SCHIZM

MYSTERIOUS JOURNEY 

(CD-Rom version)

By LK AVALON

Walkthrough by MaGtRo

November 6, 2001

Game play: CD-Rom version of the game has less puzzles and animated scenes than the DVD version. Full installation will allow the gamer to play the game without changing CDs but requires CD 1 on the drive at all time. The Main menu is at the top of the screen. Shown at the bottom of the screen are the inventory bar and an icon that shows the possible panning view that can be accessed at that screen stop. The 2 main characters can be played by clicking on their picture on bottom right of screen. Pressing the spacebar allows the game to be paused and pressing ESC allows skipping the introduction. Press and hold the cursor to pan. 

Hannah Grant and Sam Mainey land on Argilus, a planet discovered 10 months ago that has cities and machineries but no inhabitants. They find that the science team also vanished. The mystery deepens.

Living Ships - Hannah

Upon landing, Hannah realizes that she is separated and cannot communicate with Sam. Climb up the ramp and see the optical effect. Turn right and up another ramp to the next landing. Move forward on the first floor, turn right, look close on table and see wiped mission log. Turn back, forward, enter elevator, click the up arrow and exit elevator.

On the second floor, a console that brings a gondola from another island is found upon panning right. Go forward to the middle of the second floor. To the right is another elevator and ahead is another ramp. Go forward to the ramp, climb up, see and hear bees. Turn right, go forward to the pear-shaped bottle, look close and note down the markings. Look close at the blue bottle at the side and the bee picture behind it. Go back down the ramp to the elevator on the main floor, enter and go up.

On the third floor, bees and a green pool is seen. Turn right, forward and see another ramp going up and a broken wood bridge. Move forward around the bend and see a lantern like object. Press the top and see the spines move on the wall. Click on lantern to pick it up. Climb the ramp to next level.

Upon reaching the fourth floor, go forward, pan right and look close at another mission log. Turn back and go up another ramp.

Upon reaching the fifth floor, a missing scientist appears and says that the old coordinates to move the living ships are being replaced by new ones and those are deliberately being scattered. This stops them from going to the Bosch Tunnel. Pan right and see 8 tulip-like structures on the edge of the landing. Go there and look close at the closest tulip opening and closing. Pan left, go forward, turn left, go forward, turn right and go up the stairs. Pass the instrument panel with 5 circular adjustments to the top floor. On the top floor, pan right and look close at plaque of coordinates - note it down. 

Tulip puzzle - Go back midway down to the instrument panel. Look close and see 5 circles with movable gold arrows on the panel. Beyond the panel, note the 8 tulips. The purpose of the puzzle is to get the object inside the top tulip by moving it to the accessible bottom tulip. 

By going through all the possible combinations, clicking on (from left to right) 3, 1, 4, 2 and 5 moves the object to the bottom tulip. Go down and pick the object up - it is a plaque of coordinates - note it down.

Go back to the second floor where the console to the gondola is - 2 ramps and elevator down to the area close to the first elevator. Click on the button on the console and enjoy the ride to the next island. Pan right, go forward, up the ramp and look close at the spines. Looks familiar - like the ones where the lantern was taken. Move back and pan right to the ramp, go forward and look close behind the tentacles. Aha, a stand similar the one where the lantern was taken. 

Spine puzzle - Place lantern on stand by clicking on the stand (note the lantern is highlighted). The object of the puzzle is to extend all the spines on the opposite wall. The arrow on the stand can be moved to each line and when the top of the lantern is pushed after a change of line, the spines on the opposite walls protrudes in different sequence. By starting from the right first line going to the left, note down different sequence of the protruding spines. Moving away from the stand resets the puzzle. When starting on line 2 on the right side to line 14, a pattern is revealed and the sequence can be obtained. 

The correct sequence is (from right to left) 2, 3, 4, 5, 7, 10, 11, 12 and 13. Don't forget to click the top of the lantern after changing the lines.

Zoom out, turn around, go forward, turn right and go forward walking over the protruding spines to the other side. Look close on the object sticking out the bottom of the long pole/tentacle. Click on it and will travel to the next island via chair.

Turn right and go down the ramp, go to the elevator, go up and out. On the left look close at a set of tentacles directed at a central bud.  Forward to the main console. At the console, there are 2 big circles on both sides and a smaller one with a hand scanner in between. The big circles have familiar icons from the 2 coordinate plaques and each are made up 3 concentric circles. Now, to translate them. 

