Naya's Quest
In this refreshing twist on an isometric puzzler from Terry Cavanagh, young Naya lives in a post-apocalyptic world and goes searching for something to aid in her quest for clarity. Blending puzzle-platforming with mind-bending level design and a sparse yet atmospheric story, it's as compelling as it is challenging, minus a few bumps along the way.
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Played it through. Here's my interpretation of the (somewhat bizarre) ending, and by extension the game's whole lore:
It's actually impossible to reach the Edge. Every time someone draws close enough to it, it extends itself further. The Edge is shy, and will do anything to protect itself.
The stories about the crazy something-or-others lurking on the Edge were just made up in order to cover up the fact that the explorers never got there. It's been advancing because people have been running from it.
The areas of weird dimensional puzzles are what occur close to the Edge; space is heavily distorted in those areas. When things go back to "normal", that means the Edge has once again retreated, but is still close enough that things are a little funky (see the weird static and floating numbers in the background).
Assuming Naya never turns back, she's going to spend the rest of her life chasing the Edge.
@Fanjita, no it only changes after the very first game.
I am convinced this is merely a demo of a bigger game being under development. Everything about the ending points to it.
The numerous puzzles we get to see, but not play through, the fact that it leaves us hanging with her just about to see the edge, before going to an end screen, and us only seeing a white screen during her dialogue.
Thus, this is merely a teaser for the full game.
@Fanjita
Difference between new game + and normal
x device behaviour
Still affected by static, but all except the used to be rotation level, its rotation all the way
Levels
Two levels are being replaced with standard levels. both are found in the final area
1. Hexagonal platform level
2. Pink and blue level (which is the only level in the entire game that is 4D
Minor features
Statics at the beginning town, thus you cannot try out the spin until you get to the first set of levels. Plus the extra dialogue (may be a wrong quote)
Hmm it does not work here?
Naya's Quest walkthrough
Solutions are the series of moves required to complete the level.
Notation Guide: Using the default control scheme (you can press Tab to change it in game):
-
Forward is denoted by 'f',
-
backwards is denoted by 'b',
-
left is denoted by 'l', and
-
right is denoted by 'r'.
-
'j' is used to denote a single press of the jump button.
-
't' is used to indicate a turn instead of a move e.g. 'tr' would mean turning towards the right, but staying in place. (This is so I can indicate easily when you need to jump immediately after turning.)
-----
Edge Section 1:
Room 1 Solution:
f,f,f,f,tr,r,r,r,r
Room 2 Solution
r,r,r,td,d,tr,j,td,d,d,d,d,tl,j,td,d,d
Room 3 Solution
d,d,d,d,tr,r,r,j,td,d,d
Room 4 Solution
tl,l,l,l,td,d,tr,r,r,j,r,r,td,d,d,d,d
Room 5 Solution
tl,l,td,d,tl,l,td,d,tl,l,td,d
Room 6 Solution
d,d,j,d,d,tl,l,l,j,l,l,l
Room 7 Solution
l,l,l,l,l,tf,f,j,tr,j,j,tf,j,tr,r,r
Room 8 Solution
r,r,td,d,d,tr,r,r,td,d,tr,j,td,d,tl,j,tf,j,f,f,f,tl,l,l,tf,f,f,f
Room 9 Solution
f,f,tl,l,j,tf,f,tl,j,l,tf,f,f,f
Room 10 Solution
f,j,f,tl,l,l,j,td,j,tl,l,l,tf,f,j,f,f
Edge Section 2:
Room 1 Solution:
tr,r,r,tf,f,f,f,f,tl,j,td,j,d,d,tl,l,l,tf,j,tr,j,tf,f,f,f,tl,l,l
Room 2 Solution
l,tf,f,tl,l,l,tf,f,tl,l,l,tf,f,tl,l,l
Room 3 Solution
j,j,j,tf,j,j,j,tr,r
Room 4 Solution
r,j,tf,j,j,j,tr,r,r,r,j,tf,f,f,f
Room 5 Solution
tr,j,j,j,j,j,tf,f,td,d,tl,l,l,l,l,l,tf,j,j,j,j,j,tr,j,tf,f,f,
Room 6 Solution
f,f,tl,j,td,d
Room 7 Solution
d,tr,r,td,j,tr,j,td,j,tr,j,td,d,tr,r,r
Room 8 Solution
r,r,r,tf,j,tl,j,j,tf,j,tr,j,j,j,tf,f,f,tr,r,r,tf,f,f,
Room 9 Solution
j,j,j,f,tr,j,j,j,j,td,j,j,tl,j,tr,j,tf,f,f,f,f
Room 10 Solution
f,tr,r,r,r,r,r,r,td,d,d,d,tr,j,td,d,tr,j,td,d,tr,j,td,d,d,d,tl,l,l,l,l,l,l,tf,f,f
Edge Section 3:
I will explain each level's gimmick before giving the solution in a further spoiler tag.
