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The Book of Watermarks
FAQ/Walkthrough
PS 1999
Version: 1.0 released on the 23rd of May 2011
Author: odino
http://www.gamefaqs.com/features/recognition/47976.html
This guide is EXCLUSIVELY available at GameFAQs.
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| .========================================================================. |
| | TABLE OF CONTENTS | |
| '========================================================================' |
|============================================================================|
| 01.) Introduction | G0100 |
| 02.) Basics | G0200 |
|----------------------------------------------------------------+-----------|
| 03.) Walkthrough | G0300 |
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| XX.) FAQ | GXX00 |
| YY.) Version History | GYY00 |
| ZZ.) Credits & Thanks | GZZ00 |
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01.) INTRODUCTION G0100
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Welcome to 'The Book of Watermarks' for the Playstation, released by Sony in
1999.
The game was developed by Sony sub-division ARC Entertainment although in
conjunction with a company called Watermarks who are mainly responsible for the
artistic style of the game.
The game was only release in Japan although is fully English. There are
Japanese subtitles for those that need it. The actual game does not require
any text but the story might be lost within the cutscenes (if it is at all
interesting).
Suggestions, comments or errors - tell me about it. Enjoy!
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02.) BASICS G0200
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This game plays exactly like Myst although with even less interaction. The
comparison needs to be done early because you will pretty much just walk
around and rarely interact with objects. Most of your analytical skills will
depend on observation which makes it kind of hard. There is not much guidance
given but for some Japanese subtitles.
Controls:
`````````
You basically just use the Dpad (analog stick works too) to move through the
surroundings. Left, Right, Forward and Backward is all you need for this. If
you want to approach an object you just use the forward button, then press
the action button (O) to interact. Retracting is simply done by going
backwards. The other buttons (/\, X, []) are only used for some puzzles. The
only remaining controller function you will need to know is the SELECT button
which brings up your inventory. This is a simple view of objects you have
collected and you can press Action to use such an item if applicable.
Saving is done within the game and not with a pause menu like you might expect.
The save book is at the end of the library and I will point it out again within
the walkthrough.
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03.) WALKTHROUGH G0300
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Act I: Navigators
``````
You start off on Ceres Island with a nice view of the library but knowing the
next puzzle's answer you do not even need to step inside until later. Face
right instead and start walking around on this courtyard path. Each corner has
a statue. Approach each one and set the correct letter.
NE=M
SE=V
SW=R
NW=G
The correct input will end the act.
If you enter the library you will know where the solution comes from.
Incidentially, the book at the end of the library can be used to save by the
way.
Act II: Architects
```````
Go around to the back of the courtyard and face away from the little building.
The door here holds the tetrahedron.
Inside the library, advance to just before the four statues, turn right and
left up ahead. Turn right after the next step and you will be in front of a
door. Inside you can find the dodecahedron.
Step up to the building in the middle when coming from the library to find the
sphere.
Go around the building in the courtyard and approach it from the back. The door
has a simple puzzle. Each row and column must add up to 34.
Press /\ until it shows 2, O until it shows 8, [] until it shows 9 and X until
it shows 15. The following chart explains which button to use for where.
16 3 /\ 13
5 10 11 O
[] 6 7 12
4 X 14 1
Approach a pedestal and use the following items (SELECT to open the inventory
by the way) on them respectively.
M=Sphere
S=Dodecahedron
T=Tetrahedron
Act III: Elementa Geometriae
````````
Take the cog and note the m symbol (anyone knows if this is a realy geometry
symbol?).
Go to the library and up to the second floor via the stairs between the statues
(either way is fine). Go towards the front and center where you will find a
contraption. When you interact with it you will actually look beneath the
machine where you can insert the cog. Back at the top of the machine, interact
with it until you get the symbol from earlier (and beware there is a red
herring m symbol here).
The pattern is as such.
O o O
o O o
== ==
O o O
o O o
Step up to each of the "O" marked bowl and flip the geometric shape. After the
last one you will end the act.
Act IV: Labyrinth
```````
Open the door at the start and get the key. Go down to the first floor and left
of the stairs (if you were coming from the entrance). You get here the same way
as for the other side earlier. Before heading down the ramp at the end of this
corridor, look into the area to the right to find another strangely shaped
item.
Once downstairs you will stop half-way through the corridor. Look right and
take the sun plate (you will need it soon but not in this act).
At the end of the corridor, look closely at the door and unlock it with the
key. Inside the room with yet more books, turn right and approach the desk. Use
the strange block from earlier on the desk to open the book and see the map of
the labyrinth (this might be optional?).
Approach the door at the other end of this room to find a large wheel with
numbers. If you already looked at the globe opposite where you found the sun
plate you will know the answer: O R B I S. Select each letter in that order to
open the door and step through. You actually have to emboss the letters.
Inside the labyrinth proper, use the following directions to get through:
Foward, Right + Forward, Right + 2x Forward, Right + 2x Forward, Right + 3x
Forward, Right + 3x Forward, Right + 4x Forward, Right + 4x Forward, Right + 5x
Forward, Right + 2x Forward, Left + Forward There is no indication you are
going the right way but the last left turn leads to darkness. If you make a
mistake you tend to return to the starting room.
Act V: De Hvami Corporis Fabrica
``````
You return to the room with the book. If you check it out you will find the
path has changed. I am unsure if this must be looked at to activate the correct
path, I suggest you just do it anyway.
