Uru chronicles crack
It even runs in full-screen! I'm so happy! Thank you so much for your help! You are welcome. Lagerkommandant View Profile View Posts. I have the same problem but I have no idea what to do to fix it.
I think even getting it to lauch with a black screen is an improvement, since at first it would just crash and say that my graphics card isn't good enough and to lower the graphics settings. I am running in compatability mode with the sevice pack 3 or whatever and I've tried lowering the graphics settings even though I know that isn't a problem considering I could run this on max with my crappy computer.
This is my URU setup right now, which may work for you: 1. Uncheck compatibility Choose the one that you haven't tried yet. Check windowed mode. You might be able to take this off later 5. Uncheck "full scene anti-aliasing". There's also the Uru 'nocd' patch which I downloaded and put in my files.
I'm not sure if it helped or not, but it's worth a try if these former steps fail. Try some of the steps that they used in this thread and see if they help, have you listed out all the steps you have tried so far or are there more? Review Type. All Positive Negative All Steam Purchasers Other 8. All Languages Your Languages Customize. Date Range. To view reviews within a date range, please click and drag a selection on a graph above or click on a specific bar.
Show graph. Brought to you by Steam Labs. Filter reviews by the user's playtime when the review was written:. No minimum to No maximum. Off-topic Review Activity. When enabled, off-topic review activity will be filtered out. This defaults to your Review Score Setting.
Read more about it in the blog post. Excluding Off-topic Review Activity. Loading reviews There are no more reviews that match the filters set above. Explore the vibrant and ever-evolvi Search for:. If there are extra files such as updates, fixes, etc.
Rate this torrent. Vive le Roi 2. Freakout Calamity TV Show. The World of Labyrinths: Labyronia. Locate and register 4 with GZMU 4. The GZ activates, begins rotating and broadcasting a laser like beam of light. I got no idea what this means but beat feet, link to Relto then Nexus and chose a location to begin my search.
Huge blank! So back to my huge and still growing pile of notes, I ended up using a cheap Staples folder to hold all 19 pages written on both sides. After I don't know how long, because I gave up a couple times did some junk, walked the dog, scroll sawed out another XMas angel, came back, blanked out again, dug potatoes, ate supper came back again about 2 days later and then I found it. Rereading through all that junk was such a drag.
The room is accessed via the link book in the sleeping quarters above the control room and ILP in Teledahn. One book only has 8 pages but the important item is mentioned twice once on page 3 and again on page 6. Link to Relto, Nexus then decide where to begin your search. When you're where you're supposed to be have patience, and once you figure out what to do, it may take you a bit to figure out what to do; it took me a bit anyway.
When you're prepared and ready to make a leap of faith do so. Appear in dark dank cave, hey Moe sleeping quarters. There is a big KI device and a small link book KI device, both dead. There's a journal on the floor, belonging to Dr. Watson, an RP on one of the bunks and a shirt on another. Explore outside and discover you're standing at the perimeter of a big honkin hole in the ground, look over the edge and see light and structures at the bottom.
A path circles the perimeter but your progress is stopped in both directions, so jump into the hole and end up back at Relto. Path of the Shell 9. To figure out the "what, where and why" Ahnonay was so confusing to me. I needed to cheat 4 years ago, read to seek help to "FULLY" complete the labyrinthic maze, acquire the clock RP and be at the well pool for the light pellet show. I kept getting lost; walking past the same proverbial trees and in my own previous footsteps again and again.
Prior to that, to early I didn't know about the clock RP and never made it to the well pool for the wall grid. Basically I dropped the pellets then headed back to the Watchers Pub entered the tree and was under whelmed it seemed anticlimactic to me.
Well DUH! So, in late I discovered GOG. Cheated for correct path and hated myself for it, but understood it no better than before which I hated even more. As of today, I believe I've worked it out, rationalizing it as best I can. Surely aspects of my logic tree have errors, even so, I was still able to see the forest through the trees and it makes sense to me I'm sure most players figured it out years ago; however after watching the meager few "Path of the Shell" videos I could find on you tube this evening, I don't know.
