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* ScrappyMechanic: The second game never really labels what items are important key items and what is generic trash. While most are fairly easy to guess if they are important, others not so much. This can lead to an infuriating situation where the player might ditch and important item needed to progress with no idea that it is important until much later and then have no idea where they dropped it. [[spoiler:The Serpent Staff being a key needed to open up the Pyramid of Umas is a rather infamous example]].
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* NintendoHard: Par for the course, especially with Old School Mode that removes the automap, as well as [[spoiler:Toorum mode]] that forces a SoloCharacterRun.
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* SpiritualSuccessor: To ''VideoGame/DungeonMaster'' and the old-school dungeon crawling genre in general.

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* SugarWiki/AwesomeMusic: [[https://www.youtube.com/watch?v=d689QT0nEY4 The main theme]], composed by the Finnish musician Jarno Sarkula, is the only real music track in the game barring the intro and credits. And it's awesome.

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* SugarWiki/AwesomeMusic: SugarWiki/AwesomeMusic:
**
[[https://www.youtube.com/watch?v=d689QT0nEY4 The main theme]], composed by the Finnish musician Jarno Sarkula, is the only real music track in the game barring the intro and credits. And it's awesome.
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The part about the time limit including character creation is NOT true.


** Dungeon Runner, which requires you to complete the first level in under 4 minutes. While this is a challenging feat even when you've memorized the layout of the area, what the game doesn't tell you is that the countdown begins ''at the beginning of party creation'', meaning that most miss out on the achievement before even starting the game.

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** Dungeon Runner, which requires you to complete the first level in under 4 minutes. While this This is a challenging feat even when you've memorized the layout of the area, what the game doesn't tell you is that the countdown begins ''at the beginning of very demanding time limit, and pretty much requires optimising a party creation'', meaning that most miss out on the achievement before even starting the game.build specifically for early-game combat.

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* ComplacentGamingSyndrome: For second game the most people recommend to take at least one Alchemist. Not only they make surprisingly good casters due to their decent energy growth, but they have unique skill in that herbs multiply in their inventory as long as they have at least one. This includes extremely rare Crystal Flowers, which can be turned into status buffs.

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* ComplacentGamingSyndrome: Both games suffer heavily from this. Weapons, skills, traits, and stats all have highly unequal power levels and usefulness, and creating a good party build is a matter of identifying which of these things don't completely suck. Worse still is the fact that you can't respec in either games, so if you messed up your build your best solution is to either start over or use a save editor.
** The loot distribution in the first game heavily favors investment in swords for warriors and fire magic for mages. The other weapon and magic types have neither as many nor as powerful equipment options.
**
For the second game the most people recommend it's often recommended to take at least one Alchemist. Not only they make surprisingly good casters due to their decent energy growth, but they have unique skill in that herbs multiply in their inventory as long as they have at least one. This includes extremely rare Crystal Flowers, which can be turned into status buffs.



* {{Narm}}: [[spoiler: The Undying One -- the final boss of the game, the very reason Grimrock was built, the terrifying immortal being that the Goromorgs imprisoned for the destruction it wrought...is a giant, talking ''cube''.]]

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* {{Narm}}: {{Narm}}:
**
[[spoiler: The Undying One -- the final boss of the game, the very reason Grimrock was built, the terrifying immortal being that the Goromorgs imprisoned for the destruction it wrought...is a giant, talking ''cube''.]]]]
** The final bosses of both games constantly taunt and boast to you, but rather than menacing and frightening they just sound like edgy anime villains.



** Try getting "Seeker of Secrets" ([[ExactlyWhatItSaysOnTheTin find every secret in the game]]) without a guide at your own peril, lest you miss something several floors up and need to backtrack.

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** Try getting "Seeker of Secrets" ([[ExactlyWhatItSaysOnTheTin find every secret in the game]]) in both games without a guide at your own peril, lest you miss something several floors up areas back and need to backtrack.backtrack.
** Insane Ironman (beat the game on Ironman mode, with Single-Use Crystals turned on) isn't quite as hard as it sounds once you remember you can do this on Easy difficulty, but it's still an incredibly tricky and grueling feat that requires a ton of planning and expert party design. Thankfully, the achievement doesn't require you to beat the game's TrueFinalBoss.




