MYST IV REVELATION
Title: Myst IV Revelation
Producer: Ubi Soft
For: PC
MSWord: Courier New
Created: 12/3/09
Revision date: 1/20/20
By: Ghidrah
Version 1.1b
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.
___________________________________________________________________________
1.0 JUNK
2.0 OPTIONS
3.0 BRIEFING
4.0 REVISIONS
5.0 CONTRACTIONS
6.0 WALKTHROUGH
7.0 CHOOSING A SPIRIT GUIDE
8.0 SOLUTIONS
9.0 NOTES OF INTEREST
___________________________________________________________________________
1.0 JUNK
Revelation came out in 2004 but I didn't know about it or 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"; (our avatar) makes, frankly I would prefer a single step per click
and the old "ZIP" system or even four or five steps per mouse click. I really
like it in Riven, use it or don't 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 sluice. Even if the memory at the wheel of the sluice
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 then Spire and then
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.
3/15/15
As mentioned in my recent revision of Riven, I was unable to play any of my
Myst games, well any games that were made before Vista. My XP pile died and I
couldn't get any of the (x86) games to install let alone play without
crashing when Frankie 5 was built, (win 7 64bit). Then I heard about GOG.com,
I bought Riven, URU and EOA and was so happy I could play the 3 again, so I
began reading up on Exile and Revelation. Many also could not get the 2 games
to run I had tried using the compatibility mode for XP sp3 but they froze. I
tried installing patches if they were available with no luck.
Then someone suggested using "Run as Administrator", that worked for Exile.
One small anomaly, when going back and forth from game to desktop the cursor
would be frozen on a return to the game. I stumbled on a fix for it, press
"Control/Alt/Delete" then press cancel and the cursor frees up to continue
play. So I loaded Revelation the evening of 3/14/15 and checked run in XP and
administrator, so far everything is running smoothly.
___________________________________________________________________________
2.0 OPTIONS
Without knowing the type of hardware your comp has running or the number of
and types of software I can't make any accurate suggestions for anyone. This
is the Game options setup I have on my pile.
CURSOR
1. Cursor Transparency 80%
2. Cursor Speed 60%
3. Camera Speed 100%
AUDIO
1. Overall Volume 100%
2. Music Volume 20%
3. Music Frequency 20%
Game Options
1. Toggle Zip Mode checked
GRAPHIC OPTIONS
1. Game Resolution 1024X768
2. Contrast 60%
3. Brightness 80%
4. Gamma Correction 1.26
5. Special Immersion Effects check
6. Water Effects check
7. Depth of Field check
Guide options;
I've utilized the "FIND" by placing the main ages in 6. WALKTHROUGH from
there you can use find to jump to the section. At the top of each section,
(Age) I've placed subsections to pin point a search to minimize unwanted
information.
___________________________________________________________________________
3.0 BRIEFING
This guide will be as close to -0- spoiler as I can make it.
Be aware, having played through a few times and not taking the "PRESCRIBED"
routes on the 1st run this guide will follow my 2nd run, but with as close to
a -0- fore knowledge experience as possible.
If you're new to the Myst series or haven't played any of the games for some
time, (forgetting all the ins and outs) you must be hyper vigilant and
explore everything, you never know what isn't important till the game ends.
The game leads with and relies heavily on the hand icon to let you know when
and where you can go and what you can interact with, (visible hand icon,
pointing finger and magnifying glass in hand); FMVs prevent MF from walking
or zipping out.
Even though Revelation has the camera and notepad I'd keep a real notepad
close by, it'll help big time when it comes to corralling and then organizing
all the junk acquired on the camera/notepad relating to a particular puzzle.
I have a problem with the ledger when it comes to amending a sentence, half
the time, if the sentence is short I just clear it and start over. I
accidentally delete letters or combine words.
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 a game. 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, age or game.
"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. All images are
grayed out while in elevators
___________________________________________________________________________
4.0 REVISIONS
After all these years, I'm bummed no one ever emailed me about the errors in
the guide; I didn't know till I began playing Revelation again and discovered
it on my own.
(3/15/15) Tomahna,
Correct error in Power Distribution Box puzzle, add more detail to data. I
wish someone had let me know about the error so I could have fixed it long
ago.
(3/20/15) Spire,
Error in original guide, corrected Spider chair puzzle cable setting.
(3/20/15) Spire,
Not an error from original guide; although a possible conflict of data
regarding order of setting resonators. I had much better hand eye control
over the sliders 6 years ago, now I blow chunks, so in this version of the
guide I utilize the resonator disruption times of the 4 resonators.
(10/31/19) Tomahna,
Reorganizing Power Distribution Box number sets to eliminate a random number
press and to include variants.
11/8/19 Serenia,
Update, regarding acquisition of the Spirit Guide, back when I could still
play off the Win XP DVD on Win 7 I always got the Wind Guide. I'm currently
playing the Steam version of Revelation and on the 1st attempt got the Water
Guide.
1/20/20 Guide
After playing through the game and using the guide I found a number of errors
and or omissions, this iteration is an effort to correct errors and or
elaborate on instructions.
1/22/20
Solutions, Spire, include information acquired at end of Spire.
2/24/20
"Choosing a Spirit Guide"
If you've been stuck on one guide, (like me with Wind) this will assist you
in acquiring all 3 guides.
___________________________________________________________________________
5.0 CONTRACTIONS
1 Ear Down= "1ED",
2 Ears Down= "2ED",
2 Ears Up= "2EU",
Control Panel= "CP"'
Counter Clockwise= "CCw",
Hall of Spirits= "HOS",
Link in Point= "LIP",
My Friend= "MF",
Harvester bell= "Otis",
White Beard= "WB",
___________________________________________________________________________
6.0 WALKTHROUGH
6.1.0 Tomahna I
6.2.0 Haven
6.3.0 Tomahna II
6.4.0 Serenia I
6.5.0 Tomahna III
6.6.0 Spire
6.7.0 Tomahna IV
6.8.0 Serenia II
___________________________________________________________________________
"LEAD AND INVESTIGATE WITH YOUR HAND"!
6.1.0 TOMAHNA.I
2/24/20
CHOOSING A SPIRIT GUIDE
For players that may have an interest in choosing a Dream State Spirit Guide,
instructions for each guide are in section 7 between the WALKTHROUGH and
SOLUTIONS sections. Know that your decision must be made shortly after
appearing in the tram with Yeesha.
6.1.1 Resetting the Power Station
6.1.2 Back to the Observatory
6.1.3 The Fireplace, the bookshelf and Linking out
"SAVE"
(NOTE)
Remember use your Camera and ledger often and keep a real notepad at hand for
figuring and observations not in the virtual ledger you never know what's
important till the game is over.
+=+=+=+=+=+=+=+=+=+=+=+=+
You become aware in an enclosed suspended cable tram with a 10 to 13 year old
little cutie named Yeesha who's blabbing away about ma being gone etc, etc.
Yeesha stops the tram for a moment and demands I take a picture of the area
in front of us; I do to shut her up and get her to land at the domed
structure nestled between 2 sections of a stone arch. Watch Yeesha exit the
area after adjusting a lever that opens an irising 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 or the open hand. Halfway
around the room Atrus shows up, as usual he shanghais you into assisting him
in a procedure to align the 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.
(NOTE)
Be aware, the test can pass quickly or take forever and or not be completed
at all, I can't figure out why; it doesn't appear to matter whether one
follows Atrus' instructions to the letter or not.
+=+=+=+=+=+=+=+=+=+=+=+=+
Before leaving for Rime to retrieve a part, Atrus tells us what he wants us
to do while he's gone. I open up the real notepad and write down the
highlights of what he said. Once done locate Atrus' journal in the room and
find the Rime reference, snap a pic of the crystal code then explore the rest
of the Observatory.
Take pics and notes on all interesting junk and anything that might be.
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.
6.1.1 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,
a botanical mini garden. Once inside explore, take pics, notes and proceed
along the walkway. As you exit garden#1 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 lab.
The 3rd structure is garden#2 with no descending ladder, see Jose Gecko,
listen and to Yeesha, (she comments on her amulet showing her things and who
does and who doesn't believe her), tell her to seek psychiatric help and run
away 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 looked over 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) maybe take a pic and
then reset the breaker.
You can explore the last habitat structure on this side; however regarding
Atrus' instructions I retrace my steps back toward the Observatory. As you
pass the sunroom/lab you see Yeesha again, enter and discover the presumed
sunroom is a Botanical Lab/nursery.
3/15/15
(NOTE)
This note is for a clarification of instructions on the Junction Distribution
Box and a correction to the solution of the puzzle in section 7.
I apologize for the error regarding the solution in section 7, (SOLUTIONS) I
don't know what I was thinking when I typed 5 instead of 4 for the last
segment. No one ever called me on it
+=+=+=+=+=+=+=+=+=+=+=+=+
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 supplied to the Junction/Distribution Box
needs to be realigned before power can be reactivated and routed to the
entire compound. Both power station icons, (columns 3 and 4) must have a
bright green light at the top of its respective column to achieve proper
alignment. The correct alignment to the 2 center columns must be set to
restart the station, so move to it and open the cover.
"SAVE"
As the display is revealed you see 2 familiar icons, (if you took pics of all
the interesting items you've passed so far you can reference them via the
ledger) all the icons represent the power distribution points around the
compound, e.g. elevator and tram stations. Take note of the 2 center icons,
(columns #3 and 4) 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 but can be done in 5.
So what do we want to do?
1. Adjust the Junction/Distribution Box.
2. Reset the breakers at the Power Station.
3. Return to Atrus' workplace and reset the antenna.
What do we know?
1. The Junction Box must have a green light above both Power Station
breakers.
2. The puzzle appears to be a math problem.
Once the puzzle is complete return to the power station and flip the breaker
to power it up. Once the big button at the top of the pedestal is pushed the
flood gates will open.
(NOTE)
Believing there must be a shorter solution I used pennies in a 6 column
mockup and eventually found 3 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.
