
Walkthrough © 2003 by Robert Gault
Pictures are the property of SegaSoft
Obsidian
by SegaSoft is a remarkable game that contains some very profound philosophical
statements about our modern society; most games couldn’t care less. But don’t
let that dissuade you from enjoying this game which has good acting, great
graphics, and excellent music and sound effects. The game is also unusual
in that you get the most fun from it by making mistakes and not following
the best routes. Puns and other jokes are everywhere. Don’t let this walkthrough
keep you from trying everything and anything you can think of even when you
know it won’t be the right answer.
Contents
1
Installation
2 Setting the Scene
3 The Land of Regulations
Behind the Orange
Door
Getting the Form
Where is Pre-Approval?
Immediate Action
Welcome to the Rebellion
Rock Balancing
The Bureau Chief's Office
4 Machine Land
Lightning World
Catch the Wind
Pumping Oil
Nanobot World
Star Chamber
5 The Frame in the Sky
Flying Lessons
The Piazza
The Statue
The Church
of the Machine
The Frame
6 Ceres
Finding Max
The Crossover
Switch
The Final Choice
INSTALLATION
The game is spread over five CD-ROMs which means you will be swapping CDs
with regularity. If you don’t have the luxury of a multi-CD player then you
should look into a software version such as FantomCD by An Chen Computer
Co. Ltd., http://www.copystar.com.tw.
You will enjoy the game more if you don’t need to swap disks back and forth.
I have not found any other method to bypass the need to swap CDs with this
game.
Installation is simple, with the game installing the correct version of QuickTime
® if needed. Use the QuickTime setup tool to make sure you have Audio
set to stereo 16-bit sound before playing the game.
SETTING THE SCENE
The game starts with you on a hilltop in an area much like the Adirondack
mountains of New York state. As you walk down the trail, you see the title
screen and the earthly manifestation of your adversary. Continue down the path and
as the credits scroll, you will arrive at a camp site. Continue on and you
will arrive at the very strange black formation
which you have already seen from a distance. As you look into the shiny facets
of the formation, you find that you are a woman.
That makes this game one of the few where girls or women can feel truly comfortable
as they are the center of the story rather than men. In fact not only are
you attractive but you can hold your own with any man for brains, drive, and
common sense. But don’t be scared off men, you will also enjoy the game as
for the most part, it is gender neutral.
To make any further progress in the game you must go back to the campsite
and explore inside the tent for any and all information
you can find. Leave the tent and turn to the left. If nothing happens then
you have not accessed all the available information. Like it or not this must
be done.
You will, if you find everything, learn who you (Lilah) and your partner Max
are, why you both are here, what you have found in the last few days, and
that you and Max are electronics and computer specialists doing some very
important cutting edge work. You will also find the basis for the rest of
the game which presents your newly found knowledge and its results in allegorical
form.
On leaving the tent you will hear that Max is in serious trouble. Quick, as
fast as you can try to find him! Where is he? Oh no, he must have fallen in
and all that’s left is his hat! picture As you stand there
in a panic, the face opens further. No, no, don’t stand so close Lilah, look
out!!!
THE LAND OF REGULATIONS AND RED TAPE
After being treated to an intriguing movie of nano-technology building an
imaginary world from the ground up, you find you must visit the Bureau Chief’s
office for news of Max. Unfortunately, when the chief extends a bridge for
you to cross, the bridge smashes into the Atlas statue.
Well Lilah, your bureaucratic nightmare is just beginning as you try to get
the bridge repaired.
Look around the space that surrounds the Atlas statue. Notice how strange
the walls seem, almost as if you were inside a multidimensional hypercube.
Try to read the signs. Talk to that b…. of a receptionist at least twice.
Oh, if she only had a throat to squeeze or some hair to pull! Ahem, well anyway,
walk over to some of the booths and talk to the “personnel”. If you don’t
stumble onto the booth you need, you can get a lesson in sign reading by
going back to the receptionist, turning to the right, and going through the
orange door.
Behind
the Orange Door (Wasn’t there something about a green door? No,
that was a movie where….)