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** Taking a leaf from ''VideoGame/PokemonRubyAndSapphire'''s braille puzzles, the Castle Nex library puzzle in ''II'' provides a cipher that you must ''translate into binary'', with the ones and zeroes representing which direction to flip each switch. By this point the dev team likely knew that most people wouldn't be playing the game [[GuideDangIt without a guide]], and designed the puzzle accordingly.
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** Level 3 in itself is a very notorious level for the abundance of spiders.

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** Level 3 in itself is a very notorious level for the abundance of spiders. This is largely due to spiders being the first enemy in the game that can poison you, and as noted, the floor is crawling with them.
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** The entirety of Crystal Mines in ''II''. They also have Giant Spiders with their poison, and there are also Xeleroids - eyeball with wings-like enemies that can inflict paralysis, but Eyctopuses - giant flying squids - really take the cake, as they have ability to [[CameraScrew blacken your whole screen with ink for some time]], so have fun flailing around at monsters completely blind while 3/4 of your group is also poisoned. The mines also have one giant chasm in the middle without guard rails, so it is very easy to fall to lower levels and get hurt, especially when blinded. And while the design of mines is nice, the black rock everywhere makes harder to see around you and spot enemies before they jump on you. Thankfully, the dungeon has at least interesting puzzles.

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** The entirety of Crystal Mines in ''II''. They also have Giant Spiders with their poison, and there are also Xeleroids - eyeball with wings-like enemies that can inflict paralysis, but Eyctopuses - giant flying squids - really take the cake, as they have ability to [[CameraScrew [[EventObscuringCamera blacken your whole screen with ink for some time]], so have fun flailing around at monsters completely blind while 3/4 of your group is also poisoned. The mines also have one giant chasm in the middle without guard rails, so it is very easy to fall to lower levels and get hurt, especially when blinded. And while the design of mines is nice, the black rock everywhere makes harder to see around you and spot enemies before they jump on you. Thankfully, the dungeon has at least interesting puzzles.
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** [[spoiler:[[https://www.youtube.com/watch?v=pkzokx6ATBw&list=OLAK5uy_nQ58M0nSZj06MllkKuHiKCrbWHMMtSzBs&index=7 Final Boss]] and [[https://www.youtube.com/watch?v=kxMUI5PFGwE&list=OLAK5uy_nQ58M0nSZj06MllkKuHiKCrbWHMMtSzBs&index=10 True Final Boss theme]]]] are not shabby in this department either.
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** Level 9 contains some sequences where you can loop indefinitely. For example, towards the Temple Grounds you'll turned around in a mirrory MindScrew manner. And then there is the passage of columns which seems and ''will'' go on forever if you don't know how exactly you have to traverse it (there is a scroll with the hint earlier in the level).

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** Level 9 contains some sequences where you can loop indefinitely. For example, on path towards the Temple Grounds you'll be turned around in a mirrory MindScrew manner. And then there is the passage of columns which seems and ''will'' go on forever if you don't know how exactly you have to traverse it (there is a scroll with the hint earlier in the level).
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**Level 9 contains some sequences where you can loop indefinitely. For example, towards the Temple Grounds you'll turned around in a mirrory MindScrew manner. And then there is the passage of columns which seems and ''will'' go on forever if you don't know how exactly you have to traverse it (there is a scroll with the hint earlier in the level).



** The entirety of Crystal Mines in ''II''. They also have Giant Spiders with their poison, and there are also Xeleroids - bat-like enemies that can inflict paralysis, but Eyctopuses - giant flying squids - really take the cake, as they have ability to [[CameraScrew blacken your whole screen with ink for some time]], so have fun flailing around at monsters completely blind while 3/4 of your group is also poisoned. The mines also have one giant chasm in the middle without guard rails, so it is very easy to fall to lower levels and get hurt, especially when blinded. And while the design of mines is nice, the black rock everywhere makes harder to see around you and spot enemies before they jump on you. Thankfully, the dungeon has at least interesting puzzles.

