While giving players the nostalgia they've been craving, the developer however revealed that not all of the FMV cutscenes have been restored, as some CGI models could not be replaced due to the change of the game's plot. Hey friends! Get it now! Introduced in the s, Full Motion Video scenes in video games were widespread, creating its unique genre.
The technique was used as a form of video game narration and used pre-recorded video files to present the game's action instead of the typical sprites, vectors, or 3D models seen in the norm. Despite its age, the unfading genre has recently resurfaced, as some studios are trying to recapture 90's nostalgia with titles that feature FMV elements. When the Bahro does appear, the ice beneath the symbol will crack.
If you then grab the slate and walk on top of the crack, the ice will break and you'll be able to move on. You'll find yourself near a ladder. You can't climb up without dropping the slate, so do so, ascend, then mark down the symbol on some scratch paper. Also mark down the symbol that appears within the slate shape on the wall; this is a power symbol that will command the Bahro to perform an action for you later on. Warp back to the first pedestal with the mark on the pedestal here, retrieve the slate, then draw the pedestal's symbol on the slate and drop it on the ground.
When the Bahro reappears, it will take the slate and let you warp back to the pedestal you just came from via the first pedestal in the bubble. The prison area of Tahjira has been built up by the prisoners that used to dwell there, with a large set of steam-powered heat pipes. Unfortunately there's not any steam pumping through them at the moment, since there isn't any heat coming up from the ground to melt the ice.
Not to worry, though; the Bahro will take care of that. A bit of exploration here will reveal a few points of interest. First up are the steam huts; six or seven small structures scattered around the area with wooden switches on them. These are binary, on-off switches; flipping them now will send a gust of steam out of the top of the huts, but won't do anything of lasting value.
The main structure here also has something of a diagram on it, with a rectangular drawing of pipes. If you walk around this structure, towards where all the pipe are running, you'll find the pipe diagram in the flesh, as it were.
The pipes here are buried in a small lake. If you follow the pipes out of the ground to the point where the three smaller pipes converge, you should find some manipulable dials on the pedestal beneath them; these control the flow of the steam through the pipes in the lake itself. You'll have to move these around a bit when you find out how to create the steam. The pipes around the village carry the steam to the lake, but not before they meet up at the pipe junctions. The controls on the pipe junction determine where the steam goes after it's in the pipes underneath the lake.
Alrighty then. You don't need to reproduce the symbol exactly, but you do need to get pretty close to it to let the Bahro interpret it correctly. If you trace the symbol on your slate, drop it on the ground, then walk two steps away from it, you should be able to turn around and watch the Bahro read the symbol; if it understands what you want, it'll start gesticulating towards the sky, your screen will flash, and voila, steam will start to issue forth.
Note that after you correctly call for steam, the slate will reappear in the position where you dropped it. If you wait too long to pick it up, a Bahro will appear and return it to the first pedestal in this age, forcing you to warp back home and pick it up again before you can attempt the puzzle again.
So be sure to pick it up as soon as first Bahro disappears, because the steam won't last forever. If you have the slate in your hands when the steam stops coming, then you'll be able to instantly re-draw it after the first correct interpretation, the symbol will be saved on the slate, so this entails just one click of the mouse and drop it again for more steam.
There may be more than one way to make a path across the lake, but this one definitely works. Anyway, the first order of business is to ensure that all of the steam huts in the prison area are switched on and are funneling steam towards the lake.
To do that, first call for the steam from the Bahro by dropping the slate, then walk to each hut and make sure that they're switched so that steam is coming up from the top of them; you should also be able to see a bit of steam coming out of the large pipes attached to them.
When all of the structures are bellowing forth steam, it's time to head to the junction pipes and manipulate the energy so that the lake is passable. The pipes in the lake have a bunch of holes in their tops, and on top of the holes, there are small walkways. In order to get past the lake, you need to route the steam through the pipes in such a manner that the walkways pop up in a pattern over which you can actually walk; incorrect routing of the steam will lead to a set of dead ends.
To route the steam, you'll need to use the three switches on each of the pipe junctions, near where the pipes stick into the lake. We'll be honest and say that this phase of the puzzle is mostly just guesswork; we took a brute-force approach and turned one switch at a time, checking the lake after each turn, until we got the resolution that we wanted.