Coordinates puzzle - Based on what the ghost scientist said, there are old and new coordinates found on the 2 plaques recovered. Looking at both plaques, the icons with the red x mark must be the old coordinates and the bottom ones, the new coordinates. The big circles have 3 concentric circles with dot/s beside the icons corresponds to the position of the circles. 

So clockwise, the markings are 1- 12, 12 topmost. The existing lit up icons are from the new coordinates from the plaque from the top floor of the other island. Look close on the smaller center circle with the hand. Note the lit green button on the left denoting the existing coordinates entered which must be here - the living ships area. The new coordinates to be entered then should be the one from the tablet recovered from the tulip.

  

Plaque showing existing coordinates

Plaque showing coordinates to be entered

Left circle with new coordinates Right circle with new coordinates

Enter the coordinates on the left circle, then the right circle and then click on the hand scanner on the small central circle. We're on a floating island - And away we go! Note the second green ball is lit on the small central circle denoting the new destination - Bosch Tunnel.

Bosch Tunnel - Hannah

Go to the elevator, down, up the ramp and click on chair lift on the long pole/tentacle. Enter the tunnel, go forward 2x and look close at the statue that has a metal ring in front of the face. Turn around and down to see that the ring shines light to a metal plate on the floor. Look close at the metal plate and see some icons - like the label for the left and right circle for the console. Move forward, turn right, forward and meet a female ghost inhabitant. She gives Hannah a rectangular plate. Continue forward 2x,turn left and up the structure. Examine the organ like computer setup - something to remember and work on later. Go around to check the building and Hannah starts to get nervous. Nothing for her to do except wait for Sam.

Balloon Field - Sam

Click on Sam's picture. Sam came down in a deserted balloon field, 2 - 3 thousand feet above the continent. Look close at blue circle on the floor, it looks like a compass - record the direction it is pointing. This changes for each game play. Zoom out, turn right, enter the building, turn left, forward, left and look close at another blue compass - record the direction it is pointing. Back to wooden walkway, forward 2x and see a gondola to be checked later. Go forward and see another compass on the left - record the direction it is pointing. Zoom out, turn right, forward, left and look close at the fourth compass - record the direction it is pointing. Turn right, forward and look close at the fifth compass - record the direction it is pointing. Turn right and see a mission log belonging to a Dr. Francis Bremmer. She states that there's only 4 out of 32 left and that Angela Davies found something at Bosch Tunnel. Go back to the first entry point on the wooden walkway. Turn left look close on the metal stand on left and see the Dr. Hovis' log. Click on log and listen to his warning. Look close on the large blue compass, similar to the small ones outside. Click on each icon and record the sound made. Zoom out to reset the big compass.

Approximate sound of directions

Big Compass puzzle - This a random puzzle. The compasses outside must mean something. Click the directions in the sequence the compasses outside are found. Get 9 blue pearls.

Go back to the gondola, enter, click the lever and enjoy the great view and ride. Forward, turn around, forward and look close at stand with gold icons on blue circle - something to check later. Enter building, go to the other end, turn left, look down and see a gorgeous fish balloon. Go back inside to the middle area and look close at the 2 apparatus on both sides. Press some handles and walk back to the other apparatus - this will trigger the appearance of Dr. Bremer's ghost and she tells you that one gas is 2x stronger than the rest, unstable, changes every time and to guess which pipe it is on.

Air Compressor puzzle - This is a random puzzle. The object of the puzzle is to find the strong gas (2x stronger than the rest) on both apparatus and pipe it in to the balloon ship outside. Look close at one of the apparatus - there are 10 gas handles, a large pipe on the left side leading to the fish balloon and a small coiled one leading to a miniature balloon and meter. By clicking a handle, gas is piped in. Then click on the center ball (with a directional arrow) and the gas is piped into the miniature balloon on the right side. The circle meter shows the strength of the gas. After pumping gas to small balloon, click the determined strong gas handle to pump the gas to the fish balloon. The center directional arrow now faces the large pipe.

By mixing all the gasses together, individualize each gas and then reading the meter; the stronger gas can be identified. Individualize each gas by numbering them 1-10 - for ease #1 gas is the one at 1 o'clock position. Pump gas #1 once, gas #2 twice and so on until gas #10 10x to the small balloon. 

