The Wiki for Tale 6 is in read-only mode and is available for archival and reference purposes only. Please visit the current Tale 11 Wiki in the meantime.
If you have any issues with this Wiki, please post in #wiki-editing on Discord or contact Brad in-game.
User:Avanya/Chime guide
Basics
Chimes are not a widely used resource in Egypt. Primarily used in the Test of the Windsong, as well as materials for building a lesser sphinx and a Monument of Art.
There are 100 total chimes available, each with a unique sound. They are denoted with an action (Diving, Floating, Gliding, Hovering, Soaring) and a type of bird (Albatross, Crane, Raven, etc.)
Creation
Chimes are created from a fine glass rod using an acoustics laboratory. The laboratory has 14 possible upgrades which allow you to push the tuning of a chime in different directions around the tuning map. (Once any upgrade is installed, there is no cost to use that upgrade on a chime). The specific actions of each upgrade is laboratory dependent--rubbing with silk in one laboratory will have a very different effect than in another laboratory. Its useful to calibrate or keep notes on what your laboratory's upgrades do. The more upgrades you have available, the more options you will have to move about the map.
The chime map is the same for all players, regardless of the laboratory. It changes each tale (or the walls do).
There are three possible starting places on the map for a chime, and one is randomly chosen when you start to work a chime. Your position on the map is at the center of the starting cell. In order to create other chimes, use the upgraded actions to "tune" the chime.
Each action will attempt to move your position a set length and direction (unique to that action). Note that this length is most likely not an integer cell length nor a pure N,S,E,W direction!! Most likely one tuning will move your position far from the center of the cell in which you began, and leave the chime in a non-pure state. You will be told which cell center your position is closest too (and hear a muddled chime mixture of sounds) when you play the chime. If you remove the chime when you are not in a pure state, it will ruin the chime.
However, there is no limit to how many tuning actions you can take, so you can keep tuning until you get close enough to a cell center to have a pure chime. You'll get a flyaway message indicating its a pure sound, and you can safely remove the chime.
However, the map is not open for free movement. There are many walls that separate cells. Some of these walls are totally blocked, and there is no way through them. Others are only partially blocked, and you can find a spot to pass through. And some cells do have totally open boundaries.
Chime Map
(this is the same map as from Tale 4, and was confirmed to be so by Solaris. Thanks to the McArine for the map illustration).
Tuning Tips
- Moving around the map is a qualitative exercise, since there is no good way to measure "true" distances on the map.
- Sometimes a wall will block a tuning action partially, allowing you to slide along it in one direction, without crossing it.
- Once you get a feel for how big of a push and in what directions your laboratory actions push a chime, you can strategize combinations of tunings to move in each direction (N, S, E, W) around the map.
- Keep notes on what actions move you from pure chime to pure chime, beginning at the starter chimes. This will speed up the tuning process when you are aiming for chimes far away, or doing a lot of tuning.
- Some partial walls can be very difficult to cross. Keep trying, though. You may want to back your position up in the opposite direction occassionally, and then try actions that move towards the wall.
Chime Sounds
All of the available chime tunes have been recorded, so you can hear them without having to work a chime around the map. Hopefully this will make planning a Windsong test easier, so you know ahead of time where on the map you'd like to aim.