Aura fate of the ages patch 1.04




















SKU: Categories: Adventure , game. Share this product. Features: First-person puzzle exploration game An original fantasy-based mass appeal, unique and original storyline.

Mouse driven, with an intuitive point-and-click interface Unbelievably realistic and beautiful pre-rendered graphics and environments Original orchestral musical score and immersive ambient soundtrack Inventive and original puzzles. Quick View. Pretty Girls Mahjong Solitaire.

And to 3D Gamers for the tremendous amount of help on todays bootload of updates! Added the latest Halo files to our Peer-to-Peer mirror. Sorry for the long delay in updating the site, but sometimes personal health just has to take precendence. Added Lock On 1. Given the high demand for it, both UT patches have been seeded on P2P as well. Note to downloaders: This update goes live early - before the mirrors have caught up - due to reallife stress. So please come back later, if the new downloads aren't working for the moment.

Go forward to the end of the path, through a door, and up a ladder. You'll come to a large machine. Objects required: None. Solution: Go to the right side, and turn the dial. Steam should come out of the machine.

Go to the front left of the machine, and pull the handle on the floor. The outside will spin, and more steam will be released. Click the top of the machine, and spin that too. Go back to right side, and turn the knob once more. Nothing will appear to happen, but it's important. The way I interpret this, the previous step was locking the machine, so that the steam can actually build up and power it, instead of being released.

Now go to the left of the machine, and flip the metal switch. It'll rotate and point towards the elevator there's another position for it, but the elevator won't work that way.

Pull the handle on the floor to come down to a small area. This is sort of a puzzle, but too simple for me to list in the table of contents. So there's your spoiler warning. Look to your right, and you'll see two knobs. Go up to each and turn them once they'll move clockwise. Now go to the center generator-like machine, and press the lever turn it on and activate a waterwheel. You just powered the mill that's visible below you. You're done in here. Exit via the elevator and the room it was in.

This time, go forward and take the branch currently to your right. Keep going, past the large machine. We'll get to that later, but you can take the lift up and look if you want. Continue down the tunnel, ignoring the side room with the blacksmith in it for now. You'll come to the lower part of the room with the generator and waterwheel. Go towards the mill. Look down and to your left and move the handle. If you're able to spin the devices, you're too close.

If nothing happens when you move it, you haven't powered the generator yet. You should get a conversation and a new task. Go part way up the tunnel, turn right, and give the blacksmith the broken battery in the room. Go to the shelves at the opposite end and grab a new one. Back down the tunnel, place the battery in one of the receptacles at the leftmost of the three devices.

Objects needed: None, as long as you've powered the machinery and put a new battery in. They're important, but you don't need to turn them. If you did, change all of the movable ones back so that there's no red on them. There are three that can't be turned, and these are the important ones.

I know it's a gamer's reflex to fiddle with everything you can, but you don't have to here. This puzzle is random, so I can't give an exact solution.

So here's how it works. You'll need to align the bottom of the three devices so that when you pull the handle the one you pulled earlier, bottom left and the top moves down, the batteries will fit into the empty slots. But wait! There's more! Regardless of what positions you have the batteries in, they'll each rotate several times. Check them. The one at the top left represents the left machine, the one in the middle represents the middle machine, and the one at the bottom right represents the right machine.

Now, how red these are represents how many times the corresponding machine will turn when you flip the switch. If it's one quarter red, it'll do a one quarter turn that is, the battery will move one slot clockwise.

Use this to plan where you need to have the battery rotated to before you flip the switch. Note that it's random and changes every time you flip the switch.

However, it doesn't randomize after loading your game, so you can do it by trial and error like that if you really have trouble. Save, try it, load, try again, etc. You'll see an animation of the at the top of the tunnel moving. Go back up the tunnel, and stand in front of it. Pull the lever on the lift by your feet to go up. Click on the center of it a couple of times to open the large door outside. Go outside, take the bridge to the right section, go upstairs, and follow the path back to the tram ignore the newly opened door for now.

Use the tetrahedron on Armagast, and you'll be given a new task: Activating the lift. I'm using his terminology and calling it that, since we already activated an elevator. One gives the "key" to the other.

Objects required: None, but you can't get into this room until you have the tetrahedron. Solution: I found this to be another easy puzzle that still gave me a great sense of accomplishing something.

Go to the machine between Armagast and the door. There's sixteen different sliders, and a button in the middle. Each of the sliders extends a different rod into the middle of the puzzle. You're trying to find the matches. Play with the sliders all you want, but with the current setting, you can't match all of the symbols on the center screen.

