination of rank and willpower it is rather wasteful to put more than one point in it, making it feel more like it should have been a perk instead of a skill. Then there are the three weapon proficiency skills. Each one offers slight combat benefits with their respective weapons as well as some stat boosts which would make them ideal endgame skills to round out your party except that you are already starved for skill points as it is and more important skills must come first. Furthermore, axe proficiency in particular is rather lacking due to a significant lack of variety in good axe weapons for most of the game.

  • Useless Items: During my journey I found countless piles of logs as well as tree branches. These items along with a few others appeared quite often yet had no obvious use nor could they be sold at any vendor which leads me to believe that their intended purpose had no been added yet.

  • Sudden Difficulty Spikes in Puzzles: Most of the puzzles I came across were well made with clear hints of how to solve them and even some that taught you mechanics to use in later puzzles. Others however were quite the opposite. Upon reaching the cemetery, I was met with an elaborate 4 step puzzle. While most of the puzzle was simple to solve, the number sequence left me baffled and I had no choice but to resort to a youtube video to solve it. To the maker's credit your party will try to help you after enough time but you only get one hint for one part of the puzzle.

  • Unfinished Content: Sadly, there are clear signs all around that, while the main story is complete, many aspects were left unfinished. I found a collapsed hallway fairly close to the endgame which brought up a dialogue box indicating that a dungeon would be added there in a later update. The lockpicking skill haunts the skill list offering no benefits in this current version. You can light the tavern's fireplace with a torch and offer logs to it but doing so simply states that the fireplace's fuel supply is full, possibly an indication of a scraped fire making system. As years have passed since the last update, we are unlikely to see any of this addressed.
< >
Showing 1-5 of 5 comments
Skee-Taddle Jan 6, 2023 @ 9:36am 
I'm having a lot of fun with the mod but I am totally stuck on that grave puzzle you mentioned. I think I know the numbers
one missing grave = 1
count the guardians = 4 statues outside
the riddle for the candles = 3
but then the numbers that are a jumbled 1-10. The hint said 'maybe its two sets of numbers' but even so I dont know if im wrong because its about the amount of weight? It's very hard to tell if I have any part of it right and if I can't find some help I might abandon the mod and move on to the next

Last edited by Skee-Taddle; Jan 6, 2023 @ 9:54am
Kite Sumane Jan 6, 2023 @ 10:10pm 
Well, I just rewatched Alex Diener's youtube playthrough of the mod to reacquaint myself with the puzzle (episode 12 specifically).

This puzzle consists of two sequences of numbers. The first is 2, 3, 4, 5. The answer is whatever number will complete the second sequence. Hopefully, this is just enough of a hint to get you through.
Skee-Taddle Jan 12, 2023 @ 4:36pm 
Originally posted by Kite Sumane:
Well, I just rewatched Alex Diener's youtube playthrough of the mod to reacquaint myself with the puzzle (episode 12 specifically).

This puzzle consists of two sequences of numbers. The first is 2, 3, 4, 5. The answer is whatever number will complete the second sequence. Hopefully, this is just enough of a hint to get you through.
I ended up watching a streamer and got the answer from there. It was good to see I was right on all the other parts.
Now im a bit stuck in the sleeper dungeon at the 'blue green altair'
I'm trying all sorts of combinations of colors since the obvious doesn't work and I'm not sure if maybe I need an item to use on the altar to trigger whatever it is.
I either need to go throug hthis dungeon or theres another trick to the 4 button gate puzzle to open the north gate and allow me to go east. I already opened the secret treasure chest from finding the 4 scrolls in the swamp
Kite Sumane Jan 12, 2023 @ 5:51pm 
Your only mechanics in the blue green altair puzzle are the color changing pressure plates, the alter itself is just set dressing. Perhaps you can find a hint near the puzzle?

Answer
To the west you will noticed a locked iron gate door with red light emanating from it. Set all four pressure plates to red in order to open the door. Make sure you don't pick purple by mistake.
Skee-Taddle Jan 12, 2023 @ 5:57pm 
what an odd puzzle room. those should have been two separate locations. Oh well. Thank you for the help
< >
Showing 1-5 of 5 comments
Per page: 1530 50