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** The entirety of Crystal Mines in ''II''. They also have Giant Spiders with their poison, and there are also Xeleroids - bat-like eyeball with wings-like enemies that can inflict paralysis, but Eyctopuses - giant flying squids - really take the cake, as they have ability to [[CameraScrew blacken your whole screen with ink for some time]], so have fun flailing around at monsters completely blind while 3/4 of your group is also poisoned. The mines also have one giant chasm in the middle without guard rails, so it is very easy to fall to lower levels and get hurt, especially when blinded. And while the design of mines is nice, the black rock everywhere makes harder to see around you and spot enemies before they jump on you. Thankfully, the dungeon has at least interesting puzzles.
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** You can rest wherever you want, but if any monster sniffs you out you'll get a pretty nasty wake-up call in a form of JumpScare with monster apparently trying its best to make it look like [[TheFourthWallWillNotProtectYou it's crawling all over the screen]]. The best way to rest is to drop a grate in secluded room before, but even then, waking up from sleep and finding there is a monster waiting for you on the other side of grate the wasn't there before isn't the most ideal morning sight ...

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** You can rest wherever you want, but if any monster sniffs you out you'll get a pretty nasty wake-up call in a form of JumpScare with monster apparently trying its best to make it look like [[TheFourthWallWillNotProtectYou it's crawling all over the screen]]. The best way to rest is to drop a grate or a door in secluded room before, but even then, waking up from sleep and finding there is a monster waiting for you on the other side of the grate the that wasn't there before isn't the most ideal morning sight ...

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* ComplacentGamingSyndrome: For second game the most people recommend to take at least one Alchemist. Not only make surprisingly good casters, but they have unique skill in that herbs multiply in their inventory as long as they have at least one. This includes extremely rare Crystal Flowers, which can be turned into status buffs.

to:

* ComplacentGamingSyndrome: For second game the most people recommend to take at least one Alchemist. Not only they make surprisingly good casters, casters due to their decent energy growth, but they have unique skill in that herbs multiply in their inventory as long as they have at least one. This includes extremely rare Crystal Flowers, which can be turned into status buffs.



* GameBreaker: ''II'' can be considerably cheesed by using party consisting of only or mostly Alchemists due to their ability to multiply plants if they have any in inventory. This multiplication doesn't depend from quantity of plant in inventory but it is separate for each player character, so with three or four alchemists you'll be steadily supplied with ingredients for healing, energy restoration, antidotes, bombs and [[RareCandy stat boosts]]. The base stats of Alchemist also allow them to take any role, be it fighter, rogue or caster (as long as they have staff), and especially said bombs are very handy to solve many tight situations. To compensate though, the opening part of the game [[EarlyGameHell can be difficult]], until you find your first staff and start finding plants to grow more of.



** The entirety of Crystal Mines in ''II''. They also have Giant Spiders with their poison, but there are also Xeleroids - bat-like enemies that can inflict paralysis, but Eyctopuses - giant flying squids - really take the cake, as they have ability to [[CameraScrew blacken your whole screen with ink for some time]], so have fun flailing around at monsters completely blind while 3/4 of your group is also poisoned. The mines also have one giant chasm in the middle without guard rails, so it is very easy to fall to lower levels and get hurt, especially when blinded. And while the design of mines is nice, the black rock everywhere makes harder to see around you and spot enemies before they jump on you.

to:

** The entirety of Crystal Mines in ''II''. They also have Giant Spiders with their poison, but and there are also Xeleroids - bat-like enemies that can inflict paralysis, but Eyctopuses - giant flying squids - really take the cake, as they have ability to [[CameraScrew blacken your whole screen with ink for some time]], so have fun flailing around at monsters completely blind while 3/4 of your group is also poisoned. The mines also have one giant chasm in the middle without guard rails, so it is very easy to fall to lower levels and get hurt, especially when blinded. And while the design of mines is nice, the black rock everywhere makes harder to see around you and spot enemies before they jump on you. Thankfully, the dungeon has at least interesting puzzles.

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*** Fire Elementals. They have little health, but that is the only saving grace. Once they notice you, they dart towards your party in a [[SuicideAttack suicidal charge]] that damages whole group for quite bit of health and of course they give no experience if they go out this way. Your only chance is to take them down with ranged attack or spell becfore they reach you, but of course they rarely show up alone.

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*** Fire Elementals. They have little health, but that is the only saving grace. Once they notice you, they dart towards your party in a [[SuicideAttack suicidal charge]] that damages whole group for quite bit of health and of course they give no experience if they go out this way. Your only chance is to take them down with ranged attack or spell becfore before they reach you, but of course they rarely show up alone.



* ThatOneLevel: While all the levels are pretty hard, one secret dungeon on Level 3 has attained a level of notoriety for being filled with Slimes, high-health, low-experience monsters that spread disease to your party members and can attack through bars. It isn't even needed to attempt this dungeon unless one wants a [[spoiler:crossbow]] and [[spoiler:one of seven optional hidden treasures, collected for a measly achievement]], but it's borderline impossible if attempted right when the player is at Level 3. Later in the game, the player obtains a map to access this dungeon, if they didn't find it already.

