May 122012
 
Legend of Grimrock, Map for Level 10: Goromorg Temple II

Legend of Grimrock, Map for Level 10: Goromorg Temple II

Done level 9? The puzzle turned quite hard, eh πŸ™‚ ?

Entry and Inner Sanctum

You start level 10 in a small corridor with portcullis opened by a lever on one side and an alcove with a round key in the other.

The key is needed for the next room. The keyhole is behind one of the tapestries.

A secret room will open, there are some tar beads, one Ice lizard and 2 hornets. Nothing hard.

A crossroad room next. A button fires the head in the previous room and another button switches opens the portcullis with a hornet on the other side, but closes the one behind you. There is also another Toorum note about the way this dungeon works.

The south room has a pressure plate and 2 alcoves.

There is a red gemstone in one of the alcoves. If you press the plate, the portcullis from the side of the gemstone will open. If you move the gemstone to the other alcove – the other portcullis will open.

  • West portcullis is the way back to west room where you fought the lizard and hornets.
  • East portcullis lead you to another round key. Lever opening the way to the east room and a small fight with 2 hornets and a fire elemental.

In an alcove behind the 2 hornets are the Gauntlets of Valor:

Use the second round key. It will release 2 Ice lizards and a hornet. Behind the Ice lizards is a receptacle for the ray which the head shoots.

There is a way to make the head shoot through the portcullis. You need to time it precisely and you will get to the next area.

When you click the button to shoot the ray, go to the other button and click it exactly when the ray enters the crossroad. This will close the portcullis behind the ray and open the one in front of it.

Not hard – you will manage.

Inner sanctum.


Save!

After you step on the pressure plate, there will be some doors opening and walls dropping.

The Tentacle Mages are hard to beat, they have shields and do quite bad damage.

Just keep dodging the spells and hit them hard. They will fall eventually. 1000 xp per kill. Quite good for a single kill.

Inner sanctum is a crossroad hall.

  • North is a pressure plate with 2 shooting heads. (probably a secret – drop me a message if you know what they do).
  • East is a small room with 2 bolts.
  • West is a small room with a button and 2 alcoves with food and throwing axes.

Pressing the button will invite 3 more tentacle mages for killing and a teleporter in the center of the hall.

This teleporter will send you to a hub area with three doors and the exit to level 11:

Behind the tapestries is one empty alcove. If you get the red gemstone from the start area and place it in the alcove, you will open the 10-th Iron door in game and receive one very good bow:

For now – You may only go east, the west door will open much later. There are 3 loose tentacle mages and 1 hornet. Some herbs and a long sword lying on the ground.

More Hornets will come from nowhere, so arm with patience. They fall fast but their sting injects diseases.

The small room with the two hornets has an alcove with the Greaves of valor:

This completes the whole Valor armor set, but I don’t see any bonuses.

Clean the hornet area and close the doors, so they don’t bug you anymore.

There is a trap door to level 11. 4 crabs will bite you. Some frost bombs and herbs lying on the ground.

On your way back from level 11, you will find an alcove with the Shield of the elements:

Quite a good catch πŸ˜‰

The area north is almost devoid of monsters. 2 alcoves with bombs and a portcullis west.

Plate helmet lying on the ground… totally clueless of what it does there.

There is a hidden button opening the way to the blue crystal, another Toorum note claiming he cheated death few times and 4 fire bolts:

Now let’s proceed North. Go to the door with the colorful glass works and drop something on the pressure plate. Step aside or you will be shot by lightning.

3 doors:

  • One needs 2 Ornate keys.
  • One is named “The shrine”
  • One is named “The caverns”

The shrine

In the moment you grab the ornate key, 2 tentacle mages will come and some of the floor grids will apparently hide hydras. 5 of them.

Try to play them smart, don’t let them surround you.

Outside the shrine, where the 2 ornate keylocks are will be another hydra.

Total of 4k+ experience. Not bad.

The caverns

The caverns are a big hall with monsters.

Some bugs and four ogres. Should not pose high risk anymore. You’ve outgrown such enemies already.

There is another Toorum note claiming that he is starving and the room nearby should have food:

Bonus: Toorum’s single player game!

In the first part of the hall – One single column has a hidden button (west) and opens one of the most interesting secrets.

Toorum’s remains, ancient axe, hardstone bracelet, phalanx helmet, 2 weepy-goodbye Toorum notes:

Bring the remains to the blue healing crystal and click them to the crystal.

You will hear a *sigh* of relief.

Save your game.

