Re: [Audyssey] MOTA help

2011-04-07 Thread kevin lyon
Hi all, stuck again! I've been trying for 24 hours now and I'm at a loss.
I've managed to negotiate the spikes, and the statue opens as I've pulled
the lever back along that same level. But now I've come to a locked door..
The door is at 1:41. Now I'm assuming your supposed to be able to open this
door somehow? As I can't find any other way to proceed. But I've searched
and I've not found any keys or other levers etc. 
Am I right? Should I have found a way to open this door? Or am I missing
something else!


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of kevin lyon
Sent: 06 April 2011 19:04
To: gamers@audyssey.org
Subject: [Audyssey] MOTA help

Hi all, only just starting playing this (yeah I know slow starter! Lol)
On the first level and I've got to the fire pit at roughly coordinates
79:11, and I cannot get over it. I've tried everything I can think of. I'm
thinking it's just bigger than the other couple pits I've got over, but this
one is driving me nuts! Am I missing something?
I've tried a standing jump, I've tried taking a run up etc, and I end up
burning to death whatever!

kevin
kr...@eklyon.co.uk



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Re: [Audyssey] MOTA help

2011-04-07 Thread kevin lyon
Hi all, stuck again! I've been trying for 24 hours now and I'm at a loss.
I've managed to negotiate the spikes, and the statue opens as I've pulled
the lever back along that same level. But now I've come to a locked door..
The door is at 1:41. Now I'm assuming your supposed to be able to open this
door somehow? As I can't find any other way to proceed. But I've searched
and I've not found any keys or other levers etc. 
Am I right? Should I have found a way to open this door? Or am I missing
something else!

kevin
-Original Message-
From: kevin lyon [mailto:kr...@eklyon.co.uk] 
Sent: 07 April 2011 18:29
To: kr...@eklyon.co.uk; 'Gamers Discussion list'
Subject: RE: [Audyssey] MOTA help

Hi all, stuck again! I've been trying for 24 hours now and I'm at a loss.
I've managed to negotiate the spikes, and the statue opens as I've pulled
the lever back along that same level. But now I've come to a locked door..
The door is at 1:41. Now I'm assuming your supposed to be able to open this
door somehow? As I can't find any other way to proceed. But I've searched
and I've not found any keys or other levers etc. 
Am I right? Should I have found a way to open this door? Or am I missing
something else!


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of kevin lyon
Sent: 06 April 2011 19:04
To: gamers@audyssey.org
Subject: [Audyssey] MOTA help

Hi all, only just starting playing this (yeah I know slow starter! Lol)
On the first level and I've got to the fire pit at roughly coordinates
79:11, and I cannot get over it. I've tried everything I can think of. I'm
thinking it's just bigger than the other couple pits I've got over, but this
one is driving me nuts! Am I missing something?
I've tried a standing jump, I've tried taking a run up etc, and I end up
burning to death whatever!

kevin
kr...@eklyon.co.uk



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Re: [Audyssey] MOTA help

2011-04-07 Thread Thomas Ward
Hi Kevin,

I assume this is still level 1? If so you definitely missed a room.
There is a secret room on the level hidden behind something anonymous
where you can unlock that door.

On 4/7/11, kevin lyon kr...@eklyon.co.uk wrote:
 Hi all, stuck again! I've been trying for 24 hours now and I'm at a loss.
 I've managed to negotiate the spikes, and the statue opens as I've pulled
 the lever back along that same level. But now I've come to a locked door..
 The door is at 1:41. Now I'm assuming your supposed to be able to open this
 door somehow? As I can't find any other way to proceed. But I've searched
 and I've not found any keys or other levers etc.
 Am I right? Should I have found a way to open this door? Or am I missing
 something else!

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Re: [Audyssey] MOTA help

2011-04-06 Thread Thomas Ward
Hi Kevin,

s
p
o
i
l
e
r

s
p
a
c
e

That fire pit is larger than usual, and there is only one way to cross
it. If you listen carefully a hovering platform will vanish and appear
at certain times. The trick to getting over the fire pit is to leap
onto the metal platform when it appears, cross it quickly, and get to
the other side before the platform vanishes again.

HTH


On 4/6/11, kevin lyon kr...@eklyon.co.uk wrote:
 Hi all, only just starting playing this (yeah I know slow starter! Lol)
 On the first level and I've got to the fire pit at roughly coordinates
 79:11, and I cannot get over it. I've tried everything I can think of. I'm
 thinking it's just bigger than the other couple pits I've got over, but this
 one is driving me nuts! Am I missing something?
 I've tried a standing jump, I've tried taking a run up etc, and I end up
 burning to death whatever!

 kevin
 kr...@eklyon.co.uk



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Re: [Audyssey] MOTA help

2011-04-06 Thread Bryan Peterson
I assume then you're not talking of the fist firepit. If I'm right you need 
to wait for the vanishing platform to reappear. They are somewhat hard to 
hear over the flames but it's doable. You just need to make sure then that 
ou jump far enough to land on it.

We are the Knights who say...Ni!
- Original Message - 
From: kevin lyon kr...@eklyon.co.uk

To: gamers@audyssey.org
Sent: Wednesday, April 06, 2011 12:04 PM
Subject: [Audyssey] MOTA help



Hi all, only just starting playing this (yeah I know slow starter! Lol)
On the first level and I've got to the fire pit at roughly coordinates
79:11, and I cannot get over it. I've tried everything I can think of. I'm
thinking it's just bigger than the other couple pits I've got over, but 
this

one is driving me nuts! Am I missing something?
I've tried a standing jump, I've tried taking a run up etc, and I end up
burning to death whatever!

kevin
kr...@eklyon.co.uk



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list,
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Re: [Audyssey] MOTA help

2010-09-11 Thread Ben
Ok sorry for the seeminglypestering attitude


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 11 September 2010 03:22
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA help

Hi Ben,
Still under development. As I've mentioned many times on the list
already I am extremely busy attending to personal matters and
development on MOTA and the Genesis 3D Engine have been put on the
back burner. Thus updates I've made to MOTA Beta 14 aren't necessarily
worth a full upgrade yet as they are fairly miner.

Cheers!



On 9/10/10, Ben gamehead...@aol.co.uk wrote:
 Where is beta 14?


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Re: [Audyssey] MOTA help

2010-09-10 Thread Ben
Where is beta 14?


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 10 September 2010 01:26
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA help

Hi Ben,
Ah, I see. Well, part of the fun of MOTA is that the game levels are
suppose to be something of a maze, but admitedly they are not very
complex do to the fact not many VI gamers are good at mazes and
spacial orientation in general. Best advice I can give you is to
explore each and every room carefully, make sure you pull every lever
you can find to unlock any locked doors/statues, and use your view
command as much as possible to figure out where everything is in
relation to you.
However, I will say that prier to beta 13 some doors didn't show up on
the view command which was confusing. I've fixed that as well as being
able to view the staircases in beta 14 as well as other things.

cheers!


On 9/9/10, Ben gamehead...@aol.co.uk wrote:
 It's the complexity of the levels I don't know where to go to be able to
get
 through it.

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Re: [Audyssey] MOTA help

2010-09-10 Thread Bryan Peterson

Not ready yet I would assume.
We are the Knights who say...Ni!
- Original Message - 
From: Ben gamehead...@aol.co.uk

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, September 10, 2010 12:19 PM
Subject: Re: [Audyssey] MOTA help



Where is beta 14?


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 10 September 2010 01:26
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA help

Hi Ben,
Ah, I see. Well, part of the fun of MOTA is that the game levels are
suppose to be something of a maze, but admitedly they are not very
complex do to the fact not many VI gamers are good at mazes and
spacial orientation in general. Best advice I can give you is to
explore each and every room carefully, make sure you pull every lever
you can find to unlock any locked doors/statues, and use your view
command as much as possible to figure out where everything is in
relation to you.
However, I will say that prier to beta 13 some doors didn't show up on
the view command which was confusing. I've fixed that as well as being
able to view the staircases in beta 14 as well as other things.

cheers!


On 9/9/10, Ben gamehead...@aol.co.uk wrote:

It's the complexity of the levels I don't know where to go to be able to

get

through it.


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Re: [Audyssey] MOTA help

2010-09-10 Thread Thomas Ward
Hi Ben,
Still under development. As I've mentioned many times on the list
already I am extremely busy attending to personal matters and
development on MOTA and the Genesis 3D Engine have been put on the
back burner. Thus updates I've made to MOTA Beta 14 aren't necessarily
worth a full upgrade yet as they are fairly miner.

Cheers!



On 9/10/10, Ben gamehead...@aol.co.uk wrote:
 Where is beta 14?


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Re: [Audyssey] MOTA help

2010-09-09 Thread Ben
It's the complexity of the levels I don't know where to go to be able to get
through it.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 07 September 2010 22:03
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA help

Hi Ben,
I'm sure some of us can help guide you through, but where exactly are
you getting stuck. As in what exactly is the problem?

