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Cardiophobia
Whew! Just finshed it for the first time. Kudos for the oppressive atmosphere. The ever-growing sense of paranoia during the first few hours is incredible. As a whole, I found this game to be quite impressive in that regard. But some of the puzzles are...not as much. I shall explain, but know that I will spare no punches.
The "deadliest word" puzzle left me a bad taste in my mouth. There, I said it. It was completely unrelated to what was happening in the house. It felt random and unnecessary.
The teddy bear puzzle has one big flaw: it takes years to move the bears around. You can't swap them from their seats, no, you have to bring one of them back to its far away circle before you can move the others. Mechanically speaking, this is the kind of old-school puzzle that is simply meant to grind people's gears.
The stonewall and the toolbox puzzles suffer from a terrible lack of hints. As in, the creator knew what kind of reasoning you were supposed to do in order to solve them. You don't. The result? people gets stuck and doesn't understand why. Luckly these two are optional, which leads me to my next and last point...
The exit key! How was one supposed to find it on a freaking wall that you can't even see?!? This isn't an extra for the better endings, you need this ULTRA IMPORTANT key to finish the game at all! Why. Is. It. So. Painfully. Hidden?!? *incoherent babble*
*gets a chill pill, calms the f**k down*
Good game overall, would play it again for the atmosphere. Definitely not for the puzzles.
The "deadliest word" puzzle left me a bad taste in my mouth. There, I said it. It was completely unrelated to what was happening in the house. It felt random and unnecessary.
The teddy bear puzzle has one big flaw: it takes years to move the bears around. You can't swap them from their seats, no, you have to bring one of them back to its far away circle before you can move the others. Mechanically speaking, this is the kind of old-school puzzle that is simply meant to grind people's gears.
The stonewall and the toolbox puzzles suffer from a terrible lack of hints. As in, the creator knew what kind of reasoning you were supposed to do in order to solve them. You don't. The result? people gets stuck and doesn't understand why. Luckly these two are optional, which leads me to my next and last point...
The exit key! How was one supposed to find it on a freaking wall that you can't even see?!? This isn't an extra for the better endings, you need this ULTRA IMPORTANT key to finish the game at all! Why. Is. It. So. Painfully. Hidden?!? *incoherent babble*
*gets a chill pill, calms the f**k down*
Good game overall, would play it again for the atmosphere. Definitely not for the puzzles.
Cardiophobia
author=Daniel_B
Standing in the corners will hide all the irrelevant numbers. The toolbox leads you to another room, and the inside of that room will in turn lead you to yet another room, so there are rooms you haven't been in yet.
Thanks for the tip! Not that it really helped, because I still could't figure out how to use it. :P
However, now that I was certain of which numbers were not present in the solution, the next most logical move was to tackle the problem via brute force (I.E. to try each combination of each certain number). And it was surprisingly effective, if a bit slow.
Now onto another question: What is "the deadliest word"? One would imagine the answer to be deducible from the books and the notes within the house, but apparently this is not the case...
I don't mind a challenge, but obscure mechanics in puzzles make for one hell of a stonewall.
Cardiophobia
Hello.
I am stuck on the toolbox puzzle. There's three sets of three numbers on the floor and three other sets of two numbers, always on the floor. I can't seem to understand what I am supposed to do.
I *think* I have looked everywhere else too, because otherwise I wouldn't know how to open the door with a two hole mechanism, nor how to get Marcus' Orb. And if there's a use for the rope, then I haven't figured it out either. :(
Am I missing something obvious?
I am stuck on the toolbox puzzle. There's three sets of three numbers on the floor and three other sets of two numbers, always on the floor. I can't seem to understand what I am supposed to do.
I *think* I have looked everywhere else too, because otherwise I wouldn't know how to open the door with a two hole mechanism, nor how to get Marcus' Orb. And if there's a use for the rope, then I haven't figured it out either. :(
Am I missing something obvious?
