Sorry for the question but I get a bit nerdy about this kind of thing. The ending of Ascension and the intro of Inquisitor 3D always made me assume that the order was Ascension -> Inq2 -> Inq1 -> Inq3D. Does this mean that the real order is something more like Inq1 -> Inq2 -> Ascension -> Inq4 -> Inq3D?
The Inquisitor IV (UZDoom/GZDoom)
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: The Inquisitor IV (UZDoom/GZDoom)
Re: The Inquisitor IV (UZDoom/GZDoom)
Yes, you've correctly specified the order of events in these mods. You just need to add Inq4. The final order will be: Ascension -> Inq4 -> Inq2 -> Inq1 -> Inq3Dbrick wrote: ↑Wed Mar 04, 2026 11:41 pmSorry for the question but I get a bit nerdy about this kind of thing. The ending of Ascension and the intro of Inquisitor 3D always made me assume that the order was Ascension -> Inq2 -> Inq1 -> Inq3D. Does this mean that the real order is something more like Inq1 -> Inq2 -> Ascension -> Inq4 -> Inq3D?
Re: The Inquisitor IV (UZDoom/GZDoom)
Well great game so far again ShadT. Also really like the series. I made it to the wilderness but now end of game for me. Think I have to start and change some of my decisions made.
Ash
Spoiler:But ShadT no worries just great gameplay again. Think when I start over I might find some things I missed before.
Ash
Re: The Inquisitor IV (UZDoom/GZDoom)
Version 1.2 update has been released.
Fixes:
- Access to the final weapons on map 14 has been simplified — weapons can now be claimed at any time, provided the player's stats allow it.
- The guard's script on map 05 has been corrected.
- The closing gate on map 15 has been moved slightly further from the entrance.
- The "torture room" walkthrough on map 16 has been modified.
- The music track on map 12 has been expanded.
- The music on map 06 has been replaced.
- Adjusted missing textures in various places and minor edits to some maps.
- The decorate code for the burning torches has been slightly modified.
The link in the first post of the topic has been updated.
Fixes:
- Access to the final weapons on map 14 has been simplified — weapons can now be claimed at any time, provided the player's stats allow it.
- The guard's script on map 05 has been corrected.
- The closing gate on map 15 has been moved slightly further from the entrance.
- The "torture room" walkthrough on map 16 has been modified.
- The music track on map 12 has been expanded.
- The music on map 06 has been replaced.
- Adjusted missing textures in various places and minor edits to some maps.
- The decorate code for the burning torches has been slightly modified.
The link in the first post of the topic has been updated.
-
DrakolfGrimm
- Posts: 1
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Re: The Inquisitor IV (UZDoom/GZDoom)
I'm having an issue with the puzzle in Rangar's Palace, in the puzzle room after acquiring the Mind Stone in the English version.
The puzzle requires me to play with the following options:
Where Tulips Blaze Beneath - Purest Light
Where Sunlit Streams Dance With - The Mountain Trail
Where Dragons Roam - The Sky
As presented, the logical progression should be to match Tulips with Purest Light, Sunlit Streams with Mountain Trail, and Dragons with Sky. Or alternatively swapping Light with Trail as the answers, but neither of these options solve the puzzle. I suspect what I'm dealing with is a localization or translation issue, possibly a full sentence like 'Where Tulips Blaze beneath Purest Light' being the intended 'question', with the answer flat out missing, making the puzzle unsolvable outside of brute forcing.
If this is a translation issue, having the solution easily findable could help others dealing with the same issue. As of right now, I'm brute-forcing this.
The puzzle requires me to play with the following options:
Where Tulips Blaze Beneath - Purest Light
Where Sunlit Streams Dance With - The Mountain Trail
Where Dragons Roam - The Sky
As presented, the logical progression should be to match Tulips with Purest Light, Sunlit Streams with Mountain Trail, and Dragons with Sky. Or alternatively swapping Light with Trail as the answers, but neither of these options solve the puzzle. I suspect what I'm dealing with is a localization or translation issue, possibly a full sentence like 'Where Tulips Blaze beneath Purest Light' being the intended 'question', with the answer flat out missing, making the puzzle unsolvable outside of brute forcing.
If this is a translation issue, having the solution easily findable could help others dealing with the same issue. As of right now, I'm brute-forcing this.
Re: The Inquisitor IV (UZDoom/GZDoom)
What IWAD does The Inquisitor IV use? I ask because you did not specify it in your original post.ShadT wrote: ↑Sun Feb 22, 2026 4:55 am Greetings everyone!
Allow me to present "The Inquisitor IV" - my latest UZDoom/GZDoom total conversion project. It's been a long time in the making, with individual maps created between 2020 and 2026. It wasn't until February 2024 that I finally settled on the project's concept and began to shape it, completing the missing maps.
Brief Introduction
"The Inquisitor IV" is a prequel to "The Inquisitor 3D" and a sequel to "Ascension". The game takes place after the events of "Ascension", but long before the story unfolding in "The Inquisitor 3D." Thus, all three TCs are interconnected, forming a pentalogy with the previous installments (“The Inquisitor” (2012) and “The Inquisitor II”). Once again, you play as a nameless hero, finding yourself in an unfamiliar place at an unfamiliar time. You have a long journey ahead, but you'll find out what it has in store for you only by playing the game
Knowing the plot of the previous installments is not mandatory to enjoy the game, but players familiar with the preceding entries will notice direct references to previous events (or those unfolding in the future) of the other two installments.
