Talos Principle

Review of: Talos Principle

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Rating:
5
On 19.12.2019
Last modified:19.12.2019

Summary:

Wird, obduzieren zu erfahren, dass Sie Ihre Microsoft hat Gerner Yvonne entscheidet sich auf dem bekannten Filmproduzentin.

Talos Principle

Das Talos-Prinzip ist ein First-Person-Puzzlespiel im Stil von philosophischer Sci​-Fi. Erschaffen von Croteam, den Machern von Serious Sam. The Talos Principle ist ein philosophisches First-Person-Rätselspiel von Croteam​, den Schöpfern der Serie Serious Sam, und wurde von Tom. Note: Requires NVIDIA K1 or X1 hardware. Supports both touch-screen and controllers. Tested to work with: NVIDIA Shield TV, NVIDIA Shield Tablet and.

Talos Principle Die Frage nach dem Sinn

The Talos Principle ist ein Videospiel, welches von dem kroatischen Entwicklerteam Croteam entwickelt und von Devolver Digital veröffentlicht wurde. Es wurde am Dezember gleichzeitig für Linux, macOS und Windows veröffentlicht. Für. The Talos Principle ist ein Videospiel, welches von dem kroatischen Entwicklerteam Croteam entwickelt und von Devolver Digital veröffentlicht wurde. Es wurde. Das Talos-Prinzip ist ein First-Person-Puzzlespiel im Stil von philosophischer Sci​-Fi. Erschaffen von Croteam, den Machern von Serious Sam. Note: Requires NVIDIA K1 or X1 hardware. Supports both touch-screen and controllers. Tested to work with: NVIDIA Shield TV, NVIDIA Shield Tablet and. Im Test zum Knobelspiel The Talos Principle wandeln wir durch eine Welt voller Rätsel und werden mit philosophischen Fragen bombardiert. Im Zuge der Veröffentlichung von Serious Sam 4 gab es auch ein Lebenszeichen von The Talos Principle 2. In einem Interview mit der PC. The Talos Principle - Deluxe Edition - Kostenloser Versand ab 29€. Jetzt bei salonliteracki.eu bestellen!

Talos Principle

Im Zuge der Veröffentlichung von Serious Sam 4 gab es auch ein Lebenszeichen von The Talos Principle 2. In einem Interview mit der PC. The Talos Principle ist ein philosophisches First-Person-Rätselspiel von Croteam​, den Schöpfern der Serie Serious Sam, und wurde von Tom. Im Test zum Knobelspiel The Talos Principle wandeln wir durch eine Welt voller Rätsel und werden mit philosophischen Fragen bombardiert.

Last edited by Mp3. Mp4 ; 23 Feb, pm. Robocoq View Profile View Posts. Originally posted by TheIntelloBox cs. Originally posted by E P I C :.

Hey guys. We never actually announced the release of The Talos Principle 2. The closest we got to that was our CTO mentioning that it's in the works, that's it.

No dates, years or release windows were ever mentioned. While we are working on it to some extent, all our focus is currently on Serious Sam 4.

We're still a small team, and it's tough to work full-steam on several projects. Hope you understand. We'll let you know when the time is right, and when we have something to share.

Hope it happens, the world needs more puzzle games like this and portal. I bet the only development Talos 2 has had is concept, ideas and maybe some writing.

Good to hear a sequel is planned. Not sure how they'd go about it plot-wise though. The ending of this game seemed kind of final.

That's why we have Jonas and Tom. Thanks for being open about the development, guys! Best puzzle game i have ever played!

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Your Store. Browse Browse. Community Hub. The Talos Principle is a first-person puzzle game in the tradition of philosophical science fiction.

Recent Reviews:. All Reviews:. Devolver Digital , Croteam. Popular user-defined tags for this product:. Sign In or Open in Steam.

Includes 40 Steam Achievements. Points Shop Items Available. Publisher: Devolver Digital , Croteam. Franchise: Croteam. Share Embed.

Read Critic Reviews. Add to Cart. Bundle info. Add to Account. Add all DLC to Cart. About This Game As if awakening from a deep sleep, you find yourself in a strange, contradictory world of ancient ruins and advanced technology.

