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Easily install and launch Quake maps with the cross-platform Quake Injector

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Author:

Mike Woodham

Title:

For My Babies - Bin Dunne Gorne 2

Download:

fmb_bdg2.zip (44a5eb59df64454bfabe53010ac006fe)

Filesize:

26965 Kilobytes

Release date:

22.03.2013

Homepage:

Additional Links:

Type:

Partial conversion

BSP: • PAK: • PROGS.DAT: • Custom Models/Sounds:

Files in the ZIP archive

Files in the ZIP archive:

File

Size

Date

fmb_bdg2.bat

1 KB

22.03.2013

fmb_bdg2/credits.txt

3 KB

22.03.2013

fmb_bdg2/gfx/palette.lmp

1 KB

16.03.2013

fmb_bdg2/maps/end_________.bsp

8028 KB

20.03.2013

fmb_bdg2/maps/middle_____.bsp

5974 KB

20.03.2013

fmb_bdg2/maps/start_____.bsp

6852 KB

20.03.2013

fmb_bdg2/progs.dat

724 KB

01.02.2013

fmb_bdg2/progs/beam.mdl

9 KB

21.05.2001

fmb_bdg2/progs/bigexp.spr

273 KB

30.07.2010

fmb_bdg2/progs/brazshrt.mdl

256 KB

01.07.2005

fmb_bdg2/progs/braztall.mdl

284 KB

30.06.2005

fmb_bdg2/progs/candle.mdl

21 KB

14.08.2005

fmb_bdg2/progs/corpse_flay.mdl

498 KB

20.03.2009

fmb_bdg2/progs/corpse_imp.mdl

525 KB

20.03.2009

fmb_bdg2/progs/corpse_lynch.mdl

270 KB

20.03.2009

fmb_bdg2/progs/draflam2.spr

3009 KB

30.07.2010

fmb_bdg2/progs/drlbomb.mdl

20 KB

22.02.2006

fmb_bdg2/progs/drole.mdl

364 KB

22.02.2006

fmb_bdg2/progs/fireball.mdl

10 KB

02.12.1997

fmb_bdg2/progs/fireball.spr

109 KB

14.04.2006

fmb_bdg2/progs/h_drole.mdl

17 KB

22.02.2006

fmb_bdg2/progs/h_hellkn.mdl

32 KB

03.06.2006

fmb_bdg2/progs/h_imp.mdl

23 KB

01.12.1997

fmb_bdg2/progs/h_ogre.mdl

42 KB

06.12.2006

fmb_bdg2/progs/hknight.mdl

523 KB

22.04.2012

fmb_bdg2/progs/imp.mdl

400 KB

26.12.2006

fmb_bdg2/progs/lant_sty.mdl

163 KB

19.05.2007

fmb_bdg2/progs/lavaman.mdl

187 KB

31.12.2005

fmb_bdg2/progs/longtrch.mdl

252 KB

29.05.2006

fmb_bdg2/progs/ogre.mdl

314 KB

01.06.2008

fmb_bdg2/progs/pendulum.mdl

44 KB

22.04.2012

fmb_bdg2/progs/rubble1.mdl

25 KB

25.12.2011

fmb_bdg2/progs/rubble2.mdl

71 KB

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fmb_bdg2/progs/rubble3.mdl

107 KB

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fmb_bdg2/progs/rubble4.mdl

78 KB

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fmb_bdg2/progs/rubble5.mdl

117 KB

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fmb_bdg2/progs/rubble6.mdl

10 KB

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fmb_bdg2/progs/rubble8.mdl

10 KB

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fmb_bdg2/progs/rubble9.mdl

71 KB

18.01.2007

fmb_bdg2/progs/s_null.spr

2 KB

01.01.1996

fmb_bdg2/progs/spore.mdl

14 KB

08.12.2006

fmb_bdg2/progs/sword.mdl

37 KB

31.01.2006

fmb_bdg2/progs/test.bsp

2 KB

12.12.2009

fmb_bdg2/progs/vermis.mdl

642 KB

08.12.2006

fmb_bdg2/progs/vleg.mdl

6 KB

06.01.2006

fmb_bdg2/progs/voreling.mdl

182 KB

06.01.2006

fmb_bdg2/progs/w_spikered.mdl

14 KB

30.01.2006

fmb_bdg2/progs/wizard.mdl

187 KB

27.06.2005

fmb_bdg2/readme.txt

2 KB

22.03.2013

fmb_bdg2/sound/drole/death.wav

65 KB

22.02.2006

fmb_bdg2/sound/drole/explode3.wav

38 KB

22.02.2006

fmb_bdg2/sound/drole/fire.wav

28 KB

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fmb_bdg2/sound/drole/idle.wav

