Journey to the Center of the Earth
Journey
To The
Center of the Earth
by Frogwares
Walkthrough by MaGtRo October,
2003
Gameplay: This is a point and click game.
The main menu is seen in the Cabin. The chair is the new game selection. The
control panel is the continue playing selection. The gauge is the options menu
and the monitor is the Save/Load selection. The door is the exit selection. The
camera is the credits.
During
gameplay, pressing the ESC brings up the Main Menu Cabin. To save-load a game,
click on monitor, select an empty frame and then click save. The options menu
has the display, audio and preference selections.
Moving the
cursor to the bottom of the screen shows the inventory bar. Some inventory items
have a word in blue that you can click on to activate the action associated with
that item. The computer at left of the bottom bar is where you read all
documents, notes, etc. and analyze items. It also shows mail and photographs
automatically taken by Ariane. Click on the X at top right of the screen to
close the laptop screen, .
To make
Ariane run, double click on the footstep cursor. The game is linear and will not
let you proceed with gameplay if an action has not been done. Pressing the
spacebar skips the dialogues. Be sure to position Ariane on hotspots to get her
to a specific action. Since the hotspots are small areas, move Ariane or
the cursor around to find them.
Snaeffels Volcano
The
helicopter flies in and lands down in a clearing on top of a volcano. Ariane
starts using her camera when the rocks slide down and destroy the
helicopter.
Helicopter – Walk to the copter to check the state of the
pilot. The copter door is closed. Pick up the leftmost helicopter blade.
Use the copter blade on the closed door.
Enter the
copter and find that the pilot is gone. Take rope, knife,
computer and bag. Look inside the bag by clicking on
unpack. See screwdriver, warm gloves, lighter and empty
flask added to inventory.
Take the
screwdriver from inventory and click it on the first aid kit on the wall.
Unpack the first aid kit to get flask of clearing solution, adhesive
plaster, bandage and tube of aspirins.
Use the knife
on the electric wires left of the first aid kit to get some electric
wires. Click on arrow at top left to exit the copter.
Seaside – Go to the left screen and see a bare tree and a
seaside view.
To tell the
office about the accident, click on use of the computer and see the laptop
screen go to the left on the inventory bar. Click on computer monitor screen.
The computer has documents, encyclopedia, mail and photos. Click on mail and see
incoming and outgoing mail. Click on SOS to read the mail to be sent out and
then click on mail with green arrow to send the e-mail. Click the X at top right
of the laptop to close it.
Dark
passage – Walk back and right of the helicopter screen. See a passage
blocked by a boulder. Use the helicopter blade on boulder and the passage is
cleared.
After doing
everything at this clearing, go through the passage but it is dark. Use the
lighter to light it and then click the lighter icon on the dark passage.
Ahhhhh!
Underground at First Camp
Beach by
old mine entrance – Meet Adam Coverlier, the hermit who needs help. Ask him
all the dialogues. Help might be found at Askiam town through the old mine path.
He wants you to find a crystal at a cave by the camp for his wand. The crystal
has to be polished.
Pick up the
tip of bone by Ariane’s feet. Take the empty flask from inventory and
click it on lone rock by edge of beach and Ariane will fill the flask with
water.
Old
mine – Go to bottom of screen to the old mine. Pick up the giant
shell just left of the entrance to the mine. Enter and pick up the
seals on the ground by crate and the old chisel on top of a box on
right side of the screen. Exit the cave.
Other side
of beach by cave – Cross the planks to the other side of the beach. Pick up
the cloth at the foreground pile of debris and the fossilized wood
at left of screen.
Headstones – Look close at the 2 headstone. Ariane says to look at the
encyclopedia. Click on computer at left of bottom bar. Click the computer icon
on the left headstone. The monitor blinks. Check encyclopedia to read about Ivan
Platonov. It says he died of a drowning suicide at 1864 but the headstone states
he died 1872.
Clean
the other headstone – Look at the other headstone and you can barely read
the markings. Use the cleaning solution in inventory with the cloth to get
wet cloth. Use the wet cloth on the right headstone. Click the computer
on Armand Latifere. The encyclopedia states that he disappeared in Iceland in
1864 but he died in 1874.
Cave –
Enter the cave at left background by clicking on the net by waterfall and then
turn to the cave. Click on the crystal above the ladder.
To get
crystal – In inventory; use the gloves (one glove remains), combine the
old chisel with the fossilized wood and then click the combination on the
crystal.
Polish
the crystal – Go to the contraption on right wall. Place crystal on the
right stand. Click on bellows. Ariane needs something to polish it. Go outside
the cave and click the hand icon just above the ferns to get sand.
Place sand on the bottle of the contraption. Press bellows 4xs and the crystal
changes shape to make a piece of polished
crystal.
Old
Mine – Go back to the old mine. Walk to the far end but it is too dark.
Get
power/light – Go to big wheel on the left and look close at a power panel.
Wear gloves. Place the electric wires on the panel. Use adhesive tape on
exposed wires. Light comes on and the wheel turns.
Go to the
dark end of the mine and see a big circle. Ariane states ‘to use the seals in
certain order to open’. The wheel is planked by a statue that looks like Adam
and a giant.
Seal
Puzzle – Click on the writing above the seal puzzle. The Occident is the opposite of the Orient. Our story begins as the sun
rises. Nature and technology go their separate ways. First the ones whence we
come. Then the one that feeds us. Followed by the one we mine. Comes the time
of transformation And of famed energy. Finally those who guide us.
Look close
at wheel. Click on a seal and place the seal on a slot.
The clue
states that seals are in 2 different categories (Nature and Technology) and
that they are opposite. The ‘opposite’ here is done as far as placements of
the seals to statues.