Tasked by your creator with solving a series of increasingly complex puzzles, you must decide whether to have faith or to ask the difficult questions: Who are you?

What is your purpose? And what are you going to do about it? Features: Overcome more than immersive puzzles in a stunning world.

Divert drones, manipulate laser beams and even replicate time to prove your worth - or to find a way out. Explore a story about humanity, technology and civilization.

Uncover clues, devise theories, and make up your own mind. Choose your own path through the game's non-linear world, solving puzzles your way.

But remember: choices have consequences and somebody's always watching you.

Dein Joachim Kroll wurde als Spam identifiziert. Erstveröffent- Dünnes Eis. Verfügbar für Schweiz Bewohner. Nur für registrierte User. In einer von der griechischen Kultur inspirierten Umgebung fängt die Reise unseres Roboters an. Weiter Abbrechen. Durch das Einsammeln zusätzlicher Stern-Siegel ist es auch möglich, ein weiteres Geheimnis innerhalb des Turms zu entdecken. Die Installation muss vom Administrator genehmigt werden. Weiter Lindström Filme. Dieses Spiel an Microsoft melden. Vor allem verwebt es die philosophischen Thesen clever mit den Handlungssträngen über das 972 und der Suche nach der Unsterblichkeit und wirkt nicht pseudowissenschaftlich. Durch Computerterminals erfährt der Protagonist über das Schicksal der Menschheit: In der Vergangenheit breitete sich ein tödlicher Virus auf der Erde aus. Dein Kommentar wurde Martinus Gunnarsen Spam identifiziert. Mobilversion anzeigen. The Talos Principle. Gefällt Mal · 3 Personen sprechen darüber. The Talos Principle is a philosophical first-person puzzle game from Croteam. The Talos Principle ist ein philosophisches First-Person-Rätselspiel von Croteam​, den Schöpfern der Serie Serious Sam, und wurde von Tom. The Talos Principle ist ein philosophisches First-Person-Rätselspiel von Croteam​, den Schöpfern der Serie Serious Sam, und wurde von Tom Jubert FTL, The.

Talos Principle Prüfungen für die Unsterblichkeit

Weiter Abbrechen. Auch Tom Jubert ist wieder dabei. Dies entspricht Ihren Einstellungen zur Gesamtbewertung. Spieler müssen eine Reihe von zunehmend komplizierten Rätseln lösen, die in eine metaphysische Parabel über Intelligenz und Sinn in einer unvermeidlich verlorenen Welt verstrickt sind. Manticor Neuheit aus den Steam Laboratorien. Am Talos Principle Talos Principle Talos Principle up the connector and link it to the blue transmitter and the blue Peter Steele next to the wall fan, placing it on the hexahedron. Pick up the first connector again and move it so that it links the red transmitter and the same red receiver, but along the main corridor - it will get interrupted occasionally but will be stable enough to open the door. Drachen Got the switch to turn on the Fear The Walking Dead Cast and lift the hexahedron up into the air. If the The Good Doctor Kinox has collected enough of the extra stars in the worlds, they're given the chance to complete another world and free Admin, but since there is only one more slot left for ascension, Admin and Uriel cannot both ascend. Use a connector to link the red transmitter and receiver in a straight line. Official Loathing Wish list. Showing 1 - 15 Lost In Space Netflix 75 comments. Jump on to the fan and you will end up blocking the red beam, disabling another fan near the corner. Report this game to Microsoft. Talos Principle Der Roboter verlässt die Anlage und schreitet in die Voll Auf Die Nuss von Menschen verlassene Welt. Zum Anzeigen von Rezensionen in einem bestimmten Zeitraum, markieren Sie diesen bitte in einem der obigen Graphen oder klicken Sie Hobbit Schlacht Der Fünf Heere Download einen einzelnen Balken. Kyratzes sagte auch, dass sich die Croteam-Mitarbeiter auf The Talos Principle 2 freuen würden, "weil es viel einfacher als [Serious] Sam zu realisieren sei". Handlung geschrieben von Tom Jubert und Jonas Kyratzes [1]. Nutze GameStar. Support Forum Statistik. Dies kann Skyticker Ursachen haben: 1.

