Reah Walkthrough


OUTSIDE THE CITY

THE SUNDIALS

Examine the sundial at the rear of the city. It is identifiable by the "Rhino" on it. Note the symbol under the shadow.

  

Examine the sundial to the left of the city. It is identifiable by the "Buffalo" on it. Note the symbol under the shadow.

  

The sundial to the right of the city (identifiable by a "Kudo") has no shadow.
 
 

OPENING THE GATE

The gate has 3 beams, each with various symbols on it. The symbols are the same as those on the 3 sundials. In the centre of each beam is a "combination slot" identifiable by a set of horns. The horns are those of the 3 animals on the sundials.

Slide the top beam until the symbol in the "combination slot" corresponds to the one on the "Rhino" sundial. Similarly slide the middle beam until the symbol in the "combination slot" corresponds to the one on the "Buffalo" sundial. The correct symbol for the bottom beam is found by "trial and error".


 
 

INSIDE THE CITY

CITY ENTRANCE

In the corner (to the left) is a pig’s trough. Take the PORCELAIN WEIGHT from inside the pig’s trough.

MAP OF THE CITY


 
 

THE LANGUAGE PROBLEM

The 3-headed statue in the fountain acts as a universal translator. Approach the statue from the right (a loud ringing of bells is heard in the background) and "click" the head facing you until the BING BONG sound is heard. Next approach the statue from the rear (the wind is heard howling in the background) and "click" the head facing you until the SHOO sound is heard. The sound from the 3rd head is set by "trial and error". You are now able to communicate with all the characters.

THE HOUSE UNDER THE STAIRS

Knock on the door – the woman who answers asks you to fetch her JUG from the MARKET.

THE MARKET

Take the JUG from one of the containers outside the MARKET.

THE HOUSE UNDER THE STAIRS

When you give the women her JUG she invites you in. Open the straw basket (next to a table) and take the MAGNIFYING GLASS. Examine the map on the table outside the house. Use the MAGNIFYING GLASS to get a close-up view of the 3 ancient musical instruments – they relate to the 3 gas valves in the city.

      

THE VALVES PUZZLE

The valves can be turned either clockwise (to the right) or anti-clockwise (to the left).

VALVE 1

The correct setting is HIGH, LOW then MIDDLE: LH LM

VALVE 2

The correct setting is LOW, HIGH then LOW: MMLHL

VALVE 3

The correct setting is LOW, MIDDLE then HIGH: MMML MH

When each valve is correctly set you hear (and smell) the gas.

ENTERING THE TEMPLE

You cannot enter the TEMPLE through the door at the entrance. Set the 3 valves correctly to open the gas supply. The "smell" of gas is most prevalent next to the wooden cart. Move the cart to create friction – causing an explosion that blasts a hole in the wall behind the cart.

THE TEMPLE

THE GLASS DOOR PUZZLE

The stairs in the centre of the TEMPLE lead down to a glass door. The door, in its present state, is shatterproof. You must get it to vibrate in order to break the glass. Getting all 4 gongs (in each of the corners) to ring at the same time will cause the glass door to vibrate. Take the GONG-BEATER and go to the gong in the diagonally opposite corner. Beat this gong with the GONG-BEATER – causing a loud reverberating echo. MOVE QUICKLY to each of the other 3 gongs and beat them while they are still vibrating. The glass door will now also be vibrating, enabling you to smash the glass.
 
 

THE CRIPPLE BEGGAR

Talk to the cripple beggar – he asks for water. This ‘activates’ a BOWL OF WATER at the HOLY FOUNTAIN. Fetch the BOWL OF WATER and give it to the cripple beggar. In return he gives you his CRUTCH.

THE WHEEL PUZZLE

In the area behind the glass door are a pillar, a block and a large wheel. Insert the CRUTCH into the hole in the pillar to activate the puzzle. Press the green arrow to start. Complete 4 rounds of the puzzle. For each round there are a number of strange symbols on the block. Similar symbols (but not all identical) appear on the wheel. You need to ‘line-up’ the symbol on the wheel that does appear on the block.

