Just Adventure original
Nacah Walkthrough
Nacah is the brainchild
of one-man team Monte Cheyenne Wofford, a multi-instrumentalist and
visionary. His vision was to develop an adventure game with a Christian
ethic and he succeeded: Nacah is his labor of love. It has been released
with the tag, “the Biblical alternative to Myst” and those who enjoy
Myst-like games will find a game quite similar to the original Myst
both in presentation and content. The game is a first-person slideshow
of pictures with occasional grainy QuickTime movies we have come to
expect from adventure games. The end island and the second last chamber
show more potential graphically. Other areas look dull and dated.
The game has the same vagueness that Myst had: you are in a place
for no apparent reason. The goal is merely to get to the end. There
are no interactive characters. A couple of the puzzles are somewhat
unique not merely because of the Biblical content. Where this game
is significantly different is that it requires that the player have
a Bible (preferably a King James version with an index). Hints are
provided in the form of Biblical references. The sound is easily the
highest quality aspect of this game. It could easily have come from
a big budget game like Riven. The user interface is a little different
and awkward: it is impossible to load a game from within the game
itself. The player must quit the game and reload from the desktop.
Otherwise the point and click interface is the same as Myst. Two areas
that caused me no end of frustration were a “dead end” and an error
in the booklet that made solving one puzzle impossible until I contacted
Cheyenne. Be sure you watch the making of the game, where he demonstrates
his ability with several different musical instruments and talks about
the tribulations he had creating the game. It’s worth the price of
admission just to see the effort he’s put into the game. Overall,
I would recommend this to any Myst-phile or anyone who feels they
have tried everything: using the Bible for hints is a novel idea that
has not been considered before. The game is available for purchase
from Cheyenne’s website (www.virtuegames.com)
or Bible Games Company (www.biblegamescompany.com).
NOTE: There are six pages
to find in this game that contain all the names of the books of the
Bible. In order to win the game, you must find all six. It is possible
to get right to the end with none of them!
Introduction
The game
begins with a short video showing a door opening and closing. You
are in a very dark cave.
Cave
1
Turn around. Read the passage:
“And God said let there be”. The answer is, of course, “light”. Click
on the letters underneath the quotation to spell “light”. Then click
on the word. The room magically lights up. Turn around again. Go forward
toward a raised bridge.
Bridge
Turn left. Get the key
off the wall. Turn around. Head back to the quotation.
Cave 1
Turn left. Use the key
to open the door. Go in.
Room
Read the
book on the table. The number required to lower the bridge is found
in John 21-the number of fish the fishermen catch. The answer is 153.
As you leave this room the light switches off. Go back to the bridge.
Bridge
Turn right. Click on the
box to get a close up. Click on the numbers 1, 5, and 3. Click on
the switch that comes out of the box. The bridge lowers. Go across
the bridge. It is dark at first but slowly lights up.
Cave 2
You hear the bridge raise
again by itself. Turn around. Look up. Take the key from the raised
bridge. Turn around. Go forward. Turn left. The clues for this puzzle
are a calculation:
|
Methuselah’s |
969 |
|
– |
– |
|
+ |
+ |
|
– |
– |
|
+ |
+ |
|
TOTAL |
1854 |
Turn around. Use the key
in the lock. Click on the panel. It spins around revealing some numbers.
Select “1” from the left hand numbers, “85” from the middle numbers,
and “4” from those at right to make 1854. Turn around. Look at the
puzzle again. Take the key.
Go up to the door. Turn
left. Take page 1 (with the fish on it). It contains a list
of some of the books of the Bible. There are five other pages to find
also. Turn right. Use the key in the door. It opens. Go forward to
the elevator room.
Elevator Room
Look up to see an elevator.
Turn left to see a shelf of three buttons with a chain beyond it.
Turn left to a plaque. Click on it-it changes to Psalm 34:14. The
reference is to the word “peace”. Turn back to the buttons. Click
on the left one twice, the middle one twice, and the right one three
times. Turn back to the plaque. The word “peace” shows now. Click
on the button underneath and the elevator is lowered. Go in.