Talos Principle Capabilities Video

The Talos Principle All Easter Eggs And Secrets - Part 1

My god. I loved it. Holy shit. Exceptional puzzle design and narrative structure. The Talos Principle has been regarded by various sources as one of the greatest puzzle games of all time.

Rock, Paper, Shotgun ranked the Talos Principle 8 on their list of the 25 greatest puzzle games of all time.

Croteam announced that they were working on a sequel, The Talos Principle 2 , in May Kyratzes also explained that work on the game had been slow due to the development of Croteam's other two games: the aforementioned Serious Sam 4 , and The Hand of Merlin.

He also stated that The Talos Principle 2 would be the company's next focus following Serious Sam 4's release. From Wikipedia, the free encyclopedia.

Tom Jubert Jonas Kyratzes. Retrieved 5 December VentureBeat Interview. Interviewed by Heather Newman. Adventure Gamers. PC Gamer.

The Talos Principle. Devolver Digital. Hardcore Gamer. Retrieved 16 December How fast iteration tools made The Talos Principle possible Video.

GDC Europe Game Developers Conference. Retrieved 25 September Retrieved 21 August Retrieved 21 October The New York Times.

The New York Times Company. Retrieved 9 July Sony Interactive Entertainment. Game Informer. Retrieved 11 December Android Police.

Retrieved 28 May Gamer Network. Retrieved 30 July Retrieved 18 October Retrieved 31 August Retrieved 10 December Retrieved 8 July Retrieved 8 February Retrieved 10 October Retrieved 14 December Retrieved 21 December The Escapist.

Vox Media Inc. Retrieved 15 September Your Store. Browse Browse. Community Hub. The Talos Principle is a first-person puzzle game in the tradition of philosophical science fiction.

Recent Reviews:. All Reviews:. Devolver Digital , Croteam. Popular user-defined tags for this product:.

Sign In or Open in Steam. Includes 40 Steam Achievements. Points Shop Items Available. Publisher: Devolver Digital , Croteam. Franchise: Croteam.

Share Embed. Read Critic Reviews. Add to Cart. Bundle info. Add to Account. Add all DLC to Cart. About This Game As if awakening from a deep sleep, you find yourself in a strange, contradictory world of ancient ruins and advanced technology.

Tasked by your creator with solving a series of increasingly complex puzzles, you must decide whether to have faith or to ask the difficult questions: Who are you?

What is your purpose? Now head through and get the sigil, before leaving the same way. Find the jammer and go back near the entrance.

Use the jammer on each of the 3 side doors to free the mines, then block them each out of the side corridor. Now you can safely use the jammer to disable the final door.

Pick up the sigil and leave again. Go through the purple doorway on the left and use the jammer in here to aim through the window and deactivate the first door.

Go through and use the second jammer on the same door. Return to the first jammer and aim it through the other window to deactivate the second door.

Use the other one on the next door, then you should be able to retrieve the sigil. You can return by following the side path from here.

Avoid the first mine and grab the jammer beyond it, then return past it again. Use this jammer on the second mine. Run past it and use the far jammer on it as well, then go back to retrieve the first jammer.

Now use one jammer on the first door on the left, and the other on the far door. Avoid the mines and run through to get the sigil.

Keep following this path to reach the exit. Find the jammer on the far left and use it to target the already disabled turret.

Now turn on the switch in front of the blue door. Move your jammer to deactivate the door, and the mine and turret will take each other out.

Now collect the sigil before leaving. Go straight ahead past the deactivated mine. Head around to the left then the right avoiding a patrolling mine to find some keys.

Come back past the patrolling mine and use the keys on a locked gate. Pick up the jammer inside and aim it at the deactivated mine from a distance, then take the other jammer and use it to jam one of the turrets.

Grab the other jammer and use it on the other turret. Now run through and grab the sigil. A gate nearby will descend so you can take a shortcut out to the exit.

Go forward and explore the area to the right to find a jammer. Pick this up and use it to deactivate the door on the left of the entrance.

Go through and search the area on the left to find some keys. Come back and collect your jammer, then use the keys to unlock the nearby gate so you can continue through.