The pipe diagram in the structure nearby doesn't help all that much, although it does tell you that the blue switches control the right half of the pipes, while the red switches control the left. Anyway, in case you can't look at our snazzy screenshot, the leftmost blue switch needs to point to the right, the middle blue switch points to the left, and the rightmost blue switch points to the left. The leftmost red switch points to the left, the middle red switch points to the right, and the rightmost red switch points to the left.
If you flip the switches in this particular pattern, a path should open up for you across the lake, allowing you to talk to Escher again. What a reward! If you can get across the lake, then you're almost done with the entire age of Tahgira.
It's a short one! All that remains now is getting to the Keep, the central portal where the Tablet is held. Unfortunately, when you approach it, the keep floats away from you, preventing you from actually reaching it. Whatever shall we do? This is the symbol that finally worked for us, but the game will likely reject any imperfect efforts.
Well, if you look across the chasm that blocks you from accessing the Keep, you should be able to get a shot of the symbol on the keep's stand.
What you have to do here is trace the symbol onto your slate, drop it, let the Bahro transport the slate to the Keep, then return to the first pedestal in the Age and warp from there to the Keep. Unfortunately, the symbol required for this particular warp is extremely sensitive, and you'll need to have it correct both in terms of size and proportion.
You can expect to go through a bunch of failed drawings before you get the right size and shape for your drawing. We really recommend that you take a close look at our screenshot for this symbol, and maybe even print it out, as it truly is a lot more sensitive than most of the other symbols you'll be working with in the game. When you've accessed the Keep in Tahjira, you'll be able to return to Descent and move on.
From the rest area, move back down the hallway for another meeting with Escher. He'll point you towards a door near him, and tell you that your journey will begin when you pass through. Before you start figuring out how to open it, though, head into the empty hallway nearby to find the fourth Yeesha journal.
When you're ready to move on, flip the switch near the door to open it. The other door here doesn't open just yet. The hall leads to what Escher refers to as the Great Shaft. There isn't much to see here, but if you find the lever near the raised platform behind where Escher appears, you'll be able to call the elevator. Riding it downwards will lead to another section of the Shaft, where you'll find another rest area, with the fifth of Yeesha's journals in it.
Nearby the next elevator heading down, you can find the sixth journal, but for now, you should avoid taking the elevator any further. Instead, return to the book inside and head through to the age of Todelmer. Todelmer is something of a space age, with a large planet dominating the horizon. The first place you'll find yourself is on a large pillar, which is the central hub of a huge telescope array.
If you look around a bit, you'll find a couple of things of interest. The first is a large red room with four screens and some kind of timing array in the middle; this room is currently unpowered, so there isn't much you can do with the machinery here. Outside this area, you'll find a path that's been blocked by fallen rocks and the sheared cable of one of the four individual telescopes on a nearby pillar. Guess you'll need to find some way to move the cable before you can proceed up, huh?
As far as moving the cable goes, well, there's only one telescope interface that's not working. If anything's connected to the busted cable, it's probably that one, eh? The large table of symbols in the middle of the red room doesn't mean anything. You'll see some of the symbols here again in the future, but they aren't matched up correctly on the table, so you can ignore it completely. First, walk along the narrow paths around the edge of the red room until you find the power controls.
The left lever should be pointing straight out towards you, while the right lever should point to the right. If you've activated them correctly, the lights in the room should come on, and the small border around the blue window above the power switches should begin to rotate.
When it has, you'll know that you're on the right track, and that the room has been powered up. Now what you need to do is clear the cable from the path by manipulating the telescope array. As mentioned, one of the four telescope arrays is apparently broken, and shows only static where a starfield should be appearing. You don't need to bother with the symbols in this room, really; a bit of elementary futzing-about should let you stumble across the correct solution.
There are only two sliders that you can manipulate here, one vertical and one horizontal, along with a flashing green switch that will move the cables when you press it. There are numerous symbols that pop up when you move the sliders, but they're unimportant; all you need to do here is jam the vertical slider all the way to the top, and move the horizontal slider all the way to the left, then hit the button, and you should be able to bypass the cables and walk up the steps.
The top of the pillar has a few features which you can interact with. Note the appearance of a spyglass near the top of the steps; if you position yourself correctly you should be able to look through the telescope, which has a good amount of zoom on it. Also on the top of the pillar, there's a small room you can enter, which shows a diagram explaining how the full telescope array is positioned.
