MYST V End of Ages
Title: Myst V End of Ages
Producer: Ubi Soft
For: PC
MSWord: Courier New
Created:
Revised:
Version 1.2
By: Ghidrah
EMaul:
[email protected]
If anyone wishes to use this guide on their site, I would like to know. I
don't have a problem with its use by others on Gaming forums, FAQ sites, or
being copied for personal use. I'd like to know if it's to be used on a site
though, just so I could drop by to ensure it hasn't been altered. So please
send me your sites URL.
_____________________________________________________________________________
As with all my guides, find some legit trick I missed, I'll give you credit
for it in the guide and an insert amendment to the guide where it will be
used.
As long as the trick, shortcut, etc., etc., can be validated by me without
the use of any kind of cheat codes if (codes) exist for this PC version of
the game.
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1. JUNK
2. OPTIONS
3. BRIEFING
4. WALKTHROUGH
5. SOLUTIONS
6. NOTES OF INTEREST
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1. JUNK
6/20/10 to 6/24/10
1. Refined and added info to Solutions, NOLOBEN; Dome Puzzle.
2. Corrected error in Solutions, LAKI-AHN; Lift Puzzle.
3. Added more detail to guide.
"End of ages" came out in 2005 and like "Revelation" from 2004 I didn't buy
it. Pretty much because I didn't know about either game, I had the Myst 10th
anniversary edition and URU ages beyond Myst. I always wondered, "How come
they don't make another game?"
So around the beginning of 2007 I tried to get my father into the series, he
likes puzzles too and I thought this could be some good revenge, so I brought
them over and left them there till August 08, I just finished building
Frankie III, (latest computer) and wanted to get all my games back in the
registry and on the new game HD. Well Dad had abused the DVDs like they were
"Red headed step mules"! Probably as coasters for his Cape Codders and or
Screw Drivers, (mixed drinks), they were so scratched I couldn't get most of
them to load properly. I held off buying and or looking for replacements till
the late summer 09 which is when I found out about URU Complete Chronicles,
Revelation and End of ages. I talked wifey into buying Chronicles as a Xmas
present and I immediately bought Myst 4 and 5.
Don't get me wrong, End of Ages has great graphics, great looking ages, a
decent end story and a couple cool puzzles, but it left me wanting. For the
most part all the previous games gave some pretty decent clues as to where to
go and pretty much what to do when you got there. You always had to pay
strict attention and some of the clues were fairly vague, but most often
there was enough of a thread to follow to solve the puzzles. When there
weren't any clues to a puzzle it wasn't so overly obscure as to be completely
baffling, with a little guesswork, trial and error and stumbling about they
could all be solved.
End of ages has a couple of, (I think) misleading clues and or non existent
clues to a few puzzles that I don't think are fair examples. The Bahro
symbol/pressure plate/lift/ puzzle below the Trading Post in Laki'ahn. In
Noloben, atop Esher's sanctuary with the Bahro symbol/pressure plate/ puzzle
and in Todelmer locating one of the pedestal symbols. The two pressure plate
puzzles do have clues, which I figured related to the symbols in Yeesha's
journals. With trial and error I was able to solve both. But it was just
plain luck regarding the Todelmer pedestal symbol, do a few things different
and I don't think anyone would ever find it without a paid for guide, Cyan's
online help which I'd bet is/was pay for help or a player written game guide.
I may be wrong, but I think I have the chronology correct regarding the Life
of Yeesha. She appears in Exile as a newborn; later in Myst IV "Revelation"
she appears as a 10 year old cutie. In the game URU, which was created before
Revelation she appears to be anywhere from mid 20s to a mid 30 something
woman. Lastly in "End of Ages" she appears as an older 50 something woman
with graying at the temples.
Catherine is deceased and Atrus speaks at the beginning of the game and then
appears as a near feeble old man at the very end of the game. I'm going to
have to play URU again; I thought I remembered Yeesha saying her parents were
long gone somewhere in one of her monologs.
If I remember correctly Exile takes place something like 15 to 20 years after
MYST. So, the storyline stretches for maybe 60 to 70 years.
Now for Esher and Yeesha, maybe I missed something in the monologs of both
but Esher appears in all the ages of EOA even beside the KEEPs, Yeesha
appears at the beginning and end of the story in both cases at the KEEP and
then at Releeshahn. She swipes at the tablet and passes through it, is it
because the tablet responded to MF? If the stone doesn't respond to her
because MF touched it how come she and or Esher hasn't/can't/don't/won't
enter the KEEPs replace the slates and take the main tablet on his/her own
before I touched it? If the tablet doesn't give a 2nd chance, how come Yeesha
is willing to accept it at the end of the game?
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2. OPTIONS
I left (Video and Audio) alone, they seem to render the games graphics and
sound fine. As for Controls I use (Free Move Advanced) then I set Rotate left
to (Q) and Rotate Right to (E). I've been comfortable with these keys for
said movement for pretty much all the PC games I play.
(NOTE) 3/7/2015
I have EOA back again because of the efforts of GOG.com they were able to
rework the coding of URU, Riven and EOA, to date they have not been able to
obtain the rights or permissions from the existing owners of the games to
recode Exile and Revelation, I have hope some day to be able to play those 2
great games again.
Now to the point of the note, I can't say as I remember this anomaly
occurring in EOA when it was coded for XP and the previous OS's. When viewing
the monoliths from the mini scopes the scopes go blind after a bit and I
don't know why. My only recourse is to restart from a previous save, so if
you're reading this and running the GOG version of EOA save before using the
mini scopes to avoid any lengthy restarts.
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3. BRIEFING
This guide will be as close to -0- spoiler as my limited cleverness can make
it.
I'm writing the guide while playing the game for the 3rd time, but following
the route I played on my 1st time through. This route may or may not be the
route "INTENDED" by Cyan, I did take a somewhat different route on the 2nd
run but I can't tell that it makes a difference which route or order you do
things in as long as you pick up and read the Yeesha journals and refer back
to comments from Esher. As for the journals, only one book is of ultimate
importance.
TAKING NOTES,
The game supplies you with a small virtual note book however I prefer a real
8X11 notepad; it provides an immediate review of a larger volume of
information and I basically stink at typing so that takes too long.
TACTICS,
What better place to hide a tree than in a forest! Remember the game
creator's job is to conceal info, to hide it in the colorful background, in
the character's monologs, in journals and creating "Red herrings" to throw
one off a scent trail to truth, (I know, it sounds like a Tick idiom), anyway
the technique is used to make the game more interesting. So, if you're new to
the Myst series or haven't played any of the games for some time, odds are
you forget many and or all the ins and outs. So, like someone new to the game
you must be hyper vigilant and meticulously explore everything, you never
know what isn't important till the fat lady sings eh!
The Avatar leads with and relies on the hand icon to let you know when and
where you can go and what you can interact with. A visible hand icon with a
sort of pointing finger or open hand, the hand icon can be faded, (general
condition) or vivid which indicates something you can interact with.
SAVES,
If you haven't played EOA before at a minimum I suggest saving at the
beginning of each age and at the beginning of each scary puzzle. You don't
begin the game with the "SAVE CAMERA" but acquire it shortly after starting
the game. To save right click anywhere on screen, move the cursor up high
right on the screen to bring down the books and camera, (blue ball) left
click the camera and a save will appear in the brown book to the left of the
camera.
SPEECH JOURNAL,
Upper right hand corner of your monitor, a blue book, 1st on left; this book
holds all the speeches given by Esher and Yeesha during the game. You can
refer to it whenever you need help remembering any helpful info imparted.
Direbo,
Will be visited many times as you move through it or around it, (depending on
the route you take to complete the game). Direbo is a nexus for the ages that
links back to the great shaft, (Re-gah-ro-ti-wah) which you will visit a
couple three times in this guide.
In-game Dialog,
NPC dialog, Atrus, Esher and Yeesha, excluding Atrus' (pre in-game monolog)
at the very beginning there's over 32 minutes of NPC dialog, 90+% of it from
Esher. In a game that, (once one knows where to go and what to do when you
get there) lasts for about 2:30:00, 32 minutes equals 1/5th of total game
time.