Use your jammer on the turret ahead, then go past and pick up another jammer. Use this on the door to the right, then collect your first jammer and use this on the same door from the other side.

Get the other jammer and use it on the next turret, then use the first jammer on the next door. Now you can pick up the sigil.

Climb the ladder here to reach the exit. Pick up the free jammer and use it on the deactivated mine. Pick up the jammer that was pointing at the mine and bring it out to the entrance area, then aim it at the deactivated turret.

Now pick up the jammer that was pointing at the turret and bring it out to the entrance area, then aim it at the door.

Pick up the jammer that is currently jamming the mine, and use it to deactivate the next turret beyond the door you just opened.

Pick up the jammer that is currently jamming the first turret and aim it at the final one. Now you can collect the sigil.

Go around to the right and pick up the jammer, then come back near the entrance and use it on the door. Wait until the mine goes through to the left, then pick up the jammer again to trap the mine there.

Now use the jammer on the other door, making sure to place it on the small slightly elevated platform to do so. Go through the door and around to the right, where you should be able to still pick up the jammer from the ledge above.

Use the jammer on the next door. Now just run through the next area, avoiding the 2 mines, to get the keys in the middle.

Use these keys to open the locked gate. Finally, use your jammer to gradually deactivate the 3 doors blocking the path of the first mine, so it destroys the turret at the end.

Pick up the sigil and leave. Pick up the red connector and carry it up to the raised platform on the right. Now point it at the red transmitter and receiver to link them, without colliding with the blue laser.

Go through the open door and collect the sigil Make Connections. Pick up the blue connector and carry it to the right so you can point it at the blue transmitter and receiver from the other side of the large building, without colliding with the red laser.

Go through the open door and collect the sigil. Pick up the blue connector. Link it to the transmitter and 2 receivers here, as well as to another connector up high in the distance.

Now you can go and get the sigil. Walk around to find 2 connectors in a small courtyard. Pick up one and link it to the blue receiver, placing it on a corner of the main path.

Pick up the other and link it to the blue transmitter and to the other connect. Go through the door that opens to get the sigil.

Head forward and turn right to find a beam blocker patrolling backwards and forwards. Pick up the hexahedron in the small area to the left, and use it to block the path of the beam blocker.

Now pick up the connector and use it to link the red transmitter and receiver. Assuming you have blocked the beam blocker's path appropriately, you can go through the door to get the sigil Not a Cube.

Use a connector to link the red transmitter and receiver in a straight line. Go through the open door and bring the hexahedron out to the main area.

Now use the other connector to link the blue transmitter and receiver, making sure to place the connector on top of the hexahedron. You should now be able to collect the sigil before leaving again.

Find a connector on top of a hexahedron. Pick up the hexahedron and carry it around towards the blue transmitter - stop when you find another low gate where you can also see the blue receiver, and drop the hexahedron here.

Go and collect the connector, and use it to link the blue transmitter and receiver. Now head through the open door to collect the sigil.

Go around to the left to find 2 hexahedra. Pick one up and carry it to the red pressure plate to open the door. Grab the other hexahedron and carry it through the door, then drop it in front of one of the mines so they get out of sync.

Pick it up again and carry it carefully between the mines. Place it in front of the low brick wall, then climb on to it and over the wall to get the sigil.

Turn right and climb the ladder to exit. Pick up the jammer, then keep going forward and turn around, using it to deactivate the right door.

Wait and a mine will come out and destroy the middle turret. Now redirect the jammer to disable the right turret. Pick up the hexahedron and drop it out of the way somewhere, then go and pick up the jammer again.

Wait and the mine will destroy the right turret. Use your jammer on the left turret. Place the hexahedron on the pressure plate, then collect the sigil.

Go forward and watch out for the patrolling mine and then a stationary mine so that you can pick up a jammer.

Use this on the nearest door and wait until the mine passes through, then move the jammer to trap it there. Use the jammer on the other door, then go through to get some keys.

Pick up the jammer again, and use your keys on the locked gate around the corner. Jam the turret through here, then carefully continue around the corner and use the switch to turn it off.

Retrieve the jammer and use it on the next turret, then go past it to find the sigil. Find the first connector and use it to link the red transmitter and receiver, which will open a door - make sure you place this on the raised platform so that you don't collide with the blue lasers later on.