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* ThatOneLevel: ThatOneLevel:
**
While all the levels in both games are pretty hard, one secret dungeon on Level 3 from first game has attained a level of notoriety for being filled with Slimes, high-health, low-experience monsters that spread disease to your party members and can attack through bars. It isn't even needed to attempt this dungeon unless one wants a [[spoiler:crossbow]] and [[spoiler:one of seven optional hidden treasures, collected for a measly achievement]], but it's borderline impossible if attempted right when the player is at Level 3. Later in the game, the player obtains a map to access this dungeon, if they didn't find it already.


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** The entirety of Crystal Mines in ''II''. They also have Giant Spiders with their poison, but there are also Xeleroids - bat-like enemies that can inflict paralysis, but Eyctopuses - giant flying squids - really take the cake, as they have ability to [[CameraScrew blacken your whole screen with ink for some time]], so have fun flailing around at monsters completely blind while 3/4 of your group is also poisoned. The mines also have one giant chasm in the middle without guard rails, so it is very easy to fall to lower levels and get hurt, especially when blinded. And while the design of mines is nice, the black rock everywhere makes harder to see around you and spot enemies before they jump on you.

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** The normal-sized Herders are trivial to deal with, but small and large Herders are a very different story. Small Herders have a powerful ranged poison bolt attack (and often travel in pairs on lower levels), making them dangerous despite their low health. Large Herders have a deadly poison cloud attack they can fire from any direction, making ranged combat a necessity to whittle away at their high health.
** On Level 9, Ice Lizards. And they respawn.
** [[GiantEnemyCrab Giant Crabs]] are pretty vicious when you first encounter them at Level 5. They attack quickly (often delivering two strikes at once), have high health and defense, and are maneuverable (they usually walk sideways as a crab would, making them nearly impossible to backstab). They become more manageable in Normal mode after you level up some more; not so in Hard mode.
** Level 10 features Goromorgs, lethal forcefield wizards that you fight in groups.
** In the sequel, the 'swarm' type enemies such as the insects in Keelbreach Bog are EXTREMELY fast in both movement ''and'' attack speed, have high evasion, can only be hit during a certain part of their animations, and hit ''quite'' hard, especially on the roughest Difficulty.
** Frogs in 'II'. They take quite a few hits before going down, can jump above you to attack you from behind, especially your most likely more fragile members in back row, ''and can steal your weapons from your hands''. Thankfully you can recover those once you kill them, but fighting them barehanded isn't exactly the best prospect.
** Sabre-toothed Wargs in ''II'' are extremely fast and powerful, and will also howl to boost their movement speed & attract their fellows to maim you ''en masse''. A large pack of them roams the Hamlet of Stormbreach (alongside the forest Ogre already prowling the map!), presenting a serious challenge to players exploring the level for the first time.

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** First game:
***
The normal-sized Herders are trivial to deal with, but small and large Herders are a very different story. Small Herders have a powerful ranged poison bolt attack (and often travel in pairs on lower levels), making them dangerous despite their low health. Large Herders have a deadly poison cloud attack they can fire from any direction, making ranged combat a necessity to whittle away at their high health.
** *** On Level 9, Ice Lizards. And they respawn.
** *** [[GiantEnemyCrab Giant Crabs]] are pretty vicious when you first encounter them at Level 5. They attack quickly (often delivering two strikes at once), have high health and defense, and are maneuverable (they usually walk sideways as a crab would, making them nearly impossible to backstab). They become more manageable in Normal mode after you level up some more; not so in Hard mode.
** *** Level 10 features Goromorgs, lethal forcefield wizards that you fight in groups.
** In the sequel, the Second game:
*** The
'swarm' type enemies such as the insects in Keelbreach Bog are EXTREMELY fast in both movement ''and'' attack speed, have high evasion, can only be hit during a certain part of their animations, and hit ''quite'' hard, especially on the roughest Difficulty.
** Frogs in 'II'.*** Frogs. They take quite a few hits before going down, can jump above you to attack you from behind, especially your most likely more fragile members in back row, ''and can steal your weapons from your hands''. Thankfully you can recover those once you kill them, but fighting them barehanded isn't exactly the best prospect.
** *** Sabre-toothed Wargs in ''II'' are extremely fast and powerful, and will also howl to boost their movement speed & attract their fellows to maim you ''en masse''. A large pack of them roams the Hamlet of Stormbreach (alongside the forest Ogre already prowling the map!), presenting a serious challenge to players exploring the level for the first time.time.
*** Zombies. They take lot of hits, hit hard, and they hide burrowed in the ground from which they pop out when you pass certain point, usually en masse so they can easily surround you. Better get ready that Forcefield spell.
*** Fire Elementals. They have little health, but that is the only saving grace. Once they notice you, they dart towards your party in a [[SuicideAttack suicidal charge]] that damages whole group for quite bit of health and of course they give no experience if they go out this way. Your only chance is to take them down with ranged attack or spell becfore they reach you, but of course they rarely show up alone.



