I link back in and have to make that long trek back to the cleft. Uru doesn't allow saving games.
This time I go the long way around. Sure enough, there are things hidden behind the mountain: a skeleton recognizable from "Riven" as having come from a Wahrk, and the remains of the telescope Gehn built to observe the stars in the cleft.
I walk on. I've learned that I can run and jump, so I jump over some of the rocks in the area.
Yesterday's sculpture was a good one. My brain is running very slowly, classic post-sculptural syndrome, but I should be alert enough to figure this thing out.
Down in the rock cleft I amble around. They certainly didn't make it easy to get anyplace. In order to get from A to B you have to pass through Z, Q, M and W first.
At the end of one shelf there's some sort of mechanism. Pulling the lever does nothing but make a well-designed mechanical clunk. The sounds in this game are very good.
One shelf gives access to a room with a cryptic letter, apparently to Yeesha. She, or someone else, has written notes on it. None of it is comprehensible. Another shelf, gotten to through climbing and jumping, gives me entrance to another room with a handprint on the wall. This one lights up and makes a sound when I touch it.
Eventually i work my way around to the big room on the far side. There's a projector-type gadget sitting on one shelf and various other things lying around. Down some stairs is another room, in whose window I'd looked from outside. A lever in the floor releases clamps from around a shaft. That must be the windmill, but it doesn't start turning.
I go up to find out what's wrong. A lever protrudes from the windmill's vertical shaft. I give it a good shove and the windmill starts to turn, squeaking as it goes. I go back down and try the lever at the end of the shelf, and this time the machinery responds by lowering a box. I raise it again. What's this for? Water? Other stuff? I leave it behind, and then look back and just barely see a handprint on the side of it. I go back over, lower it, then climb down and touch the hand sign. It lights up. Was it bigger this time? I go to the one in the room and touch it, and it also seems bigger. Not sure, though.
Now the doors work to the big room. I go to the lower room and open its door, but nothing changes. Back in the upper room I find a circular sign on the wall that resembles the one on the projector, so I draw a picture of it and then compare.
Pushing buttons on the projector changes its symbols. I set the right combination and then press the big central button. Yeesha starts talking, and a ghostly figure appears. She walks out of my view. I'm used to the Riven style of video so it doesn't even occur to me to turn around to watch her, assuming I can't move and view at the same time. Things have changed in game land. Toward the end of her message I think about moving, and turn in time to see her disappear from near the wall.
Now, where'd that handprint come from? It wasn't there when I entered. I touch it and this time it'd definitely bigger. More of it lights up, including one finger. Aha. Four fingers, thumb, and what must be two segments in the palm. Seven segments. So I have to find three more.
Monday, January 03, 2005
Linking In
The sound is familiar, but this time it's special. "Myst" taught me what linking is. "Riven" taught me more, but I had to unlearn some of that simple pleasure to get through Myst 3. The unconcerned wandering had turned into goal-driven purpose which led to many wrong answers and getting hit in the head. Myst 4 was worse; I didn't bother to finish it.
What would I get now? Linking into "Uru" for the first time brought some hope. Cyan has historically done this kind of thing better than anyone else.
Desert. A mountain in the distance. Sparse grass, a few shrubs, some rounded rocks lying around. In the distance, birds circling and clouds over mountains. No hints, no directions, no path.
I'm pointed at the mountain. Nothing for it but to start walking. The avatar, seen from behind, strides forward reasonably smoothly, and I can hear his feet hit the dry ground. I'm more used to the "eyeball view" of the older Myst games, but the instructions recommended getting used to the third-person view. When in Rome, play as the Romans do.
I angle a bit to the right, on a whim. Topping a small rise I can see some complications in the distance; as I approach these turn into a fence, a windmill and a house trailer.
Figuring they want me to go to the trailer first, I head for the fence and windmill. The fence turns out to be built around a cleft reminiscent of that in Riven. The vertical-axis windmill isn't turning. Steps on the far side lead down into the rock-walled cleft.
I decide to check the trailer first. Approaching it, I see what looks like a piece of cloth with a stylized handprint on it. Looks like something to touch, so I do so, and am rewarded with a sound and a glowing segment of the design. Then I amble around and receive a lecture from the guy sitting in a chair, drinking something cold, listening to the radio. He says I've been called. That if I need help, to come and ask. Then he clams up. The radio plays, the wind whispers, clouds move, and eventually I do too.