Press the button in the middle, and it'll show some new ones. They still don't completely match up with the rods you can extend, so press it a second time. Now play with the levers and find the matches. Write down which switches are flipped, and go to the machine next to the lift. Set the switches to the corresponding places. The left one should be in the 4th slot, the second in the second, the third in the third, and the fourth in the third, like this: - - - - - X - - - - X X X - - - This should power the lift.

So what is there to do here? I was stuck and actually had to ask for help. Instead of going down, you'll ride up another floor. Place the tetrahedron in the receptacle, and it'll lower the pillars blocking your entry into the room below.

Go there now. So now what can you do in here? Go back down and whine at Armagast for help, then return. Objects Required: None Explanation: The outer ring represents the top level of the pillars. Each symbol is unique, so it shouldn't be too hard. Actual solution: This assumes you haven't messed with the pillars yet. I'm NOT going to try to describe all the symbols and where they go. Next to that other squiggly one. With the pointy thing. Look to the right at the next one. Rotate the top once, the middle once, and the bottom twice.

Look to the right again at the last one. Rotate the middle twice and the bottom twice. The retracted pillars should move and have an electrical spasm when you've done this correctly. With a sphere inside. Go outside, take the tram, and enter the large nearby door that you opened earlier. Interesting, the door itself became the floor. Click the lever to ride it down. Go forward a few times, down a ladder, and the forward again. Look up, and click the "sphere within the tetrahedron" on the machine, followed by the rings.

I've combined a lot of objects in adventure games, but this is just weird. Now you've got a sphere inside a tetrahedron inside a bunch of gyroscopic- like concentric rings. Is this really supposed to make sense? Oh, that's right. They're magic, and beyond the understanding of mere mortals. You're officially done in Dragast. Go up the elevator, down the stairs, ride the bridge to the center position, and go back to the ship.

Pull the lever, and off you go. If this does not work, you still need to combine the rings, sphere, and tetrahedron into a single object. See above. This is the last true area, but it is quite varied. Go through the door, and you're already at a puzzle. If you have trouble with this next puzzle, it's nice to be able to go back. Solution: Due to some freak accident, on my first time through the game, I solved this without even realizing it was a puzzle - I just happened to stick all the forks in the right places.

Alas, I cannot tell you how to do the same. This is another puzzle I'll have to explain how to do, and let you finish it. There's four mirrors around the outside, each with a corresponding machine on the table.

How do you know which goes with which? Touch the orb above a machine, and it'll make a noise. Find the mirror that makes the same one. Now, look underneath the mirror and you'll find four pipes and a "wave" shape. Write them down. Ie, the second from the left in the diagram above is the highest pitch, while the far left is the lowest pitch. Each pipe represents a tuning fork as shown below.

Now, if you look at the corresponding machine on the table, you'll see it also has a wave on it - starting at the top where it really isn't visible at all and moving clockwise until it is thickest at the left. This wave corresponds to the one on the mirror, and the pitch of each tuning fork. When you pick it up, you can strike it up a tube at the whichever edge of the screen is closest to the middle of the table. The forks are color coded, so you can't put them in the wrong machine.

TitaniumX writes, "I did manage to fix it though. I changed the settings in my Creative speaker setup from 5. I have 2 Altec speakers with a subwoofer and headphones in the aux. Ie, where the wave is smallest on the table, place the tuning fork whose sound is represented by where the wave is smallest on the mirror. The pictures above show which pipe represents which tuning fork and where it goes. For this example, the lowest tone fork would go in the top slot represented by the longest pipe in the above diagram, and put where the wave is smallest on both the mirror and the machine , the highest pitched tuning fork would go in the right slot the next smallest portion of the wave , the second to lowest pitched tuning fork would go in the bottom slot, and the second highest pitched tuning fork would go in the left slot of the machine.

Of course, some of the forks are already placed and cannot be moved, to make it easier. Since every machine uses the same pitched tuning forks, it makes it a lot easier to figure it out. Note that one of the machines is trying to trick you: If you look at the mirror, you'll notice that the wave goes from right to left. In that instance, the fork represented from the far right pipe on the mirror would go in the top slot of the machine, the second from the right in the right slot, the third from the right in the bottom slot, and the far left in the left slot.