+=+=+=+=+=+=+=+=+=+=+=+=+
6.1.2 Back to the Observatory
Head back to the Observatory. As I exit the power plant the crazy cutie pie
waves to MF as she heads for the only building this side of the compound I
haven't explored. As I reach the intersection, the ground begins trembling,
then an explosion and black out. When I awaken its night time in Tomahna, I'm
stunned, dizzy and hanging at the end of the damaged, dangling walkway high
above a rock crevasse. My only option is to climb up to and through the 2nd
garden. Once clear look about, except for no Yeesha and the wrecked walkway
everything appears normal in Tomahna. Remember the tasks Atrus set for you,
head back to the Observatory via the walkway and elevator.
(NOTE)
If you stop at the Power Distribution Box in the Lab on your way back, see
that power has been restored to all points in the compound.
If you didn't thoroughly explore the Observatory before leaving it to reset
the breakers it's likely too dark to see anything of import. You can enter
"Options" and raise the bright and gamma controls to help locate the objects
you'll be required to interact with.
+=+=+=+=+=+=+=+=+=+=+=+=+
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. So 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 on the chair 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 a moon that happens to be 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. Return to the viewer; access the Rime code from your ledger or from
the work desk drawer. On your way to the viewer take note of the 3 objects on
the table to the left, they appear to be cameras at different parts of the
compound.
Play with the viewer for a bit to figure it out. Locate the correct crystal
profile and its color from the slide bar and rheostat on the right side
panel. Place the correct crystal in the correct chamber on the center panel.
Repeat the process for all 5 crystals then press the big red button at the
bottom of the center panel. If you picked the correct crystal profile and
color combination for the 5 chambers Atrus will appear in the above viewer.
Listen to him, take notes and move out when done.
(NOTE)
MF certainly ain't me! I'd a blabbed everything to Atrus before he had a
chance to inhale and begin speaking, but, as it turns out MF clams up.
+=+=+=+=+=+=+=+=+=+=+=+=+
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 rides on a rail and skims 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 closest
structure across the river. Now move up to the last building to be explored
on the 1st side of the compound, Atrus' and Catherine's bedroom.
6.1.3 The Fireplace, the bookshelf and Linking out
Enter the room; if you have your volume set high enough you'll hear a hum,
spend a sec or 2 and locate the security cam on the wall to the right of the
entry. To the right there's a table with a sheet of paper on it beside the
bed. Locate the desk Atrus spoke of and look for an insignia while passing
your hand over the entire desk for a zoom icon. When one is located you can
open a small door between the shelves. Inside is a sketch of the fireplace,
lights and lasers. Just below the door is a square panel with what may be an
insignia, (it's blurry but reminds me of the turret in the Mechanical age of
Myst).
Push it in to reveal 2 secret shelves on either side of it, each holding a
book. Read the books for some background on the creation of Spire and Haven
and take some pics. Explore, continue taking pics and using the ledger and
your notepad as you meticulously explore the room. You'll make a few
discoveries, one 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 likely took place just after the explosion
earlier in the day.
(NOTE)
From now on when moving your hand over an object and the magnifying glass
(zoom icon) appears, check the amulet. If it's flashing click it to see a
memory from one or more of the 5 people in Atrus family. Some of the memories
are visuals with conversation. Some of the memories may be important for the
information they provide so pen the highlights down for future reference.
Certain memories generated by MF will also be available through the amulet if
you return to the spot where they were created. Open a book, if the amulet
flashes click the amulet then turn the pages and hear the writer speak the
written word. No doubt listening is 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 writing desk. Once the requirements have been fulfilled return to the
fireplace. Push the button to expose the grid and then prepare for the Fire
Place Puzzle.
(NOTE)
I spent tons of time on this puzzle the 1st time. Taking the sketch
literally, 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. Wifey made a suggestion; I
hate it when she just sees an answer, and feel stupid missing the obvious.
She unscrambles 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.
+=+=+=+=+=+=+=+=+=+=+=+++
(3/20/15)
To date I haven't found any clues related to the fireplace puzzle in the
game.
+=+=+=+=+=+=+=+=+=+=+=+=+
"SAVE"
Take your time, all squares targeted by laser must be lit, (turned red) 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, a
communal gathering point.
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 and has 2 levels, swing the bridge back to the last
habitat and walk down.
This is Yeesha's bedroom; explore every nook and cranny thoroughly.
Eventually you get to the bookshelf.
What do we want to do?
1. To get into or behind the bookshelf.
What do we know?
1. From what was discovered in Yeesha's bedroom, we know the bookshelf has a
pass code and it relates to the family member names and ages.
2. The books are the only interactive items and the titles are in D'ni.
3. There is a D'ni alphabet primer on the communal terrace beside
Yeesha's quarters.
4. There is a memo on the table in Atrus and Catherine's bedroom.
5. There is a plaque in the lower level of garden#1 that appears to be a
family tree.
What do we need to do?
1. Decipher and translate the family member's names in D'ni.
2. Deduce the order of ages of the 5 family members.
(NOTE)
Be aware, the names of the NPCs written in English are spelled differently
when written in D'NI, e.g., (letter in Atrus bedroom), so be thorough utilize
all items offered and don't give up. Obviously, once you have the correct
translations make notes on their positions in the book shelf for future
reference.
+=+=+=+=+=+=+=+=+=+=+=+=+
Hopefully you took pics of all those items to avoid all the running around to
gather them up. Once solved lock you get access to the water level below the
room, there's an easel and painting but nothing to do here, no secret hidey
hole, nada. Access was a tad too difficult for no reason maybe something
poops up later.
Zip back to the linking orb below Atrus' bedroom, close the door and then
link to one of the ages, I'm go to Haven.
___________________________________________________________________________
"LEAD AND INVESTIGATE WITH YOUR HAND"!
6.2.0 HAVEN
6.2.1, To the Wreck
6.2.2, Bungle in the Jungle
6.2.3, Across the Lake
"SAVE"
6.2.1, To the Wreck
Explore everywhere, take pics and use the ledger. Investigate everything with
the hand for the magnifying glass and the flashing amulet. It pays not to use
zip mode in haven till you've explored everywhere and everything and played
it a couple 3 times. It may sound tediously boring but quite often important
info passes under your feet.
Exit the orb, ominous in the distance, a big honkin wreck of a wooden ship
grounded bow up in the surf. The transporter station is blocked from the
beach by a rock wall and rubble. There's a construction of wood to the right
of the station that extends into the distance and looks like something may
slide on or over it. Further along and to the right is a set of steps cut
into the bedrock. Further still a little red crab keeps sneaking out of the
rubble stops then retreats. Hassle it and discover a conflict memory of a
falling out between Achenar and Sirrus.
The stone steps cut into the cliff face appear to be the only way out. Once
up the 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 sand and water. As you near the skeleton you see
spears protruding from the bones and what appears to be a totem pole. Take
pics, use the amulet and then head for the ship.
Elevator Puzzle
The elevator doesn't work, but there's a line connected to a pulley and
crank. It looks like there's another elevator toward the ship but can't get
to it and this one has a problem. There's an empty box in the elevator and
some cannonballs near the ramp. The elevator pulley has a box connected to it
and has cannonballs in it. On the ground to the left are more cannonballs. We
need to figure out the correct counter balance weight to raise the elevator.
Once the elevator is up you find a mini pulley and a break in the walkway,
head back down and figure out a new counter balance set up for the elevator
and the mini pulley. Once you have both elevators up make your way to the
wreck.
Once aboard you're given the option to go up or down, explore all 3 levels
and document the many points of interest in the wreck. On 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 foot 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 Achenar's diary you see he'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. Snap a pic, when done zip back to the beach and climb up into the
cave, there's 2 paths left, go up and get an overlook of the area below.
"SAVE"
Snap a pic or 2 then return to the mid level cave. As you begin exploring the
cavern a large biped runs out of the tent and drags the tent with it. The
tent 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 sorta mutated lion looking thing is a Camoudile. When you rise and
face back toward the cliff you'll likely see a 2nd cat crossing the path. I
return to the cliff and climb up to the camp, but discover the jungle is too
dense and none of the paths are visible from above, so I return to the tent.
(NOTE)
After a minute or 2 of flopping around, I decide the ships sail map is off
about 90 degrees to the right to my preferred orientation from the cliff
face, (I'm calling ship to lake West to East) so I open the viewer and expand
the map then draw the map. I then rotate said map 90 degrees left so the
wreck is at my 6, no mo disorientation por moo.
+=+=+=+=+=+=+=+=+=+=+=+=+
6.2.1 Bungle in the Jungle
Spin in place, locate the 3 direction options then boo your map. For
orientation sake locate the trap shown on the map then return to the tent.
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'll hear Mangs chattering, look to
your right and up to see 3 of them playing leap frog over a stump or
whatever. Eventually you enter a small clearing and discover a hunting and or
observation platform, make your way through the brush 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
are a couple magnifying glass observations to be made and one of them offers
the amulet.
3 Mangrees are playing leap Mang on a totem and one is always blocking the
emblem. Do a close up on them and take note of their hands and feet. 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, one could assume one of the calls could be an alarm signal. You need to
reproduce the alarm call. 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. It takes me a couple tries to get the durations correct. Once you
shoo them off zoom in, snap a pic of the totem's emblem and leave.
If you're cautious you'll lock onto a pretty important animal print chart,
possibly a hierarchy as deemed by Achenar, maybe fear and or respect. 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.
(NOTE)
Regarding the sound devices, you must be as accurate as possible when
reproducing the tones and their duration.
+=+=+=+=+=+=+=+=+=+=+=+=+
Return to the tent at the path junction, it should be to your right when you
reach the intersection. 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. As I approach 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 lil' ole moi so I tiptoe by, follow and explore
the grass path. OOH Monty another totem! I'm convinced the wreck's sail map
shows the positions of the pictured animal totems, so I snap a pic and
continue toward the water.
Once I arrive near the water I see a couple 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 your map, straight is to Zeftyrs, right to Karnaks. Go straight across
the planks and into the swamp young/old MF. Zeftyr territory, there're lots
of them and it must be their prints on some of the mounds between the planks,
snap a pic of a set for future reference. 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, locate and head for
the Zeftyr totem. Approach and snap a pic, then head over to the wooden
structure across the swamp. Have a look around, find the security panel,
figure out how to open it 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 where the planks fork go left toward the Karnaks. Eventually you come
to a locked gate. Move to the lock and lift the security 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.
What do we know?
