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Sentinel: Descendants in Time

by MaGtRo 7 sections about 43 minutes to read


Sentinel: Descendants in Time

by
Detalion

Walkthrough by
MaGtRo   December, 2004

Gameplay:  
This is a game that is played using either the mouse (point and click) or the
keyboard. The main menu shows the new and load game, settings, credits and quit.
At the bottom of each menu page is a bar that explains the selection.

The settings menu is
where game, display, sound and control settings can be changed. At games
settings, the option for hints and subtitles can be selected. At the display
menu, the gamma correction, levels of details, resolution and anisotropic
filtering can be set. The sound and music volume can be adjusted at the sound
menu. The control menu has the walk speed, mouse sensitivity, mouse axis, and
the keyboard functions are seen.

The keyboard functions
are W – forward, S – backward, A – left, D – right, spacebar for jump and enter
for action. The mouse controls is forward using the right button and action for
the left mouse button. The keyboard and mouse can be used interchangeably in the
game.

ESC accesses the menu
page. Spacebar skips cutscenes.

Note: If you get an
error message – ‘could not find file’ after CD1 installation – just
insert CD2 to continue installation. (Thanks, Dennis!)


You are Beni, a young
tomb robber. You are in the caverns of the legendary Tastan tombs. Only Ramirez
has entered and come out alive from the infamous Tomb 35. Doba has Carrie, your sister in his control.
Doba states that he will release Carrie only after you go through the first
chamber of Tomb 35.

Tomb 35

You go down the elevator
and face the path to tomb 35. Go forward (right mouse button) and automatically
call out to Dormeuse, the Sentinel and tomb’s defense
program. Let’s look around this place.

Water level:   
Immediately turn left to the water level. Go around until the pedestal at
the end of the path, bypassing 2 inactive teleporters – one outside and one
inside a room. The pedestal can not be accessed at the moment. Let’s go back to
the main path where we saw Dormeuse.

Main path:     At the main path, climb up the stairs and see a room with
a glyph above the door, an upright triangle with a space on the right corner.
Take note of the glyph.

First level:    Go back
down and take the ramp in the right going up to the first level. See a snake on a square at
the end. Enter the chamber on the right and see another inactive teleporter.
Climb the stairs to lower balcony.

Lower balcony:     Another
inactive teleporter is seen here. Continue inside and climb the ramp to the
second level.

Second level:     See
another room with a glyph above the door – remember this glyph also. Inside is another
inactive teleporter. Climb the other ramp and see a window that looks over the
tombs.

Third level:    
See another room with a glyph above the door – remember this glyph too. Inside is another
inactive teleporter.

Waystone:   
At the end of a stone bridge across this room is a stand. ‘Something is not
right here.’

Note that the waystone dome on top of the stand has
placements for crystals. We have to look for crystals to fit those slots.

Teleporter stand:   
Go to the other side of the stand. Left mouse click on the buttons, to look close
and activate the stand puzzle.

The glyphs on the
buttons are similar to the glyphs
above the door of the rooms with the teleporters.

Press the buttons to
cycle the glyphs to show: third level glyph, second level glyph and
main path glyph. The order is irrelevant as long as those 3 glyphs are seen.
(Dennis).

If done correctly, see
the teleporters get active.

Automatically have a conversation with Dormeuse. Hmm. The
tomb can be her body or is it you that is created?

Go forward to the room with the third level teleporter.


Tregett

Aim:   
The crystal in this world is accessed by reaching the ground level at the other
side of the mountain.

Step on the third level
teleporter. Enter the world of Tregett. What are we supposed to do here? Let’s
look around this land of fens and marshes.

The path on the
right goes back to the tower ahead. Take the left path and
look up. See a balcony up above the plant. Have another talk with Dormeuse.


Balcony
:    Enter the platform and
Dormeuse says that she was here for 2 years and kept a small piece of Tregett to
show Beni.

Electric thistle
puzzle or how to get to top of tower elevator: 
  There are 5 purple electric thistles in front of the tower.

Left click on fan like
stand to activate the puzzle. The stand has 2 sets
of selections – a vertical at the center and a horizontal one on top.