14 KB

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fmb_bdg2/sound/drole/pain.wav

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fmb_bdg2/sound/drole/sight.wav

28 KB

22.02.2006

fmb_bdg2/sound/drole/sight2.sfk

1 KB

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fmb_bdg2/sound/drole/sight2.wav

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fmb_bdg2/sound/drole/strike1.wav

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fmb_bdg2/sound/drole/strike2.wav

18 KB

22.02.2006

fmb_bdg2/sound/drole/swipe.wav

4 KB

22.02.2006

fmb_bdg2/sound/equake/rumble.wav

34 KB

08.05.2011

fmb_bdg2/sound/equake/rumble4.wav

34 KB

14.12.2005

fmb_bdg2/sound/equake/stone_fall3.wav

169 KB

01.07.2004

fmb_bdg2/sound/equake/wallbrk.wav

26 KB

19.06.2011

fmb_bdg2/sound/imp/death.wav

12 KB

18.02.2006

fmb_bdg2/sound/imp/death99.wav

9 KB

28.11.1997

fmb_bdg2/sound/imp/death_old.wav

15 KB

31.12.2005

fmb_bdg2/sound/imp/expsmall.wav

9 KB

30.12.2005

fmb_bdg2/sound/imp/fist.wav

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28.11.1997

fmb_bdg2/sound/imp/pain.wav

11 KB

28.11.1997

fmb_bdg2/sound/imp/up.wav

13 KB

28.11.1997

fmb_bdg2/sound/lavaman/l_death.mp3

36 KB

01.01.2006

fmb_bdg2/sound/lavaman/l_death.wav

99 KB

01.01.2006

fmb_bdg2/sound/misc/break01.wav

17 KB

30.07.1999

fmb_bdg2/sound/misc/drip1.wav

12 KB

30.07.1999

fmb_bdg2/sound/misc/drip2.wav

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30.07.1999

fmb_bdg2/sound/misc/drip3.wav

15 KB

30.07.1999

fmb_bdg2/sound/misc/flow1.wav

52 KB

11.06.2002

fmb_bdg2/sound/misc/flow2.wav

52 KB

24.10.2006

fmb_bdg2/sound/misc/foot1.wav

3 KB

30.07.1999

fmb_bdg2/sound/misc/foot2.wav

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fmb_bdg2/sound/misc/foot4.wav

