Many spoilers here if you want to do this on your own. This post really belongs in a Guild of Cartographers forum, but the Guild appears to be moribund, no organisation or forum, nothing in the pub, so I've posted it here. Any suggestions for better locations gratefully received. Perhaps the cartographers need a new T-shirt design - the blue shirt is easily the least impressive of the lot, especially compared to the cool Writers shirt. But I digress.
Frankly, I'm in awe of anyone who's managed to perform journey 4 or 5 according to the book, running all those legs accurately enough for bearing and distance to find the kiva without extensive searching. The accumulation of errors over so many legs makes your final location very vague.
I've done kivas 1 and 2 by the book, and ended up on the music for the last legs, but much farther from the kiva entrances than by reducing the course to a single vector i.e. a compass bearing and distance. To me that was always the way the book was meant to be used, as a set of instructions to enable the Surveyors-in-training to draw their own map, not as an orienteering course.
Mapping the journeys and constructing the single-vector solutions.
I used the pdf copy of the book available from the Guild of Greeters together with Visio to calculate bearing and distance, performing the vector addition "on paper".
Each of the compass rose symbols in the book was cut in turn from the page and pasted into Visio. They were then circularised (they start out oval) using a Visio circle for reference. Next they were normalised, rotated so that North was straight up. Finally the line for each leg of the journey was set through the point of the printed arrow at high magnification, then the length of the line was set using the properties window. This is like a computerised drawing board, only it's easier to rub out your mistakes.
When all the legs were plotted, all I had to do was join the start point to the end point to give me a direction and distance. Since we start out on top of Bonehenge, we've got the compass rose to set our direction by, which is as good as it gets.
By paying careful attention to the direction at the start, I'm able to hit any kiva first time out, without needing to search at the end of the run
Search strategy
Before perfecting my navigation, I used what I've always thought of as a "square search" to avoid missing any ground whilst searching. This goes as follows
Choose a direction. Walk an appropriate distance x in this direction, keeping your eyes open. x is going to be set by how far you can see, in front and to either side, so will change with your map location.
Turn 90° clockwise (use sidesteps to make a temporary mark). Walk x in that direction.
Turn 90° clockwise. Walk 2x
Turn 90° clockwise. Walk 2x
Turn 90° clockwise. Walk 3x
Turn 90° clockwise. Walk 3x
- and so on, increasing your distance by x every second turn. Plot this on graph paper and it forms a square spiral, and so long as you set x correctly, your search is exhaustive, it covers all the ground and leaves no point unseen.
Finding your way back at night without a helpful hint from the glyph/constellation.
Once you've solved the kiva and collected the glyph, you are left on your own to navigate your way back to the center.
[spoiler]
There's something very odd about Minkata. I know, I know, this is a bit like saying water is wet.
I have come to the conclusion that Minkata is another age like Ahnonay, with the sky features projected or even mounted on an outer shell, and the two congruent domes linked at the stone locations. The story of it being tide-locked to its triple suns is an obvious fiction: no celestial mechanics that I know of would let the suns stay in a fixed relation to each other and a planet. No, they're artificial. The same is true for the night-time constellations, which would also account for them conveniently moving around after you've walked through a glyph.
I tested the theory by running in one direction as far as I could. As you run directly away from the center, the dust storm increases in density until (between 2 and 3 minutes out) you can no longer see your steps, or indeed even your avatar. You can tell that you're still moving, not running against a wall, because you occasionally bob up and down, running over an obstruction. However even that stops after about 5 minutes. Look up in the daytime dome at this point and you will see one or more of the suns as a disc. In the daytime the visibility gets very bad and you can only see a hint of a curving horizon starting to form.
But you can still tell that you are moving. Because the stars, or the suns ahead are getting closer. It's easiest to see in the night dome, with the stars at the edge of your vision gradually crawling out of sight to the left and right.
After about ten minutes running in one direction in the night dome you can look up and see that the dense dust storm ahead is in fact a fuzzy wall, because you can see it curving away to either side. You can see that all the constellations are behind you, and if you've run east or west, that you are underneath one of the spiral galaxy projections, and can see that it's on a domed surface.
At about 11 minutes out or just over, you fall off the edge and panic link back to Relto.
With a companion to perform independent observations, you can view the moving constellation events from two separate locations, and verify that yes, they do move for both of you, but as though they were hung from a gantry.[/spoiler]
What does this mean for explorers?
[spoiler]The age is bounded and "stellar" objects are not far enough away to be considered "at infinity". However the dust storm constrains vision to the point that the only exploration that can be done in the far reaches is by feel, or to put it another way, by hoping to fall into something.
The constellations and suns are not infallible navigation pointers, once you go far enough. In the night dome you stand a chance of finding your approximate position by taking cross-bearings on three constellations, once you know their rough positions in terms of radius and bearing from the center. In the daytime dome, the three sun projectors are not far enough apart to be useful to determine a location, but they can help you decide which way to run to get out of the dense storm.
Within the radius of the known objects, both the suns (by the shadows they project) and the constellations can be used to navigate by. This is useful for further explorations of the age, since once you've solved any one kiva, the route back is no longer given by the magic glyph and helpful moving constellation. So subsequent movement around the place needs some other guides, and we've no way of placing permanent markers ourselves.
The constellations, like the suns, don't move in the sky but stay in fixed relationship to the ground features, and can be used to find your way about. This is also contrary to celestial mechanics and more evidence of the mechanical nature of the age.
The constellations can be given rough compass bearings by using the known bearings of the flags from the base camp. Without the ability to poke a stick in the ground it's difficult to give anything more accurate though.
The two big spiral galaxies seem to be West and East markers.[/spoiler]
This allows us to use the constellations to find our way back to the center after visiting the kivas for the second or subsequent times.
This is much easier if you have used the vector addition method to plot a single vector to run out to the kiva.
From observation I have found:
[spoiler]
Kiva 1: The center is obvious, and is between constellations 5 and 4. The ladder faces due South.
Kiva 2: Run towards constellation 1 to find the center. Time for a direct journey out was 103 seconds. The ladder faces due N.
Kiva 3: Run towards constellation 4. Time out was 83 seconds. Ladder faces E
Kiva 4: Run towards constellation 3. Time out was 114 seconds. Ladder faces due N
Kiva 5: Run towards the big spiral galaxy between constellations 3 and 4. Time out was 89 seconds. Ladder faces roughly SW[/spoiler]
Testing the completion criteria
[spoiler]There is no need to get back to the central stone once you've walked through the glyph. Link out, link back in, you'll be in daylight Minkata and the central glyph will be updated with your new addition.
On the other hand, if you hit a kiva, touch the stone and then walk back to the center and touch the stone without following the stars and finding the glyph you get no reward, no additions to the central symbol, and if you repeat the run but follow the stars you get no glyph. I found that I had to quit right out and restart the age to get the glyph back.[/spoiler]
With a companion, if either one of you touches a stone, both are transported to the other dome.
If one of you stays behind in night-time Minkata, when the other links back in, they find themselves in the night dome too. So, like Ahnonay, the state of the age (day or night dome) is preserved as long as there is somebody in it.
The age is mechanical, although so vast as to be indistinguishable from magic, it can be understood in purely mechanical terms, with only one techno-magical Myst concept, that of the link stones/books, as something we can't explain with current science. OK, the holo-projected glyphs are a bit of a stretch too.
Muttley:
AlanD in the cavern:
KI# 20338113
Last edited by AlanD on Tue Feb 05, 2013 11:20 am, edited 2 times in total.
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