MYST IV REVELATION Title: Myst IV Revelation Producer: Ubi Soft For: PC MSWord: Courier New Created: 12/3/09 By: Ghidrah EMaul: [email protected] If anyone wishes to use this guide on their site, I would like to know. I don't have a problem with its use by others on Gaming forums, FAQ sites, or being copied for personal use. I'd like to know if it's to be used on a site though, just so I could drop by to ensure it hasn't been altered. So please send me your sites URL. _____________________________________________________________________________ As with all my guides, find some legit trick I missed, I'll give you credit for it in the guide and an insert amendment to the guide where it will be used. As long as the trick, shortcut, etc., etc., can be validated by me without the use of any kind of cheat codes if (codes) exist for the PC version of the game. _____________________________________________________________________________ 1. JUNK 2. OPTIONS 3. BRIEFING 4. WALKTHROUGH 5. SOLUTIONS 6. NOTES OF INTEREST ______________________________________________________________________________ 1. JUNK Revelation came out in 2004 but I didn't buy it and End of Ages until early November 2009. I haven't played EOA yet but I've been through Revelation 3 times the 3rd was for this write and for the most part I pretty much like it, improved graphics, mean puzzles and attractive worlds. The biggest improvement has been the inclusion of the camera and notepad. An object visual and highlight notes is a tremendous help in keeping track of all the stuff you must filter through to solve the exceedingly convoluted puzzles. What I don't care for is the twenty foot leaps of forward movement MF, "My Friend"; (your avatar) makes, I'd prefer a four or five foot move per mouse click. If the coders can add ZIP mode why not a twenty foot LEAP mode for those that might or might not want it. 2ndly, what was the logic in removing keyboard commands? I think the option improved URU and the series. Lastly "INTERACTIVITY", I probably shouldn't complain but it seems to me that Revelation is the least interactive of all the previous games. Not to say that any are truly interactive, but Revelation is much more linear. On my 1st run I went to Spire then when returning to Tomahna and seeing Achenar link out, I followed him to Serenia and flopped like a fish out of water at the locked flue. Even if the memory at the wheel of the flue wasn't blurry I still wouldn't have made the connection to the banded flying snake thing lock. The game wants one to go to Haven before Spire and Spire before Serenia unless you don't mind the tedium of moving back and forth between ages. I now have all the main games in the series and I'm pretty sure I talked wifey into getting the expansion packs for URU "The Complete Chronicles" for Christmas. Once I have the expansion packs Myst will take the lead from my Tomb Raider collection for the number of issues owned. ______________________________________________________________________________ 2. OPTIONS Without knowing the type of hardware your comp has running or the number of and types of software I can't make any accurate suggestions for anyone. This is the Game options setup I have on my pile. CURSOR 1. Cursor Transparency 80% 2. Cursor Speed 50% 3. Camera Speed 100% AUDIO 1. Overall Volume 100% 2. Music Volume 20% 3. Music Frequency 21% Game Options 1. Toggle Zip Mode checked GRAPHIC OPTIONS 1. Game Resolution 800X600 2. Contrast 69% 3. Brightness 75% 4. Gamma Correction 1.07 5. Special Immersion Effects check 6. Water Effects check 7. Depth of Field check I've utilized the "FIND" by placing the main ages in 4. WALKTHROUGH from there you can use find to jump to the section. At the top of each section, (Age) I've placed subsections to minimize a search for unwanted information. ______________________________________________________________________________ 3. BRIEFING This guide will be as close to -0- spoiler as I can make it. Be aware, having played through a few times and not taking the "PRESCRIBED" routes on the 1st run this guide will follow my 2nd run, but with as close to a -0- fore knowledge experience as possible. If you're new to the Myst series or haven't played any of the games for some time, (forgetting all the ins and outs) you must be hyper vigilant and explore everything, you never know what isn't important till the game ends. The game leads with and relies heavily on the hand icon to let you know when and where you can go and what you can interact with, (visible hand icon, pointing finger and magnifying glass in hand); FMVs prevent MF from walking or zipping out. Even though Revelation has the camera and notepad I'd keep a real notepad close by, it'll help big time when it comes to corralling and then organizing all the junk acquired on the camera/notepad relating to a particular puzzle. Save at the beginning of each age and take pictures of every interesting thing and everything that may be interesting because you just don't know for sure until you're done with an age. Save before every puzzle, with a later play through and pre knowledge you can limit saves, pics and notes to the difficult and confusing aspects of an age. You can always delete the data from the ledger when you complete a task or the age. "SAVE", I have save points set at the beginning of each age and before every time consuming puzzle incase you wish to take a break from it, or restart, some can be overly time consuming and frustrating. "ZIP Points you'll eventually begin using the zip points the game sets up for you as you explore an age, they make back tracking less tedious. A colorful image means the zip point is available grayed out is not. ______________________________________________________________________________ 4. WALKTHROUGH 3.1 Tomahna.I 3.2 Haven 3.3 Tomahna.II 3.4 Serenia I 3.5 Tomahna.III 3.6 Spire 3.7 Tomahna.IV 3.8 Serenia II ______________________________________________________________________________ "LEAD AND INVESTIGATE WITH YOUR HAND"! 3.1 TOMAHNA.I 3.1a Resetting the Power Station 3.1b Back to the Observatory 3.1c The Fireplace, the bookshelf and Linking out SAVE (NOTE) Remember use your Camera and ledger often and keep a real notepad at hand for figuring and observations not in the virtual ledger you never know what's important till the game is over. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ You become aware in an enclosed suspended mono cable tram with a 10 to 12 year old little cutie named Yeesha who's blabbing away about ma being gone etc, etc. You land at the domed structure nestled between 2 sections of a stone arch, watch Yeesha exit the area by moving a lever that opens an iris door. Once you're out of the tram poke about, inspect all things available and take a pic of the interesting item. Once inside the structure take your time moving through the room, inspect everything that brings the magnifying glass up. Halfway around the room Atrus shows up, he shanghais you into assisting him in a procedure to align to electronic units that will allow him to see ages without going to them. The result of the test/alignment is a couple of small explosions that wrecks part of the viewer thing he was working on. Before leaving for Rime to retrieve a part Atrus tells you what he wants you to do while he's gone. You might want to open up the virtual notepad or a real one and write down the highlights of what he said. Once done locate Atrus' journal find the Rime reference, snap a pic of the crystal code then explore the rest of Observatory. Take pics and notes on all interesting junk. Nothing but the entry door and the elevator works. Move to the window, there's a grand view of the compound below, a reservoir lake leading to a waterfall, the power plant in the distance and walkways leading to 4 of the habitat structures on the right. Turn around and explore; locate the elevator and the control to open it. Move right toward the stairs observe, inspect and log all points of interest. There's a lever on the railing a map of the compound on the wall and the telescope chair. 3.1a Resetting the Power Station Once done exploring you'll have discovered that there's only one way out of the Observatory area and that's via the elevator. Only the middle and top elevator stops work. Once out of the elevator move right to the 1st habitat, an arboretum. Once inside explore, take pics and notes. As you exit the arboretum Yeesha will call you to the 3rd structure so go to her and hear the all important news. As you pass the 2nd structure look in, it may be a sunroom or a lounge. The 3rd structure is a 2nd arboretum with no apparent descending ladder, see Jose Gecko, listen to Yeesha, (she comments on her amulet showing her things), leave when able. Continue toward the power plant, the walkway splits left toward the 4th and last habitat structure on this side of the compound. If you overlooked the compound from the Observatory window and or looked at the compound map, right is the correct route to the power plant. Enter the power plant area, locate the errant breaker, (blinking lights) and reset it. You can explore the last habitat structure on this side however regarding Atrus' instructions retrace your steps back toward the Observatory. As you pass the sunroom/lounge you see Yeesha again, enter and discover the presumed sunroom is a Botanical Lab/nursery. Speak to and follow Yeesha through the Lab until she exits. Explore the Lab; locate all interesting items and take pics and notes. From your talk with Yeesha you learn that the power supply to the junction/distribution box needs to be realigned before power can be routed to the entire compound. Each power station must have a green light at the top of its respective column for the correct voltage. However alignment to the 2 center columns must be set to restart the station, so move to it and open the cover. SAVE As the display is revealed you see some familiar icons, (if you took pics of all the interesting items you've passed so far you can reference them via the ledger) the icons represent the power distribution points around the compound, e.g. elevator and tram stations. Take note of the 2 center icons where did you see them, important? Hopefully you took a pic and notes to avoid retracing your steps to find them. It may take a while to solve; my 1st attempt took close to 20 moves. Once you complete the puzzle return to the power station and power it up. Once the big button at the top of the post is pushed the flood gates will open. (NOTE) Believing there must be a shorter solution I used pennies in a 6 column mockup and eventually found 2 ways to do it in 5 moves. I used mockups for a couple of puzzles in Revelation; it saved lots of time on puzzle resets. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 3.1b Back to the Observatory Head back to the Observatory. As you exit the power plant cutie pie waves to MF as she heads for the only building this side of the compound you haven't explored. As you reach the intersection, the ground begins trembling then you hear an explosion and you black out. When you awaken its night time in Tomahna, you're stunned, dizzy and you're hanging at the end of the damaged, dangling walkway high above a rock crevasse. Your only option is to climb up and out to the 2nd arboretum. Once clear look about, except for no Yeesha and the wrecked walkway everything appears normal in Tomahna. Remember the tasks Atrus set for you, make your way back to the Observatory via the walkway and elevator. If you stop at the power distribution box in the Lab on your way back see that power is restored to all points in the compound. Once back in the Observatory check your notes, next on the "To Do" list is the roof antenna. As you move about the room you see that many of the devices that were off are now in operation. The tubes at the top of the Viewer are lit but it doesn't work and the chair still has no power. What's blocking power to the viewer and chair? Think back to your 1st time through the room. Once you find the culprit it'll be obvious when the roof opens up, the viewer is still off but once sitting in the chair, see that it has powered up. Push the button and ride it up to the telescope. With a smidge of trial and error you'll quickly figure out how to get the antenna focused on what appears to be the face of Earth's moon and also Rime. Take note of the gauges around the viewer before exiting the chair for the viewer. When the antenna is focused the viewer screen will be receiving a static signal. Now move to the viewer, access the Rime code from the ledger. Play with the viewer for a bit to figure it out, then locate the correct crystal color and form from the right side panel and place it in the center panel. Press the big red button, if you picked the correct color and form and placed it in the proper order Atrus appears in the viewer. Listen to Atrus, take notes and move out when done. (NOTE) I'd a thunk MF would have blabbed everything to Atrus, but, as it turns out MF doesn't speak, ever. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ To Atrus' and Catherine's Bedroom The elevator is still the only way out; you can't get to 3 of the unexplored structures from the right side walkway, so down you go. The elevator is also a tram that can skim across the reservoir lake that splits the compound. So ride the elevator tram over and up to the platform near the last unexplored structure on the right. Explore the platform area before following Atrus' request. There's a powered switch that operates a swing bridge, use it to swing the bridge to connect this platform and the structure across the river. Now move up to the last building on the 1st side of the compound, Atrus' and Catherine's bedroom. Enter the room; locate the desk Atrus spoke of and look for an insignia while passing your hand over the entire desk for any grab icons. When one is located you can open a small door between the shelves. Inside is a sketch of the fireplace, lights and lasers. Just below the door is a square panel with what may be an insignia, (it's blurry but reminds me of the turret in the Mechanical age of Myst). Push it in to reveal 2 secret shelves on either side of it, each holding a book. Read the books for some background on the creation of Spire and Haven. 3.1c The Fireplace, the bookshelf and Linking out Explore, take pics and use the ledger. As you meticulously explore the room you'll make a few discoveries, refer to the sketch. One discovery will be Yeesha's amulet in the fireplace, notice it is flashing. Touch the amulet while still in the fireplace and be consumed by her memory of an incident that may have taken place just before or after the explosion earlier in the day. (NOTE) From now on each time you use the magnifying glass check to see if the amulet is flashing; if so touch it to see an emotional memory of one or more of the 5 people in Atrus family. Some of the memories, (not all) are visuals with conversation. Some of the memories may be important in the information they provide so pen the highlights down for future reference. Certain memories generated by MF will also be available through the amulet once created if you return to the spot where they were created. Open a book, the amulet will flash, click on the amulet then turn the pages and listen as the writer speaks the written word. No doubt listening will be much slower than reading but it does add flavor to the story. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ When you explore the fireplace you'll discover a button above the hearth's header, push it and expose a grid that may or may not have lasers pointing at it. If there are no lasers lighting up a grid refer to the sketch found at the desk and return to the fireplace once the requirements have been fulfilled. Push the button to expose the grid and then prepare for the Fire Place Puzzle. (NOTE) I wasted tons of time on this puzzle the 1st time, taking the sketch literally, 1st believing the laser positions in the sketch were the ones that needed to be lit, the extra lights in the fireplace were set as camouflage and to confuse. When that didn't work I thought maybe those squares needed to be off with the rest of the grid lit, wrong again. Then wifey made a suggestion, I hate it when she just sees the answer, and feel awful stupid missing the obvious. She does it to me by unscrambling jumbles at a glance too. If you press a few squares you learn that all squares at 90 degrees to the square pressed light up but not the square pressed. If you press a lit square it will not go out but squares around it do. The fastest I can do the puzzle is 7 moves. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ SAVE Take your time, all squares targeted by laser must be lit, all squares not targeted must not. When you solve the puzzle the game will take over and lower you down to a cave. Explore the room and pull an Atrus memory off of the linking chamber seal on the left. Possibly a natural cave enlarged to hold an enclosed linking chamber. By the looks, this is the likely place for the explosion that occurred earlier in the day. There's a hole in the cave wall below where the walkway connecting the habitats to power plant separated. It looks like a large chunk of metal slammed and shattered it. Step up on the platform, a metal orb with 2 glass windows, look into the orb and see 2 books. Pull the lever, the orb rotates and its door opens. Easy guess is they're linking books to Spire and Haven, as for me, I'm going to explore the rest of the compound before leaving for one of the ages. Zip back to the elevator platform outside the bedroom; pull the swing bridge lever if you didn't earlier and walk across to the closest building. As you explore the building it turns out to be a combo living room, kitchen and terrace. There's a table on the terrace with some books and writing materials, the open book is a D'ni Rosetta primer and a practice pad to the right. With a little study you can figure out what the scratching on the pad means. If you use the amulet you find out how old Yeesha is. Explore the rest of the building and then return to the platform. The last habitat in the compound, lower than the rest has 2 levels, swing the bridge back to the last habitat and walk down. This is Yeesha's bedroom; explore thoroughly, clues from items in this room, the previous terrace, Atrus' bedroom and the 1st arboretum come together at the bookshelf. Reference your pics and notes, with a notepad and with a little effort you'll solve the book shelf puzzle. Once solved you get access to the water level, there's an easel and painting but nothing to do here. Access was a tad too difficult for no reason maybe something pops up later. Zip back to the linking orb below Atrus' bedroom, close the door and then link to Haven. ______________________________________________________________________________ "LEAD AND INVESTIGATE WITH YOUR HAND"! 3.2 HAVEN 3.2a, Bungle in the Jungle 3.2b, Across the Lake SAVE To the Wreck Explore everything, look for the magnifying glass, flashing amulet, take pics and use the ledger. It pays not to use zip mode much in haven, it may sound tedious/boring but quite often there's important info at your feet. Exit the orb, ominous in the distance, a big honkin wrecked wooden ship grounded bow up in the surf. The orb is blocked from the beach by wall and rubble. A little red crab keeps sneaking out of the rubble stops then retreats. Hassle it and discover a conflict memory of a falling out between Achenar and Sirrus. The stone steps cut into and through the cliff face appear to be only way out. Once up the stones steps to the mid level cavern you have a better view of the ship. From the intersection you have 3 directions to follow; up another set of steps and deeper into the cavern. I'm heading down to the shipwreck. The ship appears to have lost a lot of timber from storms, there's also a couple 3 big flying things diving into the water. As you make your way along the beach you come to a path leading to the ship and a short path leading to a huge skeleton partially submerged in the water. As you near the skeleton you see spears protruding from it and what appears to be a totem pole. Take pics and head for the ship. Elevator Puzzle The elevator doesn't seem to work, although connected to it is a line, pulley and a box with some cannonballs in it. To the left of the box are some cannonballs spread out on the ground. You need to figure out how many cannonballs need to go into the pulley box to raise the elevator. There's an empty box in the elevator and some cannonballs near the ramp. Past the elevator toward the ship there appears