Well, you need to find some way to proceed from this first pillar, although it seems like something of a dead end. Your basic task here is to find a slate symbol with the spyglass. Unfortunately, the spyglass can't see the symbol at the moment, since the telescope array is blocking its line of sight. You can, however, look through the spyglass and mark down the three symbols, which make up a set of coordinates, that appear on the side of one of the far pillars; these will be important a bit later on.
So, in order to move on from here, you'll need to find some way to move the telescope array so that your spyglass has an unobstructed field of vision. If you need a hint, then keep in mind that moving the array has nothing to do with the red room down below; all the tools you need are up here on the summit, although they may be a bit obscure at first.
After you've marked the coordinates on the far pillar down on some scratch paper, head into the small room with the array map. The map itself is a bit of a red herring, apparently, as there's no real way to use the information on it in any useful away. Instead, when you're inside the room, close the door behind you; when you've done so, you should see a button on the wall. Clicking it will reveal a set of secret steps near the map. When they've descended fully, you can proceed down.
You'll come out near a small set of levers overlooking a dangerous-looking precipice. These levers can, indeed, move a large pulley on the upper portion of the pillar around. You need to manipulate them so that the lower gears turn once; this should entail leaving the top lever alone, and pulling the bottom lever down one time. When you see the gears turn once, you should be able to return to the top of the pillar, use the spyglass, and shift it almost completely to the left to find the second pedestal symbol through a gap in the larger pulley.
It's on top of a distant pillar with two small yellow lights on it; if you still can't see it, try zooming in a bit. If it's really not there, you may need to fiddle around with the levers back down below until you get the pulley to move in such a direction as to open up your line of sight.
This is the second symbol for the age, so mark it down on your slate and let the Bahro open up a new pedestal for your warping pleasure.
It resembles a small circle on the top of the slate with three lines extending beneath it, each of which end in circles. Your goal here is to, again, find another pedestal symbol. Unfortunately, you can't see it just yet; the telescope array is blocking you. You'll need to move it in order to open up your line of sight. You may be able to find something on the first pillar that will help you do so.
Hmm, you should've found a set of coordinates with the first spyglass; perhaps there's another set visible through the second spyglass as well? These coordinates look suspiciously similar to the circles and symbols on the machinery in the red room. After warping to the second pillar via the second symbol, you'll find that you only have one area of interest; another spyglass that will let you look back onto the first pillar.
The only aspect of the first pillar that's of any interest to you is another set of glowing coordinates ; mark them down as accurately as possible before warping back to the first pedestal. You should have two sets of coordinates now: one from the first spyglass on the first pillar, and one from the second spyglass on the second pillar, which you just came from.
They both have three symbols in them, with the first resembling a circle that's had a degree section of it cut out, a la Pacman. The second two symbols in each line of coordinates are the azimuth and altitude of the desired point the telescope will eventually be looking at.
It's important to realize here, though, that you're not really pointing the telescope at anything just yet; instead, you're simply attempting to move the machinery around so that you can see things a little better on the ground. With both sets of coordinates in hand, you can return to the red room and use the machinery there to lock on to the coordinates.
The first symbol in each pair of coordinates will tell you which machine to use; find the machine that matches the circle-symbol each machine has a different quadrant of the red circle cut out. It should be the two machines closest to the door leading into the red room. When you approach the machine, use the two sliders to move the symbol readouts around until you find the two that match the symbols in the coordinates, then press the green button to move the telescope array.
When you've moved both machines into the correct positions, move back to the pedestal and warp to the top of the second pillar. Using the spyglass again, you should be able to peek directly through the center of one of the nearby telescopes and find the third symbol, which will take you to the third pillar.
The third pillar features a door leading into some kind of control room, but the room is currently unpowered, and thus the door can't be opened.
There's also a set of steps near the pedestal here, at the bottom of which you can find another telescope. There might also be a cable car nearby, but it's probably just out of reach at the moment. Remember what Escher said about finding something above you, and commanding the Bahro to do it? Sounds like you'll probably need to find another command symbol that will let you accomplish that. To do so you'll probably need to get into that control room somehow.