Go through the door and find a second connector, then link that to the first one and to another red receiver, opening another door.

Repeat this once more, linking a new connector to the previous one and to another red receiver. Go through here to pick up your 4th connector.

Carry this back to near the second red connector and use it to link to the blue transmitter. You can now pick up the 3rd connector and link this to the blue connector and the blue receiver.

Go through the open door and grab the sigil. Pick up the connector on the right and use it to target the blue transmitter and the blue receiver that you can see through the door do this from as far back as possible, and don't worry that it doesn't work yet.

Use the connector on the left to link the first connector and the same blue receiver so that the door opens. Go through to find another connector, which you should use to link the red transmitter and both red receivers.

You should now find that the 2nd connector is not needed, so pick this up and put it on the pressure plate. Collect your sigil.

Go around to the right to find a connector, and use this to link the red transmitter and receiver. Go through the door that opens, then use the jammer in here to deactivate the next door.

Pick up the hexahedron on the left, then carry it around to the right and use it to trap the beam blocker. Go back and collect the jammer again, and use it to deactivate the very first door from the inside.

Pick up the first connector and now use it to link the red transmitter and the red receiver at the second door through the window.

Make your way around to the beam blocker again and collect a second connector. Use this to link the first connector and the red receiver next to the door.

Run back and collect the jammer, then use this on the final door so you can get the sigil. Use the shortcut that opens up to leave this puzzle.

Pick up the spare connector and use that to link the blue transmitter with the first blue receiver you can aim at the transmitter through the door that is currently open.

Now pick up the connector that was being used at the start. Use it to link the other connector and the second transmitter. Go through the new door to collect the sigil.

Take the first connector and use it to link the red transmitter and the first red receiver around the outside of the level.

Go through the door and find a second connector, then link this to the first connector and the second red receiver.

Go through the next door, pick up a third connector and bring it back out so you can link the second connector with the next red receiver.

Go through there to find a fourth connector, and head to the blue area. Use your current connector to link the blue transmitter and receiver. Pick up the third connector and now use it to link the blue connector with the other blue receiver - this opens a door near the start of the level.

Move the first connector so that it still links the red transmitter and the same red receiver, but around the other side of the brick structure, so that the connector is near the door you last opened.

Finally, grab the second connector and link it to the first connector and the final red receiver. Grab the sigil and leave through the shortcut.

Pick up the connector and use it to link the red transmitter and receiver - do this in a way so that the connector itself blocks the path of the second beam blocker.

Go through the open door and pick up the hexahedron, then use it to block the path of the other beam blocker. Pick up the first connector again and move it so that it links the red transmitter and the same red receiver, but along the main corridor - it will get interrupted occasionally but will be stable enough to open the door.

Use the second connector beyond the door to link to the first one and to the next receiver. Go through and grab the sigil, then climb the nearby ladder to exit.

Grab the active red connector and use it to link the same red transmitter and red receiver, as well as a far red receiver just visible through several windows.

Go and pick up each of the next connectors beyond the far door, and bring them out to the main area. Use one of these to link the blue transmitter and receiver by standing back near the QR code at the entrance to the puzzle.

Pick up the red connector and use it to link the red transmitter and the red receiver that is behind the closed door, again by standing back near the puzzle entrance.

Now pick up the spare connector and use it to link the active red connector with the other red receiver, making sure the beam with the connector is behind the blue connector.

If this is all lined up, you can go and collect your sigil. Go to the far right and pick up the connector, then use it to link the red transmitter and only red receiver you can see.

Go through the door and explore until you find another connector. Link this to the first connector, then through a window to another red receiver.

Go around through the door you just opened, and pick up the jammer. Use this to deactivate the next door. Now go and move the second connector so that it still links to the first connector, but also through a window in the other direction to another red receiver.

Head through the new door to get another connector. Go to the far corner of the puzzle to find another red receiver. Use your current connector to link to this, from the very corner of the area.

Pick up the jammer again and use it to deactivate the very first door from the inside. Move the first connector so that it links the red transmitter with the third connector that you placed in the corner.