to be another elevator. Once the elevator is up you find another mini pulley head back down and figure out how many cannonballs you need in the empty box so that you can still raise elevator #1 and then #2. Once you have both elevators up make your way to the wreck. From there, you're given the option to go up or down, explore both and document the many points of interest in the wreck. When you get to the top level you should meet a flyer/diver chomping on a fish, hmmm, maybe, check out the feet on this guy, they look more like the 2nd print on the paper found below but the 3rd print has the fish beside it. Snap a pic, the camera doesn't seem to bother it. After reading his diary you see Achenar's named the fauna of Haven, the flyer is a Karnak. Once you shoo it off locate and operate the pulley, a map of Haven showing the top 5 animoids and maybe points of interest. When done zip back to the beach and climb up into the cave, there's 2 paths left, go up and get an overlook of the area below. SAVE Snap a pic or 2 then return to the mid level cave. As you begin exploring the cavern a large biped shoots out of the tent, drags the tent along with it, snares you and you end up soaring about under the tent eventually crashing into the jungle below. As you come to a monkey thing is eyeballing you; it lets out a shriek and runs off chased by a large catlike animal that leaps over you. According to Achenar's diary the monkey is known as a Mangree and the cat a Camoudile. When you rise and face back toward the cliff you'll likely see a 2nd cat crossing the path. You can head back to the base of the cliff and or climb back up into the mid level if you like, but the jungle is so dense that none of the paths are visible from above. 3.2a Bungle in the Jungle Spin in place, locate the 3 direction options and pull out the pic of the sail map. For orientation sake locate the trap shown on the map. I'm picking the monkey trail 1st, take your time moving through the jungle, observe everything "sight and sound" and document the interesting. As you move along the trail and near your goal you're greeted by a couple of Mangs who make some noise and move to safety. Eventually you enter a small clearing, discover a hunting and observation platform and then make your way to it and climb up. Thoroughly explore the post. It appears Mangs keep tight social groups use lookouts and are quite vocal when it comes to intruders. It looks as if Achenar has built himself a series of sound reproduction devices that roughly mimic Mangree calls. Each device makes one sound, low, medium or high. There's a pretty important animal print chart, possibly hierarchy as deemed by Achenar. The print found at the beginning of the Mang trail matches one on the new chart and the one found on the wreck with the bone as the food source, I'm thinking it's the Camoudile. 3 Mangs are playing on a totem, likely theirs, do a close up on them. Unfortunately they cover the totem's emblem from you. Take note of their hands and feet and match them to the new chart. So, how to get them off the totem? The only possible tools at your disposal are the sound devices. If you were paying attention since meeting up with the 1st Mang, some of the calls they make sound like alarm signals. You need to reproduce the tonal qualities on one of the calls. If you weren't paying attention to the noise you may want to restart from the save or climb down and move back and forth along the path. There's pretty much 3 different calls made by the Mangs since 1st contact. Once you shoo them off snap a pic of the totem and leave. (NOTE) You must be as accurate as possible regarding the tones and their duration. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Return to the path with the tent, it should be to your right when you reach the path. Turn left and continue past the trap to the rocks, there're 2 large bipeds matching the Zeftyr description in Achenar's diary munching away on grass just past the break in the path. Approach them and they scatter deeper into the tall grass. Suddenly a Camoudile rushes in from the right and takes one of the Zeftyrs down. The Camo is consumed with consuming and can't be bothered with you for the moment so tiptoe by, follow and explore the grass path. OOH Monty another totem! It's confirmed for me now, the wreck's sail map shows the positions of the pictured animal totems. Once you make your way toward the water you see a couple of odd looking plants. Unexpectedly the previous Camo or a 2nd one appears yards behind the plants; it charges in for a kill but is taken down by a green pollen cloud that discharges from the plants as it brushes by. Does the woozy feeling seem familiar? Take a gander at its paws, open the ledger and match them up with the new chart from the observation platform. Exit the area, return to the rocks and head left up the hill. Animal traffic always has the right of way, when you reach the top you're given an option to go straight or right. Check the sail map, straight is to Zeftyrs, right to Karnaks. Go straight young/old MF = (My Friend) across the planks and into the swamp. This must be Zeftyr territory, there're lots of them and it must be their prints on some of the mounds between the planks. It looks like they have gray squirrels with spikes or maybe spiders lounging on their backs. Don't step on any of the eyestalk-ity frog looking things, I hear its 7 years bad luck, it takes that long to get rid of it's stank, (they really, really stink). Eventually you come to a fork in the planks, look around and head for the totem. Snap a pic then head over to the wooden structure across the swamp. Have a look around, find the security panel and play with it a bit. Notice it has 5 sliding gauges each with 8 emblems. Open the ledger and see that you have 4 images of the 8 possible emblems. You've been to 4 of the 5 animal totems on Haven, so pull out the map and head back to the hill where you 1st see the planks. Once there go left and eventually you come to a locked gate. Move to and open the puzzle door, hey Moe a memory! Achenar mentions keeping the Karnaks out, Karnaks fly right? Gate Puzzle It isn't straight forward like the elevator puzzle, but once you solve it you realize it really isn't a difficult puzzle just a little time consuming. You may intuit the 2 bead/marble things are important and learn they don't move. Each of the 3 hole-y barrels slide back and forth over the dimpled locking bolts inside them but only when 1 of the 2 levers are in a barrel's hole. Lastly only along the locking bolt where the dimples have grooves cut between them. So the important beads must either be in one of the holes of a barrel or outside the barrel. A lever must be on a bead or not. Once solved and inside the area you learn that it's a sort of Karnak nursery. Find the totem, snap a pic, look about and then zip back to the swamp structure. Drawbridge Puzzle Once you expose the control panel you see the 5 stations, each station has 8 emblems. You have the images of 5 emblems representing the 5 main species of Haven. You can solve the puzzle if you did this, explored everything thoroughly and documented every seemingly important/interesting fact and thing. Knowing Achenar, it helps big time if you played Myst. Foremost, he is an intelligent, albeit emotional cripple. Look at the things he accomplished to survive on Haven, listen to his ravings. 2ndly he is or was a hunter who suffers/d from extreme blood lust. Achenar left many clues around this section of Haven relating to this puzzle. One reason for reading through the diaries and listening to all the memories was to find the few instances when he's lucid and made poignant observations. Add the sketches, charts and maps and you pretty much have the answer. The only thing I lack at this point is the name of the creature lying near its totem on the beach. Solve Hint: in order, what he admired most. When you get it right the game takes over and the Hand draw bridge lowers giving access to the 2nd part of the island. 3.2b, Across the Lake Walk the ramp to the hut and enter, thoroughly explore the lower level and document. Finally, written in Achenar's diary, Cerpatee, the big honkin sea caterpillar thing found on the beach. It appears Achenar is evolving, intellectually coming to terms with his past. When complete climb up to the tower locate all the important junk, document and exit the hut. Apparently the 1st part of the island was in the North; continue across the ramp into the South side of Haven. When you reach the end of the wooden ramp meet Shecky the Camo he's exclusive at the tree tops forever. Shecky has a tough act, he works hard, real hard but doesn't get anywhere fast. His audience heckles him to no end; "He don't get [no] respect". He's elected to transfer his frustration onto you, preventing you from getting out of this place. The new observation platform is at the end of the path on the left so head left. Climb up explore the platform and ready yourself for the last puzzle on Haven. Ring around the Shecky Puzzle What you see is 5 huts, 4 Mangs, 1 Shecky and 1 ditch. This puzzle isn't brain twisting as much as time consuming tedium. Clues from the platform are the 3 sound devices, the pic of the Mang throwing fruit with the tonal chart and the vines connecting the Mang huts. Clues from Achenar's hut are 4 Mangree drawings with tonal charts and an excerpt out of Achenar's diary. SAVE After some messing around and observation you learn: 1. The 4 Mangs hide in the 5 huts till you call them. 2. A Mang in a hut with Shecky below won't leave when you call it. 3. Once called a Mang will run a vine to the next connecting "empty" hut. 4. Shecky can get stuck in the ditch in the central area. 5. When using the throw call any Mang in the throwing hut will pop out and throw a berry toward the center of the area as long as Shecky isn't below his hut. 6. Only one Mangree throws well. Once Shecky is out on the ground beat feet back to the wooden walkway and jump down to the lower level. Follow the Mang to the tree ladder and climb up into the nest. Inspect all things and then walk the vine/leaf bridge to the tree roller coaster chair. Once in the chair deal with the biological lock and be off. Return to the linking chamber and link out to Tomahna. (NOTE) Be aware, info on the chair lock while true isn't specific. Start from the right, then click and drag the hand icon across the dark band "ONLY" then release as you pass into the big dark blotch between 2 sections of coil! Any deviation above or below the band spoils the procedure and you must restart. As far as I can tell you must right click out of the close up then re-click back into it. ______________________________________________________________________________ "LEAD AND INVESTIGATE WITH YOUR HAND"! 