There are 3
rectangular choices on the vertical selection that adjust the height of
the tower ahead. Note the rectangular choices – 2 levels down, 3 levels above
and 5 levels above the frame.

The top horizontal
selection with 3 choices is used to position the
beam of light emitted by the tower. Note the choices – 2 positions
to the
right, 3 positions on the left and 5th position on the left of the frame.

The blue button resets
the puzzle.

The object of the
puzzle is to shine the light on every plant to power the
elevator
.
The thistles will show sparks when activated.

Solution:   
Find the height of the tower that will be even to the tallest thistle on
one side of the tower. Then angle the beam to focus on that thistle. Then work on
the lower ones on that side of the tower. Do the same on the other side of the
tower.

1. Raise the tower 3
levels up by clicking on the 3rd rectangle up on the central vertical selection.
Turn the tower 2 turns to the right by clicking the second rectangle
right on the top horizontal selection. The 4th thistle is activated.

2. Lower the tower 2 down
and turn the tower 2 right. The fifth thistle is connected to 4th thistle.

3. Lower the tower 2 down
and turn the tower 3 left. The 3 thistles on the right of tower are now
activated and connected.

4. Raise the tower 5 up
and turn the tower 5 left. The leftmost thistle is activated.

5. Lower the tower 2 down
and turn the tower 2 right. The second thistle is activated and power to
the tower is activated. Did he just say – it’s easy. See 3 fans turn around
the base of the tower.

Tower:   
Go down from the balcony and go to the tower. Go around the base of the tower and see buttons
stand by the left and right fans. Either one of the buttons raises and lowers the platform
to the top of the tower. Press a button to raise the platform.

Blue lights special
or how to get to top of mountain:
   
There are 4 stands at the end of an incomplete bridge at one side of the
tower.

Each stand has 8
switches. Flip a switch to see red lights on the bridge. Toggling the flipped
switch turns off the lights.

The object of the
puzzle is to make all
lights blue using one switch on every panel
.

Solution A:   
Left mouse click the stand to activate the puzzle. Study the pattern of the lights
lit up by all 8 switches on each stand. Label the stands L-R as 1-4.
There might be a more logical solution to this puzzle but this is how I got
it.

1. Look for a
combination of one switch on stand 1 and stand 2 that produce 10 lights (red and
yellow) on either side of the bridge. I found 3 combinations that produced
this: (a) switch 2 on stand 1 and switch 1 on stand 2; (b) switch 8 on stand 1 and
switch 3 on stand 2; (c) switch 3 on stand 1 and switch 6 on stand 2.

2. Then using one of
the above 3 combinations, flip the switch on the 3rd panel to produce only
yellow and blue lights. These eliminated 2 and 1 combination and 3 and 6
combination, leaving switch 8 on stand 1 and switch 3 on stand 2.

3. Working with switch
8 on stand 1 and switch 3 on stand 2, only switch 6 on stand 3 produces yellow and blue
lights.

4. On the 4th
stand on the right, with L-R, 8, 3 and 6 switches on the other (1-3) stands flipped up – find the panel
that would light all blue.

Solution B
(Dennis):
    Note that each step can be lit only 3 times.
Knowing this you can come to the conclusion that the correct switches have a
pattern that has a  3 lights overlapping on ten steps for a total of 30
lights. BUT with 4 bases there is a possibility of a total of 40 lights. So to
solve it you can find the 3 lights on each step (hard way) OR find the 1 light
that’s off on each step so that there is 30 on and 10 off. I took each base
and with each switch I wrote down the steps that were NOT lit. This takes time
but eliminates guess work. When your done just look for a pattern of steps
missing from 1-10. These are the switches that prevent more then 3 lights on a
step.

Switch 8 on base
1 has steps 2,4,9 unlit; Switch 3 on base 2 has steps 6,8 unlit; Switch 6 on
base 3 has steps 1,7 unlit; Switch 4 on base 4 has steps 3,5,10 unlit. this
generates a pattern from 1-10 of UNLIT lights leaving each step to have 3 lit
lights on each step.

Stand 1: #8 switch,   
Stand 2: #3 switch   Stand 3: #6 switch   
Stand 4: #4 switch

The bridge is
now passable. ‘She’s playing with
me. Must want me to see all of this’.