Back to the cleft, and down. It reminds me of Donkey Kong, with all the ladders and rock shelves. One of the rope bridges collapses under me, dropping me a good three man-heights to the ground but the avatar doesn't even say "Oof." He's made of sterner stuff than I.
I ramble around down there, wading in the pool and finding a tree with a handprint on it. Touching this gets a little glow, but nothing else happens. Not its time, I guess.
Enough for now. It looks good. I have to get ready for the weekend's sand sculpture.
What would I get now? Linking into "Uru" for the first time brought some hope. Cyan has historically done this kind of thing better than anyone else.
Desert. A mountain in the distance. Sparse grass, a few shrubs, some rounded rocks lying around. In the distance, birds circling and clouds over mountains. No hints, no directions, no path.
I'm pointed at the mountain. Nothing for it but to start walking. The avatar, seen from behind, strides forward reasonably smoothly, and I can hear his feet hit the dry ground. I'm more used to the "eyeball view" of the older Myst games, but the instructions recommended getting used to the third-person view. When in Rome, play as the Romans do.
I angle a bit to the right, on a whim. Topping a small rise I can see some complications in the distance; as I approach these turn into a fence, a windmill and a house trailer.
Figuring they want me to go to the trailer first, I head for the fence and windmill. The fence turns out to be built around a cleft reminiscent of that in Riven. The vertical-axis windmill isn't turning. Steps on the far side lead down into the rock-walled cleft.
I decide to check the trailer first. Approaching it, I see what looks like a piece of cloth with a stylized handprint on it. Looks like something to touch, so I do so, and am rewarded with a sound and a glowing segment of the design. Then I amble around and receive a lecture from the guy sitting in a chair, drinking something cold, listening to the radio. He says I've been called. That if I need help, to come and ask. Then he clams up. The radio plays, the wind whispers, clouds move, and eventually I do too.
Back to the cleft, and down. It reminds me of Donkey Kong, with all the ladders and rock shelves. One of the rope bridges collapses under me, dropping me a good three man-heights to the ground but the avatar doesn't even say "Oof." He's made of sterner stuff than I.
I ramble around down there, wading in the pool and finding a tree with a handprint on it. Touching this gets a little glow, but nothing else happens. Not its time, I guess.
Enough for now. It looks good. I have to get ready for the weekend's sand sculpture.
Tree Canyons
The canyon walls look like tree bark. The floor looks like basalt. Odd ruins bridge some of the canyons, and even odder rings look to be some sort of puzzle. The rings move when I push buttons.
On the side of a dais is a handprint cloth. That was easy.
On a rock shelf nearby is a strange linking page that looks as if it's made of burlap. I link out and end up on a balcony with no exit. Other balconies decorate the glowing stone walls of this place. I decide to call it Shrine World.
I linked back to the island in the clouds. Is this Relto? The instructions mention such a place.
On the side of a dais is a handprint cloth. That was easy.
On a rock shelf nearby is a strange linking page that looks as if it's made of burlap. I link out and end up on a balcony with no exit. Other balconies decorate the glowing stone walls of this place. I decide to call it Shrine World.
I linked back to the island in the clouds. Is this Relto? The instructions mention such a place.
Island in the Sky
Where is this place? A tall rock in the sky. It's a long way down.
Four odd short posts, and a small building with a mountain behind it. Inside the building two bookshelves built into the walls, and a lever to control the blinds. Not much to do in here but read books, and they're full of philosophic stuff. Can't make head nor tail of it. So, back outside.
Hmmm. The posts have handprints on them. Looks like an invitation to me. I touch one and it slides open, and there's a linking book inside. I wonder if the others work the same, so I touch them and get all four open. Oh, boy, four places to go!
I pick one at random and link out.
Four odd short posts, and a small building with a mountain behind it. Inside the building two bookshelves built into the walls, and a lever to control the blinds. Not much to do in here but read books, and they're full of philosophic stuff. Can't make head nor tail of it. So, back outside.
Hmmm. The posts have handprints on them. Looks like an invitation to me. I touch one and it slides open, and there's a linking book inside. I wonder if the others work the same, so I touch them and get all four open. Oh, boy, four places to go!
I pick one at random and link out.
In the Cleft
In this area I won some and lost some. I bumbled around and figured out the windmill, so got the power to the doors. I found the handprint on the trailer, the one in the room, and the one on the water lift. Then I figured out how to play the recording from Yeesha, so found the one she put ont he wall in that room.