1. The 2 bead/marble things are important and they don't move.
2. 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.
3. So, 2 options, 1. The important beads must be in one of the holes of a
barrel or outside the barrel. 2. A lever must be on a bead or not.
What do we want to do?
1. Move the barrels and levers around to unlock the gate.
Once solved and you're inside the area you learn that it's Karnak nursery
tonza littles all over the place. Find the totem, snap a pic, look about and
then zip back to the structure between the swamp and the lake.
Drawbridge Puzzle
Expose the control panel.
What do we know?
1. The panel has 5 sliding rod stations; each station rod has 8 emblems.
2. We have the images of 5 emblems representing the 5 main species of Haven.
3. We have pics of animals, totems and their emblems.
4. We have a pic of Achenar's hierarchy list.
What do we want to do?
1. Use the above mentioned data to solve the drawbridge lock puzzle by
matching emblems with the hierarchy list.
Knowing Achenar, it helps big time if you played Myst. Foremost, he is an
intelligent, albeit emotional cripple suffering from a couple 3 personality
disorders. However, see his accomplishments on Haven while listening to his
ravings. 2ndly he 1s/was or considered himself 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 or missed 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 you can pull the lever on the right, the game takes
over and the draw bridge lowers providing access to the 2nd part of the
constructed island.
6.2.2, Across the Lake
Walk the ramp to the hut and enter, thoroughly explore the lower level and
document. Finally, written in the 2nd of Achenar's Haven diaries, the names
of all the fauna, the "Cerpatee", the big honkin sea caterpillar thing found
on the beach. It appears Achenar is evolving, intellectually coming to terms
with his violent 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? And the South side may encompass the swamp and
jungle? I don't know, I'm happy with my orientation; do with the map
orientation as you please or not. Continue across the ramp into the South
side jungle of Haven.
When you reach the end of the wooden ramp meet Shecky the Camo he's exclusive
at the tree tops in perpetuity. 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 next to last puzzle on Haven.
Ring around the Shecky
What you see is 5 huts, one different than the rest, 4 Mangs, 1 Shecky and 1
ditch/pit thing with one of the poison plants at its edge. This puzzle isn't
brain twisting as much as time consuming tedium with a side of massive
frustration.
Clues from the platform are the 3 sound devices, a pic and tonal chart of a
Mang throwing fruit and a pic of the 5 tree huts. Looking over to the tree
huts you can see the vines connecting the huts, the pit with the poison plant
and a bush/vine like thing beside the far left tree hut.
The clues from Achenar's hut are the 4 Mangree drawings with tonal charts and
an excerpt out of Achenar's diary.
(NOTE)
Unless you've been through this event a number of times and are reliably
proficient at reproducing the sounds you should save.
+=+=+=+=+=+=+=+=+=+=+=+=+
"SAVE"
Mess around with the puzzle, get to know everybody, be observant and learn:
1. The 4 Mangs hide in the 5 huts till you call them.
2. A Mang in a hut with Shecky below and facing its hut may open its hut to
look about but won't leave when you call it.
3. A Mang will raise the cover of its hut when called but if there are no
empty adjacent huts they will close up.
4. Once called a Mang will run a vine to an adjoining empty hut.
5. Shecky can get stuck in the ditch in the central area and go woozy from
the plant pollen.
6. When using the throw call any Mang in the throwing hut will pop out and
throw a berry toward the pit as long as Shecky isn't below said hut.
7. Only one Mangree throws well.
(NOTE)
I have a hell of a time reproducing the correct sound duration of each tone.
This puzzle takes some considerable time to figure out who everyone is and
where the proper thrower sits at the onset of the puzzle. Unlike me, if
you're clever and or lucky you'll breeze through it.
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Once Shecky is unconscious climb down the tree and beat feet toward the lake
walkway then climb down the wooden ladder to the lower level. Follow the Mang
to the tree ladder and climb up into the hut.
Chair Lock Puzzle
Inspect all things and then walk the vine/leaf bridge to the tree roller
coaster chair. Once in the chair deal with the biological lock and be off.
Return to the linking chamber and link out to Tomahna.
(NOTE)
The info on the chair lock is true and specific follow it precisely. 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 to begin again.
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___________________________________________________________________________
"LEAD AND INVESTIGATE WITH YOUR HAND"!
6.3.0 TOMAHNA.II
When you become aware in Tomahna you see Achenar moving to the railing of
Yeesha's habitat and then dropping a book as he vanishes. I don't know about
you, but my instinct is to investigate so open the orb, zip to the exterior
platform and beat feet to Yeesha's bedroom, take the info and lesson learned
from your previous visit to open the bookshelf. Locate the linking book and
then link out to where? Serenia as you'll soon discover.
___________________________________________________________________________
"LEAD AND INVESTIGATE WITH YOUR HAND"!
6.4.0 SERENIA I
6.4.1 Locate the Temple Area
6.4.2 Solving the Harvester puzzle
6.4.3 Getting to dream on a stone bed in Audrey
"SAVE"
6.4.1 Locate the Temple Area
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
which turns out to be a sort of place with mini Spirit henge sites.
(NOTE)
I suggest you just explore the entire mesa area, there's no need to interact
with anything and if you do I suggest reversing whatever you do before moving
on so as to minimize any possible confusion later.
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If you do have a walkabout and are following the guide, return to the Link In
Point. 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 Achenar was he's long 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, record whatever you consider important. 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 gate, when done continue along
the path. Another henge on the right, it may be empty or have a dust devil,
(wind/air henge/altar), a few feet further and you end up back at the 1st
intersection.
Right takes you back to the LIP past the 1st water wheel; left you've already
been so go straight. Pass over and by 3 bridges, and a fire henge till you
come to a wind henge on the right. Another path merges from the left, for the
moment look back to see a water henge then continue exploring this path. As
you continue, in the distance to the left you see what looks like a giant
white rose or maybe a tulip. Soon you reach the end of the path due to a
raised draw bridge. While facing the draw bridge turn right to see another
odd shaped organic looking thing with lumber and rigging protruding from it.
What, another giant flower thing? Return to the wind henge and go right
toward the water henge which may or may not be occupied. Another Multi gated
sluice. This one is damaged and also provides a memory of Sirrus when he
wrecked it. Continue to the next intersection and get a load of the Lily
looking things dripping liquid fire? It's not 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
dandruff tree in the distance.
As you approach the stone arch a pretty woman, Anya, 1 of 6 greets you, gives
instructions then starts ringing the big bell. 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 2 the huge white flower, maybe 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 me
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 enter and explore the area
below Audrey 2, 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 one of the casket things to get Red to show up at
the base of the steps to the mid level walkway.
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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, follow
her, listen to what she has to say, log the important junk then return to the
mid level walkway. Head left and across the wooden bridge toward the
original, albeit old and busted Audrey 1, the one seen earlier from the draw
bridge it has the lumber and rigging sticking out of it.
There's a pipe thing sticking out of the stone walking area near the water
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 qualifies as believable 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. Head down the steps and discover a flat circular stone, (manhole
cover) 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 as far as I can tell. Explore the cave, locate the 2nd
exit and climb out, do so and you end up where Achenar was when he was
babbling to MF. 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 water into the well of a 2nd harvester.
6.4.2 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 Hall Of
Spirits on your way out to see that the sisters haven't finished their beauty
nap. Now zip to the LIP and then begin your search for the diary. Once you
find it read and record the interesting pics and passages. If you found the
book shortly after entering the age and already took down the good stuff it's
time to put on your thinking cap and start referencing saved data.
(NOTE)
I believe the game purposely blocks your ability to track the movement of the </pre><pre id="faqspan-2">
rivers on Serenia to make this puzzle more difficult, (again read "time
consuming"). I used to believe the tile mosaic under the gazebo to the right
as you enter the temple area was a map, if it is it 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.
+=+=+=+=+=+=+=+=+=+=+=+=+
So what do we know so far?
1. Achenar and Sirrus have broken free from their prison ages and are on
Serenia.
2. Sirrus has Yeesha, (restrained against her will; dream chamber memory) and
intends to kill Atrus.
3. There's a 2nd harvester with a working bell and there's an emblem on the
wall of said well.
4. Achenar's diary shows the Audrey 1 harvester and a tunnel dug from the
side of the well and up to old and busted.
5. There is a door looking thing partially exposed on the upper wall of the
well.
6. There is a spillway gate on the far side of the well that should drain off
excess water
What do you need to do?
1. Visit the Hall Of Spirits
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 Audrey 1, (old and busted).
Zip out to the forest, locate the sluices and begin testing which gates need
to be closed to stop the inflow to the Audrey 1 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 probably from the temple area. 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 odd lock should look very familiar, if you can't remember the trick go
back to your notes and pics for the info required to solve the lock. The 2nd
source will be more difficult to assess, the water from a number of sluices
is channeled to it. However with a smidge of time consuming detective work
and from a "single vantage point" you'll find and be able to track a line of
sight route from 1 sluice to another and in between where it crosses a
stream. The flow from the 3rd source is obscured by pillars, however when you
have the correct gates lowered there will be no water flowing through any of
the gates at the broken sluice.
"SAVE"
(NOTE)
Once part 1 of the water problem is solved its time to solve part 2. Part 2
has 3 sub parts to it; the best I can offer is a small experiment and some
observation.
Place a bowl in the kitchen sink and overflow the bowl's rim. Take a
measuring cup and lower it into the water but do not allow water into the
cup. Observe the results, remove the object and again observe the results.
Lastly, lower the measuring cup and allow it to fill with water; remove the
cup full of water and observe the results. How does this help you?
+=+=+=+=+=+=+=+=+=+=+=+=+
So what do we know?
1. The water source to the well has been eliminated.
2. You can see steps below the water to the right of the bell but can't gain
access.
What do we need to do?
1. Solve the water issue via the note above.
Once you have access to the tunnel carefully explore, there's extra help with
the well in the tunnel. When complete, much water has been removed from the
well but the door at the end of the tunnel is still closed. Refer to the note
above when complete the door auto 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.
6.4.3 Getting to dream on a stone bed in Audrey 2
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, while poking around the area where 1st meeting Achenar I meet up
with an Air/wind protector Cougar at the village calling blow pipe thing! She
gives good pipe and suggests going to the Hall Of Spirits too, so once she
begins to ignore me it's back to the temple yet again.