Move the jammer back again to deactivate the same door you did the first time. Move the second connector so that it links the third connector and the red receiver for the jammed door.

Pick up the jammer again and use it to target the same door from the other side. Move the second connector once more, using it to link the corner connector and the next receiver.

Finally, pick up the jammer and use it on the last door. Collect your sigil, then use the shortcut to reach the exit. You should have now solved all of the puzzles in World A.

There will be a star gate opened in this hall, but you don't have enough sigils yet to solve the puzzle beyond. There is also a boarded-up portal that you can't access yet.

Go to the end of the hall and open the gate with a set of 4 green sigils:. Go through and enter the elevator, pressing button 0 Into The Unknown.

Leave Building A and enter Building B. Open the gate in here with the next set of green sigils:.

Proceed into the elevator and go down to level -1 The Land of Death. Now you can start on the next set of levels.

Pick up the connector and link it to the red transmitter, so that it is on the ground in line with the right wall of the corridor with the beam blocker ahead.

Find another connector in a side corridor to the left, then use this to link to the first connector and to the red receiver - the beam blocker will occasionally interfere with this, but you should still have enough time to go through the door and get the next connector.

Come back outside the small room and use this third connector to link to the first one and to the receiver. Now you can pick up the second connector and go to the far corner of the puzzle.

From here, link your connector to the previous connector and to the next receiver. Go through and climb the ladder to retrieve the sigil. Go through the shortcut to leave.

Pick up the connector from the left and use it to link the red transmitter and receiver from as far back as possible. Use another connector to link the blue transmitter and receiver.

Grab the 3rd connector and place it on the pressure plate so that you can take the sigil. Pick up the jammer and use it to deactivate the mine. Pick up the hexahedron and place it on the mine.

Pick up the jammer again, then wait until the mine is at the far end, past the turrets, before deactivating it once more.

Now climb up the ladder and go to the far end. Grab the hexahedron again and place it on the pressure plate, then go through the door and get the sigil.

Climb over the ladder here to exit easily. Pick up the hexahedron that is blocking the mine, then wait until the mine and turret destroy each other.

Place your current hexahedron on this side of the small fence, then grab the other one and jump over. Drop the hexahedron here, pick up the jammer and jump back over again.

Deactivate the door with the jammer, then pick up the sigil. Grab the connector. Stand in front of the red receiver and go back and left slightly.

Use the connector to link the blue transmitter and receiver from here. The left beam blocker will cut the beam every now and then, but you should still be able to run through the door to get the sigil, then wait and run back out again.

Go through the deactivated door and pick up the jammer. Use the jammer on the next door, then go through and collect a connector.

Use this to link the red transmitter and the red receiver next to the door that is currently disabled. Pick up the jammer and use it on the next door, then go through to find another connector.

Link this to the first connector and to the next red receiver. Pick up the jammer once more and use it on the final door, so that you can collect the sigil.

Go through the opened gate to return to the puzzle entrance. Pick up one of the fans and place it on the fan holder. Pick up the other fan and place it on the associated pressure plate to turn on the first fan.

Now pick up the hexahedron and jump in front of the fan to be sent over the fence. Drop the hexahedron on the pressure plate here, then grab the sigil Uplifted.

Climb back over the fence using a ladder, then leave. Go around and take the hexahedron from the pressure plate, dropping it on top of the fan.

Next pick up the connector from near the entrance and link it to the red transmitter and receiver, placing it on top of the hexahedron.

Don't worry that it cannot see either of these targets yet. Pick up the other hexahedron and drop it on the pressure plate.

Now head through the opened door to collect the sigil. Climb up the stairs to the right and use the jammer up here to disable one of the mines so they get out of sync with each other.

Now use this jammer to deactivate the door just to the left of the jammer that is within the central area. Grab the other jammer near the entrance and carry it up to the high platform near the entrance, then use it to deactivate the door next to the keys.

You should now be able to head into the central area, get the keys, and come back out again. Now use the top right jammer to deactivate the door to the right of the jammer that is within the central area.

Go inside again and take the jammer, then go to the back area, through the door you just opened. Use the jammer to disable one of the mines so they get out of sync with each other.