* SugarWiki/MostWonderfulSound: The jingle that plays when you discover a secret.

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* SugarWiki/MostWonderfulSound: SugarWiki/MostWonderfulSound:
**
The jingle that plays when you discover a secret.secret.
** Also the sound when you successfully use new spell for the first time.



*** [[spoiler:The second game has similar puzzle but ''worse'' - on bigger grid, requiring you to switch 4 levers instead of a single button, and instead of teleporters there are trapdoors that will send you to the lower level, so you either need to trek back or reload.]]
** Level 6 puzzle that nets you second best sword in the game, which is prerequisite to enter Fighter's Challenge. It will take you some time to figure entire sequence out and on top each step is timed and for some steps the limit is very tight, so you have to move around quickly, something that rigid controls don't help.

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*** [[spoiler:The second game has similar puzzle but ''worse'' - on bigger grid, requiring you to switch 4 levers instead of a single button, and instead of teleporters there are trapdoors that will send you to the lower level, so you either need to trek back or reload. At least it is thankfully optional in this case.]]
** Level 6 puzzle that nets you second best sword in for the game, Sword of Nex, which is prerequisite to enter Fighter's Challenge. It will take you some time to figure entire sequence out and on top each step is timed and for some steps the limit is very tight, so you have to move around quickly, something that rigid controls don't help.
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** Frogs in 'II'. They take quite a few hits before going down, can jump above you to attack you from behind, especially your most likely more fragile members in back row, ''and can steal your weapons from your hands''. Thankfully you can recover those once you kill them, but fighting them barehanded isn't exactly the best prospect.



* GoddamnedBats: Shrakk Torr, A.K.A the annoying fly showing on lower levels of the first game. Relatively weak and dies in a couple of hits, but is annoyingly fast and it can inflict disease, and can get really troublesome if it appears along Ice Lizards and Goromorgs.

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* GoddamnedBats: Shrakk Torr, A.K.A the annoying fly showing on lower levels of the first game. Relatively weak and dies in a couple of hits, but is annoyingly fast and it can inflict disease, and can get really troublesome if it appears along Ice Lizards and Goromorgs.
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*** [[spoiler:The second game has similar puzzle but ''worse'' - on bigger grid, requiring you to switch 4 lever instead of a single button, and instead of teleporters there are trapdoors that will send you to the lower level, so you either need to trek back or reload.]]

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*** [[spoiler:The second game has similar puzzle but ''worse'' - on bigger grid, requiring you to switch 4 lever levers instead of a single button, and instead of teleporters there are trapdoors that will send you to the lower level, so you either need to trek back or reload.]]
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*** [[spoiler:The second game has similar puzzle but ''worse'' - on bigger grid, requiring you to switch 4 lever instead of a single button, and instead of teleporters there are trapdoors that will send you to the lower level, so you either need to trek back or reload.]]
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* ComplacentGamingSyndrome: For second game the most people recommend to take at least one Alchemist. Not only make surprisingly good casters, but they have unique skill in that herbs multiply in their inventory as long as they have at least one. This includes extremely rare Crystal Flowers, which can be turned into status buffs.
Is there an issue? Send a MessageReason:
None


** You can rest wherever you want, but if any monster sniffs you out you'll get a pretty nasty wake-up call in a form of JumpScare with monster apparently trying its best to make it look like [[TheFourthWallWillNotProtectYou it's crawling all over the screen]]. The best way to rest is to drop a grate in secluded room before, but even then, waking up from sleep and finding there is a monster waiting for you on the other side of grate isn't the most ideal morning sight ...

to:

** You can rest wherever you want, but if any monster sniffs you out you'll get a pretty nasty wake-up call in a form of JumpScare with monster apparently trying its best to make it look like [[TheFourthWallWillNotProtectYou it's crawling all over the screen]]. The best way to rest is to drop a grate in secluded room before, but even then, waking up from sleep and finding there is a monster waiting for you on the other side of grate the wasn't there before isn't the most ideal morning sight ...