Ah threes the charm. It appears each spirit has 2 attendants Anya, Red and
Cougar have superiors that wear a magic mask and glove like things that give
them 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 appropriate offering and locate 1 of the 3
offering sites for your particular spirit guide. When you get to your guide
hold the offering up to them and left click the mouse.
(NOTE)
3/23/15
As of this version edit I've played through Revelation 6 times, (3 times
since 09 when writing the original guide) and each time I got wind, I don't
know if this is always the guide or just my game. When writing the original
guide was I supposed to retain an old game and start a new one? I got the
chance to do it this time and still end up with wind.
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11/8/19 Serenia,
Update, regarding acquisition of the Spirit Guide, back when I could still
play Revelation from the Win XP DVD on Win 7 I always got the Wind Guide. I'm
currently on win 10 and playing the Steam version of Revelation. On the 1st
game I got the Water Guide YAY! Before beginning my 2nd game I dumped all
previous saves and I got wind again.
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You must hold the offering up to the spirit and release it. If accepted there
will be a flash, zip back to the temple area then beat feet to Audrey 2.
Climb the steps to the chamber and let the game take over as Big Red
instructs you before leaving.
(NOTE)
The light show leading up to the work end of the event is cool and the music
pleasant the 1st time through but a drag from all successive there on, it's
very long.
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Once the guide leaves you alone and before you move off the white swirl,
(Yeesha?) save the game.
"SAVE"
(NOTE)
Here's the thing, you have to change all the colored swirly things to white
by passing over them. Each time you pass over one it'll change color; the
sequence to white is the same for all swirls, e.g., if the swirly is light
blue when you slide over it for the 1st time it will follow the sequence from
that point.
Red, Pink, Dark Blue, Light Blue, Green, Yellow, White
If you slide over a swirly to another one you can go back over it to a
previous swirly without changing it, i.e. pass over #1 changing from L blue
to green, pass over #2 changing from green to yellow to #3 changing it from
yellow to white then backtracking over #2 without changing its color to #1
changing it to yellow. Although I'm pretty sure there's a limit to how many
times you can get away with that without resetting the puzzle.
It is a tedious process and can take some considerable time to complete,
longer when you mess up and or force a reset. Don't fret; eventually you'll
be forced to include white swirls to get at colored ones you can't see off
screen. You can do pretty much any pattern you like but triangles, squares
and parallelograms will minimize unnecessary retracing over white swirls.
When complete and before 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 before you can see if they provide further info.
+=+=+=+=+=+=+=+=+=+=+=+=+
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 LIP and link back
to Tomahna.
___________________________________________________________________________
6.5.0 TOMAHNA.III
When you arrive you're outside the portion of the compound seen during the
Exile storyline. There're 2 doorways in front of you, you can enter the
closed left door and explore the previously burned section of the study if
you like, if so take your time, explore thoroughly and document all
interesting finds. There're a few memory events, but eventually you must walk
through the open door on the right to reenter the game. Unlock and enter the
door to the Botanical lab. Nothing seems to have changed since last here, so
I zip back to the elevator/tram and take a ride to the other side of the
compound. Once on the platform near Atrus' bedroom zip to the linking orb,
enter, close the door and link out to Spire.
___________________________________________________________________________
"LEAD AND INVESTIGATE WITH YOUR HAND"!
6.6.0 SPIRE
6.6.1 Access to the comfy chair with legs
6.6.2 Daddy, make my Stone Ship fly
6.6.3 Powering the chair
6.6.4 Time to tune the cables
6.6.5 Make the Spider Chair sing Daddy
"SAVE"
Become aware inside another damaged linking orb. Note the inaccessible book
on the seat. 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 intermediate platform and have a look
around, it seems like Sirrus has been using his new found explosives
everywhere. Continue down till you come to elevator#1, which happens to be
unusable at least for the moment; it's in line with the Linking Orb above.
Proceed to the next lower level, a set of jade like statues resembling Atrus'
family when the boys were children.
Explore this platform and view all memories and document all interesting
items. Explore past the statues to the crystal at the end. Take note of the
hole in the ground on the right and a gauge below the pentagon. At the
opposite side of this level to the left of the stairs is elevator#2 which
works. Hmm, ride or slide; a hole with a shredded rope or working elevator?
The ride is close, I call Otis. 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 elevator#2, pick up a page left by Sirrus and record it, (pic). The exit
is blocked by a gate, but there's an interesting throne looking thing with
spider legs past the gate.
Ride Otis back to the mid level stop. Ooh, floating and fluorescent stones.
As always take your time explore everything and document the interesting. As
I make my way toward the outer edge of the level I see and hear distant
lighting and thunder. There's a concealed area to the right and a work area
with a couple tables to the left. There's a telescope and an electrical
experiment on the closest table and both have Sirrus memories attached.
Looking through the telescope I see another spire, Spire#2 in the distance.
Read Sirrus diary, and learn what he was 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 thoroughly
explored head right; between the right and left sides of the level you pass
through a bored out crystal. There's a pole ladder and metal hatch in the
floor of the crystal. Crap it's locked. Why? Continue into the new area, as I
pass through the floor debris I find another page; relating to a crystal
experiment similar to the 1st page found in the stairwell. This appears to be
a work/sleep area, be very observant, there's much to see and find in the
clutter. Locate, sort through and document all points of interest the room.
Lastly another crystal filling a hexagonal mounting tube, the tube is busted
and the gauge is missing from the front. If it's like the pentagon it had a
graduated gauge thingy with a white marker. The crystal has a memory attached
watch it. When the area has been cleared head back to the bored 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, 4 more crystal buoys and a crap load of
orbiting debris. This particular spire is either massive on a near Earth
scale or super dense to have its own gravity well. How come MF isn't squished
or able to hop like on the moon?
(NOTE)
I suggest if you intend on "PLAYING" with CP#1 for the heck of it, remember
to shut it down when done to reset whatever you did.
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View the memory off the control panel then open it up for a look. There are
levers, sliding buttons, crystals, lights and a glass vial. The vial, on the
right has a floating green ball and a greenish marker on glass. The CP 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.
6.6.1 Access to the comfy chair with legs
Hmm, the hatch is locked so maybe one of the 2 tubes found outside and in the
sleep/work area gets us to the chair at the lower level. I return to the
sleep/work area because it's closer and go for a ride in the tube. So, when
you roll out into the lower level it happens to be on the other side of the
gate in the spider chair room. Crap again! There's a power switch near the
front of the chair with a Z icon, move to the chair, sit in it and play with
it. A big table thing with spider legs lowers from above revealing a control
panel with many icons; I snap a pic and note it down on my notepad.
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. What do we do? We take a pic and take notes of course. Unlock
the gate, call Otis and ride back up to the tippity top. Exit the elevator
and head for the other geode tube thing. Try the hole near the pentagonal
crystal.
All righty then! 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 and climb, ah, a locked hatch. Open
it and have a look, see that previously you were on the mid level. 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 the right side of the ladder is a book like object that opens up and
appears to be a circuit board thingy. Notice the emblem on the upper left
page; it resembles the image on the cover of CP#1 2 levels above. Notice the
"S" icon; it matches the power switch in the Spider Chair room and lastly the
octagonal shape with the 3 lines running through it also from the Spider
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 item hence
CP#2 and notice the icon on it matches one on the circuit board. Take the
memory and learn the 2 CPs control a ship's buoyancy. Maybe that's what the
floating orb thing is two levels up.
Open up CP#2 and see that even though it's larger than CP#1 above its set up
like it and has all the same components albeit more of them. 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 Spire#1 I haven't been
able to find it and if I have it's been too subtle for me to catch. So it's
looking like a trial and error and elimination test.
6.6.2 Daddy, make my stone ship fly
"SAVE"
So, what do we know?
1. There are a number of pages found that relate to experiments done on
crystals that absorb or transmit or magnify electrical power.
2. There is a distant spire, Spire#2 with what looks like a series of crystal
channel buoys connecting it to Spire#1, meaning Sirrus has already 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 CPs you know
both must be used to make the ship operational.
5. After assessing the CPs you see the vials on each are divided with lines
into 9 sections with the green marker in the 2nd position from the bottom.
6. With minimal testing, the movement of the ship coincides with the movement
of the ball in the vial. Therefore, the ship has 9 different positions with
the docking stations at opposite ends.
7. After messing with CP#2, you see that it pulls the ship down and that
there are 7, 5 move combinations that light from 1 to 7 lights on it and dim
the same number of channel buoys.
8. CP#1 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.
9. The ship has 2 docking stations; (round metal objects with inner rings and
clamps) one is mounted to the side of and above CP#1, (the upper control
panel) and to the side of and below CP#2, (the bottom control panel).
9. It appears the 2 docking stations can zero out the buoyancy of the orb
ship to match the platform at CP#2.
10. Prior to operating either CP the ship floats 2 spaces below the upper
docking station CP.
What do we want to do?
1. To operate the CPs correctly
2. Travel to the distant spire.
3. Power the chair.
So the only things MF has going for him/her/they/it at the moment is the
green marker on the vial of each CP, the save option, and knowing both CPs
must be used to correctly operate the ship and a little luck.
(NOTE)
The 1st time you use a CP, if it's CP#1, (never began with CP#2), CP#2 gives
me a wicked stiff neck. When the game takes over it provides a neck snapping
move up and to the left just so you can watch the ship descend, and it won't
let you go until the ship stops moving. CP#1 provides a much gentler whiplash
effect, if you're adamant on activating CP#2 1st I have 2 suggestions;
1. Close your eyes for a sec just before the game takes over and then open
them after the orbs begins descending.
2. Look up and to the left nearly to the top of the opening the orb lowers
through. The jerk will be negligent.
If you flake and fail on your 1st series of moves with the CPs I suggest you
restart from the above "SAVE" for 2 reasons.
1. If you completed one of the CPs and are at the 2nd one, a reload will
probably be faster than running between both panels to reset them.
2. The left right moves you write down while experimenting won't repeat for
the 2nd attempt without resetting.
There are only 3 solutions that will move the ball to the green marker and
provide 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.