Orient (East-right of modern man) Nature | Occident (West -left of primitive Giant) Technology |
Mother – First the ones | Lighthouse – Finally |
Wheat – Then the one | Bird |
Mountain – Followed by | Chemistry icons – Comes |
Cloth and spinning tool | Gears – Followed by the |
Lightning | Sickle and Wheat – Then |
Theatrical Masks – Finally those who guide us | Sea |
Thanks,
Becky!
Underground Wild Places
Mushroom
Forest – Go forward to next screen.
Use the
computer on the giant mushroom. Hmm – unknown species. Use to the knife to
get little mushrooms (strange smell) on the ground. Go forward
until you see a hut on top of one giant mushroom. Climb the steps up.
Lookout
Station – Exhaust all dialogue with the Lieutenant Lenkoff. This is an Army
post and to get to town you have to cross the suspension bridge.
Heal the
broken leg – His companion broke his leg and needs to ease his pain. Go
down and continue to the right of the path until the suspension bridge. Look
close at the stump of a mushroom. Use the knife to get flat pieces of
mushroom. Go back to the Lieutenant at lookout station. Talk to him about
splint now that you have the flat pieces of mushroom and the bandages.
Fix the
horn – The conch used to call the pterodactyl is broken. We better make a
new horn. Use lighter to get a light. Use lighter on tip of bone to make
hard cranium. Use hard cranium on giant shell to make prepared
shell. Go back to the crystal cave to take (2 clicks on it) the
bellows (can’t be taken until the lieutenant asks you to repair the
horn). Go towards the giant conch. (Get an e-mail from your sister Eva and
find out that you can’t reply to any mails). Look closer on the giant conch
and place the prepared shell at the tip of the giant conch. Place the bellows
at the tip of the prepared shell. Talk to the lieutenant. Watch! I just saw a
Pterodactyl.
Lookout table – Check the table. Get the map and read it. The map is
entered in the computer. Take a closer look at the table. Pick up the black
powder pear, machete from table and slender vines from the
chair.
Go back to
suspension bridge. Cross the bridge and get an e-mail. Read the reply to your
SOS on your computer.
Adam’s hut
– Click the computer on the animal skulls on top of the pole. They are dated
1600-1650 AD. Talk to Adam in front of his hut about everything. Enter the
hut.
In the room
with the books on the floor, take the amulet hanging on the left post.
Go to inner
room on the left and note the eggs under the lamp. Take pieces of wood
and book from the table. The book is entered in the computer. Read about
Armand Latifere and his discoveries of a Forgotten World. Click on the bowl on
the table and throw the little mushrooms in it. See what happened to the pilot –
wow, magic mushrooms!
Tangram
puzzle – Combine the pieces of wood with the amulet in inventory. Fit the
wood pieces inside the X like indentation. To turn the wood pieces place it on
top of the arrow and then click. If done correctly, the amulet opens to be
a key.
Exit at
bottom of screen and take colored pigment from table. Use the opened
amulet on the chest. Click the computer on bust and take the 2 rolled
letters. Look in computer about the Hardwigg who returned to surface by
being ejected by the volcano and the letter of Latifere and the Union letter.
Leave the hut
and go left to continue your journey. Cross another bridge and get a news
bulletin on the computer.
Fern
Jungle – Climb down the rope ladder at end of the
bridge. Walk to left of screen until blocked by giant ferns. Use machete on the
ferns. Take the large leaf.
Savannah
and Dinosaurs – Take photo of the T-Rex. Take the path right of the dead
tree limbs. You can not continue with the T- Rex around.
Get rid
of T- Rex – Look close at the hollow broken tree trunk aimed directly at
the dinosaur. Let us make some fireworks.
In order,
place: the large leaf on trunk, colored pigment, black powder pear and
then the slender vines. Use the lighter and then light your homemade
fireworks.
Continue
forward pass the dead dinosaur.
Power up
the rail car – See a railcar that resembles a hamster wheel cage that is
on the rails. See a teeny dinosaur trying to get a fruit. Poor guy. Take
fruits from the tree and then look close at the railcar. Get an e-mail
that states that the pilot is rescued. The teeny one follows you. Hmm. Open
the wheel cage door on the left side of the wheel. Place the fruits inside the
cage. Watch!
The
City – Askiam
Outside
the Gate – Read the latest news bulletin in the computer. Talk to the guard,
Ocine. Ariane gives the password to get to talk to the Chief Engineer. Ocine
wants you to fix his camera in the lab at the old tower. A key is placed
in inventory. War?
Tower
– Go to the left outside the city gates. Use the key to enter the tower. Click
the computer on camera to learn about the Ganz Lux 4. Look at the pictures of
Ariane on her travels. You are being watched.
Develop
a picture – Look at stand on table. Read the user guide to
developing films on the wall.
Take
photographic paper to be developed. Flip the switch on the left wall.
Place photographic paper on table. Click on enlarger, the tube above the table
and see images show up on photographic paper. Click the enlarger again.
Take paper
and place on left, then top and lastly, right tray.
Read the
photo and see it black and white in the computer. Exit the
tower.
Inside the
gate – Enter the gate and talk with Wallace, the Chief Engineer. I wish Ariane would stop cleaning her sleeves.
Tickets for the altimonorail and pass for the
archives are placed in inventory when the Academy archives and the Rector are
mentioned.
Click the
computer on poster and then read it. Walk to bottom of screen to enter the city
proper and read the new e-mail. Take the path to the left of screen and enter
the building.
Communication Center – Note the clock has stopped. Click on
the microphone on the desk and talk to Figaro. Look at the poster using the
computer. Go through door and enter the left door that is unlocked.