Smile.

On 9/7/10, Ben gamehead...@aol.co.uk wrote:
 I don't know where to go could someone guide me through

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Re: [Audyssey] MOTA help

2010-09-09 Thread Thomas Ward
Hi Ben,
Ah, I see. Well, part of the fun of MOTA is that the game levels are
suppose to be something of a maze, but admitedly they are not very
complex do to the fact not many VI gamers are good at mazes and
spacial orientation in general. Best advice I can give you is to
explore each and every room carefully, make sure you pull every lever
you can find to unlock any locked doors/statues, and use your view
command as much as possible to figure out where everything is in
relation to you.
However, I will say that prier to beta 13 some doors didn't show up on
the view command which was confusing. I've fixed that as well as being
able to view the staircases in beta 14 as well as other things.

cheers!


On 9/9/10, Ben gamehead...@aol.co.uk wrote:
 It's the complexity of the levels I don't know where to go to be able to get
 through it.

---
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Re: [Audyssey] MOTA help

2010-09-07 Thread Ben
I don't know where to go could someone guide me through

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lori Duncan
Sent: 06 September 2010 17:31
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA help

Why not?
- Original Message - 
From: Ben gamehead...@aol.co.uk
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, September 06, 2010 4:38 PM
Subject: Re: [Audyssey] MOTA help


 Can't get to level 2 anyway

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Castanedagarcia_Alfredo
 Sent: 05 September 2010 22:33
 To: gamers@audyssey.org
 Subject: [Audyssey] MOTA help

 Hello,
 I would like to know if anyone was able to pass the second set of spikes,
 after you cross teh draw bridge in level two. Is there a way to cross 
 them?
 I try to jump when I am at 0 meters to the left, but it does not work. If 
 I
 walk, it does not work either. I also tried ducking but that did not work
 either. Can anyone help me find a solution to thuis problem?
 Thanks.
 Alfredo

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Re: [Audyssey] MOTA help

2010-09-07 Thread Castanedagarcia_Alfredo

Alfredo C. Garcia

From: gamers-boun...@audyssey.org [gamers-boun...@audyssey.org] On Behalf Of 
Ben [gamehead...@aol.co.uk]
Sent: Monday, September 06, 2010 11:16 PM
To: 'Lori Duncan'; 'Gamers Discussion list'
Subject: Re: [Audyssey] MOTA help

I don't know where to go could someone guide me through

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lori Duncan
Sent: 06 September 2010 17:31
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA help

Why not?
- Original Message -
From: Ben gamehead...@aol.co.uk
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, September 06, 2010 4:38 PM
Subject: Re: [Audyssey] MOTA help


 Can't get to level 2 anyway

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Castanedagarcia_Alfredo
 Sent: 05 September 2010 22:33
 To: gamers@audyssey.org
 Subject: [Audyssey] MOTA help

 Hello,
 I would like to know if anyone was able to pass the second set of spikes,
 after you cross teh draw bridge in level two. Is there a way to cross
 them?
 I try to jump when I am at 0 meters to the left, but it does not work. If
 I
 walk, it does not work either. I also tried ducking but that did not work
 either. Can anyone help me find a solution to thuis problem?
 Thanks.
 Alfredo

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Re: [Audyssey] MOTA help

2010-09-07 Thread Thomas Ward
Hi Ben,
I'm sure some of us can help guide you through, but where exactly are
you getting stuck. As in what exactly is the problem?

Smile.

On 9/7/10, Ben gamehead...@aol.co.uk wrote:
 I don't know where to go could someone guide me through

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Re: [Audyssey] MOTA help

2010-09-07 Thread Hayden Presley
Hi Shaun,
Incorrect. Do you have BETA 13? If so, you'll know that that inaccessible
area is now permentally accessible.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Monday, September 06, 2010 2:20 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA help

well weapons need to be holstered I often check on jumps.
on the subject of level1 its actually quite easy.
as long as you can get passed the boss the firepits and a couple 
other things its mostly straight sailing.
there are ledges you need to watch because these lead to areas you 
need to pull levers.
and part of level1 will be inaccessible once you pass it so you 
really need to do everything you need to do before the fire pits.

I've never tried jumping back over traps, I prefur to do everything 
in each area.
At 03:38 a.m. 7/09/2010, you wrote:
Can't get to level 2 anyway

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Castanedagarcia_Alfredo
Sent: 05 September 2010 22:33
To: gamers@audyssey.org
Subject: [Audyssey] MOTA help

Hello,
I would like to know if anyone was able to pass the second set of spikes,
after you cross teh draw bridge in level two. Is there a way to cross them?
I try to jump when I am at 0 meters to the left, but it does not work. If I
walk, it does not work either. I also tried ducking but that did not work
either. Can anyone help me find a solution to thuis problem?
Thanks.
Alfredo

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Re: [Audyssey] MOTA help

2010-09-07 Thread Hayden Presley
Hi Lori,
My guess is, he missed a lever somewhere.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lori Duncan
Sent: Monday, September 06, 2010 11:31 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA help

Why not?
- Original Message - 
From: Ben gamehead...@aol.co.uk
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, September 06, 2010 4:38 PM
Subject: Re: [Audyssey] MOTA help


 Can't get to level 2 anyway

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Castanedagarcia_Alfredo
 Sent: 05 September 2010 22:33
 To: gamers@audyssey.org
 Subject: [Audyssey] MOTA help

 Hello,
 I would like to know if anyone was able to pass the second set of spikes,
 after you cross teh draw bridge in level two. Is there a way to cross 
 them?
 I try to jump when I am at 0 meters to the left, but it does not work. If 
 I
 walk, it does not work either. I also tried ducking but that did not work
 either. Can anyone help me find a solution to thuis problem?
 Thanks.
 Alfredo

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Re: [Audyssey] MOTA help

2010-09-07 Thread Hayden Presley
Hi Alfredo,
I must ask. What is with these messages that just have a signature at the
bottom?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Castanedagarcia_Alfredo
Sent: Tuesday, September 07, 2010 5:35 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA help


Alfredo C. Garcia

From: gamers-boun...@audyssey.org [gamers-boun...@audyssey.org] On Behalf Of
Ben [gamehead...@aol.co.uk]
Sent: Monday, September 06, 2010 11:16 PM
To: 'Lori Duncan'; 'Gamers Discussion list'
Subject: Re: [Audyssey] MOTA help

I don't know where to go could someone guide me through

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lori Duncan
Sent: 06 September 2010 17:31
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA help

Why not?
- Original Message -
From: Ben gamehead...@aol.co.uk
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, September 06, 2010 4:38 PM
Subject: Re: [Audyssey] MOTA help


 Can't get to level 2 anyway

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Castanedagarcia_Alfredo
 Sent: 05 September 2010 22:33
 To: gamers@audyssey.org
 Subject: [Audyssey] MOTA help

 Hello,
 I would like to know if anyone was able to pass the second set of spikes,
 after you cross teh draw bridge in level two. Is there a way to cross
 them?
 I try to jump when I am at 0 meters to the left, but it does not work. If
 I
 walk, it does not work either. I also tried ducking but that did not work
 either. Can anyone help me find a solution to thuis problem?
 Thanks.
 Alfredo

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Re: [Audyssey] MOTA help

2010-09-07 Thread Castanedagarcia_Alfredo
To answer your question, I am not exactly sure. I think it may be the message 
body not being compatible with certain screen readers I use.

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Re: [Audyssey] MOTA help

2010-09-06 Thread Castanedagarcia_Alfredo
OOps, forgot to mention that. I double checked with ctrl+w and it did not work. 
It is the second set, the one on the left after you cross the bridge.

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Re: [Audyssey] MOTA help

2010-09-06 Thread Bryan Peterson
I don't know what your problem is then, because I definitely haven't had 
that. Now here's a question, which control key are you using?

We are the Knights who say...Ni!
- Original Message - 
From: Castanedagarcia_Alfredo casta...@hsd.k12.or.us

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, September 05, 2010 10:32 PM
Subject: Re: [Audyssey] MOTA help


OOps, forgot to mention that. I double checked with ctrl+w and it did not 
work. It is the second set, the one on the left after you cross the 
bridge.


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Re: [Audyssey] MOTA help

2010-09-06 Thread Castanedagarcia_Alfredo
Actually, I would like to take that message back, there is no need to anymore. 
Turned out there was some kind of bog tht was fixed. I am proud to say that I 
have beaten both levels of MOTA.I cannot wait ot hear when the full release is 
out.

