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Schizm: Mysterious Journey

by MaGtRo about 34 minutes to read






   

SCHIZM


MYSTERIOUS
JOURNEY
 


(CD-Rom
version)


By LK
AVALON


Walkthrough by
MaGtRo


November 6,
2001


Game play:
CD-Rom version of the game has less puzzles and animated scenes than the
DVD version. Full installation will allow the gamer to play the game
without changing CDs but requires CD 1 on the drive at all time. The Main
menu is at the top of the screen. Shown at the bottom of the screen are
the inventory bar and an icon that shows the possible panning view that
can be accessed at that screen stop. The 2 main characters can be played
by clicking on their picture on bottom right of screen. Pressing the
spacebar allows the game to be paused and pressing ESC allows skipping the
introduction. Press and hold the cursor to pan. 



Hannah Grant and Sam Mainey land
on Argilus, a planet discovered 10 months ago that has cities and
machineries but no inhabitants. They find that the science team also
vanished. The mystery deepens.


Living Ships –
Hannah


Upon landing, Hannah realizes that
she is separated and cannot communicate with Sam. Climb up the ramp and
see the optical effect. Turn right and up another ramp to the next
landing. Move forward on the first floor, turn right, look close on table
and see wiped mission log. Turn back, forward, enter elevator, click the
up arrow and exit elevator.


On the second floor, a console that
brings a gondola from another island is found upon panning right. Go
forward to the middle of the second floor. To the right is another
elevator and ahead is another ramp. Go forward to the ramp, climb up, see
and hear bees. Turn right, go forward to the pear-shaped bottle, look
close and note down the markings. Look close at the blue bottle at the
side and the bee picture behind it. Go back down the ramp to the elevator
on the main floor, enter and go up.


On the third floor, bees and a green
pool is seen. Turn right, forward and see another ramp going up and a
broken wood bridge. Move forward around the bend and see a lantern like
object. Press the top and see the spines move on the wall. Click on
lantern to pick it up. Climb the ramp to next level.


Upon reaching the fourth floor, go
forward, pan right and look close at another mission log. Turn back and go
up another ramp.


Upon reaching the fifth floor, a
missing scientist appears and says that the old coordinates to move the
living ships are being replaced by new ones and those are deliberately
being scattered
. This stops them from going to the Bosch Tunnel. Pan
right and see 8 tulip-like structures on the edge of the landing. Go there
and look close at the closest tulip opening and closing. Pan left, go
forward, turn left, go forward, turn right and go up the stairs. Pass the
instrument panel with 5 circular adjustments to the top floor. On the top
floor, pan right and look close at plaque of coordinates – note it
down. 



Tulip puzzle –
Go back midway down to the instrument panel. Look close and see 5
circles with movable gold arrows on the panel. Beyond the panel, note
the 8 tulips. The purpose of the puzzle is to get the object inside the
top tulip by moving it to the accessible bottom
tulip. 


By going through all the possible
combinations, clicking on (from left to right) 3, 1, 4, 2 and 5 moves
the object to the bottom tulip. Go down and pick the object up – it is a
plaque of coordinates – note it down.


Go back to the second floor where
the console to the gondola is – 2 ramps and elevator down to the area
close to the first elevator. Click on the button on the console and enjoy
the ride to the next island. Pan right, go forward, up the ramp and look
close at the spines. Looks familiar – like the ones where the lantern was
taken. Move back and pan right to the ramp, go forward and look close
behind the tentacles. Aha, a stand similar the one where the lantern was
taken. 



Spine puzzle –
Place lantern on stand by clicking on the stand (note the lantern is
highlighted). The object of the puzzle is to extend all the spines on
the opposite wall. The arrow on the stand can be moved to each line and
when the top of the lantern is pushed after a change of line, the spines
on the opposite walls protrudes in different sequence. By starting from
the right first line going to the left, note down different sequence of
the protruding spines. Moving away from the stand resets the puzzle.
When starting on line 2 on the right side to line 14, a pattern is
revealed and the sequence can be obtained. 


The correct sequence is (from
right to left) 2, 3, 4, 5, 7, 10, 11, 12 and 13. Don’t forget to click
the top of the lantern after changing the
lines.


Zoom out, turn around, go forward,
turn right and go forward walking over the protruding spines to the other
side. Look close on the object sticking out the bottom of the long
pole/tentacle. Click on it and will travel to the next island via
chair.