Click on the book and your personal trainer will appear. You’ll see him again
later in another part of the game. Hey, this book
is full of blank pages! Give the trainer
a poke. Oh, wait a minute, look what happens when he plays a few notes. Have you got it? A little practice and you will be reading
the signs on the booths. Now off to find Bridge Repair but be sure to stop
at the other booths; in particular Operations. Sources,
Bureau of Hygiene, and Mediation are some of the funnier ones. Make sure
to talk to the occupants more than once if possible!
Well now that you have instructions from
Bridge Repair, let’s go and find the form and get it to pre-approvals. “You
can’t get approved until you get pre-approved.”
Getting the Form
Lilah, when you get tired of wandering around, stand in front of Bridge Repair,
turn to the left, and walk towards what looks like a library as seen from
above. Yep, those are definitely books but what happened
to up/down right/left? Keep going. Wow, that was strange!
Walk down to the other end where there seems to be an Exit sign and turn left.
Now if this works the way it did when we came in …. Mmph, I’m getting dizzy.
Which way is up?! Continue forward to the small people mover, get in, and
push the button. Then get off and look at the very many drawers of forms.
Now, what and where is Standard Damage?
Hmmm, Stand, Standard, Standby, but no Standard Damage. Why does Standby say,
“Application to Research Mechanical Dynamics in the Workplace”? Something
is not right, so let’s check the computer card catalog. There’s a message from Max! Try answering by typing on
your keyboard. Drat, he dropped the connection.
Try the options given on the screen by using your keyboard. Blasted computers,
where’s my hammer! When you give up, try Cloud Ring. If that does not give
you the right idea, try games /word_games / wordmixer and enter “standard
damage.” Now go back to the stacks and find the form.
Where is Pre-Approval?
You have the form but where do you go now? As it happens, you can see part
of the office you need from the stacks. To get there, you will need to walk
to the red carpet that you can see on another wall.
Continue until you reach the light.
The control in front of you causes the rooms/walls to rotate about the platform
on which you stand. If you look to your right, you will see the location of pre-approval. You must turn
the rooms so that it ends up behind you as you face the large lamp. Move
the lever to the right.
Walk down to the office space and you will be greeted and given some entry
cards. This secretary sounds nicer than the receptionist but just wait until
you use up your cards and have to get more. Her tune will definitely change.
Your owner’s manual, if you have one, will walk you through this office maze, but it does not explain the process
and the route is not optimum. (Enter room 6 for the fastest route.) You need
to get to room 7. Each room requires cards to enter and room 7 requires three
black cards. Each time you enter a room you give up some cards and receive
new ones. Here is one of the room locks. Cards
above the white arrow are taken and cards below are dispensed. If you walk
around the perimeter of the office spaces you will be able to see all the
card locks and be able to work out a path without trial and error. However,
most of the fun is entering as many rooms as possible and talking to the
occupants. Here is a chart of the room locks:
| Room |
Requires |
Issues |
| 1 |
2 blue |
2 yellow |
| 2 |
blue |
red yellow |
| 3 |
blue red |
2 yellow |
| 4 |
red yellow |
black |
| 5 |
blue yellow |
red |
| 6 |
red yellow |
2 blue |
| 7 |
3 black |
|
| 8 |
blue yellow |
black |
| 9 |
blue yellow |
red |
The trick is to cycle back and forth between rooms 6 and 9, building up your
supply of blue cards. When you have enough blue cards, make several
trips between 8 and 9 to acquire the needed black cards. If you make a mistake
and run out of a color, you can always exit the office spaces and start over.
You can enter this maze through any of the outer doors, not just the main
one. You can only get more cards at the main enterance.
Immediate Action
So, Lilah, you’ve been pre-approved and cleared for immediate action. I’ve
got a bad feeling about this and where is IA anyway? Back to the room rotator.
Maybe it is the wall directly in front of you. Try turning the rooms by moving
the lever twice to the right. Walk towards what looks like a ticket booth.