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Re: [Audyssey] MOTA help

2010-09-06 Thread Ben
Can't get to level 2 anyway

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Castanedagarcia_Alfredo
Sent: 05 September 2010 22:33
To: gamers@audyssey.org
Subject: [Audyssey] MOTA help

Hello,
I would like to know if anyone was able to pass the second set of spikes,
after you cross teh draw bridge in level two. Is there a way to cross them?
I try to jump when I am at 0 meters to the left, but it does not work. If I
walk, it does not work either. I also tried ducking but that did not work
either. Can anyone help me find a solution to thuis problem?
Thanks.
Alfredo

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Re: [Audyssey] MOTA help

2010-09-06 Thread Lori Duncan

Why not?
- Original Message - 
From: Ben gamehead...@aol.co.uk

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, September 06, 2010 4:38 PM
Subject: Re: [Audyssey] MOTA help



Can't get to level 2 anyway

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Castanedagarcia_Alfredo
Sent: 05 September 2010 22:33
To: gamers@audyssey.org
Subject: [Audyssey] MOTA help

Hello,
I would like to know if anyone was able to pass the second set of spikes,
after you cross teh draw bridge in level two. Is there a way to cross 
them?
I try to jump when I am at 0 meters to the left, but it does not work. If 
I

walk, it does not work either. I also tried ducking but that did not work
either. Can anyone help me find a solution to thuis problem?
Thanks.
Alfredo

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Re: [Audyssey] MOTA help

2010-09-06 Thread shaun everiss

well weapons need to be holstered I often check on jumps.
on the subject of level1 its actually quite easy.
as long as you can get passed the boss the firepits and a couple 
other things its mostly straight sailing.
there are ledges you need to watch because these lead to areas you 
need to pull levers.
and part of level1 will be inaccessible once you pass it so you 
really need to do everything you need to do before the fire pits.


I've never tried jumping back over traps, I prefur to do everything 
in each area.

At 03:38 a.m. 7/09/2010, you wrote:

Can't get to level 2 anyway

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Castanedagarcia_Alfredo
Sent: 05 September 2010 22:33
To: gamers@audyssey.org
Subject: [Audyssey] MOTA help

Hello,
I would like to know if anyone was able to pass the second set of spikes,
after you cross teh draw bridge in level two. Is there a way to cross them?
I try to jump when I am at 0 meters to the left, but it does not work. If I
walk, it does not work either. I also tried ducking but that did not work
either. Can anyone help me find a solution to thuis problem?
Thanks.
Alfredo

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Re: [Audyssey] MOTA help

2010-09-05 Thread Bryan Peterson

You must still have a drawn weapon, because otherwise jumping should work.
We are the Knights who say...Ni!
- Original Message - 
From: Castanedagarcia_Alfredo casta...@hsd.k12.or.us

To: gamers@audyssey.org
Sent: Sunday, September 05, 2010 3:32 PM
Subject: [Audyssey] MOTA help



Hello,
I would like to know if anyone was able to pass the second set of spikes, 
after you cross teh draw bridge in level two. Is there a way to cross 
them? I try to jump when I am at 0 meters to the left, but it does not 
work. If I walk, it does not work either. I also tried ducking but that 
did not work either. Can anyone help me find a solution to thuis problem?

Thanks.
Alfredo

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Re: [Audyssey] MOTA help

2010-09-05 Thread Hayden Presley
Hi Alfredo,
Make sure you have your current weapon holstered. If you do not you won't be
able to jump the spikes.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Castanedagarcia_Alfredo
Sent: Sunday, September 05, 2010 4:33 PM
To: gamers@audyssey.org
Subject: [Audyssey] MOTA help

Hello,
I would like to know if anyone was able to pass the second set of spikes,
after you cross teh draw bridge in level two. Is there a way to cross them?
I try to jump when I am at 0 meters to the left, but it does not work. If I
walk, it does not work either. I also tried ducking but that did not work
either. Can anyone help me find a solution to thuis problem?
Thanks.
Alfredo

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Re: [Audyssey] mota help

2009-11-03 Thread Thomas Ward

Hi Charles,
Hahaha. Yeah, it will be a game of squash alright, and not the family 
friendly sport.


Smile.

Charles Rivard wrote:

In which case, you play a game of, heh heh heh, squash!
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Re: [Audyssey] mota help

2009-11-03 Thread Charles Rivard
In which case, you play a game of, heh heh heh, squash!
---
In God we trust!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 02, 2009 5:52 AM
Subject: Re: [Audyssey] mota help


Hi Phil,
Right. Like I said earlier using pitch or volume is a very subtle type
of change. It is continuous and you have to be pretty skilled at
identifying those subtle changes. What may work better is a clank,
grind, or some other clue that the door is about to fall in a second or
two.So just before the door drops the game could play some special sound
that is an indicator to standback as the door is coming down. If you
aren't quick or too close smash goes the player.

Phil Vlasak wrote:
 Hi Willem,
 The problem with pitch or volume is they are continuous and unless you
 practice a lot you would not know what pitch or volume equaled the
 point the trap door would be too narrow for you to slip through.
 One way would be to have the trap door make clank sounds such as made
 by spokes on a wheel.
 Then you could count the clanks in a test, and if there was twenty,
 you could press the button and get under before the 20 clanks sounded.
 Phil


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Re: [Audyssey] mota help

2009-11-02 Thread Thomas Ward

Hi Phil,
Hmmm...Well, the only problemI can foresee with that solution is in a 
game like MOTA or any of the Tomb Hunter series we are in an ancient 
tomb or abandoned temple. As a result I'd have to get pretty creative if 
I am going to speak a countdown timer. However, in games like Shades of 
Doom it is a science fiction type game so having a computer speaking a 
countdown timer is quite at home in a game like that. I guess what I'm 
aiming for is realism.


Smile.

Phil Vlasak wrote:

Hi Thomas,
The only way I was able to get those timed situations working well was 
to have a verbal countdown.
I did this in the DOS Pack man in which the ghosts voiced the distance 
to you either in a normal voice which was ahead of you or in a deep 
voice which was ghosts behind you.


Or in Space invaders where the invaders spoke their distance from you 
as they changed rows.
David did a countdown in his SOD timed mines and I am adding a 
countdown in Sarah to spells that are timed to end.
Even Star Trek had a count down voice for when the ship would self 
destruct.

So having a trap door that counts down to when it is closed is realistic.
Phil



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Re: [Audyssey] mota help

2009-11-02 Thread Thomas Ward

Hi Hayden,

Sigh...That is not what I meant. Technically beta 10 will contain all of 
the game levels, but they may not be totally complete. There may be 
miner adjustments required here and there, bug fixes, things that need 
to be rearranged, etc. The entire point of a beta is to test, fix, and 
do more testing until each and every aspect of the game operates more or 
less correctly. How does this effect you as a public beta tester?


Well, the answer is not much. While all of the levels may technically be 
there in the game only those with a product key will be able to unlock 
those levels and test them. Basically, that includes the private testers 
and myself. For the general public, yourself included, you'll have to 
settle for the demo until I begin shipping product keys. When the game 
is run in demo mode, as you have been doing for the last few months, all 
you get is level 1.


HTH

Hayden Presley wrote:

So in other words, Beta 10 will just be level 1?
Hayden
  



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Re: [Audyssey] mota help

2009-11-02 Thread Phil Vlasak

Hi Thomas,
In another message I talked about the trap door making a repeating sound a 
specific number of times.
It would be like a wheel with a flat spot that clicks each time it comes 
around.
So you could test the speed of the trap door and count the clicks then the 
next time get through the door before that number of clicks happen.

That sounds more realistic.
Phil

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 02, 2009 10:16 AM
Subject: Re: [Audyssey] mota help



Hi Phil,
Hmmm...Well, the only problemI can foresee with that solution is in a
game like MOTA or any of the Tomb Hunter series we are in an ancient
tomb or abandoned temple. As a result I'd have to get pretty creative if
I am going to speak a countdown timer. However, in games like Shades of
Doom it is a science fiction type game so having a computer speaking a
countdown timer is quite at home in a game like that. I guess what I'm
aiming for is realism.

Smile.

Phil Vlasak wrote:

Hi Thomas,
The only way I was able to get those timed situations working well was
to have a verbal countdown.
I did this in the DOS Pack man in which the ghosts voiced the distance
to you either in a normal voice which was ahead of you or in a deep
voice which was ghosts behind you.

Or in Space invaders where the invaders spoke their distance from you
as they changed rows.
David did a countdown in his SOD timed mines and I am adding a
countdown in Sarah to spells that are timed to end.
Even Star Trek had a count down voice for when the ship would self
destruct.
So having a trap door that counts down to when it is closed is realistic.
Phil



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Re: [Audyssey] mota help

2009-11-02 Thread Thomas Ward

Hi Willem,
Perhaps, but this would all depend on someone's sense of pitch. Those of 
us who are musically inclined might have a bit of an advantage as we 
would have an ear for subtle changes in pitch. Others might not be so 
adept at subtle changes in pitch, and would have a more difficult time 
of it. Plus you would have to know at what point is not safe to pass, 
and when you can just barely make it etc.


Smile.

