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User:Avanya/Chime guide
Basics
Chimes are not a widely used resource in Egypt. They are 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. It is useful to calibrate or keep notes on what your laboratory's actions each do. The more upgrades you have available, the more options you will have to move about the map.
The available actions in a fully upgraded lab are:
- Plunge into Hot Water
- Plunge into Cold Water
- Stress with Shearing Force
- Bathe in Quicksilver
- Tumble with White Sand
- Shine with Silk Cloth
- Clean with Worm Spirits
- Fracture against Leopard's Paw
- Mill with Aluminum Powder
- Expose to Intense Light
- Shock against Heavy Block
- Polish using Rabbit Pelts
- Coat in Beeswax
- Dope with Cactus Sap
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 the 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!! If your action isn't blocked by a wall on the map, then one tuning action will usually move your position far from the center of the cell in which you began. When you end far from a cell center, your chime is in a non-pure state. When you play a chime in a non-pure state, you will be told in Main channel "The sound is as pure as water after a rain. You think you hear: chime name" (the chime name is the chime whose map cell center you are closest to). You will also hear a muddled mix of chime sounds playing. 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: "The sound is as pure as crystal. You hear: chime name". It will also play that pure chime melody. You can then safely remove the chime, and it will permanently be tuned to that chime sound.
Moving around the chime map is not so simple, though, as most paths are 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 (with persistance) 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 occasionally, 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.
(Please note that care was taken to record the chimes as they sound when installed in a Windchime Tower. Some of the chimes sound a little cut-off at the end of them. This is how they sound in game, not an artifact of the recording of the files below.)