Yes, definitely immediate action; next year perhaps. And what would delayed
action do for us? Now you have to fix the clocks before you can get someone
to fix the bridge.
Walk behind the booth. Try pulling the big lever. Oops, planetary collisions.
How should the orbits be set so that there never are collisions? The control on the right has several buttons. The white
button resets the clock. The functions of the others are obvious. The simplest
way to solve this puzzle is to first start with the earth and moon. Get the
earth as close to the moon as possible (use earth and moon buttons) and change
the phase of the moon so that there is no collision. Once the earth and moon
are set, just move the sun slightly if there is a collision. The puzzle is
solved after several cycles with no collisions.
Return to the front of the booth and find that all of the clocks are spinning
like crazy. While you are talking to the attendant and you will get a short
message from Max. Then you find out that there is a terrible backlog and your
form won’t be processed for a year. Closed!!, or is that hosed?
Oh no! Will this never end?! Turn towards the room rotator. What’s that, someone
wants to meet us at the light.
Welcome
to the Rebellion
Quick Lilah, turn out the light so we won’t be seen! Move the lever to the
right several more times. So were’re not the only one having problems with
bureaucrats. Find a document called Orient Militia.
It must be in the drawers where the bridge repair document was. Time to test
your limitations with the computer word game.
Now that you have the form, go back to the room rotator. There is only one
room face that you have not yet been to and it is directly in front of you.
Rotate the walls so that you have access. Oops, can’t move the lever to the
right must move it to the left. Yes, that’s
what I want.
Now check your document and enter the three numbers
into the dialer. Note how the schematic flips around
and becomes a picture of the rooms you have been walking through. You now
need to position the orange lines so that they cover the position of thebureau chief’s office in three dimensional space.
Rock Balancing
A window will open and walking through, you will see a balancing rock. Turn
around and you will see the entrance/exit you used. Now pull on the pivot
rock and check what happens in the exit window. You can walk into the exit
and back again if you want. The window will close but reopen as needed.
You won’t always see the same view, which is a function of the rock position.
There is a trick here to get the correct orientation of the rock. It seems
to only rotate right or left but it will also rotate towards you from the
upright position; i.e. pull down. If you do it correctly the rock will reach
the lowest possible position and you will see a wooden star point in the exit
window. When you walk through the exit, the door will not close; another indication
of success.
The
Bureau Chief’s Office
Just for laughs, turn to the right as you leave the balancing rock and walk
around the star platform. When you reach the red carpet and phone dialer,
turn towards the wooden star and approach. Well, that’s not what you want
so continue circling clockwise. Walk towards the wall that has the Atlas statue
and into the left corner behind the barrier. Turn towards it and climb up.
Continue until you reach the receptionist. You will know when you get there.
Turn towards her voice and continue climbing. Now you get even with that,
grrrr! Continue climbing until you get to the top of the Atlas globe. Onward towards
that bureaucratic officious obstructing obstinate obfuscating oaf! Ahem,
where was I? Just be glad he took the “bureaucratic oath”, sit back, and
enjoy the trip.
MACHINE LAND
This looks like a scene from the worst aspects of our industrial revolution
or maybe the film “Metropolis”. Before exploring, look into the grate that
seems to be held down by a machine foot.
You see Max who talks to you, suggesting that all of this may be connected
to Ceres, the weather satellite you both constructed. You must join him as
soon as you can. Try the wheel which is in front of you. The grate starts
to rise but the foot pushes it down again. Well, that won’t work.
Start exploring by walking full circle around this upper level. Don’t be in
too much of a hurry to solve more puzzles. Walking clockwise you will see
looking out from the center, a large E and what looks like a bellows, a large
S and what might be a container of molten metal, a partially hidden V and
a furnace, and an N and a tank of some liquid perhaps oil. Now repeat the
tour but this time go down the stairs into each section and explore. There
is a control to work the bellows (drag down), a control that pours out the
molten steel, a control to start the furnace, and nothing near the tank.