Willem wrote:
Wouldn't pitch or volume also work? Say have the volume  increase as 
the gap gets smaller. This could make judging the dash through the 
trapdoor harder, but it would be more realistic as well.



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Re: [Audyssey] mota help

2009-11-02 Thread Thomas Ward

Hi,
Yeah, I would. However, adding them to the sound descriptions menu would 
be no big problem. That's what it is there for.


Smile.

David Chittenden wrote:

Hello,

For those closing doors, you can have a grinding sound which gets 
louder as the door gets closer to closing, or you can have the pitch 
of the sound decrease as the door gets closer to being closed. The 
only thing is, you would need to place the sounds in the training area 
so the player knows what they mean.


David Chittenden, MS, CRC, MRCAA




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Re: [Audyssey] mota help

2009-11-02 Thread Thomas Ward

Hi Phil,
Right. Like I said earlier using pitch or volume is a very subtle type 
of change. It is continuous and you have to be pretty skilled at 
identifying those subtle changes. What may work better is a clank, 
grind, or some other clue that the door is about to fall in a second or 
two.So just before the door drops the game could play some special sound 
that is an indicator to standback as the door is coming down. If you 
aren't quick or too close smash goes the player.


Phil Vlasak wrote:

Hi Willem,
The problem with pitch or volume is they are continuous and unless you 
practice a lot you would not know what pitch or volume equaled the 
point the trap door would be too narrow for you to slip through.
One way would be to have the trap door make clank sounds such as made 
by spokes on a wheel.
Then you could count the clanks in a test, and if there was twenty, 
you could press the button and get under before the 20 clanks sounded.

Phil



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Re: [Audyssey] mota help

2009-11-02 Thread Willem
You could have the door click in a certain way or ... well, there are 
many ways to skin a cat.

Thomas Ward wrote:

Hi Phil,
Hmmm...Well, the only problemI can foresee with that solution is in a 
game like MOTA or any of the Tomb Hunter series we are in an ancient 
tomb or abandoned temple. As a result I'd have to get pretty creative 
if I am going to speak a countdown timer. However, in games like 
Shades of Doom it is a science fiction type game so having a computer 
speaking a countdown timer is quite at home in a game like that. I 
guess what I'm aiming for is realism.


Smile.

Phil Vlasak wrote:

Hi Thomas,
The only way I was able to get those timed situations working well 
was to have a verbal countdown.
I did this in the DOS Pack man in which the ghosts voiced the 
distance to you either in a normal voice which was ahead of you or in 
a deep voice which was ghosts behind you.


Or in Space invaders where the invaders spoke their distance from you 
as they changed rows.
David did a countdown in his SOD timed mines and I am adding a 
countdown in Sarah to spells that are timed to end.
Even Star Trek had a count down voice for when the ship would self 
destruct.
So having a trap door that counts down to when it is closed is 
realistic.

Phil



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Re: [Audyssey] mota help

2009-11-02 Thread Thomas Ward

Hi Kelly,

Hmmm...You have a point there. However, volume wouldn't be a good 
indicator in this case. Main reason is that volume is determined by 
DirectX according to the distance you are away from the object. So if a 
sound is loaded into a DirectX 3D sound buffer the  3d listener handles 
the volume of the sound, and there is no way to independently control 
the volume. As Willem said I'd probably have to use pitch instead.


Kellie and my lovable Lady J. wrote:
But wouldn't the guess work be part of the challenge? I mean, in all 
honesty I don't know how feasible it would be to try that. But, in 
Jim's baseball game wen the sound is moving from the left to teh right 
speaker, practice is what helps you succeed. Just like a sighted 
player has to estimate the gap and if they are wrong? they get hit. I 
think the idea of it getting louder as it is closing, interesting.

Kellie and my lovable Lady J.
Resident Adviser, Guide Dogs for the Blind Oregon campus
www.guidedogs.com



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Re: [Audyssey] mota help

2009-11-02 Thread Willem
You could increase the volume of the loop itself though. Sort of make it 
louder the longer the file plays.

Thomas Ward wrote:

Hi Kelly,

Hmmm...You have a point there. However, volume wouldn't be a good 
indicator in this case. Main reason is that volume is determined by 
DirectX according to the distance you are away from the object. So if 
a sound is loaded into a DirectX 3D sound buffer the  3d listener 
handles the volume of the sound, and there is no way to independently 
control the volume. As Willem said I'd probably have to use pitch 
instead.


Kellie and my lovable Lady J. wrote:
But wouldn't the guess work be part of the challenge? I mean, in all 
honesty I don't know how feasible it would be to try that. But, in 
Jim's baseball game wen the sound is moving from the left to teh 
right speaker, practice is what helps you succeed. Just like a 
sighted player has to estimate the gap and if they are wrong? they 
get hit. I think the idea of it getting louder as it is closing, 
interesting.

Kellie and my lovable Lady J.
Resident Adviser, Guide Dogs for the Blind Oregon campus
www.guidedogs.com



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Re: [Audyssey] mota help

2009-11-02 Thread Thomas Ward

Hi Phil,
That works for me. A person might have to give it a few tries before 
he/she figures out how many turns/clicks are before it closes, but 
certainly a doable and realistic solution to the problem.


Smile.



Hi Thomas,
In another message I talked about the trap door making a repeating 
sound a specific number of times.
It would be like a wheel with a flat spot that clicks each time it 
comes around.
So you could test the speed of the trap door and count the clicks then 
the next time get through the door before that number of clicks happen.

That sounds more realistic.
Phil



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Re: [Audyssey] mota help

2009-11-02 Thread Valiant8086
Either that or you could make like a sliding glass door going from left to 
right or maybe from both sides and closing on one another, and you gotta listen 
to the sounds moving toward one another and if they are in the same place, 
directly in front of you and they clang, well you can't make it through cause 
they're completely closed together. But You'd have to make the left side make a 
different sound than the right side or you'd not be able to tell which side of 
the trapdoors were doing what. So basically when you press the lever or what 
ever you hear the two doors moving off to your left and off to your right, but 
as soon as you start moving, they begin to move back towards one another. Maybe 
that could be done.
  - Original Message - 
  From: Thomas Ward 
  To: Gamers Discussion list 
  Sent: Monday, November 02, 2009 12:46 PM
  Subject: Re: [Audyssey] mota help


  Hi Kelly,

  Hmmm...You have a point there. However, volume wouldn't be a good 
  indicator in this case. Main reason is that volume is determined by 
  DirectX according to the distance you are away from the object. So if a 
  sound is loaded into a DirectX 3D sound buffer the  3d listener handles 
  the volume of the sound, and there is no way to independently control 
  the volume. As Willem said I'd probably have to use pitch instead.

  Kellie and my lovable Lady J. wrote:
   But wouldn't the guess work be part of the challenge? I mean, in all 
   honesty I don't know how feasible it would be to try that. But, in 
   Jim's baseball game wen the sound is moving from the left to teh right 
   speaker, practice is what helps you succeed. Just like a sighted 
   player has to estimate the gap and if they are wrong? they get hit. I 
   think the idea of it getting louder as it is closing, interesting.
   Kellie and my lovable Lady J.
   Resident Adviser, Guide Dogs for the Blind Oregon campus
   www.guidedogs.com


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Re: [Audyssey] mota help

2009-11-02 Thread Valiant8086
Either that or when you go to open it you can count how many ticks it takes to 
open the door as you turn teh wheel to open the trapdoor. Then you can take off 
say two clicks or so and when it closes if you get to the amount of clicks it 
took to open it minus 2, you probably can't make it.
  - Original Message - 
  From: Thomas Ward 
  To: Gamers Discussion list 
  Sent: Monday, November 02, 2009 1:20 PM
  Subject: Re: [Audyssey] mota help


  Hi Phil,
  That works for me. A person might have to give it a few tries before 
  he/she figures out how many turns/clicks are before it closes, but 
  certainly a doable and realistic solution to the problem.

  Smile.


   Hi Thomas,
   In another message I talked about the trap door making a repeating 
   sound a specific number of times.
   It would be like a wheel with a flat spot that clicks each time it 
   comes around.
   So you could test the speed of the trap door and count the clicks then 
   the next time get through the door before that number of clicks happen.
   That sounds more realistic.
   Phil


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Re: [Audyssey] mota help

2009-11-02 Thread Hayden Presley
Got ya.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, November 02, 2009 9:39 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota help

Hi Hayden,

Sigh...That is not what I meant. Technically beta 10 will contain all of 
the game levels, but they may not be totally complete. There may be 
miner adjustments required here and there, bug fixes, things that need 
to be rearranged, etc. The entire point of a beta is to test, fix, and 
do more testing until each and every aspect of the game operates more or 
less correctly. How does this effect you as a public beta tester?

Well, the answer is not much. While all of the levels may technically be 
there in the game only those with a product key will be able to unlock 
those levels and test them. Basically, that includes the private testers 
and myself. For the general public, yourself included, you'll have to 
settle for the demo until I begin shipping product keys. When the game 
is run in demo mode, as you have been doing for the last few months, all 
you get is level 1.

