Schizm 2. Хамелеон
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Re: help!!!
Towers: Go through the door and come out on a ramp on top of 4 towers. At the center is a layered taller tower. The tower roofs have numbers similar to the one that is on the airship control. Note the drawings of the numbers and we will decode it later. Look around and note that one of the windows on the wall is open. Go back and go through the corridor.
Take the corridor across the crate with the new symbols. Enter the room at the end and see the window seen from the tower top. Note that the 16 buttons overhead the window is similar to the ancient symbol seen during gameplay.
Exit and go back to the metal decoder.
Decode the tower numbers - Across the metal decoder is a panel that has the base 12 numbers. The bottom row shows the symbols seen on the crate and doors. Some numbers are missing. The top left is 0 and is read across the row to 3 at top left. The panel is a calculator with the mathematical function icons at the bottom. Select any a number, press the bottom left icon, press another number and you will get a sum.
Compare the markings on the tower roof on the symbols on this calculator. The numbers on top of the towers are: 28, 14, 08 and 04.
Decode the new crate symbols - Note that the code for the unopened door symbol is equals to the symbol above the other 2 doors with a mathematical function symbol (addition) in between.
Since the metal decoder has 12 radial segments and we have been using base 12 here, count the top of the metal decoder as #0 and going clockwise to end at 11.
As seen from decoding the door lock puzzle - first door has the symbols at segments 3 for the first circle, 4 for the second circle, 6 for the third circle and 8 on the last circle - 3468. Check the graphic above.
The second door has symbols at segments 8 for the first circle, 0 for the second circle, 4 for the third circle and 1 on the last circle - 8041. Check the graphic above.
The crate formula will then be third door = 3468 + 8041. The math function is seen at the calculator panel across the decoder wheel.
So add the numbers , first symbol, 3 + 8 = 11; second symbol, 4 + 0 = 4; third symbol 6 + 4 = 10 and the fourth symbol is 8 + 1 = 9.
Go to the metal decoder and turn the wheels to 11 for the first circle, 4 for the second circle , 10 for the third circle and 9 for the fourth inner circle.
Third door - Go to the third door and press yellow 3-knobbed star, pink 3-pointed star, pink 4 pointed star and yellow dumbbell.
monchasem@rambler.ru
Take the corridor across the crate with the new symbols. Enter the room at the end and see the window seen from the tower top. Note that the 16 buttons overhead the window is similar to the ancient symbol seen during gameplay.
Exit and go back to the metal decoder.
Decode the tower numbers - Across the metal decoder is a panel that has the base 12 numbers. The bottom row shows the symbols seen on the crate and doors. Some numbers are missing. The top left is 0 and is read across the row to 3 at top left. The panel is a calculator with the mathematical function icons at the bottom. Select any a number, press the bottom left icon, press another number and you will get a sum.
Compare the markings on the tower roof on the symbols on this calculator. The numbers on top of the towers are: 28, 14, 08 and 04.
Decode the new crate symbols - Note that the code for the unopened door symbol is equals to the symbol above the other 2 doors with a mathematical function symbol (addition) in between.
Since the metal decoder has 12 radial segments and we have been using base 12 here, count the top of the metal decoder as #0 and going clockwise to end at 11.
As seen from decoding the door lock puzzle - first door has the symbols at segments 3 for the first circle, 4 for the second circle, 6 for the third circle and 8 on the last circle - 3468. Check the graphic above.
The second door has symbols at segments 8 for the first circle, 0 for the second circle, 4 for the third circle and 1 on the last circle - 8041. Check the graphic above.
The crate formula will then be third door = 3468 + 8041. The math function is seen at the calculator panel across the decoder wheel.
So add the numbers , first symbol, 3 + 8 = 11; second symbol, 4 + 0 = 4; third symbol 6 + 4 = 10 and the fourth symbol is 8 + 1 = 9.
Go to the metal decoder and turn the wheels to 11 for the first circle, 4 for the second circle , 10 for the third circle and 9 for the fourth inner circle.
Third door - Go to the third door and press yellow 3-knobbed star, pink 3-pointed star, pink 4 pointed star and yellow dumbbell.
monchasem@rambler.ru
Myst.J2_Конец игры
End Game:
Sen is reunited with Chemay. Chemay will contact Arco and will work to get Talen fixed. Chemay gives Sen a prion generator. Sen needs to find the reconnection override.
Go forward and take the left corridor to the room with the window opened to the tower. Insert the prion generator on the slot at the right edge of the window frame.
End Puzzle - The 16 buttons above the window is the same as that of the ancient symbols. The 4 ancient number of powers given to Sen are 12, 28, 36 and 52.
The object of the puzzle is to make the ancient numbers on the towers. This is done by joining numbered towers using laser beams.
The 16 buttons are positions that shoot different combinations of laser beams to the towers.
The middle large button turns on and toggles off the lasers.
Check the laser combinations by pressing the different buttons individually, then press the middle large button and note which towers are hit by the lasers.
The tower numbers using base 12 from left to right looking out from the window is 4, 8, 14 and 28. Converting them to base 10 make the towers from left to right 4, 8, 16 and 32.
To make the numbers of power:
12 -point the laser beams on towers 4 and 8 by pressing button 15 and then press the middle button.
28 - point the laser beams on towers 4, 8 and 16 by pressing button 8 and then press the middle button.
36 - point the laser beams on towers 4 and 32 by pressing button 3 and then press the middle button.
52 - point the laser beams on towers 4, 16 and 32 by pressing button 7 and then press the middle button.
Watch the space station shake. The shield over the planet is removed. Carluen and Loreann manually adjust the Oracles.