If you were thorough, you will have turned left while facing the furnace and
seen a gantry car. You can enter it, push the green button, and go for a
ride over the central level. This level contains what looks somewhat like
the body of a metal spider. You arrive at a platform with a bank of controls.
They don’t work now but will activate as you solve the puzzles in this section.
Now Lilah, for your first challenge. Start from where you saw Max and walk
clockwise as before. This time when you stop, turn towards the center. You
will see two wooden frames and both can be entered
and climbed. These structures are scattered around this upper level. Each
one leads to challenge to be solved. There is no required order for solving
these challenges. As you proceed, find the section of the walkthrough that
applies.
Lightning World – fire/electricity
Touch the sun and watch lightning bolts strike the glowing rods. The lightning
always starts in the same place and proceeds clockwise around the circle.
Lilah, you need to make each arm of the octopus tree touch a rod at the same
time the lightning strikes.
You can make lightning strike the first rod at the same time as an arm by
timing your push of the sun. Each succeeding arm must be set to touch down
just after the preceding one lifts off a rod. Note that when you touch a rod,
the respective arm stops moving.
Start by stopping arm #2 as it touches its rod. Hold it there until arm #1
lifts off. Then repeat this procedure with the other arms in pairs, 3&2,
4&3, 5&4. Now touch the sun so that lightning strikes the first arm.
If you have the arms timed correctly, a tone will sound when lightning strikes
a rod. Trim your timing until all rods sound a tone. This takes much practice
and perhaps some luck. You will have no doubts that you did it correctly when
you succeed.
Turn around and see that your door has changed to show stars; enter.
Catch the Wind
You see a whirlwind and a gun. Try firing a few shots at the whirlwind. Just
what is the challenge here? Lilah, you must trap the wind not disperse it.
To do that, you must change what happens when the cannon ball strikes.
Look down. See the pipe? Go inside. Hmmm, this is something like an air hockey
table. Save your game before trying this puzzle.
Note that one ball is on the lighted squares. Push the second bladder on the
right. Now exit and try the gun. Get it? Each ball on the table will cause
a rod to appear when the cannon shell hits. To catch the wind you will need
a special pattern. Go back to the pipe and set up
your pattern. There are so many ways to do this that a step by step procedure
is not needed. Just practice and if you seem to be stuck, reload the saved
game. I think there is no way to get stuck in this puzzle.
Now that you have the gun controls set, give it a
test. Now that you see how it works, catch the whirlwind. Turn and exit.
Pumping
Oil
Walk around before trying to solve anything. Note the 038-1, the waves, and
a sand building that can only be approached from the side where the numbers
are. For no particular reason, let’s start with the waves.
Walk to the water and keep your pointer off the waves. Note that they move
but the movement is out of synchronization
as is the music. Note that when you touch the waves with the cursor all motion
stops. Now click your left mouse button. Note that only one wave moves.
Lilah, you must synchronize the waves. Start by making the farthest wave look
something like this. Then make all the seaside
waves look as follows. picture Work
towards land, trying to make a smooth wave pattern. Any notches or sharp peaks should be smoothed out. Let the entire
pattern move in order to make breaks in the waves easier to see. You will
know when you succeed.
Now go back to the numbers in the sand. Take careful note of the drawing on
the wave. Move towards the sand building, enter the numbers, and press the
button. Slurp! Note that the oil has made part of the sand building real.
Turn the slurper towards the wave block but before pressing the button save
the game.
If you were very lucky, you might have struck oil but it was not likely. Lilah,
you must go around to the other side of the sand building, enter, and find
a new source of oil.
Inside the building, turn and walk to the table in front of the wave block.
Try the controls which present a topographical map of the wave. If you are
really good at reading maps, you may be able to guess the coordinates for
the oil. Don’t bother. It is not necessary.
Continue walking around the tower until you see a pattern on the central pole. This is a
slider puzzle and you need to recreate the pattern on the wave which you
can just see through the windows. Pieces can be dragged right/left and up/down.
Be warned that if you turn from the puzzle to look at the wave, your progress
will be lost. You will know when you solve
the puzzle for you will be able to enter behind the map. Look at the oil
spout and also look up.