Climb up, enter the tunnel and
talk with Dormeuse again. ‘Ramirez said – Despair is the real enemy here. Hope is
always beautiful.’

Go forward across the
bridge.

Flower puzzle
or how to get to ground level:
    
See 3 flowers (poinsettia, I think) that rotates like windmills. Each flower
has a lever
in front of it that stops the rotation of the flowers. Go to
the elevator at the center and see wheels with spikes on the posts. Each wheel
has patterns inside
the circle.

The object of the
puzzle is to match
the patterns on the elevator with patterns on the sunflowers. Petal lengths
are important.

The puzzle is 2-fold:

1. Study the patterns
on one wheel. Look for the flower
that has the pattern that matches that wheel.

2. Stop the flower’s
rotation by
using the lever when the patterns are similarly positioned to the pattern on
the wheel.

Do this to all the
wheels and flowers.

Solution:

When facing the
elevator from the walkway, front wheel matches with the flower on the left

When facing the
elevator from the walkway, the back right wheel
matches the flower that is front right.

When facing the
elevator, the back left wheel
matches the flower that is back right.

Go to the flowers
and stop the flower’s rotation by pulling the lever when the pattern match the
wheel’s pattern.

Note the length
of the petals of the flowers.

Go back to the
wheels. Pull or push the knobs
surrounding the wheels to match the length of the petals of the flowers.

Front wheel Back right wheel Back left wheel

When done correctly,
pull back from last wheel and the elevator rises.

Step on elevator
platform. There is an inactive teleporter ahead. Go around the back side of the elevator and take
the path to the small hill. Take the crystal at the center of the rotating
rings. ‘I’ll take it back for Doba. It’s like I’ve developed extra skills all of
a sudden.’ Go back to the teleporter and see that it is now active.

Tomb 35:   
Go to second level activated teleporter. Step on teleporter.

Maru

The crystal in this
world is obtained by sound activating the satellites surrounding the tower.

‘It’s just a snapshot of
the real thing’. Look around the tower and see the other floating structures in
this mechanical city in the sky. Go down the ramp to the rotating walls.

Rotating walls maze
or how to get to tower elevator:
   
The object of the puzzle is to make your way through labyrinth – rotating the walls with holographic buttons.

1. Press the red
button 5 times. Enter through the opening on the wall. ‘I
can’t let her win’.

2. Turn left and
forward to the next button stand on the same maze ring. Push button once.

3. Go forward and push
button three times (allowing an opening to pass).

4. Go forward, right,
forward and out the other opening on the wall to the outer ring.

5. Go left to the
other button stand. Press button twice
(allowing an opening to pass).

6. Enter, right and
see another button stand on the same ring. Press the button 5
times.

7. Enter the innermost ring of the maze.

‘There Dormeuse. You
won’t stop me.’ Step on the elevator at the center of the floor.

‘It was a Science
installation.’ Go
forward to outer rim of the top level of the tower. Dormeuse – Tamara starts a
conversation. She agrees so far with all your motives except about bringing out
something for Doba.

How to
activate the space stations:

Stations and sounds:    
Study the lights produced by the satellites seen through the telescopes and
note the sounds produced by the button stand above each telescope.

1. Observe that there
are 4 telescopes that can be focused on the satellites around the tower.

2. Look through each
telescope. Each station flashes different colors. Note the different colors.
As a side note see a Detalion ship flying around.

3. Climb the stairs
beside each telescope. A stand is seen that has 6 buttons that produce
different sounds.

Colored Horn stands:   
Look for 6 horn stands with a colored light on top. Match the sound produced
by the horn with the 6 buttons on the stand above the telescopes.

1. At top level,
a horn stand with a
green light on top is found at the inner ramp that surrounds the elevator.
Pull the lever and hear a sound that matched a sound produced by second from
top buttons on the 6 buttons stand above the telescope.

2. Go around the outer
ramp and enter an elevator. Take the elevator
to level II and walk around the ramp.

3. Find a horn stand
with a blue light on top. Pull the lever and hear a sound similar to the third
from top button of the buttons stand.