Communication room – Look at the posters of February and March, 2007 and a
cruiser advertisement. Go to left of screen and talk to Enrique, mailman and
projectionist. He gives you the key to the projection room and
reel #218.
Projection room – Go back out to the main hallway and use the key on the
ornate locked door. Read the note at bottom right shelf. Read the poster left of
the projector. Click reel 218 on the projector’s reel wheels and watch. Analyze
reel 218 and identified the movie as the world wars of the 20th century.
Scam?
Transport room – Go back to the Communication room and then forward to the
elevator at the center of the room. Talk to Figaro, the man in charge of the
Altimonorails and the power supply. The transmission coordinates have been
changed that is why there’s no energy being collected. He needs to have the
coordinates recalculated and entered in the machine.
Transmission coordinates puzzle – Let’s look for the
paper that has the coordinates. Go back down using the elevator. Take the
calculation sheet on desk at left by window. Click calculate and then
look in the computer. It shows the corrected coordinates.
Go back
up to Figaro and click on right side of the control panel. Enter 6283, 1667,
5483 and 2092. When correctly done, you backed out automatically from the
panel.
Talk to
Figaro about repaired. He gives a confirmation telegram that needs to be
sent. He allows your laptop to be recharged. Sabotage?
Go back to
Enrique and tell him about the telegram.
Crossroads – Leave the building, take the bottom path,
right and then top path.
While
standing by the crossroad, see a triceratops with a rider on the other street.
Pet the triceratops. Watch.
Talk to
Heracles, the man standing by the stained glass door. He is all out of eggs for
his customers. The next caravan to the diamond mines won’t leave for another 3
months.
Pet
Store – Enter the shop and check the counter. Take the
prescription codes book and blank punch cards. Read the book.
Press the button under the counter. This opens the door by the aquarium. Enter
the secret door.
Office – Well, lookee here – Adam! Take and read the note in front
of Adam about Heracles out of biocardamom. Talk to Adam. He needs Hanagra of Syl
prescription. Play with the triceratops hologram on the table by pressing the
square button and stop by pressing the single round button. Look on the left
shelf and take the needle by the half triceratops. Talk to Adam about the
hologram and learn about the telelogram.
Go back to
the main pet store and click the computer on the clock on top of the wall. It
says that the clock is 0.75 second faster for one minute. So that explains the
year 2007 but not the war. Exit the store and go back to the crossroad.
Take the left path.
Pharmacy – Talk to the Armanda Grunfeld, woman behind
the window. She is on to Adam’s tricks and would not give you the prescription.
Since you got Heracles note, talk to her about the biocardamom. She will get
some at the University and then give her your ticket.
Get
Adam’s Hanagra of Syl – In inventory, click the needle on the punch
cards. In zoom mode, punch the holes to make a prescription for Hanagra of Syl
based on the prescription code book.
When
Armanda leaves, insert the punch card on the slot under the window. You might
need to move Ariane to see the slot and the lever. Push the lever at left
center of wheel. Take the flask of Hanagra of Syl. Go back to pet store
and Adam.
Pet
store – Talk to Adam and give the potion. Adam gives you an aerial map to
find the giants. Read the fly map in the computer. Leave the
store.
Market
– Go to the crossroad again. This time go to bottom of screen.
Balloonist – Go left and talk to Gustav, the balloonist. His
balloon needs a few adjustments first before he can take you up. He needs
for you to go to the University to get helium and fix the leak on the main tube.
Stall – Go to that stall with a clock. Take grease and old
dinosaur skin from the table.
Altimonorail – Go to the right side on the rotunda and enter the building
to get to the altimonorail. Click on Academy. Take the pass on inventory and
click it on the destination you want to go to or click twice without the pass.
Click the pass on Academy.
Academy – Climb the stairs and enter the building.
Universal Research Laboratory – Go left and through the door. Talk to
Armanda and she will leave also. Leave the room, go outside and get another news
bulletin about the war in the surface. Go to the right and enter the door.
Archives – Talk to Wallace and Alexander, the Rector of the University.
Alexander warns you about Wallace. Stand in front of the open drawer of the
desk. Use computer on green book and the book at right top of
desk. Take the reel #254 from the desk. Read the 2 books about the
giants and perpetual light.
Look at the
machine on the right of the screen. Pull the lever on the left and take the
selection sheet. Read the selection sheet. Well, well, well, look at what
Wallace has been researching on.
Go back to
the Research lab where Armanda was – at opposite end from the Archives.
Research Lab – Armanda has left. Look close on desk and take file and
iron plate. Go to bottom screen and walk to the big door of the
contraption on the right – the hotspot is on the middle right of the floor. Move
Ariane a bit and take the helium bottle on the floor just close to the
door of the contraption. Go back to the altimonorail and click the pass on
Communication center.
Communication center – After getting off the altimonorail,
go right to the communication center. Go to the projector room and click the
reel #254 from the archive on the projector reel wheel. Oops, see Ariane
destroying the control panel – the machete on the fern film and the control
panel superimposed. Ariane is being framed.
Tower
outside the city – Leave the building, forward and take the left path. Go to
the tower outside the gate to fix the camera as promised.
Fix the
camera – In inventory, click the file on iron plate to get filed sheet
of iron. Click filed sheet of iron on camera. Grease the camera.
Go outside
and tell Ocine, the guard that the camera is repaired. He lets you leave the
city. Time to look for eggs for Heracles.