HTH

Hayden Presley wrote:
 So in other words, Beta 10 will just be level 1?
 Hayden
   


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Re: [Audyssey] mota help

2009-11-01 Thread Bryan Peterson
If it were Thomas would probably have posted to the list and been jumping 
for joy all the while LOL. Hopefully mid December but we'll just have to see 
what happens.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Mike Maslo mmaslo1...@swbell.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, October 31, 2009 6:46 PM
Subject: Re: [Audyssey] mota help



The full version is not out as of yet is it?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, October 31, 2009 8:07 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota help

Hi Phil,
I just want to make a slight correction on your spoiler. It has a slight
error. Just for those who don't want to read this here is the spoiler
warning.

S P O I L E R

There are a total of five keys on level one. You should find and use two
gold keys, two silver keys, and one bronze key. One of the silver keys
unlocks the statue in room 14. The bronze key is needed to unlock level
2 or the end of the demo depending on if you have the demo or the full
version of the game.

Cheers!

Phil Vlasak wrote:

Hi Mike,
I want to help you but I don't know the rooms by number.
I've tried for two days to get to room 17 but always die trying.
spoiler
space
I know room 14 is the one at the top of the wood staircase.
You need two keys to go to the rooms on this level, one to go right
and one to go left.
But if you go left you find another wood down staircase.
This takes you down to a room on the right that also needs a key.
If you don't have those three keys you can't get to the end.
Phil



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Re: [Audyssey] mota help

2009-11-01 Thread Thomas Ward

Hi Phil,
Yeah, I know how that is. However, I thought it would be good to supply 
the list with the correct information so people didn't look for an extra 
key that didn't exist.
Not all of the keys on level 1 are necessary to complete the level, but 
most of them are. Since You'll probably want all of the torches there is 
no reason not to get all of the keys too.


Phil Vlasak wrote:

Hi Thomas,
I was going by memory and you know how that is sometimes!
I thought the most important thing is to find all the keys.
The first key teaches you that you need them to go further.
Do you need to find all 5 keys to get to the next level?
I never checked the room numbers but if people are going to refer to 
them, a list of rooms and what is in them would be good to have.

As for torches, I don't light one until after going through the water.
I use the arrow enter, arrow enter trick to check the floor at each step.
If I find a creature I kill it then go back with the above technique 
to make sure I didn't pass over anything valuable.

thanks,
Phil



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Re: [Audyssey] mota help

2009-11-01 Thread Thomas Ward

Hi Mike,
No, it is not. At this point I've just really started adding all of the 
extra levels in beta 10. That is going to take at least a month or so to do.


Mike Maslo wrote:

The full version is not out as of yet is it?
  



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Re: [Audyssey] mota help

2009-11-01 Thread Phil Vlasak

Hi Thomas,
I am working on a walk through for MOTA for myself but it may help other 
people.

I won't post it if you don't want me to.
I think getting all 5 keys is important as there may be weapons in the 
locked rooms.
The reason I got confused is that you moved the keys around and I was 
remembering an earlier beta.

I still think the locked doors should have the same metal as the key.
So the bronze key unlocks the bronze door.
I remember arcade games doing just this with the yellow key unlocking the 
yellow door.
It doesn't have to be all keys and doors as I don't wish you to change 
something you already programmed.

thanks,
Phil 



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Re: [Audyssey] mota help

2009-11-01 Thread Hayden Presley
So Beta 10 will be the full game of MOTA?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, November 01, 2009 11:09 AM
To: mmaslo1...@swbell.net; Gamers Discussion list
Subject: Re: [Audyssey] mota help

Hi Mike,
No, it is not. At this point I've just really started adding all of the 
extra levels in beta 10. That is going to take at least a month or so to do.

Mike Maslo wrote:
 The full version is not out as of yet is it?
   


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Re: [Audyssey] mota help

2009-11-01 Thread Thomas Ward

Hi Phil,
Yeah, a lot of classic Atari and Nintendo games usually had a colored 
key that matched a colored door. Certainly Montezuma's Revenge was that 
way. You had white keys for white doors, blue keys for blue doors, and 
red keys for red doors. However, as I've decided to stick to a more 
modern side-scroller format I'll probably just forget about the color 
coding for doors and keys.
As for using something other than keys to unlock and open doors I hear 
you there. I've been playing the Tomb Raider games for 12-years, and 
I've seen a lot of pretty cool doors/traps. Some are unlocked by pulling 
a lever on the wall, others are unlocked with a key, and others are a 
type of trap door that you need to pass through by unlocking it in a 
special way.
For example, this passed year I've been playing the newest Tomb Raider 
game Underworld. In level 3, I think it is, Lara discovers her father 
had hidden Thor's gantlets in the family crypts beneath Croft Manner. 
Near the end of that level there is  a really cool trap door which I've 
been thinking about using in one of my Tomb Hunter games because it is 
so cool.
Basically, there is this chamber with a giant wheel on the wall, and a 
trap door is hidden in the ceiling of the chamber. You have to walk Lara 
Croft over to the wheel, and press the action button on the joystick to 
get her to turn the wheel. As she turns the wheel counter clockwise the 
trap door slowly slides open above her. Of course, the trick is to get 
up there without it closing on Lara. The second you let go of the action 
button the wheel starts turning clockwise and the trap door starts 
closing. There is this wall nearby with hand holds in it you can climb 
up. Problem is by the time you make it about three-quarters up the wall 
the trap door is almost closed. The only way I've found to get through 
that trap door is to Have her do a jump upwards, grab hold of the ledge, 
and then use the vault command to have her vault through the doorway 
just before the trap door smashes the world's favorite archaeologist 
flat. It is a unique and very cool trap in my opinion.
The Tomb Raider side-scrollers I don't believe they had anything quite 
that complex, but they often used levers instead of keys to open various 
doors. One door I do remember from Tomb Raider Prophecy you opened it 
with a lever, but it was timed. If you didn't run through it in time the 
door would drop down and smash Lara Croft beneath it.  However, this 
might be too tricky for someone who is blind.
As I recall you could see the door coming down so you could gage weather 
or not you could make it below it or not. As that is a purely visual 
aspect I'm not exactly sure how I could convey the same information 
without using up precious time describing the status of the doors descent.


Smile.


Phil Vlasak wrote:

Hi Thomas,
I am working on a walk through for MOTA for myself but it may help 
other people.

I won't post it if you don't want me to.
I think getting all 5 keys is important as there may be weapons in the 
locked rooms.
The reason I got confused is that you moved the keys around and I was 
remembering an earlier beta.

I still think the locked doors should have the same metal as the key.
So the bronze key unlocks the bronze door.
I remember arcade games doing just this with the yellow key unlocking 
the yellow door.
It doesn't have to be all keys and doors as I don't wish you to change 
something you already programmed.

thanks,
Phil

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Re: [Audyssey] mota help

2009-11-01 Thread Thomas Ward

Hi Hayden,
Well, technically the game is not officially complete until 1.0 is 
released. So beta 10 won't necessarily be the full game, but it may be 
near complete.
Generally, a software product goes through various release stages. First 
you have the Alphas. An Alpha is essentially fresh code, known to have 
stability issues, and is far from a complete product. You might think of 
this as a very early rough draft of the game. Then, the software product 
goes to beta stage. During the beta cycle the game may be somewhat 
stable, but isn't a fully complete product. Finally, when the game is 
complete it goes through one cycle of testing called the release 
candidate stage. Release candidates is simply that. The public tests the 
product, looks for last minute bugs and corrections, and then they are 
fixed and it is released as 1.0.
So assuming beta 10 is the final beta I will have one possably two 
release candidates to make sure the game is stable, works well, and is 
ready to be released to the public as 1.0 stable. If so I'll release the 
game, and start taking orders.


HTH

Hayden Presley wrote:

So Beta 10 will be the full game of MOTA?
  



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Re: [Audyssey] mota help

2009-11-01 Thread Phil Vlasak

Hi Thomas,
The only way I was able to get those timed situations working well was to 
have a verbal countdown.
I did this in the DOS Pack man in which the ghosts voiced the distance to 
you either in a normal voice which was ahead of you or in a deep voice which 
was ghosts behind you.


Or in Space invaders where the invaders spoke their distance from you as 
they changed rows.
David did a countdown in his SOD timed mines and I am adding a countdown in 
Sarah to spells that are timed to end.