Start a new game and choose to create characters.

In the first character creation, enter name “Toorum” and press “Enter”.

Now you can play a single player game with Toorum himself.

He is an excellent and extremely fast Ranger/Battlemage but the game is not easier πŸ˜‰

Toorum, single player game in Legend of Grimrock

Toorum, single player game in Legend of Grimrock

But let’s finish this game before we jump into the fun, mkay?! πŸ˜€

There are pits to fall on level 11. The big secret hall has half-dozen slimes, some herbs, some bombs, 2 portcullis which does not seem to be open-able. Clean-sweep, collect – get back to level 10 by the stairs.

One specific pit (see the big map above) will drop you BEHIND the portcullis that does not seem to have a button or chain to open. You will need to fight 2 poison-cloud mushrooms, 3 crabs and 2 shooting mushrooms.

The reward is the best in-game hammer, very good weapon for hard fights, because every 5-10 hits, it freezes the enemy:

Let’s return to the Caverns above and complete them. What’s left after cleaning the main hall of ogres and stuff:

  • One room north with some Ice lizards and throwing axes.
  • One room south with some bugs and last (16-th) Toorum note:

He speaks about One wall with 5 levers, which need to be pulled (5 bits = 32 combinations). Not hard even if the columns beside the levers were not giving you the hint:

(From left-to-right): Down-Down-Up-Down-Up.


An alcove with the second ornate key will open. And 3 more tentacle mages will come to give you 1000 experience each.

As you near the Ornate key door, 3 more will come.

Ornate door opens a small room with teleporter, trap door and hidden button.

If you press the button, the teleporter vanishes and the trap door opens, leading you to level 11 secret room.

The room on level 11 has a head shooting towards the alcoves, teleporter back and a hidden button which helps you to get to the alcoves without harm by isolating the head.

The teleporter back on level 10 will lead you to a room adjacent to the hub hall where you came from. It has a marble slab with a prison key on it.

Now the fun part πŸ˜€ Level 11 is sealed, so you go to level 12 and use the prison key:

 Posted by at 10:41 am

  18 Responses to “Legend of Grimrock – level 10”

  1. Is there a way to get back to the beginning of L10? I’d like to get the red gem for the gear door.

    • If you already released the Undying one, you can never return to level 10 again.

      • No, I’m still at the Level 10, at the end of it. Woundering how to get to its beginning.

        • If you use the teleporter back, you will get exactly to the room where you met the tentacle mages the first time. From there, you can get to the start rooms with the red gem.

          • Thanks! You should mark teleports on the map, really that’d be useful. Great walkthrough btw.

  2. in the shrine room i left a lizard steak and only then i removed the key!!!No enemies appeared

    • Very interesting.

      I am sorry, I don’t have a savegame nearby to check it out.

      • This actually works with all traps that are triggered by removing an item. I figured this pretty soon: drop something else in the same spot to press the (invisible) plate down, remove the item and the plate will remain pressed and the trap is not triggered.
        Didn’t that trick also appear in an old thief movie? Possibly with that old chap S. Connery? I do believe I saw it somewhere… may explain where the developers got the idea πŸ˜‰

        • Cool!

          But I suppose I would still engage the hydras and the tentacle mages. They give quite a lot of XP.

  3. Have you information about Lvl 10 / Inner Sanctum / North is a pressure plate with 2 shooting heads. (probably a secret – drop me a message if you know what they do) ?
    Thank you

    • Sorry, never found what they do except damage you. If you find – please – let me know.

      • I didn’t have to step on the pressure plate with the two heads…the walls to the big room open on their own (occurred on a reload). So my guess is its just a poison trap.

  4. I discovered through my cowardly tactics (open portcullis, shoot a poison bolt, close the portcullis before the enemy can attack) that THE SQUID MAGES CAN OPEN DOORS. That’s probably where the hornets from no where mentioned in this blog came from, one of the squid mages opening the door the hornets are contained by.

    This is the furthest I’ve played through the game, and I would say it’s about time the devs did something to counter my door abuse. Now if only they’d introduce and enemy that can attack diagonally…..

  5. abaut the shine when i’d go for the key (as well as the dismanteler i placed comething at the same size (weight) on the alter and nothing was set of sorry if this is unreaderable

  6. One thing I’ve noticed about if you do hard mode, is that there are more monsters in some areas.. for example, instead of 3 tentacle mages after you grab the second key, there are 4.

    • actually, maybe i’m wrong.. i had 4 there, but then there were only 2 of them at the later part..

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