That cable car is obviously part of the solution to this whole mess You need to take a ride on the cable car here as well as enter the control room, but not necessarily in that order.
If you look through the spyglass near the cable car, you should be able to follow the cable it's connected to and find out where the opposite end is. Does it look familiar? If not, then the gigantic pulley on the top of this pillar should ring a bell. Your first goal here is to move the cable car into a position where you can actually walk onto it and climb down.
If you warp back to the first pedestal, then climb all the way to the top of it and walk down the secret set of steps, you'll be at the other end of the cable car's path, where you flipped the levers way back when. Flip the uppermost lever so that it's pointing to the left, then keep flipping the bottom lever until the gears stop moving; this will move the cable car all the way towards the other end of the cable. If you then return to the third pillar and walk down the steps, you'll be able to climb onto the cable car and climb down into the basket.
There's a lever here that'll start the cable car, but first you need to power it up. To do so, walk up the nearby stairs until you find a power station. It'll do the same thing as the first station when it cranks up, so you'll know when you're good to go. If you continue up the steps, you'll spot another symbol on the wall of the dome, and will be able to open the door leading outside.
Write down the symbol, naturally, but don't use it yet. Now that the cable car is active, hop onto the car and ride it. It'll stop near the middle of the cable, and you'll be able to spot the third set of coordinates on the inside of the waystation. Mark them down, then continue on to the first pillar. As you may've guessed, you will eventually need to use the telescope array to peer into the heavens, so return to the red room. You'll need to use all of the information you've gathered thus far to figure out the symbol that will lead to the Keep.
Well, you have coordinates for the sole remaining telescope, in the back left of the red room. Maybe you should plug them in? You also have another symbol for your slate. Perhaps, just perhaps, they can be used together to find something out? This is a pretty simple section of the area, but can be frustrating if you miss on your first attempt. Save your game before activating the symbol, and be sure that the coordinates are entered correctly.
Alright, so you have a symbol that speeds up time; this will, coincidentally, shift around the star field that appears in each of the three working screens inside the red room. The key screen here is the one to the back left of the room, with the lower-left quadrant of its area cut away. This is what matches up with the coordinates on the cable car midpoint, so enter them in and hit the green button before using the time speed-up symbol.
The third and final set of coordinates. The second set of coordinates. The first set of coordinates. If you have the coordinates entered in correctly, then use the speed-up symbol, you should notice the rings around the planet in the screen moving rapidly, at least on the farthest magnification. What you need to do here is zoom the magnification in all the way using the small tabs in the upper-right corner of the screen , then wait for a cycle of time to pass by. You might actually need to use the time speed-up symbol a couple of times before what needs to happen actually occurs; if time slows back down just as one set of the rings lands under the scope when it's at highest magnification, the screen will flash, and the symbol for the Keep will suddenly appear.
Go you! If you happen to use the speed symbol too many times before you enter the correct coordinates, though, the rings can pass by the viewer, forcing you to use the speed symbol many, many times before they align properly again. It's best to reign your curiousity in, then, and only use the symbol when you're sure you have the correct coordinates in place. When you have the Keep symbol, use it, then return to the first pedestal in the age to warp out to it.
You'll need to climb down some steps to reach the Tablet, but when you do, you'll be able to hit the slate there to unlock the second of the four pedestals around the Keep, and end the Age. Halfway home! Your first trip to Noloben will reveal it to be a fairly placid place, with large, sandy beaches revolving around a plateau-like landmass that sticks up out of the water. You'll find yourself on one of these beaches initially, but will soon have to climb to the top of the plateau to discover what waits for you there.
To begin with, though, you'll need to explore the bottom level of the area to get a clue to the puzzle on top of the plateau. Maybe a constellation that's a reference to a previous adventure View screenshots. View artwork. View videos. Myst V not opening after latest Mojave update. Its the only Myst game I haven't played and I did open it before the update to check it out. Taghira bugs. I just finished the first age of the game, Taghira the snowy prison age , and oh boy I have no idea how I managed to succeed.
I watched a Youtube video after completion and realized that nothing went according to plan. Let me explain. Spoilers ahead, of course. In the cavern, at the start of the age, I saw the symbol on the floor and drew it on my slate. The Bahro creature picked it up, and suddenly, a new symbol appeared on the pedestal. I clicked on it, and was transported on the island.
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