It depends upon the arrangement of the valves, and what the final difference in pressure needs to be. You still need the key for each door. For Sully's door, the output has to be 5, for the bridge 16, and for the Living Quarters 7. That means that the "total change" for all of the connectors has to modify the input (10) by that amount. Sully's door -- total change on the bottom meter is -5 Bridge control -- total change on the bottom meter is +6 Living Quarters -- total change on the bottom meter is -3 You need to include more negative (-) than positive valves for Sully and the Living Quarters, and almost no negatives on the bridge.
No such thing means no such need.
The Steam Battery (in the trash bin at the Cabtina) lets you open the two doors (Sully, Living Quarters) and lower the Bridge. But you need a separate key for each. Sully's is inside the robot crab at the Living Quarters door (jump on him), the Bridge key is in Captain Ziggs room at the Hub, and the Living Quarters key is way, way across the game in the laboratory at far right of the island, across the bridge.(see the related question, and below)---Using the Steam BatteryThe small connectors running between the left and right sides set the pressure. The input is 10 (psi or whatever) and you have to change that to fit the door you are trying to open. For Sully's door, the output has to be 5, for the bridge 16, and for the Living Quarters 7. That means that the "total change" for all of the connectors has to modify the input by that amount.Sully's door -- total change on the bottom meter is -5Bridge control -- total change on the bottom meter is +6Living Quarters -- total change on the bottom meter is -3You change the total by rotating the valve connectors to include or exclude connectors from the path. For example, you need more "negative" valves for Sully or the Living Quarters, and more "positive" values (most of the +2) to bring the pressure up for the Bridge. You can practice rotating the pipes, but try to work from left to right to avoid having a disconnected (open) path. Once you see how the rotation of one pipe changes the pressure, you can revert it, or continue to make other changes down the line, moving up or down from the central pathway. When you have the right total change (-5, +6, or -3), press the steam release at upper left, or close to start over.
The Steam Battery (in the trash bin at the Cabtina) lets you open the two doors (Sully, Living Quarters) and lower the Bridge. But you need a separate key for each. Sully's is inside the robot crab at the Living Quarters door (jump on him), the Bridge key is in Captain Ziggs room at the Hub, and the Living Quarters key is way, way across the game in the laboratory at far right of the island, across the bridge.(see the related question, and below)---Using the Steam BatteryThe small connectors running between the left and right sides set the pressure. The input is 10 (psi or whatever) and you have to change that to fit the door you are trying to open. For Sully's door, the output has to be 5, for the bridge 16, and for the Living Quarters 7. That means that the "total change" for all of the connectors has to modify the input by that amount.Sully's door -- total change on the bottom meter is -5Bridge control -- total change on the bottom meter is +6Living Quarters -- total change on the bottom meter is -3You change the total by rotating the valve connectors to include or exclude connectors from the path. For example, you need more "negative" valves for Sully or the Living Quarters, and more "positive" values (most of the +2) to bring the pressure up for the Bridge. You can practice rotating the pipes, but try to work from left to right to avoid having a disconnected (open) path. Once you see how the rotation of one pipe changes the pressure, you can revert it, or continue to make other changes down the line, moving up or down from the central pathway. When you have the right total change (-5, +6, or -3), press the steam release at upper left, or close to start over.
You need 7 quarters, which works out at 1.75 in total.
The small connectors running between the left and right sides set the pressure. The input is 10 (psi or whatever) and you have to change that to fit the door you are trying to open. For Sully's door, the output has to be 5, for the bridge 16, and for the Living Quarters 7. That means that the "total change" for all of the connectors has to modify the input by that amount. Sully's door -- total change on the bottom meter is -5 Bridge control -- total change on the bottom meter is +6 Living Quarters -- total change on the bottom meter is -3 You change the total by rotating the valve connectors to include or exclude connectors from the path. For example, you need more "negative" valves for Sully or the Living Quarters, and more "positive" values (most of the +2) to bring the pressure up for the Bridge. You can practice rotating the pipes, but try to work from left to right to avoid having a disconnected (open) path. Once you see how the rotation of one pipe changes the pressure, you can revert it, or continue to make other changes down the line, moving up or down from the central pathway. When you have the right total change (-5, +6, or -3), press the steam release at upper left, or close to start over.