Even Star Trek had a count down voice for when the ship would self destruct.
So having a trap door that counts down to when it is closed is realistic.
Phil

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 01, 2009 3:44 PM
Subject: Re: [Audyssey] mota help



Hi Phil,
Yeah, a lot of classic Atari and Nintendo games usually had a colored
key that matched a colored door. Certainly Montezuma's Revenge was that
way. You had white keys for white doors, blue keys for blue doors, and
red keys for red doors. However, as I've decided to stick to a more
modern side-scroller format I'll probably just forget about the color
coding for doors and keys.
As for using something other than keys to unlock and open doors I hear
you there. I've been playing the Tomb Raider games for 12-years, and
I've seen a lot of pretty cool doors/traps. Some are unlocked by pulling
a lever on the wall, others are unlocked with a key, and others are a
type of trap door that you need to pass through by unlocking it in a
special way.
For example, this passed year I've been playing the newest Tomb Raider
game Underworld. In level 3, I think it is, Lara discovers her father
had hidden Thor's gantlets in the family crypts beneath Croft Manner.
Near the end of that level there is  a really cool trap door which I've
been thinking about using in one of my Tomb Hunter games because it is
so cool.
Basically, there is this chamber with a giant wheel on the wall, and a
trap door is hidden in the ceiling of the chamber. You have to walk Lara
Croft over to the wheel, and press the action button on the joystick to
get her to turn the wheel. As she turns the wheel counter clockwise the
trap door slowly slides open above her. Of course, the trick is to get
up there without it closing on Lara. The second you let go of the action
button the wheel starts turning clockwise and the trap door starts
closing. There is this wall nearby with hand holds in it you can climb
up. Problem is by the time you make it about three-quarters up the wall
the trap door is almost closed. The only way I've found to get through
that trap door is to Have her do a jump upwards, grab hold of the ledge,
and then use the vault command to have her vault through the doorway
just before the trap door smashes the world's favorite archaeologist
flat. It is a unique and very cool trap in my opinion.
The Tomb Raider side-scrollers I don't believe they had anything quite
that complex, but they often used levers instead of keys to open various
doors. One door I do remember from Tomb Raider Prophecy you opened it
with a lever, but it was timed. If you didn't run through it in time the
door would drop down and smash Lara Croft beneath it.  However, this
might be too tricky for someone who is blind.
As I recall you could see the door coming down so you could gage weather
or not you could make it below it or not. As that is a purely visual
aspect I'm not exactly sure how I could convey the same information
without using up precious time describing the status of the doors descent.

Smile.


Phil Vlasak wrote:

Hi Thomas,
I am working on a walk through for MOTA for myself but it may help
other people.
I won't post it if you don't want me to.
I think getting all 5 keys is important as there may be weapons in the
locked rooms.
The reason I got confused is that you moved the keys around and I was
remembering an earlier beta.
I still think the locked doors should have the same metal as the key.
So the bronze key unlocks the bronze door.
I remember arcade games doing just this with the yellow key unlocking
the yellow door.
It doesn't have to be all keys and doors as I don't wish you to change
something you already programmed.
thanks,
Phil

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Re: [Audyssey] mota help

2009-11-01 Thread Hayden Presley
So in other words, Beta 10 will just be level 1?
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, November 01, 2009 2:55 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota help

Hi Hayden,
Well, technically the game is not officially complete until 1.0 is 
released. So beta 10 won't necessarily be the full game, but it may be 
near complete.
Generally, a software product goes through various release stages. First 
you have the Alphas. An Alpha is essentially fresh code, known to have 
stability issues, and is far from a complete product. You might think of 
this as a very early rough draft of the game. Then, the software product 
goes to beta stage. During the beta cycle the game may be somewhat 
stable, but isn't a fully complete product. Finally, when the game is 
complete it goes through one cycle of testing called the release 
candidate stage. Release candidates is simply that. The public tests the 
product, looks for last minute bugs and corrections, and then they are 
fixed and it is released as 1.0.
So assuming beta 10 is the final beta I will have one possably two 
release candidates to make sure the game is stable, works well, and is 
ready to be released to the public as 1.0 stable. If so I'll release the 
game, and start taking orders.

HTH

Hayden Presley wrote:
 So Beta 10 will be the full game of MOTA?
   


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Re: [Audyssey] mota help

2009-11-01 Thread Willem
Wouldn't pitch or volume also work? Say have the volume  increase as the 
gap gets smaller. This could make judging the dash through the trapdoor 
harder, but it would be more realistic as well.

Phil Vlasak wrote:

Hi Thomas,
The only way I was able to get those timed situations working well was 
to have a verbal countdown.
I did this in the DOS Pack man in which the ghosts voiced the distance 
to you either in a normal voice which was ahead of you or in a deep 
voice which was ghosts behind you.


Or in Space invaders where the invaders spoke their distance from you 
as they changed rows.
David did a countdown in his SOD timed mines and I am adding a 
countdown in Sarah to spells that are timed to end.
Even Star Trek had a count down voice for when the ship would self 
destruct.

So having a trap door that counts down to when it is closed is realistic.
Phil

- Original Message - From: Thomas Ward 
thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 01, 2009 3:44 PM
Subject: Re: [Audyssey] mota help



Hi Phil,
Yeah, a lot of classic Atari and Nintendo games usually had a colored
key that matched a colored door. Certainly Montezuma's Revenge was that
way. You had white keys for white doors, blue keys for blue doors, and
red keys for red doors. However, as I've decided to stick to a more
modern side-scroller format I'll probably just forget about the color
coding for doors and keys.
As for using something other than keys to unlock and open doors I hear
you there. I've been playing the Tomb Raider games for 12-years, and
I've seen a lot of pretty cool doors/traps. Some are unlocked by pulling
a lever on the wall, others are unlocked with a key, and others are a
type of trap door that you need to pass through by unlocking it in a
special way.
For example, this passed year I've been playing the newest Tomb Raider
game Underworld. In level 3, I think it is, Lara discovers her father
had hidden Thor's gantlets in the family crypts beneath Croft Manner.
Near the end of that level there is  a really cool trap door which I've
been thinking about using in one of my Tomb Hunter games because it is
so cool.
Basically, there is this chamber with a giant wheel on the wall, and a
trap door is hidden in the ceiling of the chamber. You have to walk Lara
Croft over to the wheel, and press the action button on the joystick to
get her to turn the wheel. As she turns the wheel counter clockwise the
trap door slowly slides open above her. Of course, the trick is to get
up there without it closing on Lara. The second you let go of the action
button the wheel starts turning clockwise and the trap door starts
closing. There is this wall nearby with hand holds in it you can climb
up. Problem is by the time you make it about three-quarters up the wall
the trap door is almost closed. The only way I've found to get through
that trap door is to Have her do a jump upwards, grab hold of the ledge,
and then use the vault command to have her vault through the doorway
just before the trap door smashes the world's favorite archaeologist
flat. It is a unique and very cool trap in my opinion.
The Tomb Raider side-scrollers I don't believe they had anything quite
that complex, but they often used levers instead of keys to open various
doors. One door I do remember from Tomb Raider Prophecy you opened it
with a lever, but it was timed. If you didn't run through it in time the
door would drop down and smash Lara Croft beneath it.  However, this
might be too tricky for someone who is blind.
As I recall you could see the door coming down so you could gage weather
or not you could make it below it or not. As that is a purely visual
aspect I'm not exactly sure how I could convey the same information
without using up precious time describing the status of the doors 
descent.


Smile.


Phil Vlasak wrote:

Hi Thomas,
I am working on a walk through for MOTA for myself but it may help
other people.
I won't post it if you don't want me to.
I think getting all 5 keys is important as there may be weapons in the
locked rooms.
The reason I got confused is that you moved the keys around and I was
remembering an earlier beta.
I still think the locked doors should have the same metal as the key.
So the bronze key unlocks the bronze door.
I remember arcade games doing just this with the yellow key unlocking
the yellow door.
It doesn't have to be all keys and doors as I don't wish you to change
something you already programmed.
thanks,
Phil

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Re: [Audyssey] mota help

2009-11-01 Thread David Chittenden

Hello,

For those closing doors, you can have a grinding sound which gets louder 
as the door gets closer to closing, or you can have the pitch of the 
sound decrease as the door gets closer to being closed. The only thing 
is, you would need to place the sounds in the training area so the 
player knows what they mean.