Dinosaur
Eggs for Heracles – Remember the eggs we saw at Adam’s hut. Let’s go there
then. Click on rail car (ignore the jumping dinosaurette), then walk pass the
ferns, up the rope ladder, cross the bridge and enter Adam’s hut. Take the
dinosaur eggs at the back room. Go back to the city. Go straight on main
road to Heracles at the pet store and give him the eggs. He tells you about
Gustav, the balloonist and about the giants.
Balloonist – Go to the marketplace by taking the bottom
path from the crossroad. Talk to Gustav again. He needs an aerial map to go to
the giant. Adam gave you an aerial fly map, remember.
Fix the
balloon – Click on balloon machine left of Gustav. See the hole on the
pipe. Use the old dinosaur skin on the hole and the helium bottle on the
protruding small pipe beside the gauge. Click the aerial map on the machine
square panel above the small levers. Watch the fascinating
scenery.
Giants
Talk to
Gustav. Check the computer about the latest news bulletin.
Clearing – Go to left screen and talk to Kanoul Pale,
keeper of the Mastodons. To get to the mines, you need to take a submarine from
port in the northern territory. Pick up mastodon hairs on the
ground in front of Kanoul. Go left to the village.
Village Gate – Go to the gate and find that you
can’t enter due to a force field. Go back to Kanou Pale. He gives you pipe
herbs. Talk to him about the gate and force field. Leave all sharp objects
at the gate. The force field is maintained in the Valley of the Spirit. Go back
to the gate of the village. Leave the knife and machete on the ground by the
gate and enter the open gate.
Matriarch – Talk to the Aira Mnude, the Matriarch of the
village at the hut. There’s a hole in the force field and she gives you
permission to enter at the Valley of the Spirits.
Gardener – Go right of hut and see a field of beautiful
flowers. Talk to the Tohu Malla, the gardener standing by the gate to jousting
area of the magicians. He needs a weather forecast for his fragile flowers. Take
the path left of the hut and then take the left way from the main
path.
Fisherman – Talk to the fisherman who wants tobacco. Payan
Ouva, fisherman and meteorologist talks to you after given tobacco. He needs the
right bait to catch big, meaty fish. He uses a rare heat-giving firefly placed
in a translucent shell as bait. Leave and talk to him again about the weather
forecast for the gardener. Fog!
Go back to
the gardener right of the hut. He asks that you ask the healer for protection
for his flowers. Take the path left of hut and then go north.
Healer
– Talk to Jahine Duubra, the healer treating a mastodon. She needs bitter
berries from the Valley of the Spirits. The berries are under one of the arches
on Initiation Lane and picked with hands that are clean and well protected. To
get into the jousting area during the day you will need a repellent stem
that she gives you. She places a protective spell on the gardener’s
seedlings. Look close on the shelf and take the empty shell from
top shelf at right.
Go back to
the gardener and tell him his seedlings are now protected. He gives you the
heat-giving firefly as thanks. Guess who wants the firefly. Go to the
fisherman and give him the firefly. He gives you a living shell.
Arena – Go back to the Arena gate behind the
gardener. Use the repellent stem on the gate to open it. Talk to Bares Mohul,
master of Recomposition. The Ball of Memory that preserves the memory of
everything can only be read by the Matriarch. He disappears.
Vegetable lens puzzle – (The clue to this puzzle is
found later in the game and placed here only for expediency and less hair
pulling.) Look at the bowl by the left giant face. Place the empty shell in
the water, then the living shell and then the mastodon hairs. See the mollusk
move from the living shell to the empty shell – it didn’t like the mastodon
hair. Click on the living shell when you see the tail of the mollusk appear.
This breaks the living shell. Take the clean vegetable
lens.
Fisherman – Ask the fisherman about the Alley of
Initiation. The magicians work on the 5 senses: smell, hearing sight, taste and
touch and then all 5 senses combined. Each arch marks a stage of
initiation.
Go to the
place close to the healer. Check a new e-mail.
Arches at
Initiation Lane – See a floating island above at
end of the lane.
Berries – When on close-up walking under the arches, note the berry plant
left of the middle left posts. Click for a closer look at the berry plant. and
use glove to pick the berries.
Healer – Give the berries to the healer. She gives you information on how to
get up to the floating garden. You need to produce a sequence of 6 sounds.
Each sound is produced by closing holes in 2 of the sacred posts. The
combination is obtained by reading the symbols on the arches in Initiation Lane
and follow them in strict order. The first arch indicates the first sound.
Arches – Go back to Initiation lane. There are 3 posts on each side of
the path. Walk under the arch and see that the first post is at the left side.
Remember the white lines on the posts. Go forward to the Valley of the
Spirits.
Valley of
the Spirits – Go around starting on the left fork
from the main path and find 6 holed stands with a leaf that can cover the holes.
Number the stands as stand 1 on the left of main path going clockwise to stand 6
at right of main path.



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1
2
3
4
5
6
Get to
Floating island:
1. The
white line patterns on the posts at Initiation Lane are the sound diagrams.
See chart below. (Hint – These patterns are similar to the way
researchers write down whale sounds.)
2. Find 2
posts whose holes when covered by leaves will produce those sounds. See
columns 2 and 3 of chart below.
a. Cover
the holes of 2 stands with their leaves.
b. Pull
the tongue of the face on the rock to hear the sound
produced.
3. Then
reproduce those sounds in sequence by following the middle column in the chart
below. Saved Game here.
Sound | Cover | Sounds | |
Post 1 | 1 | rooh, | |
Post 2 | 3 | eeeoeu, | |
Post 3 | 4 | ohuh, | |
Post 4 | 1 | dt, dt, | |
Post 5 | 2 | wahuwah, wahuwah | |
Post 6 | 1 | hmmmmmmmmm | |
Floating
Garden – See the floating island go down.
Talk to Adam.
