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: Ghidrah_@hotmail.com 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. +=+=+=+=+=+=+=+=+=+=+=+=+ 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. +=+=+=+=+=+=+=+=+=+=+=+=+ ___________________________________________________________________________ "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. +=+=+=+=+=+=+=+=+=+=+=+=+ 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. +=+=+=+=+=+=+=+=+=+=+=+=+ 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
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. +=+=+=+=+=+=+=+=+=+=+=+=+ 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. +=+=+=+=+=+=+=+=+=+=+=+=+ 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. +=+=+=+=+=+=+=+=+=+=+=+=+ 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. +=+=+=+=+=+=+=+=+=+=+=+=+ 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! +=+=+=+=+=+=+=+=+=+=+=+=+ 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! +=+=+=+=+=+=+=+=+=+=+=+=+ 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. +=+=+=+=+=+=+=+=+=+=+=+=+ ___________________________________________________________________________ 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. +=+=+=+=+=+=+=+=+=+=+=+=+ 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. +=+=+=+=+=+=+=+=+=+=+=+=+ 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. +=+=+=+=+=+=+=+=+=+=+=+=+ 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. +=+=+=+=+=+=+=+=+=+=+=+=+ 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. +=+=+=+=+=+=+=+=+=+=+=+=+ 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
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. +=+=+=+=+=+=+=+=+=+=+=+=+ 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. +=+=+=+=+=+=+=+=+=+=+=+=+ ___________________________________________________________________________ 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. +=+=+=+=+=+=+=+=+=+=+=+=+ 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. +=+=+=+=+=+=+=+=+=+=+=+=+ 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. +=+=+=+=+=+=+=+=+=+=+=+=+ 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! +=+=+=+=+=+=+=+=+=+=+=+=+ 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. +=+=+=+=+=+=+=+=+=+=+=+=+ 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. +=+=+=+=+=+=+=+=+=+=+=+++ 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. +=+=+=+=+=+=+=+=+=+=+=+++ 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.