Myst v end of ages no cd patch




















What is GOG. Owned Buy now Pre-order now. Owned Free. New releases. On sale now. Movies for gamers. Browse all games. More GOG. GOG Galaxy. Join the team. Game technical issues. Orders and payments. Account and website. Community wishlist. Online Offline. Dein Warenkorb ist leer. Versuche es mit einer anderen Suchanfrage.

Du kannst nach Spieltiteln, Entwicklern und Publishern suchen. Einloggen Konto erstellen Einloggen. Warum bei GOG. COM kaufen? Keine Aktivierung oder Internetverbindung zum Spielen erforderlich. Sicherheit und Zufriedenheit. Wie bei jedem v Details zum Produkt. Konzeptgrafiken making of videos Handbuch Soundtrack. Empfohlene Systemanforderungen:. Abenteuer - Egoperspektive - Puzzle. Forum zum Spiel. USK-Einstufung: 0 Approved without age restriction. Search for:. Myst V: End of Ages comes in a nice white, cardboard sleeved, 3 CD case about the size of a modest fantasy novel.

Become a Patron… and get extra Tiers! Dungeons 3 Crack. Halfway home! Your first trip to Noloben will reveal it to be a fairly placid place, with large, sandy beaches revolving around a plateau-like landmass that sticks up out of the water. You'll find yourself on one of these beaches initially, but will soon have to climb to the top of the plateau to discover what waits for you there. To begin with, though, you'll need to explore the bottom level of the area to get a clue to the puzzle on top of the plateau.

Note that there's a couple of caves in this area. One is near the small settlement, and is currently blocked off, while the cave around the corner from the rain-worship bench leads through to what's currently a dead end.

If you cross the shallow water through the second cave, though, you'll come to a door with an odd symbol on it. What are the chances that you'll be returning here at some point? We're going to go out on a limb and say that they're pretty good.

Well, not so much. In order to give the Bahro commands, you'll first need to figure out the symbols that they'll respond to. For example, one of the symbols you can use in Noloben orders the Bahro to do a rain dance. To find the symbol, move around the corner from where Escher appeared and find the small shrine with four holes in the ceiling. Before you move in for a closer look, take a look at the symbol scrawled on the slate-shaped hole just before the shrine.

This is the symbol that will cause the Bahro to instigate the rain. After the rain stops, four symbols will be illuminated for you. Feel free to scribe the symbol on your own slate, but it won't register with the Bahro that appears if you walk away.

Hey, wait a minute - that slate shape is upside down! You'll need to take the symbol, flip it degrees, and trace it onto your slate that way in order to get the Bahro to start the rain. You'll have to move two steps away from the slate for the Bahro to appear, but if you've drawn the symbol correctly, then you should be rewarded with the sweet feeling of rain on your shoulders. The rain here serves one primary purpose: it'll fill the four holes in the shrine and let you see what symbols are reflected in them when they completely fill.

It's a good thing you're precisely the same height as the Bahro are, or you'd probably see the wrong symbols! What a coincidence. At any rate, when the holes are full of water, you'll probably want to write down the four symbols that appear on a piece of scratch paper, as you will of course be required to refer back to them shortly.

With the symbols in your possession, feel free to explore the rest of the island. There's a cave here that leads to the opposite side of the area, but that's a dead end for the moment. Near the small settlement near the pedestal, you can find some remnants of civilization, as well as another dead-end cave. Also near this settlement, there's a rope ladder leading up to the top of the plateau. If you set the slate down on the ground, you'll have both hands free and will be able to climb up.

When you reach the top of the plateau, you'll be greeted by an odd dome structure that dominates the center of the surface. It's inscribed with numerous small symbols, and also has fifteen windows around the sides of it. There are also four smaller pedestals scattered around the dome, but for now, we're concerned with the big structure itself. You need to find some way to get through the caves beneath the plateau if you want to move on.

Doing so will require you to examine the dome and the pedestals quite closely. Well, you know that you need to find some way to tie in the four symbols you marked down earlier. They aren't immediately visible, but if you look closely enough, you'll find them. Don't forget that you can open and close the windows on the dome, as well as look inside. Each of the windows has a rune on its outside edge, which look a lot like the runes on the pedestals.