The breach in the barrier is in the garden. The spirits are divided. The haloes
are made visible by a vegetable lens made by a special mollusk. The submarine
outside the village will take you to the diamond mines. Hide in the hold of the
submarine and Adam will give you the code.
Use the ‘come
down’ dialogue, if you missed a clue and need to get off the island. Do what you
need to do, pull the tongue out again and the island will drop down.
Fix the
breach in the barrier – Go around the island and see a halo with dirty
lens at the right path 2 screens over from Adam. Place the clean vegetable
lens to replace the other one.
Talk to Adam
and then he will leave. Read the code that is in inventory.
Leave the
village and back to area of the keeper of the mastodons.
Submarine – Go right of screen (hotspot at middle of ground
area) back to the balloon. Go to the door on the rock cliff in the background.
Check another e-mail. Enter the ball door. The steps makes a sound when you step
on it. There’s a panel by the door that shows 17.
Enter the
submarine and get kicked off the sub by the captain. Yeah – how do we get in
without being detected.
Sneak in
submarine – Go out the ball door and note that the panel must be a counter
of the people coming in. The sounds the steps make is the counting.
Go back to
the village. Talk to the boy by the fisherman’s hut about seeing a submarine.
The boy follows you inside the ball door. The counter still reads 17 because
you and the boy entered together.
Talk to the
boy to get him to go home. Look at the counter now and it reads 16. Hopefully,
the captain will be tricked.
Go in the
sub and enter the door on the left. Go to the control panel and enter the code
given by Adam – 5731X. When you click the numbers in only a very slight sound
will be heard to show that it is entered. Fast ride!
Mines
Dock –
Talk to Angus, Captain of the Eider. He will give you special pass to enter the
mines for a favor – to give Maoro Fi seeds from his country. To get to
Maoro Fi, don’t let anybody see you until the extraction zones and hide in
automated wagon programmed to take you directly there. The machete and
knife are back in inventory.
Go left
towards the green automatic mine car. Look close at lever on the side of the
car. Move the knob left and then down. Watch.
Mine –
Go to bottom screen and talk to the digging giant. He gives a message to
Angus. Read the message – Heard tell of a revolt some would
rather fight than mine. No names but keep your eyes peeled. Go
back to the Captain via the mine cart. Give him the message, get a visitor’s
pass and learn more about the resistance. Hmm. Back to the mines by clicking
on the entrance to mines.
Talk to the
head driver, Firmin. The machine needs filter, water pressure is too low and he
gives you an order slip. Orders are rubber stamped by Wallace. Read the
order note 24/EZ for part 74F1.
Platform – Go to the derrick-elevator at back wall. Press
the buttons at left of elevator. At the surface, check a news bulletin in the
computer.
Go to the
right screen. Talk to the giant Hutha Meo, supervisor of the platform standing
guard by the geyser elevator. The geyser is accessed by anyone having a
management staff card. Go back close to the derrick-elevator and go right by the
long building. You will see an aerial view of the platform: the large supplies
building, glass roofed building, waterwheel between them and to the left the
guarded geyser entry. Enter the door at the end of the large supplies
building.
Supplies
and sorting building – Talk to Amalia. Her staff mate can use the geyser.
Pick up the paper by Ariane’s feet. Read it – Let the
revolt begin. Meeting tomorrow. A.
Supplies – Go to the next aisle and take filter on the right
shelf. Turn around and take blank sheet of paper and lead pencil
by the ladder. Click pencil on blank sheet of paper and then read it in the
computer – it’s a diagram with Xes. Check another e-mail. Click on green metal
plate on the floor for the hotspot to the main aisle. Go to the back of the
building.
Sorting area – Click the computer on the bulletin board and read the
schedule and rules. Click to the right of end of the aisle and then climb ladder
to go the worker in yellow. Talk to Kia Tran, in charge of sorting. He lied
about access to the geyser. Leave the building and go back to the mines to
deliver the filter.
Mine –
Talk to Firmin. He wants you to recalibrate his machine based on the
calculation sheet.
Recalibrate machine –
Calculate
the sheet and look at the computer for the result.
First step
– ideal cadence 15. Second step – ideal cadence 37. Third step – ideal cadence
8.
Go to the
machineries by right wall and look close at the 3 gauges by the pipe going
up.
1. Click on
the button of the left gauge to turn it green. Click on the 15 mark to move
the slider to 15. Check gauge.
2. Click on
the button of the middle gauge to turn it green. Click on the 37 mark to move
the slider to 37. Check gauge.
3. Click on
the button of the right gauge to turn it green. Click on the 8 mark to move
the slider to 8. Check gauge.
If
correctly done all the buttons will turn green.
Go back to
Firmin and talk to him about machine. He gives you a map of the mine.
Read map. There’s an arrow behind the geyser door the giant was guarding.
Supervisor
building – Take the elevator to the surface again. Go to the right by the
long building and then to the glass roofed building at the southeast corner of
the platform.
Go inside the
glass roofed building and talk to Taal Nadi, platform supervisor and friend of
Adam. The lab is accessed through the geyser. The geyser is alarmed but there’s
a system here that blocks the mechanism.
See Bares Mohul appear outside. Ariane asks Taal to distract
Bares, who said he’s never been here before and to tell him, she’s just leaving.
Take the black sheet of iron at the right foreground behind Ariane.
Turn off
the alarm of the geyser elevator – Look close at the console that is used
to ‘unjam’ the geyser. Each set of numbers must go to the other
side.
Move 1
black number to the right.
Move 2
white numbers to the left.
Move 3
black numbers to the right.
Move 4
white numbers to the left.
Move 5
black numbers to the right.
Move 5
white numbers to the left.
