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Just Adventure original

Rhem 4 Hint-through

by Bob Washburne 49 sections about 41 minutes to read

Eastern Area – Six Digit Puzzle

  • As you enter the back room of the Eastern Area the puzzle is to the right and the clue is to the left.
  • The object of the puzzle is to open the locked door. You do this by entering the correct six digit code into the two three digit panels. Opening the door will yield Fragment #8.
  • The puzzle is telling you that it will generate six random digits. These will somehow be filtered by a paper scroll before becoming the digits you need to enter.
  • As you enter the clue room to the left you will see a power source. This must be activated via the controls to its left.
  • The missing item, sort of bone shaped, should look familiar. Where have we seen that shape before?
  • It is the fuse from the Flower Garden area.
  • That dial next to the fuse should also look familiar.
  • When you removed the fuse from the Flower Garden Area did you remember to note where its dial stopped?
  • Setting the dial to the same position as the dial in the garden is important, but not enough.
  • Did you notice that each of the dial positions has a small line which can be switched?
  • Now where have we seen that image before?
  • The clue was on the desk in Kales’ Bedroom. You should have taken a picture of it.
  • Choose the large circle which has the correct dial setting and then switch the little lines to match it. You will then have power.
  • The clue area to the right of the power source needs two objects.
  • Where have we seen that little socket thing before?
  • It was the light bulb socket in our very first puzzle at the beginning of the game.
  • And you will need to go back and get that very same light bulb.
  • Once the light bulb is in place, you will need the paper scroll from the Norther Area Color Puzzle.
  • You can hold the light button down to keep the light on.
  • Be sure to use that light at every stop in the scroll.
  • The hidden lines (made visible by the light) show how to exchange sets of numbers into a new position/order.
  • The circles with arrows show where sets of numbers need to be reversed (123 becomes 321, etc.)
  • The scissors can be ignored.
  • OK, there is major opportunity for confusion here, so I will give you the actual solution. Don’t scroll down if you don’t want to see it.
  • .
  • .
  • .
  • If the starting code was 123456, the resulting code will be 461235.

Eastern Area – Squares Puzzle

  • The clue for this puzzle is back in the Northern Area.
  • As soon as you raised the bridge, the left wall of the first room you came to had a large poster of a square with two lines running through it.
  • The clue tells us that both diagonal lines should point up and to the left (NorthWest) and that the two square lines should point straight down.
  • This is a classic puzzle found in many adventure games – set the combination, but each button controls more than one digit. The following is the classic way to solve such puzzles:
    1. Find the button which controls only one digit. Use this button last after all the other digits are set.
    2. Find the button which controls only that same digit plus one more. Use this button second to last to set the first digit then the other button to set the last.
    3. Continue analyzing the buttons in this way until you can find a good order. You want to set the digits only one or two at a time and then set the others without touching them again.
  • Unfortunately, the classic method doesn’t work exactly in this case. But now you know what to do the next time you come across this puzzle! Also, you may have noticed some patterns in the buttons.
  • Two of the buttons (1&3) cause one of their squares to flip back and forth between opposite positions. This means that for every two clicks the one square will not have changed.
  • If you click button 1 or 3 three times, the one square will move ahead by three positions and the other by two.)
  • Use buttons 2 and 4 to get the squares in the position where they can be solved by three clicks from 1 and 3.
  • If the puzzle is in its original starting point, then it will only take one click each for buttons 2 and 4 and three clicks each for buttons 1 and 3. The order won’t matter.
  • Once set correctly, the back-and-forth buttons will be activated and you can access the mysterious room blocked by your Tram.
  • The missing item is found by solving Door 4 of 9

Mound Garden

  • The Mound Garden is entered by following the open entrance to the Hall of 9 Doors. It is intimately connected with the Information Hut. I would suggest starting here, mapping out the entire area and becoming familiar with all the controls you find.
  • The first clue for what you will need to do here is in the Information Hut.
  • =====
  • Armed with what you saw in the Information Hut, stand in front of one of the seven-button panels.
  • How many mounds can you see while standing there?
  • The clues in the Information Hut should have told you how to relate buttons to mounds and how to relate the star glyphs to mounds.
  • Once all three seven-button panels are set correctly the remaining devices in the Information Hut will be activated. Return there for the next clue.
  • =====
  • You should now be equipped with twelve drawings, each related to a two letter code.
  • Stand in front of each two-letter panel and determine which drawing best represents that view.
  • Focus on relative height and placement.
  • Each picture/code is used only once.
  • Correctly setting all twelve two-letter panels will activate the button in the southeast corner.
  • Once activated, the button will cause the central mound to pulsate with an ominous red glow.
  • Once the central mound in glowing, The cabinet in the northeast corner will be unlocked.