David Chittenden, MS, CRC, MRCAA


Thomas Ward wrote:

Hi Phil,
Yeah, a lot of classic Atari and Nintendo games usually had a colored 
key that matched a colored door. Certainly Montezuma's Revenge was 
that way. You had white keys for white doors, blue keys for blue 
doors, and red keys for red doors. However, as I've decided to stick 
to a more modern side-scroller format I'll probably just forget about 
the color coding for doors and keys.
As for using something other than keys to unlock and open doors I hear 
you there. I've been playing the Tomb Raider games for 12-years, and 
I've seen a lot of pretty cool doors/traps. Some are unlocked by 
pulling a lever on the wall, others are unlocked with a key, and 
others are a type of trap door that you need to pass through by 
unlocking it in a special way.
For example, this passed year I've been playing the newest Tomb Raider 
game Underworld. In level 3, I think it is, Lara discovers her father 
had hidden Thor's gantlets in the family crypts beneath Croft Manner. 
Near the end of that level there is  a really cool trap door which 
I've been thinking about using in one of my Tomb Hunter games because 
it is so cool.
Basically, there is this chamber with a giant wheel on the wall, and a 
trap door is hidden in the ceiling of the chamber. You have to walk 
Lara Croft over to the wheel, and press the action button on the 
joystick to get her to turn the wheel. As she turns the wheel counter 
clockwise the trap door slowly slides open above her. Of course, the 
trick is to get up there without it closing on Lara. The second you 
let go of the action button the wheel starts turning clockwise and the 
trap door starts closing. There is this wall nearby with hand holds in 
it you can climb up. Problem is by the time you make it about 
three-quarters up the wall the trap door is almost closed. The only 
way I've found to get through that trap door is to Have her do a jump 
upwards, grab hold of the ledge, and then use the vault command to 
have her vault through the doorway just before the trap door smashes 
the world's favorite archaeologist flat. It is a unique and very cool 
trap in my opinion.
The Tomb Raider side-scrollers I don't believe they had anything quite 
that complex, but they often used levers instead of keys to open 
various doors. One door I do remember from Tomb Raider Prophecy you 
opened it with a lever, but it was timed. If you didn't run through it 
in time the door would drop down and smash Lara Croft beneath it.  
However, this might be too tricky for someone who is blind.
As I recall you could see the door coming down so you could gage 
weather or not you could make it below it or not. As that is a purely 
visual aspect I'm not exactly sure how I could convey the same 
information without using up precious time describing the status of 
the doors descent.


Smile.


Phil Vlasak wrote:

Hi Thomas,
I am working on a walk through for MOTA for myself but it may help 
other people.

I won't post it if you don't want me to.
I think getting all 5 keys is important as there may be weapons in 
the locked rooms.
The reason I got confused is that you moved the keys around and I was 
remembering an earlier beta.

I still think the locked doors should have the same metal as the key.
So the bronze key unlocks the bronze door.
I remember arcade games doing just this with the yellow key unlocking 
the yellow door.
It doesn't have to be all keys and doors as I don't wish you to 
change something you already programmed.

thanks,
Phil

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You can make changes 

Re: [Audyssey] mota help

2009-11-01 Thread Phil Vlasak

Hi Willem,
The problem with pitch or volume is they are continuous and unless you 
practice a lot you would not know what pitch or volume equaled the point the 
trap door would be too narrow for you to slip through.
One way would be to have the trap door make clank sounds such as made by 
spokes on a wheel.
Then you could count the clanks in a test, and if there was twenty, you 
could press the button and get under before the 20 clanks sounded.

Phil


- Original Message - 
From: Willem dwill...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 01, 2009 6:00 PM
Subject: Re: [Audyssey] mota help



Wouldn't pitch or volume also work? Say have the volume  increase as the
gap gets smaller. This could make judging the dash through the trapdoor
harder, but it would be more realistic as well.
Phil Vlasak wrote:

Hi Thomas,
The only way I was able to get those timed situations working well was
to have a verbal countdown.
I did this in the DOS Pack man in which the ghosts voiced the distance
to you either in a normal voice which was ahead of you or in a deep
voice which was ghosts behind you.

Or in Space invaders where the invaders spoke their distance from you
as they changed rows.
David did a countdown in his SOD timed mines and I am adding a
countdown in Sarah to spells that are timed to end.
Even Star Trek had a count down voice for when the ship would self
destruct.
So having a trap door that counts down to when it is closed is realistic.
Phil

- Original Message - From: Thomas Ward
thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 01, 2009 3:44 PM
Subject: Re: [Audyssey] mota help



Hi Phil,
Yeah, a lot of classic Atari and Nintendo games usually had a colored
key that matched a colored door. Certainly Montezuma's Revenge was that
way. You had white keys for white doors, blue keys for blue doors, and
red keys for red doors. However, as I've decided to stick to a more
modern side-scroller format I'll probably just forget about the color
coding for doors and keys.
As for using something other than keys to unlock and open doors I hear
you there. I've been playing the Tomb Raider games for 12-years, and
I've seen a lot of pretty cool doors/traps. Some are unlocked by pulling
a lever on the wall, others are unlocked with a key, and others are a
type of trap door that you need to pass through by unlocking it in a
special way.
For example, this passed year I've been playing the newest Tomb Raider
game Underworld. In level 3, I think it is, Lara discovers her father
had hidden Thor's gantlets in the family crypts beneath Croft Manner.
Near the end of that level there is  a really cool trap door which I've
been thinking about using in one of my Tomb Hunter games because it is
so cool.
Basically, there is this chamber with a giant wheel on the wall, and a
trap door is hidden in the ceiling of the chamber. You have to walk Lara
Croft over to the wheel, and press the action button on the joystick to
get her to turn the wheel. As she turns the wheel counter clockwise the
trap door slowly slides open above her. Of course, the trick is to get
up there without it closing on Lara. The second you let go of the action
button the wheel starts turning clockwise and the trap door starts
closing. There is this wall nearby with hand holds in it you can climb
up. Problem is by the time you make it about three-quarters up the wall
the trap door is almost closed. The only way I've found to get through
that trap door is to Have her do a jump upwards, grab hold of the ledge,
and then use the vault command to have her vault through the doorway
just before the trap door smashes the world's favorite archaeologist
flat. It is a unique and very cool trap in my opinion.
The Tomb Raider side-scrollers I don't believe they had anything quite
that complex, but they often used levers instead of keys to open various
doors. One door I do remember from Tomb Raider Prophecy you opened it
with a lever, but it was timed. If you didn't run through it in time the
door would drop down and smash Lara Croft beneath it.  However, this
might be too tricky for someone who is blind.
As I recall you could see the door coming down so you could gage weather
or not you could make it below it or not. As that is a purely visual
aspect I'm not exactly sure how I could convey the same information
without using up precious time describing the status of the doors
descent.

Smile.


Phil Vlasak wrote:

Hi Thomas,
I am working on a walk through for MOTA for myself but it may help
other people.
I won't post it if you don't want me to.
I think getting all 5 keys is important as there may be weapons in the
locked rooms.
The reason I got confused is that you moved the keys around and I was
remembering an earlier beta.
I still think the locked doors should have the same metal as the key.
So the bronze key unlocks the bronze door.
I remember arcade games doing just

Re: [Audyssey] mota help

2009-11-01 Thread Kellie and my lovable Lady J.
But wouldn't the guess work be part of the challenge? I mean, in all honesty 
I don't know how feasible it would be to try that. But, in Jim's baseball 
game wen the sound is moving from the left to teh right speaker, practice is 
what helps you succeed. Just like a sighted player has to estimate the gap 
and if they are wrong? they get hit. I think the idea of it getting louder 
as it is closing, interesting.

Kellie and my lovable Lady J.
Resident Adviser, Guide Dogs for the Blind Oregon campus
www.guidedogs.com
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 01, 2009 4:24 PM
Subject: Re: [Audyssey] mota help



Hi Willem,
The problem with pitch or volume is they are continuous and unless you 
practice a lot you would not know what pitch or volume equaled the point 
the trap door would be too narrow for you to slip through.
One way would be to have the trap door make clank sounds such as made by 
spokes on a wheel.
Then you could count the clanks in a test, and if there was twenty, you 
could press the button and get under before the 20 clanks sounded.

Phil


- Original Message - 
From: Willem dwill...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 01, 2009 6:00 PM
Subject: Re: [Audyssey] mota help



Wouldn't pitch or volume also work? Say have the volume  increase as the
gap gets smaller. This could make judging the dash through the trapdoor
harder, but it would be more realistic as well.
Phil Vlasak wrote:

Hi Thomas,
The only way I was able to get those timed situations working well was
to have a verbal countdown.
I did this in the DOS Pack man in which the ghosts voiced the distance
to you either in a normal voice which was ahead of you or in a deep
voice which was ghosts behind you.

Or in Space invaders where the invaders spoke their distance from you
as they changed rows.
David did a countdown in his SOD timed mines and I am adding a
countdown in Sarah to spells that are timed to end.
Even Star Trek had a count down voice for when the ship would self
destruct.
So having a trap door that counts down to when it is closed is 
realistic.