If all the gasses have a strength of one, the meter should read 55 (1+2+3+4+5+6+7+8+9+10). The outer and inner meter indicator is divisible by 12. The outer meter indicator is 12 units at each indent. The inner meter indicator is one at each point. (ex. outer meter is at 5; 5 x12 = 60 and inner meter is 5; 5 x 1 = 5; therefore 60 + 5 = 65). After pumping all the gasses, read the meter and subtract 55 to that reading (ex: 65-55=10) The result is the strong gas. Click strong gas handle (ex: #10) to pump the gas to the fish balloon and see it rise. Do this procedure to the other compressor and the balloon ship rises once more and can now be accessible.

Now that the fish balloon is here - where do we go? Go to the raised fish balloon, enter, turn around, forward, turn left, forward, look close on chair and pick up the CD. Move out, turn around, forward 2x, look close at the other chair and the steering mechanism. The steering mechanism has familiar symbols - like the gold icons on the stand. There is a lit button on the left side. The gold icons back at the first entry here might be the answer. Get off the fish balloon via the stairs and go to the other end of this floating building where first landed.

At the other end, look close at the stand, place the CD at the center of the blue disk. The 3 blue lighted symbols are similar to the icons controlled by left handle of the steering mechanism. The other icons are similar to the icons on the top arch and the ones controlled by the right handle of the mechanism. Click each of the blue lighted symbols and note down the 2 new lit icons for each of them.

     

Go back to the fish balloon, go to the right chair and look close at steering mechanism. For each set of icons, starting from the inner blue lighted icon - turn the left handle to the first icon, move the top arch indicator to match the lit icon on top of the blue disk and move the right handle to match the lit icons on the bottom of the blue disk. Do this for all the 3 blue lighted icons on the blue disk. Press the middle button. Oh, I love riding on air and the view is just wonderful!

Temple by Bosch Tunnel - Sam

Get off the fish balloon and now be in contact with Hannah. After catching up on all the happenings, go down stairs on the right, forward, right, left and enter the elevator. Click on handle on the left post, go out to the metal ramp, forward 8x, left, forward, pan right and click on button on right of lotus door. Move forward until the landing of the main temple. Turn left, forward and see the Science Base. Turn left again, forward, pan left, look close at pillar and press button to call the rail car. 

Enter car and click on the right knob (it's the only one not destroyed). Move forward through dark tunnel and forward at the center of the prayer grinder/wheels. Click on prayer wheels and take note of the sounds. The first word is that of the wheel - note the designs of the prayer wheels to match that sound. The next word of the sound is that of the colored plate - note sound to match the color of the plate. The colored plates can be changed by moving it up or down. The sounds below are only approximations.

wheel plate
green    tossi   tuma
white    res   herma
purple   dima   dima

`      
wheel  plate 
orange   an  esaji
pink anhan  kriso

 

   
wheel  plate
red trai  som
black ranu  sanktu
yellow   tulji  makrani

Exit between yellow and green prayer wheels and go back to the temple via the rail car. Explore the rest of the landing. Go to the other side of the stairs and see a drawing on the wall of the temple. Pan right, forward, walk wire bridge that goes to a round shaped console. Look close at console. While sitting down, look across beyond the console to a metal pillar. Look down, click knob and examine the different parts of the console - the dumbbell like icon and the white graduated panel. Note that the chair can be rotated right and left while sitting on the console. In doing so, see 5 of those pillars around the area. Move back to get off the chair and go back to the dark temple entrance.

Enter the temple proper and see a large pool at the center of the complex. Turn left, forward 2x and note the prayer wheels on the left. Continue down the hallway to the end, turn right, climb stairs, left and enter room. Note the bee tablet below the picture of the Oriental monk similar to the one behind the Living Ship's pear shaped bottle. On the left side of the altar on the wall is a plaque that shows the icon for #9 at the center. Exit the room and turn left to continue exploring. Go down the stairs, turn right, forward, note the prayer wheels on the left, forward 2x and see stairs on the left.

Climb stairs, turn right and forward to the second floor. Turn right, forward 3x, pan right and see a blank mission log. Turn right, go forward once, turn left and enter the dark room. 

