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Picture of Tozzifan
Posted
just by chance I've input the two numbers pictured on the wall at the top of the great shaft and the cables of the broken telescope went off the way Smile

my curiosity issue is:

where did I miss the clue to know that those D'ni digits on the wall were referring to telescope cables maneuvering?

thanks
 
Posts: 148 | Registered: Fri December 05 2003Reply With QuoteEdit or Delete MessageReport This Post
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I just used trial and error to remove the cables. You can hear that something is happening and you have to go and look. Interesting that the coordinates were in the great shaft.
 
Posts: 340 | Registered: Tue January 13 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of Alahmnat
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quote:
Originally posted by Tozzifan:
my curiosity issue is:

where did I miss the clue to know that those D'ni digits on the wall were referring to telescope cables maneuvering?

thanks

There is no clue, as the two are not intended to be related. The numbers in the path atop the Great Shaft have been part of the Myst universe since 1996 when Cyan released a map illustrating the path from the D'ni Cavern to the surface. On it, that same set of numbers and letters appears. I believe moving the ropes for the broken telescope is intended to be trial and error.


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Do not PM me for tech support or hint requests for the Myst series
 
Posts: 3234 | Registered: Fri November 14 2003Reply With QuoteEdit or Delete MessageReport This Post
Picture of Tozzifan
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quote:
Originally posted by Alahmnat:
...... I believe moving the ropes for the broken telescope is intended to be trial and error.


Eekhard times for those (like me Smile ) that face the Myst challenges relying mainly on logic and deductions
 
Posts: 148 | Registered: Fri December 05 2003Reply With QuoteEdit or Delete MessageReport This Post
Picture of Kad.
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Actually it is somewhat logical. I don't believe those numbers are the only combination that will work. I just set them as high as they would go and it caused the cables to be pulled as far as they would go. The higher you change a number, the more the cable gets raised/lowered.


~~~~~~~~
Kad
C.E.O. - Geicon Insurance
 
Posts: 148 | Registered: Fri January 09 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of Tozzifan
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quote:
Originally posted by Kad.:
Actually it is somewhat logical. I don't believe those numbers are the only combination that will work. I just set them as high as they would go and it caused the cables to be pulled as far as they would go. The higher you change a number, the more the cable gets raised/lowered.


!
I'm sorry, Smile I don't get the logic in that: it looks like just a higher probability to remove the cables because you have a lot of chances more, but not a matter of how you've reasoned ... but that's how is life, too ... a matter of chances ... how deep is this game Smile
 
Posts: 148 | Registered: Fri December 05 2003Reply With QuoteEdit or Delete MessageReport This Post
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Well, since I am around that stage myself:

Yeah, I was stuck there too and saw the wires/cables.

After getting the power on (which was 100% luck) I started moving the big 'scope around and constantly went to see what was going on with the cables.

Seeing their size change I knew it was to do with the position of the big 'scope so I just did the old "throw enough stuff and some will stick" methodology and got it fairly quickly.

The thing is that I have only played THE first Myst, Revelations and this. If they are "back dating" hints, it is not really fiar.

Oh, and I am kicking myself for missing the numbers in "the big shaft".

But to clarify, you are not talking of the blue "mural" in the corridore?

In this game, where do you get the alphabet?

IV was easy enough, but I haven't found it in this one yet.
 
Posts: 165 | Registered: Tue May 17 2005Reply With QuoteEdit or Delete MessageReport This Post
Picture of Alahmnat
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quote:
Originally posted by shy_kitten:
The thing is that I have only played THE first Myst, Revelations and this. If they are "back dating" hints, it is not really fiar.

Oh, and I am kicking myself for missing the numbers in "the big shaft".

But to clarify, you are not talking of the blue "mural" in the corridore?

In this game, where do you get the alphabet?

IV was easy enough, but I haven't found it in this one yet.

There is no alphabet provided as there are no language-related puzzles in this game. Any D'ni language written in the game is there merely as accent, and isn't needed to solve a puzzle (it should be noted, though, that the alphabet is identical in all Myst games, so you can transliterate the D'ni writing into our alphabet and get the D'ni words in a more easily translatable form Smile). Also, while the D'ni number system is utilized, there is never a requirement that you know what the symbols actually represent, so there's no requirement that the player be taught what each symbol represents.

The only numbers in the Great Shaft are those on the large blue mural, and those printed on the Direbo Linking Books (complete with handy highlights of the Arabic symbols, so you can at least learn 1 through 4). I can think of no puzzles off the top of my head that actually require application of knowledge gained in prior titles, though knowing things from previous games tends to make the experience richer.


----------
Guild of Archivists,
D'niPedia Writers Ring (DPWR.NET)
Uru and Myst Forum Moderator / Community Assistant
Do not PM me for tech support or hint requests for the Myst series
 
Posts: 3234 | Registered: Fri November 14 2003Reply With QuoteEdit or Delete MessageReport This Post
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