If you open up the windows here, you'll notice that you can see into the center of the dome. When you peek through a window, you should be able to see two windows on the far side of the dome; you'll notice that each window has a symbol above it. Most of these symbols are irrelevant, but four of them match up to the symbols you wrote down earlier, at the shrine.

What you need to do now is match up the symbols on the inside of the dome with the runes on the windows beneath the symbols. Since you can't open a window, poke your head in, and look up, this means that you'll have to look through the windows to find a symbol, then rotate around the outside of the dome to see the rune on the window underneath the symbol, then mark it down.

This isn't overly difficult to do, although it may require some trial and error. First, close all of the windows on the outside of the dome. The basic process is to open up a window, peek inside, and see if you can spot any of the four symbols on the far side of the dome.

If you can, leave your window open, then move seven spaces to the left or right and open the window there. If it isn't, you should hopefully be able to see how far off you were; if you were correct, head back to the second window, close it, and mark down the rune on the outside of the window. The second set The first set of symbol matchups. Since there are four symbols to find, there are four runes that go alongside them.

Said runes are: three horizontal solid lines stacked on top of one another, two horizontal lines of three dots apiece stacked onto each other, a horizontal solid line crossing two vertical solid lines, and a circle with a vertical line sticking out of the top. These are what you need to use on the four smaller pedestals to "unlock" the puzzle here. Unfortunately for you, some of the runes are repeated on different pedestals!

You guessed it, number four! And the third Well, in order to figure out which runes go on which pedestal, you should first examine each pedestal, turning the tops so that you can see all of the runes on them, and marking down the number of times each rune appears. Two of the runes will appear twice, but one of them, the circle with the vertical line atop it, will only appear once, and the other, a single horizontal line with two vertical lines sticking through it, will appear three times.

The key to figuring out which rune goes where will rely on finding the circle with vertical line symbol on one of the pedestals. Obviously enough, when it does appear, you'll want to rotate the pedestal so that that particular run lines up in the middle. Since there are only two sightings of this rune, and since this can't be the correct place to use it, find the other pedestal with the three horizontal lines and lign it up with the vertical line on the base of the pedestal.

Before you do so, check which other rune appears on the pedestal A process of elimination will let you move around all of the pedestals and line up the runes that you need. Unfortunately, this puzzle is made a bit more complicated than it was in the demo, due to the fact that one of the symbols appears three times. Still, there are only two ways you can configure these pedestals with the remaining runes, so a bit of guesswork won't necessarily kill you; you might have to make a couple of trips back down the ladder to figure out if you've done it right or not.

Note that there is an alternate solution to this puzzle. If you can match up the shadow with the direction of the sun in the environment, you should be able to compare it to the shadows cast by the pedestals on top of the mesa to determine where the symbols go.

If you start by placing the six-dot symbol on the pedestal closest to the sun, you should be able to avoid the process of elimination outlined above. When you have all four of the pedestals lined up with the correct runes, then you can return to the bottom of the plateau via the ladder again.

After picking up the slate, walk into the cave near the ladder; it's set into the cliff wall, and is easy to miss if you're not looking directly at it. The pedestals you've turned above have changed the path through the caves here to allow you to reach up into the interior of the dome. If you head up the steps here, you'll be able to talk to Escher. He'll tell you to ascend to the top of his lab, and will also instruct you to seal the lab, and tell you that the Bahro are afraid of the place, and can't enter.

Of course, doing so would prevent you from re-entering the lab via the caves. Maybe there's another way to get back in. The Bahro won't enter the caves, which means that they can't inscribe the symbol on the first pedestal in the bubble on the beach. You'll have to find some way to do that yourself. Alright, as Escher said, you need to find some way to seal off the lab before you can ascend to its top. The only way you have to do this is the pedestals atop the plateau. Before you start moving them around, though, you'll want to be sure that you can get back inside the lab when it's sealed.

Unfortunately, the Bahro won't be able to use the symbol on the pedestal here to make it a waypoint, so you'll have to do so yourself. This should hopefully get the symbol onto the pedestal there and let you warp freely back and forth between the two areas. When that's done, return to the top of the plateau and seal off the lab.

Don't get too fancy; just move each pedestal one turn to the right or left, then drop back down to the bubble teleporter and warp yourself inside the lab. The ladder at the very top of the area should be free for you to climb now. You've reached the top of the lab, but don't have much to do. There's another pedestal here, as well as an odd machine that seems to focus light on the symbol-door across the shallow water through the second cave on the bottom floor of the area.