Turn right and go down the ramp, go
to the elevator, go up and out. On the left look close at a set of
tentacles directed at a central bud.  Forward to the main console. At
the console, there are 2 big circles on both sides and a smaller one with
a hand scanner in between. The big circles have familiar icons from the 2
coordinate plaques and each are made up 3 concentric circles. Now, to
translate them. 



Coordinates
puzzle – Based on what the ghost scientist said, there are old
and new coordinates found on the 2 plaques recovered. Looking at both
plaques, the icons with the red x mark must be the old coordinates and
the bottom ones, the new coordinates. The big circles have 3 concentric
circles with dot/s beside the icons corresponds to the position of the
circles. 


So clockwise, the markings are 1-
12, 12 topmost. The existing lit up icons are from the new coordinates
from the plaque from the top floor of the other island. Look close on
the smaller center circle with the hand. Note the lit green button on
the left denoting the existing coordinates entered which must be here –
the living ships area. The new coordinates to be entered then should be
the one from the tablet recovered from the
tulip.




















  


Plaque showing existing
coordinates

Plaque showing coordinates
to be entered


Left circle with new
coordinates
Right circle with new
coordinates

Enter the coordinates on the left
circle, then the right circle and then
click on the hand scanner on
the small central circle. We’re on a floating island – And away we go!
Note the second green ball is lit on the small central circle denoting the
new destination – Bosch Tunnel.


Bosch Tunnel –
Hannah


Go to the elevator, down, up the
ramp and click on chair lift on the long pole/tentacle. Enter the tunnel,
go forward 2x and look close at the statue that has a metal ring in front
of the face. Turn around and down to see that the ring shines light to a
metal plate on the floor. Look close at the metal plate and see some icons
– like the label for the left and right circle for the console. Move
forward, turn right, forward and meet a female ghost inhabitant. She gives
Hannah a rectangular plate. Continue forward 2x,turn left and up the
structure. Examine the organ like computer setup – something to remember
and work on later. Go around to check the building and Hannah starts to
get nervous. Nothing for her to do except wait for Sam.


Balloon Field –
Sam


Click on Sam’s picture. Sam came
down in a deserted balloon field, 2 – 3 thousand feet above the continent.
Look close at blue circle on the floor, it looks like a compass – record
the direction it is pointing. This changes for each game play. Zoom out,
turn right, enter the building, turn left, forward, left and look close at
another blue compass – record the direction it is pointing. Back to wooden
walkway, forward 2x and see a gondola to be checked later. Go forward and
see another compass on the left – record the direction it is pointing.
Zoom out, turn right, forward, left and look close at the fourth compass –
record the direction it is pointing. Turn right, forward and look close at
the fifth compass – record the direction it is pointing. Turn right and
see a mission log belonging to a Dr. Francis Bremmer. She states that
there’s only 4 out of 32 left and that Angela Davies found something at
Bosch Tunnel.
Go back to the first entry point on the wooden walkway.
Turn left look close on the metal stand on left and see the Dr. Hovis’
log. Click on log and listen to his warning. Look close on the large blue
compass, similar to the small ones outside. Click on each icon and record
the sound made. Zoom out to reset the big compass.


Approximate sound of
directions



Big Compass puzzle –
This a random puzzle. The compasses outside must mean something.
Click the directions in the sequence the compasses outside are found.
Get 9 blue pearls.


Go back to the gondola, enter, click
the lever and enjoy the great view and ride. Forward, turn around, forward
and look close at stand with gold icons on blue circle – something to
check later. Enter building, go to the other end, turn left, look down and
see a gorgeous fish balloon. Go back inside to the middle area and look
close at the 2 apparatus on both sides. Press some handles and walk back
to the other apparatus – this will trigger the appearance of Dr. Bremer’s
ghost and she tells you that one gas is 2x stronger than the rest,
unstable, changes every time and to guess which pipe it is
on.



Air Compressor puzzle
– This is a random puzzle. The object of the puzzle is to find
the strong gas (2x stronger than the rest) on both apparatus and pipe it
in to the balloon ship outside. Look close at one of the apparatus –
there are 10 gas handles, a large pipe on the left side leading to the
fish balloon and a small coiled one leading to a miniature balloon and
meter. By clicking a handle, gas is piped in. Then click on the center
ball (with a directional arrow) and the gas is piped into the miniature
balloon on the right side. The circle meter shows the strength of the
gas. After pumping gas to small balloon, click the determined strong gas
handle to pump the gas to the fish balloon. The center directional arrow
now faces the large pipe.


