
Some others were tough or tedious, but I always understood the logic of them. This is the only puzzle during the game that really made no sense to me.

I can think of 2 ways the first 2 puzzle solutions could be logical (one with pointing the compass north towards the starting symbol, and another with coordinating starbusts to other words), I don't understand the solution to 3 and 4 at all, which leads me to believe neither of my ideas for 1 and 2 are correct. Or, is that wrong, and the 1,2,3,4 diagram on the wall is just meant to be used for each individual wheel? I get the dial is changing north and you're combining words, but the solutions still make no sense to me. Is that corresponding to the 4 wheels in the room? Meaning, the far left is 3 (Water Animal), center left is 1 (God's Blood), center right is 2 (Destined Transformation), and far right is 4 (Eternal Life)? In other words, each wheel's solution is supposed to be represent that pairing of words. So there's the wheel diagram in the middle where the door opens, it says 1, 2 with 3,4 underneath. I'd still recommend the game if you're into this genre, just with the caveat that the puzzles can be wonky. You'd think they'd mix it up a bit, try different puzzle types, but nope, it's all just matching symbols. And lastly, ultimately all the puzzles are basically the same - matching symbols and de-scrambling what order they are in. The concept of walking long distances as parts of a puzzle are a bad idea.
Call of the sea piano puzzle how to#
The game does not "teach you" how to solve it's puzzles properly. Whoever designed the game's puzzles dropped the ball.

but then you're confronted with what should have been one of the easiest elements: the puzzles. You'd think the game is the perfect little puzzle package. I admire what they were going for with the story and think they mostly pull it off. The visuals (colours and art direction) really stand out, as does the music (beautiful and adventurous!). Overall, I think it's a nice little puzzle game / walking simulator. Use that as a guide as we go forward.Seconded. That's the centre and direction you should be standing on it when checking how to make any of the constellations.Īll of the symbols are in the picture below. Kinda like the one that was in Chapter 2 to help with the floor puzzle. Near where you entered this room you'll find a star on the floor. The rest of this level works by having you use what symbols you have on your hand to form one of the constellations on the doors, inside each, you'll get a new tattoo, and a new symbol will be unlocked for you to use to progress further. You'll notice that the four circles that dropped into the middle of the room have only one selectable symbol on them, the mark you just got tattooed on your hand outside. Now, look at the star constellations on the four doors around the room to have them added to your diary. You can then head to the tablet in front of the pyramid an open it by slicing your hand an putting your blood on the tablet.Īs you enter, there's a button on your left and one on your right that will drop four circles into the middle of the room.

At the start of the level head right and insert your hand in a stone circle that will tattoo your hand with a symbol. If it’s not, you’ve missed one of the connecting power switches between the ship, so go find the one you’ve missed following the cables on the ground.Ĭhapter 6 is the final chapter in the game, and the puzzles all take place under one roof.

Head over to the tent and inside the projector should be on. Now head back to the main camp area, and through the arch to the smaller cave. Head down the right set of stairs and you’ll find a marking on the rocks for the water level. There’s a big hole in the ground, a pedestal just in front of it and all around you, there are several different switches or valves. Then head up the rocks until you enter the main puzzle section of this chapter. Head around the backside of the big ship and find a calendar in a small camp here, Norah will take a note of this. Thing’s get a little bit complicated from here. There’s another switch just outside the ship that turns the lights on in the main camp just ahead of you, and then another in the archway that turns it on in the small cave connecting. Leave the room and head towards the ladder to exit the ship, but just before climbing down pull the level here to send the power running outside.