The correct symbol for the 4th round is found by "trial and error".

The correct symbols are:

After completing the puzzle the alchemist tells you that the locked door (to the TOWER) is now open.
 
 

THE LIFT

Get to the lift through the door (on the left) in the area leading to the cripple beggar.

The TOWER is on the 3rd level, so pull the lever 3 times to get there.

THE TOWER

THE ‘STONES’ GAME

Start the game by "clicking" on the bowl containing a number of blue stones. You and the alchemist take turns in removing 1, 2 or 3 stones. Whoever removes the last stone/s wins. You always have the 1st move. If the game starts with 8 stones on the table you cannot win! If the game starts with 9, 10, or 11 stones – remove 1, 2, or 3 stones respectively, leaving 8 on the table. Depending on how many stones the alchemist takes – you next take enough stones to leave exactly 4 on the table.

After winning 4 games the alchemist gives you the PHILOSOPHER’S STONE.
 
 

THE TELESCOPE PUZZLE

Read the book on the table – you learn that the OASIS is visible through the telescope. The correct settings for the telescope are recorded in the book in the form of 2 symbols. "Clicking" on its base accesses the settings of the telescope. One of the symbols in the book appears in the 'outer ring' of the settings – 3rd from the left. Note that there is another similar symbol, but it differs very slightly. The 'inner ring' has a badly scratched symbol. This symbol (2nd from the left) bears a very close resemblance to the other symbol in the book.

  

After setting the correct symbols the OASIS is visible through the telescope.
 
 

THE LIFT PUZZLE

The lift mechanism must be adjusted to get the lift to go down. The 11 red and green balloons control the mechanism. The alchemist gives a clue to the settings of the balloons when he says "greens up…". All the green balloons must be at the top, and the red ones at the bottom. When "clicking" on a particular balloon, certain other balloons will also move.

After setting the balloons as above the lift can again be operated by pulling the lever. Pull it 3 times to return to the ground floor.
 
 

INSIDE THE CITY

THE ‘HANGING STONES’ PUZZLE

From the book on the table inside THE HOUSE UNDER THE STAIRS you learn that "the ‘hanging stones’ contain a great and secret force called four and forty…". The pages in the book contain certain ‘numbers’ – the only combination of which that add up to 44 are (4 + 8 + 32). Note the shape of the frames around these ‘numbers’. The "hanging stones" are on the walls outside the rear of THE HOUSE UNDER THE STAIRS. Only 3 have the same shaped frames as those around the 'numbers' 4, 8 and 32 in the book.

Certain of the ‘stones’ have strange symbols on them. Only one symbol is common to all 3 these frames and does NOT appear on the others. It is also the only symbol on the 4th row of the ‘stones’. Press the stone with this symbol in all 3 the frames – this activates THE ALCHEMY WORKSHOP.


 
 

THE MARKET

Talk to the merchant – he invites you into the MARKET. Note the WATER BOTTLE on the table in the centre – the merchant won’t let you have it yet, he tells you that "its worth its weight in gold". Swap the PORCELAIN WEIGHT for the LEAD WEIGHT (also on the table).
 
 

THE ALCHEMY WORKSHOP

Put the LEAD WEIGHT (and the PHILOSOPHER’S STONE) into the pot on the fire – you get a GOLD WEIGHT.
 
 

THE MARKET

Swap the GOLD WEIGHT for the WATER BOTTLE.
 
 

LEAVING THE CITY

The guard at the CITY ENTRANCE will now allow you to leave. As you leave, he tells you to turn left to get to the OASIS.

THE OASIS

There is a house directly in front of you as you arrive at the OASIS. Talk to the man outside this house – he tells you that the city is to the east. This is therefore the EAST HOUSE.

EAST HOUSE

You know that the sun rises in the east – or replaces (follows) the moon.