4. Enter one of the
elevators again and go down to the level I.

5. Walk the inner ramp
and see a pink-purple horn stand. Pull the lever and hear a sound similar to the
bottom – 6th button of the buttons stand.

6. Go to the outer
ramp and see a yellow horn stand. Pull the lever and hear a sound similar to
the 4th from top button of the buttons stand.

7. Find the elevator
that is at the outer rim of this level. Take the elevator to the level I. It takes
you to a floating platform. Talk to Tamara again.

8. Find the red horn
stand that sounds like the first button of the buttons stand. There is also a
white horn stand that sounds like the 5th from top of the buttons on the
buttons stand.

9. Go back to the
buttons stands on top of the tower via the elevator. Take the elevator back to
the tower by pressing II. Enter an inner elevator to the III level.

Buttons from top to bottom Color
1 Red
2 Green
3 Blue
4 Yellow
5 White
6 Pink-purple

Color-Sound puzzle:    
Match the color sequences from the satellites with sound sequences played
through big horns.

1. Go back to each
buttons stand and press the buttons that match the colored lights sequence on
the satellites seen through the telescope.

2. With each correct
sequence of buttons pressed, the satellite matches the sound produced and a colored
light is beamed from the top of the satellite to the center of the tower. The crystal is lowered a level.

3. Do all the
satellites and buttons.

Satellite
Light sequence green, yellow, white, pink-purple pink-purple, blue, green, white yellow, red, pink-purple, green green, red, yellow, blue
Buttons to be pressed top to bottom 2 4 5 6 6 3 2 5 4 1 6 2 2 1 4 3

Go to the center of the
tower and take the crystal. The elevator goes down to the lowest level.

Exit maze:

1. Go to the
holographic button stand at next maze ring.

2. Turn right, forward
and left to the holographic button stand at next maze ring.

3. Press the button on
this holographic stand 4 times.

4. Go left and right
to the inner maze ring. Left and out to the outer maze ring.

5. Go to next outer
maze ring, left and out to the bridge ramp.

Stand on the
teleporter.

Tomb 35:    Go down to the main path
and enter the third teleporter in the room with the glyph of an upright triangle
with open right corner.

Eska

The crystal in this
world is accessed by completely activating the giant shell at the center of the
water village.

‘Domains are just
sketches. I created enough of them to test you now.’ It is necessary to look
around this village above water to get clues on puzzles.

Green numbers are the location of the rope puzzles based
on the number of ropes in the puzzle.

Red numbers are the locations of
the clues to rope puzzles based on the number of ropes in the puzzle.

Blue numbers are the locations of the shells based on the number of
notches there are on the rods.

Drawing is not to scale and is for reference only.

Colored ropes:   
Go forward from the teleporter. Go left on the boardwalk, forward and see (L-R) red,
purple and blue ropes hanging from a box at right of path. We need clues for this puzzle. Turn
right and forward the boardwalk across the teleporter. See a box with 4 ropes
(yellow, red, green and blue) hanging from it. Further down the boardwalk see
blue, yellow, red, green and purple ropes hanging from another box.

Shells:     Turn left
and forward inside the hut and see a shell on a stand. The shell has a rod
sticking out of it with no notches on it.

Shell puzzle:  The
object of the puzzle is to look for similar shells and press the buttons in correct
order
.

There are 6 of these
shells around the water village.

Press the button on the
shell in sequence based on the notches on the rod. This rod with no notch is the
first of the six.

Press the button and see
water pour from the giant shell in the water.

Keep an eye out for the
rest of the shells.

Go forward to the next
hut and left to see a pipe on the right wall.

Pipe puzzle:   
The object of the puzzle is to move the spine bridge to the center.
The bridge stays on the right
if you pour too less water, on the left if you pour too much water. Start with
the largest valve to find the right amount of water.

The pipe ends on a
giant shell. In front of the shell is a lever. To the left is a spine bridge
that needs to be adjusted so that we can cross to the other side.

The pipe has 3 wheels.
The wheels are marked with 16 lines-gradations. The start has an arrow at one end. The
amount of water released increases as the wheel goes clockwise; which corresponds to the shell depicted inside the
wheel.