It required much effort of me to keep the brain train on track, the path is still very convoluted but I believe knowing what does what and why allowed me to simplify the process, compared to what I've recently watched and still maintain the experience value. Go to book 12 and open it, another round room but the floor has what appears to be a cog; link to the round room. Go through the doors and explore, pretty sure this area is called the Cathedral. Walk to the pedestal locate the script on the wall, make a note or not then link to a small island.
Sometimes, to correct the error all it takes is to run from one side of the island and back to the pedestal. Other times, it may require you to leave the islet and return. At this point it will either register correctly or the islet will now have a crab or crystal appear in a place where it was previously removed. There is also a linking pedestal at the other side of the isle, across the mini falls. Off island I can see islands in the distance that appear to surround the central isle and maybe what appears to be a damaged lighthouse to the right of the ILP.
The crabs are odd looking and scamper away from MF, if I chase them long enough they head for the water and jump into the little lake at the center of the islet and shrink until they disappear. I tried swimming to the offshore isle tower but the tide won't allow it and forces one back to the central lake. Take note of the number of lights on the lake tower, some of the blue lights are dark.
I try swimming to the tower again but start further away from it. This place is being mean to me! NOTE To be clear, it isn't enough to shoo the crabs into the water, if you can still see them so can the central tower, they must sink out of sight, to vanish. Once you land on the ledge below the lighthouse walk Cw, see the script and snap a pic or not then return to and climb the stairs.
As you climb the stairs you'll likely see another crab, not always there. Circle the tower, find the diagram on the wall and take a pic. Shoo the crab off the tower and then swim back to the islet.
There's only one thing left to do for a lack of anything else and that's to shoo the rest of the crabs off the isle. Take note, the lights on the central tower go out for every crab you With only 1 light left, it's MF. Go to the pedestal, link back to the cathedral, enter and touch the pedestal link. There are crystals all over the island that vary in size from weensy to huge and bright lights on the central tower.
This time I count the lights and then count the crystals as I walk into them. When done there's 2 lights left on the central tower, one is MF and the other is most likely on the lighthouse. How to get there? Explore carefully and you'll find the path. Once on the tower find a JC and the crystal. There's nothing else to do so return to the Misty pedestal, link to the Cathedral and back to Ahnonay. Convoluted, god of confusion swaggers into the picture and where you may become its plaything.
In I flailed and flopped around for I don't know how long, I reread all the books rechecked all links and BSs, NADA, not one clue on what to do to continue in this age.
I deleted the book and restarted thinking save files or the game code from GOG. After repeating the same areas again, I gave up.
This soured me on "Path of the Shell"; the clues if they exist were too well hidden for my brain to see. I'm guessing, hoping it took tons of URU players interacting and maybe stumbling onto the solutions. The stumble part happened to me; due to frustration, I spaz clicked on the Relto book's JC image instead of the islet.
I ended up on the floating lighthouse chunk beside space Ahnonay's JC; a major surprise but of little help at the time due to my level of frustration. Unable to grasp the concept of that event doomed me to repeating the cycle up to that point again and again.
It turns out to be a convoluted series of links back and forth between the Ahnonay and Relto books, JC markers and picture links, the Ahnonay island pedestals and Cathedral pedestal links.
Who and how this individual and or group figured this out was beyond me at the time. There're huge and small chunks of floating debris around what's left of the isle and its pedestal. Where's the lighthouse? Visualize its position relative to Water and Misty Ahnonay's ILP then look for it, its still there albeit floating, wrecked and unavailable from your current position.
Armed with my theorems and new confidence I linked to Relto and touched the JC link in book I appear and stand on the chunk of floating rock the lighthouse used to be on and next to the Space JC. Touch the JC, link to Relto then use the book's Ahnonay image. Back on Space Ahnonay, mission complete head for the pedestal, link to Cathedral, enter and touch the book.
So, now that we know the JC rule guiding its ability to maintain a link between spheres or timelines we have another tool in the exploring kit yeah! Out of curiosity, read experiment, regarding the previous JC link up to the floating space rock and the JC linking rule ; the JC is still tethered to the Space marker.
Link to Relto and touch the JC image in book Ooh Baby! It's dim with barely enough light to see, a wheel and 2 levers, pull each one 1 time then exit the Lighthouse, still on Water Ahnonay. The lighthouse occupies the same relative space in all 4 spheres.