On the right wall is a mural, take note of the parts of the drawing. The pillar on the right is similar to the ones outside the temple by the round console. The scientist is sitting in front of the console like what we did. The markings on bottom line of the triangle matches the one on the console and is divided into two parts. The marking on the right side of the triangle matches that on the wall of the temple. Turn around and see a console. Look close at the console. There are 5 of those pillars on the top and 5 white graduated panels similar to the console's white graduated panel. So, each of the white graduated panels are for each of the 5 pillars. Go back outside the temple to the real console.

Hermat's Pillar puzzle - The object of the puzzle is to calculate the height of each of the pillar and enter it on the console at the second floor of the temple.

Console - The console is an altimeter that has an oval sight with red lines that can be raised up and down. When raised a measurement of the top of the pillar and the angle can be obtained - it is graduated to 7 lines. The distance from the pillar to the console is measured by the white graduated panel at the bottom. The graduations of this panel is in increments of 0 to 50. The dumbbell ruled lines at the middle of the console is a constant of 10. 

Measurements of the pillars - Standardize the console/instrument by reading the drawing on the wall of the temple. Raise the sight to get the red lines on top of the drawing, setting the angle measurement and the ruled bar is extended to the full 7 lines. On the white panel at the bottom, press 0 to bring the graduation to 0 and then press + to see the distance. No change occurred since the machine has a constant of 10 (shown by the dumbbell ruled part). Now, measure all the pillars starting from the closest right one as #1 pillar.

In summary - raise sight to top of pillar even with red lines to get angle - record that down and then press o, press +, read distance - record that down.

Calculations

based on the trigonometric formula -  

Tan q (angle) = opposite (height) / adjacent (distance) 

or height = angle x distance. 

based on mural, height = angle x distance measured + 10. But final calculation has to account for the wall mural measurements and the result should be divided by 10.

Pillar  

Angle  

Distance  

angle x distance +10    = height / 10

1  

4  

45

4 x 55  22

2  

5  

16

5 x 26 13

3  

7  

20

7 x 30 21

4  

4  

25

4 x 35 14

5  

6  

35

6 x 45 27

Go back to the dark room on the second floor of the temple. Now, enter the height of each pillar on the each of the white panel starting from left to right - pillar 1 to 22, pillar 3 to 21 and pillar 5 to 27 at the bottom and pillar 2 to 13 and pillar 4 to 14 at the top. The panels are graduated 0 - 50. If done correctly, the drawer opens. Get the green round plate.

Go back down to the first floor of the temple and then turn left on the corridor. Go forward, note another set of prayer wheels on the left, forward 1x, another set of prayer wheels on the left, turn right to the wooden bridge and go forward. See the spaceman idol sitting Buddha like. Save game here for ease in the next puzzle.

Go forward. See and hear a monk behind the statue say words that are familiar - words of the prayer wheels and colored plates. He disappears down an opened lotus petal. Well!!! Turn right, forward, turn right, forward, left and look close on the prayer wheels.

Prayer Wheel puzzles - The object of the puzzle is to arrange the prayer wheels based on the words, the ghost monk recited. He said - tossi, sanktu, tulji, herma, an, tuma. Words tossi, tulji and an are prayer wheel words and sanktu, herma and tuma are colored plate words. 

To identify tossi, tulji and an - match the prayer wheels words to the prayer wheels based on what it looks like in the room that was reached by the rail car. Then change the colored plates to match the wheels based on what the monk said - tossi - sanktu (black),  tulji - herma (white) and an - tuma (green). The colored plates changes when one plate is flipped. 

By the way the wheels look like, from left to right - #3 is tulji, #6 is tossi and #8 is an. Change the plate under #6 tossi to black (sanktu) - note that #3 tulji turned to white (herma) and #8 an to green (tuma) automatically. That easy! Now say a prayer by clicking on #6 tossi, #3 tulji and then #8 an. If correct, the prayer will be recited throughout the temple and the lotus petal will rise to reveal the secret opening under the spaceman statue. Move back, left, forward 3x and down the secret passage.

Bosch Tunnel Proper- Sam

Sam contacts Hannah in front of the computer structure at Bosch tunnel. They have radio contact but not see or touch each other. They agree to separate to explore and meet later. Leave Hannah here. Go to statue, climb the stairs and look close at the metal ring on the face of the statue. Place green circle on it. Go down to the metal plate and see new icons revealed showing new coordinates. But as we know the coordinates are replaced with new ones, as shown by the 2 previous coordinates. Now, to get the revised new coordinates.