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4. WALKTHROUGH
1. PRISON, CALDERA AND TUNNEL
2. TAHGIRA
3. RE-GAH-RO-TI-WAH, (great shaft)
4. TODELMER
5. RE-GAH-RO-TI-WAH, (return)
6. NOLOBEN
7. RE-GAH-RO-TI-WAH, (return)
8. LAKI'AHN
9. PUZZLE SOLUTIONS
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"LEAD AND INVESTIGATE WITH YOUR HAND"!
1. PRISON
After you load the game onto your Pile, long for "POS", (a highly technical
computer term) click on the game icon to get things rolling. The controls
default to Myst classic until you change them but only after you arrive in
game. Once you're in game go to options, (upper right hand corner screen) and
set it up to what you're comfortable with, there aren't many options so it
won't take long.
You arrive at K'veer and in the same room where met Atrus when you began
MYST, the 1st game in the long series. Now there's a bunch of not so
apish/insectoid looking things in the room and they blink out as you enter. I
think they're Bahro, seeing them for the 1st time at the end of "URU Ages
beyond MYST". Now you're alone and the room is empty save for a makeshift
desk and the locked MYST book sitting on it. Outside of picking it up you
can't interact with it, so get moving and explore the room. If you explore
carefully you'll find the only exit in short time. Once you're out of the
room the passage parallels the 1st room and leads down a couple three four
sets of stairs to a narrow passage.
On your way to the passage there's a spot between the 1st and 2nd flights of
stairs that allows one a look into a very large high ceiling chamber it seems
to be from the back of a balcony over looking a larger lower section of the
chamber. A Bahro is perched on an arch within a window structure on the far
wall and there are bat like animals flittering about everywhere. On the floor
between the 3rd and 4th flight of stairs and just before the narrow passage
there is the "Save Camera Ball ... Thing" and a journal to write in, pick
them up as you enter the passage and pass through into the much larger room.
OK, so there are at least 3 Bahro in the large chamber, they're shy creatures
that link out when you approach them.
Explore the room; take note of the big soap bubble thing in front of the huge
arched window, it's ringed with tusks and at the center of the bubble it
looks like it has a series of 4 interlocking stone pedestal things. They
remind me of rearing animals with big flat heads or maybe a mane like that of
a male lion. On top of each pedestal, (the mane) there is a symbol, one has a
clipped oval another is a pentagon, another shaped like an arrow head and
another like a 1/4 round or slice of bread. The pedestals and their bases
have writing all over. When you step into the bubble you can hear seagulls
and waves lapping at a shore. If you look out from inside you can see what
appears to be 4 different ages, a space age, beach, cave and ice age.
You may explore the room and bubble and eventually become frustrated if you
don't pay attention to the hand icon, so pay attention and be thorough as you
explore. Once you locate and contact the interaction point it will burst and
sound like glass shattering, the story will continue from there. Yeesha will
appear as you exit the bubble and go into her monolog, when she's done she'll
link you to a new above ground location where you'll meet Esher.
_____________________________________________________________________________
CALDERA
Esher will launch into his Yeesha diatribe and then link out.
Alone again, look about and get your bearing. It may not be too much of a
stretch to consider that this is the caldera of the dormant volcano from URU?
The volcano the Bahro run up to and drop down into at the end of URU. So
explore a little, notice the boulder with the 2 people, (Atrus and
Catherine)? The fracture and the prison cell used to restrain My Friend when
you linked onto Riven? I think the 2nd boulder represents Atrus, Catherine
and the 2 sons while they were young and on Myst. I think the symbols above
and or below Atrus and Catherine represent each person's writing ideology.
Atrus is structure and Catherine vision or compassion. Enjoy and speculate on
the images till you find the hole, drop down and begin your new adventure.
_____________________________________________________________________________
TUNNEL and CAVES
From the bottom of the ladder you'll see a couple Bahro, some bats, a couple
small caves and a tunnel. Once in the tunnel you'll find the 1st of 12 books,
(Yeesha's journals). Read each one as you find them, they're not long and
some of them contain relevant info regarding your journey. You'll have
continued access to each and all books as you find them for future reference.
I continue right toward the 2nd journal and pick it up as I head for the
opening on the left at the end of the tunnel. Enter the room and discover it
as a sort of sleeping quarters. A 3rd journal, an imager thing a linking book
and a schematic of what appears to be the caldera a big honkin vertical shaft
and maybe an elevator. Activate the imager and then stand clear of the spit
flying from Yeesha's virtual mouth, she has great hate for the, (I guess
D'ni) If I understand correctly it appears the D'ni used the Bahro as slaves
and or worse to build the D'ni civilization/empire.
_____________________________________________________________________________
DIREBO
Access Linking book #1; it brings you to a swamp like place that Esher calls
"Direbo" a place of rest. It's a nexus of soap bubbles with pedestals within
and each bubble is linked to the next by small albeit gated bridges. All the
gates are locked from the bubble side, so for the moment unlock the 2 gates
and enter the bubble. There's a Pentagonal slate, (Home Plate) on the
pedestal and the pedestal is supposed to take you to Tahgira. On the pedestal
is a lit outline of the slate touch it and be transported to Tahgira.
_____________________________________________________________________________
"LEAD AND INVESTIGATE WITH YOUR HAND"!
2. TAHGIRA
If you didn't pick up the slate before linking to Tahgira notice that it
follows you to the age. Esher is waiting for you and as you'll soon discover
vis-a-vis another slew of invective regarding the Bahro. Tahgira is the ice
age seen from the Atrus prison bubble and Tahgira was also treated as a
prison age by the D'ni. Esher will also tell you that the Bahro placed the
slate in Tahgira before winking out. Explore the cave; you'll make a
discovery, (1st puzzle) its clue and solution should be obvious. Pay
attention to the ambient sounds and what you see as you move about the cave,
they'll add clues needed to solve the cave exit puzzle.
(NOTE)
Once outside in the pit you can see a bright white symbol on the ice wall
above the pit, shortly you'll discover it's a "Power Symbol", (my term) one
exists in each age and as Esher pointed out they're some of the symbols that
the Bahro will act upon when correctly drawn on a slate and then dropped to
the ground. The 2 things you need to learn to make your story flow smoothly.
1. Learn how to draw the power and pedestal images correctly, otherwise the
Bahro will scratch itself, in confusion, link away and you'll be unhappy.
2. Learn when and where to use a power symbol to your benefit. I suggest
creating and testing the power symbol as soon as you find it to ensure it's
correct.
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You'll soon discover you can't climb the ladder out of the pit with the
slate, so you'll have to drop it. Climb out of the pit and head for the
pedestal, there you'll find yet another symbol on the pedestal. A Bahro will
snatch the slate you dropped and take it back to the bubble in the cave.
(NOTE)
Pedestal symbols are symbols that link a "KEEP" to that particular pedestal.
There may be many pedestals with symbols in each age; they can be helpful
when moving about the age. Experiment/play with them to learn how to use them
best.
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Take note of the 1st linking pedestals linking symbol, (an anchor), use the
KEEP image and link back to the bubble, copy the symbol to the slate drop it
and back away. A Bahro will come, pick it up, link to and place it on the 1st
linking pedestal. Once the symbol appears on the KEEP pedestal touch the
symbol and link to it. Once there remove the slate and continue deeper into
the age.
(NOTE)
I suggest testing the power symbol now so that you'll have some idea what
happens when it is activated. Look around, it sounds and feels like a wind
storm, but the only visible action appears to be steam geysers, other than
that there's no other event to link it to yet. I tried the power symbol after
entering each new section of the age until I found out what it did.
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Eventually you'll begin to see some treelike things and structures with large
pipes leading off into the distance. I suggest you explore the age thoroughly
before making any decisions. There are few clues but they do point toward the
solution. Eventually you'll find a 2nd pedestal, (arrowhead) place the slate
on it and continue to explore. As you approach the structure ahead and to the
left of the 2nd pedestal Esher will pop in and pass on more info. When he
leaves the area continue to explore the structure.
(NOTE)
You'll soon discover like climbing the ladder that you'll be unable to
perform certain tasks while holding the slate.
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Locate the image on the wall inside the structure; it looks like a tic-tac-
toe grid with the top layer of squares missing. Ensure you accurately draw
the grid on your notepad for future reference, it's important, when done
continue to explore. Follow the pipes, as you follow the pipes you'll come to
a manifold, (you'll discover each group of pipes has its own manifold) each
manifold has 3 levers and the color of the levers will be Red on one manifold
and blue on the other. Familiar! Currently the levers are recessed in the
manifolds and can't be accessed.