Now go back to the map table to get the coordinates of the oil. Keep in mind
that on a topographical map, rapid changes in elevation result in very closely
packed map lines. And for heaven’s sake Lilah, shampoo that oil out of your
hair! When you think you have the correct coordinates,
leave the building, go to the oil slurper, and try your luck.
Unfortunately after you strike oil and make the entire building real, you
can’t explore your creation. So turn around and exit.
Nanobot
World
These are cute little guys, but something is wrong. The factory has stopped
making them. Lilah, you must start the factory working again.
The first thing you see is a conveyor control.
picture Press the button. Well that has to be fixed, the crystals can’t get
through the door. Hmmm, looks like an equation; #4 + something = alpha. Oh well, continue moving
forward and look up. That is the botworks assembly line, but it is stalled.
Go through the door into the chemistry lab. Now don’t get scared by the word
chemistry, Lilah! Turn to the right and use the learning computer by inserting
the two CDROM disks. Disks are switched by backing away from the computer
and then swapping disks.
You can pause the lessons at any time with the square button. Lesson #1. Lesson #2. Study
how shapes, color, and values combine. Be sure to turn back to the lab bench
and look up. Try a few times at least to solve this
puzzle.
Return to the conveyor belt and insert your vial
of magic liquid by touching the picture. If all has gone well, not only
will the green crystals get through the door but manufacturing will start.
Exit this world. You can turn back for a final farewell and watch the happy
little bots acting like lemmings.
Star
Chamber
After solving each challenge, you will receive a card. Look down, match the
card with an icon, and drag the card just below the icon’s slot. When all
cards are slotted, you will need to trace out the new constellation formed
by the new stars. In the meantime, after slotting a card turn around and walk
through the door. You will be at the top of what seemed to be the water/oil
tank.
Proceed back to the central level and either solve a new challenge or take
a tram ride and test the control for the world just solved. Remember that
the tram is in V section. Each challenge solved activates part of the central
spider.
When four new constellations are formed, you will not be able to leave the
star chamber until completing the fifth constellation by tracing a star pattern. Here is part of the constellation. Fill in the rest.
Oh oh, “and the machine was complete and the machine no longer needed Max!”
I hope you don’t have arachnophobia. This baby is big, mean, and hungry!
FRAME IN THE SKY
Flying Lessons
Lilah, you have to get to the Frame in the sky.
You don’t have any choice at the moment but to climb as high as possible.
Try the radio. The button, push the button!
Now that was strange. We floated through mid air over to the moth plane. Maybe
it can fly to the frame. Heck, maybe we can without a plane! After looking
around, go inside. Try the pilots chair. Whoa, who is our
co-pilot?! Try the controls. No good, Lilah, you have to start the engine.
Leave the pilot’s chair and return the to door with the large handle. Go inside.
Gee, this is better than my hamster wheel, but the engine seems to be going?!
Better move closer. Hey, that’s a zoetrope, a first
attempt at the motion picture. That parrot is not flying very well. Maybe
he is sick! Try to touch him.
So that’s how this device works. Lilah, move the images
around so the parrot seems to fly with normal wing movements. No, that’s
not right! The poor thing is flying backwards! Now you
have it. Back off and watch the flapping movements. Maybe if I give these
guys some hamster treats we’ll fly faster.
Go back to the pilot’s chair and try again. Try the red lever. Oops, there’s
no crossover chip. Try manual. Darn, the Frame is not a valid destination.
Well, try the hand. Nuts, the hand is our current location; try another one.
The
Piazza – no that’s not pizza and be quiet in the peanut gallary
Leave the plane and enter the piazza. Don’t try to solve the puzzle but walk
straight through the inner court to the far side, turn right, then left, and
go up the stairs. Look down and you will see sixteen squares. Your co-pilot
can be seen hiding behind one of the statues. Turn around and approach the
table. Lilah, you remember Pancho. He taught
us how to read the signs at the Atlas statue.
