We have been playing Myst for quite a while, and are now in the second
world (forgot the name...). When you have solved the puzzle with these
5 noises, you get access to a submarine like thing (okay, it doesn't
go sub marine, but rather sub ground, but what the hell)... Anyway,
we thought it would be a good idea to make a map of all possible
ways (and dead-ends) there are in underground maze. The problem is
that there are too many possiblities to try. We have drawn up quite
a complicated map by now, and there are already more than 12 possible
ways we haven't even explored yet ("open ends" so to say).
Did we miss a hint, or perhaps a card, which can make this puzzle
a little more easier???
Please help!
Bjorn.
--
:: There ain't no point in moving on, :: Bjorn Hermans ::
:: Till you got somewhere to go... :: sysop KUBLET BBS ::
:: :: B 323, (66)3154 ::
:: - G.M. :: B.T.H...@kub.nl ::
Someone has posted the answer - but it's sort of a clockwise spiral.
Rather than make a complete map, I'd suggest following a clockwise spiral
sort of patern, and backtracking if you get stuck in a dead end.
Note that th green light lights up when you can proceed in a given direction
so you don't have to try it to find out if it's valid.
--
Get a CLUE! There is only the _c_ontinuous, _l_inear, _u_nitary, _e_volution
of the wavefunction. -- John Booz
: Did we miss a hint, or perhaps a card, which can make this puzzle
: a little more easier???
Don't bother to map out the deadends - just explore every possible open
segment - each intersection had no more than three, I think. Seems to me there
may have been something in a book back in the library, but I don't recall and
I didn't use it.
1) Ignore anyone who tells you to make a map. They are wrong. If you make
a map, you miss the whole point of this puzzle, and are missing out on all
the fun.
2) There is a logical solution to this puzzle that does not involve
exploring every possibility.
3) At *EVERY* junction, there is a totally blatant clue about which way to
go next.
4) Think carefully about the theme of the world you are in. What have you
had to do to get where you are? Given what you have done previously, what
form do you think the clue will take?
--
........................................................................
Peter G. Berger, Esq. Telerama Public Access Internet, Pittsburgh
Internet: pet...@telerama.lm.com Phone: 412/481-3505 Fax: 412/481-8568
http://www.lm.com/ gopher://gopher.lm.com/ ftp://ftp.lm.com/
: We have been playing Myst for quite a while, and are now in the second
: world (forgot the name...). When you have solved the puzzle with these
: 5 noises, you get access to a submarine like thing (okay, it doesn't
: go sub marine, but rather sub ground, but what the hell)... Anyway,
: we thought it would be a good idea to make a map of all possible
: ways (and dead-ends) there are in underground maze. The problem is
: that there are too many possiblities to try. We have drawn up quite
: a complicated map by now, and there are already more than 12 possible
: ways we haven't even explored yet ("open ends" so to say).
: Did we miss a hint, or perhaps a card, which can make this puzzle
: a little more easier???
The sounds (or the lack therof) at each junction tell you which
way you are suppose to go!
--
Bryan Hanks | Professional Student: (Well all most)
hank...@cs.uidaho.edu | More BS for your buck.. Ask for my
hank...@raven.csrv.uidaho.edu | bulk or group discount!
br...@silver.cs.uidaho.edu | Student of the SETL lab.
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Linux Advocate, Windows Killer, DOS Hater ......
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----------------------------------------------------------
Jeff Stevens ste...@scubed.com
S-CUBED, Div. Maxwell Laboratories, POB 1620, La Jolla, CA 92038
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> Path: kino.demon.co.uk!demon!news.sprintlink.net!uunet!MathWorks.Com!
> news.duke.edu!news-feed-1.peachnet.edu!hobbes.cc.uga.edu!
> TIFTON.CPES.PEACHNET.EDU!OMARTI
> From: OMA...@TIFTON.CPES.PEACHNET.EDU (Orville G. Marti)
> Newsgroups: comp.sys.ibm.pc.games.adventure
> Subject: Re: MYST - What to do when you are in the `submarine'?
> Date: Sat, 03 Sep 94 21:37:11 EDT
> Organization: Coastal Plain Experiment Station
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> References: <33v33f$2...@kubds1.kub.nl>
> NNTP-Posting-Host: tifton.cpes.peachnet.edu
Also useful is the fact that no noise = no exit other that that which you
just arrived from, so you don't need to waste time looking for another -
just backtrack
Have fun.... 8-)
--
____________________________________
Information is not knowledge ;-[*
------------------------------------
Gary Cook