Continue to a pond take note of the grid in the water and the rings that are
placed in the same fashion as in the diagram found in the structure. Try
crossing the pond to the other side, the game won't let you. So, it appears
that we're at an impasse.
What have we done?
1. tried the power symbol at 3 different places; so far, (excluding geysers
and light) nothing happens.
What do we want to do?
1. Get to the other side of the pond
What do we know?
1. There are 6 structures in the age 3 to the left and 3 to the right with a
lever and pipe leading to and or away from them.
2. The pipes from the 6 structures lead to 2 manifolds, the left manifold has
3 two toned red and white valves on it. The right side manifold has 3 blue
and white two toned valves.
3. There're over 29 lever combinations for the combined manifolds
4. The grid image in the hollow structure and the pipe grid in the pond match
down to the breaks in the pipe.
5. The grid image shows 3 red rings on the left and 3 blue rings on the right
which co-insides with the valves on the 2 manifolds and the rings within the
pond grid.
6. Each manifold lever has 3 positions, Left, Center and Right.
7. So far we can't access the manifold levers.
What do we need to do?
1. Activate the levers on the 6 structures.
As you flip the levers on the structures Esher will appear and give more info
regarding the age. So far the age was used for D'ni prisoners who may have
erected the structures, that the Bahro can be forced to tasks and that there
is a pre-existing life form.
What do we know?
1. When the Bahro respond to the power symbol geysers appear all over the
age, HEAT!
2. If the Bahro create heat maybe the 6 structures supply the heat to the
frozen life forms in the pond?
3. The rings at the pond pipe intersections may represent the valves
controlled by the manifold levers.
Once on the other side of the pond Esher will appear and give more
instructions regarding the Bahro follow them to the KEEP. Locate the linking
pedestal and place the slate on it, if you let the Bahro take the slate
during the lever puzzle then copy the 3rd pedestal's symbol and link to the
Age KEEP. Draw the symbol back away and let the Bahro take it, once the
symbol appears on the pedestal link to the 3rd pedestal. Take the slate and
approach the "TARDIS" (multidimensional KEEP) to identify the symbol within,
draw it, drop it and step away, link to the Age KEEP and then link to the
TARDIS.
Esher appears gives more info, like the starting point of the game, (Atrus
childhood prison) is known as K'veer and that the TARDIS KEEP like, the one
in K'veer is the same and exist in many places at once, so expect them to
exist in the next 3 ages.
(NOTE)
So the tablet in the K'veer KEEP and the one in Tahgira are one in the same
existing in the 4 ages of EOA at the same time. I don't understand why Esher
can't take the tablet for himself, so from now on the KEEP with the 4 age
pedestals and tablet will be known as the TARDIS.
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Enter the TARDIS; touch the stone, then the age plate, then the Direbo symbol
exit the KEEP then touch the book and link back to the sleeping quarters
cave.
_____________________________________________________________________________
"LEAD AND INVESTIGATE WITH YOUR HAND"!
3. RE-GAH-RO-TI-WAH, (great shaft)
Exit the room and head back to the opposite end of the tunnel. On the right
side of the tunnel wall just past the cave access on the left there's some
writing with the numbers 20 and 15 painted on the wall I can't figure out
what the letters mean and may eventually go back to Revelation to try and
decipher them at a later date. Just past the wall numbers the tunnel wall has
been busted up creating a large hole providing access to a large circular
room. As you explore the large room Esher appears admits to failing the very
quest you are on, but says that his failure can be beneficial to you and
before linking out directs you to the door.
(NOTE)
So Esher also had possession of and or attempted to acquire the tablet and
messed up like Yeesha? Explaining what he did would be so much more helpful
in understanding why he can't snatch the tablet himself.
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You'll easily find the 4th book and then the only working lever in the room
which opens the door leading to a new area. The new area turns out to be the
big honkin shaft you saw in the drawing in the 1st cave. Explore the area,
you have no access to the shaft spiral past the 2nd level, the only access to
the shaft is the elevator to the right of the entry point.
(NOTE)
The images on the Yeesha ledgers are the same images etched or painted on the
boulders found in the caldera.
If you circle the shaft clockwise to the elevator, pull the lever and ride it
down you'll miss out on another speech by Esher. Esher calls the great shaft
Re-gah-ro-ti-wah and then blames Yeesha's great granny for the D'ni demise.
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Access the elevator, ride it down and locate the 2nd cave. Find and read the
5th book then link out to Direbo via the #2 linking book.
_____________________________________________________________________________
Direbo, (revisited)
Unlock 2 more bridge gates and then enter the KEEP. The slate in the KEEP is
shaped like the arrowhead symbol on the 2nd linking pedestal in Tahgira. Link
out by touching the lit Arrowhead symbol on the pedestal to the next age.
_____________________________________________________________________________
"LEAD AND INVESTIGATE WITH YOUR HAND"!
4. TODELMER
Ooh it so Spacey! So explore and look for Kevin, (not the giant bird). Follow
the path and take note of all the cables running out to the big thingies on
top of the monoliths towering up from the ground. Eventually you arrive at a
level area that has a large red lit opening in the wall with machines inside.
If you do a thorough look about you'll see a brightly lit Pac man symbol and
2 images that turn out to be numbers high up on the wall, (6 and 1) which may
be important. Enter the red room and meet up with Esher for some not so
useful info on the age. Explore the room, head up the steps to the devices
and discover they don't work. Eventually you'll end up at the rear of the
room standing in front of a big round bluish thing with 2 levers.
Grab a lever and move it, see that the blue screen thing gets brighter and
darker depending on where the lever is. I had no idea what this was about and
only lucked into it by chance because I decided to see how bright the orb
could get. Once the ring began rotating as the 2nd lever apparently reached
its brightest setting did it make sense, (I hate it when that happens). So,
we now have power to the red room, return to the red room and the devices on
the upper level. They are now activated and it's easy to see that the Pac man
symbol from high up on the exterior wall matches up to one of the devices.
Move the horizontal and vertical levers on the device to match the D'ni
numbers on the exterior wall, (6 and 1). Press the flashing green button and
watch the star field in the round viewing window change position. I'm pretty
sure the 4 big ray gun things are telescopes and the devices in the red room
align them. There are also 3 small levers above and to the right of each
telescope screen that provides 3 magnification values of the area of space
within the screen. Inspect the other devices and discover that each one has a
Pac man symbol like the one on the wall but oriented differently. One of the
4 appears to be broken, the thing is lit but there's static on the screen.
Exit the red room and continue on your way up the stairs.
Soon you end up at a pile of cable blocking your way to the top of the tower;
this may relate to the broken device in the red room. The cables likely move
and or change the orientation of the big ray gun looking telescope things on
the monoliths. Head back to the red room and to the broken device.
What do we know?
1. The cable is blocking the path and needs to be cleared away
2. As an example from the 1st device changing the position of the device
levers may move the broken cable out of the way.
3. Each device has 25 settings per lever meaning; there are 625 possible
combinations, (25X25=625), can that be right?
4. OYE!
With no idea where to start I moved the left lever all the way down to 25
then pressed the green button and then checked the path, nothing. I went back
and pulled it all the way up to 25, pressed the button, checked and the cable
had moved out of the way. YAY!
(NOTE)
After a little bit of testing I found that the left lever can be set as low
as 17 and still clear the cable out of the path without ever moving the
horizontal cable. I was hoping to find a cleverly hidden clue leading to the
cable solve. Most often when there appears to be no puzzle clue it usually
means the drudge work of trial and error and in this case I dreaded the
thought of 625 possible combinations. So I felt considerably lucky to stumble
onto a solution after 2 tries but wanting for a lack of clues to it. I even
tried the slate image at the end of Yeesha's 3rd journal because of the
Statement, (The least are my friends, I must use the least wisely) even
though the slate didn't match the age.
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As you reach the mesa like top of the monolith you discover a mini telescope,
a central dome with cables radiating out through 4 massive cantilevered
pulleys to 3 of the 4 telescopes, a larger dome to the side and an enormous
wheel sort of recessed in the outer edge of the mesa. You get an excellent
look at the surrounding landscape from this elevation with little to obstruct
your view.
Explore thoroughly!!!