Move 5
black numbers to the right.
Move 4
white numbers to the left.
Move 3
black numbers to the right.
Move 2
white numbers to the left.
Move 1
black number to the right. Green light comes on.
Now the
geyser elevator doesn’t have an alarm. Next, we should take care of the guard by
the geyser elevator door.
Waterwheel –
Distract
the guard by the geyser door – Go to the open pipe that brings water down
to the waterwheel located between supplies and the glass roofed supervisor
building. Place the sheet of iron to block the flow of water on the open pipe.
Go down the ladder to the waterwheel and use the machete on the belt on the
smaller wheel on the left.
Geyser
elevator – Talk to Hutha Meo and he will leave his post. Enter the geyser
elevator and see the lever to go back to the platform, an open pipe-tube and a
diamond with buttons that looks familiar. Look close at the buttoned diamond and
recollect the tracings on the blank paper (Schema) taken at the supplies
building. Press the buttons as shown by Xes on the schema. WOW!

Laboratory – Enter the door at bottom of screen. Ariane
hides while Armanda talks to a co-conspirator. Armanda leaves. Go to bottom
screen and take the red phial of acid (Armanda’s favorite drink) 🙂 from
the sink.
Ball
Puzzle – Go to the desk by the exit door and click the
computer on the paper under the desktop.
12 white sister. One of them has a different weight.
In three weighings you have to find out which one of them it
is.
Otherwise she’ll change her name.
Ariane says
‘One of these balls must go to the elevator tube’.
You are to
find a ‘unique’ ball’, it could be lighter or heavier.
You can
only weigh the balls 3 times.
If you
start a new game, the balls are mixed up and new balls are added.
The
following description is what works for me.
1. Start by
grouping the balls to 3 sets of 4 balls.
2. Weigh 2
sets of balls (4 balls on each pan) by flipping the lever to hold and then
release to weigh the pans.
If they
are equal, the third set has the unique ball.
If they
are uneven, the unique ball is in the 2 sets of balls weigh.
Remember
which pan is the heavier or lighter.
3. Take
off 2 balls from one pan – remember if it is from a heavier or lighter
pan.
4. Take one
ball from one pan and place it on the other pan to even the number of
balls to 3 each pan.
5. Weigh
the pans.
If they
are even, the unique ball is found on the 2 original balls taken
off.
If they
are still uneven, and the pan that was heavy stays heavy – work with balls
on the heavy pan.
If they
are still uneven and the pans changed weight – work on the balls of the
changed pan.
6. Weigh
the pan the third time with only a ball each.
From here
you can deduce which ball is unique.
Remember
the sequence choice of ball selections – ex. heavy, heavy and heavy – the
light one is the unique ball in the last weighing.
Check the
safe and Ariane says she needs more info. Go to the bookcase and open the
right door. You have to position Ariane coming from the right to get a hotspot
on the bookcase. Click the computer on the book at second from top shelf and see
a memo about Antwerp Diamond Cutters. Go out – uh oh, Armanda locked us
in. Use the phial of acid on the lock and find Ariane on the catwalk.
Go to the
geyser elevator. Place the unique ball on the open pipe-tube at bottom right of
screen.
Secret
Office:
Check the
desk at opposite wall from elevator door. Take a reel of film, fake
photo (read), disk (analyze) and the note in the book. The disk
contained 3 bank accounts – 2 personal and one official. The note in the book is
a diary. Read the diary about Alexander. Look at the map on the
wall.
SAVE GAME
here!
It’s time to
choose:
Go through
the ornate double doors and be famous. You will see what happens to this place
when surface people comes because of Ariane’s scoop. Game ends.
Go through
the small door to the elevator and help the people that has become your friends.
Game continues.
More
Proof of the Conspiracy
Go through
the small door to the elevator. Pull the lever to get to the platform. Check the
news bulletin. Talk to Taal Nadi. Bares set off an alarm when he saw Ariane.
Adam is at the supervisor platform. Ariane told Taal that she blocked the exit
to the surface. Go to the glass roofed Supervisor building.
Mines:
Supervisor
Building – Talk to Adam. The safe has the proofs of the conspiracy needed to
show the allies. The tubes on the safe must contain same quantity of
liquid – figure what is in each test tube and go from there.
Click the
computer on the chemical formula paper on the floor and read – Add the
black diamond powder to the acidic solution and the white diamond powder to the
basic solution. Take another sheet of iron by the control panel. Go to
the Supplies building.
Supplies
building – Diamond Sorting Area – Go to the main aisle to the back of the
building where you saw Kia Tran sorting the diamonds. Climb the ladder to go
where Tran stood before. Take the white and the black diamond
powder from the conveyor belt. Read a new memo on the bulletin board
about procedures to be undertaken concerning diamonds. Read the duty note
concerning contact with Ariane.
Go to the
geyser elevator and click on the diamond button to go to the laboratory.
Laboratory –
Sink – Enter and go to the sink. Take the strips for chemical
analysis. Analyze and read how to interpret the results of the strips:
neutral – strips stays the same, acid solution – color becomes deep and basic
solution – color becomes light.
Safe – Use the pH strips on the 3 tubes on the door of the
safe.
Blue tube
– strip became lighter – basic solution
Red tube
– strip became darker – acid solution
Clear
tube – strip stayed the same – neutral solution.
Based on
the chemical formula paper from the Supervisor building, diamond powder needs
to be added to neutralize the solutions. BUT do the opposite of what is
stated on the paper.
Blue tube
– basic solution – add black diamond powder
Red tube
– acidic solution – add white diamond powder
White
tube – neutral solution already.
Click the
computer on the books in the opened safe and read about the confidential
clients and the account report. Go back down to the
platform.