--------------------
See the Oracles tell the Transais and the Ansalas that they are now one tribe - the Transalas. Talen is grateful to Sen.
---------------------------------------------
monchasem@rambler.ru
Sen is reunited with Chemay. Chemay will contact Arco and will work to get Talen fixed. Chemay gives Sen a prion generator. Sen needs to find the reconnection override.
Go forward and take the left corridor to the room with the window opened to the tower. Insert the prion generator on the slot at the right edge of the window frame.
End Puzzle - The 16 buttons above the window is the same as that of the ancient symbols. The 4 ancient number of powers given to Sen are 12, 28, 36 and 52.
The object of the puzzle is to make the ancient numbers on the towers. This is done by joining numbered towers using laser beams.
The 16 buttons are positions that shoot different combinations of laser beams to the towers.
The middle large button turns on and toggles off the lasers.
Check the laser combinations by pressing the different buttons individually, then press the middle large button and note which towers are hit by the lasers.
The tower numbers using base 12 from left to right looking out from the window is 4, 8, 14 and 28. Converting them to base 10 make the towers from left to right 4, 8, 16 and 32.
To make the numbers of power:
12 -point the laser beams on towers 4 and 8 by pressing button 15 and then press the middle button.
28 - point the laser beams on towers 4, 8 and 16 by pressing button 8 and then press the middle button.
36 - point the laser beams on towers 4 and 32 by pressing button 3 and then press the middle button.
52 - point the laser beams on towers 4, 16 and 32 by pressing button 7 and then press the middle button.
Watch the space station shake. The shield over the planet is removed. Carluen and Loreann manually adjust the Oracles.
--------------------
See the Oracles tell the Transais and the Ansalas that they are now one tribe - the Transalas. Talen is grateful to Sen.
---------------------------------------------
(User Above) писал(а):Good luck!/SEM
monchasem@rambler.ru
MYSTERIOUS JOURNEY 2 ПОМОГИТЕ В КОМНАТЕ С 3 ВЕРЕВКАМИ
Прошла уже где-то половину игры зашла в город природы после каких то разговоров меня похоже бросили в тюрьму Круглая комната в которой 3 веревки с узлами. Надо как-то закрепить зажимы одновременно. не понимаю по какому принципу их надо дергать Если кто прошел плиззз поделитесь Жду
doxodyga@au.ru
doxodyga@au.ru
Re: misterious journey 2 Последние шаги
Ласточка! Только до кмпа добралась. Я владею немецким языком и не понимаю этого солюшена. А с Литовцем мы застряли на открытии 3 двери с символами 12-ричной системы. Со столбов символы мы переписали и формулу с символами нашли.
lotos@diawest.net.ua
lotos@diawest.net.ua
Re: MYSTERIOUS JOURNEY 2 ПОМОГИТЕ В КОМНАТЕ С 3 ВЕРЕВКАМИ
Pull rope 2 until there are 2 knotted lengths of rope between the clamp and the clips.
Pull rope 3 until there are 4 knotted lengths of rope between the clamp and the clips.
Pull rope 1 until it is clamped.
Pull rope 2 until it is clamped. This act also clamps rope 3. If mistake is made, start from saved game.
monchasem@rambler.ru
Pull rope 3 until there are 4 knotted lengths of rope between the clamp and the clips.
Pull rope 1 until it is clamped.
Pull rope 2 until it is clamped. This act also clamps rope 3. If mistake is made, start from saved game.
monchasem@rambler.ru
Re: misterious journey 2 Последние шаги
Если вы уже поняли , что за цифры где лазеры(На полу) Это символы , которые надо перекодить, так вот . Получаем набор 28,14,08,04 -Это цифры Силы. Теперь цыфры первой двери + цыфры второй. 3 4 6 8 + 8 0 4 1 = 11 4 10 9., далее поворачивай большой диск, так чтобы самый большой выставить в положение 11, далее меньший в4, еще меньший 10 , и потов последний - 9.Посмотри символы в прорезях и иди открывай дверь№3
Помоему там (желтая-Ядерная звезда, затем розовая,треугольная,затем розовая четырехугольная и наконец желтая гантелеобразная
Удачи !!!
monchasem@rambler.ru
Помоему там (желтая-Ядерная звезда, затем розовая,треугольная,затем розовая четырехугольная и наконец желтая гантелеобразная

monchasem@rambler.ru
Чушь
Игра пройдена и никакого удовлетворения.....вторая половина игры- полная чушь!!! Сколько квестов перелапатил, ни в одном так не тормозил))) Когда начались загадки с системами измерения (12, 4 и тд)просто руки опускаются... Хорошо хоть места красивые повидал, таких кроме как на Сарпедоне нигде нет))))))))))
litovetz@rambler.ru
litovetz@rambler.ru
Re: Чушь
Согласен! Игра оправдывает свое название SHIZM, и причем очень, я никогда ранее таких квестов просто не встречал. Уж больно она замудреная. Поэтому без солюшена никак не пройти!!!
monchasem@rambler.ru
monchasem@rambler.ru
Re: MYSTERIOUS JOURNEY 2 ПОМОГИТЕ В КОМНАТЕ С 3 ВЕРЕВКАМИ
спасибо конечно друг но после перевода у меня получилось вот что
веревка напряжения 2 до там 2 затруднительных длины веревки между зажимом и зажимами и т д В английском я не сильна поэтому и просила помощи на форуме может кто объяснит доступным языком
doxodyga@au.ru
веревка напряжения 2 до там 2 затруднительных длины веревки между зажимом и зажимами и т д В английском я не сильна поэтому и просила помощи на форуме может кто объяснит доступным языком
doxodyga@au.ru
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