Information Hut

  • Two clicks north of the Black Crystal Room is the Information Hut. It is intimately connected with the Mound Garden. You will going back and forth between these two places. I would suggest starting with the Mound Garden, thoroughly mapping it out and getting familiar with its mysteries. Then come here when the contents will be more recognizable.
  • =====
  • The puzzle to the west opens the door.
  • This is a memory puzzle. Each time you press the button a new random pattern is generated.
  • Four of these things are not like the others.
  • Two of the odd-men-out are black and two are red.
  • Use the buttons to move the two black arrows to where the odd black patterns were located and the two red arrows to where the two odd red patterns were located. Turn around and the door will now open.
  • The devices on the eastern and southern walls are inactive. You will need to solve the first puzzle to activate them.
  • Once inside, the picture next to the door shows how the mounds are related to the buttons.
  • The picture on the northern wall is a compass rose.
  • The compass picture shows how the star glyphs are related to the mounds.
  • Unless you have a photographic memory, you will have to write down this clue.
  • You now have everything you need to solve the seven-button star glyph puzzles.
  • =====
  • The eastern wall has a picture which would warm the heart of Johnny Hart.
  • Raise the picture and look through the peep hole.
  • How does what you see relate to the picture?
  • The device on the southern wall can generate sixteen different pictures.
  • Four of the picture are of a meaningless straight line and can be ignored.
  • Did you notice that you can take a picture of the pictures?
  • Did you notice that you can enter a label for the pictures?
  • You now have what you need to finish the Mound Garden.

Hall of 9 Doors

  • The doors are conveniently numbered 1 through 9.
  • Each door has four buttons. The first three are the combination and the bottom button opens the door.
  • The combinations are generated at random and can be used only once. But you can generate a new one any time you need it.
  • Once generated, a combination can be used on any door.
  • The top button is the first digit of the combination, the next one down the second, etc.
  • The tenth opening has no door and so is always available.
  • What does the button outside of the tenth opening do?
  • Note which doors flash and in what order. That is the combination.

Door 1 of 9

  • This door leads to a further area of Rhem. The puzzles there will be listed separately.

Door 2 of 9

  • The cable going to the box shows that this is part of the Door 4 of 9 puzzle.
  • Take note of the types of poles this cable goes through.
  • The box takes Metal Piece #4.
  • Metal Piece #4 was made in the Thatched Hut.

Door 3 of 9

  • This button is activated by installing the missing item behind Door 2 of 9.
  • Take note of the cable – where it goes and what holds it.
  • Once activated, the button starts the light show over the Panel Box.
  • Sometimes the lights are off and fade on. Sometimes the lights are on and fade off.
  • Yes, the pattern is important.

Door 4 of 9

  • Another locked cabinet.
  • There are two cables coming out of the cabinet. Where do they go and what type of pole holds them?
  • The one cable goes to the button behind Door 3 of 9, from there to the box behind Door 2 of 9 and finally to the Panel Box behind Door 1 of 9.
  • Consider the Panel Box
  • Just what does the Panel Box do? Remember to follow the cable.
  • What happens when you change a setting?
  • The Panel Box controls the light patterns. But what do they mean?
  • Where have we seen those small circles with the line going through them?
  • No, they have nothing to do with the clue which was on Kales’ desk.
  • The small circles control whether the light fades on or fades off. Where else have we seen a circle with a line through it which does the same thing?
  • The Monitor Switch next to Kales’ Bedroom.
  • =======
  • Where does the other cable from the locked cabinet lead to?
  • It goes to the Eastern Rooms of the Portrait Gallery. So you must have access there to go on.
  • Consider the Eastern Rooms of the Portrait Gallery.
  • The first room has a window looking out onto a small garden-like area. Here we can see the cable coming from Door 4 of 9 and confirm the type of pole which holds it. But what else do you see?
  • The far room has a tall panel with a long lever on its left.
  • Where have we seen something like that before?
  • Did you look behind the curtain in Kales’ Bedroom?
  • What does the lever do when you pull it? It doesn’t “HONK” so it must do something.
  • Did you notice the rocks in the garden?
  • The three columns of number refer to the three sets of rocks, not the grand total.
  • Correctly settings the three columns of numbers (and not pulling the lever which will only change the setting) will unlock the wooden cabinet on the Eastern wall.
  • The cabinet contains a bunch of squares with two dots in each. Where have we seen these before?
  • The Monitor next to Kales’ Bedroom.
  • The picture on the wall is trying to tell us that the two cables (networks) should be set the same.
  • The easiest way to solve this puzzle is to simply set all the controls in both cabinets to sunrise or all to sunset.
  • Once the two cabinets match, the cabinet behind Door 4 of 9 will be unlocked.
  • =====
  • An emerald ring. Not too long ago you should have felt the need for a ring.
  • You needed Metal Piece #4 to unlock this cabinet.
  • You needed Metal Piece #3 to make Metal Piece #4.
  • Where did you get Metal Piece #3?
  • And you didn’t try to open the door which was right next to it?
  • Opening that door yields Fragment #2.