The board is a mock-up of the piazza inner court. Try to trap the image of
co-pilot on this board and then try the real thing. Move both your own image
and the pilot’s. Note that diagonal moves are not possible and that the co-pilot
can’t move onto an empty square. You can not succeed on this mock up because
there is one move you can’t make. You can’t move the statues around as you
will in the piazza courtyard.
Return to the piazza inner court, touch any statue, and see how they move.
Sooner or latter you will not be able to move a statue but will instead see
the co-pilot. Place a blank square next to that of the co-pilot and walk towards
him so that he is forced into a corner. Be careful not to confuse the movement
arrow and touch cursor. Never put a blank square in a corner, because that
is where you want the co-pilot. Pay attention to the sounds of the pilot
moving around the board and remember it.
Trap the pilot and then exit.
The
Statue
Look up. Boy, that’s a long climb. Wish there was an elevator. Come on Lilah,
it will be good for your figure.
Go up, enter the art galary, go forward, turn left and look up. The projected
image of the Frame is empty. Walk through the galary examining all the exhibits.
Touch the buttons for commentary. The artist is saying, machines (and people)
should learn when and how to disobey authority to obtain freedom and uniqueness
of creativity.
As you can see, the true Frame is empty. It is time to help the artist create
a masterpiece. Enter the workshop. Go to the large paper press and give the
artist a sheet of paper. Try the green button. Guess the artist is not a modernist.
Try the yellow button and then the green. Repeat this with multiple yellow
presses. Paint by numbers, come on! Think Lilah, freedoom, creativity, uniqueness;
a blank page!
Try moving the patterns around on the paper. Note what happens when they overlap.
Get the patterns separated as much as possible
and then overlap them to get a blank page.
The four small traingles can form squares to overlap black squares made from
the larger pieces. You will need to create two black squares. Here is one way to do this. Fitting in the small triangles
is now trivial. Complete the blank page and push
the green button.
This guy can really paint! But what is it, a mudhole, a mushroom, part of
Yellowstone? The artist mounted the picture in the Frame so push the button
for commentary. If you look over your shoulder, you will see that the image
of the Frame is still empty. There seems to be a small control just under
the lower left corner of the Frame. Try using it.
Walk back to the Frame image which in hindsight now seems to be an enormous
lense. The frame has been filled. Exit the statue.
The Church of the Machine
Lilah, take the hint and look up at the ceiling. Well it’s not the Sistine
Chapel but it’s close. That central chip seems to be shining onto the platform
below. Let’s look around but first talk to the supplicant on your right. Now
that’s a clue if I ever saw one.
Go down the stairs and walk through the curtains which are behind you. Look
up at the stained glass. Leave and try the two other curtined rooms. They
all seem the same except for the models in the glass cases.
Now head into the alcove opposite the staircase. Examine each statue carefully.
Notice the symbols on each statue. They are the same that you saw in the holy
book.
Return to the staircase and go to the left side of the central figure. You
will walk up the ramp. Look down at the blank computer chip. Lilah, can you
program this chip? I hate to say this, Lilah, but you have to climb into the
spider. Gulp, swallowed!!
You can leave at any time by pulling on the red levers; just like a voting
booth. Try the black lever and see what happens. Lilah, do you think the symbols
across the bottom are programming directions? Looks like they tell the red
pointer where to go next and it failed because it could not go further forward.
Try the right arrow symbol (upper right corner). The byte indicator moves
to the right in the sequence. The up and down arrows change the highlighted
symbol (byte contents) and the multiple arrow jumps you 4 bytes to the right.
Try changing the third arrow so it points down and
test the sequence. There are several things to note here. 1) A change of
direction is always followed by movement to the next step on the map. 2)
When you arrive in the alcove that holds the statues, they change your sequence
in exactly the same way that the controls on the upper right of the panel.
Got the idea? Program your sequence so that you hit all three curtained rooms
and fully program your chip. Keep in mind that that you must take the viewpoint
of the moving red arrow. Trial route.