After you've got them all in place, press the button at the center of the table, between the machines. If done correctly, there will be an animation of the mirrors lighting up and displaying different scenes. If not, move them around, and try again. The two trickiest ones are the machine with the reverse wave on the corresponding mirror, and the one that has you place three tuning forks instead of just two.

Well, there's a button at the bottom of each tuning fork machine. This will cause a light above one of the mirrors. Now, the door on the other end of the room will lead to the place pictured on the lit mirror.

This is all one big teleportation device, basically. For now, activate the far left mirror, and step through the door. You'll be in an icy area. Keep going forward, up the ladder to the building. Inside, talk to the astrologer to your left you have to move to the other side of his desk first. You'll be given another goofy task, this time of getting the grain of life. I'm pretty sure the conversation is necessary to do so, since it's mentioned before you get the grain.

Leave the area, and enter the second area. This is the spirit world. It's the one of only two given a clear name. Go forward four times to an intersection, take the furthest right, and then look down and left to see a leaf. Pick it up. It's another easily missed item, and rather silly that the area you need it in has plenty of leaves, none of which you can pick up. Now, turn left a bit, and move forward several times this path is opposite and slightly right of your starting location in the world, if you got mixed up.

Go up the ladder and talk to the person on your left. New task: Gather mood figures. Go down the ladder, and look at the Easter Island type statue on the right. Grab the smaller figure that it is holding. You couldn't do this until you were told to. Continue out of this enclosed area, and you'll run into the second. Grab it, and continue along the path you were facing before you turned towards the statue.

Follow it to another statue, and grab the figure. This area has several pedestals, a pool, and an even larger statue without a mood figure. Remember it. Turn around, and continue out. On your left is the entrance to the spirit world, which has another figure nearby. Facing the main intersection again, go left and get the figure. Continue through a hole in the stone wall, and get another figure to your left. There's a cave here - don't go inside yet, but remember it.

There's a large sloping path that leads up to the final figure. After getting them all, go back to the old woman, and talk to her again. Get the grail behind her. Remember the area with the stone pedestals and the pool?

It's to your left as you leave. Go to the end of the area and put the grail in the large deity statue's hands. Look in the pool. Objects required: The seven mood figures, of course. Solution: See the vine that starts near the guardian deity by the tree? Follow it. It leads to the pedestals, one after another. You have to the mood figures on them, following the vine, and in the order mentioned in the pool.

You can check the pool again whenever you need to. It's easier to just look at it again than try to understand a description of which figure is which, so I'll leave to you. Note that a couple of figures are somewhat similar: There's one with an open mouth that's round, another is wider. And the two with relatively neutral faces have very different eyebrows.

After they're all placed, there will be an animation of the spirit entering the grail. She'll tell you to see her assistant.

Turn away from her, and follow the path. You'll have to turn right and go up another little ladder in other to get close enough to talk to her. After the conversation, get the flower manna from the bottom shelf, and go to the cave I mentioned earlier from the entrance to the spirit world, go left.

Inside, place the flower manna on the center of the ground, on a flat stone. Now look up and click the roots. Go back to the assistant and talk to her again. She forgot? I think she's been breathing too much poisonous smoke herself. Get the jar of poisonous smoke from the top shelf, and continue back to the cave. Place it next to the flower manna pot, and then click it to uncork it. Click on the sapling to shake it. Back in the cave, grab the grain of life.

It's on the ground to your left, near two rocks. We're done in the spirit world. Go back to the astrologer first machine. Show him the grain of life. It's time for some fascinatingly wacky machinery again. Look to your left, and get the two dragon statues from the table. Now go to the shelf next to the "door" on the far end of the room you'll never get to open it, but it's there.

Get the "pot with plants" and a new notebook page from the bottom shelf, and a vial with liquid from the top right. Go to the machine next to the astrologer. There's two vials in place, so put the third where it's missing top right. Put the pot with plants on the bottom of the contraption, and the grain of life in the middle. Click the vials to make them pour over it. Get the grain of life without the shell.

Go to the other machine, which looks like a tub filled with stained glass. Put the dragon statues in the missing slots, and the grain of life in the bottom middle of the device. Show the astrologer your new charged grain of life.

Three of the orbs only go in fixed slots. Objects needed: Charged grain of life. Solution: Check out the machine the wall, then go outside through the door. Look at the machine. Place the grain of life in the yellow receptacle at the top of it. Find the three orbs that only go in fixed slots. The top left orb only goes in the top slot, the bottom left orb only goes in the bottom left slot, and the top right orb only goes in the top left slot.



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