*** Ice Lizards. They start appearing in part of Level 9 after opening doors with really ominous messages in a dimly lit labyrinth. They have an annoying habit to spring on you from unexpected side, sometimes in packs. At least now you know how protagonists in ''Film/JurrasicPark'' felt when hunted by Velociraptors, which Ice Lizard kinda resembles.

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*** Ice Lizards. They start appearing in part of Level 9 after opening doors with really ominous messages in a dimly lit labyrinth. They have an annoying habit to spring on you from unexpected side, sometimes in packs. At least now you know how protagonists in ''Film/JurrasicPark'' ''Film/JurassicPark'' felt when hunted by Velociraptors, which Ice Lizard kinda resembles.
Is there an issue? Send a MessageReason:
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* GoddamnedBats: Shrakk Torr, A.K.A the annoying fly showing on lower levels of the first game. Relatively weak and dies in a couple of hits, but is annoyingly fast and it can inflict disease, and can get really troublesome if it appears along Ice Lizards and Goromorgs.


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* NightmareFuel: Given considering the type of the game, but it can still surprise you.
** You can rest wherever you want, but if any monster sniffs you out you'll get a pretty nasty wake-up call in a form of JumpScare with monster apparently trying its best to make it look like [[TheFourthWallWillNotProtectYou it's crawling all over the screen]]. The best way to rest is to drop a grate in secluded room before, but even then, waking up from sleep and finding there is a monster waiting for you on the other side of grate isn't the most ideal morning sight ...
** Do you like spiders? [[PrimalFear No?]] Tough luck, but level 3 is full of them. Giant, fast, poisonous spiders.
** Some enemies get a pretty nasty introduction:
*** Tunnel Ogre, which is lurking in central hall of Level 6. Nothing like getting rammed by this hulking beast out of nowhere.
*** Ice Lizards. They start appearing in part of Level 9 after opening doors with really ominous messages in a dimly lit labyrinth. They have an annoying habit to spring on you from unexpected side, sometimes in packs. At least now you know how protagonists in ''Film/JurrasicPark'' felt when hunted by Velociraptors, which Ice Lizard kinda resembles.
*** Goromorgs. [[spoiler: They start appearing in Level 10 one you open the main path and they surely make an impression. If the fact they're Cthulhu-esque beings hooded in a black cloak with ominous blue lantern hovering around isn't enough, they can attack you on range with spell of every element, and ''they can open doors''. The moment, where you hide from it in a closed room and the door suddenly starts to open really sends chill down the spine, especially if you were not aware they can do that.]]
*** Wardens. They look like a giant statue but they suddenly come to life if you approach them.
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** Level 6 puzzle that nets you second best sword in the game, which is prerequisite to enter Fighter's Challenge. It will take you some time to figure entire sequence out and on top each step is timed and for some steps the limit is very tight, so you have to move around quickly, something that rigid controls don't help.

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* BreatherBoss: The Wormbound brothers in the sequel are not very hard, considering that Wormbound Catacombs is intended to be one of the last areas you gain access to.

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* BreatherBoss: The Wormbound brothers in the sequel are not very hard, considering that Wormbound Catacombs is intended to be one of the last areas you gain access to. A few electric bombs and charged strikes can bring them down quickly even on Hard difficulty.



** Sabre-toothed Wargs in ''II'' are extremely fast and powerful, and will also howl to boost their movement speed & attract their fellows to maim you ''en masse''. A large pack of them roams the Hamlet of Stormbreach (alongside the forest Ogre already prowling the map!), presenting a serious challenge to players exploring the level for the first time.



** The "white blobs" iron door puzzle on Level 7 isn't tough to figure out, but getting the keyboard movements right can be. There's even an achievement for completing it.

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** The "white blobs" iron door puzzle on Level 7 isn't tough to figure out, but getting the keyboard movements right can be.be, and if you have a slow graphics card, good luck. There's even an achievement for completing it.