Therefore the symbol above the door is set to MOON / SUN

Note that the shadows cast by the protruding beams are short.

WEST HOUSE

The sun sets in the west – or it is replaced (followed) by the moon.

Therefore the symbol above the door is set to SUN / MOON

Note that the shadows cast by the protruding beams are long.

NORTH HOUSE

The shadows cast by the protruding beams are short (as at the east house).

Therefore the symbol above the door is set to SUN

SOUTH HOUSE

The shadows cast by the protruding beams are long (as at the west house).

Therefore the symbol above the door is set to MOON

The portal rises out of the water and takes you to the Second City.
 
 

OUTSIDE THE SECOND CITY

THE ISLAND WOMAN

Talk to the island woman. She tells you about human remains in the HUT and an old TEMPLE nearby.
 
 

THE WOODEN CHEST PUZZLE

Inside the HUT are a skeleton and a wooden chest. The piece of paper the skeleton is holding shows the symbols for the combination to the wooden chest – but NOT the correct sequence. The correct sequence is:

2nd symbol – 3 rolls (one at a time) downwards

4th symbol – 3 rolls (one at a time) upwards

1st symbol – 5 rolls (one at a time) upwards

Open the wooden chest and take the GOLDEN SKULL.

THE ALTAR PUZZLE

There are 3 stone pillars along the path to the old TEMPLE. Each pillar has a painted symbol on it. You will also hear a feint sound at each pillar.

PILLAR 1

Just after the HUT on the left.

You hear the word ENLI.

PILLAR 2

Outside the TEMPLE on the left.

You hear the word ENKI.

PILLAR 3

Outside the TEMPLE on the right.

You hear the word NOSKU.

The altar is inside the TEMPLE. To the right of the altar (as you face it) is a square column with a round pillar protruding from it. Examine the round pillar and place the GOLDEN SKULL on top of it – this activates the control panel.

Press each of the "lion" buttons (L4, L7, L9, L14) and note the words heard. For 2 or more of the buttons the word ENLI will be repeated. Next, press only the buttons that generate the word ENLI. This activates the WIND ritual.

Press each of the "worms" buttons (W1, W10, W12, W15) and note the words heard. For 2 or more of the buttons the word ENKI will be repeated. Next, press only the buttons that generate the word ENKI. This activates the WATER ritual.

Press each of the "horse" buttons (H3, H6, H8, H13) and note the words heard. For 2 or more of the buttons the word NOSKU will be repeated. Next, press only the buttons that generate the word NOSKU. This activates the FIRE ritual.

There is a 4th symbol ("crab") which is not needed to solve the puzzle.

To get all 3 rituals "up and running" simultaneously, start with the FIRE ritual. Then fan the flames with the WIND ritual. The increased flames will now be able to withstand the WATER ritual.

THE PUZZLE OF THE ROCKS

The large rock is blocking a pathway forward. Note the white symbol (randomly generated) painted on it. Each of the smaller rocks also has a white symbol painted on an embedded button – one of which will be the same as that on the large rock. MOVE QUICKLY to that rock and "click" on the button. Next (again MOVING QUICKLY), go to the other 3 smaller rocks and do the same.

TIP: leave ROCK 4 till last.

The large rock will move – allowing access to the pathway.

THE UNDERWATER BRIDGES

BRIDGE 2 (refer Map) must be repaired – the machine (MACHINE 2) next to it has 2 parts missing. Remove the CRANK HANDLE from MACHINE 1. There is another machine in the area beyond the large rock. Take the GEAR LEVER from this machine. Attach the CRANK HANDLE to MACHINE 2. Also attach the GEAR LEVER to MACHINE 2 (examine a spot just to the right of where the CRANK HANDLE is fitted). Turn the CRANK HANDLE to raise the BRIDGE – allowing you to cross into the SECOND CITY.
 
 

INSIDE THE SECOND CITY

THE BLONDE MAN (FIRST VISIT)

When you arrive in the city, go directly to the blonde man. He can be found by going up the stairs to the residential area, turning right on the 1st level, take the stairs at the extreme right to the 2nd level, then turn right and go to the end. Talk to the blonde man.
 