Third Coordinate puzzle - The object of the puzzle is to revise the new coordinates based on pattern of changes on the previous coordinates. First, transform the icons to numbers, look for pattern changes and calculate new coordinates.

Icon to numbers - Based on the markings on the Big circle on the console of the floating island, the numerals of the icons can be obtained.

6   2
8 7
3 4 7
6 9 11

  

7 10 5
9 1 5
7 8 10
9 2 9

   

Living ship coordinates

Bosch tunnel coordinates

10 1 9
3 12 10
New Coordinates

Pattern changes - duplicated changes is seen for the left and right console circle.

 
Living ship coordinates 
 

 

Bosch tunnel coordinates 

Coordinates for left console circle

new

3

4

7

old

3

6

2

changes

none

-2

5

 

 

 

 

new

7

8

10

old

7

10

5

changes

none

-2

5

   

Coordinates for right console circle 

new

6

9

11

old

6

8

7

changes

none

1

4

 

 

 

 

new

9

2

9

old

9

1

5

changes

none

1

4

Adjust new coordinates - the Argilian numeral system is to 12 compared to 10 of our numbering system. 

Coordinates for left console circle

old

10

1 +1 =2

9

changes

none

-2 

new

10

0 (12)

14-12 (2)

  

Coordinates for right console circle

old

3

12 + 1 = 13

10

changes

none

1

new

3

14 - 12 (2)

14-12 (2)

1came from the 12 carried up.  1came from the 12 carried up.

The new corrected coordinates is: Left = 10, 12, 2 and Right = 3, 2, 2. There is no 12 on the console, so 0 is 12. 

Now, let Sam explore the place Hannah went to. Left, go out of Bosch tunnel, ride the chair lift to the floating island. Go down the ramp, up the elevator to the main console. Click on first lighted button at bottom left, place hand on scanner and travel to the living ships area that Hannah has explored. (If you go to the new coordinates, a puzzle at the Living Ship will not be triggered and but can be retriggered (sic) by the appearance of 2 ghosts outside the temple - I found out the hard way!).

Living Ships - Temple - Living Ships - Sam

It is night here. Get off ship via chair lift, cross the spines, down the ramp, forward to the console for the gondola and ride the gondola across to the other island. Go forward, turn right, forward, up the ramp and see a man come out of a door. He says that Matia thinks the inhabitants are contaminated too, if it is not done correctly now, the Good Servant will complete what it began and then no more Wanderer, no chance. He offers precious oil, one unit of oil for one pearl, use balance to measure what is required and take it to the temple.

Turn right, forward to pear shaped flask, look close, click on any number, automatically 9 units of oil is pumped out and the 9 pearls disappears - remember the icon 9 on the wall at the altar room at the temple. Look close to the right side and get the blue flask of oil. 

Move back, go back to the floating island and up to the main console. Press second lit button, click hand and travel to Bosch tunnel. Enter Bosch tunnel, forward, left, forward to computer structure, right, forward until stairs and go back to the temple.

Go right, forward 2x, right, forward 3x, left, forward 5x, left, forward and right to the altar room where there is a picture of an Oriental Monk. A monk appears and it seems that we need one more unit of oil but we don't have anymore pearls and we got the required 9 units - didn't we?

Go back to Bosch Temple. Get on the floating island. Click on Hannah and get her on to the floating ship also - this will save a trip later. Go to the Living ships area again to talk with that man. Get both Sam and Hannah off the ship at the Living ship area, cross the spines, down the ramp and ride gondola to the next island. As Hannah, move forward after getting off the gondola, right and forward - near the elevator. As Sam, continue up the ramp to talk to the man. He says go to the elevator, the pearl is there. Aha! so somebody stole one pearl and got us only 8 units of oil! Turn around, down the ramp, forward to where you left Hannah, by the elevator. Turn left to look at elevator, look close and see pearl wedged underneath the elevator car. Get Hannah to ride elevator one floor up. Get Sam to pick up the pearl. Bring Hannah down and off the elevator. Sam goes back up the ramp, to the pear shaped flask, click blue flask on stand, move back, look close on numbers and click on it to get one more unit of oil. Look close on right side and get blue flask of oil. Now we have 9 units of oil, time to go back to the temple. On the way down, the man appears again, says to get to the balloon, there's still time and the Good Servant might still be convinced to stay it's hand.