1st I hit the small telescope for a Boo, you'll soon locate some brightly lit
and important info on another monolith, copy it down. Close to the info there
appears to be a platform and cable car. Spend some time locating all possible
objects of interest within the purview of the scope. When your satisfied with
your scope inspection circle the plateau's perimeter for a panoramic view;
locate all the telescopes and monolithic towers. Take note, there's an extra
monolith of interest, it's further away and lit up at the top like the other
towers but you didn't see it through the small telescope. Why?
The Large dome is open and it has a map on the wall that shows the 4
telescopes, (red Pac man things), the other big monolith and I think the
smaller/narrow one seen from the mesa (blue circles with X marks). The door
has a light on it that when pressed closes to reveal a 2nd light, press it
and explore. The exterior platform has a panel on the right with 2 levers.
Look up; this looks like the bottom side of the big honkin wheel on top of
the mesa and there's a cable running out toward the other big monolith.
For the moment I head back to the red room, locate the correct telescope and
use the info found on the other monolith, set the co-ordinates and then
return to the small telescope on the plateau. The distant narrow monolith is
still obscured. It seems pretty clear now that the big recessed wheel is for
the cable car and not a telescope.
What do we want to do?
1. View and or gain access to the distant narrow monolith.
2. Gain access to the other large monolith.
What do we know?
1. There are 3 monoliths within the small telescopes range; one can be viewed
the other is even more distant and blocked from the telescope by a large
wheel.
2. The other large monolith is connected by cable to the one you're on and
the other narrow monolith may be accessible but currently it isn't and may
have a pedestal.
3. Below the big wheel is a platform with levers that may affect the cable
car and or wheel.
With this info you can clear an LOS path from the small telescope to the
distant narrow monolith for a visual. Once you confirm the symbol for the 1st
linking pedestal of the age, copy it and return to the KEEP, copy the symbol
to the slate and step away. Once the new symbol appears on the KEEP pedestal
touch it and link away. When you arrive at the distant narrow monolith
pedestal hop onto the telescope and look around. The monolith you began the
age on is easy to find and right above the opening to the red room are the
coordinates you found earlier for the 1st telescope. So, that was too easy
and you didn't need this telescope for already known coordinates so why here?
As you meticulously explore with the small telescope and attempt to view the
other large monolith you soon discover most of it is blocked by one of the
large telescopes. As you look for any spot on the monolith to scope in on
you'll see the upper lit section. As you close in on the upper lit section
you'll see the obvious bright blue dot through a convenient hole at the top
of the inner (altitude?) ring. As you continue to scope in, the 2nd linking
pedestal and its symbol appears.
(NOTE)
I think this is a totally cruel puzzle, if you're not entirely lucky to fall
onto it, (setting the 2nd telescopes co-ordinates before accessing the
monolith) or Adrian Monk you'll be forced to get help.
+=+=+=+=+=+=+=+=+=+=+=+=+
Grab the slate, draw the symbol, drop the slate and back away. Once the Bahro
links out link to the KEEP and then to the new location. As you begin to
explore the mesa Esher appears, imparts new instructions implying a trip to
somewhere else, forcing the Bahro to do something, (with true acid in his
voice) and then links out. You see another large wheel and locked dome and
not much else. Take the stairs down to a small telescope, if there's
something to find from it I can't figure out what it is.
Move over to the ledge and take a gander at the cable car below. You can't
get to it. Apparently pulling the near lever on the tram platform to move the
big wheel for a look at the 2nd pedestal symbol moved the tram out of
position. Return to the KEEP and then to the cable car platform at the 1st
monolith. The upper lever flips left to right, flip it left and pull the near
lower lever down one time. When completed return to the 2nd large monolith
above the tramcar. You now have access to the tram and the lower level of the
2nd monolith. The lower level of this monolith is set up different from the
1st one. The power station, (blue ball with 2 levers) is in this area and
this tower doesn't have a red room.
(NOTE)
This power station is a smidge trickier than the 1st one, best suggestion is
to set up centered and as far from the device as possible and still be able
to work it. The reason being if you're too close you may not be able to
accurately detect the correct screen brightness with both levers.
+=+=+=+=+=+=+=+=+=+=+=+=+
Once you have the power running continue to explore the tower. Once you have
access to the dome you'll find the age's power symbol, copy it onto your
notepad and open the door to the plateau. Explore, discover nothing new and
head back to the pedestal for the slate and then make your way back to the
cable car. Pull the lever inside the tram and glide away to the small middle
pylon where you'll discover another telescope coordinate and what appears to
be an image of the ringed planet above. Pull the tram lever again to complete
the trip back to the 1st monolith. Go to the red room and set the final
coordinates on the 3rd telescope.
(NOTE)
If and when you placed the slate on the floor of the tram you quickly
discovered that it didn't want to go with you on your ride. Startling, but no
big deal, the Bahro pick it up and drag it back to the pedestal once you
reach the 1st monolith return to the KEEP, link back to the other big
monolith for the slate and then return to the KEEP.
One thing that really irks me is that the small telescope on the distant
narrow monolith gets a clear close up view of the middle cable pylon yet the
coordinates can't be seen.
+=+=+=+=+=+=+=+=+=+=+=+=+
After setting the coordinates play with the 3 small viewing levers above the
screen. So, what's left to do?
What do we know?
1. All 3 available telescopes have been aligned to the coordinates found.
2. The 3rd and last telescope altered has a portion of the ringed planet in
view.
3. We have a power symbol we haven't used yet.
4. Esher says align the stars and planets, use the Bahro to do it and that
our destination is above, (the ringed planet)?
So, head out of the red room to see the planet, take note that the rings of
the image from the mid pylon and that of the planet are positioned
differently. Copy the power symbol to the slate, drop it and step away to see
what happens. The Bahro appears by the slate; wiggles, jiggles and giggles
and then links out. Grab the slate before the Bahro comes back for it and see
what transpires. Observe the planet's ring system; it's moving, rotating
clockwise so that the ring/disk is moving toward the 12 o'clock position and
getting closer to the image of it on the pylon. Lastly check out the giant
killer cyclone charging across the distant planet.
When the event ends the rings aren't quite in position regarding the image
from the pylon, so use the slate again and, "Make it so number one". Remember
to retrieve the slate before returning to the red room. The rectangular clock
thing up high at the back of the room is rotating very fast. Remember the
image of the planet appearing on the telescope? Return to it and wait for the
event to end.
Once the event ends the planet should take up a good 1/3 of the round screen.
There's a very small bright flickering clue, bring it into view. Once you
locate the last linking symbol copy it, "EXACTLY" to the slate, drop it and
move away. The Bahro get kinda pissy on replicating this one so hold off till
it takes it away. Head back to the KEEP, link to wherever it is in the
planetary ring system and then take in the killer view out the portals. Once
Esher is done flapping his gums and you've had your fill enter the TARDIS,
touch the slate and then link out to Todelmer. Once you appear in the
Todelmer KEEP, link to Direbo, exit the KEEP and use the pedestal to link
back to Re-gah-ro-ti-wah the Shaft.
_____________________________________________________________________________
"LEAD AND INVESTIGATE WITH YOUR HAND"!
5. RE-GAH-RO-TI-WAH
Exit the room and continue to explore. You'll find book #6 to the left of the
2nd elevator and discover that you can't make a complete loop around the
spiral to the 1st elevator due to a collapse of the walkway. Pull the lever,
wait for the elevator and ride it down. A very colorful place; as you explore
Esher pops in for some info and tells you how to succeed. Explore the upper
area, you find a set of stairs down and a Bahro who wants to play "Don't Get
Me!" give chase. Eventually you'll find another set of stairs heading down
and toward the center of the shaft. At the bottom is a big upside-down bucket
with a blue button on its bottom, the 7th Yeesha book and 2 openings leading
out to the bottom floor of the shaft.
Continue exploring, at the center of the room is, (a hassock?) Continue
across the floor to a 2nd set of steps that lead to another room with another
big upside-down bucket, this one has a yellow button on the bottom. If you
follow the stairs up you end up back at the top of the stairs where you saw
the Bahro after getting off the elevator. So, Esher said to get the fans
running and there are 3 items to deal with, 2 buckets and a hassock. I'm
guessing since the buckets are/would be found first as one descends the
stairs they would be the gadgets to deal with 1st. If one follows the Bahro
then the blue bucket would be found before the yellow one, so I'm heading for
blue then yellow and then the hassock.