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** The Archives puzzle in ''II'' provides a cryptic set of instructions for opening a pair of gates and nothing but an equally-cryptic code sheet to decipher them. Adding to the difficulty is the fact that not all of the instructions are on the sheet, requiring you to methodically test different options through trial-and-error (or just look up a guide, like most players probably did).
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* {{Narm}}: [[spoiler: The Undying One -- the final boss of the game, the very reason Grimrock was built, the terrifying immortal being that the Goromorgs imprisoned for the destruction it wrought...is a giant, talking ''cube''.]]

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** The normal-sized Herders are trivial to deal with, but small and large Herders are a very different story. Small Herders have a powerful ranged poison bolt attack (and often travel in pairs on lower levels), making them dangerous despite their low health. Large Herders have a deadly poison cloud attack they can fire from any direction, making ranged combat a necessity to whittle away at their high health.



** [[GiantEnemyCrab Giant Crabs]] are pretty vicious when you first encounter them at Level 5. They attack quickly (often delivering two strikes at once), have high health and defense, and are maneuverable (they usually walk sideways as a crab would, making them nearly impossible to backstab). They become more manageable in Normal mode after you level up some more; not so in Hard mode.



** Level 6 leaves you trapped in a large, open, poorly-lit expanse with a lone ogre lurking somewhere, nearby or far away. You'll feel the wet breath on your back till you finally bring yourself to seek it out and kill it (which you don't ''have'' to do, but...well, decide if obtaining a [[spoiler: Tome of Fire, which gives your Mage 3 fire skill points and +10 Resist Fire]] is worth hunting it down, as it carries the gold key).

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** Level 6 leaves you trapped in a large, open, poorly-lit expanse with a lone ogre lurking lurking...somewhere, nearby or far away. You'll feel the wet breath on your back till you finally bring yourself to seek it out and kill it (which you don't ''have'' to do, but...well, decide if obtaining a [[spoiler: Tome of Fire, which gives your Mage 3 fire skill points and +10 Resist Fire]] is worth hunting it down, as it carries the gold key).


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* ThatOneAchievement:
** Dungeon Runner, which requires you to complete the first level in under 4 minutes. While this is a challenging feat even when you've memorized the layout of the area, what the game doesn't tell you is that the countdown begins ''at the beginning of party creation'', meaning that most miss out on the achievement before even starting the game.
** Try getting "Seeker of Secrets" ([[ExactlyWhatItSaysOnTheTin find every secret in the game]]) without a guide at your own peril, lest you miss something several floors up and need to backtrack.


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** The "white blobs" iron door puzzle on Level 7 isn't tough to figure out, but getting the keyboard movements right can be. There's even an achievement for completing it.

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* SelfImposedChallenge: There is an ''Old School Mode,'' wherein the player doesn't have the luxury of the automap. The sequel goes further, giving you the option to make all save crystals single-use should you feel so inclined.
* SoloCharacterRun: Forced in [[spoiler:Toorum]] mode, but available in regular playthroughs as well.

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* SelfImposedChallenge: There is an ''Old School Mode,'' wherein the player doesn't have the luxury of the automap. The sequel goes further, giving you the option to make all save crystals single-use should you feel so inclined.
* SoloCharacterRun: Forced in [[spoiler:Toorum]] mode, but available in regular playthroughs as well.
Is there an issue? Send a MessageReason:
Adding.

Added DiffLines:

* SelfImposedChallenge: There is an ''Old School Mode,'' wherein the player doesn't have the luxury of the automap. The sequel goes further, giving you the option to make all save crystals single-use should you feel so inclined.
* SoloCharacterRun: Forced in [[spoiler:Toorum]] mode, but available in regular playthroughs as well.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* EvenBetterSequel: While the first ''Legend of Grimrock'' was a good game, it was limited by a singular dungeon and not a whole lot of customization options (only [[FighterMageThief three classes]], for one) and the game was certainly plagued by a lot of EarlyInstallmentWeirdness (such as the AwesomeButImpractical nature of class skills). Then, ''Legend of Grimrock II'' promptly blew it out of the water in almost every way, with a semi-open world, ''numerous'' smaller dungeons to explore, a change in pace of scenery throughout it all, '''eight''' classes instead of three, and the addition of a brand new race in the form of ratfolk. Add in this with a lot more freedom of customization compared to last time, and you have a game that is generally regarded as a major improvement overall.

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