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Demo til Aura - Fate of the Ages - Tips til løsning
Onsdag 13. oktober 2004
I tilfelle du sitter helt fast, og vil ha noen tips til å komme videre i spillet, kan du kikke på løsningen nedenfor (engelsk).
There exists a clan of Keepers who hold the “sacred rings of the Worlds.” Legend claims that the elders of the clan are able to travel to parallel worlds, and even create new worlds with the help of these rings. The legend also claims that whoever unites these rings with the artifacts of the parallel worlds will achieve great power and immorality. Access to these worlds is restricted, and only the elders of the hierarchy and the best students have the ability to enter. In unique worlds of illusions and reality, in magical, mechanical and ethereal lands, take on the quest to find the artifacts cleverly concealed throughout the lands. Four parallel worlds await you on your journey: The Ademika Valley - the gateway and the world of secret research and sacred rituals, Dragast - the mechanical world and the kingdom of mountains and snow, Na-Tiexu - the esoteric world of astronomy and magic, and lastly, the beautiful Island of Unity, each with different environments to explore, challenges to encounter and a variety of indigenous puzzles to solve. Lose yourself in this fantastic and rich adventure, uncover the smallest details, collect information, solve the enigmas and unravel the saga of intrigue, exploration and treachery that is: AURA: Fate of the Ages.
Walkthrough Ademika Valley Warning: Spoiler!
Explore the grounds around the house to see the numerous interesting machines, devices and puzzles (not accessible in the demo), the beautiful environments and vistas.
Enter the house. Walk towards the fireplace, then turn slightly right and approach the table by the windows. Click on the box on the right and the items inside automatically go into your inventory. Exit the view.
On the other side of the table, by the scale, take the thermometer and the lighter. Exit the view.
Turn around and go to the far side of the room. Turn to the right. On the bookshelf beside the arched doorway to the next room, with green-bound books and a scroll, click on the charger to take it into inventory. Exit the view.
Turn towards and click once towards the front door. Turn slightly right and approach the lectern with the open book on it. Click to read the letter from Grifit, the man you were to meet here. The letter advises you what you must do – prepare the journey ship and activate the navigational map. Exit the view.
The book in the bottom right corner of the gameplay screen glows, indicating that information has been added to it. Right-click to access the inventory menu and book. Click on the book to scroll left and right to view the contents. Exit the close-up of the book.
Turn around and walk back towards the fire, and position yourself by the squat round kettle-apparatus on the table in the middle of the room, just to the right of the globe. Right-click to open inventory and select the lighter. Position the lighter (which becomes your cursor) in the lower portion of the kettle. The lighter will ignite the flames to start the kettle water boiling. Exit the view.
Turn to the right and walk towards the fireplace again. Turn left towards the table. You will be standing in front of three apparatuses. Approach the one on the left. Turn the knob twice. The crown-like crank and the tube should now be activated.
Turn to approach the central machine. Select the thermometer from inventory and plug it into the slot on the right of the machine, by the purple stick. Next, slide the switch on the front of the machine to the second-to-last position. Exit the view.
Turn to the last apparatus, the one on the far right. Select the charger from inventory and plug it into the apparatus. Next, press on the small tubes on the right of the machine. Remove the charger after it lights up. Exit the view.
Turn to the left and click once to move in the direction of the front door. Turn right and move towards the globe device. Turn right to stand directly in front of the globe device. Switch on the lamp, just above and to the left of the globe, and click on the top of the globe to activate the mechanism to begin the rotation of the planets. Exit the view.
Turn left and walk to the second room with the arched entrance. Inside the room, turn right to see the puzzle beside the entrance to the room that you must solve. Press every one of the bolts in a clockwise succession, starting with the bolt at the Noon position.
A new device will appear from the floor…
Here ends the demo.
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