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Follow the dark path or use the light
Myst IV: Revelation Pack Shot

Myst IV: Revelation



by Ghidrah


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 

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. 


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.

1. Cursor Transparency 80%
2. Cursor Speed 50%
3. Camera Speed 100%

1. Overall Volume 100%
2. Music Volume 20%
3. Music Frequency 21%

Game Options
1. Toggle Zip Mode checked

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.  


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.

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


3.1a Resetting the Power Station
3.1b Back to the Observatory
3.1c The Fireplace, the bookshelf and Linking out


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 

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.


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 

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. 

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 

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. 

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.

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. 


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.


3.2a, Bungle in the Jungle
3.2b, Across the Lake


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 

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. 


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.

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 
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 
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 

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 

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.


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 
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.

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.



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 


3.4a to the Temple Area 
3.4b Solving the Harvester puzzle 
3.4c Getting to dream on a stone bed in Audrey


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 

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. 

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 
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 
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.


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 

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 

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 

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 

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. 

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.


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 

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 


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.


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


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? 

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 


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 

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 

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 

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.

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 
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


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. 

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. 

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?

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?

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?

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?

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. 


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 

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. 


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.


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.

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 

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 
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.

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.



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 


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 

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.


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

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.  

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
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


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 

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 

If you follow Red around the harvester she'll talk about using parts from 
another older harvester.

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.