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They don't provide any answers to the puzzles or conversations.
Yeah, I guess I just realized that. Very confusing and, honestly, entirely unnecessary. The whole situation could be better designed IMO
Edit: And when I say I "realized" it I mean I looked up the answer because I still couldn't get the "password" for the cogitator and there were a bunch of other people who were also confused. Again, really poorly implemented from a logical standpoint
The clues to the computer thing is super obscure. Honestly just looking up the answer is the best call.
Just really hating this area overall now. Started off on a bad footing with a confusing puzzle and enemy placement, now just essentially insta-gib traps that are more of a fight than the actual fight
Edit: Honestly, if this game was a 4.5/5, probably a bit generous, this fight alone probably takes at least .5 of a star away. Really thought we had learned about annoying encounter design by now but it keeps getting shoe-horned in (The vague puzzles were bad enough TBH)
Outside of the fight you're best off moving your team one at a time through that area. The timing isn't too hard to keep track of if you're not herding them all at once.
Made the Tech-Priest ambush even more one-sidedly dumb, but nobody said these guys were smart.
Its dumb
You probably wouldn't even think to write down or memorise the clues until you'd exhausted every other option in the level, but the 'clues' don't look anything like clues until you do write them down and notice some of the words appearing in the options.
It's a really unintuitive and metagamey solution that would never work in real life where dialogue isn't presented as a canned list of multiple choice options.
Some people really enjoy working through puzzles like this, combing through the level for anything of relevance until they figure it out, and I think it's cool that Owlcat adds content to cater to them, but if you're not that type of person I wouldn't even bother attempting most of them unless you have a pretty good idea just from looking at it - just look up a guide.
Imagine my surprise when I find out that's how they are supposed to look like.
Which is all well and good until you realize, as I later discovered, that those enemies at the back are upping veil degradation somehow (I didn't really look at their abilities TBH) which culminates in a chance to spawn a Chaos Entity (IIRC that's the name but the large monster). Now, admittedly, I don't have any issues with this on paper since they're cultists and otherwise abysmally weak but on the other hand that "trap" is already kinda annoying
I just happened to get lucky with my timing on starting the battle and it was a non-issue which, again, kinda speaks to the design of this IMO. It's pretty much either a massive problem or a non-issue and this is predicated on (A) timing which you sort of have control over at the start of battle but it only seems to stay in one "section" for ~3 rounds (B) the damage is kinda insane + applies wounds/trauma and if you mis-time/forget you can start a turn in the trap zone, which then hits you for every hex you travel inside of it - It just feels like a cheap way to gimp your character, both for the mission duration and for that combat, due to one misplay.
I'd probably feel better about it if it was either or but my thoughts aren't decided about it and I'm not a developer. Just pointing out my thoughts after clearing that section and, honestly, I may be a bit biased in my assessment due to the rather confusing introduction to the area
Not certain since I haven't tested, but there was that one Logic(?) check in the trapped area when jumping over some crates IIRC that mentioned something similar. It may be that bypassing that gives you the "correct" choices, but if true having no options to learn the correct choices is really bad design. I'm sorta into 40k and my first choice was correct (maybe the second as well, not sure) but really they're all close enough that you could kind of argue for just about any of them when in a vacuum. That, and most people aren't going to shuffle through (probably) literal filing cabinets worth of 40k lore to search for an answer. They're just going to spam every option in sequence until it's correctly guessed or google the answer so just save some time really
Side note: Pasqal's chagrin at not knowing the rite is hilariously in-line with my image of the Adeptus Mechanicus, so kudos for that chuckle and the party comments at the end of Act 1 during the boss fight (Trust me, take Heinrix for that fight if you can - It's pretty good)
On a tangent, Owlcat has a real hard-on for overly-cryptic puzzles and it's like 50-50 whether they are a welcome surprise or have overstayed their welcome. Devs, if you read this, just dial it back like 15-20% or something and ask yourselves "If I didn't design this, would I know how to solve it" or better yet have someone blind test it if possible and see how long/how many breaks it takes to solve it. Unless you're really into puzzles, it's otherwise really annoying to have actually zero idea what to do - especially if it appears the puzzle is mandatory/hiding something really valuable/desirable
Honestly, this but also it's not a puzzle game. Not saying anything other than puzzle games can't have difficult puzzles but I figured this might be the case and it's so frustratingly obtuse as to be insufferable at times. If you want difficult puzzles, then play an actual puzzle game or at least advertise that on the box so people who are uninterested turn away and don't rant on your game
I like Owlcat as a company, though their games could stand to be less game-breakingly buggy on launch if I'm perfectly honest, but even I get routinely sick of the mind-games. Like the colored portrait puzzle in WOTR, it's extremely unlikely you happen to notice that and it blocks of something really nice that I missed in my first and second runs, which somewhat mercifully were both bugged beyond hell so I had to restart after like 40+ hours anyways