- Eivor: There are twenty-one, I am as sure as I can be.
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==Behind the scenes== | ==Behind the scenes== | ||
The game makes strategic hard cuts between the default camera angle and the zoom-in for NPC conversations in order to hide the loading of additional rocks between parts of the puzzle, but the first count of 21 is the area's default, to which the area resets upon completing the memory and remains as such for the remainder of the game. The nearby gas cloud—which also persists for the duration of the game—not only inflicts poison damage on Eivor, it offers an in-game explanation for how she hallucinated a different count each time (as well as the man). | The game makes strategic hard cuts between the default camera angle and the zoom-in for NPC conversations in order to hide the loading and unloading of additional rocks between parts of the puzzle, but the first count of 21 is the area's default, to which the area resets upon completing the memory and remains as such for the remainder of the game. The nearby gas cloud—which also persists for the duration of the game—not only inflicts poison damage on Eivor, it offers an in-game explanation for how she hallucinated a different count each time (as well as the man). | ||
==References== | ==References== | ||
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Madness of the Stones was a virtual representation of one of Eivor Varinsdottir's genetic memories, relived by Layla Hassan through the Portable Animus HR-8.5.
Eivor encountered a ring of stones and a madman talking to himself. She investigated.
Eivor saw a man talking to a circle of rocks.
Eivor approached him.
Eivor counted the stones.
Eivor counted the stones again.
Eivor once again counted the stones.
Eivor felt drowsy.
She closed her eyes for a few moments. Once she opened them again, the drowsiness had passed and a tall rock stood where the man had been.
Eivor counted the number of stones three times (always resulting in different numbers) before waking up and the man turning out to be a stone.
The game makes strategic hard cuts between the default camera angle and the zoom-in for NPC conversations in order to hide the loading and unloading of additional rocks between parts of the puzzle, but the first count of 21 is the area's default, to which the area resets upon completing the memory and remains as such for the remainder of the game. The nearby gas cloud—which also persists for the duration of the game—not only inflicts poison damage on Eivor, it offers an in-game explanation for how she hallucinated a different count each time (as well as the man).