3.3 TOMAHNA.II When you become aware in Tomahna it looks like Achenar, moving to the railing of Yeesha's habitat and dropping a linking book as he vanishes. I don't know about you, but my instinct is to investigate so open the orb, zip link to Yeesha's bedroom, take the info garnered from the previous visit and open the bookshelf. Locate the book and then link out to where? Serenia as you'll soon discover. ______________________________________________________________________________ "LEAD AND INVESTIGATE WITH YOUR HAND"! 3.4 SERENIA I 3.4a to the Temple Area 3.4b Solving the Harvester puzzle 3.4c Getting to dream on a stone bed in Audrey SAVE Take your time, explore thoroughly and document all interesting finds. Like Haven there's lots of water on and around Serenia, more interesting are the tall multi level pedestal mesas that cover a huge chunk of the island and what turns out to be sort of mini Spirit henge sites. Move out from the cave, once past the 1st bridge, look a stony Lawrence Welk bubble maker! "Myron, turn onuh de bubble machineh"! Moving on, you can hear noise from ahead, a combination mechanical wooden water wheel and multi gated sluice. Beside it a stone water pool. You can stop water flow to 1 of 2 streams by moving a slide bar left or right but to what end? Exit, return to and continue along the path. As you approach an intersection you see Achenar scurry off along one of the paths. As you follow after him you'll pass an empty henge on the left and by the time you get to where he was he's gone. As you look ahead you see 2 more intersections, one a foot path and the other where 2 streams cross. The West/East stream is ducted over the North/South. At this point it doesn't matter which direction you go, by the time the age is completed you'll have pretty much covered the entire island. I'm going left, if you lead with the hand and explore diligently you'll find a box in a hollow of a stone pillar. In the box is Achenar's diary with some interesting sketches and events. Continue along the path; just before the path ends you pass a fire henge on the right. The path ends at an intersection with a big honkin tree that's dusting the area with pollen. Go left to inspect the 2nd water wheel/sluice gates, when done continue along the path. Another henge on the right, it may be empty or have a dust devil, (wind/air henge), a few feet further and you end up back at the 1st intersection. Right takes you back to the linking cave past the 1st water wheel; left you've already been so go straight. Pass over and by 3 bridges, and a fire henge till you come to a wind henge on the right. Another path merges from the left, for the moment look back to see a water henge then continue exploring this path. As you continue, in the distance to the left you see what looks like a giant white rose or maybe a tulip. Soon you reach the end of the path due to a raised draw bridge. While facing the draw bridge turn right to see another odd shaped organic looking thing with lumber and rigging protruding from it. What, another giant flower thing? Return to the wind henge and go right toward the water henge which may or may not be occupied. Another Multi gated sluice. This one is damaged and also provides a memory of Sirrus when he damaged it. Continue to the next intersection and get a load of the Lily looking things dripping liquid fire? It's so burny! Turn right and have a walk down spirit tribute lane. It has bubbles and pollen and fire oh my! Further ahead a path connects on the left, been there, can see the big honkin tree in the distance. As you approach the stone arch a pretty woman, Anya, greets you, gives instructions then starts ringing the big bell. 3.4a to the Temple Area Walk to the center of the intersection and take the time to reconnoiter the area. There's an arch ahead and to the right and a small temple to the left, so explore the area before leaving. As you exit the area you take several steps down to a mid level stone walkway, when you level out there's a 2nd set of steps going down on the left. Look up and take note of Audrey II the huge white flower, surely the one you saw from the draw bridge path, I hope she doesn't have teeth. Take the left and continue along the path to the well with a diving bell suddenly rising up from the depths. Sirrus is in the bell; he sees you standing there. As he rushes out the back of the bell he tosses an explosive into it wrecking it for sure. I'm thinking it's the same stuff that torched the walkway at Tomahna. Walk around and locate the backside of the bell and pull an Achenar memory off the debris. When done explore the area below the flower, locate and enjoy the sights, touch 1 of the 4 burial casket looking things for some emotional memories of Yeesha, Sirrus and Achenar. Check out the heart of the flower ... pumpy? Locate the steps to the uncomfortable looking stone bed for future reference then book for outside. (NOTE) you have to touch the casket thing to get Red to show up at the base of the steps to the mid level walkway. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Don't worry Beanie girl I'm a comin! Exit the room and return to the mid level walkway. Just before you begin to ascend the steps you meet another yummy protector "Red" her hair is afire with reds, oranges and yellows very trendy. Anya must be water, (bluish grey) and Red fire, anyway, listen to what she has to say log the important junk then continue up. Head left and across the wooden bridge to the original, albeit old and busted Audrey I, the same thing seen from the draw bridge that had the lumber and rigging sticking out of it. There's a pipe thing sticking out of the stone with a Yeesha memory attached. Go up the steps and meet Achenar close up and personal like. If you put a knotted handkerchief on Achies head he'd pass as a Gumby easy! Anyway, he let's you know that he's against Sirrus and that Sirrus has Yeesha. Achenar is truthful, qualifying with, (don't let father come here). Take note of the stone post with the red tongue that you can pull, "PULL THE TONGUE!" You hear a distant muffled sound. To the left is another sluice. Discover the flat circular stone is now up and over to the side leaving a hole in the walkway. Climb down into a chamber there's an empty pedestal that looks like it held the thing Achenar was carrying and a rudder like object that can redirect the light entering the room from the rear. Although redirecting the light doesn't accomplish anything. There's a 2nd place to climb out, do so and you end up where Achenar was when you were listening to him. Walk around to find another path and that the drawbridge is now down. Follow the new path down to the lower level of Old and Busted to find yet another water wheel/sluice but this one doesn't look like the WW feed channels into the well of a 2nd harvester. 3.4b Solving the Harvester puzzle Pull a lever, this harvester works. While standing at the lever take a good look around, notice the bright rectangle on the far wall of the well. If you move over to the entry point for the bell the lower section becomes visible when the sun shines on it. Use the control levers to raise the bell, once up climb aboard, find the handles and levers to close the hatch and lower the bell to the harvesting area. Keep a sharp eye out the portal on the descent and later as you rise there's an interesting thingy in/on the well wall. Once you're back on dry ground check your To Do List, you should still have the Hall of spirits and maybe Achenar's diary. If you didn't find the diary shortly after entering the age take his advice and do so. Zip to the HOS temple on your way out to see that the sisters haven't finished their beauty nap. Now zip to the linking cave and then begin your search for the diary. Once you find it read and record the interesting pics and passages. If you found the book shortly after entering the age and already took down the good stuff it's time to put on your thinking cap and start referencing saved data. (NOTE) I believe the game purposely blocks your ability to track the movement of the rivers on Serenia to make one of the puzzles more difficult, (again read time consuming). The supposed water map mosaic from the temple area is deceiving and doesn't appear to track the rivers correctly and as far as I can tell mark the correct locations of the water wheel/sluice gates, sluice gates and the number of rivers flowing into and out of them. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ So what do we know so far? 1. Achenar and Sirrus have broken free from their prison ages and are on Serenia. 2. Sirrus has Yeesha, (restrained against her will dream chamber memory) and intends to kill Atrus. 3. There' a 2nd harvester with a working bell and there's an emblem on the wall of its well. 4. Achenar's diary shows the 2nd harvester and a tunnel dug from the well under and up to Old and Busted. 