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The Gate of Time area in particular, is like a giant developer's room. It's not really a big surprise that it's not hinted at.
But yes, finding places to use key fairies is mostly luck. On the bright side, they seem to have a relatively long duration compared to other fairies (item fairy in particular), so it's not entirely unreasonable to just do a tour of the ruins with a key fairy in tow, even for the un-hinted ones.
For *non* key fairy puzzles, almost everything has a hint or environmental observation *somewhere* to clue you in. So I wouldn't take key fairies as a metric for the other puzzles. The entrance to the TotG is one of the very few examples where it's simply a case of "wander around and stumble on it".
Since you mentioned being stuck, would you like any nudges on where to direct your attention next (inventory screenshot would help), or were you just curious about key fairies?
Boy, I can't wait for La Mulana 2.
It is, however, a handy shortcut for getting there before killing Viy.
This one was fairly tricky, the largest complaint I see for it is usually the control input for it and that it doesn't really make any sense in the context of the game. Anyway - here's what I worked from and thought about the controls after the fact.
There is a tablet in the Gate of Illusion that reads thusly:
Simply wandering will not lessen the illusion. Courage will grant thy wish--the courage to jump into the illusion. The courage to search on bended knee for a single fallen item.
So, every time you go through that area with the 'mario' and you smash that pot - you always get a single shuriken from breaking one of those pots. In that sense, it's an incredibly singular pot; no other pot in the game does that. Others have money, or if they do drop shurikens (or other items) they'll drop 10 (or some other amount) once, and then never again.
The part I think people get annoyed with is that they didn't know the control input (down) was required, or that they wouldn't know how to 'bend a knee' for the solution, but for my part it's like this: If you really know there's something funny about the item and think it's related to the above puzzle, you'll try anything in that spot to get it to work. Second, the 'down' input is more or less your primary interaction button for every dais you see, so I guess rather than just being a 'use weight' button, it was more like 'use'. I would have liked something of that nature on a separate key/control than movement, but that's the PC gamer in me and I understand that this title was originally on WiiWare, so I get it that they wouldn't necessarily have had many buttons to work with.
Hope that makes some sense!
As for the "bended knee" puzzle, HD is right. That's the only vase in the entire game that always drops 1 shuriken (the "single fallen item" in the hint).
Thanks!
Sure, if a person wanted to do a category like that of the game in terms of a speedrun it would probably come with a tag like 'glitchless' so, "Glitchless any%" or "Glitchless 100% ACE" or like that. As for running it, well... It's not particularly in my personal interests; I trend (at least for this title) towards any% or other categories in which glitches in the code are exploited, but if anyone was interested no one will stop them =)
Splitting categories generally happens in games where there is a lot of potential for different categories or many runners who have varying interests. La-Mulana definitely has the former, but not really the latter - very few runners currently.