+=+=+=+=+=+=+=+=+=+=+=+=+
Once you have the correct move combinations for both panels the ship moves
into position and the bridge extends to the ship. Climb aboard, pull the
lever and enjoy the ride to spire#2. Climb out and thoroughly explore
Spire#2. 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 an important tidbit.
(NOTE)
If you want a clear image of the object take a pic while magnified.
+=+=+=+=+=+=+=+=+=+=+=+=+
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 floaty boulder/crystal thing. 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 floaty rise.
Climb up; see where floaty went; it's a new floor section, explore the new
area. Yup another CP, 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 may take a bit longer to brain out
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.
6.6.3 Powering the chair
"SAVE"
(NOTE)
While testing the left/right combinations on CP#3, I came up with 14
combinations that only produced 6 lighting number sets. I'd a thought there'd
be way more than 6 number sets. Out of the 6 sets, only 3 combinations
produced numbers that could be used with the 3 CPs that would power the
chair. Out of the 3 numbers only 1 was of true value because it minimized
time and labor.
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 the 3 CPs. 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.
(Warning)
On 2 occasions while testing the combination sets for powering the chair the
game crashed while resetting CP#1 to 1 and or 3.
One time each for 1 and 3 while testing and playing the screen went black as
the ship began to reset from the R, L, and L move. Sound and the icons at the
bottom of the screen remained. I had to hit Control, Alt, Delete, and restart
the game from a save prior to the one at CP#3. The next time I tried the same
problem number it ran fine. Maybe all the test trials jammed up my pile.
+=+=+=+=+=+=+=+=+=+=+=+=+
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 the knob on the left
and pull it 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?) they look like chess pawns.
6.6.4 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 in front of MF, the
3rd icon from the top, matches the device at the center of the chair and the
4th icon, (gear looking things) matches the image on the 2 little doors under
the 3 stringed harp thing. The small doors can now be opened, push the button
and ride down one more level. Now you're hanging from some cables and chain
below the bottom of Spire#1 out in the middle of nowhere.
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 a circle
and the one on the right is a hexagon. Dig into your pic ledger and or
notepad for the info, if you were diligent while exploring the spires you got
some close ups 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 scale. 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 bedpost near the chess set, 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 but there's a black beam me up Scotty button high
and to the left. When you get back to the big cavern with the panels filled
with bunches of pawn crystals save. There will be blood, (probably streaming
from your eyes and ears) with what's ahead of you.
(NOTE)
1. Pay very close attention to the geodes and the gauges; it can be the
difference between success and going mental because nothing works.
2. Even after playing through 3 times and knowing where the sliders go,
getting them to the right position in time is a big honkin pain in my
medieval buttocks, (maybe yours too). Frequently the slider drops down to the
position below. 2ndly and more so infuriating, cables 1 and 3 are very close
to the 4 resonators, so close that as you move to grab the sliders it's a
50/50 roll the game forces a close up look at what ever resonator is closest.
So be prepared to restart a few times. A ball and gag might keep the family
and neighbors from calling the police or EMTs!
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6.6.5 Make the Spider Chair sing Daddy
So its time to dig into all the junk you've collected throughout the age and
organize it into something you can hopefully use.
What do we know?
Rock
1. Rock test page on desk sleeping area, says 20 units of power output
required to control rock, look at image and see that 5 is set at 3rd cable.
2. Page found on statue in spider chair room, possible rock data, (minor
stretch with a pinch of 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 in fact rock data
with 10 at cable #1 and 5 at #3 then to agree with the previous page of 20
units total across 3 cables, cable #2 should be set at?
3. Cable setting for Rock is?
Nara
4. Nara page found on work bench sleeping area, Nara stronger than other
substances, requires all power the keyboard can provide.
5. Keyboard has 36 crystals and 12 graduations on each cable totaling 36
6. Cable setting for Nara is?
Quartz
7. Quartz page found on stairway platform between Otis and Spider 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
docking station and garden required to power crystal.
3. I found no information in, on or around any of the ages visited regarding
a Spire garden, to me closest would be the fungus nursery near statue of
Catherine holding a flower.
4. However, CP#1=4, CP#2=7, total = 11, with 3 on cable #1, 11 - 3 leaves 8
divided between cables 2 and 3. There are 7 possible combinations with 3 set
at cable #1.
3. Cable setting for Blue Crystal is?
(NOTE)
For the Blue Crystal, with cable #1 set at 3 the 7 possible combinations for
cables 2 and 3 is 7/1, 1/7, 6/2, 2/6, 5/3, 3/5, 4/4.
+=+=+=+=+=+=+=+=+=+=+=+=+
"SAVE"
(NOTE)
Once you have some or all the combinations I suggest you confirm by testing
and then resetting from the previous save. Each time you get a crystal to
resonate you may want to zoom in on it to see what's going on in each of the
housings. Once all have been verified prepare for the 2nd half of the major
pain in the butt puzzle.
(NOTE, HINTS)
1. For this puzzle I set the hand icon's opacity level to 20 making it easier
to see the "green" graduation marks on the cables through the slider.
2. Use peripheral vision to keep track of crystals as they light up or go
dark while sliding the markers along the cables.
3. To save a second or 2 per item, (quartz, rock etc.) whatever marker you
happen to be moving to complete a cable setting, (whichever cable that may
be), only needs to pass by the correct graduation to activate said crystal.
4. Having watched the interior of individual resonator chambers the
enclosures rotate. You discover that the Quartz enclosure has 1 opening, Blue
has 2, Rock 3 and Nara has 4. In individual tests it takes Quartz about 90
seconds to reach its resonating disruption interval, (the opening in the
chamber), the rest of them are in a descending order.
Just in case anyone else is as thick skulled as I am and expects the game to
do something grand once the stone walkway rises, it won't. I assumed the game
would raise the chair and angels would sound celestial trumpets but no! This
prompted Mr. Thicky to believe he'd done something wrong "AGAIN". I finally
brained out, (read stumbled into) after a frustrating hour of backtracking
and a couple of restarts that I actually needed to lift the door table thing
on my own. Can you believe it? Labor!
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Press the blue button to raise the chair's table once the walkway rises then
walk over to the platform. Explore the platform "THOROUGHLY"; Otis is blocked
by what looks like a chunk of the Spire linking dome. 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 memory from each container, use
the info and objects found on the platform and the rest of Spire then return
to the chair. It may take a couple of turns to figure out what to do, but
once done correctly, you'll know it. Finally return to Otis, see that it is
clear and ready to rise. Take your time entering and using the lift, you
could miss something.
Ensure you've thoroughly inspected everything then zip to Spire's LIP once
satisfied. Once in the chamber link back to Tomahna.
(NOTE)
Zipping to Spire's LIP from the bottom of elevator#1 or not.
Your ability to zip to the LIP from the bottom of elevator#1 will depend on
your actions in Spire. If you take the time to snoop around, take pics read
pages and journals and view a couple memories with the amulet the option is
available. If you tear through the age only completing the minimum reqs to
complete the age, the option will not be available.
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___________________________________________________________________________
6.7.0 TOMAHNA.IV
Pull the lever to exit the orb then zip out to Yeesha's bedroom. Once there
open the bookshelf, locate the Serenia linking book and link to Serenia.
___________________________________________________________________________
"LEAD AND INVESTIGATE WITH YOUR HAND"!
6.8.0 SERENIA II
6.8.1 Confronting Sirrus' Dream Parasite
"SAVE"
Once I've landed in the linking cave I zip to the base of the steps closest
to Old and Busted, (big statue head), and book for the harvester. When you
pass by the locked door to the ground level of Audrey 1, weasel boy Sirrus
pops out, he startles like the weasel he is and commences to lay his oily
musky weasel lies on thick. Once he scurries back into Audrey beat feet to
the harvester and take the steps to the locked security door. Touch the
amulet for the memory then push the button. Either snap a pic of the 2 color
patterns or copy them down on paper, once the flashy thing is done pull out
the pic of the circle of 6 colors you got from Otis just before leaving
Spire. Know that this pattern is different with every new play through of 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 of 6 circles and
then a larger outer ring with 12 totaling 18 circles. You need to correctly
orient the 6 representatives from Spire to the inner ring then correctly
orient the 2 remaining colors from the 2, 3 color patterns into the outer
ring. This isn't difficult, just time consuming and once you have them set
correctly don't expect fireworks and the game to takeover for you. You must
open the door yourself, yeah I know labor. If you have the colors sequenced
properly in the door lock it will light bright and the door will open when
you repress the button. 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" baby! Shortly you'll be coming up to 2 puzzles that vie for
the Spire entries "Most Tedious Puzzle" award in the entire game. Move
along the passageway to the ladder and climb up into Audrey's (upper)
lower level which would be the ... never mind. Locate the few
interesting but unimportant things and move on toward the stairs. This
is where you find Sirrus in the chamber; he appears to be asleep and
doesn't respond when I when I tap on the portal or yell, "Hey R** F***
B*****d! Wake up so I can ... climb the stairs.
Ooh! There's the strange 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 acts like a trapped
coyote trying to gnaw off 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. Achenar enters the room and pleads his case.
Yeesha refutes all and sticks her hand back into the shackle? 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 wacko
bunny fur or mouth breathing knuckle dragging Gumby!
(NOTE)
Regarding Achenar and Sirrus, if one reads all Achenar's journals and notes
over time, one can see, over time, a progression of atonement, Achenar has
become repentant for his past evil. Sirrus on the other hand has become even
more deeply entrenched in his hate, lust for power and violent revenge
against his family. He has extreme hatred for his father for teaching Yeesha
to write D'NI and never him. Wonder why? Sirrus intends to use Yeesha as a
means to learn the art of writing ages and to expand his desire for power,
riches and carnage to worlds not yet existing.
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So the positions of both men are clear, Achenar may be a basket case but his
current intentions are to keep his parents and Yeesha safe from Sirrus. From
this point it is up to MF to decide whether or not Yeesha has been
compromised and then which lever is the correct one to pull.
(NOTE)
There are multiple endings for the game and one of them is determined by what
decision MF makes now.
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6.8.1 Confronting Sirrus' Dream Parasite
(NOTE)
Apparently the 1st white swirly met in Audrey 2 was Yeesha, as confirmed by
the spirit guide in this dream state.
