Legend of Grimrock Walkthrough

Level 1: Into the Dark

Secrets: 3, Treasures: 0, Toorum Notes: 0, Skulls: 0, Iron Doors: 1
  1. Start This is where you will start. A large part of this first level is designed to familiarise you with the game and its mechanics: different types of buttons, levers, pull-chains, pressure plates, keys, pits, some basic puzzles, etc. There are also runes on certain walls you can click to either get a more or less vague hint, or the name of a particular room or region.
  2. Secret #1 Examine the southeast wall for a small hidden button. Press it to open a secret door next to it, which obscures Lurker Boots and a Shuriken. Missile weapons (once you find them) are generally more damaging than thrown weapons, but with the latter you can equip (say) a shield alongside.
  3. Locked Gate This gate bars your exit. To open it, remove the torch next to it from its sconce. The torch can be equipped as a light source and also a close-range weapon. Equipped torches will eventually run out though and you will need to replace them with fresh ones. You should always keep three-four torches on hand as some puzzles require torches to solve them, whereas others require something to weigh down pressure plates.
  4. Supplies The alcove to the north holds a Peasant’s Tunic and Peasant’s Breeches. A shelf in the east wall has a Cudgel.
  5. Rock & Locked Gate You’ll find a Rock here next to the pressure plate. Standing on the pressure plate opens the gate ahead, but it closes when you step off. Weigh down the pressure plate by dropping an item on it (like a torch, since rocks can be used as thrown weapons).
  6. Brass Key Get the Brass Key from this shelf. It will be required to unlock the door at 7.
  7. Locked Door This door requires the key from 6 to open. To the north you’ll find another Rock. Much later in the game you will require two rocks for a puzzle, so hold on to at least two (you will find several by that point).
  8. Iron Key This dead-end passage harbours a secret, though it does not count towards your Secrets tally. Search the eastern wall for a hidden button that opens the secret door. On the shelf is an Iron Key needed to open the gate at 9.
  9. Locked Gate Use the Iron Key from 8 to open this gate.
  10. Supplies In this room, you’ll encounter your first enemy, a snail. Right-click your front-liners’ weapons or hands to attack it. It may leave behind a Snail Slice or two, your first food item. Though quite filling, snail slices are the among the heaviest foods in the game, so you should consume those before the lighter ones.
    When the snail is dead, search here for Leather Pants, Leather Boots and a Knife.
  11. Throwing Knife The shelf here houses a Throwing Knife. You’ll have to fight a couple of more snails on your way to 15.
  12. Supplies Here you’ll find a Baked Maggot (another food item), a Rock, and a pair of Sandals. On the adjacent tile is a Loincloth.
  13. Pit & Iron Key If you fall down a pit, you will take damage, but many of them lead to areas that are otherwise inaccessible. Falling down this one leads to one such area, but it is empty except for a teleporter to return you back up.
    To close the pit, throw any item across it so it lands on the pressure plate (either by firing a throwing weapon or dropping an item on the upper half of the screen). Grab the Iron Key from the shelf, which you’ll need at 15.
  14. Supplies Here you’ll find a Rock and a Pitroot Bread (food).
  15. Locked Door Use the Iron Key from 13 to open this door.
  16. Grim Cap You’ll find a Grim Cap at each of these locations, which can be consumed as food and can also be used as an alchemy reagent. You will have to fight three herders in the room, which may leave behind Herder Caps, also very filling foods, but also on the heavier side.
  17. Lever & Tar Bead Grab the Tar Bead (an alchemy reagent), and pull the lever on the eastern wall to open the gate to 18.
  18. Blue Gem #1 The Blue Gem you’ll find on the floor here will be required at 23. Press the button on the northern wall to open a secret door to 19.
  19. Secret #2 On the shelf here you’ll find a Dagger, and on the floor is a Tar Bead and two Cave Nettles (alchemy reagents).
  20. Pit This pit leads to a room that is accessible later, so there is no point in taking the fall damage.
    Flip the lever next to the map marker to close the pit. Across from it, you will have to battle three snails (two are behind a pressure-plate-activated gate). Another snail might join in from 22.
  21. Blue Gem #2 Reaching here shouldn’t be too difficult: the northern pressure plate opens the gate leading to it while the southern one closes it. If the snails manage to close the gate in your face, simply step off and on on your side of the pressure plate to open it again. You’ll find another Blue Gem on the floor here, also required at 23.
    To leave this room, drop an item on to the southern pressure plate, then either press the hidden button to open the gate, or drop an item on the northern pressure plate through the gate to achieve the same effect.
    If you got lucky and a snail slice dropped on the southern floor plate, you won’t have to contend with the puzzle as long as you pick it up only on the way out.
  22. Scroll of Fireburst On the shelf here you’ll find a scroll that teaches you Fireburst. On the floor are a Tattered Cloak, a Loincloth, and a Rock.
  23. Blind Demon Here is a demon face alongside a locked door. Insert the Blue Gems from 18 and 21 into its eye sockets to open the door.
    Waiting behind the door is a skeleton warrior, a reasonably dangerous enemy. It will drop a Legionary Spear and Shield. Both can be used by anyone, especially as the Spear is a reach weapon.
  24. Iron Door #1 & Secret #3 The shelf next to the Iron Door has a scroll describing it. The Iron Door that bars this room can be opened by pressing two hidden buttons on the northern and eastern walls of the room. Once open, you can grab a Whitewood Wand, and a scroll that describes it as a mage item. Getting into the room counts as a secret.
  25. Crystal of Life The scroll on this shelf explains the function of Crystals of Life. Clicking on one revives and fully heals the party, and also autosaves your game. The crystal will become inactive for some time after using it.
    Scrolls are the lightest items you can lug around to drop on pressure plates to solve future puzzles.
  26. Scroll of Poison Cloud The shelf here has a scroll teaching you Poison Cloud.
    You are now ready to leave this level via the stairs at A, down to Level 2: Old Tunnels.
  1. Stairs down to Level 2.

Next » Level 2: Old Tunnels