(NOTE)
I don't think it really matters which colored button you press first as long
as you don't flop around after beginning the procedure.
+=+=+=+=+=+=+=+=+=+=+=+=+
Once you press down on the hassock the floor begins to rise up to the
cantilevered spans at the 4 corners of the circular room. This gives you
access to another section of the shaft once blocked by the lowered floor. It
turns out to be 2 rooms; the 1st larger room has a device sporting a lever
and the 8th book. Read the book and pull the lever. Something inside the
device starts turning, (fan or motor Idahno)? Enter the 2nd room to discover
it's another sleeping quarters, the linking book has the #3 on it and so this
is sleeping room #3. Watch the video Yeesha left, link out to Direbo and then
to.
(NOTE)
I'm not bothering to open the gates anymore; they're useless unless you miss
a Direbo book and want to go back to whatever area you think you missed it in
the quickest route possible.
_____________________________________________________________________________
"LEAD AND INVESTIGATE WITH YOUR HAND"!
6. NOLOBEN
Nice place, minus the big blackening clouds above a possible island. We're
beachside, small islets surrounding a larger one; maybe originally it was all
one larger landmass. Further up the beach to the right maybe some gear and a
lean-to. Esher is to the left in the distance and maybe a lean-to behind him.
I figure I'll make him wait; he became a major creep out in Todelmer.
I'm heading to the right to see what's what over there. After a little
exploration its obvious the shore is blocked off and aside from the ladder
and cave opening there isn't much to do at this time. The cave tunnel is
blocked off about 30 feet in and a rope ladder, (once you pull the hanging
rope it unravels) giving access to the Mesa. I think I'll hold off exploring
the upper level till after I talk to Esher, so might as well get it out of
the way and hear what he has to say. So this is Noloben the home of the
Bahro. Tiny, Ida gone bigger seems odd they'd pick such a small place to call
home. Esher sounds particularly bitter in this speech.
(NOTE)
The condition and shape of the bases of the island and ring islets makes me
think of a great inrush of water or series of them in the distant and not so
distant past. So maybe the place was more massive but due to deluge
catastrophes major portions have been eroded away.
+=+=+=+=+=+=+=+=+=+=+=+=+
Continue exploring, ahead and to the left against the cliff is the lean-to,
as you approach it, the easy guess is that it's a shrine. There are symbols
etched into the cliff above 4 bowls and a stone egg looking thing. The thing
at the base of the shrine may be an altar. It's the same shape as the Age
slate and has a power symbol etched into it. The symbol looks like it
represents rain, the tarp covering the shrine has 4 holes cut into it and the
4 bowls are below the cuts. Easy guess is the bowls fill up with water. I'm
going to explore whatever else there is to see along the beach then come back
to the shrine.
Ooh a tunnel! It goes to another part of the island and has snakes slithering
about the floor. If you hang around for a bit and then follow a snake you'll
see it slither into a little black hole in the sandy floor. When you exit the
tunnel you'll see tonza odd looking birds hanging about on the out crop of
little isles and you can't get them to move at all. Once you move out onto
the beach you can see an islet with a big stone door, the islet is very close
and you can walk out to it. The door has a tree etched into it. As you turn
away from the door you should notice a bright object sitting on top of a
massive boulder atop the Mesa. Continue exploring this end of the island till
you're forced back to the shrine.
If you aren't carrying the slate with you grab it from the KEEP and return to
the shrine. Once at the shrine draw the power symbol on the slate as shown on
the alter thing and place it on the altar.
(NOTE)
Initially I thought the slate had to be on the altar then only needed to
touch the altar to get the Bahro to summon the rain. Now I'm sure it doesn't
need to touch it at all. I must have been reproducing the power symbol
poorly.
+=+=+=+=+=+=+=+=+=+=+=+=+
Pick up the slate as the Bahro exits the area, the rain will continue for a
minute, while it's raining you'll begin to see the symbols on the wall appear
in the water bowls. Try to place MF centered in front of the altar so that
you acquire the correct symbols. Write them down on your notepad for future
reference. Now it's time to explore the Mesa, head over to the rope ladder
and climb up to the plateau. You can drop the slate and let the Bahro deal
with it or drop it off onto the KEEP pedestal as you pass by.
(NOTE)
The holes at the base of the rope ladder look like the snake holes in the
tunnel but they are much bigger and I never saw a snake outside the tunnel.
+=+=+=+=+=+=+=+=+=+=+=+=+
Explore the plateau and take note of the resemblance to something else
already seen. The 4 satellite stones have symbols engraved around their tops
which can rotate left or right. The egg shaped stone dome in the center of
the plateau has small portholes on its side, most are covered and you can see
symbols on the outside of the shutters. When you look into the dome you can
see other symbols on the wall above every one of the portholes.
(NOTE)
With little effort it's easy to deduce that the symbols represent
numbers from 1 to 15. |=1, #=4, 0=5. Continue following the symbols
counter clockwise to see all 15 symbols. If Esher is D'ni why does he
use a different numerical system?
+=+=+=+=+=+=+=+=+=+=+=+=+
So after exploring the plateau and the structures you may recall the symbols
on the shrine and that they are represented on the satellite stones and on
the inside of the dome.
What do we want to do?
1. Continue deeper into the blocked tunnel.
2. Get past the big stone door on the islet.
3. Get into the stone dome on the plateau.
What do we know?
1. The shrine on the beach is a miniature of the structures on the plateau.
2. All symbols on the inside of the dome and many on the shrine are numbers,
most or all the symbols on the satellite stones are not numbers, although 2
look like the numbers 3 and 4.
3. The satellite tops can rotate so that one of the many symbols can be
aligned with a symbol etched on their base.
4. The dome has small portholes, (windows) that have shutters you can raise
or lower.
5. The shutters have symbols on their exterior side that can be seen when the
shutter is lowered.
6. The symbols reflected in the water bowls are the numbers 12, 2, 9 and 4 in
a clockwise rotation.
What do we need to do?
1. Locate the numbers reflected in the shrines water bowls inside the dome.
2. Find out if the shutter symbols related to the shrine numbers match up
with any of the symbols on the satellite stones.
3. If any of the symbols match then to line the correct symbol to the correct
satellite stone/shrine water bowl.
(NOTE)
When you turn a top on a satellite stone you hear a loud grinding sound
emanating from the island's interior. It is no indicator that you have the
correct symbol on the correct satellite stone but that the sound is from a
moving object.
Regarding the plateau structures and the shrine, there are 2 orientation
possibilities that stand out, the Islet with the stone door or the ladder
leading up to the plateau. Either of these markers could represent the power
symbol slate in front of the shrine. I, (Mr. Thicky) of course picked wrong.
+=+=+=+=+=+=+=+=+=+=+=+=+
So, once I had all the symbols lined up I ran over to the ledge overlooking
the islet with the stone door to discover it's still closed ... figures. I
return to the beach and locate the tunnel close to the ladder; (loud noise
when satellite stones reset), once I'm past the 1st stone door I begin to see
snakes crawling about. After the 4th door there's a long winding tunnel to a
central cave that rises up to the top of the plateau. To the left is a
linking pedestal. I link back to the KEEP, grab the slate, draw the linking
symbol on it, drop it and back away. Annnd the Bahro leaves the slate and
links away ... lazy good for nothings ... Geez do I gotta do everything!
Crap! The Bahro won't take the slate, so pick it up and hoof it back through
the tunnel to the room and place it on the pedestal. Once back inside the
plateau explore your way up into the dome. You can see the shuttered openings
from the base of the stairs. As you climb up Esher appears on the steps to
impart some needed info on dome access, the Bahro and the big tablet thing at
the center of the big main KEEP. So Esher calls this a "Lab"! Once on the
wooden platform locate the pin board with all the notes and drawings. Note
that you can climb the cage but that you can't reach the ladder above. What
did Esher say to do? If you can't recall use the speech journal and read it
again.
(NOTE)
Esher doesn't say whether or not the snakes are indigenous or that he
imported them to KEEP the Bahro out of his sanctuary. It's the Bahro's home
port why would they hang around a place with something they hate or fear?