5. There is a door looking thing partially exposed on the upper wall of the well. 6. There is a spillway on the far side of the well draining off excess water What do you need to do? 1. Visit the HOS 2. Get into the lower chamber of the flower via the well tunnel 3. The well is continuously flooding, so for starters you must block the inflow of water. After adding up all the "knows" and "needs" your initial decision is to figure out which sluices need to be diverted from old "Old & Busted" Audrey. Zip out to the forest, locate the water wheels and sluices and begin testing which gates need to be closed to stop the inflow to Audrey's well. There are 2 obvious in feed sources to the well; one is the pump station in front of the well and the 2nd is running down hill and may be from the temple area. The diverting of the flow from 1 source provides immediate results and can be verified by zipping to and from the well area, but it has an odd lock. The 2nd source will be more difficult to assess, the water from a number of sluices are channeled to it. However with a smidge of time consuming detective work and from a "single vantage point" you'll find and be able to track a line of sight route from 1 sluice to another and in between where it crosses a stream. The flow from the 3rd source is obscured by pillars, however when you have the correct gates lowered there will be no water flowing through any of the gates at the broken sluice. SAVE Once part 1 of the in feed problem is solved its time to solve part 2. Part 2 has 3 parts to it; the best I can offer is a small experiment and some observation. Place a glass in the kitchen sink, flood it with water then take a measuring cup able to fit inside the mouth of the glass and lower it into the water. Observe the results then remove the object and again observe the results. Lastly, flood the glass again but this time as you lower the measuring cup tip it as you lower it allowing it to fill with water, remove the cup and observe. How does this help you? Once you have access to the tunnel carefully explore, there's extra help with the well. When complete, the door at the end of the tunnel opens and you have access to the object seen from the bell, a door with a 6 color coded lock, red, green, blue, pink, yellow and light blue. To date the only data on the lock is from Achenar's diary and the memory of their conversation from the door itself. 3.4c Getting to dream on a stone bed in Audrey II What's left on your "To Do" list? Hall of Spirits! Zip to the Temple square and enter, hmmm still napping. So gaining access to the well doesn't wake them up. Visit all the places within and around the temple area to see if something pops up, maybe Anya or Red have something new to add. Hey Moe, finally, there's an Air/wind protector Cougar at the village calling blow pipe thing! She gives good pipe and suggests going to the HOS too, so it's back to the temple yet again. Ah threes the charm. It appears each spirit has 2 attendants Anya, Red and Cougar have an equivalent with a magic mask and flipper hands. Big Red will take over; follow her instructions to discover who your spirit guide will be. When they're done with you head out to the stone forest, grab an offering and find your guide. When you get to your guide hold the offering to them and left click. (NOTE) I've played through the game 3 times and each time I get wind, I don't know if this is always the guide or just my game. If not I'm not sure what to do to get a different guide. So far I've deleted the old game before starting a new one; maybe I'll try leaving the old game then starting new to see if that changes things. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ If accepted there will be a flash, zip back to the temple area then beat feet to Audrey II. Climb the steps to the chamber and let the game take over as Big Red instructs. (NOTE) The light show leading up to the work end of the event is cool the 1st time through but a drag from there on. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Once the guide leaves you alone and before you move off the white swirl, (Yeesha) save the game. SAVE Here's the thing, you have to change all the colored swirling things to white by passing over them. Each time you pass over one it'll change color; the sequence is the same for all swirls. Don't fret; eventually you'll be forced to include white swirls to get to untouched ones. You can do pretty much any pattern you like but triangles and squares will minimize retracing over cleared swirls. The trick is this, when you get down to the last swirl you must start a new group of 3 minus the "LAST" swirl. Once the new group matches the color of the last swirl include it into the group so that they'll all go white in order. If you have all the swirls white the game will take over and boot you from the dream space. As you leave the dream space you'll see 2 triangular patterns with the six colors representing the 6 ancestor colors. This is part of the color code on the locked door at the end of the well's tunnel. Unfortunately as the pattern breaks up into the 6 tri color groups on the door they go white. So, now you're at a true impasse on Serenia, there's nothing more to do here unless you want to spend who knows how long trying to guess the color sequence of the inner circle of the door lock. Zip to the linking cave and link back to Tomahna. ______________________________________________________________________________ 3.5 TOMAHNA.III When you arrive you're outside the portion of the compound seen during Exile. You can explore the burned section of the study if you like, but eventually you must reenter the game through the locked door to the Botanical lab. Nothing seems to have changed since last here, so make haste back to the linking chamber via the elevator tram. Once on the platform near Atrus' bedroom zip to the linking orb, enter, close the door and link out to Spire. ______________________________________________________________________________ "LEAD AND INVESTIGATE WITH YOUR HAND"! 3.6 SPIRE 3.6a Finding a comfy chair with legs 3.6b Daddy, make my stone ship fly 3.6c Powering the chair 3.6d Time to tune the cables 3.6e Make the spider sing SAVE Take your time, explore thoroughly and document all interesting finds. Become aware inside another damaged linking orb. Exit to what appears to be a most inhospitable place; dark, windy and what seems like a never ending cloud bank just below the linking chamber. Descend the steps to each platform and have a look around, it seems like Sirrus has been using his new found explosives everywhere. Continue down till you come to what happens to be an unusable elevator shaft. Proceed to the next lower level, a set of jade like statues resembling Atrus' family when the boys were young. Explore this platform and document all interesting items. As you explore further to the end of the stone bridge take note of the hole and the interesting crystal filled hexagonal geode, both have memories attached. Go to the end of the 2nd stone span there's a 2nd elevator which works. Hmm, ride or slide; a hole with a shredded rope or working elevator? We'ze close to the ride, so call Otis and go for it. Once you come to a stop you can press Otis again to ride one level lower. There's something on the floor a few feet away from the elevator, pick up a page left by Sirrus and record it, (pic). The exit is closed off, but there's an interesting chair looking thing past the gated and locked door. Ride Otis up to the mid level stop. Ooh, floating and fluorescent stones. As always take your time explore everything and document the interesting. As you make your way toward the outer edge of the level you see and hear distant lighting and thunder. There's a big honkin busted crystal to the right and a couple tables to the left, it looks like a work area. There's a telescope and an electrical experiment on the closest table and both have Sirrus memories attached. Looking through the telescope you see another spire in the distance. Read Sirrus diary, and learn what he has been up to for a 4 yr. period. Get the notepad out and begin keeping track of important junk for future reference. Look out to the lane of floating crystals leading to the distant spire then look up to see another series of floating crystals. Further left there's a sort of greenhouse setup, a statue and another memory. When the area to the left has been sniffed out, head for the giant busted crystal to the right. It has a pole ladder and metal hatch in the floor of the crystal. Crap, the hatch is locked. Continue into a new area, as you pass the debris another page on the floor relating to a similar crystal experiment as the 1st page found below. This appears to be a work/sleep area, be very observant, there's much to see and find. There's a crystal with a hole in its center to the right of the work bench, and lots of paperwork to sort through and document around the room. Lastly a crystal filled hexagonal geode, the geode is busted, there's a chunk missing from the front. If it's like the 1st one found it had a grill thingy with graduated slide and a white marker. The crystal has a memory attached watch it. When the area has been cleared head back to the busted crystal with the hatch and ladder. I'm going up 1st. There's no where to go up here, yet there's an interesting control panel, (hence known as CP#1), a floating bobbing orb thing to the left, more crystal buoys and a crap load of orbiting debris. This particular spire is either massive on a near planetary scale or super dense to have its own gravity well. How come MF isn't squished? (NOTE) I suggest if you intend on "PLAYING" with CP#1 at this point you should save 1st then restart from the save when done, otherwise ensure that you reset the panel after each move by flipping the power switch off then back on after the ball in the vial returns to its original position. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Observe the memory off the control panel then open it up for a look. There are levers, buttons, lights and a glass vial on the right with a floating ball and a green marker on glass. The panel must be important, (memory) but without a clear objective and or further information there's no reason to mess with it yet, so return to the level below. 