The 2nd obvious thing is the water, its stationary, jump in and discover you can now swim in any direction you wish. Explore the islands, it'll take some time, you should check them all; some of them may have important script tags if you're into collecting them. NOTE If you've played bunches of times and don't care about script tags, before jumping into the water walk around to the back side of the lighthouse and look at the island that faces the 2 boulders you previously jumped from to swim here.
This is your target; you'll see a giant scraggly looking stick thing sticking above the facade. Climb out of the water, look around and locate the D'ni symbol for the 1 on the wall. So this is Maintenance Facility 1 for water Ahnonay 1? Explore the area, ignore the door and lever this run, continue through the structure, locate and touch the JC for a checkpoint and tethering. Link to Relto then to the Ahnonay image in book Is it a shortcut?
At this point, all I am convinced of is that the pedestal advanced MF 1 sphere, what happened with the Relto book image is a mystery. As you probe the area, locate the JC for MF 2, touch it for a check point and tethering then link to Relto and then to the Ahnonay image in book Due to the extreme dimness of this place it's very difficult to read the D'NI symbol for 4, this is MF 4.
Run to the big round door with the lighted lever NOTE Does the round door reverse the sphere rotation? Run to the big round door, pull the lever and explore the new area once the door opens up. Touch the JC sit in the chair and go for a ride. You'll make 3 stops on your ride, if you've never been here before take a break and look the area over.
There have been times the game has flaked and MF slides out of the chair as it lowers to the tube and or as the chair rises up at the other end. More times than I can remember the levers don't register with the TI. I've tried switching between Win 7 and XP compatibility with no discernible improvement, to date, the only thing that does appear to work is to quit then restart the game.
It also has me falling out of the chair at the 1st stop and or during transit from the 1st to the 2nd stop in a number of variations, close up and at a distance from the chair. At 1st I thought it might be due to the fact that I was editing the previous version of this guide and shut Word down, it didn't solve the issue. To date, the solution to the issue is still to shut the game down and restart it. Take notes and find the security system across from the cot. The designs are familiar yeah.
They should be familiar, go to your Gallery pics. If you didn't take pics of everything while at the Kadish Gallery, beat feet to the Gallery.
Locate, and snap the needed pics then return here to solve the puzzle. You'll need to recall the chair and ride it back to the small narrow room. Once you're back take a good look at the pic arrays it may take a few brain stabs to sink in, eventually you'll figure it out.
This next room is also weensy but after inspecting it you can see the falls and giant balls on a Ferris wheel thing between the room and the falls. There's a clock like device in the room, a BS and a JC for a checkpoint. Touch the JC, use the BS to see where it leads, take notes and pics for future reference then return to the Watcher's Pub via Relto and the book in slot Enter the sunken alcove with the 2 linking books, open and touch Er'Cana.
Start running in the direction that you faced when landing, a small round cave with plants and a grid etched into the cave wall. Take a pic then beat feet outside. So maybe not just water erosion the rock formation becomes much more rugged 20 plus feet above grade.
A rail system crosses MF's path from left to right and much further left I can barely make out a 2nd rail system. I head right because I can see something that may be suspended from the rail. Oh yeah a big honkin strange looking machine thing. Climb aboard and figure out how to get it running.
In the 1st edition of my guide, my route to the rock wall depression and the fissure scar was different from the previous version to this current guide. In the original it occurred after docking the train at the facility, I ran back to the fork in the rail to find the JC and fissure scar. I also neglected to include the JC on the rail buttress while discovering the fissure scar.
So to correct the JC error I'm also including the investigation of the fissure in this version. As I climb down I see a depression in the wall to the left past the fork in the rail and that the rail continues to the right so I go to the right 1st and discover the area is cut off by a large collapse of the ground like a sinkhole.
I return to the wall depression enter and discover an image marked into the wall that looks like the cleft fissure it has stars in it. Touch it and link into a small cavity in the bedrock, there's a pool of water in the center of the room a bright light suspended from the ceiling, 3 white images painted on the walls and a script tag. Take pics of all 4 wall items then link to Relto and use the Er'cana image in the book.