Phil

- Original Message - From: Thomas Ward
thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 01, 2009 3:44 PM
Subject: Re: [Audyssey] mota help



Hi Phil,
Yeah, a lot of classic Atari and Nintendo games usually had a colored
key that matched a colored door. Certainly Montezuma's Revenge was that
way. You had white keys for white doors, blue keys for blue doors, and
red keys for red doors. However, as I've decided to stick to a more
modern side-scroller format I'll probably just forget about the color
coding for doors and keys.
As for using something other than keys to unlock and open doors I hear
you there. I've been playing the Tomb Raider games for 12-years, and
I've seen a lot of pretty cool doors/traps. Some are unlocked by 
pulling

a lever on the wall, others are unlocked with a key, and others are a
type of trap door that you need to pass through by unlocking it in a
special way.
For example, this passed year I've been playing the newest Tomb Raider
game Underworld. In level 3, I think it is, Lara discovers her father
had hidden Thor's gantlets in the family crypts beneath Croft Manner.
Near the end of that level there is  a really cool trap door which I've
been thinking about using in one of my Tomb Hunter games because it is
so cool.
Basically, there is this chamber with a giant wheel on the wall, and a
trap door is hidden in the ceiling of the chamber. You have to walk 
Lara

Croft over to the wheel, and press the action button on the joystick to
get her to turn the wheel. As she turns the wheel counter clockwise the
trap door slowly slides open above her. Of course, the trick is to get
up there without it closing on Lara. The second you let go of the 
action

button the wheel starts turning clockwise and the trap door starts
closing. There is this wall nearby with hand holds in it you can climb
up. Problem is by the time you make it about three-quarters up the wall
the trap door is almost closed. The only way I've found to get through
that trap door is to Have her do a jump upwards, grab hold of the 
ledge,

and then use the vault command to have her vault through the doorway
just before the trap door smashes the world's favorite archaeologist
flat. It is a unique and very cool trap in my opinion.
The Tomb Raider side-scrollers I don't believe they had anything quite
that complex, but they often used levers instead of keys to open 
various

doors. One door I do remember from Tomb Raider Prophecy you opened it
with a lever, but it was timed. If you didn't run through it in time 
the

door would drop down and smash Lara Croft beneath it.  However, this
might be too tricky for someone who is blind.
As I recall you could see the door coming down so you could gage 
weather

Re: [Audyssey] mota help

2009-10-31 Thread Phil Vlasak

Hi Mike,
I want to help you but I don't know the rooms by number.
I've tried for two days to get to room 17 but always die trying.
spoiler
space
I know room 14 is the one at the top of the wood staircase.
You need two keys to go to the rooms on this level, one to go right and one 
to go left.

But if you go left you find another wood down staircase.
This takes you down to a room on the right that also needs a key.
If you don't have those three keys you can't get to the end.
Phil

- Original Message - 
From: Mike Maslo mmaslo1...@swbell.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, October 31, 2009 6:38 PM
Subject: [Audyssey] mota help



Hi list:



I am stuck on mota. I get to room 17 and can't figure out what way to go.
There are no doors and no way of putting or going any further. I get stuck
in room 17. Also the torches die so fast. How do I make them last longer? 
Is

there a way to extinguish them? I read over manual and unless I missed it
there was no way.



Any help would be appreciated.

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No virus found in this incoming message.
Checked by AVG - www.avg.com
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Re: [Audyssey] mota help

2009-10-31 Thread Thomas Ward

Hi Mike,
If you recall when you come up the first wooden staircase into room 14 
there is a door to your left leading into rooms 15 and 16. To your right 
is another staircase leading down, and further to your right is a 
statue. In order to enter room 17 you had to unlock and move the statue 
, and enter the secret room behind it. Since you had to walk right to 
enter room 17 to leave it all you have to do is walk left to go back 
into room 14. There is another wooden staircase leading down not far 
from the statue that leads to rooms 18 and 19.


As for torches once you light one you can not put it out unless you 
enter the flooded room. However, once you put it out with water you 
can't light that torch again. So the best thing to do is gather up all 
the torches on the level you can find, there are four of them in all, 
and use them as you have need.



Mike Maslo wrote:

Hi list:

 


I am stuck on mota. I get to room 17 and can't figure out what way to go.
There are no doors and no way of putting or going any further. I get stuck
in room 17. Also the torches die so fast. How do I make them last longer? Is
there a way to extinguish them? I read over manual and unless I missed it
there was no way.

 


Any help would be appreciated.

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Re: [Audyssey] mota help

2009-10-31 Thread Thomas Ward

Hi Bryan,
I think Mike is just confused where to go is all. Room 17 is at the end 
of that very long room with the two staircases, and is located behind 
the stone statue. It is apparent he didn't realise he has to walk left 
passed the statue he recently opened, to reenter room 14.


Bryan Peterson wrote:
I don't understand. How are you getting stuck. And torches actually 
last for quite a while. I've never had the problems you mentioned here.



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Re: [Audyssey] mota help

2009-10-31 Thread Thomas Ward

Hi Phil,
I just want to make a slight correction on your spoiler. It has a slight 
error. Just for those who don't want to read this here is the spoiler 
warning.


S P O I L E R

There are a total of five keys on level one. You should find and use two 
gold keys, two silver keys, and one bronze key. One of the silver keys 
unlocks the statue in room 14. The bronze key is needed to unlock level 
2 or the end of the demo depending on if you have the demo or the full 
version of the game.


Cheers!

Phil Vlasak wrote:

Hi Mike,
I want to help you but I don't know the rooms by number.
I've tried for two days to get to room 17 but always die trying.
spoiler
space
I know room 14 is the one at the top of the wood staircase.
You need two keys to go to the rooms on this level, one to go right 
and one to go left.

But if you go left you find another wood down staircase.
This takes you down to a room on the right that also needs a key.
If you don't have those three keys you can't get to the end.
Phil



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Re: [Audyssey] mota help

2009-10-31 Thread Phil Vlasak

Hi Thomas,
I was going by memory and you know how that is sometimes!
I thought the most important thing is to find all the keys.
The first key teaches you that you need them to go further.
Do you need to find all 5 keys to get to the next level?
I never checked the room numbers but if people are going to refer to them, a 
list of rooms and what is in them would be good to have.

As for torches, I don't light one until after going through the water.
I use the arrow enter, arrow enter trick to check the floor at each step.
If I find a creature I kill it then go back with the above technique to make 
sure I didn't pass over anything valuable.

thanks,
Phil 



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Re: [Audyssey] mota help

2009-10-31 Thread Mike Maslo
The full version is not out as of yet is it?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, October 31, 2009 8:07 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota help

Hi Phil,
I just want to make a slight correction on your spoiler. It has a slight 
error. Just for those who don't want to read this here is the spoiler 
warning.

S P O I L E R

There are a total of five keys on level one. You should find and use two 
gold keys, two silver keys, and one bronze key. One of the silver keys 
unlocks the statue in room 14. The bronze key is needed to unlock level 
2 or the end of the demo depending on if you have the demo or the full 
version of the game.

Cheers!

Phil Vlasak wrote:
 Hi Mike,
 I want to help you but I don't know the rooms by number.
 I've tried for two days to get to room 17 but always die trying.
 spoiler
 space
 I know room 14 is the one at the top of the wood staircase.
 You need two keys to go to the rooms on this level, one to go right 
 and one to go left.
 But if you go left you find another wood down staircase.
 This takes you down to a room on the right that also needs a key.
 If you don't have those three keys you can't get to the end.
 Phil


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Re: [Audyssey] mota help

2009-10-31 Thread Hayden Presley
Sorrowfully, no.
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Mike Maslo
Sent: Saturday, October 31, 2009 7:47 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] mota help

The full version is not out as of yet is it?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, October 31, 2009 8:07 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota help

Hi Phil,
I just want to make a slight correction on your spoiler. It has a slight 
error. Just for those who don't want to read this here is the spoiler 
warning.

S P O I L E R

There are a total of five keys on level one. You should find and use two 
gold keys, two silver keys, and one bronze key. One of the silver keys 
unlocks the statue in room 14. The bronze key is needed to unlock level 
2 or the end of the demo depending on if you have the demo or the full 
version of the game.

Cheers!

Phil Vlasak wrote:
 Hi Mike,
 I want to help you but I don't know the rooms by number.
 I've tried for two days to get to room 17 but always die trying.
 spoiler
 space
 I know room 14 is the one at the top of the wood staircase.
 You need two keys to go to the rooms on this level, one to go right 
 and one to go left.
 But if you go left you find another wood down staircase.
 This takes you down to a room on the right that also needs a key.
 If you don't have those three keys you can't get to the end.
 Phil


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Re: [Audyssey] MOTA help

2009-02-25 Thread Kai

Greetings Cory.

Not really a spoiler, but in the event it could be interpreted as such:

s
p
o
i
l
e
r
s
p
a
c
e

Hit enter when you're standing next to the statue to move it.

Kai

- Original Message - 
From: Cory Ballard cno...@gmail.com

To: Gamers@audyssey.org
Sent: Wednesday, February 25, 2009 4:50 PM
Subject: [Audyssey] MOTA help



Hi all,

I am having problems figuring out MOTA.  I seem to start out in a room 
with a locked door to the left and a stone statue to the right.  I also 
find a rope and ledge.  I can not seem to get any where.  I climb the rope 
and jump off onto the ledge but then I can't seem to get any where after 
that.  Any hints or ideas?


Thanks,

Cory


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