Regarding the pics on the pin board, it looks like Esher was experimenting on
the Bahro
+=+=+=+=+=+=+=+=+=+=+=+=+
Once you have sealed the lab/refuge link back to the base of the lab and
climb up onto the cage. The ladder is down and you can climb up and out to
the top of the dome. Nice view, a pedestal and the shiny thing seen from the
islet door on the beach. Below the lens or whatever it is there is a pressure
plate, step on it and watch the islet door open, step off and it closes
pronto. Copy the symbol from the pedestal, link down to the KEEP then to the
base of the dome. Grab the slate and link back to the KEEP. Draw the symbol
drop it and back away. Link up to the top of the dome once the Bahro takes
the slate and plops it onto the pedestal up there. So, the top of the dome is
safe for them.
OK, now what do we want do?
1. We want to get past the islet door.
What do we know?
1. The islet door opens when you stand on the pressure plate and closes as </pre><pre id="faqspan-2">
soon as you step off.
2. The slate isn't heavy enough to open the door.
3. There are 2 symbols in and at the end of 2 of Yeesha's journals, (book 3
and 7) that suggest they, (the symbols) are important and may be used to
direct the Bahro into performing a feat.
4. Esher states the Bahro won't go near the snake symbol.
What do we need to do?
1. Try the symbols from Yeesha's journals, leave the slate on the pressure
plate and link out to the KEEP for a run to the islet.
What we will learn from this is that the 2 symbols in the journals don't
work. The game isn't programmed to work with either symbol, at least in
Noloben.
(NOTE)
Esher lies to MF when they're on the stairs in the dome, which was very
confusing; if Esher wants your help and to help you to reacquire the tablet
why lie to MF? If he doesn't want MF to attain the tablet why not lie to him
at all turns to prevent success? However I should have been expecting it, if
you go back and read the 1st Yeesha's monologue (from K'veer) she says,
"You'll find in each age that there will be help and hindrance."
+=+=+=+=+=+=+=+=+=+=+=+=+
Once you figure out the lie draw the correct symbol on the slate and drop it
on the pressure plate. Link out to the beach KEEP and then beat feet to the
islet. After some time, (if you drew the symbol correctly) the door will
dissolve and you can enter. Once inside you can copy the final link symbol
and link out to the beach KEEP. Draw the symbol, drop it and back away. As
soon as the symbol appears on the pedestal link out to the islet.
Once inside you'll get another barrage from Esher, the tone of his speech is
beginning to sound desperate, (PSYCHO PUPPY!). Touch the slate within the
KEEP then link out to the Beach KEEP, link to Direbo and then back to Re-gah-
ro-ti-wah.
_____________________________________________________________________________
"LEAD AND INVESTIGATE WITH YOUR HAND"!
7. RE-GAH-RO-TI-WAH
Exit the room, return to the shaft and explore. Run back down to the bottom
of the shaft to discover that the openings are blocked. Return to the
platform, there's only one thing left to do and that's to press the hassock
again. Once it's at the bottom press the hassock again then run off to the
side of the room so that the platform can rise without you. As the platform
rises you can see that there is an area below its sitting position. Find your
way down and grab and read book #9. Look around, find the tunnel, run to the
end and locate and flip the lever. So that's the fan above and the lever is a
clutch, so the previous room and lever was the fan motor. As you exit the
area you find a ladder has descended from the tunnel ceiling.
This puts you in a tunnel above and provides you with another book, pick up
book # 10. Near book 10 is a door with a lever. Pull the lever and you can
see back into the great shaft, turn around and explore in the other
direction. This must be the fan room there's a big bright light shining down
on a fan set into the floor in the center of the room. As you explore the
room you'll find the 11th journal near a damaged lever. On the far side of
the fan room there's an opening leading to the 4th sleeping quarters. Inside
you'll find the usual junk, KI machine, viewer, 12th and final Yeesha book
and linking book #4 to Direbo. Link to Direbo, enter the KEEP and link out.
_____________________________________________________________________________
"LEAD AND INVESTIGATE WITH YOUR HAND"!
8. LAKI'AHN
MF links into a tropical age, palm tree looking things, sandy beaches, blue
skies, big honkin boulders, big honkin fort and of course Esher. Grab the
slate and head over to flaky puff, (looks like he may wet himself) listen to
his story of loss and then get to some exploring. So the place is called
Laki'ahn and the fort is a trading house, (big house). Esher says the front
door is locked but the back one can be unlocked. Since discovering he's lied
to me at least once so far, (that I can tell) I check the door, look inside
the building and find a strip of paper on a table near the window opening, it
has a series of red colored geometric shapes, I copy them down.
So to begin the age I explore my local surroundings, ooh butterflies! Out
onto the beach you can see a large fence to the right and beach to the left,
I head left and quickly find a barrier blocking further progress. Heading
back to the fence it seems to be made of a bamboo like material, not very
sturdy. The landscaping seems to be pushing you left along the beach, so go
with the flow. A few yards past the end of the fence there is a passage
between the boulders that empties out into a large low mud baked area, in
this area are 3 huge skeletons of I don't know what. To the left is a power
symbol engraved into a boulder and on the ground a tiny birdlike thing. Maybe
it's a prehistoric chicken with a really big head?
My eyes suck so I need a closer look on the bird and power symbol. The power
symbol looks like ocean waves and the bird is one ugly mother! It's got some
impressive teeth and a big ugly red head. I wonder if it was adopted. It
needs to be oiled or something, it makes an awful creaky noise when you get
close to it and it doesn't appear to be aggressive, (probably a good thing).
Copy the power symbol onto the slate and drop it to see what happens. Lots of
windy wind, a bleeden sand storm! There's another opening between the
boulders that I believe I'll take while the taking is good. Snatch up the
slate and head out.
A small inlet/stream crosses in front of MF; there are a couple more
skeletons in the stream and a big honkin gate thing ahead and to the left. If
you go right the stream and path ends just around the corner. If you go left
to the mouth of the inlet and continue you end up back at the passage between
the boulders near the bamboo fence. Go right at the mouth of the inlet and
you're stopped at the pointy boulders.
OY! Look at the big things that swim around in the water huge dorsal fins
occasionally rise up, some very close to shore. I'm easy guessing those
things are what the skeletons used to be. The game channels you into the
giant cage thing, so enter and explore. As you move deeper into the cage area
you can see a busted up side on the left that should allow you to exit. Once
deep into the cage you can see a mostly submerged pedestal in a round
enclosure at the center of the massive cage, it has an opening that leads
into another cage section blocked off from your current position. Head back
to the break in the wall and climb out. As you thoroughly explore the
confined area you find a 2nd chicken thing.
This ones crazy, it's running around in circles in front of a large structure
with a huge fan and a pulley that connects by belt to the top of the giant
cage. On the far side of the cage is a tusk lined canal leading from a
section of the cage into a tunnel. I'm guessing the cage is closed off to the
canal and that somewhere there's a lever or button that raises the gate. Head
back to the chicken and investigate the structure. When you get to the top of
it you see one large lever, 2 smaller levers and 2 buttons. On top of the
giant cage it looks like someone connected the skull bones of 3 of those big
swimming things and then connected the pulley cable to it.
You can pull on the levers and press the buttons but nothing will happen. Its
time to test the slate again, move out to the front of the structure, drag
the copy of the power symbol to the center of the slate, drop the slate and
move away from it. As soon as the Bahro links out snatch the slate and return
to the 3 levers and 2 buttons on the structure. If you start from the left
and pull each lever and push each button one at a time and look up and over
to the cage after each action you can pretty much tell which lever and button
does what, even through all the chaos of wind and light.
1. The wind created by the Bahro and power symbol may power the big fan.
2. The big lever must be a break.
3. The left small lever raises the pedestal out of the water
4. The left red button opens the gate to the canal
5. The right small lever rotates the small round inner pedestal cage.
If you inspect the cage and pedestal from within the 1st canal you'll be able
to see the linking symbol. Take note that the inner cage must be turned one
more time to be aligned with the 2nd canal. Return to the structure and pull
the right small lever one more time. Once the round central cage has been
properly oriented draw the link symbol to the slate, drop it and beat feet to
the KEEP.
(NOTE)
If the action of the power symbol has ceased repeat the earlier action with
the slate and pull the small right lever for the 2nd time.