I'll tell you what, a youngster with a tool in both hands has no hands left to do drugs. ~Hank Hill, 1999
author=Neok
It used to be on my dA. At some point, I got rid of all my 2k3 work, including Alter AILA stuff. Then at some other point, I also deleted everything on my dA. I'd be surprised if anyone even has it anymore.
I can't speak for the comic, but I have preserved the game on my PC's hard drive. Feel free to try it out.
https://www.dropbox.com/sh/79m9y5yocpb8wyy/AACTwRYM3s8IgN15VhubGriea
*sheds tear* This surely brings back memories... *starts playing AAV once again*
What're you all still doing here
*glee*
Kugar:"Welcome back. It has been two years since we last spoke."
Grey:"Disappears for two years, comes back and then claims he has to go again. Go figures."
Glad to have you back, sir! As you can see, I have very fond memories of Alter Aila!
Kugar:"Welcome back. It has been two years since we last spoke."
Grey:"Disappears for two years, comes back and then claims he has to go again. Go figures."
Glad to have you back, sir! As you can see, I have very fond memories of Alter Aila!
The Top RM Games Of All Time
1. Alter A.I.L.A. Genesis
2. I Miss the Sunrise
3. Alter A.I.L.A. Variant (cancelled)
4. Vacant Sky: Contention
5. Wine & Roses
6. The Reconstruction
7. Iron Gaia: Where Angels Fear to Tread
8. Aetherion
9. ReEvolution (in progress)
10. Schuld
2. I Miss the Sunrise
3. Alter A.I.L.A. Variant (cancelled)
4. Vacant Sky: Contention
5. Wine & Roses
6. The Reconstruction
7. Iron Gaia: Where Angels Fear to Tread
8. Aetherion
9. ReEvolution (in progress)
10. Schuld
I Miss the Sunrise
@Deltree:
Ah yes, thank you, that did it. I had completely forgotten about that area. Still, I managed to beat the Tatzilwurm on my first try, despite it nearly two-shotting me before I could even move. :)
I Miss the Sunrise
I can't seem to find the Tatzilwurm. I have already defeated Mr Left and Mr Right. I have both the Good and Bad Ending badges, I have unlocked every character and every room of the abandoned EROS facility, plus I have completed the Scrap Carboderm quest (never again!). Am I missing something?
ReEvolution Review
Regarding the battles:
IMHO, the first part of the game is the hardest. And why would that be? Because in the very first dungeon there are Wasps; they are not particularly hard to fight, it is their annoying stun attack that makes them true Daemonic Spiders.
With only Nimu and Void as PCs, if both of them are stunned when at low HP, then its a game over. You have no way to prevent it nor to remove it; all you can do is watch your characters as they slowly lose HPs one after the other.
To summarise my feelings with a tongue-in-check expression, I think you've made wasps too hardcore. :)
IMHO, the first part of the game is the hardest. And why would that be? Because in the very first dungeon there are Wasps; they are not particularly hard to fight, it is their annoying stun attack that makes them true Daemonic Spiders.
With only Nimu and Void as PCs, if both of them are stunned when at low HP, then its a game over. You have no way to prevent it nor to remove it; all you can do is watch your characters as they slowly lose HPs one after the other.
To summarise my feelings with a tongue-in-check expression, I think you've made wasps too hardcore. :)
Alter A.I.L.A.
I'd say that depends on your skills, but as a rule of thumb the first playthrough is always the longest and the most memorable. Expect it to last about three to four hours. The next ones are far less challenging, but should be faster to accomplish.
Keep in mind that the golden ending can only be achieved by finishing A.A. at least three times; each different ending gives you a special item that will be carried over in a new playthrough, together with all your credits. You need all the three items to access a certain hidden location in the first half of the game: do that and you will get a fourth ending, completely different from the others and far more satisfying.
Keep in mind that the golden ending can only be achieved by finishing A.A. at least three times; each different ending gives you a special item that will be carried over in a new playthrough, together with all your credits. You need all the three items to access a certain hidden location in the first half of the game: do that and you will get a fourth ending, completely different from the others and far more satisfying.