Elevator
Switch on the power (at
top left). Pull the lever to be taken up. Exit to another cave.
Cave 3
Turn left. Take the scissors
and the red square (no, it’s not a visual artifact!). Turn right and
look at the note. It contains three references corresponding to three
buttons to power the outside generator: Mark 4:6, Acts 1:8, and Luke
1:35. Only the second and third quotations make reference to “power”,
so the first switch must be off and the others on to power the outside
generator. Turn right-the outside generator is off and won’t switch
on. Open the door at left. Go down into a passageway.
Passageway 1
Follow the passageway outside
to a dock leading to an island. Follow it to the island. As you go
up the stairs, be sure to pick up page 2 (with an X on it)
from under platform. Continue up. Take the key off the girder. Also
up here is a switch with three slots under it. These cannot be used
yet. A cable car sits next to the switch. Sit in the cable car and
note three quotations. Return to the cave. Be sure to pick up the
yellow square at right just before leaving the dock to go back in.
Cave 3
Use the key on the locked
door. Enter a corridor.
Generator Corridor
Follow the corridor. Be
sure to examine the paper on the wall on the right. It relates to
the elevator and contains three references: Job 1:22, Luke 17:24,
and John 1:51. The John reference refers to up and down movement.
Neither of the others does. Therefore, the third switch is the important
one for powering the elevator. Take note of the diagram at the bottom
of the page also. Continue to the end of the corridor and the water
power generator. At this time, the elevator needs to be switched on.
Ensure the top switch is in the up-down position. Ensure the left-hand
switch on the second row is also in the upright position. The right
hand switch must be in the left-right configuration. The left lower
switches can switched any way, as they don’t come into play. Ensure
the first two switches on the right hand side are in the left-right
position and the third switch is up-down. The elevator is on. Return
to the elevator.
Elevator
Get in. Click on the switch.
You are taken up to the sundial room.
Sundial Room
Enter the room. Read the
quotation on the paper on the wall-2 Kings 20:10. This tells that
the “shadow go backward ten degrees”. Close up on the sundial. Click
the middle button once and the right button once. Back away. Turn
left. Get the green block.
NOW, HOLD YOU HORSES! Cleverly,
there is another puzzle to be solved relating to the sundial. This
time move the sundial so that the shadow is two steps from extreme
right. Back away. Turn left. A lit up thumb points upward. Click on
it. Hop in the elevator.
Elevator
Switch on the power. You
go up to a tiny room. Get page 3 (it has a circle on it).
Descend back to the cave and return to the generator.
Generator Corridor
Now that you have completed
the necessary tasks using the elevator, switch the power over to the
outside generator. Ensure the top switch is up-down. The left switch
on the second level should be in the left-right position. The right
one should be upright. As before, the third row of buttons on the
opposite (elevator) have no influence and can be in any position.
The first on the left should be left-right. The other two must be
in the upright position. Return to the cave.
Cave 3
Turn right. The outside
generator button should be lit. If not, return to the generator and
fix your mistake! When correct, go to the island.
Island
NOTE: Before going up in
the cable car, be sure you have three pages of Biblical books: one
with a fish, one with an X, and one with a circle. If you don’t, you
can’t win the game.
Switch on the cable car
power. Place the three blocks in the slots below the switch: green,
red, and yellow in descending order. A clue for this was the quotes
in the cable car: Psalm 23:2 (“green pastures), Proverbs 23:31
(“red wine”), and 1 Peter 1:7 (“gold”). Go in the cable
car.
Cable Car
Click on the lit thumb.
You are transported to the top of the hill on this island.
Top of the Hill
Exit the cable car and
peer through the telescope. A sailing boat passes trough your field
of vision. Turn around. There are three buttons in a girder above
you. Click on each. Turn around. Four Biblical quotations have appeared
in response to the buttons: Matthew 15:9, Acts 27:6, Matthew 8:23,
and Hebrews 3:12. Only the second and third quotes make reference
to a boat. Switch off the first and fourth buttons. Return to the
cable car.
Cable Car
The downward-pointing thumb
is lit. Click it and arrive on another island.
Island 2
Go forward into a cave.