Door 5 of 9

  • This door leads to a further area of Rhem. The puzzles there will be listed separately.

Door 6 of 9

  • This room yields the clue you need to solve the Candle Puzzle in the Gallery Area.
  • Everything you need to discover the clue is within the room.
  • Note the colors of the houses and that the windows are shuttered.
  • Remember back in Kales’ Bedroom, behind the curtain, the drawing on the wall?
  • It showed a house with an arrow pointing to five chimneys.
  • So focus on the chimneys.
  • Notice how each colored house has one chimney in a unique position.
  • Notice how the black house has five chimneys.
  • Did you notice that you can click on the chimneys of the black house and change their colors?
  • So change the colors to match the color of the house which each chimney represents.
  • The machine is now activated.
  • Did you notice that the houses have lost their shutters?
  • What do their windows look like?
  • The machine has a 5×5 grid with a diamond in one of the squares.
  • The plungers move the diamond around on the grid.
  • The little monitor changes with each position of the diamond.
  • The lines in the monitor represent the different windows.
  • Make a copy of the grid on a piece of paper and fill in the color for each square.
  • This is the clue you will need for the Candle Puzzle in the Gallery Area.

Door 7 of 9

  • This machine will provide the clues you will need to solve the Portraits Puzzle in the Gallery Area.
  • To activate the machine you will need the key from the Alarm Clock Puzzle in the North Area.
  • The clue to what to do with this device is on the cabinet which the Alarm Clock Puzzle opened.
  • It simply said to take the values from the two dials and add them together.
  • Once the key is in the puzzle, turn it and observe what happens.
  • What did you hear?
  • What did the dials do?
  • Try changing the slider switches and note the change.
  • For each slider pattern there will be a unique melody and a unique dial sum. Make note of all of them.
  • There are eight different patterns (binary anyone?) which should yield all the numbers from one to eight (These numbers were assigned at random. Don’t try to read into them).

Door 8 of 9

  • This door contains Metal Piece #1. No puzzles.

Door 9 of 9

  • This door returns you to the previous area of Rhem.

Candle Puzzle

  • The slots in front of each candle are for coins.
  • You should have taken a large pile of coins from the Six Sets of Six Buttons in the Northern Area.
  • The clue to this puzzle is built by solving Door 6 of 9.
  • The clue is a 5×5 grid with a color in each square.
  • Five columns, five candles.
  • Five levels in each column, five different heights of candles.
  • Determine what color each candle should be and then insert coins until the candle flame becomes that color.
  • The cabinet will now yield Fragment #7.

Portrait Puzzle

  • To solve this puzzle you will need the eight clues from Door 7 of 9.
  • To solve this puzzle you will need the microphone device from the cabinet by Meneandes’ bed (Northern Area).
  • Place the microphone device in the socket next to one of the portraits and press its button.
  • You should hear a three note tune just like the ones you heard in Door 7 of 9.
  • Assign that portrait the number which goes to that tune.
  • Then follow the conduit from the portrait back to its button. Assign that same number to the button.
  • You should end up with all of the portraits numbered from one to eight, seemingly at random.
  • You should also end up with all the buttons numbered from one to eight, seemingly at random.
  • No, the numbers don’t tell you the order of the buttons. That would be too easy 🙂
  • So what do the buttons do?
  • One of the portraits has some coins in it. Just how many coins are there?
  • Go back and press the button for that portrait once. Now how many coins are there?
  • How many coins should there be?
  • The same as the number assigned to the portrait and its button.
  • What do the other buttons do to the other portraits? Some of them can be quite subtle.
  • Set the number of objects in each of the portraits to the number assigned to that portrait. Once that is done the Western door will be unlocked and it will yield Fragment #4.