When you stand directly in front of the telescope-thing, the door across the water will disintegrate, but when you step away from it, it'll immediately reconstitute itself. Obviously, your goal here is to open the door across the water and somehow keep it open long enough for you to reach it.

You'll need to find some way to trip the symbol on the ground beneath the telescope in order to keep its light-focusing mechanism active, though, or you'll never make it to the door before it resolidifies. Be sure to get the symbol for the third pedestal here inscribed; the Bahro have no trouble getting to this particular pedestal. Well, in order to get through the door, you obviously need to be in front of it when it opens, which means that something or someone else will have to depress the symbol.

Escher doesn't seem to come at your beck and call Escher's last speech, as well as the pictures in his lab, also hold a bit of a clue to what you have to use here. If a Bahro happens to be repelled by a picture on the slate, it'll leave the slate on the ground. Since the symbol will remain on the slate, though, the Bahro will eventually come back and check it out again.

This can be a little confusing if you don't know that a Bahro will re-check a slate that it doesn't understand, so long as it remains on the ground. If you bring your slate to the beach and try out the snake symbol that's in one of Escher's pictures it looks somewhat like an E, oddly enough , you'll be treated to the appearance of a Bahro, which will take one look at the damn thing and reel back in pain. If you leave the slate on the ground, then it'll eventually appear again and do the same thing over again.

Just like picking a scab - it hurts, but you can't help it! Anyway, what you need to do here is draw the snake symbol on your slate, then drop it on the symbol of the tree at the base of the telescope-thing on top of Escher's lab. When you leave, a Bahro will appear, recoil in horror, etc. Don't bother to look at it, though; just use the pedestal to warp back to the first pedestal bubble, then walk from there through the second cave and out to the water.

When you hit the water, find the path that'll let you walk through to the other side of the water, so that you're near the door. The Bahro will have disappeared from the telescope by now, so the door will be solid, but if you wait another 60 seconds or so, the slate will cause it to appear again, allowing you passage through the door and into the Keep. Write down the symbol, return to the first pedestal, grab the slate, inscribe the Keep symbol on it, and you're home free.

Welcome to Laki'ahn, which is another island age, in the vein of Noloben. This is the largest age you've encountered thus far, and thus has plenty of land for you to explore. Pick up the slate from the pedestal and start looking around.

If you follow the coastline and dart through a set of rocks, you should see the first symbol on the island; a set of wavy lines that would appear to be a power symbol used to command the Bahro. If you move on around the next little inlet, you'll be able to wade into some kind of sewer grate, then make it back to dry ground by walking up the ramp formed by a broken tusk.

This will lead you up to an apparent dead end, with some dormant machinery hooked up to a windmill. Well, it would appear that you need to find some way to open a passage to get out of this dead end. The machinery here obviously has something to do with it. Have you tried using the wavy-lines symbol on your slate yet? Can you think of any way that would interact with the machine, or what it's connected to?

In case you didn't know, you can walk around to the back of the machine and climb up the ramp there to reach the controls. If you've gotten this far, then you should've spotted the wavy-line symbol; this will call down a windstorm when drawn and dropped. Obviously enough, this is going to power the machine, since it's connected to a windmill. The machine here controls the pod in the center of the nearby construct, which also contains the second pedestal of the age.

To raise it up, pull the leftmost lever, the largest one, down; this will power up the machine. The two smaller levers are what actually move the pod around.

Pull the smaller left lever once, and the right lever three times. This will rotate the pod so that you'll be able to get into it, which will let you see the symbol on the pedestal.

Technically, you can rotate the pod only once by pulling the right lever only once, and still wind up seeing the pedestal, but this will require you to walk all the way back to the bubble to pick up the slate again after you drop it.

When you have the pedestal symbol, draw it on your slate and let the Bahro activate the pedestal as a teleporter, then grab the slate off of the pedestal and return to the machinery again. You'll have noticed that there are two exits from the little pyramid thing here; one of which was the way you came in, and one which leads off to the left. What you need to do now is use the machinery again to rotate the cage so that the gap in it leads off to the left, then open the doors leading on.



0コメント

  • 1000 / 1000