The others threw me. You have to realize I'd done a sand sculpture the day before so my brain was running slowly. I missed all the obvious Myst clues, and didn't check. But I remembered that guy by the trailer saying that if I needed help, I could ask him.
I don't like walkthroughs and hints, but in this case it was an invitation. So, I went. He said something about the Riven ruins, which I'd already examined. The next time he mentioned the Wahrk skeleton. I'd already checked that, but I ran over to the other side of the mountain and took another look. Yep. I just missed it. Dork. Two more to find and a brain devoid of ideas.
I went back to Zandi. "Have you looked at the sign where you came in?" What sign? I ran over to the link-in point and sure enough there was a sign. Can you imagine? Basic Myst idea: look everywhere. I just started walking forward. On the back of the sign, of course, was another handprint cloth.
The final hint from Zandi talked about doors opening and closing. Of course. Another basic mistake. I found the last handprint on the outside of the door to the upper room.
Finally. Went over to the tree, touched its print and the door opened. Went down, found the linking book, touched it and the game blew up. I had to reinstall it. Then, of course, I had to play through the cleft again. The next time I linked out it worked, and I arrived in Relto.
The others threw me. You have to realize I'd done a sand sculpture the day before so my brain was running slowly. I missed all the obvious Myst clues, and didn't check. But I remembered that guy by the trailer saying that if I needed help, I could ask him.
I don't like walkthroughs and hints, but in this case it was an invitation. So, I went. He said something about the Riven ruins, which I'd already examined. The next time he mentioned the Wahrk skeleton. I'd already checked that, but I ran over to the other side of the mountain and took another look. Yep. I just missed it. Dork. Two more to find and a brain devoid of ideas.
I went back to Zandi. "Have you looked at the sign where you came in?" What sign? I ran over to the link-in point and sure enough there was a sign. Can you imagine? Basic Myst idea: look everywhere. I just started walking forward. On the back of the sign, of course, was another handprint cloth.
The final hint from Zandi talked about doors opening and closing. Of course. Another basic mistake. I found the last handprint on the outside of the door to the upper room.
Finally. Went over to the tree, touched its print and the door opened. Went down, found the linking book, touched it and the game blew up. I had to reinstall it. Then, of course, I had to play through the cleft again. The next time I linked out it worked, and I arrived in Relto.
Monday, December 06, 2004
Uru: Day 10
Today was fairly productive. I still don't know where I am or what I'm doing here, but the scenery is great. Just keep track of your feet.
I started by linking out to what I call "Lava." It's hot. I wanted to see if I could find a way to get some light in those dark caves, but on my way to the cave I noticed a rock that seemed a logical place to hide something. Sure enough, there was one of the burlap pages. You never know where one of those will take you.
Uru's worlds are so dense that it's easy to overlook clues like this. I'd walked past this rock several times and never thought about it. So, I linked out and got to an enclosure that must be in the world I call "Shrine," because of all the strange glowing window-and-balcony things hanging on the stone walls. This must be somewhere in the city of the D'ni.
There were lots of notebooks lying around. The room, roofless as it is, must have been a major meeting point for the D'ni Restoration Council folks. I read about kings and rituals. The D'ni were like us: lots of problems, more power than brains. After reading all the journals I looked around for anything else useful, but didn't find anything. I picked up a hard hat, hoping that it would have a headlight for those dark caves, and then used my "Idiot Relto" book to link out.
Linking back into Lava, I learned that the hard hat didn't have a headlight. Still as dark as the inside of a cow in those caves. Is there anything hidden in the dark? I'll have to try another experiment. I used the Idiot Book again, back to Relto, and then linked out to the KI world. Now I know it's called Gahreesen.
Given the length of time the computer spends loading this world, there has to be more to it. I'd managed to find my way to a control room on Friday, but hadn't had time to figure out how it works.
There's a big gear in the floor that obviously is supposed to mesh with the big one that runs past the opening. There's a big golden plunger that rises when I stand on a panel in the floor, and four big switches that I can pull down. If I pull on a switch while the plunger is up, the switch stays down and its panel lights up, but as soon as the descending plunger--it starts dropping as soon as I step off the panel--gets to the bottom, the switch snaps up and the panel goes dark.
So, it's timed. What am I supposed to do? I wander around and find foot-treadles in the floor near the gear. I tromp on one but nothing happens. So, I go to the plunger and raise it, then turn around and notice lights near the treadles flashing. With the plunger up, I stomp on a treadle but nothing happens.
