![]() If you can distinguish higher tones from lower tones it should be easy.Īnd, also twice, you have to put fragments of the Rondo Alla Turka in order. It's not really out of tune, but the notes are wrong. I like to know how others are able to solve these. If you don't read music, I guess it will be a test of pattern recognition. If you can read and understand music, it's a nice puzzle to see if you can find out what belongs where. You see the score in wich fragments are switched around. Several times Mozart needs to correct or adjust a score. ![]() #Clockmaker game forum manual#The manual states you don't need to know musical notation to solve the puzzles, but I'm not sure how that would work. Most puzzles occured two or three times, increasing in difficulty a bit. They are definitely on the easy side but that fits the not-so-serious storyline, I think. The inventory tasks are straight forward and since you never can walk away further than a few screens, even trying everything with everything will only take a few minutes. You work your way through the story by using standard AG inventory management, codebreaking, solving mechanical puzzles (those freemasons have a secret handshake, so you bet they also have a secret mechanism for everything, especially if the clockmaker is also a member), and musical puzzles. Several times I thought I reached the endgame, only to find out there was much more to it. And you really must work to stop the titular conspirators. But if you accept the premise, that I won't reveal, it all makes some sort of in-game-sense. I was glad the game dropped all pretense and just told a silly story. Apart from cartoony games I don't think I've ever experienced a story as weird as this one. The earlier chapters are shorter though than the later ones.įrom there the story wanders into Broken Sword territory and way beyond. It's only there that the actual adventure truly takes off, and by that time you are already in chapter 7. Mozart spends the first few chapters with unadventurous daily routine until he finally finds time to visit the freemasons. A next chapter usually moves Mozart to another place, making gameplay strictly linear. The game consists of 18(!) chapters that all take place in a single location, most of them only a few screens big. Fortunately there isn't alot of backtracking needed, but I'm afraid this unexciting start will set the tone (pun alert) for most players. And if you doubleclick he runs very slowly. And while doing that you will find out that Mozart walks veeeeeery sloooooowly. After the introduction your first task in this thrilling mystery is to. Mozart really does try hard to scare you off. But I'm an adventuregame enthusiast, play music, like nonsensical stories, and are forgiving of technical inconsistencies. I've just finished the game, and I'm still wondering how many will actually enjoy this game. ![]() Making a game about Mozart must be risky business then, if part of the already small AG community doesn't welcome such tasks. Many adventuregame reviews list the absence of musical/tone puzzles under 'positive'. ![]()
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