Changes between Initial Version and Version 1 of Ticket #12601, comment 5


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Timestamp:
06/03/21 13:37:16 (3 years ago)
Author:
MusicallyInspired

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  • Ticket #12601, comment 5

    initial v1  
    22> Aren't there a couple of other puzzles in the game that also rely on sound cues? (Or can they be solved without? I've forgotten...)
    33
    4 There are a couple other areas in the game that deal with sound. In the Mechanical Age you can rotate the fortress to 4 different compass positions. There's a hologram interface in one of the brothers' rooms that simulate this function. When the fortress shows as facing a certain compass direction it chimes with a sound effect. This is meant to be a hint for the Selenitic Age in the underground tunnel/tram system maze. When you stop at each node it plays a sound effect for the direction you're suppose to go in. You can solve it by trial and error but it's easier if you write down the sound effects for the various compass directions in the Mechanical Age.
     4There are a couple other areas in the game that deal with sound. In the Mechanical Age you can rotate the fortress to 4 different compass positions. There's a hologram interface in one of the brothers' rooms that simulate this function. When the fortress shows as facing a certain compass direction it chimes with a unique sound effect. This is meant to be a hint for the Selenitic Age in the underground tunnel/tram system maze. When you stop at each node it plays a sound effect for the direction you're suppose to go in. You can solve it by trial and error but it's easier if you write down the sound effects for the various compass directions in the Mechanical Age.
    55
    66I'm not big on changing solutions in a game. One thing one might be able to do would be to add music notes (A-G) to the keyboard somehow (perhaps some for of OSD/subtitle?) each time you hit a note. And then do the same when you're selecting notes on the slider in the interface when solving the puzzle.