Platform – Talk to Taal Nadi again. He believes now and
will meet you at the village. Go to the derrick elevator. Take the ladder
by the elevator. Go down to the mines.
Mines
– Go to right screen by the machineries on the wall and see dynamite attached on
an overhanging metal. Click the ladder on the metal door. Climb up and use the
knife on dynamite.
Go to the
extreme left of the derrick-elevator and look at stack of dynamites on the mine
cart. Ariane wants it pushed to the sea.
Go through
the mine and out to the submarine. Talk to the Captain. He’s still stubborn. Go
to the end of the railway tracks close to the water’s edge – where the railcar
used to stand. Place the sheet of metal on the railway tracks and Ariane will
make a ramp to the sea.
Go back
inside the mine to the dynamite laden mine cart.
Use gloves
and then click on the lever just a little to the left of the switch stand
between the 2 rail tracks. The hotspot here is a little difficult to find. Then
click on the mine cart to give it a push. Watch what happens.
Go back and
talk to the Captain.
Village:
Arrive by the
village dock. Check the e-mail. Go talk to the balloonist and select Giants. Go
to the village.
Healer
– Talk to Jahine, the healer since nobody else is around. She wants the Ball of
Memory as proof of Bares’ part in the conspiracy. Wake the plants with the help
of the little butterfly that after being fed will fertilizer the flowers
and the wall of vegetation will open up. Use the snare-flower. Look close at the
shelf behind Jahine and take the giant red trapping plant.
To get
the Ball of Memory:
Garden – Outside the arena gates, use flask full of water
on the yellow flower at the corner of the garden in the foreground. Then click
the butterfly on the same hotspot.
Watch. The
butterfly made an opening on the wall of the arena.
Arena – Enter and on the aerial view, place the
trapping flower on the sole square slab on the ground. It will trap the
ball of memory. Go back to the healer.
Healer
– Talk to the healer and give her the ball of memory. The matriarch is in
the valley of the spirits. She gives you a flute to neutralize the force
field.
Valley of
the Spirits – Use the flute on the force field. Go forward until the face on
the stone to bring the floating garden down. The tongue is gone but a
message is left there instead. Read the message of Alexander to Bares
Mohul.
Balloon – Leave the valley and go to the balloon and
Gustav. Ask Gustav to go back to the City.
City:
Market
– Balloon lands at the market. See that Armanda is blocking the entry to
the altimonorail station tower. Go to the stall with the clock. Take the blue
cloth and the telephone token.
Crossroads – Exit marketplace and be at the crossroads.
Talk to Enrique. Adam asked him to watch over Ariane. Wallace is at the
University.
Public
Phones –
Market –
Check the public phone #123-06 between the barrels close to the arched exit of
the marketplace. Not enough information to use the phone.
Crossroads –
Go to the end of the path north of the pet shop and see public phone #123-05
left of the last house.
Main road –
At main road before turning left to the market, see another public phone #123-08
at the corner. Main Gate – Go to the main exit out of the city that is now
closed and see another public phone #123-04 to the left of the gate.
Communications Building – Then, go to the Communications building.
See that Bares Mohul is guarding the entry to the other Altimonorail station
tower. Ariane has the idea of knowing the public phone number to the tower where
Bares is and trick him by pretending to be Armanda.
To get
Bares away from the Communications building altimonorail –
Go back to
Enrique and ask him for the phone number of the public phone by Bares. He
gives you the list of the phone numbers. Read the numbers in the computer. By
deduction the only phone number we have not seen is 123-09 – so that’s the
number of the phone by Bares.
Go to any
public phone. I used the one at the end of the road north of
Enrique.
Place the
blue cloth on the round dial and mouth piece.
Click the
token on the slot. Listen to Ariane talk to Bares.
Go to the
Communication center area and see that Bares is gone. Take the altimonorail to
the Academy.
Academy:
Laboratory – Go to the laboratory at left screen after
entering the building. Check an e-mail from Hector. Look close at table and take
the note concerning the power collector from the box and the conference
papers. Analyze and read them.
The Energy
Collector shows that to change the collector coordinates: emit a photoelectric
wave frequency 054, density 7 and coordinates 45W, 78N. The Conference paper
states questions about the giants and humans.
Go to bottom
of screen and close to the machine on the right. Now you will see the table.
Look close at corner table. Read the paper on the desk.
Hanoi
Tower – Move each roll of film to the third post to reconstruct the same
tower. Caution: Never put a bigger roll on a smaller one (this may bend it out
of shape).
Click on a
roll and place it on any stand as long as you don’t put a bigger one over a
smaller one. Good luck!
Take the
note and Plimantair flask from the compartment. Read the note.
Plimentaire (C2H6O): harmless for humans, harmful to giants (25% lethal).
Transmitted by contact. Takes effect in 15 minutes. Cannot be eradicated. Go to
Archive room right of main entrance door.
Archives – Lift up and down the lever of the big
typewriter like machine to the right of the desk. Take the printout and read the
RectorChoice. Hmmm!
Leave the
archives – Uh Oh! Now we’re in trouble! Talk to the Rector with Bares on
watch.
Alert the Others of the Conspiracy
Peter’s
Prison – Go to right screen and look at the
paper on top of the drawer right of fireplace. Message to Peter –
Please detain the young lady until I arrive.
Look around a
see a hanging basket suspended from a grill at the ceiling.
Go to the
arched blocked doorway. While facing the blocked doorway, click on left frame by
tree branch.
Peter’s
Laboratory – Enter the next room. Take the fuse under the right side
of the tabletop and the periscope map paper on the table top. Read the
periscope map and see it missing lens and mirror.
