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And second of all. It have been stated several times by the devs ALL "stars" are solvable from the world , you newer have to "smuggle" anything out and solutions are not inside any levels.
Truly. (angle1, angle2) There's a big ol' room up there. And with the merest imagination you can see, without actually being there, that it generally matches the sphinx plaque, with rails/stripes on each vertical wall ... given shifted perspective once you will have strolled-up the gravity pad and leapt off it to the target. Not sure how it could have been made more obvious without painting "Got Sphinx Buttons?" on the side wall.
The one aspect I'm wondering about, though, is whether this is the only sphinx puzzle across TTP2 that's inside a puzzle map, requiring that the puzzle first be solved (edit: at least partially) in order to access the sphinx buttons.
I do get the angst, though. The C-A-T sphinx puzzle was the only thing in TTP2 that I ended up seeking outside tips on, because I was fixated on only viewing the button pads as a telephone-style multi-tap keypad.[en.wikipedia.org] I recall cursing the devs, at the time, as I was suffering through repeatedly running between the 3 locations hoping I'd finally riddled it out. (Even just knowing that each individual pad would signal its own correct button combination would have been a blessing.)
Nothing "unnatural" about accessing the location, since doing so requires a standard leap off a gravity pad -- a maneuver that's required elsewhere to solve a puzzle as intended. In fact, here's evidence suggesting that you've used the same technique, yourself; wasn't it required in order to get all 3 of the needed components on the far side of an electric barrier wall?
Can't argue with this. These buttons are definitely inside a puzzle map ... though it's not required that you fully solve the puzzle to gain access to the buttons. You just need to open the one barrier blocking access.
Even this is arguable ... as it is clearly depending on the person -- same as I had to accept as regards the TTP2 base game's C-A-T sphinx puzzle. That solution was surely obvious to most, if not nearly all, but using the pads in the way intended never crossed my mind as a possibility.
Or it's somewhere else you can't see. Just because that's the only place you see with horizontal stripes does not mean it's the only one, there may be more you haven't seen. And if you do enter the puzzle and don't see anything that resembles the hint, it's not weird to assume that there's somewhere else with similar stripes you haven't seen.
Absolutely wrong. The pad in B5 is higher than the wall you have to jump. Trying to simply leap higher will just make you fall, you won't go above the platform. You need to place a cube, and then disengage from the gravity pad falling on the cube to be able to jump there.
No argument. But that others did recognize the above location/room as matching the hint, even from the ground, makes it like all other puzzles in TTP, subjectively more or less difficult per user. And with that, all the best; happy puzzling.
That's why i said i found it after visiting all the puzzle, it clicked after returning to the sphinx and looking around for clues. That's what make theses star puzzle super fun imo, it's more out of the box and unusual. But hey it's optional, if it's too annoying or hard for you, just skip them.
And, agreed, the fun and interesting bit is overcoming the obstacles ... and assumptions.
Just run up there, I did with shift W and then leap to the right. Landed right up there the right try. Thanks kablahrz and video on youtube from
Lutyelbaken.
I casually walked into the stones on the island by just wandering around. Only after checking this thread I zoomed in the island plaque to barely see the palm tree on the background, which is nothing more but decoration or bunch of scratches for the casual player, and does no participate in solving the puzzle, because no skills need to be involved for that.
Same goes for the "beams" on the second plaque. How in the world one might consider random lines as a "hint", and not as a frame stylistic choice. If that would be just beams on the plaque, without pattern — that would make all the difference, like in original game with, for instance, island shapes only.
They could equally place this "beams" hint engraved on the Sphinx butt, expecting people would look closely under the tail through the scope for a clues.
Bro what? You can't just say "no argument" to disregard one.
That's a completely reasonable perspective. I just hadn't agreed on the location of the buttons being as difficult to find as was being declared by others.
That's certainly a way to make the puzzle even worse for many; so now not only won't they be able to find the puzzle, but they won't know what buttons need to be pressed once it *is* found. And I'm not sure what you're thinking of Re: the TTP2 base game, as I believe that any Sphinx puzzles that involved a set of buttons like the puzzle in question provided the pattern needed on the Sphinx plaque. (Even the C-A-T Sphinx puzzle that I failed to decypher.)
I think I'll take a quick dip back into my TTP2 save to check, since all the Sphinx plaques should be saved in my "Family" folder. edit: So, yeah, that was easy to find ...
- Screenshot of all 8 Sphinx plaques from TTP2 base game
And you are right that the two obvious button pattern Sphinx puzzles didn't offer a location hint, as those were big, noticeable installments out in the wild. (edit: confirmed: South 1, West 1; not hidden, require no location hints) But the C-A-T Sphinx puzzle with 3 separate hidden-away wall button pads, as used in this DLC2 puzzle, *did* provide the location hints on the plaque.As for the TTP2 Sphinx plaques generally, it looks like they used the same rough square (digital message-y) border for the three plaques omitting any location hint (by way of a drawing, anyway, since "2 4 7 8" is kind of a big hint).