Bring both Sam and Hannah back to the floating island. Bring Hannah to the main console of the floating island. Get Hannah to click on second lit button and click the hand scanner to go to Bosch tunnel. Leave Hannah on the floating island while Sam goes to Bosch tunnel and then temple.

Temple - Sam

Sam rides the chair, enter tunnel, goes to the temple and to the altar room. The ghost in blue gives a CD in exchange for the oil. Looks like the CD for getting coordinates for the balloon ship. Go to the parked fish balloon then. It is also an advice by the man on the Living ship area. 

Go back to the temple landing outside, down the stairs, bridge and before the next bridge meet Angela Davis' ghost. She says that you should go to Matia's Zone, new coordinates to get there, rituals abound, calculations might be key to heaven and possibility to get off the world. Dr. Hovis comes out to say his own warnings. Cross bridge, cross metal bridge, tunnel gate, left, forward, right, forward to cross the metal ramp, up the elevator by clicking the lever on the pole on the right, cross bridge, pan right and forward up the stairs to the fish balloon. Go to the chair with the steering mechanism that has icons - the one to the right. Click leftmost lit button at bottom left of screen and then click the round button at the center of the steering mechanism. Such a view! 

Balloon Field - Sam

Get off fish balloon via stairs, go to the opposite side of the floating structure and place the CD on the stand with gold icons. Click on the highlighted symbols and note down the new lit icons.

     

Go back to the fish balloon, climb stairs and sit on the right chair. As before, pull the left lever downwards to get the first icon, then move the selector on the arch for the icon that is found on top of the blue disk, in this case the spiral and then move the right lever to get the icon on the bottom of the blue disk, in this case - like the letter l. Do the same for the other 2 sets of icons. Press the middle blue button. There will now be 3 lit buttons on the bottom left.

The fish balloon settles on a cliff on a new island. Matia Island? Let us leave Sam for a while and see what Hannah is doing at the floating island by Bosch tunnel. Click on Hannah's picture at bottom right of screen.

Matia Island - Hannah and Sam

Hannah - Enter the new coordinates calculated by Sam on the left and right circle of the main console of the floating island. Left = 10, 12, 2 and Right = 3, 2, 2. Click the hand scanner. Wonder where we're going?

    

Now there's a third lit button on the hand circle. Move back and go to the chair lift. After getting off the chair lift, the first scientist Hannah saw appears again, asks for help and explains things - how Matia is just not only a defense mechanism but a custodian and cultural heart of the Argilans, that the Wanderer is not a treasure but maybe a doomsday device and that Matia thought that the scientists were plundering and not realizing that they were studying. 

Pan left to the trolley, enter, click on control mechanism, pull up or down the lever on the right  to change icons for different destinations and then click on the right square button. The Y shaped icon works and moves the rail car to the first stop. Turn the lever up to the icon that looks like a letter I above the Y shaped one and press the button - didn't go far - something is wrong with the rail tracks. Automatically, go back on the Y-shaped icon stop, pan right, get off the car and look at all the houses on the cliff, the Argilans must live here. Turn right, forward 4x. 

Sam -  Move back, get off ship and see a meshed gate. Turn right, see a closed panel and a lock mechanism on the left side of the screen. Click on lock mechanism, the panel opens to show 9 icons - the fish balloon coordinates to get here. Click the lock mechanism again, the panel closes and get a key. Go out through the meshed gate to the elevator. The elevator has a central stand with button that can be pulled up or down, push or pull to stop/floor wanted and release. It has 4 stops, highest or 4th floor - meshed gate where the fish balloon is, second from top or 3rd floor- the level to the rail tracks, third from top or 2nd floor - off limits housing area and the lowest or 1st floor - to some housing area, dam and tunnel. Click/hold /release the button one stop, to go to the rail car area. Get off elevator, forward pass a locked metal door and stop at the unlocked metal door where Hannah is - together again. 

Hannah or Sam -  Look close at the lock mechanism of the metal door, record it down, press center button and enter the passage. See an oval structure mounted on 4 legs - looks like a giant bud at the end of the rail track on the other side of the cliff, turn right, forward and look close on a rail track puzzle board.