Go to left
screen and talk to Peter. Play with the periscope and it turns 90 deg.
Escape – Go back to the other room.
In
inventory, combine the dynamite and fuse. Place the combined dynamite
in the hanging basket.
Use lighter
on basket and watch. Pick up the iron bar.
Go to
bottom screen with the view of the fireplace to the left. See an opening at
the ceiling.
Click iron
bar on rope and then use it on the opening at the ceiling.
Old mine
by the beach – Go to opening framed by statues and then to the
Mushroom Garden. Talk to Adam. Find Gustav. To stand guard, Adam needs food,
blanket, fern mattress, box of wood and coal. Find Jahine, the healer and warn
her of the plague. Go and take the bones from pile in front of his hut. For
proof, tell others to come and see the surface. What a list to do.
Go back
inside the mine and click on items opposite the rotating wheel to pick up
coal and empty box beside it.

Mushroom
forest – At screen after Adam, pick up ferns.
Go up the
platform station. Take the food reserves from the plate on the table and
blanket from the bed.
Go to Adam
and talk about Installation to give him all the items he needs to stand
guard.
Adam’s
hut – Go through the forest and the bridge. Check the e-mail from Gary about
turning the laptop on and off every 5 minutes. Go pass Adam’s hut and just
before the next bridge, pick up the bone (little crushed bones)
protruding in front of the rocks.

Savannah – Go forward and see Gustav flying by the Giant
fern forest. Click on the balloon. Continue forward until the dinosaur place.
Talk to Gustav. He takes you to the Giants.
Giants
Village – Read the news bulletin. In the clearing by the mammoths, pick up
the dry mastodon dung and coconuts on the ground. Proceed to the
village.
Talk to Taal
Nadi at the hut.
Fisherman – Talk to fisherman, Payan Ouva. In exchange for
a firefly, Payan Ouva wants you to put back the crawfish traps where they were.
There are 3
symbols: One male, female and one for couples. There are 3 traps: males,
females and couples. The current mixed them up. Look for lines tied to bottom
and then lure them with the bait.
Crawfish
trap puzzle: Go left of the fisherman’s hut and
look close at the 3 traps.
There are 3
traps with ropes colored red, green-blue and gray.
There are 3
stones marked green-blue male, red female and both symbols in one
stone.
Place the
bait on a stone.
When a
crawfish comes, check the color and then click on the corresponding colored
trap – either the red or the green.
Then click
another trap and it will change to the color of the trap you initially
clicked. Then clicked on the third trap to change it to that color also.
You’re done
when the bait disappears from inventory and you get out of the close-up mode.
Talk to the
fisherman and he will give you the firefly.
This is
what worked for me:
If Green
crab – sink green trap, sink gray trap that turns green, sink red trap that
turns green.
If Red
crab – sink red trap, sink green trap that turns red , sink gray trap that
turns red.
Healer
– Talk to Jahine. She needs heated coconut, crushed bones and berries
from initiation lane to make the potion to protect the village.
Potion:
Go to
initiation lane look close at last post on the left, use gloves and pick up
the berries of the 5 senses. Go back to the healer.
Place the
mammoth dung on the rock close to the healer’s leg.
Use the
lighter and then click it on the dung. It will now be on fire.
Place the
coconut on the fire.
Place the
berries on the coconut.
Place the
crushed bones on the coconut.
Tell the
healer about the preparation. She says – Pour the brew on the sponge and
squeeze it on the village square.
Use gloves
and take the floating coconut brew to get a ready sponge.
Go to the
hut, talk to Taal Nadi about the sponge.
Squeeze the
sponge on the holes on the floor right of Taal Nadi.
Talk to Taal
Nadi again. He will see you to the Valley of the Spirits.
Valley of
the Spirits – Talk to the matriarch, Aira Mnude. Watch!
Askiam:
Go back to
the balloon and Gustav. It’s time to go back to the city.
Marketplace – After landing at the marketplace, the phone
rings. Answer the public phone left of the entryway. Enrique wants you.
Ariane says
to disable the balloon. Go to the balloon, click on the control panel and take
the helium bottle.
Communications building – Go to the communications center
either by walking or the altimonorail. Talk to Enrique at the communications
control panel. He gives you the master key to block the altimonorail to
the Academy.
Use the
elevator and then look close at the control panel. Click on the button under
Academy to turn it to red. Pick up the pliers from the floor.
Wallace – Go to the Pharmacy, left path from the crossroad.
Talk to Wallace about the poison and other topics to convince him.
Now to find
the missing parts of the periscope after all the invitations given
out:
Go to the
pet store by standing at the hotspot on the road in front of the store. It’s
closed. Use the master key and enter the pet store. Go to the backroom office
and use the pliers on the magnifying lens by the half triceratops. What
else was missing on the periscope? Mirror.
Go to Ocine
outside the city gates. Talk to Ocine and he allows you to take the mirror
from his camera. Go to the tower and click on the camera to get a small
mirror.
Read the new
e-mail from Gary. Click on the dinosaur-power railcar.
Peter’s
Laboratory – Automatically arrive at Peter’s Lab.
Fix the
periscope –
Click on
the periscope. At close up, place the glowing firefly inside to see the
mechanics of the periscope.
Move back
the 3 clamps.
Place the
small mirror at the base.
Place the
lens on the 3 clamps.
Take the
bright firefly out.
Talk to
Peter. Click the computer on the coordinates paper on top of the table
by the door. The coordinates – view harbor 125 – 87.
Click on
the periscope. Watch.
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Questions or Comments on this Walkthrough,
Please write to: MaGtRo
Copyright ©
10/2003 MaGtRo