3.6a Finding a comfy chair with legs Hmm, the hatch is locked so maybe the hole in the crystal from the sleeping area gets us into the lower level. Return to the crystal with the hole, I don't like jumping into places without a net but here goes. So, when you roll out into the next level it happens to be on the other side of the gate in the chair room. Crap again! There's a power switch in front of the chair with an icon, move to the chair, sit in it and play with it. A big table thing with legs lowers from above revealing a control panel with many icons. Take note of the 4 icons and the numbers beside them on the left side of the panel. The top icon looks like the chair and the 3rd and 4th are represented by items on the chair. I can't say I've seen the 2nd icon yet. They look like 3 pawns; threes show up a lot on the chair. There still isn't any or enough power to run the chair, there isn't anywhere else to explore. So leave the chair and do a close-up on the statue to the right, it has a page with numbers on it. Unlock the gate, call Otis and ride back up to the tippity top. Exit the elevator and head for the other geode. Try the hole near the pentagonal crystal filled geode. When you plop out at the bottom of the tube look around, you'll soon recognize some of the objects above and in the distance. Move over the floor grating to the pole ladder, ah, a hatch; climb up and see that you were between elevator levels below the locked hatch. Once back on the lower level you see there isn't much area to explore but there is some pretty interesting and important stuff. You can see the distant spire with smaller spires surrounding it and all appear to be floating in the cloud layer. To one side of the ladder is a book like object that opens up to a circuit board thing. Notice the emblem on the upper left page; it resembles the image on the cover of the control panel from 2 levels above. Notice the "S" icon; it matches the power switch in the chair room and the lastly the octagonal shape with the 3 lines running through it from the chair. The right side of the book is filled with bunches of little light pegs, kinda like an old lite brite game. Move over to the larger control panel, CP#2; notice the icon on it matches another one on the circuit board. Take the memory and learn the 2 panels control a ship. Maybe that's what the floating orb thing is two levels up. Open up the panel and see that even though it's larger than the one 2 levels above its set up like it and has all the same components albeit more so. Still, knowing the 2 panels somehow control a ship doesn't help much, how many capacitors and on which panel? I feel like I still need more info, but if there is anything definitive on the operation of the "SHIP" on this spire I haven't been able to find it and if I have it's been too subtle for me to catch. 3.6b Daddy, make my stone ship fly SAVE So, what do we know? 1. There are a number of pages found that relate to experiments done on crystals that absorb or transmit or magnify electrical power. 2. There is a distant spire with what looks like a series of crystal channel buoys connecting it to this spire, meaning Sirrus has probably been there. 3. There's a chair that certainly does something but doesn't have or have enough power to run it. 4. After reading Sirrus' diary and seeing his memories from both control panels you know both panels must be used to make the ship operational. 5. After assessing the control panels you see the vials on each are divided with lines into 9 sections with the green marker in the 2nd position from the bottom. 6. The movement of the ship coincides with the movement of the ball in the vial. Therefore, the ship has 9 different positions which include the 2 docking stations. 7. After messing with the lower control panel, you see that it pulls the ship down and that there are 7 5 move combinations that light from 1 to 7 lights on the control panel and dim the same number of channel buoys. 8. It is possible the lower and upper buoys zero out the buoyancy of the ship. 9. The upper panel pulls the ship up. There are 4 3 move combinations that light from 1 to 4 lights on the panel and dim the same number of upper level crystal buoys. 10. The ship has 2 docking stations, (round metal things with inner rings and clamps) that sit beside and above the upper control panel and below the lower panel. 11. Prior to operating either control panel the ship floats 2 spaces below the upper docking ring. What do we need? 1. To operate the control panels correctly 2. Travel to the distant spire. 3. Power to the chair. So the only things MF has going for him/her at the moment is the green marker on the vials, the save option, and knowing both control panels must be used to correctly operate the ship and a little luck. (NOTE) The 1st time you get the ship to move the game takes over with a neck snapping move up and left so you can watch the ship as it lowers or rises and it won't let you go until the ship stops moving. If you flake and fail on your 1st series of moves with the control panels I suggest you restart from the above save for 2 reasons. 1. It'll probably be faster than running between both panels, and resetting them. 2. Because the left right moves you right down while experimenting won't repeat for the 2nd attempt without a reset. There are only 3 solutions that will get the ball in the green and give access to the ship, 2 solutions require the use of both panels and only 1 of those 2 makes the ship operational. Lastly remember each CP pulls the ship to itself, that's a plus! +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ * Once you have the correct move combinations for both panels the ship moves into position and the bridge extends to and over the ship. Climb aboard, pull the lever and enjoy the ride to the other spire. Climb out and thoroughly explore the new spire. As you approach the gap in the floor you can see cabling and what, another control panel? Take the memory off the hole in the crystal then climb down. There aren't many things to explore but the telescope provides us with a memory and other interesting tidbits. As you make your way back to the rope notice the object to the right, it's a winch and it's reining in a large floating boulder/crystal. Locate and pull the lever, the winch shakes and wiggles. Pull the lever a bunch of times and it should become obvious why the winch reacts poorly. Fix the problem, pull the lever and watch the floater rise. Climb up; see the new floating floor section and explore the new area. Yup another control panel, and tonza crystal buoys. The icon on the cover of CP#3 matches the octagon with the 3 lines in it on the chair. There's a memory from the cover. Open this puppy up ... OY 34 lights! That's a lotta lights! Dig into your pics, notepad and virtual ledger for anything on the panel. There's only one thing that comes close to this and it's from the chair room. The problem with it is it doesn't quite match the number of lights on the control panel. The chair has an icon with 3 gear looking things in it and the #36 beside it; however CP#3 only has 34 lights. This one is going to take a bit longer and some brain work if you're going to do it on your own. If you assume the #36 on the chair is credible then you're going to end up with some trial and error. 3.6c Powering the chair SAVE (NOTE) While testing the left/right combinations on CP#3, I came up with many different combinations that repeated the same 6 lighting numbers. I'd a thought there'd be way more 6 usable numbers. Due to the memories from the 3 panels It's obvious the 1st 2 CPs must be used jointly, however even though the memory from CP#3 does mention "network" it doesn't mention balancing forces between them as in CPs#1&2. So for now, because of the number of lights in CP#3 I don't think it matters whether 2 or 3 CPs are required. That said; if you did the work to figure out the possible number set combinations of the 3 panels and know the number of lights in each panel and their total in combination, do a little math. You should quickly eliminate 3 of the 6 number combinations from CP#3. With the 3 remaining numbers from panel #3 you'll end up with 8 number set combinations totaling 36 that utilizes 2 or all 3 panels. (Warning) On 2 occasions while testing the combination sets for powering the chair the game crashed while resetting CP#1 to 1 and or 3. One time each for 1 and 3 while testing and playing the screen went black as the ship began to reset from the R, L, and L move. Sound and the icons at the bottom of the screen remained. I had to hit Control, Alt, Delete, and restart the game from a save prior to the one at CP#3. The next time I tried the same problem number it ran fine. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ When you decide what to do get on with it then return to Spire #1 and complete the puzzle. When complete zip back to the hallway between Otis and the chair. Once in the room sit in the chair and push the blue button to activate it. Watch the 36 little lights surrounding the octagon with the 3 cables brighten up. As they light up so do the icons on the left side of the chair. Once all are lit the chair is ready, so locate and pull the knob to the pawns. As you lower down the statue follows to a much larger cavern, once you've looked about and are happy with all pull the knob again. As you sink lower into the cavern large panels separate and tilt showing a myriad of little lights, (the pawns?) 3.6d Tuning the cables So, at this point what happens now? Well you may have noticed by now that 2 of the 4 icons on the left side of the chair have matches on the chair, the octagons and the gears. The gear image in the middle of the chair is a set of small doors and can now be opened, push the button and ride down one more level. Now you're hanging from some cables and chain out in the open, at the bottom of the spire. You have 3 mechanical devices in front of you, each one has an icon and each icon is represented by a shape. The left is a pentagon the middle is a circle and the one on the right is a hexagon. Dig into your ledger for the info, if you were diligent while exploring the spires you got some close up pics of 3 crystal filled geodes. 2 of the geodes had a band with graduation marks on them and a white marker set on a graduation. The 3rd geode didn't have a band on it but there are 2 instances where the needed data is laid out for you. 1. The damaged geode in Sirrus' sleeping area had a memory attached with a clear look at the band. 2. The missing band is stuck in the post near the chess set and bed with the graduation marks and white marker clearly visible. Look at the pics carefully; see that each has a distinctive shape and take note of the exact position of each white marker. Once you have it figured out locate the pull bar of each gear and set it. If you mess it the little rod with the small crystal on it to the left of each gear is the reset. There's no fanfare when all are set there's a black beam me up Scotty button high and to the left. When you get back to the big cavern with the panels filled with bunches of pawn crystals save. There will be blood, (probably streaming from your eyes and ears) with what's ahead of you. (NOTE) Even after playing through 3 times and knowing where all the markers go, getting them to the right position in time is a big honkin pain in my medieval buttocks, (maybe yours too). Frequently the marker drops down to the position below. 