First rail track puzzle - The object of the puzzle is to build an unblocked continuous railway track from the left side to the right side. The first move is done by ?Matia and it will try to build a continuous wall vertically and block your moves. It is a random puzzle and two wins in a row is necessary. Saving a game in between the 2 wins is not possible. I did not find a fixed strategy for this puzzle - The wins I got were a staggered path from top to bottom diagonal or start 2 paths, concentrated on one and slowly build the other #2 path while the other is being blocked by Matia (to distract) - the other #2 path usually gets a win. When 2 wins are accomplished, the bridge is raised but upon riding the trolley will realize that it is only a part of the bridge and that another part has to be done yet. This puzzle can be done later - until after the metal door puzzle.

Move back, turn, forward, left and go out to the other side of the cliff. Turn right, forward 2x, turn right and see another door. This one is locked. There might be another of the rail track puzzle here to raise the rest of the bridge to get through to the Giant bud. Have to look for more clues. Move back, turn left and forward until the elevator. 

Tunnel

Both characters should go down the elevator to the 1st floor or lowest level. Here, the elevator has 2 exits, one to the dam and the other to the village and tunnel. Take either Sam or Hannah to look around the tunnel and see a man imprisoned at the other side of the water. To the left is a mechanism that has 4 squares - something to do later. Get the other character still by the elevator to go to the other exit by the dam. See and hear water flowing off the dam, turn left and see a water wheel, click/hold turn up on the left side of the wheel and note that the sound of the water falling off the dam is gone. Now, click on picture of the character inside the tunnel. Walk across the now dry reservoir and talk to the man - take note of what Dr. Charles Santo says. Thinking that there's a watch system - Matia, they tried to make it mad by taking things. Angela Davis calls the Wanderer based from old text - treasure beyond price - the old name is Good Servant and might have a doomsday function. Richard Hovis came here and said that the village of Matiani makes dimensional shifts and the key are the houses - enter twice, exit once. The  Wanderer is on the other side of the dam. Hovis found the safety measures in unlocking the Wanderer but cautions not to. As for him - unlock it.  Come back for me - Promise. Turn around and exit the tunnel.

Matiani

Sam and Hannah - As Sam - go to the pathway away from the tunnel to the raised drawbridge. Press the button on the stand and see that the bridge is uneven and barely move.  Hannah - Go to the front of the tunnel. Turn the wheel to the right of the tunnel while facing the tunnel clockwise. Sam - push the button and check the bridge.  Do this back and forth the two characters until the right bridge goes down even and back up again. Hannah - go to the wheel to the left of the tunnel while facing the tunnel and turn the wheel clockwise. Sam - push the button and check if the left side of the bridge is even to the right. Turn wheel one increment at a time when the bridge is close to being even. Do this cooperation between the two until the bridge is even.

Sam - Cross the bridge and see 4 houses on the left and one on the right. 

House puzzle - Remember what Dr. Santo said - Hovis rambled about entering a house twice and leaving it once. Check each house on the left and see that you can go out of the same house, the house on the right or out of another house. While exploring, a man appears at the right house and gives a metal plate similar to the one Hannah has except with a different icon -with a knob at the center. By trial and error the answer can be obtained. A flash seen  by opening the right house resets the puzzle and that the right house doesn't matter to the house entry and exit count. Number the houses to the left 1-4. 

  Enter house       Exit house  
      right  
  4     1  
  1     right  
  1     3  
  3     right  
  3      
      
  2     right  

Come out of the right house into the night. Walk towards the bridge and see a woman looking up to the left. She says the decision is yours the Wanderer or the Good Servant. Didn't Dr. Santo say that they're one and the same? Wanderer, new name of Good Servant or this a choice between old and new future? Look at what she's looking at. Look up to the left. It looks like the knobs on the top portion of the computer setup at Bosch Tunnel. Take note of sequence of which ones are raised out of the 12 lights. From left to right - 1, 5, 7, 8, 10, 12.  

Enter the right house and come out to daylight. Walk over the bridge towards Hannah.

Sam and Hannah - Enter the tunnel and go to the machine on the left. 

Metal door code puzzle - Find the code to unlock the metal door on the third floor. Place Sam's metal plate on the top slot. Icons now are seen on the white squares. Move the squares until the icons from the unlocked metal door is shown. Remember the position of the squares. From top to bottom - left 1x, right 2x, left 1x and right 1x. Remove Sam's plate and replace it with Hannah's plate. Then move the squares to the position shown by Sam's plate. Record the icons.