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30.07.1999

fmb_bdg2/sound/misc/guard_go.wav

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05.06.2012

fmb_bdg2/sound/misc/hknight9.wav

130 KB

18.05.2012

fmb_bdg2/sound/misc/hknight9a.wav

49 KB

07.05.2012

fmb_bdg2/sound/misc/hknight9b.wav

288 KB

09.05.2012

fmb_bdg2/sound/misc/imp_go.wav

258 KB

05.06.2012

fmb_bdg2/sound/misc/inh2ob.wav

10 KB

30.07.1999

fmb_bdg2/sound/misc/longexpl.wav

42 KB

04.11.2006

fmb_bdg2/sound/misc/outwater.wav

7 KB

30.07.1999

fmb_bdg2/sound/misc/owater2.wav

8 KB

30.07.1999

fmb_bdg2/sound/misc/quake.wav

34 KB

13.12.2005

fmb_bdg2/sound/misc/quakeend.wav

8 KB

13.12.2005

fmb_bdg2/sound/misc/rain.wav

40 KB

30.07.1999

fmb_bdg2/sound/misc/rumble4.wav

19 KB

14.12.2005

fmb_bdg2/sound/misc/s_explode.wav

30 KB

01.05.2010

fmb_bdg2/sound/misc/shortexp.wav

27 KB

04.11.2006

fmb_bdg2/sound/misc/spark1.wav

4 KB

30.07.1999

fmb_bdg2/sound/misc/spark2.wav

3 KB

30.07.1999

fmb_bdg2/sound/misc/spark3.wav

4 KB

30.07.1999

fmb_bdg2/sound/misc/spark4.wav

3 KB

30.07.1999

fmb_bdg2/sound/misc/throw.wav

23 KB

01.05.2010

fmb_bdg2/sound/misc/thunder1.wav

41 KB

29.09.2012

fmb_bdg2/sound/misc/thunder2.wav

525 KB

21.10.2012

fmb_bdg2/sound/misc/uwater.wav

39 KB

04.06.2002

fmb_bdg2/sound/music/dead2.wav

354 KB

01.04.2012

fmb_bdg2/sound/music/garlic/ge_ambient.wav

199 KB

27.08.2012

fmb_bdg2/sound/music/garlic/ge_lavaman.wav

274 KB

27.08.2012

fmb_bdg2/sound/music/garlic/gl_ambient.wav

2259 KB

27.08.2012

fmb_bdg2/sound/music/garlic/gl_lavaman.wav

2616 KB

02.09.2012

fmb_bdg2/sound/music/null.wav

2 KB

11.11.2006

fmb_bdg2/sound/music/onion/oe_b1256.wav

712 KB

27.02.2007

fmb_bdg2/sound/music/onion/oe_infoscape.wav

42 KB

27.02.2007

fmb_bdg2/sound/music/onion/oe_killit.wav

87 KB

27.02.2007

fmb_bdg2/sound/music/onion/oe_trouble.wav

243 KB

27.01.2007

fmb_bdg2/sound/music/onion/ol_b1256.wav

1896 KB

27.02.2007

fmb_bdg2/sound/music/onion/ol_infoscape.wav

955 KB

27.02.2007

fmb_bdg2/sound/music/onion/ol_killit.wav

652 KB

27.02.2007

fmb_bdg2/sound/music/onion/ol_trouble.wav

1658 KB

27.02.2007

fmb_bdg2/sound/music/shallot/se_battle.wav

473 KB

06.02.2013

fmb_bdg2/sound/music/shallot/se_inside.wav

287 KB

17.02.2013

fmb_bdg2/sound/music/shallot/se_palms.wav

482 KB

16.06.2012

fmb_bdg2/sound/music/shallot/sf_off_to_bed.wav

4202 KB

10.02.2013

fmb_bdg2/sound/music/shallot/sl_battle.wav

7408 KB

05.02.2013

fmb_bdg2/sound/music/shallot/sl_inside.wav

7494 KB

18.01.2013

fmb_bdg2/sound/music/shallot/sl_palms.wav

1630 KB

15.01.2013

fmb_bdg2/sound/pendulum/hit.wav

6 KB

01.01.1996

fmb_bdg2/sound/pendulum/swing.wav

13 KB

01.01.1996

fmb_bdg2/sound/vermis/death.wav

145 KB

08.12.2006

fmb_bdg2/sound/vermis/grab.wav

345 KB

08.12.2006

fmb_bdg2/sound/vermis/grabbed.wav

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08.12.2006

fmb_bdg2/sound/vermis/grndhit.wav

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08.12.2006

fmb_bdg2/sound/vermis/pop.wav

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08.12.2006

fmb_bdg2/sound/vermis/sight.wav

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08.12.2006

fmb_bdg2/sound/vermis/sight2.wav

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08.12.2006

fmb_bdg2/sound/vermis/splash1.wav

30 KB

08.12.2006

fmb_bdg2/sound/vermis/splash2.wav

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08.12.2006

fmb_bdg2/sound/vermis/splash3.wav

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fmb_bdg2/sound/vermis/spore.wav

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fmb_bdg2/sound/voreling/bite.wav

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fmb_bdg2/sound/wall/longexpl2.wav

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fmb_bdg2/sound/wall/platebreak.wav

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30.07.1999

fmb_bdg2.zip

For My Babies - Bin Dunne Gorne 2
A sprawling, underground castle clad in Daikatana E3 textures, with interesting progression, difficult secrets, new monsters, music, and a couple of other new features. Both a sequel and an update to This Onion.

Note: These maps require an engine port with increased limits.

Tags: underground, dkt, music, multiple endings, lava, castle, cave, hard, large, medieval, monsters, textures, limits

Editor's Rating: Excellent

User Rating: 4.6/5 with 47 ratings

You can NOT add ratings if you are not logged in.

jdstoner Registered, rated this a 5 24 March 2013, 18:48

sweet map! lavamen, dead ogres coming back to life. earthquakes, the floor falling apart. and i love the music on off switch

Spirit★ Registered, rated this a 5 24 March 2013, 22:00

When the music was calm, the atmosphere was amazing. Great episode!