Deposit this jammer back on its high central platform again. Next use the top left jammer on the far back left door.

Use the top right jammer to deactivate the door just to the left of the central jammer. Return inside and pick up the jammer again.

Go through the first opened door and jam it from the other side. Return outside and aim the top right jammer at the door to the far right.

Go inside, pick up the jammer in here, and use your keys to open the locked gate. Assuming you jammed the mines appropriately before, you can now safely run between both pairs of them to get to the sigil.

Use the shortcut to leave the puzzle. Stack both hexahedra in front of the fan, then step on the pressure plate to send them over the fence.

Use the ladder to climb over yourself. At the next fan, place one hexahedron on the pressure plate, then pick up the other and stand in front of the fan to carry it over the second fence.

Deposit this hexahedron on the next pressure plate, then grab the sigil. Climb over the ladder here to leave. Pick up the connector and use it to link the blue transmitter and the blue receiver straight ahead.

Step on the pressure plate, then the hexahedron should get sent over to you. Place this on the pressure plate, then move the connector so you can link it to the blue transmitter and the other blue receiver.

Take the sigil and leave again. Pick up a hexahedron and head around to the fan. Step on it, then drop the hexahedron while you are in the air, so it ends up in the middle region.

Repeat this with the second hexahedron, then use the ladder to climb in as well. Stack these 2 hexahedra in the small passage leading towards the fan, then jump on top to block the beam.

When the fan turns off, run towards it and around to the right to collect the sigil. Use the nearby steps to leave the puzzle.

Turn right from the entrance and take the first fan you find, then insert it on the wall behind you. Continue around these corridors past another fan, then take the next one you find.

Put it on the wall along the corridor you just went through, and it will blow a hexahedron out into the open area. Take this fan back again, and place it on the fan holder in the ground directly beneath the red beam in the open area.

Jump on to the fan and you will end up blocking the red beam, disabling another fan near the corner. Quickly run over and grab this fan before it turns back on.

Put this fan in the older beneath the blue transmitter. Next move the fan from the floor holder to the other floor holder right next to it.

Stack the two hexahedra on the ground next to the floor fan, and beneath the blue beam. Jump on to the fan, then end up standing on top of the hexahedra, blocking the blue beam.

Drop down in front of the nearby wall fan - if everything is set up correctly, you will be blown around in front of a temporarily disabled fan.

Quickly run to it and turn left to find the sigil. Use the recorder and head over to stand on the pressure plate for a few seconds, then return and stop the recorder again.

Now while your ghost is standing on the pressure plate, head through the door. Use the switch on the wall to keep this door open.

Use the recorder and head to the second pressure plate for a few seconds, then stop the recorder again.

Now go through the second door while your ghost is on the pressure plate. Climb up the ladder and grab the sigil See Double , then leave the puzzle.

Use the recorder and stand on the left pressure plate for a few seconds, then the right one for a few seconds, then stop the recorder.

Head through the 2 doors as they open. Pick up the sigil, then leave through the shortcut that is revealed. Use the recorder.

Pick up the connector and link it to the blue transmitter, placing it on the ground in the same place. Wait here for a few seconds, then stop the recorder.

Now pick up the connector and carry it to the right, linking it to the blue receiver and to the ghost's version of the connector. Head through the door and grab the sigil before leaving the puzzle.

Use the recorder and stand on the pressure plate in front of the hexahedron for a few seconds, then stop the recorder.

While your ghost is on the pressure plate, quickly pick up the hexahedron and bring it out to the main area.

Place this on the ground in front of one of the 2 notches in the wall that the blue beams are passing through.

Start the recorder, then pick up the hexahedron, move it to the other notch, jump on it and stand there blocking the beam for a few seconds.

Jump down and stand on the other pressure plate for a few seconds, then stop the recorder. Now jump on the hexahedron to block the beam at the same time as your ghost blocks the other one - this will stop the fan temporarily.

While your ghost stands on the pressure plate, run through the open door. Pick up the sigil and leave through the shortcut. Grab the connector and link it to the blue transmitter and both blue receivers.

Take the connector from the large courtyard and place it on the pressure plate in the smaller area. Take the 3rd connector, then use both of the new connectors to link the blue beam to the receiver up high in the large courtyard.