Back to the plunger. Raise it. Then run to the first switch and snap it down. Then run to a treadle and stomp it. Two lock-like things rise, but retract as soon as the plunger hits bottom.
Now, how can I do this? I can't run fast enough to hit the switch and both treadles. Will it work if I run back to the plunger between switches? Nothing to do but try.
Raise the plunger. Run to engage the switch. Run back to the plunger and raise it to the top again. Run and stomp the far treadle; its locks retract while I run back to the plunger and raise it just in time. Run to stomp the other treadle, and this time the locks stay down.
The gear rises and engages the big gear. Thunder fills the room. And it keeps going.
Finally, I take a closer look at the four switches. The first one has a gear shape on its panel. The second has a box with arrows down, the third switch the same but the arrows point up. Elevators? The fourth has the obvious outline of those heavy doors so common in this overbuilt place. I pull them all down and they stay. And I can go out the door, instead of having to shut everything down and wait for the gap in the big gear to show up.
Outside, there's not much to see. More hallways. Eventually I find one with a hole in the side and realize this is how I got up here; there's the cleft in the wall that allows access to the big gear. I walk down the wreckage, and enter the lower-level hallway and go to the elevator. Now its circular button is glowing, and it opens when I push it. Hooray! Going places.
And what a place it is. I end up on top of a rotating building. Now, how did that happen? I always thought the building was fixed. Didn't feel any Coriolis forces. I wander around on top. The valley is green and steep-walled. Beautiful. Waterfalls dropping into the calm river or estuary. Nearby is another building, also rotating, with four long walkways projecting from it. My building also has a walkway, which I walk to after watching the scenery go past for a revolution.
There's a pinnacle between the two buildings. I leap from the ramp I'm on and make the landing, and find a hand-panel--one of the things Yeesha talked about--on the rock. Obviously there for those who don't make the next leap. I touch it and am rewarded. Two segments found, five to go. Then I watch a walkway from the other building go past to see where it lines up.
I get in the right place and wait. The gangway approaches. I time it and leap, landing on the deck. Wait a minute! Where are my legs? I jump, and my legs are there but they disappear as I land. As if I'm walking in dark water. It's a long walk.
The door flashes blue, thanks to my KI, and I enter the building. A featureless room. Up the stairs and there's another massive door, which opens. The next room is dark. Lights shine here and there in odd structures. To left and right doorways lead to corridors; straight ahead, inward, is another door. I turn left and walk along the corridor.
It bends, then bends again, and then another dark room just like the first. It'd be really easy to get lost in this place. On a whim I turn right and go through the door that opens, into a large dark room with a polyhedral window at the far end It's a uniform beige. Enigmatic machinery lines the walls. I wander around and find a narrow doorway that leads, after a dogleg, to what looks like a suiting room from an old science fiction movie. There are niches along the walls, a machine at one end, and what looks like a suit of powered armor standing near a door.
In one of the niches is a suit of some sort, inert. Blue lights glow at spots. It does nothing. I amble around, look at the "power armor," but it is also inert. The machine at the other end, however, is active; as I step onto the circle below it, it makes noise and a tubular extension surrounds me. When it retracts I have a full suit of some sort on, different from the one in the niche. Is this a hint that I'm going to need the suit's capabilities? Maybe it has a light that will work in those dark caves.
I exit the room through the massive door and find myself in one of the dark peripheral rooms. No idea which one. Probably four, because there are four gangways to the building. I walk along a corridor to the next dark room, and then go in. Here's another room with a window, with the narrow corridor to a suiting room. This one is blue instead of green. No suits. I exit to another dark room, walk the corridor, turn inward and expect another suit room.
It's actually a conference room. Big table, viewscreens with only noise on them, and a journal on the table. This one's about the "Maintainers," whose facility I'm aparently in, and the suit I'm wearing is apparently their latest model. From what I've read here and elsewhere the Maintainers were a sort of police group, and they had a secret inner group that handled enforcement tasks. Apparently this place is a training facility, and the core has something called the Wall, where teams of Maintainers competed. Nothing is visible through the fogged window, but there's a plan on one wall.
The building has 12 sides. I shoot the plan with my KI and decide to figure it out later. On a wall near the window is another handprint cloth, which I touch and get three segments. I return to the dark room, walk halfway around the building, and go into the other conference room. Just like the first, except the viewscreens have a pattern on them. The journal on the table talks about the KI and its capabilities. On a chair is another burlap linking panel, which takes me to an isolated balcony on Shrine World. Nothing there. I link out.
