PDA

View Full Version : Teledahn... illogical?



Jesca22
11-19-2003, 06:18 PM
Okay.. I understand (from looking at a spoiler) that the jail cell solution is to put stuff on the first two floor buttons on both sides.

But I'm trying to figure out how anyone could figure that out. I've tried using the switches as a guide, but I just don't get it.

Can anyone help me?

Jesca22
11-19-2003, 06:18 PM
Okay.. I understand (from looking at a spoiler) that the jail cell solution is to put stuff on the first two floor buttons on both sides.

But I'm trying to figure out how anyone could figure that out. I've tried using the switches as a guide, but I just don't get it.

Can anyone help me?

maztec
11-19-2003, 06:22 PM
There's a document that shows the layout and the association of numbers to floor pads in one of the offices you should have visited earlier within the same realmset.

vesuvius23
11-19-2003, 06:28 PM
***Spoiler info***



It's not really illogical, but it does require a bit of research in another area of Teledahn to find more clues to this puzzle..

You had a good a good idea thinking that the panels in the other room had somthing to do with it, beacause they do.

For this puzzle, you must think "Myst". The order of the floor switches isn't necessarily the same one as the switches in the other room..

To know this, you must look for some info of somekind that hints you to this.. If you need more info (or the complete explanation), just write. I don't want to give you too much info in case you haven't been to all the places in Teledahn...

ABookwyrm
11-19-2003, 06:35 PM
Spoilers, though this is the forum for them, so everyone should expect them.

*

*

To solve this puzzle you need to look at the drawing on the deask in the chamber above the one where you get dropped by the bucket. The paper shows D'ni numerals next to each pressure plate, and you can figure out the correspondence between the D'ni numerals and our Arabic ones by looking in the journal in your Relto, which has its pages numbered in order.

Once you know which plate has which number assigned to it, you have to look at the switches. Call the leftmost switch number one and weigh down the plates corresponding to the switches which are up and yellow, switches 2, 4, 6, and 7. Which do indeed correspond to the two plates nearest each door.

I managed to solve this puzzle on my own, after much frustrated moving of weights. I spent quite a lot of time on this puzzle and got quite frustrated before I noticed the switches in the next room. And I spent some more time being aggravated by the puzzle after I tried weighing down the plates corresponding to the switches which were down and gray.

jhd002
11-19-2003, 07:19 PM
I found all the clues and spent countless hours moving rocks to push down the buttons that correspond to the "down" switches. I am having a hard time with the logic that wants you to depress the buttons that correspond to the "up" switches.
Anyway, I was tired of pushing rocks...not very condusive to trying solutions. I foudn this thread and set off to empty all my buttons and put a stone on 2,4,6 & 7, but nothing is happening? I guess I will try it a few more times noting that someone in another thread said it did not work the first time. Any other suggestions?

jhd002
11-19-2003, 07:28 PM
Lesson: Make sure all of the buttons are clear before starting. I figured I would check "walk over" all of the buttons before reseting the stones and found the "rib cage" bone had the very end of one of the ribs touching the edge of a button. The game was reading it depressed. Due to the lighting in the cell I couldn't see it until I actually walked over the button.

dgoerndt
12-08-2003, 12:43 PM
Possible Spoilers ahead......................



Going to the jail area and trying to figure out the numbering system without first finding the diagram is without a doubt extremely frustrating. Once solved, the doors open and you can prodede to open the outer door. By accident I found that you can change the code to open the inner doors, which I did, then proceded to the drawbridge. I quit the game shorty there after and when I went back to the jail the stones were on the original plates, but the doors were closed. I finally realized that I had change the code myself and had to reapply the stones to the correct (changed) plates.

atlantis9
12-08-2003, 01:27 PM
I'm glad that this thread appeared because I'm working on the same problem myself at the moment. I found the map showing how the pads are numbered. The first thing that I tried is to walk over all the pads from 1-7, but that didn't work. finally, after much exploration and studying the walls, I noticed that the switches in the next room totalled 7. Since all correlations may be significant, I tried walking over the numbers of the down buttons, then the numbers of the up buttons. Didn't work.

I did eventually try pushing stones on the pads corresponding to the up switches and the door opened, but OH NO! I didn't touch a jouney cloth in the new area before I left the game. Now I'm back in the room with the doors closed. I remembered that there is now a different pattern on the switch panel since I changed one when I was in that room. I added the new one by putting a stone on the new pad indicated by the new switch position. Didn't work.

My question - since I'm tired of pushing around virtual stones - do I just need to start over, to push all the stones off and then push them all on, or is there a different way to do it the second time around? Any spoiler will be welcome at this point. I thought maybe I missed something in the other rooms, but if I did, I'm content to find it later. I just want to move on.

atlantis9
12-08-2003, 01:47 PM
Re Teledahn being illogical - Much of the Myst Games is about observation, correlation, and association, in addition to logic. I think that it is the right brain involvement (association and pattern recognition) that makes the games as appealing as they are.