Ensure you pick up page 4 (one with three lines on it). Go
up to a door. Knock on it and it opens. Enter a lavish chamber.
Chamber 1
Turn right and take page
5 (one with a square on it). Exit through the right hand door.
Enter a corridor.
Corridor
Follow the corridor as
it ends in an alcove. Take the key on the shelf. Examine the Bible
table of contents. Use the scissors to cut a flower and take it.
Get the box under the table. Return to the chamber.
Chamber 1
Use the key
on the purple door in the middle of the wall. You are presented with
a Bible quiz. You must choose all the books of the Old Testament in
order. You have five seconds to choose each (which is plenty of time
to look at the table of contents in a Bible before responding!). The
books in order are:
Genesis
Exodus Leviticus
Numbers
Deuteronomy
Joshua Judges
Ruth
1 Samuel
2 Samuel 1 Kings
2 Kings
1 Chronicles
2 Chronicles Ezra
Nehemiah
Esther
Job Psalms
Proverbs
Ecclesiastes
Song of Solomon Isaiah
Jeremiah
Lamentations
Ezekiel Daniel
Hosea
Joel
Amos Obadiah
Jonah
Micah
Nahum Habakkukuk
Zephaniah
Haggai
Zachariah Malachi
PHEW! The bad news is the
New Testament books are still to come. You can have a breather at
this point. When you are ready, the books of the New Testament are:
Matthew
Mark
Luke John
Acts
Romans 1 Corinthians
2 Corinthians
Galatians
Ephesians Philippians
Colossians
1 Thessalonians
2 Thessalonians 1 Timothy
2 Timothy
Titus
Philemon Hebrews
James
1 Peter
2 Peter 1 John
2 John
3 John
Jude Revelation
Once you have completed
this task, the door opens. Use the box on the ground in front of the
door to get a step up into a passageway. Once you use it, the box
magically disappears!
Passageway 2
Follow the
passageway to the end. Get the key there. Return to the chamber.
Chamber 1
Use the key on the left
hand door. Enter yet another passageway.
Passageway 3
At the end of the passageway,
knock on the door to be let in another chamber.
Chamber 2
There are four metal consoles
in this room that contain a down arrow and a right arrow. Push the
right arrow and an image appears on the wooden screen above. The task
is to match the image to one of three Biblical quotations, accessed
by pushing the down arrow. The answers are:
Console 1 (plant):
Jonah 4:6
Console 2 (book)
Revelation 10
Console 3 (fish)
Matthew 17:27
Console 4 (ant)
Proverbs 6:6
Be sure to place your flower
in the urn between consoles 3 and 4. It spontaneously grows into another
plant. Cut one of these flowers and take it. Pull the door handle
on the wooden door. It rises and reveals another chamber.
Chamber 3
A coaster cart is the only
point of interest here. It is secured with two ropes. Use the scissors
to cut the ropes. Enjoy the ride. Get out in a passageway.
Passageway 4
Follow the passageway outside,
across a bridge to a third island.
Island 3
Go straight across to a
pine tree on a finger of land jutting into the sea. Turn around. Get
page 6 (with a tree on it) from behind a nearby tree. Go up
to the cabin.
Cabin
Read the note. Hopefully,
you have all 6 pages or else you aren’t going to see the ending.
The solution to the dock puzzle is in Revelation. Take note of the
letter representations. The solution is a number: 144,000. This translates
to AWWZZZ using the code.
Turn around and approach
what looks like a car radio. Push the button. A voice asks for the
pages in this order:
FISH
SQUARE X LINES CIRCLE
TREE
At this point,
it asks for the flower. Put it in the slot also. The voice reveals
the key to the dock puzzle is at the tree. Return to the pine tree.
Tree
Look up. Get the carefully
concealed key. Go to the dock.
Dock
Use the key in the top
of the puzzle. A click tells you it’s open. Push on the three buttons
underneath to change the letter configurations behind you so that
they read: A-WW-ZZZ, to match the code given on the paper (each button
corresponds to a block of letters). Click on the code word. The dock
elongates. Get on the boat.
Boat
Go forward. You sail away.
To be continued… (The game is due to be continued in “Derek”).
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