+=+=+=+=+=+=+=+=+=+=+=+=+
When you arrive at the KEEP link out to the cage pedestal, then beat feet
through the canal into an aquatic arena. There's a ramp at one end of the
arena and at the top of the ramp is a tower with a pedestal on it. As you
make your way up the ramp you see that the top of the tower is level with a
cantilevered ramp. There are 4 devices that look like rudimentary robot heads
attached to the rear wall and there's a big yellow button centered between
the 4 heads. Lastly there's a recessed area to the left. You want to pay
close attention to the details of all items on the ramp.
With some little inspection you'll notice some of the eyes are red, (exposed)
and some are yellow, (covered). The mouth of the heads is a big circle with
one or more rings within. The 1st head on the left has one red eye and 4
rings on the mouth, the 2nd head has 1 red eye and 3 rings, the 3rd head has
both eyes covered and has 2 rings and lastly the 4th head has 2 red eyes and
1 ring. See that the eyes of the heads can be exposed or covered by pushing
on the round mouth part.
Walk into the niche on the left and discover that it may be a scale. There is
a series of black circles set vertically on the wall in the recess that
resemble the eyes and mouth rings of the 4 heads. Step onto the plate in the
recess and take note of the eyes that go red. If you're holding the slate
when you step on the plate the 2nd set from the top has 3 rings and both eyes
are red, the 4th set has 1 ring and 1 red eye. If you step on it without the
slate only the 2nd set from the top shows 2 red eyes the rest stay black.
So, what do we want to do?
1. Get to the pedestal on the tower.
2. Get the tower down to ramp level.
What do we know?
1. The tower height is level with the elevated cantilevered ramp.
2. There are 4 devices on the wall that resemble heads and may register the
weight of the tower as a counter balance.
3. The device in the recess is likely a scale and if so then MF and the slate
weigh 2 red eyes with 3 rings and 1 red eye with 1 ring, possibly equal to 7.
With what we know and a little experimentation we can lower the tower and set
the slate on it. Total up the weight of MF, the slate and the tower, once you
have the total set the eyes of the wall heads for the correct counter balance
and push the yellow button. Dang! Try as you may, the game won't allow you
onto the tower before it begins to rise, that's not right. Your options are
limited, so beat feet to the cage pedestal and do the linking thing back to
the tower. As you materialize on the tower it begins to lower to the elevated
ramp, grab the slate and walk off when allowed. Explore the area thoroughly,
there are 2 pretty red buttons to push that make a little magic.
As you approach one of the buttons Esher will pop in and regale MF with the
glory of a bit of butchery misnamed as sport. As you poke around you'll find
the jewel door Esher mentioned at the beginning of the age, it'll have a lock
pretending to be a decorative plaque. Look familiar? You have the tools to
solve the puzzle, it may take a second but this far into the game I'm sure
you'll agree this isn't one of the difficult puzzles. A cozy rustic shack eh,
rubies strewn all over the place, beast skulls hanging from the ceiling and
tapestries hanging from the walls. Explore the rooms off to the side to see
if there're any goodies to be had. On a table in one room there's a strip of
paper with a color scheme, make note.
Once you take in all there is return to the arena and back into the water to
explore the gates you opened up earlier. Once in the water enter whichever
tunnel you're closest to. If you do a smidge exploring you'll see that the
tunnel is horseshoe shaped connecting both entrances from the arena. In
either case there is one offshoot, (dead-end) tunnel, ending at a red
pressure plate. Just before the plate on the left and in a niche is, (for
lack of a better answer) a switch, I guess. It kind of looks like a mini pile
driver, lift it up it stays and won't come down till you step on the pressure
plate. When you step on the plate the round elevator platform you passed over
on your way to the plate begins to rise.
What do we want to do?
1. Access the level above via the elevator
What do we know?
1. There is a pressure plate and switch that operate a lift.
2. Something/someone heavy enough must be placed onto the pressure plate for
the lift to rise.
3. It will take a little experimentation for the proper order and symbol.
4. It will require the assistance of the Bahro to succeed.
This puzzle is a bit tricky but an important clue is in your hands and the
solution is in one of Yeesha's journals.
Once you're on the level above take note of your surroundings, you're at the
center of an intersection. There are 4 tunnels leading away, each tunnel ends
in a sort of fork and at the point of each fork is a colored light. Are the
colors familiar? Locate the color swatch in your notes and follow the correct
pattern to the end, be tactile. Once back outside copy the pedestal link and
then link to the KEEP. Once there follow the drill and then link back to the
antler pedestal.
As you begin to explore the area Esher pops in speaks of the Kresh, (natives)
and then rants about outsiders, (not sure whether referring to Atrus' family
or DRC). This is a stony place! There's some wreckage on the beach, what
looks like a windmill on a boulder and an old dock a short distance from the
pedestal. As you expand your search you'll come across a couple more
asthmatic prehistoric chickens and eventually a poor excuse for a tree house.
The tree house is tight to a big honkin boulder, the boulder has been
hollowed out and there's a giant seesaw supported by pilings above the
boulder. Assess the situation, circle the tree house and boulder and take
note of the structures above and below. Once you discern their purpose raise
the gate.
(NOTE)
Normally I'd grab a chicken and use its teeth as a saw to cut the weights
away, but in this case, I'll follow game procedure and abide the rules.
+=+=+=+=+=+=+=+=+=+=+=+=+
You'll soon discover that there isn't much to do up on the platform, however
there is a window that looks out over the water pointing to a small stony
cay. To the left of the window is a flag with something drawn on it which,
(for the moment) can't be entirely seen. It may be a head with an eye and
mouth.
(NOTE)
If you're up on the platform during the evening you'll get a treat looking
out to the cay, it's faded for sure, but you can make out the bubble on the
cay.
+=+=+=+=+=+=+=+=+=+=+=+=+
If you haven't explored the rest of the allowed area yet do it, there isn't
anything of import outside of nice to look at. When done looking about you'll
be at an impasse, there's nothing else to find, nothing else to do save one,
try to find out what the flag image is and whether it's important or not.
What do we want to do?
1. See the entire emblem on the flag.
What do we know?
1. Can't touch the flag.
2. The flag and the cay just off the island are sort of framed in the tree
house window and may be important.
3. There's one option that may get the flag to move.
Once you have a full on visual of the flag, copy the image onto the slate,
drop it and back away, if done correctly the Bahro will accept it and link
out with it. So, run back to the antler pedestal, link to the age KEEP and
then to the cay. Esher will convey his soliloquy and link out. Look about if
you like then enter the TARDIS and touch the slate. Touch the age symbol to
link to K'veer. Take the tablet at the center of the KEEP and exit the
bubble. You'll see Yeesha waiting for you pretty much where you left her.
Approach her and she'll hold out her hands as if to take the tablet from MF.
4/1/19 (NOTE)
Not sure if not having all 12 of the Yeesha books is the cause of the issue I
encountered when moving toward Yeesha with the slate, but I was unable to
drop the slate to the floor, when I thought I dropped it I got the bad
ending, (apparently, unseen, Yeesha had taken possession of the tablet and
began walking in a circle then linking out). I restarted from the end of
Laki'ahn got the same results. I then noticed I was missing 1 book so I went
back to Re-gah-ro-ti-wah found the last book, returned to the Keep in
Laki'ahn, continued from there and was able to produce the drop symbol.
+=+=+=+=+=+=+=+=+=+=+=+=+
If you have paid any attention to the journals and the speech log, even
though she holds out her hands you know she doesn't want it. She doesn't
trust herself and fears the longtime bondage of the Bahro will continue for
fear of failing to do the right thing by releasing them. Approach Yeesha,
when she holds her hands up drop the tablet to the floor then step back far
enough for the Bahro to appear. Once done everything goes black and then you
appear in front of Yeesha, who drops to her knees. She praises you and the
maker for freeing her from the curse. You'll learn that the "CURSE" has
lasted for 10,000 years and then you're whisked to Releeshahn.
There you'll see and aged and feeble Atrus, he speaks to MF and then Esher is
dragged from wherever he was. He spits bile at everyone and then he's carried
off to whatever punishment the Bahro give. Yeesha gives one more speech then
walks off with Atrus. One Bahro remains, unfurls a set of batty wings flits
up into the air, latches onto MF and lifts him into the air for a ride. As MF
rises you can see a huge honkin obelisk in the distance down in a valley. The
credits roll and you're done.