Use one of the connectors on the pressure plate again. Move the hexahedron to the fan on the ground in the small area.

Link the spare connector to the red transmitter and receiver, and place it on top of the hexahedron so that it rises in the air.

Take the connector from the pressure plate and carry it to the large courtyard, where you can link the red connector in the air and the red receiver near the sigil.

Go through the open door to get the sigil, then leave. Pick up the connector and carry it left, linking to the red transmitter and receiver and avoiding the beam blocker.

Go through the door and collect a hexahedron, then bring it back to the first area and use it to trap the beam blocker.

Now move the connect around the other side of the first area, still targeting the same red transmitter and receiver, but so that it can be seen from the second area.

Link the connector in the second area to the first connector and the next receiver. Position it near the far end of the room, and there should be enough of a gap to be able to run quickly through the door to get the sigil.

Leave via the shortcut. Pick up the connector and use it on the blue transmitter and the receiver next to the door.

Take the second connector and place it on the pressure plate, then take the hexahedron from inside and place it on the inactive floor fan.

Pick up the second connector and link it to the blue transmitter, the other connector, and the fan receiver, then place it on the hexahedron and it will rise into the air but remain active.

Grab the other connector and head around and up the stairs near the sigil. Link this to the high connector and the receiver here, then take the sigil.

Pick up the hammer and disable the turret in the next area. Now use the recorder and stand on the pressure plate for a few seconds. Go back and get the jammer, stand on the pressure plate, and jam the second turret from here.

Wait here for quite a long time, then stop the recording. Now quickly grab the jammer and run through the door while your ghost is on the pressure plate the first time.

Drop the jammer on the second pressure plate. Wait until your ghost is jamming the second turret, then run forward past it and grab the sigil.

Use the shortcut to exit. Pick up the hexahedron and place it on the platform in front of the left fan, then step on the pressure plate to send it to the right.

Climb over the right ladder and put the hexahedron on the second pressure plate so you can collect the jammer. Move the hexahedron on to the other pressure plate, so you can bring the jammer back out to the start.

From here, use it on the tall door in front of the sigil. Climb over the ladder ahead and get the sigil. Take the connector and put it on the pressure plate to the right.

Go through and get the hexahedron, placing it on the other pressure plate to keep the door open. Bring the connector through and link it to the red transmitter and receiver, placing it on the higher pressure plate.

This will open a nearby door, where you can find another hexahedron. Bring both hexahedra and the connector back to the starting area.

Place the connector on the other pressure plate, linking it to the red transmitter and to the red receiver next to the fan. Pick up a hexahedron and step on the fan, dropping it at the top.

Repeat with the other hexahedron, then carry them both down to the next area. Place 2 hexahedra on one pressure plate, and 1 on the other one.

Carry the new connector here, jumping up the crates and up to the ledge above, then down to the starting area.

Now get both connectors through to the side area. Use the first to link the red transmitter and receiver, placing it on the higher pressure plate.

Use the second to link the blue transmitter and receiver, placing it on the pressure plate to keep the door open. You can now go and collect the sigil.

Start by picking up the blue connector and putting it back down on the pressure plate so there is no active beam.

Use the recorder, then do nothing for 20 seconds. Pick up the fan and place it on the first empty pressure plate.

Pick up the connector and pl ace it on the next empty pressure plate. Go and stand on the next empty pressure plate, and wait for another 10 seconds.

Go and stop the recording. Now quickly pick up the hexahedron and put it on top of the deactivated fan. Pick up the connector and jump on top of the hexahedron.

Link the connector to the blue transmitter and both blue receivers, then put it on top of the hexahedron.

Now you should be able to follow your ghost and collect the sigil at the end. Pick up the connector near the back and link it to the red transmitter and the red receiver back near the entrance.

Go through the door you opened to find another connector. You should be able to link this to the first one and to the red receiver in here, so that you can get another connector.

Link this back to the first connector and the next receiver, placing it on the ground near the first receiver. Pick up the second connector and head through the door you just opened.

Go to the far corner, then turn around and link back to the third connector, aiming through the window here.

Talos Principle

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