2ndly and more so infuriating, cables 1 and 3 are very close to the crystal, stone and Nara locks, so close that as you move to grab the markers more often than not the game forces a close up look at what ever lock it's closest to. So be prepared to restart a few times. A ball and gag might keep the family and neighbors from calling the police or EMTs! +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 3.6e Make a Spider sing. So its time to dig into all the junk you've collected throughout the age and organize it into something you can use. What do we know? Rock 1. Rock test page on desk sleeping area, says 20 units of power output required to control rock, look at image and see that 5 is set a 3rd cable. 2. Page found on statue in chair room, possible rock data, (minor stretch with desperate logic), shows 11 tests, last 3 set at 5 on cable #3. 6 of 11 tests have 10 at cable #1. If page is rock data and 10 at cable #1 and 5 at #3 then should be 5 at cable #2 to agree with fact #3 to total 20 units of power. 3. Cable setting for Rock is? Nara 4. Nara page found on work bench sleeping area, Nara stronger than other substances, requires all power the keyboard can provide. 5. Keyboard has 36 crystals and 12 graduations on each cable totaling 36 6. Cable setting for Nara is? Quartz 7. Quartz page found on hallway floor between Otis and chair room, cable #3 must be set below 5, 8/12/4. 8. Quartz page test 27, found on floor near sleeping area, must have 6 conductors on cable #1 9. Cable setting for Quartz is? Blue Crystal 1. Blue Crystal page test 17, cable #1 set at 3 2. Blue Crystal page, from box in sleeping area, states total output from CPs #1 and 2 required to power crystal. CP#1=4, CP#2=7, total=11-3 on cable #1 leaves 8 divided between cables 2 and 3. There are 7 possible combinations with 3 at cable #1. 3. Cable setting for Blue Crystal is? (NOTE) For the Blue Crystal, with cable #1 set at 3 the 7 possible combinations for cables 2 and 3 are 7,1/ 6,2/ 5,3/ 4,4/ 3,5/ 2,6/ 1,7. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ SAVE Once you have some or all the combinations I suggest you confirm by testing and resetting from the previous save. Each time you get a crystal to vibrate you may want to magnify it to see what's going on in each of the housings. Once all have been verified prepare for the 2nd half of the major pain in the butt puzzle. (NOTE, HINTS) 1. For this puzzle I set the hand icon's opacity level to 10 making it easier to see the graduations on the cables. 2. Use peripheral vision to keep track of crystals as they light up or go off as you slide the markers along the cables. 3. To save a second or 2 per each item, (quartz, rock etc.) whatever marker you happen to be moving to complete the 3rd cable setting, (whichever cable that may be), only needs to pass by the correct graduation to activate said item. 4. Having watched the interiors of the enclosures rotate you discover that the Quartz enclosure has 1 opening, Blue has 2, Rock 3 and Nara has 4. It takes Quartz 48 seconds to reach the 1st opening, Blue 31s, Rock 19s and Nara 12s. This pretty much sets the order of completion. Just in case anyone else is as thick skulled as I am and expects the game to do something grand once the stones rise, it won't. I assumed the game would raise the chair too and it didn't. This prompted Mr. Thicky to believe he'd done something wrong again. I finally figured out, (read stumbled into) after a frustrating hour of backtracking and a couple of restarts that I actually needed to lift the door on my own. Can you believe it? Labor! ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Once the stones rise up to the chair, press the blue button to raise the top of the chair and walk over to the platform. Explore the platform "THOROUGHLY", locate the diary, read it and discover the intent of Sirrus. Locate the 2 glassed containers and the can thingy that sits between them. Take the memories from both, use the info and objects found on the platform and return to the chair. It may take a couple of turns to figure out what to do, but once you do it correctly, you'll know it. Finally exit the chair for the last time to see that Otis is clear and ready to rise. So beat feet to Otis, make sure you got everything and zip back to the linking chamber or ride back to the surface in style then zip to the chamber. Once in the chamber link back to Tomahna for the last time. ______________________________________________________________________________ 3.7 TOMAHNA.IV Pull the lever to exit the orb then zip out to Yeesha's bedroom. Once there open the bookshelf, locate the linking book and link back to Serenia. ______________________________________________________________________________ "LEAD AND INVESTIGATE WITH YOUR HAND"! 3.8 SERENIA II 3.8a Confronting Sirrus' Dream Parasite Once you land in the linking cave zip to the base of the steps closest to Old and Busted and head for the harvester. As you pass by the locked door to the lower level of Audrey Sirrus pops out startles like the weasel he is and commences to lay his oily weasel lies on thick. Once he scurries back into O-N- B beat feet to the harvester and take the steps to the locked door. Push the button once the flashy thing is done and pull out the pic of the circle of 6 colors you got from Otis just before leaving Spire. Know that they have been different every time I played through the game. Right them down on the REAL notepad and take note of the colorful security measure Sirrus laid in front of you. There's an inner ring with 6 circles and larger outer ring with 18 circles. You need to correctly orient representatives of the 6 colored circles from Spire into the lock. This isn't difficult, again, just time consuming. You also need to find the 2 tricolor images you got from your 1st dream experience. Once you have them set correctly don't expect the game to takeover for you, open the door yourself, yeah I know labor. If you have the colors sequenced properly the colors in the door will light bright and the door will open. If not double check, reset and try again. Once you pass the door it closes and there's no turning back, you're in "End Game" now. Shortly you'll be coming up to 2 puzzles that will vie the Spire entries for the "Most Tedious Puzzle" award in the entire game. Move along the passageway to the ladder and climb up into Audrey's (upper) lower level. Locate the few interesting but unimportant things and move on up the stairs. Ooh! There's little cutie beauty strapped into an electric chair kind of thing. She's understandably freaked out, but does seem a bit out of character as she makes demands and tries to chew her way out from the shackles. If you leave the room she'll beg you to come back, when you do she'll reiterate her demand to release her by pulling the silver lever. Once you make your way back to the area where the 2nd chair and levers are Yeesha frees her right hand and then Achenar enters the room. Achenar pleads his case while Yeesha refutes. You are then given the choice to pull the silver lever and free Yeesha or the amber lever to start the memory transfer process. You need to decide who to believe Bunny fur or Neanderthal! Regarding Achenar, if you read all his and Sirrus' journals you'll see the progression both have made, albeit in opposite directions. Achenar is the repentant and Sirrus as the seething plotter bent on full and violent revenge. Sirrus intends to use Yeesha as a means to learn the art of writing ages. So the positions of both men are clear, Achenar may be a nut bag but his intentions are to keep Atrus and Yeesha safe. From this point it is up to MF to decide whether Yeesha has been compromised and then pull the correct lever. (NOTE) There are 2 endings for the game and they're determined by what decision MF makes now. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 3.8a Confronting Sirrus' Dream Parasite Pull the Amber lever and watch Yeesha show her Sirrus spots. Achenar explains what he's going to do, and asks that you assist in the dream state. Sit in the chair look up at and into the stone things eye holes and travel into the dream state to do battle with Sirrus in his dream form. Sirrus is shaped like a parasitic bug thing and has confined and scrambled a couple of Yeesha's memories with some light rope things. Once you've been injected into the 1st set of fragmented memories, get a sharp pencil and a clean sheet of paper. Reconnoiter your surroundings, take note of the objects around you and listen to the memory fragments. What do we know? 1. There is a chess board, an emblem from the temple mosaic, a linking book, a picture of Atrus and Catherine and finally Yeesha's water spirit statue, all items seen during MF's travels through the ages. 2. There are 10 symbols floating over the objects. Each symbol represents a fraction of a Yeesha memory. 3. MF's Spirit guide says the guideless interloper, (Sirrus), has anchored himself to her by jumbling powerful memories that they share and is using them to hide from her. 4. MF's spirit guide suggests the only way to free her might be to reorganize the fragments enough to startle the interloper into revealing himself. What do we need to do? 1. Listen to all the fragments, write them down, number them and then organize them into a coherent verbal memory. 2. Discover which of the objects to begin and end the memory in. 3. Begin adding numbered fragments into the correct objects until all fragments associated with them has been placed. The game will let you know when the proper order and number are in the correct objects. (NOTE) Prior to this write, I never paid attention to the starting positions of the fragments as I entered the dream space. The objects and the memory are always the same I'm just not sure about their starting positions. Frankly up to this write it took me up to 20 something move sets to solve this puzzle; however I was sure there was a much faster solve. So I cut some wooden squares numbered them and laid them out in the untouched grid. It took me close to an hour to whittle it down to 12 move sets. If there is a faster solve I ain't smart enough and don't have the gumption to look for it. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Once you have solved the puzzle you'll be whisked out of the current memory, speak to the spirit guide for a moment and then shot back into the next fragmented memory. This puzzle has 1 less object to shuffle the same number of fragments into and this alone makes it more difficult to solve. Finding the #1 object and object orientation is more difficult because you're forced to pack more fragments into fewer objects. All these issues existed in the 1st puzzle but to a lesser degree. However, even though there are fewer objects to shuffle 10 fragments into the puzzle can be solved in 7 move sets. As with the 1st memory puzzle 1. Listen to all the fragments and organize them into a cohesive monolog then number them for orientation in the objects. 2. Locate the #1 object, determine object orientation and then begin placing fragments in order within the correct object orientation. (NOTE) If you're going solo on this, to help with memory puzzle #2 pack fragments 6 to 10 in one of the objects so you'll have room to juggle the 1st 5 over the remaining 3 objects. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Once you solve the puzzle the game will take over, Sirrus will be booted from Yeesha's mind and plunged into the void. You'll pop out into real time then listen to and watch Achenar kick the bucket. It'll go black and you'll reappear just outside the living room facing the fireplace. Atrus will walk in from the kitchen area, give a soliloquy and then turn away toward the fireplace. Fade out to the ledger and rolling credits. ______________________________________________________________________________ 5. SOLUTIONS TOMAHNA PUZZLES 1. Power Distribution Box, column to column; 1-6, 1-3, 6-5, 5-4, 5-6 2. Viewer Power Up and alignment, Pull lever on railing near stairs, power chair to telescope, right red wheel to center Rime, press lighthouse icon button, power down chair move to viewer. 3. Tuning Viewer crystals to channel Rime, Use Rime code in Atrus journal to match selection of crystals in viewer. Right side panel on viewer has a sliding lever that views a selection of a particular color of crystals; the color wheel below the slide chooses the crystal color. The center panel has the viewer above a series of 5 button operated doors which will host the selected crystal and an activation button below the doors. Once you select a color and a crystal click the appropriate door. Once all crystals have been set hit the activation button. If the code sequence is the same for all games then it is R6, LB3, Y8, G8 and B2. 4. Fireplace Puzzle, 8 columns and 6 rows, orientation, 8/6 would be column 8 and row 6. Solve, 2/2, 6/3, 8/5, 6/6, 4/4, 3/4, 1/5 5. Bookshelf Puzzle, you can solve the puzzle using the bookshelf passage from Yeesha's diary, the D'ni primer from the terrace, the letter from Atrus to Catherine in their bedroom and the family tree in the 1st arboretum. 2 rows with 8 books each, in order, 2/4, 1/6, 1/8, 1/3, 2/6 ______________________________________________________________________________ HAVEN PUZZLES 1. Elevator puzzle, To the left of the elevator move 3 cannonballs into the box, slide the box in the elevator to the ramp, slide 2 balls into it then slide it back into the elevator. 2. Mangree hunting post puzzle, To solve is 3 tones, high, low and high. The duration of each is as important as the tone, and is the most difficult part to get right. The best I can say is there's a long and a short duration, my estimation is the long tone is 3 times longer than the short one. 3. Gate Puzzle The 2 hammers must expose the 2 marbles from the slides then cover the marbles. BR=brown, D=down, L=left, etc. BR D 2L U 1R BL U 3R D 1L BR D 2L U 2R D 1L U BL U 2R D 2L U 1R 4. Hand Bridge Puzzle The animal print chart in the Mangree hunting/observation platform is the order of admiration; match them up with the totem emblems. 5. Ring around the Shecky Puzzle, Number the 5 huts A to E from right to left. The good thrower has a white beard (drawing 1st fl. desk lake hut) and starts in hut "B". Move the Mangs in this order. E-A, D-E, A-D, B-A, C-B, D=C, E-D, A-E, D-A, C-D, Throw. ______________________________________________________________________________ SERENIA PUZZLES Harvester Well Puzzle The most obvious sluice is from the temple area. Zip up close to the sluice, solve the lock on the wheel and divert the flow to the pool on the right. This will flood the underground chamber Achenar was crawling out of. Climb down the manhole and zip back to the well for proof. The other sluices have water spirit henges connected to them. The North sluice, (sliding carriage and the pull rope) lower the left gate to stop the water coming from the north lane. It flows to and under the West/East crossing stream. Slide the carriage into the square axel; grab the arched 2 knobbed lever and roll it to the right. Retract the sliding carriage, climb down and pull the rope. Zip to the crossing streams, (mentioned in Achenar's journal) for proof. Be aware the N/S stream also flows into the sluice with the broken left side gate. The left sluice, (broken gate) flows into Audrey's well. The North/West Water Wheel/Sluice also flows into the, (broken gate) pull the lever to right to lower left gate. ______________________________________________________________________________ Spire Puzzles Control Panels 1&2 Puzzles Lower panel R, L, R, L, R = 7. Upper Panel L, R, R, = 2. Control Panel #3 Puzzle Because only 3 of the 6 combinations produce valuable numbers I'm supplying solves for 26, 29 and 34 only. 1. R, R, L, R, L= 34 2. R, L, R, R, L= 29 3. L, R, R, R, L= 26 Powering up the Spider Chair Solution Because there are so many combinations totaling 36 I'm only giving the quickest solves relating to the CPs 3 Puzzle solutions. 1. CP#3 34, CP#1 2, CP#2 OFF 2. CP#3 29, CP#2 7, CP#1 OFF 3. CP#3 26, CP#2 7, CP#1 3, the combination for CP#1 is R, L, L=3. Option #2 is the fastest solution, when you reset CP1 or 2 the ship relocates between the 2 docking stations. Shutting off CP#2 causes the ship to move through 7 positions; CP#1 moves the ship twice. Cable Puzzle, Cables from left to right 1, 2 and 3, #1 Pentagon= 4, #2 Circle= 3, #3 Hexagon= 4 Quartz, Nara, Rock and Blue Crystal puzzles 1. Quartz, 6, 12, 4 2. Nara, 12, 12, 12 3. Rock, 10, 5, 5 4. Blue Crystal, 3, 1, 7 Clearing Otis Puzzle Once you reach the platform locate the panel on the right, slide the bar with attached crystal right to the pawn icon. Move to the 2 glassed containers; slide the double canister to the left container, (10, 5, 5) etched on the glass. Return to the chair and slide all 3 markers to 12 and wait for the explosion. Nara is the strongest most powerful of the 4 crystal/mineral/ore whatever they are. ______________________________________________________________________________ SERENIA part 2 1st Dream Puzzle This solve is from the start and untouched. Each object has 1 or more fragments of the entire memory within them. The chess set is object #1, counterclockwise; Chess Set, Statue, Painting, Book and Emblem. They'll be designated by C, S, P, B, and E in the solution. The objects and starting fragments with numeric designators are; Chess set; 8, 4, 3 Statue; 1 Painting; 7, 9 Book; 2, 5, 10 Emblem; 6 Rules, There're a bunch of rules, but if you follow the directions you don't need to know or worry about them. I can't come up with a way to make this solve easier to write out so, the simplest thing I came up with to keep track while figuring the moves is below. (Example) 1. P-B-P = (1st move, from Painting to Book to Painting). A move is considered as grabbing 1 or a group of fragments and placing them into objects until the hand icon is empty and MF is forced to grab another fragment or group of fragments from another object. SOLVE 1. P-B-P 2. P-S 3. C-S-C-E 4. B-E-C-S-P 5. E-B-P-S 6. C-S-C 7. P-B-P 8. P-S 9. C-S 10. B-P-S 11. P-S 12. S-C-E-B-E-C-S-C-S-P-S 2nd Dream Puzzle The same rules from the 1st memory puzzle apply and can also be ignored if you follow the solution below. The objects and starting fragments with numeric designators are; Book; 7 Tank; 2, 5, 10, 1 UFO; 9, 4 Chair; 6, 3, 8 SOLVE 1. U-T-U 2. C-U-C-B 3. U-C-U 4. T-U-C-U-T-B 5. U-C-U-T 6. U-T 7. T-U-T-U ______________________________________________________________________________ 6. NOTES OF INTEREST TOMAHNA.I When meeting Yeesha for the 2nd time, if you delay moving into the 2nd arboretum by exploring the Lab first you get a different FMV when you meet where her amulet slips off her neck. If as you leave the Botanical lab after resetting the power grid you turn left toward the 1st arboretum you'll hear a flute or piccolo, follow the sound and find Yeesha in the lower level of the 1st arboretum playing an ocarina looking thing. TOMAHNA.II, My instinct on the 1st run through the game, (as I hope many may have done so as not to feel overly stupid and alone because of it) is to follow Achenar. In itself it's a sort of trap although not a game ending one. There is stuff to do on Serenia, however once you complete what you're able to, there're no obvious indicators telling you to leave for whatever/wherever. Unless and or until you find Achenar's diary and can put the obscure clues together you'll spend lots of time running around trying to figure out what to do next and or what you missed never knowing if there's a way to resolve the age so as to move on to wherever. SERENIA.I If you follow Red around the harvester she'll talk about using parts from another older harvester. SERENIA.II If you pull the amber lever then follow Achenar look into the chamber door's portal. You see him bust the globe protecting the flower heart in the sealed enclosure and then the portal fogs over. At the end in the jury rigged dream chamber, if you dawdle on deciding who to believe, Yeesha will make the decision for you. As Achenar moves toward you Yeesha grabs his crossbow with her free hand and sends a bolt into his back, then turns to and puts one in MF thereby ending the game. If you pull the silver lever and free Yeesha she runs to the back of the chamber and pulls the ties holding the suspended dream stone. The stone drops down onto Achenar and MF, although MF is brought to consciousness by Sirrus in Yeesha's body where she monologs then fires a bolt into MF.