If you tried the suggested sequence, a long one, it almost worked but not
quite. However, you get the idea of how things work. The critical part of
your sequence is the last five bytes. They must take you through the alcove
of the machine knights. Therefore the last five bytes must always be as follows. As it turns out, the sequence should take
you through the curtained rooms clockwise from left (fertilization), to top
(cell division), to right (growth). That sequence
looks like this. Get your crossover chip, return to the plane, and insert
the chip.
The
Frame
Try the red lever. Drat, the machine pilot can’t fly to the Frame. Well, let’s
try manual control. That doesn’t work either. How can we fly to the Frame?
Say, Lilah, didn’t the voice say the plane was set to regulation flight and
the Frame is non-regulation? What is a non-regulation configuration?
If you remember the sounds of chasing Inspiration at the piazza, you may have
an idea. Try manual flight but don’t flip switches. Instead flip up each
of the lamp covers. I don’t see anything, do you Lilah? Try D1 and flip all
the lamp covers again. Ahha, there’s the rascal at A4. Now if I lift up cover
A3 before flipping B2 …. Hmmm, this is supposed to work but the red bulb
disappeared. Ok, try B4 instead of B2, then flip cover B3 and switch D3,
flip cover A3 and switch D4, flip cover B3 and switch C4, and finally cover
A3 and switch B4.
Now just a minute!! We were supposed to have left regulations in the office
of the Bureau Chief. Ok Lilah, try the machine pilot with non-regulation preflight
setup.
CERES
That does not sound good, "no people, no polution". Lilah, what did Ceres
mean by "prouder than Max". I don’t like this at all!
Finding
Max
Explore, sooner or later you will find Max. Touch the control panel and see
how the arrows move the bridge connections. This is one of the hardest puzzles
in the game. Try to get this pattern and then
hit the down arrow. Success, but there is a game bug here. Notice how the end platform magically
merged with the next to last. That should not happen and the discontinuity
will make you think you have the wrong positions for the platform.
Move forward. Oh no, Max is being crucified! Look down, you’ll know what to
do.
The Crossover Switch
At the T junction, turn left and go forward. You’ll see what Max is working
on and he’ll tell you to, “Get a move on!” Return to the junction and then
to Ceres (left). Walk forward to the control panel.
Look familiar? This time you are not trying
to trap intuition but locate 8 patterns. This is by far the hardest and an
almost impossible puzzle. Click on any of the sixteen yellow buttons. Note
how they scramble. Click on one you know just moved and they move again. Click
on one you know did not move and nothing happens.
Lilah, you must click all 8 of the yellow buttons that did NOT move. Make
one wrong choice and the pattern scrambles again starting you over. Good luck.
You will need it!
What I find works is to deliberately make the wrong choice until a pattern
appears that you can fully remember. Then click on the non-movers. You will
know when you succeed because the cover over a lever will open. SAVE YOUR
GAME NOW!
The Final Choice
Pull the lever. After the speeches
by Ceres and Max, you Lilah must make a choice, to re-pull the lever or not.
Try both endings. Use the saved game to return to this junction point.
Which
ending do you prefer?
***
Color
chemistry
1) Higher numbers replace the smallest number.
2) Triangles and pyramids (or red and yellow) combine but not triangles and
cubes.
3) Green4 is premixed and is 3-yellow plus 4-blue
4) Alpha is 1-red plus 3-yellow.
5) The central button mixes starting materials. The two upper buttons on what
looks like wooden handles empty the starting material containers.
6) Multiple mixing is possible.
7) Since red won’t recombine with blue, it is necessary force 3-yellow out
of green4.
8) A yellow of higher number must be used so mix 4-green and 4-yellow.
9) You get 3-yellow and a new green. Now this must be done so that 3-yellow
is mixed with 1-red.
10) Dump all vials and mix 1-red with 4-yellow to make 1-red 4-yellow
Orange.
11) Mix green4 with your new orange. You make a new green but also alpha.
So the magic mix is either 1-red 4-yellow or 1-red 5-yellow.
12) Mix up one of the magic oranges and take the vial.