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I don't know whether this is a technical problem or if it's built into the game.
Last night I stayed without moving at one spot on Haven, and after 15 minutes, the music just stopped entirely. Even when I moved around it did not resume. So then I Quit the game entirely and came back and loaded an earlier Save, in Tomahna. This time I wasn't interested in looking around, so I simply went to the platform outside Catherine's lab and left the game there for 15 minutes. Again the music stopped entirely and did not resume when I clicked out of that location and went anywhere else on Tomahna. The same pattern occurs no matter where I stop moving. So my question is whether this is another glitch, or if this could be an intentional feature of the game . . . but then why would the music not resume after I went back? |
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It's an intentional feature. The music will resume after a few minutes or if you walk on a music node.
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Hmmmm...............are you sure it resumes? The three times I've experienced this I did continue playing for several minutes before quitting out.
Walk on a music node? You mean there are spots that trigger it? Do you know where? |
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It resumes after 1 to 15 min.
A few music node In Tomahna (day) - Observatory entrance (only when you start the game) - Where you meet Atrus In Tomahna (night) - Close to where you wake up. - In the linking chamber. - When you come back to Tomahna from Serenia - Near Serenia's book in Atrus' study. In Haven - In the linking chamber (first node) - At the jungle entrance. - Where you land after the parasail - At the beginning of the swamp. - At the bottom of the stairs to the bridge - Entrance of camoudile area. - Entrance of mangrees area. - Where you meet a camoudile that doesn't let you pass. - Where you have the last puzzle of the age. - After the final ride In Spire - First node in the age. - At the end of each slides. - At the bottom of the nearest island. - In the spider chair. - Entrance of sirrus lab. - At each level of the elevator. - After the final ride In Serenia - First node - Where you first meet Anya - In the hall of spirits - In the memory chamber - In the life stone area - In the stone forest There's usually one on zip nodes. |
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Thank you for this list. I know I'll be using it.
I'm going to avoid reading your entire message since I'm just starting Haven and have not yet linked to Spire. I realized when you mentioned a book for Serenia in Atrus' study, that there are things I haven't encountered yet . . . and I don't want spoilers. |
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I think I've discovered the opposite of a music node . . . an anti-music node or a stop-music node?
In Haven, on the way to the shipwreck, if I stop to watch the fisher-birds (do they have a name?) where the 3 crabs are nibbling on a fish, after only 5 (No...3!) minutes the music suddenly stops. I say suddenly, because it cuts off mid-phrase. This time I proceeded to the elevator, checked out the bird from this closer angle, solved the elevator puzzle, watched from above to see if the bird landed on the cannon again (and wondered why they left out this angle), took another step toward the ship and discovered the bird was back, entered the ship, found all the clues and memories, watched the bird some more, came back out and down (I hope this is getting tedious), etc. I wandered around there for half an hour and the music never started again. I had to climb up to the cave paintings, and scramble back down toward the linking chamber. I didn't go in, but as soon as I clicked over to the spirit statue, that's when the music finally started up again. This message has been edited. Last edited by: LynComeLately, |
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There are no anti-music nodes but some of the music nodes play nothing.
The fisher-birds are called karnaks. In the 3 crabs node, the music stopped because it ran out of time. No idea why it didn't restart. Maybe because of no endless music waiting. |
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Ah...karnaks. Thank you! How about the wild birds that come to the bird feeder in Tomahna?
I've been wishing for a Revelation glossary, but of course if I read it through, it would unintentionally include spoilers, so I'm stuck <sigh>. |
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It's a bird.
The yellow predator is a camoudile. The "monkeys" are mangrees. The giant dead monster is a cerpatee. The brown biped is a zeftyr. Telling more about them is however a spoiler. |
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So the birds on Tomahna have not been named?
I'm sure I'll know these other creatures when I see them. Thus far, I have spent all my time on the shipwreck side of the island. But now I know what the giant skeleton was called. By the way, regarding the music: We know there is more than 3 minutes of music, because more than that plays unless you stop for too long at the crab feast. Anywhere else you stop, the music plays for much longer - maybe an additional 10 minutes - before it shuts off. And it also starts up again once you move. But at this location after 3 minutes, everything goes silent, even while visiting the cerpetee skeleton and checking the memories there or going the other direction and exploring the wreck or climbing back up to the lookout point. I was relieved to finally be able to restart the music after half an hour by visiting the little statue near the linking chamber. I really thought there was something wrong with my game. |
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Well, I've discovered another area where the music plays once through its pattern and then does not restart, and that is the Lakehouse.
There seems to be one sequence for this entire area and that's all. It plays through and that's the end . . . no matter where "you" are when it starts. Normally, the sequence will begin at the bottom of the stairs - like realXCV has noted, above. But I have 4 saved games of this area, and the same sequence of music starts, plays and then stops, no matter which saved game I choose. I can be standing up on the platform with the "lock," or on the walkway headed toward the Lakehouse, or in the house on one level or the other, or even out on the opposite shore about to enter the South Jungle. It starts at the same place, plays through, and then stops, no matter how long I "hang around." At least out with the crabs, if I kept moving I avoided having the music cut off. But in this area there seems to be nothing I can do to trigger a repeat. |
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Maybe it is because that at the time, they wanted you to buy the cd with the soundtracks.
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There are 3 sequences in the area with 2 spots to start them.
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In the Lakehouse area there are 2 more sequences it hasn't played for me? Why do I get the same one every time I start a game there? (That's 4-6 different times I tried it from different stopping points each time).
Sure, once I go beyond it to the threatening Camoudile, a completely new one starts. And if I go back to the Zeftyr Swamp, that's another one. But once I pass the bottom of the stairs leading up to the "dock" platform, there's only one that has played for me. It includes a haunting/wailing cry similar to what is heard during the Amulet visions at the Zeftyr footprints by the Totem and at the bottom of those stairs. And it begins and ends with sparse sounds that would dovetail together nicely if it just restarted. |
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The 3 sequences are similar but not completely identical. Leave the area and re-enter it to hear another sequence.
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I did and it does.
Not only does another sequence play, but this one repeats itself just as it's designed to. I wonder why they didn't program the first one to repeat? |
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Probably because most of the "full" sequences are only played once.
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But it's so short . . . what makes it "full"?
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The sound name.
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I think I've only heard 3 versions.
I do have a musical ear and a fairly good memory for melody so I'm pretty sure it's only 2. I may play around for a while just to see if I can figure out how to trigger the third. |
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