- Muleke_Trairao
- Posts: 37
- Joined: Fri Jan 10, 2020 7:55 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Brazil
Re: The Inquisitor IV (UZDoom/GZDoom)
Thanks for clarifying.
Re: The Inquisitor IV (UZDoom/GZDoom)
Perhaps the meaning shifted a bit during localization. Consider that dragons aren't just found in the sky. Where might they live?DrakolfGrimm wrote: ↑Fri Jun 26, 2026 11:24 pm I'm having an issue with the puzzle in Rangar's Palace, in the puzzle room after acquiring the Mind Stone in the English version.
If this is a translation issue, having the solution easily findable could help others dealing with the same issue. As of right now, I'm brute-forcing this.
Spoiler:
- Muleke_Trairao
- Posts: 37
- Joined: Fri Jan 10, 2020 7:55 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Brazil
Re: The Inquisitor IV (UZDoom/GZDoom)
Had an unintended cheaty experience with the Holy Cross quest. I would like to share it here, and maybe there's something that can be done about it.
In GZDoom/UZDoom, there is this bug that randomly renders linedefs on the automap, even before you see them, which can give away secret areas. I was actually able to find the Holy Cross because of it. I found this thread that kinda explains the bug: https://www.doomworld.com/forum/topic/1 ... tomap-bug/
In the mod's MAP09, some linedefs of the first secret area you need to find were visible, so I knew which wall to press. I tried replicating this automap bug, but I could only get it to work sometimes. It's really random.
Since this seems to be a source port issue, maybe you could set those linedefs as invisible in a DOOM map editor, so that they don't render on the automap, no matter what. Just a suggestion.
Please let me know your thoughts on the matter.
Thank you!
In GZDoom/UZDoom, there is this bug that randomly renders linedefs on the automap, even before you see them, which can give away secret areas. I was actually able to find the Holy Cross because of it. I found this thread that kinda explains the bug: https://www.doomworld.com/forum/topic/1 ... tomap-bug/
In the mod's MAP09, some linedefs of the first secret area you need to find were visible, so I knew which wall to press. I tried replicating this automap bug, but I could only get it to work sometimes. It's really random.
Since this seems to be a source port issue, maybe you could set those linedefs as invisible in a DOOM map editor, so that they don't render on the automap, no matter what. Just a suggestion.
Please let me know your thoughts on the matter.
Thank you!
- Muleke_Trairao
- Posts: 37
- Joined: Fri Jan 10, 2020 7:55 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Brazil
Re: The Inquisitor IV (UZDoom/GZDoom)
Hmm, about the Heavy Crossbow:
1) It took me a while to figure out that, even if you have the required Dexterity, the weapon goes to your inventory after you buy it. You have to select it in your inventory and use it, just like any other item. Only then will the weapon show up on your screen. Why not just equip the weapon in the player's hands after buying it? Am I missing something? I've read the in-game pop-up messages and also the manual.
2) The weapon's sprite has two missing/transparent pixels, even mid animation. Is this intended? Here is a screenshot:

1) It took me a while to figure out that, even if you have the required Dexterity, the weapon goes to your inventory after you buy it. You have to select it in your inventory and use it, just like any other item. Only then will the weapon show up on your screen. Why not just equip the weapon in the player's hands after buying it? Am I missing something? I've read the in-game pop-up messages and also the manual.
2) The weapon's sprite has two missing/transparent pixels, even mid animation. Is this intended? Here is a screenshot:

Re: The Inquisitor IV (UZDoom/GZDoom)
Thanks for the information; I wasn't aware of that bug. I'm not sure yet whether it's worth hiding all the lines, as that could make the quest much more difficult for players.Muleke_Trairao wrote: ↑Sun Jul 05, 2026 9:42 am Had an unintended cheaty experience with the Holy Cross quest.
Regarding the crossbow purchase, you're probably right; it should be given to players right away. The original code was designed to cover all possible scenarios, such as a player finding a crossbow but unable to use it due to low dexterity. During the mod's development, it turned out that the crossbow can only be purchased, not found, so this precaution turned out to be somewhat unnecessary.
However, I would wait a while before making another micro-update.
- Muleke_Trairao
- Posts: 37
- Joined: Fri Jan 10, 2020 7:55 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Brazil
Re: The Inquisitor IV (UZDoom/GZDoom)
Thank you for the reply! I'm 15 hours in and having a ton of fun!
- Muleke_Trairao
- Posts: 37
- Joined: Fri Jan 10, 2020 7:55 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Brazil
Re: The Inquisitor IV (UZDoom/GZDoom)
The download link in the post is outdated and leads to a file that doesn't exist anymore. Maybe you could link the Files page, so you wouldn't have to update the download link every time 
Here: https://www.moddb.com/mods/the-inquisitor-iv/downloads
Here: https://www.moddb.com/mods/the-inquisitor-iv/downloads
Re: The Inquisitor IV (UZDoom/GZDoom)
Thanks for noticing! I've corrected the link in the first post in this thread.Muleke_Trairao wrote: ↑Thu Jul 09, 2026 1:54 pm The download link in the post is outdated and leads to a file that doesn't exist anymore. Maybe you could link the Files page, so you wouldn't have to update the download link every time
Here: https://www.moddb.com/mods/the-inquisitor-iv/downloads