I return to the ore tractor or simply tractor, my designation and continue to wherever it's going. When it stops I climb down the ladder to explore.
This place might be an ore processing facility; I thoroughly explore the area including the stone ridge separating the 2 tractor rails and find 2 JCs, one is attached to the front of the facility and the 2nd JC is attached to the side the tractor rail's trestle abutment just outside the wall depression with the fissure scar.
I then return to the tractor climb up, move to the front section and pull the lever. The front section or ore carrier travels deep into the facility then comes to a stop exit and investigate the available area. Outside, a monster sized windmill, water and what appears to be a similar area to the right of this platform. Head back in and check the dark area out more thoroughly. There's a JC, a ladder and access to somewhere below the carrier but it's blocked off by it. Up the ladder and figure out how to move the carrier out of the way.
Once complete enter the new area, notice power switches are like the ones in Gahreesen. Make your way to the far end of the conduit locate a script tag on the way and then climb the ladder, activate power switch 2, watch the place light up then make your way out the to the surface. Run the Wkwy to the distant building, building 1 check the 3 doorways and discover an RP to the left of the wind mill and behind the near outflow pipe screen.
The far outflow pipe to the right of the windmill has a busted screen and the opposite end of it is closed off. Return to building 1, locate and press the JC then start the windmill. There's a control room up the middle stairs and a 2nd flight leading outside from the CR.
Outside there're 4 large pools with rotating blades, at the far end of the pool area is building 2. There're 2 viewer panels in the control room of building 2, one each side of the room. One has a complete representation of the facility on its screen but has no controls; the other panel shows the facility in sections and has a chair and controls.
Knowing what you do about the pools and the outflow pipes, a close look at the panel on the right shows you what to concentrate your efforts on at the left side panel.
It may take bit to square away control use so get to work, "asses and elbows"! When you have the correct set up; retrieve the RP then run to the far end of the outflow pipe with the broken screen and climb up out of the pool.
Run into building 2, locate the power switch, it's easy to miss activate it and check the round room out. A floor platform at the center of the room lights up, white light and 2 of the 4 large devices on the floor and at the room perimeter also light up red lights. Take note that the 4 large disks and Wkwy near the ceiling; each disk has a section removed, like a cookie bite. When powered 2 of the disks rotate their cookie bites away from the center of the room; also note that the platform in the center of the room has 4 sections of missing railing that line up with the ceiling disks if not powered.
Continue through the room to the exterior Wkwy, see that a section of it leading to building 3 has broken away and just past the break it's blocked off by a boulder and caution barrel you can't move.
Outside and between buildings 2 and 3 look up to see an upper Wkwy, return to building 2 and inspect one of the lighted perimeter devices. It looks like a set of 3 gradated gauges. With the information at hand, your pictures and a little bit of trial and error you'll have access to building 3. Link to Relto then use the JC in book 11 to return to the control room in building 1. When you have the correct set up run back to building 2 via the outflow pipe, raise the platform in building 2 and use the upper Wkwy to the top of building 3 then climb down into it.
Turn and walk to the broken Wkwy and touch the JC. With minimum investigation you discover you can move the boulder but not the caution barrel Walk to building 2, you have access from below now that the platform is raised, turn and run into building 3 to investigate. The machine thing doesn't work; it's either broken or not powered. There're 2 items to the right, a BS and a linking book, I use the book 1st. It links me to someplace with a device that doesn't work, a linking book back to the previous room in building 3 and a ladder up to a balcony with a script tag.
So back down to the book and link back to building 3. I use the BS; it brings me to the pool room with the 3 painted wall images previously seen via the image of the fissure found in the wall depression, so I link to Relto and then back to building 3 Now what?
The 2 powered perimeter devices in building 2 rotated to match the orientation of the 2 non powered devices when their power was cut and this action allowed the platform in building 2 to rise. To turn on the perimeter devices, the platform in building 2 must be down. So back to building 2 via the Wkwy to lower the platform, once the platform is lowered return to building 1 via the outflow pipe and run to the CR. Power up the 4 perimeter devices in building 2 then link to Relto, use the JC to link into building 3 then enter building 2.
