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Uru - puzzle logic?

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Iain Mackenzie

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Feb 12, 2004, 6:56:50 AM2/12/04
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Is it just me, or are some of the puzzles impossible to work out without a
walkthrough?
For example, how would you logically solve the cogwheel puzzle in Gahreesen?
Maybe I'm just thick, but it seems impossible without hints. Are there any
clues to it within the game?
Iain


Murray Peterson

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Feb 12, 2004, 1:02:25 PM2/12/04
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"Iain Mackenzie" <iain.l...@lavache.virgin.net> wrote in
news:SRJWb.10477$q%6.35...@newsfep2-win.server.ntli.net:

> Is it just me, or are some of the puzzles impossible to work out
> without a walkthrough?

There were some that I found impossible, but that was because URU changed
the rules on me. For example, in the Myst games, when I pull a lever next
to a raised walkway, I expect it to work or not work. In Teledahn, they
made me run/jump against the walkway as well -- not something I would have
ever tried. IOW, my expectations limited the solutions that I was willing
to consider.

> For example, how would you logically solve the cogwheel puzzle in
> Gahreesen? Maybe I'm just thick, but it seems impossible without
> hints. Are there any clues to it within the game?

By the time I got to this one, I found it quite easy. Some amount of
poking around to determine that:
1. Pushing the pedal raised a column that slowly sank back down
2. A big wheel that had some foot locks around its periphery
3. A row of buttons that didn't do much when pressed.

One more bit of experimenting determined that the a button would light up
when the column was sinking -- this was obviously some sort of "kick start"
mechanism.

By this time in the game, I was aware that the game designers had a love of
physical and timed puzzles, so it was easy to figure out that they wanted
me to run back and forth unlocking things and pumping the power cylinder
back up to the top. It only took a few tries before I found that the wheel
locks would work when one button was lit -- after that, the rest was just a
physical dexterity problem (steering my character, running).

--
Murray Peterson
Email: murray_...@shaw.ca (remove underscore)
URL: http://members.shaw.ca/murraypeterson/

Iain Mackenzie

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Feb 13, 2004, 5:20:13 PM2/13/04
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> > For example, how would you logically solve the cogwheel puzzle in
> > Gahreesen? Maybe I'm just thick, but it seems impossible without
> > hints. Are there any clues to it within the game?
>
> By the time I got to this one, I found it quite easy. Some amount of
> poking around to determine that:
> 1. Pushing the pedal raised a column that slowly sank back down
> 2. A big wheel that had some foot locks around its periphery
> 3. A row of buttons that didn't do much when pressed.
>
> One more bit of experimenting determined that the a button would light up
> when the column was sinking -- this was obviously some sort of "kick
start"
> mechanism.
>
> By this time in the game, I was aware that the game designers had a love
of
> physical and timed puzzles, so it was easy to figure out that they wanted
> me to run back and forth unlocking things and pumping the power cylinder
> back up to the top. It only took a few tries before I found that the
wheel
> locks would work when one button was lit -- after that, the rest was just
a
> physical dexterity problem (steering my character, running).
>
Thanks for that Murray, but where is the logic behind the '1st button, 1st
pedal, 2nd pedal, 2nd button' sequence? unless I'm missing something it's a
question of trial and error.


Murray Peterson

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Feb 13, 2004, 10:35:05 PM2/13/04
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"Iain Mackenzie" <iain.l...@lavache.virgin.net> wrote in
news:c4cXb.11910$q%6.43...@newsfep2-win.server.ntli.net:


> Thanks for that Murray, but where is the logic behind the '1st button,
> 1st pedal, 2nd pedal, 2nd button' sequence? unless I'm missing
> something it's a question of trial and error.

Actually, there wasn't nearly that tight a requirement -- I found that you
just had to have both buttons pushed and both locks released. I just
pushed both buttons, and then opened both locks.

That type of puzzle requires enough "trial and error" to first figure out
the rules. I didn't find it impossible by any means -- just annoying
because of the timing and driving skills required.

Michael Mendelsohn

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Feb 14, 2004, 3:15:53 AM2/14/04
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Murray Peterson schrieb:

> That type of puzzle requires enough "trial and error" to first figure out
> the rules.

In scientific circles, this activity is called "experimenting". :)
Old Galileo's been using it to find physical laws, and the method's
really caught on since then.

mendel
--
Feel the stare of my burning hamster and stop smoking!

Andrew Plotkin

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Feb 14, 2004, 9:30:50 AM2/14/04
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Here, Michael Mendelsohn <keine.Wer...@michael.mendelsohn.de> wrote:
> Murray Peterson schrieb:
> > That type of puzzle requires enough "trial and error" to first figure out
> > the rules.
>
> In scientific circles, this activity is called "experimenting". :)

That's what Murray is saying. If the game is so difficult to maneuver
in that experimenting is tedious, then you're a lot less likely to get
anywhere.

I didn't find Uru that hard to maneuver in (once I found a control
setup I liked) but a lot of people did.

--Z

"And Aholibamah bare Jeush, and Jaalam, and Korah: these were the borogoves..."
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