Mike Taylor Guest 26 March 2013, 3:03

This pack is absolutely sensational. Deserves to stand alongside classics like Insomnia, Day of the Lords, Adamantine Cruelty and Once Upon An Atrocity.

But ...

WARNING: SPOILERS.

I can't find the fourth rune. I have the one in the secret room by the base of the first tower that you ascent -- the room that you drop into from above. I have the one that you first see through bars and later get by flooding the underground tunnel and swimming up under it. And I have the one that sits on a shelf above the inside of the big door from the main courtyard, which you get by teleporting from a secret location behind the face on the stairs. But I don't believe I have even SEEN the fourth one.

Can anyone help?

Little Helper Guest 26 March 2013, 11:02

Look by the large Imp statue that overlooks the first map area

Mike Taylor Guest 27 March 2013, 1:18

Nope, couldn't such a statue. The only ones I see in That Shallot are the two really big ones (the Guardians) and the one in the hallway where the zombies and the grenade launcher are. I did complete the level by trick-jumping across to the second tower, grabbing the pentagram and waltzing through the Guardians' firestorm. But it was unsatisfying.

Could you please spell out in more detail where that other rune is?

Many thanks!

Little Helper Guest 27 March 2013, 7:07

Face the gold key door, turn 180 degrees, keep walking forwards towards the big cave where all the lava is, you will 'fall' onto a giant imp. This is the satue that you saw in map1 where you killed the vermis and walked into the tunnel to get to map2. Fall off the imp onto the broken bridge, voila!. When you get the fourth rune, whichever order you get them in, there is a small cut-scene.

Mike Taylor Guest 27 March 2013, 15:24

Thanks, that sounds very clear -- I'll try it tonight. (I misinterpreted "first map area" as meaning "first area in this map" rather than "area from the first map".)

Little Helper Guest 27 March 2013, 18:08

Make sure that you play on Hard just to get the final exit reward!!

ele-h-mic Guest 2 April 2013, 3:05

Hi Mike,
your maps always have a nice taste for setting the mood very well with music, atmosphere, so I'll play asap !

Dancing Zombie Guest 12 April 2013, 20:37

Oh, sad for me. Looks like a great map but will not run under quakespasm or rmq engines on Linux. Could not spawn server start_____.bsp

the Big Core Guest 9 June 2013, 22:14

Dancing Zombie, the map works fine in Quakespasm, so I'm not sure what you're talking about.

MikeTaylor Registered, rated this a 5 18 December 2013, 13:58

Perhaps the best release ever. Any one of these maps alone would be sensational. The three together just rewrite the rulebook. I see this is currently scored 4.6/5 with 11 ratings, which suggests four people scored it less than 5/5. I find that unfathomable. Absolutely magnificent.

Icantthinkofanickname★ Registered 18 December 2013, 14:19

De gustibus non est disputandum, MikeTaylor.

1path0gen1 Guest 28 February 2014, 23:30

what a nice little episode! the atmosphere is excellent, visuals are great, architecture is epic, exploration is rewarding. monster placement is boring at times, but ok for the most part. not sure if mandatory secret hunting is a good idea, at least the rune secrets are not way too difficult and merely require a bit of attention.

insta-death trap in the beginning of the second map looks completely unnecessary though, also the bridge under the swinging blades seems to be permanently drawn back after a couple of seconds (why on earth???).

overall, the first map is probably the best, the third one is just slightly less consistent, and the second is the weakest of the pack.

zaphodwurst Registered 6 February 2016, 18:08

I'm using Quakespasm and I can't figure out how to load the first map. I started with the -game command though.

. Guest 6 February 2016, 18:51

read the readme.

Gravedigger Registered, rated this a 5 18 August 2016, 18:25

What an experience!
5/5

Lane Powell Registered, rated this a 4 2 January 2017, 5:15

Great architecture, obviously. Daikatana E3 is not my favorite medieval texture set, but I won't fault the maps for it. I will fault them for repetitive and at times boring monster composition and placement: there are just too many fights consisting of just one enemy type at a time. Variety goes a long way to making large maps not feel like a grind, though granted the scenery in these has enough variety to mitigate this.

There are at least two ways to break progression in the first map through the kind of clever jumping you would use to reach secrets, one of which is near the very start and makes the level impossible to finish.