By mixing all the gasses together,
individualize each gas and then reading the meter; the stronger gas can
be identified. Individualize each gas by numbering them 1-10 – for ease
#1 gas is the one at 1 o’clock position. Pump gas #1 once, gas #2 twice
and so on until gas #10 10x to the small balloon. 


If all the gasses have a strength
of one, the meter should read 55 (1+2+3+4+5+6+7+8+9+10). The outer and
inner meter indicator is divisible by 12. The outer meter indicator is
12 units at each indent. The inner meter indicator is one at each point.
(ex. outer meter is at 5; 5 x12 = 60 and inner meter is 5; 5 x 1 = 5;
therefore 60 + 5 = 65). After pumping all the gasses, read the meter and
subtract 55 to that reading (ex: 65-55=10) The result is the strong gas.
Click strong gas handle (ex: #10) to pump the gas to the fish balloon
and see it rise. Do this procedure to the other compressor and the
balloon ship rises once more and can now be
accessible.


Now that the fish balloon is here –
where do we go? Go to the raised fish balloon, enter, turn around,
forward, turn left, forward, look close on chair and pick up the CD. Move
out, turn around, forward 2x, look close at the other chair and the
steering mechanism. The steering mechanism has familiar symbols – like the
gold icons on the stand. There is a lit button on the left side. The gold
icons back at the first entry here might be the answer.
Get off the
fish balloon via the stairs and go to the other end of this floating
building where first landed.


At the other end, look close at the
stand, place the CD at the center of the blue disk. The 3 blue lighted
symbols are similar to the icons controlled by left handle of the steering
mechanism. The other icons are similar to the icons on the top arch and
the ones controlled by the right handle of the mechanism. Click each of
the blue lighted symbols and note down the 2 new lit icons for each of
them.









     

Go back to the fish balloon, go to
the right chair and look close at steering mechanism. For each set of
icons, starting from the inner blue lighted icon – turn the left handle to
the first icon, move the top arch indicator to match the lit icon on top
of the blue disk and move the right handle to match the lit icons on the
bottom of the blue disk. Do this for all the 3 blue lighted icons on the
blue disk. Press the middle button. Oh, I love riding on air and the view
is just wonderful!


Temple by Bosch
Tunnel – Sam


Get off the fish balloon and now be
in contact with Hannah. After catching up on all the happenings, go down
stairs on the right, forward, right, left and enter the elevator. Click on
handle on the left post, go out to the metal ramp, forward 8x, left,
forward, pan right and click on button on right of lotus door. Move
forward until the landing of the main temple. Turn left, forward and see
the Science Base. Turn left again, forward, pan left, look close at pillar
and press button to call the rail car. 


Enter car and click on the right
knob (it’s the only one not destroyed). Move forward through dark tunnel
and forward at the center of the prayer grinder/wheels. Click on prayer
wheels and take note of the sounds. The first word is that of the wheel –
note the designs of the prayer wheels to match that sound. The next
word of the sound is that of the colored plate – note sound to match the
color of the plate. The colored plates can be changed by moving it up or
down. The sounds below are only approximations.



























wheel plate
green    tossi   tuma
white    res   herma
purple   dima   dima








`      














wheel  plate 
orange   an  esaji
pink anhan  kriso







   


















wheel  plate
red trai  som
black ranu  sanktu
yellow   tulji  makrani

Exit between yellow and green prayer
wheels and go back to the temple via the rail car. Explore the rest of the
landing. Go to the other side of the stairs and see a drawing on the wall
of the temple. Pan right, forward, walk wire bridge that goes to a round
shaped console. Look close at console. While sitting down, look across
beyond the console to a metal pillar. Look down, click knob and examine
the different parts of the console – the dumbbell like icon and the white
graduated panel. Note that the chair can be rotated right and left while
sitting on the console. In doing so, see 5 of those pillars around the
area. Move back to get off the chair and go back to the dark temple
entrance.

Enter the temple proper and see a
large pool at the center of the complex. Turn left, forward 2x and note
the prayer wheels on the left. Continue down the hallway to the end, turn
right, climb stairs, left and enter room. Note the bee tablet below the
picture of the Oriental monk similar to the one behind the Living Ship’s
pear shaped bottle. On the left side of the altar on the wall is a plaque
that shows the icon for #9 at the center. Exit the room and turn left to
continue exploring. Go down the stairs, turn right, forward, note the
prayer wheels on the left, forward 2x and see stairs on the left.