From Relto, I link back to the first conference room and then walk outside to the end of a gangway. Just to see what's there. Canyon, water, streams, nothing moving, no landings except the pinnacle that's the transfer point to the other building. I'd hoped for something else. There does seem to be a door near the base of the other building but how I'd get to it I have no idea. Maybe there's a way from the other.
I link out. At Relto I like to Lava to test the illuminated suit theory. No go. Just as dark in those caves as ever. I link out, enter the wardrobe and shed the Maintainer suit.
Then I link back to Gahreesen. Take the elevator up, walk to the end of the gangway and then watch. About 90 degrees around from the egress pinnacle is another pinnacle, with a light on it. Aha! I watch it go past, to scout the landing. It looks feasible. On the next pass I leap and land on the light.
There's nothing here. No handprint, no door, nothing but a ramp that goes down to a dead end. I go back to the top to double-check. Nope. Back to the end of the spiralling ramp. Over there is something I might be able to land on, so I leap and have to make an idiot link out. As I rematerialize in Relto I wonder what happened to my kinetic energy. And what's that pinnacle for? It has a light, it has a ramp, but nothing?
I started by linking out to what I call "Lava." It's hot. I wanted to see if I could find a way to get some light in those dark caves, but on my way to the cave I noticed a rock that seemed a logical place to hide something. Sure enough, there was one of the burlap pages. You never know where one of those will take you.
Uru's worlds are so dense that it's easy to overlook clues like this. I'd walked past this rock several times and never thought about it. So, I linked out and got to an enclosure that must be in the world I call "Shrine," because of all the strange glowing window-and-balcony things hanging on the stone walls. This must be somewhere in the city of the D'ni.
There were lots of notebooks lying around. The room, roofless as it is, must have been a major meeting point for the D'ni Restoration Council folks. I read about kings and rituals. The D'ni were like us: lots of problems, more power than brains. After reading all the journals I looked around for anything else useful, but didn't find anything. I picked up a hard hat, hoping that it would have a headlight for those dark caves, and then used my "Idiot Relto" book to link out.
Linking back into Lava, I learned that the hard hat didn't have a headlight. Still as dark as the inside of a cow in those caves. Is there anything hidden in the dark? I'll have to try another experiment. I used the Idiot Book again, back to Relto, and then linked out to the KI world. Now I know it's called Gahreesen.
Given the length of time the computer spends loading this world, there has to be more to it. I'd managed to find my way to a control room on Friday, but hadn't had time to figure out how it works.
There's a big gear in the floor that obviously is supposed to mesh with the big one that runs past the opening. There's a big golden plunger that rises when I stand on a panel in the floor, and four big switches that I can pull down. If I pull on a switch while the plunger is up, the switch stays down and its panel lights up, but as soon as the descending plunger--it starts dropping as soon as I step off the panel--gets to the bottom, the switch snaps up and the panel goes dark.
So, it's timed. What am I supposed to do? I wander around and find foot-treadles in the floor near the gear. I tromp on one but nothing happens. So, I go to the plunger and raise it, then turn around and notice lights near the treadles flashing. With the plunger up, I stomp on a treadle but nothing happens.
Back to the plunger. Raise it. Then run to the first switch and snap it down. Then run to a treadle and stomp it. Two lock-like things rise, but retract as soon as the plunger hits bottom.
Now, how can I do this? I can't run fast enough to hit the switch and both treadles. Will it work if I run back to the plunger between switches? Nothing to do but try.
Raise the plunger. Run to engage the switch. Run back to the plunger and raise it to the top again. Run and stomp the far treadle; its locks retract while I run back to the plunger and raise it just in time. Run to stomp the other treadle, and this time the locks stay down.
The gear rises and engages the big gear. Thunder fills the room. And it keeps going.
Finally, I take a closer look at the four switches. The first one has a gear shape on its panel. The second has a box with arrows down, the third switch the same but the arrows point up. Elevators? The fourth has the obvious outline of those heavy doors so common in this overbuilt place. I pull them all down and they stay. And I can go out the door, instead of having to shut everything down and wait for the gap in the big gear to show up.
Outside, there's not much to see. More hallways. Eventually I find one with a hole in the side and realize this is how I got up here; there's the cleft in the wall that allows access to the big gear. I walk down the wreckage, and enter the lower-level hallway and go to the elevator. Now its circular button is glowing, and it opens when I push it. Hooray! Going places.
