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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.

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 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?

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.

Bahamut - Between Light and Shadow

@EzekielRage: Thanks. Couldn't figure it out that you needed to press a keyboard button to use it: most RPGs' are far more simple, they require the use of only two buttons.

Anyway, I've finished your game and found a bug in the final battle: there is no music played during the fight. Needless to say, the lack of an awesome battle music made for a very boring final battle.:)

Bahamut - Between Light and Shadow

Hi, I am a bit stuck with the Flooded Cave quest. Basically, I am in Bahamuth's Village and I don't know how I am supposed to get there. I already have the Small Hookshot, and my last quest completed was into Lokast Mansion.I think the solution might be related with a certain use of the Hookshot, but I do not completely understand how it works. May I suggest you adding a brief tutorial about its uses?

As a sidenote, the first two bosses requires a lot of grinding to be defeated, due to their high strength and health. To give you an idea, I still struggled with the second even if I was at level 15, after getting completely trashed three levels earlier.IMHO, if the bosses gave a little more XP when defeated, a lot of boring grinding for the next WTF OP! boss wouldn't be needed.:)

Wine & Roses

If anything, the final boss was even too easy.

Bad Luck+DMG down+armour break+poison+burn did the trick. Wild Rose can be used to dispell any buffs, while dealing some damage.
Argent's insane healing skills, coupled with the spell that increases maximus HP, means at least 500 HP healed every turn to each character, even more if you doublecast. There is a solar spell that increases in damage the more altered statuses an enemy has(Pyroclasm):it costs 4 action points to cast, but that works too.

Wine & Roses

Edit: nevermind. I re-read some of the previous comments and found the answer. And yes, this game needs a map. Badly.:)
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