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Master of the Wind

Master of the Wind (Complete!)

You head east of Terr Mountain. Then you walk along the coast until you find the next area.

The baby and the clown were locked in the cabin because they were too dangerous to be walking around Port Arianna freely. Although it appears that the clown breaks out at some point.
 
Do they get any part in the storyline? The clown and baby I mean. They seem like pretty cool characters. And it'd just be odd to randomly have them in a map without doing anything with them. xD By the way, why do they stay inside if I opened the door and never closed it? :P
 
The clown appears in the new locals our heroes visit. His role in the story is still questionable. They stay in the cabin even though the door is open because they are institutionalized. Life on the inside is all they know.
 

Bean

Member

The clown just reminded me of another character. What's up with that guy in Room 302 (or something like that) at the apartments?
 

Verad

Member

Bean;242792 said:
The clown just reminded me of another character. What's up with that guy in Room 302 (or something like that) at the apartments?

I think we all know what's up with that guy in room 302...

The guy in room 302 is Sparrow for sure, and that's why he is never there.

I'm really psyched about Arc IV coming out soon. But, don't let the excitement cause the arc to be released before the testing is finished.
 

Bean

Member

Do you have the actual key or just the plans? Anyway, click:

If you just got the plans, you'll need to find your way into this large outside area to understand what I'm saying.

Actual key: Go between the two dragons in the room outside (activate hidden switch inside of one of the mine carts first) and you'll reach the church shortly.

Plans: Look around that room and you'll eventually find an elevator that will take you to a room with 4 barrels, one containing the metal you'll need to make the key. You must first heat it. To do that, you'll need the lever that activates the heat. To get the lever, go to this room with a ship (close by) and go inside. You'll have to do a mini-game involving timing (much like the one at the beginning) and you'll get it in a chest. Go to the heating room, which is above the room with the barrels, put in the lever, and pull it. Go back down and examine the barrel. Go back up and turn off the heat. Go back down and take the metal. Go inside the little shack and make the key. Voila.

That may sound a bit complicated, but it isn't that bad, really.
 

Bean

Member

At the room with the two dragon statues, there are two ladders. Climb down the one on the right and search the mine cart to hit the switch.
 

Bean

Member

Yeah, it's probably an inside joke. I've never played Silent Hill 4 so I wouldn't know. =P

Is Arc IV already in testing?
 
Blargh, I can't get past the puzzle in Kovak's mansion. I got the witch hour clock right, but nothing else. Could you please give me a hint(s) without spoiling the actual solution? I don't get the hint about Pearlton and the one about some Monk Sanctuary. Are they related to the storyline or the puzzle? The one that says something about a guest room 217 -- I thought 217 would be the code for that room which requires a 3-digit input (not the one about multiplication). I also tried 712 and 127 but nothing works. xD
 

Bean

Member

Pearlton/Sanctuary is related to storyline for the next arc.

To get the code for that one, you'll have to figure out the clock in that room. The 4 digits to the answer are hidden in different parts around the room. Check secluded tiles and items to get them.
 
Bean;243185 said:
Pearlton/Sanctuary is related to storyline for the next arc.

To get the code for that one, you'll have to figure out the clock in that room. The 4 digits to the answer are hidden in different parts around the room. Check secluded tiles and items to get them.

That's something else.

You need to find out what the Witching Hour is. It's written in a book near there. Not necessarily in the same room

You know, I guessed it first time round and got it right :P
 
Hm, I love the extra's for the Arc I-II super pack. ^_^ It gave me goose bumps when I realized that the three soldiers in the forest trying to kill Arianna were the three ghosts Shroud and Stoic fought in the church. That was a lovely little detail. :)
 
Glad you liked it. Right after I wrote the lancer's dialogue when you meet them in the church, I was curious to showcase their battle against Arianna.

Also, I'd like to show off some badass user bars created by Kodakami. They're currently on display in Design and Development, but I figured they deserved to be seen by all MotW fans.

http://i202.photobucket.com/albums/aa20 ... serBar.png[/IMG]
http://i202.photobucket.com/albums/aa20 ... serbar.png[/IMG]
http://i202.photobucket.com/albums/aa20 ... serBar.png[/IMG]

As you can see, I'm already sporting the Toutens one. I hope to see these babies spread across this place like a virus....:D

Edit: http://i202.photobucket.com/albums/aa20 ... /Icant.png[/IMG]
Let's all say it together: Oh, but you will.

Edit 2: Here's another, but from now on, I'll just add new ones to the front page as they come.
http://i202.photobucket.com/albums/aa20 ... keover.png[/IMG]
 

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