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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.
(NOTE)
You can follow Achenar down the stairs to the flower chamber and watch him
inside it, when complete return to the upper chair room and continue.
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Sit in the chair; look up at and into the stone Owl thing's eye holes and
travel into dream state to battle against Sirrus in his dream form. Sirrus is
shaped like a parasitic bug thing and has confined and scrambled some of
Yeesha's memories with some light ropey things. Once you've been injected
into the 1st set of fragmented memories, get a sharp pencil, eraser and a
couple clean sheets of paper. Reconnoiter your surroundings; take note of the
5 dream state objects, the symbols within them and listen to the memory
fragments attached to the symbols.
What do we know?
1. There're 5 objects; Chess board, the "Desert Bird" emblem, 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 a total of 10 symbols floating vertically in front of the
objects. Each symbol represents a fragment of a conversation Yeesha had with
Sirrus.
3. MF's Spirit guide says the guideless interloper (Sirrus) has anchored
himself to Yeesha, has jumbled a memory they shared and is using them to hide
from her.
4. MF's spirit guide suggests the only possible way to free her might be to
reorganize the fragments enough to startle the interloper into revealing
itself.
What do we need to do?
1. Listen to all the fragments, write them down, organize them into a
coherent verbal memory and then number them in their chronological order.
2. Discover which of the objects to begin and end the memory in.
3. Begin adding the numbered fragments/symbols into the correct objects until
all fragments associated with each object has been placed.
With much trial and error the game will let you know when the proper order
and number of symbols are in the correct objects.
Rules:
There're a bunch of rules;
1. You're forced to grab all the symbols in an object at a time.
2. When you drop a symbol off at an object it removes the top symbol from the
group you're holding and that symbol will appear at the bottom of the
existing group within the object.
3. If you have multiple fragments in hand, once you have placed a symbol in
say object #1 you must place the next symbol into object #2 or #5 before
returning to object #1 for another drop off.
4. Each fragment of dialog is also related to one the 5 objects.
(NOTE)
Prior to writing the original guide, 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 just wasn't sure about their starting positions.
Frankly up to starting the original guide it took me 20 plus sets of moves to
solve the puzzle; however I felt sure there was a faster solve. So I cut some
wooden squares numbered them and laid them out in a circle. It took at least
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.
If you're going to brain it out on your own you really want to save as soon
as you enter the space.
+=+=+=+=+=+=+=+=+=+=+=+=+
"SAVE"
Once the puzzle is solved you'll be whisked out of the current memory, you'll
speak to the spirit guide for a moment and then shoot back into the next
fragmented memory.
This puzzle is worse than the 1st one, it has 1 less object to shuffle the
same number of fragments into and this alone made it more difficult for me 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 fragment puzzle but to a lesser degree in my opinion. To
make matters even worse the memory is a Sirrus monolog, with the 1st memory I
was able to play off the conversation between the 2 people. 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 the objects orientation and then begin
placing fragments in order within the correct object orientation.
3. Each fragment of dialog is also related to one the 4 objects.
(NOTE)
To help with memory puzzle #2, if you're going solo on this, 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've the correct object and number of fragments
in them, you can ignore the above advice.
If you look into the glass of the tank Sirrus is in when 1st entering the
ground level of Audrey 1, his eyes and mouth are closed. If you look through
the glass when returning to the chair room after watching Achenar in the
flower chamber Sirrus has a different look on his weaselly face
+=+=+=+=+=+=+=+=+=+=+=+=+
Once you solve the puzzle the game will take over, Sirrus will be booted from
Yeesha's mind and plunged into the void Buh bye weasel face. 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.
___________________________________________________________________________
2/24/20
7.0 CHOOSING A SPIRIT GUIDE
7.1.0 WIND SPIRIT GUIDE
7.2.0 WATER SPIRIT GUIDE
7.3.0 FIRE SPIRIT GUIDE
Wind, Water and Fire Spirit Guides, the instructions below are in addition to
all the things you must complete to move forward in the story and from age to
age.
As for whether all the items cataloged are an absolute, I can't say. What I
can say is these are the things I wrote down as I did them as I traveled
through each age. Experiment with them if you like.
7.1.0 WIND SPIRIT GUIDE
Closely follow the path of my written Revelation guide and you'll get the
Wind guide every time.
7.2.0 WATER SPIRIT GUIDE
The path for Water will be as follows Tomahna, Haven, Tomahna, Spire, Tomahna
and then Serenia.
7.2.1 TOMAHNA:
7.2.1a. pic of Observatory while in tram with Yeesha.
7.2.1b. Zip around the compound whenever possible.
7.2.1c. Help Atrus with the Viewer in the Observatory
7.2.1d. Go to Yeesha when called to watch Gecko scurry away.
7.2.1e. Go to and listen to Yeesha play ocarina at the lower level of the
arboretum after resetting the electrical junction box in Bio Lab and take pic
of Family tree.
7.2.1f. Adjusted telescope and viewer in Observatory and contacted Atrus on
Rime.
7.2.1g. Amulet views/memories of all the following items; the Tomahna Plaque
at the rim of the deck in front of Atrus' and Catherine's bdrm, the book on
the terrace table in front of the kitchen, (Atrus and Yeesha). Yeesha's bdrm,
diary on bed, dress, Water Spirit Statue on table and played with rolling
ball toy near book shelf in her bdrm. The Desert Bird Shield below
Atrus'/Catherine's bdrm near linking pod.
7.2.2 HAVEN:
7.2.2a Use amulet on bag in Linking Dome
7.2.2b Complete Haven as normal but ensure you take pics of all totems, maps,
footprint pages and Mangree drawings
7.2.2c Zip whenever possible
TOMAHNA:
Remain in the linking pod and link out to Spire
7.2.3. SPIRE:
7.2.3a Take pics of all the hints, (pages and objects) relating to all
puzzles
7.2.3b Take a pic of medallion hanging from the once broken elevator, it has
the color code for the security door puzzle on Serenia.
7.2.3c Zip whenever possible
TOMAHNA:
Zip to Yeesha's bdrm; access the bookshelf link to Serenia
7.2.4 SERENIA:
7.2.4a Exited LIP; took and held bubble to Sluice#1, (Water Guide Pool
vacant).
7.2.4b Use the amulet at these places; on Achenar's book, (niche in boulder),
the floor tile mosaic near gong and temple, (where sisters in dream state).
On the backside of harvester#2, (after Sirrus wrecks it) and the 4 standing
coffins in and under Audrey#2.
7.2.4c I laid down on the stone bed of Audrey 2 and then close up viewed the
Flower at base of Audrey 2.
7.2.4d Met Gumby and followed to the once raised bridge then to Harvester#1,
raised Harvester
7.2.4e Zip to LIP, alter Sluices #1, #2 and #3, zip to Harvester#1 drain for
and verify access to color coded security door.
7.2.4f Zip to Temple area then click to Wind Cougar at wind pipe near
Sluice#3
7.2.4g Zip to temple and enter, Abbess "Big Red" begins ceremony then
Bubbles, (head water guide servant) gives instructions as to what is required
and blanket with your handprint on it.
7.2.4h Locate 1 of the 3 water offering sites, (Lawrence Welk's bubble
machines) then locate the closest Water Spirit Guide Altar. Hold the offering
up to it then click to release it.
7.3.0 FIRE SPIRIT GUIDE
The path for Fire will be as follows Tomahna, Spire, Tomahna then Serenia.
To comply with the instruction below I suggest you have all puzzle answers to
Tomahna, Spire and Serenia on paper and ready to read.
7.3.1 TOMAHNA:
7.3.1a Take no pics.
7.3.1b Face the wave form panel but do not assist Atrus with the viewer, do
not align the telescope, don't contact Atrus on Rime.
7.3.1c Read no journals.
7.3.1d Wait in the bio lab for a bit before answering Yeesha's request to
enter arboretum#2, get different FMV, (no gecko but her amulet falls from her
neck).
7.3.1e In Bio Lab after resetting main breaker, wait for Yeesha to exit then
release the bugs in the terrarium.
7.3.1f Use Zip whenever possible
7.3.2 SPIRE:
7.3.2a Take no pics.
7.3.2b Read no journals.
7.3.2c Use the spider chair to clear the elevator, ensure you activate the
medallion on the elevator for the Serenia color coded security door but take
no pic of it then zip to the linking dome.
TOMAHNA:
Once you're out of the linking pod zip to the platform between the kitchen
and Atrus' and Catherine's bdrm then click your way to Yeesha's bdrm. Access
the bookshelf then make your way to the Serenia linking book on the lower
deck
7.3.3 SERENIA:
7.3.3a Move to and divert sluices#1 and #2
7.3.3b Ignore Achenar's diary
7.3.3c Meet Achenar, do not follow, divert sluice#3 then zip to LIP, click to
Harvester#1, (under Audrey#1) and drain for access to color coded security
door.
7.3.3d Zip to Temple then click to Harvester#2 touch coffin
7.3.3e Zip to dock, meet Wind Cougar
7.3.3f Zip to temple enter, Abbess "Big Red" begins ceremony, sits then she
flashes, (head fire guide servant) gives instructions as to what is required
and blanket with your handprint on it.
7.3.3g Locate 1 of the 3 fire offering sites, (fire dripping flowers) then
locate the closest Fire Spirit Guide Alter. Hold the offering up to it then
click to release it.
___________________________________________________________________________
8.0 SOLUTIONS
8.1 TOMAHNA PUZZLES
8.2 HAVEN PUZZLES
8.3 SERENIA 1 PUZZLES
8.4 SPIRE PUZZLES
8.5 SERENIA 2 PUZZLES
3/15/15
(NOTE)
Correction made to adjust power box in Botany Lab, the 5th segment is 4-6 not
5-6
10/31/19 Column move adjustment
Of original number set 1-6, 1-3, required player to tap a random, (not #1)
top line number to reset #1 so it could be pressed again for the 2nd column
move. The new reorganized number set for option #1 eliminates resetting
action on the top line.
