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Like I said, "The lemon symbol on his eye could be used to say Castle, Hello, King, or Why... He's only saying a single word, though, so it's probably that, and we should return his greeting!"
We did that for the 2nd and 4th as well, but looked up the solution afterwards. We completely misinterpreted the 3rd question, but still chose the correct response, by luck.
I kept telling my friend that I could pull 3 levers and tried describing the noises to him, and he insisted the monster wasn't making any noises at all. We were baffled as to what use the levers served, then, as they didn't help me nor him.
I'd argue that if they made so the player outside could hear the sounds, you wouldn't need the second player at all.
The way me and my partner did that was instead of trying to reproduce the sound (we are really bad at it) we described the sound instead. And if that is still not enough, you can use your own judgement to make sense of what it's being said through context clues (ofc you'd have to be following the storyline for that to work)
"Like I said, "The lemon symbol on his eye could be used to say Castle, Hello, King, or Why... He's only saying a single word, though, so it's probably that, and we should return his greeting!"
Exactly this. Context clues are important.
And by the end of it you're having conversations like "He says depressed whale noise, dash." "Okay so put in Tie-fighter, anal bead." "He said cat hiss, moustache." "Okay so put in lawn chair, dash."
The issue is that the sounds are very up to interpretation instead of objective. In other puzzles it's "There is a square attached to a backwards C and a line crossing the C" or "I have 5 colors here and one of the main ones is blue".
Sounds though... "It sounds like maracas that are played forward and backwards... with a whale call in the middle of it". You guys understand how these things are vastly different right? It just makes it incredibly difficult for players like myself and many others who have to describe odd sounds and things to a partner.
My main gripe is that in general the puzzles across all of their games have been set in real, objective, solid puzzles and clues. This just completely left the stadium of that concept and wasn't fun to do. We ended up just guessing answers based on the first word we managed to get which also really defeats the puzzles fun.
Again, I am glad that it worked out for some people but this puzzle is just not well designed IMO and a brief overview of the forums seems to indicate that I am not the only one that feels that way about this puzzle and this chapter at large.
Anyway, I really enjoy this series and that's why this was so upsetting. Have a great day!
Most puzzles in this series that involve describing some are up to interpretation. What I can agree with is that describing sounds are harder than describing images. I'd assume everyone would agree that describing a sound isn't easy but a lot of puzzles in this game aren't easy and people will struggle in different areas for instance.
I saw someone else having the hardest time with the potion one because it was time based even though all that puzzle takes is organization.
All and all, I think people understand your frustration, we just don't agree that it's unfair or unfun (which is a subjective concept).
Hope you find your way of beating it! <3
The game is just a "hit things at random until something happens." There's little to no hints (the in game hints are worthless) and there's zero things like visual/audio clues for example in the nautilus room so I can't tell what pipes go where without the guide. My partner? I sent her the pictures on discord and she still doesn't undersatnd where she's going or what she's doing, because the images don't correspond with anything she's seeing.
Given how poorly designed the entire game is, I can only imagine what it'll be like when we get to the sound part. I wish she'd just give up on it tbh, its not any fun like at all.
Are you seriously trying to play this game without any kind of verbal communication?
Oh, I see it now. Ol' misery guts doesn't even want to play so he's being as disagreeable and unhelpful as possible so his 'friend' will throw in the towel.
You are supposed to, you know, communicate. That lets you know where they are and what they are seeing. That is pretty much the whole point of the game in fact, and something you've been doing for a while at that point.
For the Nautilus section in particular, while the maps in that section are utterly unhelpful (unless there is some secret to them we never figured out), there are animal statues that help determine where the in the maze you are, and each floor isn't very big and has arrows pointing the right way so it's not hard to navigate. Also helpful is that between each attempt you can take the helmet from the other player to see what they were seeing, which can help with context; we swapped a couple times until we both understood what was happening. The pipes in the maze are labelled with bright red symbols, the same symbols as in your pipe room, that is how you determine where to send the air.