Lucius Registered, rated this a 5 4 February 2017, 18:08

What a great episode!
One of the best custom Quake maps I ever played.
The new music tracks play extremely well with the ambience.
Architecture is outstanding. With every map you dive in deeper.

This is a MUST play!

Thank you very much Mike for your onions, garlics and shallots :)
Hopefully one day we will see new vegetables from you.

Stanley Registered, rated this a 5 6 February 2017, 17:28

Thanks for pointing this out.
The texture set, the interactive music, the custom monsters, the amazing architecture. It all plays together really well.

I enjoyed this map pack a lot! All thumbs up.

MIke Woodham Guest 21 April 2017, 18:47

For Lane Powell: how did you break the progression in the first map? I have used two early short cuts (that I know of) and can still finish the map. The lack of additional weapons makes it difficult but achievable on easy - I haven't tried on hard where I suspect lack of ammo and a multitude of enemies could make it impossible.

Lane Powell Registered, rated this a 4 21 April 2017, 21:00

@Mike Woodham (spoilers for everyone else, obviously):

It's the lava pit near the beginning, where the (iirc) yellow armor secret is. IIRC the intended progression is to ascend a staircase, and eventually find a button that opens a big door, and there is a side path past the door that leads down to the lava, where you can look up and shoot a button that reveals the armor.

The problem is, it's actually possible to jump down from above the lava into the opening just above its surface, even though the opening isn't particularly big. It's tricky, but it's possible. The problem is if you haven't unlocked the big door you can't backtrack to the previous part of the level, from what I can tell. Is that one of your early shortcuts?

I don't remember the other way, sorry. I somehow managed to break the spawning triggers for the arena combat, but I can't recall what I did to mess things up. If I get a chance I might take another look at it. I kind of like breaking maps honestly....

Mike Woodham Guest 22 April 2017, 19:48

Lane,

Thanks for the update. That was one of the shortcuts that you can resolve (there is an earlier one if you have found the RL secret). However, it is made difficult becaue you may not have picked up enough ammo or better weapons - but you can do it i.e you can finish the level.

For the arena battle, it is possible to slope-jump and bypass the proper arena battle and silver key door. I was not aware of this until I saw a demo and by then I had released the map. (I never learned all the 'trick' stuff in Quake) However, although the arena battle does not work as intended - the monster jumps are not activated - you could still drop into the arena and pick off the monsters crowding on the bridge above, get the silver key anyway, and go on to completet the level as normal.

The monsters are triggered only when you attempt to get the silver key so if you don'r drop into the arena, you cannot finish the map with a cheat-mode of some kind because you cannot cross the unextended bridge.

That was the last of my mapping days and I even have now lost the original map files so cannot 'correct' any flaws anyway. But thanks for the feedback; I just was curious (and pleased that the map was still being played).

MikeTaylor Registered, rated this a 5 23 April 2017, 10:28

Mike, if this was the end of your mapping days, you certainly went out with a bang! You have my gratitude for what you contributed to this community, and my best wishes for whatever it is that you're doing instead these days!

Lane Powell Registered, rated this a 4 26 April 2017, 8:25

Hear, hear!

Atzuras Guest 3 May 2017, 1:52

This is the kind of pack that makes you re-rate all your previous 5 to a 4, and all your current 4 to a "Below Minimums".
I claimed on "this onion" (original entry) the many ways I found to cut the map and still saying it's wonderful. "This Garlic" has twice that ways and many lead not to a dead end but to a dead player, and I was so mad to finish that map that I failed half of the secrets or so, and still is a great map that makes me proud to keep playing this game.
But "this Shallot" simply excels all of them, the perfect balance of exploration, tight corridors and open halls, indoor and outdoor fighting, intensity and cold determination, and so low on ammo and life all the game that I really felt like I was fighting to death on every stage of the road, because in fact I was. The rune hunting was pretty interesting, and quite fair since they are not the only way to finish the level. (Unless you are such kind of crazy person that wants to play fireball with a football team of shamblers and drolles just for fun, in such case you really need that white, long-sleeved shirt) .
So in short, a masterpiece worth every minute of every replay.

From now on, when facing onions, garlics and shallots “I will not say: do not weep; for not all tears are an evil.”