 

THE BASKET LIFT

Turn the handle and examine the padlock.
 
 

THE BLONDE MAN (SECOND VISIT)

Return to the blonde man and ask him about the key for the BASKET LIFT.

THE WOMAN WITH THE CLOTH (FIRST VISIT)

The woman can be found by going to the extreme left on the 2nd level in the residential area – then look down and take the stairs. She gives you a CLOTH and asks you to have it dyed for her.

THE DYE SHOP

Knock 3 times and speak to the apprentice – he will eventually let you enter. To light the fire in the furnace adjust 2 of the mirrors (the one on the wall next to the furnace and the middle one of the 3 on the opposite wall) as well as the lens. "Click" on the points shown below.

THE MIRROR ON THE WALL NEXT TO THE FURNACE

THE MIDDLE MIRROR ON THE OPPOSITE WALL

THE LENS

Move the large carpet in the centre of the room to allow the sunlight (from the window) to shine through. Next, put the CLOTH on the wooden spike on the furnace. Remove the DYED CLOTH. Take the bottle of RED DYE from the shelf.
 
 

THE WOMAN WITH THE CLOTH (SECOND VISIT)

Give the DYED CLOTH to the woman. She gives you a MEDALLION. Examine the DYED CLOTH that she has hung up outside her home. The creatures on it are a clue to a later puzzle.

THE BLONDE MAN (THIRD VISIT)

Before going to the blonde man, return to the BASKET LIFT and again pull the handle and examine the padlock. Also look up and down in front of the BASKET LIFT. Next go to the locked gate, and turn the handle twice (its double bolted). Also look up here. On the way, knock on the doors on the 1st and 2nd levels. The blonde man should appear for the 3rd time. He gives you a KEY.
 
 

THE BASKET LIFT PUZZLE

Take the KEY to the apprentice in the DYE SHOP – he gives you a set of LOCK PICKS. Unlock the padlock and take the BASKET LIFT (it’s operated by turning the handle) up to the CROSSBOWS.
 
 

THE CROSSBOWS PUZZLE

Go to the crossbow along the right ledge (the left crossbow when facing the target). Turn the crossbow to change the direction it will fire at. Fire at the different "target" windows until the large wheel above the windows turns. Next, go to the other crossbow. Repeat the firing process until the 2 pipes on either side of the wheel rise and fall. The locked gate below the windows is double bolted – therefore both crossbows have to be fired again (as above).
 
 

THE LOCKED GATE

Pull the handle to open the gate.
 
 

THE LADY EXPLORER

The lady explorer appears if you try to enter the BATH-HOUSE. She tells you that the BATH-HOUSE is flooded, and also talks about the CORE MACHINE.
 
 

THE FOUNTAIN PUZZLE

Cross the water surrounding the fountain by throwing the MEDALLION into it. The 8 receptacles around the fountain control the water flow to the various buildings along the perimeter.

From one of the receptacles you can see the BATH-HOUSE and the drain to the left of it.

Pour the RED DYE into each of the 8 receptacles (while they are empty) and check the water flowing through the drain.

If the water changes colour (to red) then that particular receptacle is connected to the BATH-HOUSE. Fill the receptacle with water by turning the wheel below. The other receptacles must remain empty.

THE WELL IN THE BATH-HOUSE

The large metal scoop above the well is attached to a 'balance' – on the other side of which is a straw basket. The strange symbol on the straw basket is a mirror image of the number '22'.

Each of the millstones in the bath next to the straw basket is double the size of the one smaller than itself. Therefore, if the smallest one is '1 unit', the next biggest is '2 units', the next '4 units' and so on. Only one combination of the millstones add up to '22 units', i.e. 2 + 4 + 16.

Put the '2 unit', '4 unit' and '16 unit' millstones into the straw basket. The scoop can now be used to remove water from the well by "clicking" on the balance. Repeat 6 times (take 6 scoops of water) to reveal a 2nd (lower) exit in the well.