And what a place it is. I end up on top of a rotating building. Now, how did that happen? I always thought the building was fixed. Didn't feel any Coriolis forces. I wander around on top. The valley is green and steep-walled. Beautiful. Waterfalls dropping into the calm river or estuary. Nearby is another building, also rotating, with four long walkways projecting from it. My building also has a walkway, which I walk to after watching the scenery go past for a revolution.
There's a pinnacle between the two buildings. I leap from the ramp I'm on and make the landing, and find a hand-panel--one of the things Yeesha talked about--on the rock. Obviously there for those who don't make the next leap. I touch it and am rewarded. Two segments found, five to go. Then I watch a walkway from the other building go past to see where it lines up.
I get in the right place and wait. The gangway approaches. I time it and leap, landing on the deck. Wait a minute! Where are my legs? I jump, and my legs are there but they disappear as I land. As if I'm walking in dark water. It's a long walk.
The door flashes blue, thanks to my KI, and I enter the building. A featureless room. Up the stairs and there's another massive door, which opens. The next room is dark. Lights shine here and there in odd structures. To left and right doorways lead to corridors; straight ahead, inward, is another door. I turn left and walk along the corridor.
It bends, then bends again, and then another dark room just like the first. It'd be really easy to get lost in this place. On a whim I turn right and go through the door that opens, into a large dark room with a polyhedral window at the far end It's a uniform beige. Enigmatic machinery lines the walls. I wander around and find a narrow doorway that leads, after a dogleg, to what looks like a suiting room from an old science fiction movie. There are niches along the walls, a machine at one end, and what looks like a suit of powered armor standing near a door.
In one of the niches is a suit of some sort, inert. Blue lights glow at spots. It does nothing. I amble around, look at the "power armor," but it is also inert. The machine at the other end, however, is active; as I step onto the circle below it, it makes noise and a tubular extension surrounds me. When it retracts I have a full suit of some sort on, different from the one in the niche. Is this a hint that I'm going to need the suit's capabilities? Maybe it has a light that will work in those dark caves.
I exit the room through the massive door and find myself in one of the dark peripheral rooms. No idea which one. Probably four, because there are four gangways to the building. I walk along a corridor to the next dark room, and then go in. Here's another room with a window, with the narrow corridor to a suiting room. This one is blue instead of green. No suits. I exit to another dark room, walk the corridor, turn inward and expect another suit room.
It's actually a conference room. Big table, viewscreens with only noise on them, and a journal on the table. This one's about the "Maintainers," whose facility I'm aparently in, and the suit I'm wearing is apparently their latest model. From what I've read here and elsewhere the Maintainers were a sort of police group, and they had a secret inner group that handled enforcement tasks. Apparently this place is a training facility, and the core has something called the Wall, where teams of Maintainers competed. Nothing is visible through the fogged window, but there's a plan on one wall.
The building has 12 sides. I shoot the plan with my KI and decide to figure it out later. On a wall near the window is another handprint cloth, which I touch and get three segments. I return to the dark room, walk halfway around the building, and go into the other conference room. Just like the first, except the viewscreens have a pattern on them. The journal on the table talks about the KI and its capabilities. On a chair is another burlap linking panel, which takes me to an isolated balcony on Shrine World. Nothing there. I link out.
From Relto, I link back to the first conference room and then walk outside to the end of a gangway. Just to see what's there. Canyon, water, streams, nothing moving, no landings except the pinnacle that's the transfer point to the other building. I'd hoped for something else. There does seem to be a door near the base of the other building but how I'd get to it I have no idea. Maybe there's a way from the other.
I link out. At Relto I like to Lava to test the illuminated suit theory. No go. Just as dark in those caves as ever. I link out, enter the wardrobe and shed the Maintainer suit.
Then I link back to Gahreesen. Take the elevator up, walk to the end of the gangway and then watch. About 90 degrees around from the egress pinnacle is another pinnacle, with a light on it. Aha! I watch it go past, to scout the landing. It looks feasible. On the next pass I leap and land on the light.
There's nothing here. No handprint, no door, nothing but a ramp that goes down to a dead end. I go back to the top to double-check. Nope. Back to the end of the spiralling ramp. Over there is something I might be able to land on, so I leap and have to make an idiot link out. As I rematerialize in Relto I wonder what happened to my kinetic energy. And what's that pinnacle for? It has a light, it has a ramp, but nothing?
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