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Power Distribution Box, column to column variants:
Option #1; 1-6, 6-5, 1-3, 5-4, 4-6
Option #2; 1-6, 6-5, 5-4, 1-3, 4-6
Option #3; 1-6, 6-5, 5-4, 4-6, 1-3
Viewer and telescope Power in Observatory:
1. Pull the lever on the railing near the stairs and elevator.
2. Go to the chair, sit and activate with reddish button right arm.
3. Zoom in, locate red adjustment wheels, turn right wheel to center Rime in
viewer then push the big button with the lighthouse icon, upper right.
Tuning Viewer crystals to channel Rime:
1. Locate Rime code from pic in Atrus journal to match selection of crystals
in viewer.
2. The right side of the panel on viewer has a sliding lever that views a
selection of crystal profiles; the color lever below the slide chooses the
crystal color.
3. The center panel has the viewer above a series of 5 doors that cover
chambers; the buttons below operate the doors. The chambers host the crystals
selected from the panel on the right. Once the crystal is chosen push the
button of the door you want the crystal to reside in.
3. Once all crystals have been set hit the activation button, (big red button
bottom) center panel. If the crystals and code sequence are correct you'll be
connected to Rime and see Atrus in the screen.
If the code is the same for all games then it is R6, LB3, Y8, G8 and B2. The
numbers are relative to the position each crystal with the correct profile
was at on the horizontal sliding lever from the right side panel.
Fireplace Puzzle:
There're 8 columns and 6 rows, orientation, column/row, 8/6 would be column 8
and row 6. I don't know if there are any more combos to solve this puzzle, it
took me so long to find this one that I didn't bother looking for others. You
need to turn all squares with laser dots red. Solve, 2/2, 6/3, 8/5, 6/6, 4/4,
3/4, 1/5.
Bookshelf Puzzle:
You can solve the puzzle using the bookshelf passage from Yeesha's diary, the
bookshelf, the D'ni primer from the terrace, the letter from Atrus to
Catherine in their bedroom and the family tree in the 1st greenhouse. If
you've already been to Serenia and found Achenar's journal he mentions Sirrus
as little brother. It'll take a while
Solve
2 rows with 8 books each, in order, 2/4, 1/6, 1/8, 1/3, 2/6
___________________________________________________________________________
8.2 HAVEN PUZZLES
Elevator puzzle:
To the left of the elevator move 3 cannonballs into the counter balance box.
Slide the box from the elevator onto the ramp, slide 2 balls into it then
slide it back into the elevator.
Mangree hunting post puzzle:
Of the 3 distinct tones, high, low and high will be used. The duration of
each tone is as important as the tones, and for me is the difficult part to
get right. The best I can say is tone #1 is high/long, #2 is low/short and #3
is high/long. My estimation is the high/long tone is 3 times longer than the
low/short. I use 3 rotations for long and 1 for short.
Gate Puzzle:
The 2 hammers must expose the 2 marbles from the slides then cover the
marbles. BR=brown, Blk=black, U=up, D=down, L=left, R=right.
Br D/ 2L/ U/ 1R
Blk U/ 3R/ D/ 1L
Br D/ 2L/ U/ 2R/ D/ 1L/ U
Blk U/ 2R/ D/ 2L/ U/ 1R/ D
Hand Bridge Puzzle:
The animal footprint chart in the Mangree hunting/observation platform is </pre><pre id="faqspan-3">
Achenar's species admiration order. In your travels around Haven you have had
the chance to see the feet of and or footprint of all but the water monster
match them up with the chart and their totem symbols from left to right on
the device. So ignore the triangle shape below the slots even though it
mimics and supports the admiration chart. Slot #3 is preset correctly and
slot #4 is blocked from view, however if one pays attention and counts while
lifting each rod to expose the correct symbol the number of symbols for the
#4 rod dwindles from 8 positions to 4.
A fast solution for blocked slot #4 is to raise slot #3 to the correct
position for slot #4 then raise #4 to that level, then return #3 to its
original position
2/1/20 (NOTE)
The added information below explains the logic of the moves to help a first
time player understand the puzzle.
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Ring around the Shecky Puzzle:
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
Long story longer;
1. All Mangrees throw, only one throws well, White Beard hence known as WB.
2. There is only one hut that a Mangree will throw from; it's to the left of
your observation platform and the only hut with a supply of throwing fruit.
3. Shecky's Achilles Heel is the pit between hut "A" and hut "D"; it has a
poison plant at its edge.
4. A hailed Mang will only open it's hut and move if one of the huts to
either side of its hut is unoccupied and or if Shecky is not below and facing
its hut.
5. I numbered the 5 huts A to E from right to left, so, the throwing hut is
"E". There're 4 Mangrees involved in the puzzle, White Beard, (the thrower)
designated "WB", 2 Ears Down= "2ED", 1 Ear Down= "1ED" and 2 Ears Up= "2EU".
Hut "A" is empty, WB begins in hut "B", 2ED in hut "C", 2EU in hut "D" and
1ED sits in hut "E".
(NOTE)
The puzzle is much easier for me to have the moves, (A-E, C-B, etc) and the
individual Mangree sounds front and center to help minimize the frustration
level
What I did to help myself once I had everyone's orientation was recreate the
playground on paper and then number the huts from A to E from right to left.
I then took 3 pennies to represent the 3 Mangs, a dime for WB and a nickel
for Shecky. I then found the shortest number of moves my brain could fathom
to get WB and Shecky in position for the throw. Once done I created a
vertical list of the names of the 4 Mangrees with their tonal charts. Then I
added the sequential order for each Mangree's move. It helped me big time.
+=+=+=+=+=+=+=+=+=+=+=+=+
Chair lock puzzle:
The instructions you saw in the tree nest are correct and specific, however
the instructions won't work unless you first highlight the lock with the
magnifying glass then click the amulet to watch the event. Once done ensure
you place the tips of the fingers on the right side of the band only. Click
and hold the mouse button down and slide to the left. Release the mouse
button just before sliding past the band and repeat 3 more times. Once the
lock unravels tap its head to complete the puzzle.
___________________________________________________________________________
8.3 SERENIA PUZZLES
Audrey 1, Harvester Well Puzzle
Three of the sluices have a water spirit henge connected to them.
Sluices:
The North/West Water Wheel/Sluice;
It's the 1st sluice you come to after exiting the Serenia LIP; it's on left
and just before walking over the 2nd bridge. Pull the sluice's arched lever
to right to lower left gate, this cuts the flow of one of the in feed streams
to the well.
The North sluice:
It's the bi-level sliding carriage and pull rope sluice. Climb up and slide
the upper level carriage to the right onto the squared end of the axle, then
grab the arched 2 knobbed lever and roll it to the right. Retract the sliding
carriage from the axle, climb down, go left and locate the pull the rope. The
previous action allows the left gate to drop and stop the water from the
north lane. This stream flows to and under the West/East crossing stream. Zip
to the crossing streams. 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.
Temple Sluice:
To me the most obvious sluice is from the temple area; it's so close to the
well, you can walk along it. But for a short distance follow the stream to
the well. Zip up close to the sluice, solve the lock on the wheel, (same as
Haven) slide finger tips from right to left along bottom right stripe 4 times
then tap snaky on the head. Divert the flow to the pool on the right; this
will flood the underground chamber Achenar was crawling out of, climb down
the manhole to verify.
Well Puzzle:
Zip to old and busted Audrey, the bell will be down, Notice the right lever
is in the up position, (bell door is open) pull the right lever down then
raise the bell/harvester. The well's previous water level is now low enough
to provide access to the tunnel. If you remain at the levers and look to your
right as the bell rises, you can see the barrier door slide away just after
the bell rises. Enter the tunnel, locate the wheel on your left and spin it;
a well gate, (currently underwater), will open and empty a portion of the
well. Before returning topside, locate the security door further along the
tunnel, it will not respond to kicking or insults. Return topside to the
levers, open the bell door and allow it to drain.
Now, close the door and lower the bell, (it will displace more well water)
and send it through the well gate. Now open the bell door to flood it again,
close it and raise the bell. You have now removed enough well water to access
the security door at the end of the tunnel.
Spirit guide:
Once you've been to the main temple and the sisters have awoken, (won't know
till you try to leave the temple. Big Red, the head Abbess, (I think) will
speak to you and give instructions. Wait until the fiery liquid is on the
cloth and flattened out to place hand over it then click, (I think). One of
the 3 will then tell you what/who your spirit guide is and what you must do
to be accepted by said spirit. Know that on Serenia there're 3 spirit guides,
each guide has 3 gift collection sites and 3 gift offering sites. Each spirit
guide collection site is 4 mouse clicks away from one of the guides offering
sites. You can't travel more than 4 mouse clicks from a collection site or
take too long to get to an offering site, if so the gift will dissolve.
The Water Spirit guide gift is bubbles
The Wind Spirit guide gift is tree pollen
The Fire Spirit guide gift is burning flower sap
Spirit Guide Puzzle:
Below is the fastest solution I can find for this puzzle.
I mostly use triangles and or rectangles to move across the visible grid,
once the visible grid is filled with (White) and I'm down to the last colored
swirly, A.K.A "LCS", I create a new triangle adjacent to LCS. It doesn't
matter what color LCS is, once you exit LCS remain out of it till the new
triangle matches the color of the LCS. Once all 3 swirlies are the same color
as LCS incorporate LCS into the group then continue to change the 4 until all
are white. If all swirlies on and off the visible grid are white the puzzle
will end if not you must continue to search for the remaining 1 or more
swirlies. Once they're located follow the above MO to end the puzzle.
(NOTE)
The above MO can be shortened still if you clear the visible grid and end up
with 2 adjacent swirlies of the same color. Create a new adjacent triangle;
bring the 3 up to the color of the remaining 2 then incorporate the 2 into
the group and continue till all 5 are white.
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___________________________________________________________________________
8.4 Spire Puzzles
Position Floating Tram/ship, Extend Ramp
Control Panels 1&2:
Lower, CP#2: R, L, R, L, R= 8, 0+4-2+4-2+4= 8
Upper, CP#1: L, R, R= 2, 0+1+2-1= 2
(NOTE)
Know this, the above moves provides the fastest way "I" could brain out to
provide the correct power setting for the spider chair. The above prescribed
moves for CP#2 will burry the greenish ball at the bottom of the clear tube
on the right side of the panel 1 space more than the tube segments provide.