Above the wheels are
drawings that show the size of the pipes that connects to the main pipe. The
side pipes are controlled by the wheels.

Solution:    This is how I did this,
a more logical explanation might be available: Turn the wheel, pull lever at end
of bridge and see what the spine bridge does.

1. Based on the clue,
start on the largest pipe which is the one on the right. Above the right wheel
is a drawing of a large circle that has 9 lines. Click on the wheel’s 9th line
clockwise from the arrowed line.

2. Go to middle wheel. I
selected a position-line-gradation going clockwise, pull the lever at end of
bridge and see if there is a result shown by the spine bridge. With the large
right wheel at line 9, I found that line-position 12 on the middle wheel
keeps the spine bridge on the right (little water) while line-position 13 on the
middle wheel moves the bridge to the left (too much water).  Since we can
add more water using the left wheel, click the middle wheel to the 12the line
clockwise (little water).

3. Go to left wheel.
This has the smallest pipe and can add water in small increments. With right
wheel at 9th line and the middle wheel at 12th line – Check which line will move
the bridge to the center so you can cross. Click the left wheel
to the 4th line clockwise.

Right wheel – 9, middle
wheel – 12 and left wheel at 4. See the spine bridge
move to the center allowing you to cross.

Cross the spine bridge
after the completion of the pipe puzzle. On the left, see a 4 notched rod on a
shell. Do not touch it yet.

4 ropes puzzle clue:   
Go right to the boardwalk, left over the net bridge and down to the next hut.
See the 4 rope puzzle clue. Click on the rope and count how many clicks are
needed to show the colors seen on the 4 roped box puzzle. From L-R: yellow -2
clicks,
red – 3, green -0 and blue – 1.

Tower and 1-notched
shell:
    Exit the area, cross the spine bridge, go pass the
pipes and left. Go left on the next long boardwalk. Climb the tower at the end.
At the very top, see a shell with a 1 notched rod. Press the button. This should
be after having pressed the 0 notched shell. See that water is coming
out the top of the giant shell at center of village.

3 ropes puzzle clue:   
Go down from tower and go to the other end of this long boardwalk. Talk to
Tamara again. On the wall of this enclosure is the clue for the 3 ropes puzzle. Click
on the rope and count how many clicks are needed to show the colors seen on the
3 roped box puzzle. From L-R: red – 1, purple – 3 and blue – 1.

3 ropes puzzle:   
Go back to the 3 ropes puzzle close to the teleporter. Click on red rope once,
the purple rope 3 times and the blue rope once. See a bridge rise from the water
to gain access to the hut beside the puzzle.

2 notched shell:   
Cross the bridge after completion of the 3 ropes puzzle and click on the button
of the 2 notched shell. This is after having pressed in sequence the 0 and 1
notched shells. See that more water is coming out the top of the giant shell at
center of village.

4 ropes puzzle:   
Go to the 4 ropes puzzle across the teleporter. Click from L-R: yellow -2, red
– 3, green -0 and blue – 1. See a bridge rise from the water to gain access to
the hut beside the puzzle.

Go across this bridge
and go forward until a raised hut on the left. Climb up and forward until a
net bridge at the end.

5 ropes puzzle clue:   
Cross the net bridge and talk to Tamara again. After the talk, look at the 5
ropes clue on the wall. Click on the rope and count how many clicks are needed
to show the colors seen on the 5 ropes box puzzle. From L-R: blue – 6, yellow –
2, red – 6, green – 5 and purple – 3.

Go back to the boardwalk and continue
further on to the next hut on the
right. See the 5 notched shell. Do not touch it yet until you have done the
3 and 4 notched shells.

5 ropes puzzle:   
Go back to the 5 roped puzzle on the boardwalk across the teleporter. Click from L-R: blue – 6, yellow – 2, red – 6,
green – 5 and purple – 3. See a bridge rise from the water to gain access to the
hut beside the puzzle.

3 notched shell:   
Go across the bridge, left, forward and left to the hut with the 3 notched
shell. Press the button on the shell. This is after having pressed in sequence
the 0, 1, 2 notched shells.