(NOTE)
There are at least 2 alternate endings from the one above, if there are more
I haven't spent the time nor have the desire to look for them.
1. Give Yeesha the tablet, she'll walk around a bit and then link out. You're
alone; your only recourse is to return to the room you began the journey in
and the location of the Myst book. The book is now unlocked and can be
accessed, link out to Myst. It's dark, miserable and raining big time, the
place looks like it's been abandoned for some long time. You can explore the
island some, try and find Ti'ana's grave marker. Know that when you near the
Library Esher will come out. Berate and condemn you for giving Yeesha the
book then link out leaving you to your death.
2. Don't give the tablet to Yeesha or the Bahro run out of the room to the
actual beginning, grab the Myst book and link to Myst. Myst is in the same
condition as the 1st alternate ending. Make your way to an empty Library, see
the tablet holder thing and place the tablet on it. Esher will link into the
Library and go into manic phase turning his amp up to 11.
The 2 endings aren't all that different from each other, in both cases it is
clear Esher is insane and MF is left to suffer a slow death on Myst. All in
all Giving the tablet to the Bahro is a much pleasant ending and preferable
over the alternates.
If it was up to me, I'd have leaped onto Esher in his delusion, grabbed his
linking shoulder cloth and linked to wherever it is that he goes to. His
refuge must have linking books to all the ages he appears in throughout the
story. From there I'd link back to Myst, grab the tablet, link back to K'veer
and give it back to the Bahro.
_____________________________________________________________________________
9. SOLUTIONS
TAHGIRA
Cave Puzzle
Place the slate over the image on the floor; you'll hear the ice cracking
under your combined weight a small fracture appears. Step far enough back so
that the Bahro appears and removes the slate. As it removes the slate the ice
floor will fracture even more under its combined weight but not collapse.
Move away from the bubble and the Bahro will return the slate to the pedestal
and leave as Esher pointed out. Now all it needs is the combined weight of MF
and slate to collapse the floor and give access to the outer pit.
Pond Puzzle
Turn the 6 levers on the structures from left to right and then return to the
pond area. Centered between the 2 manifolds draw the power symbol on the
slate drop it, then move to the Red or Blue manifold and wait for the heat. A
Bahro will appear and bring heat. The manifold levers will rise up and be
functional. Solve the manifold then head for the 2nd one, pick up the slate
on your way then solve the 2nd one. The heat from the pipes is directed by
the levers and affects the existing pond life forms directly around the
heated pipes in the pond.
Turn the "BLUE/WHITE" levers on manifold #1 (starting from left to right) R,
L and L. This avoids the breaks in the pipe and creates a path to the
starting point this side of the pond. Turn the "RED/WHITE" levers on manifold
#2, (again from left to right) L, R and L to create a path to the opposite
side of the pond. When combined they create a walkable path to the opposite
side of the pond.
_____________________________________________________________________________
TODELMER
Gear Puzzle
Pull the near lever on the tram platform 1 time, (loud metal noise) wheel
turns enough to expose pedestal symbol on mesa of distant narrow monolith.
Last Gear Puzzle
Once the power symbol has been used 2 times return to the last telescope, set
the coordinates to 4 and 5, (if not already done) and then adjust the
magnifier by pulling the far right small lever to see the last pedestal
symbol.
_____________________________________________________________________________
NOLOBEN
Dome Puzzle
The 4 symbols found in the water bowls at the shrine/altar on the beach are
the numbers 12, 2, 9, and 4. IMO the easiest/fastest way to find the correct
shutter symbols is to close all shutters. With your back square to the rope
ladder walk straight to the dome and the window shutter with the circle with
the dot in the center. Lift the shutter, square up to the open window and
move up tight. Look directly across the dome to the center point between the
2 windows on the opposite wall and the numbers above them.
Your orientation from this position to the 2 windows, (excluding the window
you're at) is 7 windows to the right and 7 the left of your current position.
Counting 7 from either tells you what window you're at. In total there are 15
windows around the dome, once you know which window you are at count down
left or up right to the target windows. Move to them lower the shutters and
jot down their symbols.
The shutter symbol for the #12 is the power symbol for most electronics, #2
is 6 dots 2 rows 3 dots each row. The shutter symbol for the #9 is for a lack
of proper designator the letter H with the cross bar set low; lastly the
shutter symbol for #4 is 3 horizontal lines 3 rows of 1 line each.
With the rope ladder at your 6:00 and the dome at your 12:00 head right to
satellite stone #1, it's the (#2), locate the 6 dots, (2 rows 3 dots per row)
and rotate the stone to it. Continue right to satellite stone #2 it's the
(#12), rotate for the power icon, (it's the circle with a line at the 12:00
position). Continue counter clockwise to satellite stone #3 and rotate it to
the 3 horizontal lines. Lastly to satellite stone #4, rotate it for the "H"
symbol with the low crossbar. Once all satellite stones are correctly set the
cave tunnel barriers will allow access to the lower level of the dome.
Seal Dome
Climb back up the plateau and spin the top of one satellite a couple times to
rotate one of the doors closed.
Islet Door Puzzle
Only the snake symbol Esher mentions, (as a repellent) works for the pressure
plate puzzle. He lies about the Bahro not going near the symbol; it just
delays their approach and possession of the slate.
(NOTE)
First I experimented with all the symbols on the beach; I timed each from the
slate drop to the link out.
1. The book 3 symbol takes 00:30 to final link out.
2. The book 7 symbol took 00:33.
3. Snake symbol takes 1:40 (100 seconds) from the time the slate hits the
pressure plate to when the Bahro links to the dome.
With the symbol from book 7, technically, if you link and run the whole way
without flopping around you can get to the door before it opens. At minimum
see it open up or close as you run for it but you never do. The game isn't
programmed to work with the symbol.
I was hesitant to even consider trying the snake symbol due to Esher's
statement, Esher lied.
_____________________________________________________________________________
LAKI'AHN
Cage/Windmill Puzzle
Pull the large left lever, then the smaller left lever; push the left button
and then the small right lever twice. Run to the near right side of the
enclosure cage to read the pedestal symbol, draw it to the slate, drop it and
run to the KEEP. If your eyes are bad like mine and with all the chaos from
the power symbol still in effect you'll need your glasses or a magnifying
glass to see the symbol.
Tower Puzzle
For each wall head, the number of red eyes times the number of rings on the
heads mouth equals the counter balance weight provided. Tower weight, (1X4,
1X3, 2X1 =9), MF holding the slate, (2X3, 1X1 =7), total, (9+7=16). Close the
eyes of one of the heads and push the big yellow button to lower the tower.
Place the slate on the tower pedestal, reset the heads to total 16 and again
push the big yellow button. Run to the cage pedestal link to the KEEP and
then back to the tower.
Locked Back Door Puzzle
While you're at the front door of the Trading House look through the window
to the left of the locked door, the geometric symbols found on the table are
upside down and backwards. If you were able to rotate the strip of paper the
symbols are on you'd get the correct order and orientation. Circle, Square,
Triangle, Hexagon, Diamond.
Lift Puzzle
Stand on the pressure plate; draw the symbol from the 7th Yeesha journal on
the slate and drop it. Move to and raise the switch, (red can thing in wall
recess) run onto the round lift and wait for the Bahro to stand on the plate
to raise the lift.
Color Swatch Puzzle
Once you're on the floor above step off the lift and spin around to locate
the hallway with the blue button. Once located, do a 180 to face the red
button, follow said hallway (straight, right, right and left) and press the
(red, red, green, blue) buttons as you go. The last blue button gets you back
outside.
Tree House Puzzle
There are 7 counter balance stones on the ground, U= Up, D= Down. There are a
couple combinations that work, this is one of them.
From left to right, (U, U, D. D, U, U, D)
Flag Puzzle
Draw power symbol on slate and back away. Grab slate as Bahro exits and run
to tree house window. Draw the fish thing on the slate, wait for the wind to
stop then drop it and back away. Once the Bahro links out with the slate run
back to the window and look out to the cay, you can see a twinkle as the
Bahro links in and or out. If not, just head back to the antler pedestal link
to the KEEP and then to the islet.
_____________________________________________________________________________
Lastly, I was kind of bummed out that Cyan didn't use real people for the
characters; I've become accustomed to and expectant, (for me) EOA was a
disappointment in that regard.
The End!