The starting pressure is 10 and you want to get to 7 so the dial should say -3.--A short description of how the Steam Battery works on Steamworks island :The small connectors running between the left and right sides set the pressure. The input is 10 (psi or whatever) and you have to change that to fit the door you are trying to open. For Sully's door, the output has to be 5, for the bridge 16, and for the Living Quarters 7. That means that the "total change" for all of the connectors has to modify the input by that amount.Sully's door -- total change on the bottom meter is -5Bridge control -- total change on the bottom meter is +6Living Quarters -- total change on the bottom meter is -3You change the total by rotating the valve connectors to include or exclude connectors from the path. For example, you need more "negative" valves for Sully or the Living Quarters, and more "positive" values (most of the +2) to bring the pressure up for the Bridge. You can practice rotating the pipes, but try to work from left to right to avoid having a disconnected (open) path. Once you see how the rotation of one pipe changes the pressure, you can revert it, or continue to make other changes down the line, moving up or down from the central pathway. When you have the right total change (-5, +6, or -3), press the steam release at upper left, or close to start over.
A short description of how the Steam Battery works on Steamworks island --- The small connectors running between the left and right sides set the pressure. The input is 10 (psi or whatever) and you have to change that to fit the door you are trying to open. For Sully's door, the output has to be 5, for the bridge 16, and for the Living Quarters 7. That means that the "total change" for all of the connectors has to modify the input by that amount. Sully's door -- total change on the bottom meter is -5 Bridge control -- total change on the bottom meter is +6 Living Quarters -- total change on the bottom meter is -3 You change the total by rotating the valve connectors to include or exclude connectors from the path. For example, you need more "negative" valves for Sully or the Living Quarters, and more "positive" values (most of the +2) to bring the pressure up for the Bridge. You can practice rotating the pipes, but try to work from left to right to avoid having a disconnected (open) path. Once you see how the rotation of one pipe changes the pressure, you can revert it, or continue to make other changes down the line, moving up or down from the central pathway. When you have the right total change (-5, +6, or -3), press the steam release at upper left, or close to start over.
To use the Steam Generator at the Bridge, you need the key from the cabin of Captain Ziggs, which is atop the Hub. To open the bridge, line up the Steam Generator valves to make a total of +6 on the dial at the bottom. Then press the release button at upper left. --- A short guide to using the Steam Battery: The small connectors running between the left and right sides set the pressure. The input is 10 (psi or whatever) and you have to change that to fit the door you are trying to open. For Sully's door, the output has to be 5, for the bridge 16, and for the Living Quarters 7. That means that the "total change" for all of the connectors has to modify the input by that amount. Sully's door -- total change on the bottom meter is -5 Bridge control -- total change on the bottom meter is +6 Living Quarters -- total change on the bottom meter is -3 You change the total by rotating the valve connectors to include or exclude connectors from the path. For example, you need more "negative" valves for Sully or the Living Quarters, and more "positive" values (most of the +2) to bring the pressure up for the Bridge. You can practice rotating the pipes, but try to work from left to right to avoid having a disconnected (open) path. Once you see how the rotation of one pipe changes the pressure, you can revert it, or continue to make other changes down the line, moving up or down from the central pathway. When you have the right total change (-5, +6, or -3), press the steam release at upper left, or close to start over.
11 ways. You need an even number of quarters and the rest dimes; so 0,2,4,6,8,10,12,14,16.18 or 20 quarters with the balance dimes in each case.
The "rope" is a coil of old vine on the roof of the , left of the Living Quarters. You need it underground at the Hub.
They need some quarters.