Icon on unlocked metal door Position of icons from unlocked metal door using Sam's plate New icons shown when squares moved to new position using Hannah's plate

Sam  - Go up to the locked metal door while Hannah stays in the tunnel. Enter the icons found doing the metal door code puzzle. Press the button. 

Enter and see the bridge and the Wanderer across the cliff. If you have not done the other rail car puzzle do so now and also see that 2 parts of the bridge is not raised. If you have done the other puzzle, see that one part of the bridge is still not raised. Turn left and do another railway puzzle. Same procedure applies. After winning 2x in a row, the bridge is raised and passable.

Go out to the trolley area, click on stand to call the trolley, ride the trolley, change the icon to I shaped one, click right button and finally get on the Wanderer area. Exit the trolley, forward and turn right or left and forward. See houses on the left and right that have a large pipe connected to it. The pipe has 8 buttons that can be moved up or down by clicking on it. Go back to center path, forward under the Wanderer and enter the center raised platform. See a panel similar to the one where the fish balloon is. Place key on the lock mechanism on the left side of the arch and click. The panel opens and new coordinates for the fish balloon is seen. Record it down.

Turn around and see a button at the center of the pipe. Press button and see the Wanderer try to open. It needs something else. Go back to where you left Hannah. Call trolley by pressing button on stand, change icon stop to the Y shaped one and press right button. 

Go to the wheel by the dam. Turn the wheel and again the water flow is stopped.

Hannah - Walk over to Dr. Santos and he says to do Ossa and Dissa at Bosch tunnel and not to forget him. Go to the floating island via the trolley using the slanted X icon and chair lift. Up on the main console, press the second lit button and click the hand scanner. 

Bosch Tunnel - Hannah

Get off the floating island and go to Bosch tunnel. Enter and go to the computer structure. Climb up and face the keyboard.

Computer code puzzle - The object of the puzzle is to get the sequence for the 8 pins for each of the houses by the Wanderer. From the lights up on the cliff seen by Sam, words given by Dr. Santos and the icons from the big blue compass at the balloon field Sam came down on, the solution can be obtained.

Pull the top knobs in the sequence shown by the cliff lights - from left to right - 1, 5, 7, 8, 10, 12. Press ossa (second from the left, top row icon) see the pins at the bottom rise, then press dissa ( last icon at the bottom row) and a new set of raised pins at the bottom is seen. Record the sequence of the raised pins on the left and right side. Left - (L-R) 3, 5, 7, 8. Right - (L-R) 1, 5, 8.

Go back to the floating island and click the third lit button and then the hand scanner. Travel back to Matia's island.

Matia's island - Hannah and Sam

Hannah - Get off the floating island, ride the trolley to the Wanderer. Go to the left house and raise the buttons from left to right 3, 5, 7, 8. Then go to the right house and raise the buttons from left to right 1, 5, 8. Go to the raised platform area and press the button across from the coordinate panel. See the Wanderer open and close. Turn to the right and see a ghost that says - So that is your decision. So be it. There is still time to save your friends. Get to the balloon. Matia will do what it must do. Travel back to the tunnel where Dr. Santo is.

Sam - Go to the fish balloon on the top floor behind the meshed gate. Enter the new coordinates taken from the panel under Wanderer. Press center button.

The fish balloon flies to the Wanderer, pulls something out, travels to the floating island and drops the  round object there. Green smoke rises from a ?chimney on the floating island and the blue and pink material on the wings disappears.

               

Go to the wheel by the dam and stop the water flow again.

Hannah - Walk towards Dr. Santo and he says - You came back, kept your word, keeping faith is what matters, you and your friend must stay together, we can go now. He disappears.

Bring Sam and Hannah to the floating island and up to the main console. When both Sam and Hannah are up  by the main console, a man appears and points to the tentacles directed to a bud. Look close and see a gold sun like object on top of the bud. 

Click on it and explanations are given by Angela Davies.

Safe Voyage to the ...... 3 of you!!!


This document may not be distributed without express written permission of the author and the content may not be altered in any way.

For Questions or Comments on this Walkthrough,
Please write to: MaGtRo

Copyright © 11/2001  MaGtRo

Walkthroughs on Adventure Gamers
| RPG Gamers - RPG news | Gamers Manual - Gaming guidebook