Mobs in the Checkered Room, Floor 9

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Waggles
Posts: 2
Joined: Wed Apr 25, 2012 3:33 am

Mobs in the Checkered Room, Floor 9

Post by Waggles »

I reached level 10 and found the Grieves of Valor, and when I looked to find out where the boots were, I found out they were in level 7 (sigh).

So while I was trekking back to grab them before I got any further down into the dungeon, I remembered the horrors of the Ice Lizard maze. Eventually making my way through, I shut the door to the maze behind me and made my way back through some more.

But by the time I got to the checkered room, I was dumbstruck.

Somehow, the mob AI on 2 ice lizards allowed them to get into the checkered room, and because there are two of them, the chances of them both being on top of valid switches at the same time is virtually zero. And if I get too close to the door, they want to be as close to me as possible, so they stand on adjacent squares.

I'm wondering if there is any way to permanently open the door to the checkered room so that I can take care of the lizards and keep heading back, or if they're trapped in there forever and I'm trapped from moving back (because the door never raises fast enough to get inside or out, or even make a hit).

:(
Waggles
Posts: 2
Joined: Wed Apr 25, 2012 3:33 am

Re: Mobs in the Checkered Room, Floor 9

Post by Waggles »

Nevermind, power of posting.

Apparently if you stand far enough back with a firebolt (or any non-ice, ranged attack) ready, just wait for the door to open and fire, you'll do damage to one eventually, and he'll tend to stand at the door while the other one romps around, and if you're lucky, the one at the door will come through.

Then you just kill him and pull the same trick on the other.

What a hassle though... I know there is something that can "block" the mobs from wanting to go to a certain area, so I think that the developers should add that to the checkered room.
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