Turn around and return through the door ahead. This time you do not need a code
to enter. Once inside, start using the following directions to find your way
through the other labyrinth. Move 2x Forward, Right + Forward, Right + Forward,
Right + 2x Forward, Right + 2x Forward, Right + Forward, Left + Forward
Take the moon plate, turn around and you will be back in the room with the book
(yes, magical).
You should already have the sun plate from earlier else pick it up on your way
out of this room.
Time to trudge all the way back to the courtyard. Yes, it is a looooong way and
if that was not enough you also have to circle around and approach the building
from the back. Place the sun plate on the J pedastal, moon plate on the B
pedastal in the room from earlier (it stays open too).
Time to leave this world, oops, island and switch disc.
Act VI: The Tale of Roses
```````
Iris Islands are Ceres are actually still connected. If you turn around from
the starting position and go through the door, then continue straight you will
return to the library. There is nothing here you can do but save your game.
Walk straight ahead from the start and around the center garden. Approach the
door at the building ahead.
Control the sun and moon dials with O and X. The outer sun dial should be at
III whereas the moon dial should be at II (You get this idea from looking at
the large clock outside in the garden by the way). The door can now be opened.
Use the glockenspiel on your left. Play [] O /\ X X /\ O []
The door on your right is now unlocked so step through and take the long and
boring treck up the hill to the temple.
After this unimpressive but long sequence, enter the temple proper for a quick
and a lot more impressive scene.
Approach the steps but instead of descending them turn left or right and walk
around the center part. Even though there is tons of space the game forces you
to stick to the outer edge. When you have reached the other side of the temple
hall you can turn towards where you entered and approach the little pavillion
that keeps the "The Tale of Roses" book.
Act VII & VIII: Necronomicon & Astronomicon
```````````````
Acts VII and VIII are together (do not ask what The Book of the Dead has to do
with Astronomy).
Take the eye right where you start and turn around. Place the eye into the
skull and press action to get a dial of letters. Control each dial with the
four controller buttons. Spell out M O R T (and be thankful the dials only have
a few letters) That takes cares of two tomes in just 2 minutes.
Act IX: Aesthetics
```````
Turn around and take a step forward, then left and go around to the spinning
device on the side of the temple. If you look at it to your left and approach
then you can grab a medal. There are some hints for the puzzle ahead in the
opposite room but as you need to walk all around it and there is not much you
need (since are playing with the guide) you can skip that.
You are in for a long walk now. Return to the entrance of the temple, step
outside and take the marathon back down the hill. Skip the glockenspiel, cut
through the garden and enter the building you were standing in front when you
arrived on the island. Inside, take a couple of steps forward but do not go
through the door as it takes you back to the library. Instead turn right and
approach the door that is beneath the stairs going up. Insert the medal to gain
access.
You will have noticed the tiles are labeld. Step on the floor following this
order: C O M P O S I T U S (you already start on C by the way) If you step on
the wrong one you have start over again. The door will open when you've done
it correctly.
Act X: Polycronycon
``````
Take the golden globe (no pun intended) on the right of the starting position.
Take the crystal ball opposite the metal sphere. You do not need it in this
chapter but you might as well take it now to save yourself some walking.
Speaking of...
You now have to, you guessed it, schlepp ALL the way back to the temple. The
goods news is that you can safely walk across the previous puzzle as your
leave.
When you finally make it to the temple, proceed straight ahead and decend the
wide stairs. Take either stairs further down and then approach the bowl
opposite the door. This will open the actual door.
Enter and continue ahead to end the act.
Act XI: Le Viandier
```````
Turn left and take the crystal ball. Go back up the stairs, leave the temple
(you are not coming back here, yay!) all the way down the slope and enter the
building, then continue through the garden and into the other building. Ascend
either stairs on the side and pick up the two crystal balls on both ends.
Now if you listened to me and got the fourth crystal ball earlier then you can
skip the next sentence. If you stll need the last crystal ball then return
below the stairs and take the right arch. You will find it at the end in the
other room (but I mean you really should have picked it up earlier while
there!).
The next location is below the stairs taking the left path.
Approach the device and open each slot to add a crystal ball. The first one is
the black one, going clockwise from the entrance use the blue, yellow and
white. I.e. Black near the entrance, yellow opposite, blue left of the
entrance, white right of the entrance. You have to actually step up to each
device and then turn around to be able to walk to the next one.
Act XII: Silence
````````
Just step up to end this already. Kind of sums up the game.
Act XIII: Watermarks
`````````
This is just a video since you already have the tome from the start (if you
followed the plot).
Prologue:
`````````
Prospero will talk to you about your success. Congratulations.
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XX.) FAQ GXX00
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Q) Is this game in English?
A) Yes, fully.
Q) How do I get to the solution for puzzle xxx?
A) The solution is given, the answers are within the game area you just have to
look around and figure out that you have to use it in a certain way. For
example, the statues in the library have letters on them which give away the
very first puzzle in the courtyard, and a clock in the garden is the answer
for the dial puzzle nearby. It is pretty much always like that.
Q) Is this game like Myst?
A) Absolutely, but let's not call it a rip-off ;)
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YY.) VERSION HISTORY GYY00
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v1.0 First release (23rd of May 2011)
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ZZ.) CREDITS & THANKS GZZ00
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GameFAQs for hosting this file.
ARC Entertainment and Sony for the game.
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respective trademark and copyright holders.
This guide may be not be reproduced under any circumstances except for
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distributed publicly without advance written permission. Use of this guide on
any other web site or as a part of any public display is strictly prohibited,
and a violation of copyright. ,,,
(o o)
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