The moves provided for CP#1 raises the ball up 2 spaces in the clear tube to
the whitish marker setting. Once you max out CP#3 at 34, all you have to do
is deactivate CP#2 for the correct spider chair power setting of 36.
Just know that if you follow the above prescribed left/right moves for CPs #1
and 2 that the ship will correctly position itself extend the boarding ramp
and make ready for the next phase of Spire.
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Control Panel #3:
R, R, L, R, L, = +34.
Powering up the Spider Chair once back on Spire #1:
1. CP#2 OFF = -0-, CP#1 = 2, CP#3 = 34, total = 36.
This is the fastest solution with the lowest labor; disabling CP#2 provides
the correct number to power the spider chair that my brain could figure out.
3/20/15
(NOTE)
Error correction from original guide; mistakenly set hexagon to 4 instead of
7.
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Spider Chair Cable Puzzle, (underside of Spire#1):
Cables from left to right 1, 2 and 3,
#1 Pentagon= 4, #2 Circle= 3, #3 Hexagon= 7
The starting position for each cable is position #1. You don't begin at -0-
you begin at 1.
3/20/15
(NOTE)
Not an error from original guide; possible conflict of data regarding order
of setting resonators. In the original guide I set resonator order to Q, N,
R, BC, at the time I did this because I had considerably better control over
the sliders. 6 years later I blow chunks, so I utilized each resonator's
disruption interval.
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2/12/20
(NOTE)
Think I figured out control issue from 3/20/15. I believe the mouse I was
using at the time was set too fast for Myst games. I'm currently using a
gaming mouse; it has a real time DPI setting button, I lowered it, (to slow
movement down) and the chair cable settings were easy again. YAY gaming
mouse!
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Resonator Disruption Interval:
A resonator's disruption interval is calculated from the moment an item moves
to the center of its resonating chamber and the timer begins counting. The
moment the object deviates to the left or right side of its chamber the clock
stops. This deviation, (slide to left or right) is an objects disruption
interval. The RDI is different for each resonating object because each
object's chamber has a different number of rotating time markers. Quartz has
1, Blue Crystal has 2, Rock has 3 and Nara has 4.
2/10/20
(NOTE)
As of this edit I have a more accurate set of RDI times; each item was
individually tested and timed with a stop watch. Each chamber has a timer and
the chamber's inner wall is etched with 16 stationary markers. Once a
resonator's cable markers are correctly set and not moved said chamber's
timer begins counting, it continues to cycle until the cable markers are
moved. When a chamber's timer completes a cycle it stops counting and the
item dips into a recess opposite the coil spring for a moment. The item then
returns to the center begins resonating and the timer begins counting again
repeating the cycle. Oddity, it appears each chamber's timer measures time
slightly different.
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RDI per item:
Quartz = 91 secs, Blue Crystal = 61 secs, Rock = 32 secs and Nara = 18 secs
Chair Cable Settings:
1. Quartz, 6, 12, 4
2. Blue Crystal, 3, 1, 7
3. Rock, 10, 5, 5
4. Nara, 12, 12, 12
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 (Nara). Go to the 2 glassed
containers; slide the double canister to the left container, (10, 5, 5)
etched on the glass. Return to the chair, slide all 3 sliders to 12 and wait
for the explosion. Nara is the strongest most powerful of the 4
crystal/mineral/ore whatever they are.
Elevator device:
Just below and to the right of the elevator lever is a round object,
(medallion?), below left center of the medallion is a narrow lever. When the
lever is pulled it reveals a circle of 6 round openings, each opening will
have a color in it. The colored circle patterns are different each new game
and will play an important roll later in the game so ensure you take a pic
and or duplicate the circle and color pattern.
___________________________________________________________________________
8.5 SERENIA 2 PUZZLES
Security door:
The medallion found at the spider chair elevator has the color combo for the
6 inner circles on the door. The 6 colors found on the medallion change with
each new game so it is wise to take a pic each time so as to have the correct
color combination and orientation on the lock. The 2 tricolor triangles shown
at the end of the spirit dream and the just viewed memory off the locked door
has the Cw color orientation of the 2 remaining colors of the 2 tricolor
patterns. When complete you have 6 tricolor triangles formed by the 6 colored
circles of the inner ring of the security door lock. The puzzle takes time to
complete, if you orient the colors correctly when you press the button the
colors will glow to white and the door will open.
(NOTE)
Unless you've a big fast and eidetic brain, I reiterate a good pencil and
notepad is essential in all Myst games especially with the next 2 puzzles.
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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, CCw;
Chess Set #1, Statue #2, Painting #3, Book #4 and Emblem #5.
They'll be designated by C, S, P, B, and E in the solution.
Below is the order of the objects, (picture, statue, etc) beginning with the
chess set and the unadjusted memory fragments in the objects with their
numeric designators. The object order is CCw.
1. Chess set; 8, 4, 3,
2. Statue; 1,
3. Painting; 7, 9,
4. Book; 2, 5, 10,
5. Emblem; 6,
Below is the order of objects and the adjusted memory fragments in order.
1. Chess set; 1, 2, 3,
2. Statue; 4, 5, 6,
3. Painting; 7,
4. Book; 8,
5. Emblem; 9, 10,
Rules:
There're a bunch of rules;
1. You're forced to grab all the symbols, (memory fragments) in an object at
a time.
2. When you drop a symbol off at an object it appears at the bottom of the
existing group within the object.
3. If you have a symbol in hand you can not pass by an object without
dropping off a symbol, if holding a group, the symbol at the top of the group
will be dropped off.
4. If you have multiple fragments in hand, once you have placed a symbol in
say object #1 you must place the next symbol into object #2 or #5 before
returning to object #1 for a drop off.
But, if you're here, you wish to avoid the tedium of the time consuming
thought processes required to solve this puzzle, (it took me forever) follow
the directions below and don't worry about them.
Below is the simplest method I could brain out to maintain symbol order
throughout the move process.
(Example) 1. P-B-P = (1st move, collect group from Painting drop top fragment
off to Book, return to Painting drop off fragment).
A move is considered as; grabbing a symbol or multiple symbols from an object
and then placing 1 symbol at a time into objects until the hand icon is empty
and MF is forced to grab another fragment or group of fragments from an
object.
(NOTE)
Don't panic the order of the 1st 11 steps places all the fragments into the
dream spirit statue. The order of step 12 places the 10 memory fragments in
their proper object and order.
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SOLVE
1. P-B-P
2. P-S
3. C-S-C-E
4. B-E-C-S-P
5. E-B-P-S
6. C-S-C
7. P-B-P
8. P-S
9. C-S
10. B-P-S
11. P-S
12. S-C-E-B-E-C-S-C-S-P-S
2nd Dream Puzzle:
The same rules from the 1st dream puzzle apply. Again I believe this puzzle
is worse than the 1st and took me much longer to brain. There were fewer
objects to spread the same number of fragments over and the memory was a
monolog, whereas the previous memory was between 2 people which enabled me to
break the conversation into smaller test groups.
Below is the unadjusted order of the objects, (UFO, Book, etc) beginning with
the UFO, (purple orb with 3 legs) and the unadjusted memory fragments in the
objects with their numeric designators. As in the 1st dream puzzle above, the
object order is CCw.
1. UFO; 9, 4,
2. Chair; 6, 3, 8,
3. Book; 7,
4. Tank; 2, 5, 10, 1,
Below is the order of objects and the adjusted memory fragments in order.
1. UFO; 1, 2,
2. Chair; 3, 4, 5, 6,
3. Book; 7, 8, 9,
4. Tank; 10,
SOLVE
1. U-T-U
2. C-U-C-B
3. U-C-U
4. T-U-C-U-T-B
5. U-C-U-T
6. U-T
7. T-U-T-U
___________________________________________________________________________
9.0 NOTES OF INTEREST
TOMAHNA.I
When meeting Yeesha for the 2nd time, if you delay moving into the 2nd
arboretum by exploring the Lab first you get a different FMV when you meet
where her in arboretum#2. Instead of seeing Jose Gecko scurry off along the
guard rail you see that Yeesha's amulet slips off her neck.
When leaving the Botanical lab, (after resetting the power grid) you hear
what sounds like a flute or piccolo coming from the 1st arboretum if you
follow the sound you'll find Yeesha in the lower level of the 1st arboretum
playing an ocarina looking thing.
As you head for Tomahna's main breaker to reset it, head left to the front of
Atrus' and Catherine's quarters then head back toward Tomahna's power source
you'll see the little gecko on the side of the structure.
When you ride the tram from the Observatory to the platform between the
kitchen and Atrus' and Catherine's quarters, look to the left through the
front and or left side window of the tram. As you pass by the lower deck of
Yeesha's quarters, you can see the Serenia linking book; however, the book is
missing once you're out of the tram and looking down on the deck.
When linking back from Haven and circling above the Tomahna compound look to
and below Yeesha's quarters, you'll see the Serenia linking book on the lower
deck again. When back in the linking pod the book is missing again till
Achenar moves to the edge of the upper deck and drops the book to the lower
deck as he vanishes.
TOMAHNA.II,
My instinct on the 1st run through the game, (as I hope many may have done so
as not to feel overly stupid and alone because of it) is to follow Achenar.
In itself it's a sort of trap although not a game ending one. There is stuff
to do on Serenia, however once you complete what you're able to, there're no
obvious indicators telling you to leave for whatever/wherever. Unless and or
until you find Achenar's diary and can put the obscure clues together you'll
spend lots of time running around trying to figure out what to do next and or
what you missed never knowing if there's a way to resolve the age so as to
move on to wherever.
On your way back to Tomahna from Haven;
As you circle above Tomahna and pass by Yeesha's habitat you can see the
Serenia book Achenar will drop to the water deck before he does it.
SERENIA.I
If you pick up a Spirit guide offering and take it to the associated spirit
before you meet up with the sisterhood the spirit will deny the offering.
If you follow Red around the harvester she'll talk about using parts from
another older harvester.
SERENIA.II
On your way to Yeesha you find a stasis chamber and Sirrus is in it. Take
note of his eyes, he's motionless and eyes wide open.
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. On your way back to Yeesha and the
chair look into the stasis chamber and notice Sirrus' eyes are now closed and
his mouth is open.
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.