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On Fri, 14 Dec 2007 23:34:49 -0500, Kyle <hob### [at] gatenet> wrote:
>On Fri, 14 Dec 2007 19:08:42 -0800, Darren New <dne### [at] sanrrcom> wrote:
>
>>Kyle wrote:
>>> On Thu, 13 Dec 2007 18:24:49 -0800, Darren New <dne### [at] sanrrcom> wrote:
>>>
>>>> Actually, there's one puzzle in Exile with five settings that correspond
>>>> to five buttons. No real reliable way of figuring out which goes with
>>>> which.
>>>
>>> Are you referring to the puzzle with rings of reverberating sound waves that block
the sphere? If
>>> so, there is a logical solution. I'll tell you if you want to know.
>>
>>I know the logic. Guessing which way the tracks go at an intersection
>>wasn't easy, is all.
>
>Yeah, that's true. Once you go under the center section, it's like "Hmm, it kinda
looks like this
>way, but it could be that way. Hmm..." I guess I was lucky to pick the right
direction at that
>juncture.
>
>>> There have been a few times that I've passed walkways because they were hidden in
the surroundings,
>>> only to find them later during frustrated run-arounds.
>>
>>Yep. This time, I got to the end of the step stones, and thought "geez,
>>a dozen clicks, and you come to a dead end? Wait a minute..."
>>
>>I *did* manage, in the nature age of Exile, to go across the bridge,
>>make the bridge impossible to cross back, not emplace the other bridge,
>>and get back to the pre-bridge side somehow. I had to restart the age to
>>get around that one. I think it was a design bug.
>
>Since I'm replaying it, that's where I'm at now. It's a visually confusing area, and
the puzzles
>are not so logical. I think I may have stoped here when I quit playing it before,
but I don't
>recall for sure.
... and now I'm stuck ...
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