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Alien

Joined: 04 Feb 2011

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Location: Guild of Sleepers Hood

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Post Posted: Fri Jun 01, 2012 4:21 pm — Post subject:

DLord, I am very sure.
Play the game again and check for yourself, or look it up in a walkthrough, if you really doubt me.

Alien


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RAWA wrote:

Chogon's answer: blame aliens. (clarification: "aliens" as in extraterrestrials, not the user named Alien. Smile

Rayhdeeyoh

Joined: 05 Apr 2012

Posts: 72

Location: The Age of Reason

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Post Posted: Sat Jun 02, 2012 2:01 pm — Post subject:

Interesting, I've never needed those numbers either. Also, they look like 'official' D'ni writing, not like something the Bahro would have done to help you along in the quest.

But I'll see if they match, next time I visit the Great Shaft. Would be another interesting tidbit...

DLordofTime

Joined: 08 Oct 2011

Posts: 1007

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Post Posted: Sat Jun 02, 2012 4:03 pm — Post subject:

To re-iterate what I said in the Cavern, all solutions for puzzles in any one Age came from within that Age. That is, I never needed something from Laki'ahn, for example, to aid me in, say Tahgira.


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Alien

Joined: 04 Feb 2011

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Post Posted: Sat Jun 02, 2012 4:51 pm — Post subject:

DLordofTime wrote:

To re-iterate what I said in the Cavern, all solutions for puzzles in any one Age came from within that Age. That is, I never needed something from Laki'ahn, for example, to aid me in, say Tahgira.


I won't disagree with you, but I know what I say is correct.

I would welcome you, or anyone checking this and verifying what I said:

The two numbers are the missing numbers you need for the broken scope in Toldemer.


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RAWA wrote:

Chogon's answer: blame aliens. (clarification: "aliens" as in extraterrestrials, not the user named Alien. Smile

taniith

Joined: 09 May 2006

Posts: 74

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Post Posted: Sat Jun 02, 2012 5:33 pm — Post subject:

Alien wrote:

DLordofTime wrote:

To re-iterate what I said in the Cavern, all solutions for puzzles in any one Age came from within that Age. That is, I never needed something from Laki'ahn, for example, to aid me in, say Tahgira.


I won't disagree with you, but I know what I say is correct.

I would welcome you, or anyone checking this and verifying what I said:

The two numbers are the missing numbers you need for the broken scope in Toldemer.



Having just finished replaying Myst V a couple days ago, that is false.

There are no specific numbers for the broken scope. You just need to put the sliders generally in that area to get rid of the cables.


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Alien

Joined: 04 Feb 2011

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Post Posted: Sat Jun 02, 2012 8:23 pm — Post subject:

Ok, I don't like someone telling me I'm wrong when I am sure I am right, so I did some research on this.
What I have discovered is there is conflicting information on this.

Here is where I got my information from:
a GameFAQs walkthrough http://www.gamefaqs.com/pc/925789-myst-v-end-of-ages/faqs/39160
and a Guild of Greeters walkthrough for Myst V (which is an exact copy of the gamefaqs walkthrough)
http://www.guildofgreeters.com/index.php?option=com_content&task=view&id=40&Itemid=39

you can read these for yourself, but I'll quote the specific parts here:

Quote:

section 2 paragraph 11 :
On your right you'll see some D'ni writing and two D'ni numbers: 20 and 15.
Copy them to a piece of paper. These will become important in another Age.

then later section 4 Toldemer, paragraph 4 :
Remember those D'ni numbers you found on a wall back in the Great Shaft? I
told you they'd be important and asked you to copy them. Set them on the
telescope by using the left slider and the top slider on the control panel.
For the left slider, zero is at the bottom and for the top slider, zero is on
the left. Set the left slider to the D'ni number 20 and the top slider to the
D'ni number 15. Press the green flashing button to set the coordinates.



So, I hope you see why I was so convinced I was right (and forgive me for it).

Then when Tanith posted, my first thought was "Right, I'm going to film me playing the game to show I'm right."
But I remembered that someone has already done that.

Let's Play Uru. Here is the video on the Toldemer Telescopes:
http://www.youtube.com/watch?v=0WbVBSN-U-Q&list=PL16FDB6702D1E8F73&index=12&feature=plpp_video

I watched this to see what he sets the scopes to, and at 7:19 I got a shock:



So it seems that Tanith is right, you don't need those numbers,
but why then, do walkthroughs say the numbers are important?


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Guild Of Sleepers ... the best kept secret in MOULa

RAWA wrote:

Chogon's answer: blame aliens. (clarification: "aliens" as in extraterrestrials, not the user named Alien. Smile



Last edited by Alien on Sat Jun 02, 2012 11:30 pm; edited 1 time in total

taniith

Joined: 09 May 2006

Posts: 74

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Post Posted: Sat Jun 02, 2012 9:29 pm — Post subject:

Alien wrote:

but why then, do walkthroughs say the numbers are important?


Well a range of numbers work, and I assume those numbers are in that range. So probably someone saw the numbers and assumed that's what they were for (particularly when they ended up working). And then they wrote it in a walkthrough and eventually it became 'The Solution' to a problem with many solutions.


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DLordofTime

Joined: 08 Oct 2011

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Post Posted: Sun Jun 03, 2012 3:13 am — Post subject:

Alien wrote:

but why then, do walkthroughs say the numbers are important?



Quote:

RAWA wrote:

Chogon's answer: blame aliens. (clarification: "aliens" as in extraterrestrials, not the user named Alien.


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