Note that during the 'outside' section
you will have to jump on what has previously been only decorative walls in order to proceed.
-----
Room 1
Gimmick: The tiles fall away after you walk on them.
Solution:
j,j,j,tf,j,f,td,j,j,tl,j,j,j,j,j,tf,j,tr,j,tf,f,tr,j,tf,f,f,f,f,f
Room 2
Gimmick: Jumping puts you on the underside of the block you were on, instead of the normal jumping action.
Solution:
(Notation remains the same, despite change in jumping mechanics)f,f,f,,j,f,tr,r,r,r,j,td,d,d,d,tr,r,r,tf,f,j,f,f,f,f
Room 3
Gimmick: Moving platforms. Notation still works without timing your jumps.
Solution:
(Notation still works, unless you end up jumping over a platform. Use your common sense. I'll mark jumps that you could miss due to the moving platforms with an asterix.) f,j*,tl,j,l,tf,j,tl,j,tf,f,j,tl,j*,tr,r,td,j*,d,tr,j,tf,j,tr,r,j*,tf,f
Room 4
Gimmick: Hexagonal tiles, control scheme automatically changed to type 2. Note that holding down
Solution:
(New notation: forward:'f'; turn counterclockwise:'l'; turn clockwise:'r'; jump:'j'.)f,f,r,j,j,f,l,f,f,r,r,j,j,l,j,l,f,l,f,r,f
Room 5
Gimmick: Move only in diagonals.
Solution:
f,tr,r,r,td,d,tr,j,j
Room 6
Gimmick: Scan command moves certain blocks around the level, and also moves you if you are standing on them. (Look at the grid underneath the level.)
Solution:
j,j,f,tr,r,r,td,j,use scan,j,use scan,tr,r,tf,f,f,f,use scan,j,f,f
Room 7
Gimmick: Scan command moves all platforms to the flat plane you are on, but disables movement. Use scan command again to return the level to normal and restore movement.
Solution:
f,f,tl,l,tf,f,tl,l,j,tr,j,r,td,d,tl,j,l,tf,j,f,j,tl,j,l,l,td,d,j,j,j,d,d,tr,r,r,tf,f
Room 8
Gimmick: Scan command splits screen into 4 views: One from the usual isometric view, one from the back, one from the right, and one from the top.
Solution:
f,f,j,tr,r,r,td,j,j,tr,r,r,td,j,j,tr,r,r,tf,j,tr,j,tl,l,td,j,tl,l,l,td,d,d,d,d
Room 9
Gimmick: Scan command rotates the level. Perform it repeatedly to gain a better idea of the level.
-----
Note:
the New Game Plus is the entire game with this gimmick.
-----
Solution:
(from original rotation, with the entrance and exit at the top-right)d,tl,l,td,d,d,j,tr,j,r,r,j,tf,j,j,tl,l,tf,f,f
Room 10
Gimmick: Scan command brings up the 'SYSTEM TERMINAL'. The grid of numbers and dashes is a map of the level. The X marks your current position. The numbers (0-9) indicate the height of the platform in that vertical column. The dashes(-) indicate columns where there are no platforms.
Solution:
tr,j,tf,j,f,f,tl,j,j,j,j,tf,f,f,j,tr,j,tf,f
Upon completing the last move the ending will play.
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Walkthrough Guide
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Naya's Quest walkthrough
Solutions are the series of moves required to complete the level.
Notation Guide: Using the default control scheme (you can press Tab to change it in game):
Forward is denoted by 'f',
backwards is denoted by 'b',
left is denoted by 'l', and
right is denoted by 'r'.
'j' is used to denote a single press of the jump button.
't' is used to indicate a turn instead of a move e.g. 'tr' would mean turning towards the right, but staying in place. (This is so I can indicate easily when you need to jump immediately after turning.)