All 4 devices are powered. So what do we know? When looking into the scope of each device in Room 2 each has 3 images with icons at their centers that match images we "should" already have in our camera.
Each image in the device has a sliding measurement scale beside it. We need to figure out the relationship between the painted wall images found and the images in the scopes along with the slide gauges of the 4 devices. Access your camera sort out what you need then access one of the devices and get to work. As you complete the 4th device the dark button to the right of the scales will light up in all 4 machines.
Ensure you press the now lighted button before leaving the device as this activates the machine in building 3. At this point all 4 machines will begin running a timer, you now have just over 14 minutes. So make a sandwich, pour some soda and eat, or walk your puppy head if you have one, it's a dog BTW. Go to the bathroom Now, if you endeavored to maintain accuracy when decoding and transferring the 3 wall images to the 4 devices you'll have 5 giant energized vanquish tablet looking things ready to go in the machine in building 3.
When the meal is cooked a bright blue light appears on the machine. Push the big blue button to open the machine up and expose the tablets. Once the machine opens up and comes to a stop push the smaller blue button to release a tablet. Once the tablet has been released to the tray you have about 10 seconds to do something with it before it goes poof. So, touch the tablet in the tray then touch the linking book. You appear in the room with the device, now automated that begins working as soon as you arrive.
It evaluates a tablet's energy potential then drops it into the pool below for a visual. If the device's evaluation light travels to the top and back you have a good batch, below at the pool the room will light up.
So, if you're following the guide and have completed Ahnonay up to Kadish's viewing room, the falls and 4 balls on the Ferris wheel, you're ready to go. If you haven't completed Ahnonay to said point get your floppy buttocks in gear and do so then return here to continue the story. Back in Building 3, push the blue button, touch the tablet and then the BS, a second or 2 after arriving above the pool room you'll drop the tablet.
If you want to extend your visual of the walls surrounding the pool below this room return to building 3 ASAP, grab another tablet and return here to release another tablet. Release the tablet, link to Relto then use the JC link in book 13 to return to Kadish's viewing room. Move to and touch the BS to link to the pool room, face the grid or look up through the hole in the ceiling to wait for the tablet to drop. Ensure you ready your camera for when the room lights up.
As with the tablet cooking procedure you have another 14 plus minutes to clip your toe nails, shave corns and maybe consider having those hammer toes looked at by an orthopedic surgeon.
Once the room brightens snap a pic of the grid. So now what? There's only one thing left to do and that's to return to the Watchers Pub, if not already done, snap a pic of the hologram at the center of the room.
Run to the small dark 2nd floor alcove and push the lighted button. Enter the room locate the lever pull it then move toward the lever and rotate to look just past the giant ball in the trough. I got nothin' to do, not hungry; dogs pissed at me because I wouldn't let her chase the neighbor's turkeys and my nails are trim. So I'm just hanging, not moving till something happens; I read something about not moving in one of the books from shelf 2.
Climb up, run the narrow ramp to the end and touch the blue button at the end of the spindly arm thing attached to the giant blue ball clock looking thing. Once the bridge stops run to the steps and over the rickety bridge and into the giant tree. There's a shell symbol on the floor, a pedestal with a blue button, a wall grid and a JC. Touch the JC and the blue button on the pedestal, take a pic of the wall grid then walk the path of the shell.
When completed you're transported to the island of Myst and land in the Library's fireplace of all places.
Push the red shiny button and exit, look around, there's a cloak or shawl in the bottom shelf, all the other recesses and picture frames are empty except for the map of the island. Reenter the fireplace, push the button then bring out all the wall grids you found from the Watchers Pub, Ahnonay and Er'Cana. NOTE I found it much easier to take lined paper to make the 8 x 6 grid; it was much faster and just better for me. If the grid is correct the fireplace will rotate and reward you with a linking book Touch it and be sent to K'veer, the place of Atrus' imprisonment and then be led through another Yeesha speech and a scene from D'NI.
When complete you end up back at the prison where you find an RP Aww pretty flowers, a jacket and a letter. When complete link to Relto. Go to shelf 1 and to book 4, Kadish Tolesa.
0コメント