Climb stairs, turn right and forward
to the second floor. Turn right, forward 3x, pan right and see a blank
mission log. Turn right, go forward once, turn left and enter the dark
room. 

On the right wall is a mural, take
note of the parts of the drawing. The pillar on the right is similar to
the ones outside the temple by the round console. The scientist is sitting
in front of the console like what we did. The markings on bottom line of
the triangle matches the one on the console and is divided into two parts.
The marking on the right side of the triangle matches that on the wall of
the temple. Turn around and see a console. Look close at the console.
There are 5 of those pillars on the top and 5 white graduated panels
similar to the console’s white graduated panel. So, each of the white
graduated panels are for each of the 5 pillars. Go back outside the temple
to the real console.



Hermat’s Pillar
puzzle – The object of the puzzle is to calculate the height of
each of the pillar and enter it on the console at the second floor of
the temple.

Console – The console is an
altimeter that has an oval sight with red lines that can be raised up
and down. When raised a measurement of the top of the pillar and the
angle can be obtained – it is graduated to 7 lines. The distance from
the pillar to the console is measured by the white graduated panel at
the bottom. The graduations of this panel is in increments of 0 to 50.
The dumbbell ruled lines at the middle of the console is a constant of
10. 

Measurements of the pillars
– Standardize the console/instrument by reading the drawing on the wall
of the temple. Raise the sight to get the red lines on top of the
drawing, setting the angle measurement and the ruled bar is extended to
the full 7 lines. On the white panel at the bottom, press 0 to bring the
graduation to 0 and then press + to see the distance. No change occurred
since the machine has a constant of 10 (shown by the dumbbell ruled
part). Now, measure all the pillars starting from the closest right one
as #1 pillar.

In summary – raise sight to top of
pillar even with red lines to get angle – record that down and then
press o, press +, read distance – record that down.

Calculations
– 








based on the trigonometric formula –
 


Tan q (angle) =
opposite (height) / adjacent (distance) 

or
height = angle x distance. 

based on mural, height = angle x
distance measured + 10. But final calculation has to account for
the wall mural measurements and the result should be divided by
10.








































Pillar  


Angle  


Distance  

angle x distance
+10  
 = height /
10

1  


4  


45

4 x 55  22

2  


5  


16

5 x 26 13

3  


7  


20

7 x 30 21

4  


4  


25

4 x 35 14

5  


6  


35

6 x 45 27


Go
back to the dark room on the second floor of the temple. Now, enter the
height of each pillar on the each of the white panel starting from left
to right – pillar 1 to 22, pillar 3 to 21 and pillar 5 to 27 at the
bottom and pillar 2 to 13 and pillar 4 to 14 at the top. The panels
are graduated 0 – 50. If done correctly, the drawer opens. Get the green
round plate.

Go
back down to the first floor of the temple and then turn left on the
corridor. Go forward, note another set of prayer wheels on the left,
forward 1x, another set of prayer wheels on the left, turn right to the
wooden bridge and go forward. See the spaceman idol sitting Buddha like.
Save game here for ease in the next puzzle.

Go
forward. See and hear a monk behind the statue say words that are familiar
– words of the prayer wheels and colored plates. He disappears down an
opened lotus petal. Well!!! Turn right, forward, turn right, forward, left
and look close on the prayer wheels.


Prayer Wheel puzzles – The object of the puzzle is to
arrange the prayer wheels based on the words, the ghost monk recited. He
said – tossi, sanktu, tulji, herma, an, tuma. Words tossi, tulji
and an are prayer wheel words and sanktu, herma and tuma are colored
plate words. 

To
identify tossi, tulji and an – match the prayer wheels words to the
prayer wheels based on what it looks like in the room that was reached
by the rail car. Then change the colored plates to match the wheels
based on what the monk said – tossi – sanktu (black),  tulji –
herma (white) and an – tuma (green). The colored plates changes when one
plate is flipped. 

By the way the wheels look like,
from left to right – #3 is tulji, #6 is tossi and #8 is an. Change the
plate under #6 tossi to black (sanktu) – note that #3 tulji turned to
white (herma) and #8 an to green (tuma) automatically. That easy! Now
say a prayer by clicking on #6 tossi, #3 tulji and then #8 an. If
correct, the prayer will be recited throughout the temple and the lotus
petal will rise to reveal the secret opening under the spaceman statue.
Move back, left, forward 3x and down the secret passage.

Other guides for Schizm: Mysterious Journey