Vasya shkolnik Guest 8 January 2018, 16:34

Nice episode. Like for very rare feature - levels are really parts of one world, not a separated pieces. From each level we can see next levels.
But there are some passing errors. Somewhere I can use simple direct untricky jump and go to the place, where I must be later, but cant go back, becourse some famous doors are still closed. And from 1st level I can go to the rocky beach and go directly to the 3rd level, but after level changing I will be on 2nd.
About last rune - it is in the secret. So unsecret passing is to get pentagramm and go through crossfire?

fmb fan Guest 14 March 2018, 19:53

Which runes have you found - we can then tell you which ones you are missing.

You can't get to the rocky beach in map one without by-passing the vermis kill, unless you use a 'soft-cheat' of some kind. I don't think that was accounted for.

death112 Registered, rated this a 2 16 March 2018, 4:15

Map01 seemed okay, but the other 2? No way.
Has this even been playtested for NM difficulty?
You loose all your guns from the previous level and how are you supposed to kill Deathknight after Deathknight?

Anyways, I'll talk about Map01. Visually it is very appealing. The bigger cave area, which appears to be the connector to everything, is very cool. There is also enough ammo around and ofcourse tons of secrets.

But there's just so many problems with it. You get the Grenade Launcher pretty early, which enables you to sequence break the entire thing pretty much. You won't have enough ammo to defeat the map boss though.
Played normally I was missing the Nailgun. There was ammo for it everywhere but not the gun. You get a Super Nailgun a bit later.
There is some kind of arena encounter, but the enemies can't get to you. They are stuck on that upper platform and start infighting pretty soon. Was the idea that they should jump down?
So you continue on and get to the boss. I guess the idea is to just back away and kill it from a distance, because theres no way to dodge around it. Or if you were lucky you found the Pent Powerup and can do some close range damaging until it runs out.

Gioyo3aa Registered, rated this a 5 23 April 2019, 14:38

Cool, I didn't expect a warp zone to bypass the second map ... but in the end I wouldn't want to skip it. I found a shortcut as well in map 2 that let me exit the map pretty early (with 37/85 kills), but I just went back for more exploration. This was great anyway, I was able to take completely different paths from the first time I played it.

Just completed this again in Nightmare and it gave me a run for my money. I'm now exploring the last map to find the missing secret and I suspect possibly whole secret areas. Without reading Tronyn's review I would not have noticed that the last map was visible from the first map (too busy trying to survive!). That was a great idea.

Fans of this ought to try "Something Wicked This Way Comes".

Jugador Registered, rated this a 5 6 January 2020, 14:42

Nice fourth-wall breaking with the music switches. I missed one rune but was able to finish the level without cheats (!). Awesome pack. The last level has about everything in the right dose, including some creative, intricate progression that manages to feel different from most maps without being annoying.

Gioyo3aa Registered, rated this a 5 23 November 2020, 14:20

I'm replaying this yet again with secret hunting in mind, but unfortunately I've discovered the same shortcut as Lane Powell and have now locked myself out of the first part of the map (behind a door that needs two buttons to be opened, close to the gold key). As a result, I can still finish the map (I've already cleared the last room and every visible enemy in what I can still access), but I find myself taking completely different (and sometimes backwards) routes, including those that lead to secrets. I'll have to replay this again because I probably won't be able to complete more than 7/12, so let this be a warning to other secret hunters. Speedrunners could have fun with these numerous shortcuts (and probably already have), I've found a few and there are probably many others.

On a side note, I noted that some angles in the first map allow the player to get rid of even the toughest enemies without any reaction from them (I'm not saying which ones to avoid spoilers, those who've played the map will be able to guess).

I can't get enough of this episode. Would be great to see an extension (map jam or otherwise), although it's hard to imagine how to top the final level or how to keep going from there.

Gioyo3aa Registered, rated this a 5 23 November 2020, 18:02

fmb fan: (spoiler)

... Vasya shkolnik is right, if you find the RL secret Mike Woodham alludes to, you can bypass the gold key door and then access another secret which will enable you to swim in lava to the rocky beach, allowing you to exit the map without fighting the Vermis.

James G. Guest 8 December 2020, 6:55

(I) Thanks very much, Maestro Mike for the Episode!(I)
Would a Q-professional, please, do a 100% run of the entire episode and upload it on YT
Please, help me to find all the clever and crafty secrets.
Map 01:
* At the bottom of the first stairwell there is a Yellow Armour in a niche. I shoot the Red Cross button beneath to extend the small platform from the niche, but the Armour stays in and out of reach!
* There's a grating on the floor of one of the rooms. The secret room is beneath the grates. How do I get there?

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