MysterExile_III
12-08-2003, 01:53 PM
I don't understand how you were supposed to know you had to press the "up" panels. i got it right, but I don't see why you were to figure out that was it. The draw bridge was also wierd where you had to jump at it, I didn't get that either.

*PIXIE STIX*, for kids who can't afford crack.

Leh'roi

atlantis9
12-08-2003, 03:20 PM
It seems to me that all of the Myst games required a lot of trial and error, as well as "wasting" a lot of time going back and forth to try something, go somewhere to see if it worked, try something else, etc. But maybe that just draws out the pleasure of the journey. We are all disappointed when it's over, so why hurry? It reminds me a lot of life, which is one reason I like it. The answers aren't always explicit, and the edges of challenges and solutions are not always clearly defined. There is much learning by trial and error, rather than just following directions. That is consistent with the name, "Myst."

atlantis9
12-08-2003, 06:20 PM
I went back to play with it while waiting for suggestions, and got it worked out. Then I got stuck there a third time. The second time I kicked all the stones off and started over with the new code. The third time, it didn't go quite as I expected, but the door opened, so I'm not sure if I have it exactly figured out or not. Anyway it worked.

Srikandi
12-08-2003, 09:31 PM
The "put an object on the pressure plate" thing is such an adventure game cliche -- I thought that puzzle was a little TOO obvious!

You're right, the pattern could correspond to "up" or "down" switches, but that's only two things to try. I figured that the "up" switch was "on" (based on the color, I guess), and clearly the "down" plate is "on" (based on the clicking noise), so I got it promptly.

atlantis9
12-09-2003, 12:17 PM
Srikandi - Sounds like your are one of those "experienced gamers" who can get through the game quickly. Most of it is new to me.

Elspet
12-09-2003, 08:55 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Srikandi:
You're right, the pattern could correspond to "up" or "down" switches, but that's only two things to try.<HR></BLOCKQUOTE>

Your logic was better than mine but this was the trick that did it for me. After trying the too obvious thing, of course. http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif

I was completely sure I had the right buttons, so I asked myself -- "Umm, how do I know that I'm reading those levers the same way Baron Meanie did?"

Having to make two tries at a puzzle between the logical AHA! and the solution doesn't bother me. Now, in another age, it took me lots and lots and lots of tries to get certain thingies lined up with their rather different looking pictures... that annoys me. Two tries doesn't.

Does anyone know if you actually have to slam into the drawbridge? I was just fooling around but I notice that the slam only jars it a bit. If the lever jars it a bit you could still walk over?

Are we there yet?

MYSTEXILE
12-10-2003, 12:51 AM
The lever did not work at all until after you run and kick the gate, atleast that was how it worked for me. game on

motub
12-10-2003, 05:55 AM
MysterExile_III, I don't know why you didn't get the "jump at the bridge" thing.

If it was a real bridge that was stuck solid, in your normal life, the likelihood is that you would give it a good kick to loosen it up.

Unfortunately, you can't do that due to control mechanics, so you do the next closest thing which is possible under game control mechanics-- basically fling your body against it, which serves the same purpose of knocking loose some rust or small stone or whatever was the problem. At which point the lever is able to work.

BowenTheKotoc
12-10-2003, 11:14 AM
Here's how I got the bridge down: I pulled the lever first, of course, and the bridge dropped only part way. I cautiously approached it and started walking up the slope. When I let off the forward button, I started to slide back down. "Guess I have to jump," I thought to myself, so I backed up and started running towards it. I hit it, it dropped, I gaped a moment, then said, "Oh," and went along my merry way.

Bowen, Knight of the Old Code

atlantis9
12-10-2003, 01:28 PM
That's interesting about the bridge. That's one reason I like reading spoilers and walkthroughs after I've been through an area. I walked up the bridge and jumped when I reached the top. If I hadn't read this, I might never have discovered that it goes all the way down.

ReMix620
12-10-2003, 04:18 PM
holy cow guys!!! i have read every thread on how to open the jail doors with the preesure plates. I STILL cant figure out what to do, i went and got the map and have looked at the switches behind the door and i'm still clueless as in what to do. can someone just tell me what to do in order to open these doors?
Please help

motub
12-10-2003, 04:48 PM
Move some of the rocks, bones, and whatnot scattered around the room to cover the appropriate plates.

I think it's plates 2, 3, 5 and 7, but I'd have to look to be certain.

Which plates conform to which numbers is marked on the map.

edit-- nope,sorry, it's 2, 4, 6 and 7. Try the walkthrough here (http://members.chello.nl/~h.vangompel/u/uru/uru.htm) for more details on how this was solved.

johnnypie
12-10-2003, 06:30 PM
The jail puzzle is not illogical, however it does require lateral thinking. Like most, I first depressed the plates corresponding to the "down" switches. When that didn't work I used "sideways" logic. I went and kicked off every stone on a plate and moved a stone onto the empty plates. Voila! After further review, I found the switches to be completely logical; Grey switches are empty and "flagged" (yellow) switches are depressed.

HINT: after making it through the first gate switch all the plates down to grey. The next gate will open, and if you ever have to come back via the same direction and the gates are closed all you have to do is clear all the plates! Logical?