Read in another thread that there is a note that gives combo where is the note located ?
I'm halfway thru lv8 but would like to open that door.
The game could really use a split difficulty level, so people who are fine with tough combat but just cannot do timed puzzles can get a game that's playable across the board - and vice versa, of course. As it stands, difficulty level has no effect on timed puzzles, which probably contributes to the frustration so many people seem to feel on those areas. There is essentially no slack in the timers at the moment, which feels awfully punishing even on normal, and is borderline absurd on easy.Uther wrote:Not hard, as long as you have the manual dexterity of a teenager.
I liked this game because I played the original dungeonmaster when it was released in the 80's, so am not so young.
Dungeonmaster had lots of puzzles but did not rely so much millisecond perfect key presses.
I liked this game in the beginning but I am beginning to get frustrated because I find many of the timing puzzles impossible.
maybe you are mistaken by another note from another puzzle. there's no note that "describe the sequence of the white missiles"... there is a note in level 9, i think, that describes a path to be taken in a particularly infuriating hallway, i think that's the one you are mistaken with.Brodie301 wrote:I disagree I don't want this dumbed or slowed down at all. I'll get it open there is no doubt. Was just wondering if the note was real or not since I've looked and looked for it.
When AH makes more dungeons or expansions or sequel, not user mods, I hope the the puzzles and combat is just as sinister as the original.