-----
Edge Section 1:
Room 1 Solution:
f,f,f,f,tr,r,r,r,r
Room 2 Solution
r,r,r,td,d,tr,j,td,d,d,d,d,tl,j,td,d,d
Room 3 Solution
d,d,d,d,tr,r,r,j,td,d,d
Room 4 Solution
tl,l,l,l,td,d,tr,r,r,j,r,r,td,d,d,d,d
Room 5 Solution
tl,l,td,d,tl,l,td,d,tl,l,td,d
Room 6 Solution
d,d,j,d,d,tl,l,l,j,l,l,l
Room 7 Solution
l,l,l,l,l,tf,f,j,tr,j,j,tf,j,tr,r,r
Room 8 Solution
r,r,td,d,d,tr,r,r,td,d,tr,j,td,d,tl,j,tf,j,f,f,f,tl,l,l,tf,f,f,f
Room 9 Solution
f,f,tl,l,j,tf,f,tl,j,l,tf,f,f,f
Room 10 Solution
f,j,f,tl,l,l,j,td,j,tl,l,l,tf,f,j,f,f
Edge Section 2:
Room 1 Solution:
tr,r,r,tf,f,f,f,f,tl,j,td,j,d,d,tl,l,l,tf,j,tr,j,tf,f,f,f,tl,l,l
Room 2 Solution
l,tf,f,tl,l,l,tf,f,tl,l,l,tf,f,tl,l,l
Room 3 Solution
j,j,j,tf,j,j,j,tr,r
Room 4 Solution
r,j,tf,j,j,j,tr,r,r,r,j,tf,f,f,f
Room 5 Solution
tr,j,j,j,j,j,tf,f,td,d,tl,l,l,l,l,l,tf,j,j,j,j,j,tr,j,tf,f,f,
Room 6 Solution
f,f,tl,j,td,d
Room 7 Solution
d,tr,r,td,j,tr,j,td,j,tr,j,td,d,tr,r,r
Room 8 Solution
r,r,r,tf,j,tl,j,j,tf,j,tr,j,j,j,tf,f,f,tr,r,r,tf,f,f,
Room 9 Solution
j,j,j,f,tr,j,j,j,j,td,j,j,tl,j,tr,j,tf,f,f,f,f
Room 10 Solution
f,tr,r,r,r,r,r,r,td,d,d,d,tr,j,td,d,tr,j,td,d,tr,j,td,d,d,d,tl,l,l,l,l,l,l,tf,f,f
Edge Section 3:
I will explain each level's gimmick before giving the solution in a further spoiler tag.
Note that during the 'outside' section
you will have to jump on what has previously been only decorative walls in order to proceed.
-----
Room 1
Gimmick: The tiles fall away after you walk on them.
Solution:
j,j,j,tf,j,f,td,j,j,tl,j,j,j,j,j,tf,j,tr,j,tf,f,tr,j,tf,f,f,f,f,f
Room 2
Gimmick: Jumping puts you on the underside of the block you were on, instead of the normal jumping action.
Solution:
(Notation remains the same, despite change in jumping mechanics)f,f,f,,j,f,tr,r,r,r,j,td,d,d,d,tr,r,r,tf,f,j,f,f,f,f
Room 3
Gimmick: Moving platforms. Notation still works without timing your jumps.
Solution:
(Notation still works, unless you end up jumping over a platform. Use your common sense. I'll mark jumps that you could miss due to the moving platforms with an asterix.) f,j*,tl,j,l,tf,j,tl,j,tf,f,j,tl,j*,tr,r,td,j*,d,tr,j,tf,j,tr,r,j*,tf,f
Room 4
Gimmick: Hexagonal tiles, control scheme automatically changed to type 2. Note that holding down
Solution:
(New notation: forward:'f'; turn counterclockwise:'l'; turn clockwise:'r'; jump:'j'.)f,f,r,j,j,f,l,f,f,r,r,j,j,l,j,l,f,l,f,r,f
Room 5
Gimmick: Move only in diagonals.
Solution:
f,tr,r,r,td,d,tr,j,j
Room 6
Gimmick: Scan command moves certain blocks around the level, and also moves you if you are standing on them. (Look at the grid underneath the level.)
Solution:
j,j,f,tr,r,r,td,j,use scan,j,use scan,tr,r,tf,f,f,f,use scan,j,f,f
Room 7
Gimmick: Scan command moves all platforms to the flat plane you are on, but disables movement. Use scan command again to return the level to normal and restore movement.
Solution:
f,f,tl,l,tf,f,tl,l,j,tr,j,r,td,d,tl,j,l,tf,j,f,j,tl,j,l,l,td,d,j,j,j,d,d,tr,r,r,tf,f
Room 8
Gimmick: Scan command splits screen into 4 views: One from the usual isometric view, one from the back, one from the right, and one from the top.
Solution:
f,f,j,tr,r,r,td,j,j,tr,r,r,td,j,j,tr,r,r,tf,j,tr,j,tl,l,td,j,tl,l,l,td,d,d,d,d
Room 9
Gimmick: Scan command rotates the level. Perform it repeatedly to gain a better idea of the level.
-----
Note:
the New Game Plus is the entire game with this gimmick.
-----
Solution:
(from original rotation, with the entrance and exit at the top-right)d,tl,l,td,d,d,j,tr,j,r,r,j,tf,j,j,tl,l,tf,f,f
Room 10
Gimmick: Scan command brings up the 'SYSTEM TERMINAL'. The grid of numbers and dashes is a map of the level. The X marks your current position. The numbers (0-9) indicate the height of the platform in that vertical column. The dashes(-) indicate columns where there are no platforms.
Solution:
tr,j,tf,j,f,f,tl,j,j,j,j,tf,f,f,j,tr,j,tf,f
Upon completing the last move the ending will play.
Posted by: syrahl696 | September 28, 2013 8:03 AM