THE UNDERGROUND CITY

THE ANIMAL SKULL

At the end of the skeleton rib cage bridge is a HORN. On the slab (near the point where the 4 bridges meet) is an animal skull with one horn missing. Insert the HORN into the hole in the animal skull.
 
 

THE SCALE PUZZLE

The left side of the scale is marked with a SUN symbol, and the right with a WATER symbol.

  

The scale has 3 weights on either side. Each weight can be changed to depict one of 11 different creatures:

3 snakes

2 crabs

2 lizards

1 fish

1 crocodile

1 stingray

1 turtle

Some of the creatures are SUN creatures, i.e. found on land:

3 snakes

2 lizards

1 turtle

Some of the creatures are WATER creatures, i.e. found in water:

2 crabs

1 fish

1 crocodile

1 stingray

Certain of the creatures were on the DYED CLOTH that the woman in the city hung on her wall.

  

Set the weights on the scale as shown in the above diagrams. After solving THE SCALE PUZZLE you take a canoe ride to a series of metal walkways.
 
 

THE THREE LOCKED DOORS

The area is divided into 3 sectors, namely A, B and C. The yellow signs along the metal walkways indicate the sectors. There are 3 locked and 2 open doors. The rooms through the 2 open doors are marked '818' and '367' respectively.

ROOM 818

Pick up the ELECTRIC SCREWDRIVER that is lying on the floor. Note that a wall panel next to the right-hand fan has been removed, allowing the adjacent room to be entered.

ROOM 367

Use the ELECTRIC SCREWDRIVER to unscrew and remove the wall panel next to the left-hand fan. Lift the metal device lying on the floor in the adjacent room and take the DATA CARD. Insert the DATA CARD into the slot on the computer terminal.

The data will NOT be visible on the monitor, but it can be transmitted to the terminal in the other room. Enter the "destination" code on the keyboard – A818 (Sector A, Room 818).

ROOM 818

The monitor on the computer terminal will show the correct sequence in which to press the panels on the 3 locked doors.

The 'yellow dots' signify the order in which to press the panels, i.e. '1 dot' is pressed first, '2 dots' second and '3 dots' third. The door to which each monitor display refers is identified by the shadows. After all 3 doors are unlocked; you are able to enter through any of them.
 
 

THE 4 LUMINOUS RODS

THE FIRST ROD

There are 4 night vision devices beyond the locked doors – 3 of which are in front of the doors. Look at the middle door through the 4th night vision device. One of the railings to the right of the middle door is the FIRST ROD.

Pick up the FIRST ROD.

A stairwell (to the left of the middle door) is also visible through the night vision devices.

Go down the stairwell to the bottom level.

THE OTHER THREE RODS

You get a ROD for completing each of the 3 puzzles on the bottom level.

THE 9 BALLS

There are 3 rounds to complete. Duplicate the sequence of the symbols shown on the large ball.
 
 

THE PEBBLES AND THE WHEEL

There are 3 rounds to complete.

Legend: L = a pebble holder on the left

R = a pebble holder on the right

I, ll and lll = the 'number' of the actual pebble holder

Round 1

Rlll Rll Llll Llll Ll Rll Rl Rlll

Round 2

Ll Llll Rll Rll Llll Lll Lll Rl

Round 3

Lll Rlll Rll Llll Rll Llll Lll Ll
 
 

THE WHITE SQUARES

There are 3 rounds to complete. The white squares must be moved from the 'right' to the 'left' container, with the smallest at the bottom to the biggest on top.

Legend: R = right container

L = left container

B = bottom container

Round 1

Round 2

Round 3


 
 

THE CORE PUZZLE

Insert all the RODS into the holes in the CORE MACHINE. You are told that the access code is 30, 25, 9, 25, 20.

To enter the access code, type:

THE END

 


A Walkthrough by Malcolm Schmidt