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Just Adventure original

Slip Space: The Burma-Shave Analogy Walkthrough

4 sections about 27 minutes to read

Hint-Through

This game is dominated
by the puzzles. The puzzles are sophisticated and require a bit of
thought and note taking. But they are fair. The clues are there if
you can recognize them for what they are. So be patient, take notes
and don’t give up too easily.

Much of the satisfaction
of playing an adventure game comes from the feeling of accomplishment
you get from solving a difficult puzzle. Going to a walkthrough and
reading “The combination is X-Y-Z.” removes all the enjoyment
you might have gained from that puzzle. With that in mind, I have
written this guide as a series of hints to help nudge the player who
is stuck back in the right direction. Each set of hists starts out
vague, reveals the goal of the puzzle, suggests how it might be solved
and finally reveals the solution.

Each hint is on a separate
line, so you might want to go to the section you want and make sure
only the first hint is revealed at the bottom. You can flatten your
browser so as not to see the hints from the puzzle above. You can
then use the scrolling arrows to reveal just one hint at a time. The
idea is to get just enough information so that you can continue to
solve the puzzle on your own. That is always the most fun.

You will notice that there
are no images in this hint-through. You shouldn’t need them. But if
will help, you can always display this hint-through while you are
playing the game and use <ALT><TAB> to move between them.

The following General
Hints should be read now. They won’t give anything away, but will
prevent some frustration.



General Hints

Before tackling a puzzle,
make sure you have explored the entire area and looked in every direction.
Hints can be anywhere. Although, in the Shave hints tend to be grouped
near their puzzles.

Be sure to save after
each major accomplishment. That way, if you confuse yourself, you
can always go back to a clean slate. Also, some puzzles will not reset.
So it is a good idea to save the game before starting a new puzzle
so you can always go back to the beginning. If you have already muddied
the waters, you might want to replay the game from the beginning and
save at the appropriate places. Once you know the solutions the game
can be played fairly quickly.

If a button or switch
doesn’t appear to do anything, look around. Frequently, you must move
several spaces in order to see just what a button does.

Some of the puzzles have
long animation sequences. These can be cut short by right-clicking
the mouse.

Each time you unlock one
of the son’s rooms an SIA logo will appear on the door. You must click
on it and see the movie before you can enter the room. They will always
play in the correct order.

Each time you solve a
son’s slip-space, there will be a movie from a Wotsletter. They will
always play in order.

The movies make the most
sense is you alternate SIA-Wotsletter-SIA-Wotsletter and so on.

You might wast to save
the game just before clicking on a movie as there doesn’t seem to
be a way of viewing them a second time.

Sometimes you can look
up and down. Sometimes it is important to do so.

The
Golden Age of Advertising
Planetary Display
City of Numbers
The Golden Age of Advertising
The Shave
Royal – The Tardis
Tat – The Painted Fish
Vkoda – The Ball Columns
Silo – The Balloon Elevator
Silo – Raising the Bridge
Royal
2nd Dome
Tat
Rotational Match
Illuminated Columns
Protected Room
Vkoda
Laser Circuit
Gazebo 2nd Lowering
Laser Web
Silo
Stone Path
Rising Columns
Images on the Ruins
The Dock

The
Golden Age of Advertising

There is only one hot spot
to click on in the beginning of the game.

It is behind the “house.”

Planetary Display

Experiment with the four
buttons to see what they do. Turning away will reset the puzzle.

From left to right:
First button selects
the planet. The holder for the selected planet will pulsate.
Second button moves
planet forward three spaces.
Third button moves
planet forward five spaces.
Fourth button moves
planet forward seven spaces.

The object is to get each
planet to land perfectly in the top space.

The right-most planet
must move exactly eleven spaces to get to the top, so you would press
the buttons to move it 5-3-3.

You should figure out
the two remaining planets on your own. This is the easiest puzzle
in the game and all the remaining puzzles will be similar.

City
of Numbers

Aligning the planets turned
on a lot of things. Look all over to see what they are.

There is now the image
of a city to the right of the planets. Does it look familiar? That
city has a number.

Turn away and look at
the wall when it closes. There are now twelve numbers glowing on it.

The front door is still
locked, but now it has the number 8246 on it.

The paddles you faced
when the game started are now active.

The paddles change the
position of the tiny red lights in the city in front of you. What
else do they do?

Does that city look familiar?

Changing the position
of the lights changes the city’s number in the planetary display.

The goal is to open the
door to The Golden Age of Advertising.

You unlock the door by
getting the city number to match the number on the door.

No, there doesn’t seem
to be any pattern to how the paddles change the numbers. So there
must be a clue elsewhere – four other things in three different
positions which would correspond to the lights.

The twelve numbers on
the display wall correspond to the twelve positions of the lights.

Did you notice that all
twelve of those numbers are prime numbers?

Prime numbers are used
to factor larger numbers…

8246 is the result of
multiplying four of those numbers together.

The four numbers are 31-7-19-2

So set the lights to Center-Center-Up-Down.
The door is now unlocked.


The
Golden Age of Advertising

The door now has the word
“Uber” on it. This is a German word meaning “super”
or “over.” It is also the nickname for one of the five
sons of Webster Wotsletter.

Click on the ball floating
around and you will see five smaller balls in an inverted V shape.
Take note of Uber’s position in the formation. You will see this shape
many times in the game.

You can click on the projector
where the light is coming out to change what is being displayed.

Turn towards the alternate
content to see a movie.

You must watch both movies.
Make note of the five sons and their positions in the shape.

Then you can click on
the third projection of the planets.

The
Shave

This is the central location
for the game. Here you will find the rooms of the other four sons.
The object here is to unlock the rest of the doors. You will then
be able to travels to their worlds and solve the puzzles there.

The rest of the game will
be much easier if you solve The Tardis first.


Royal
– The Tardis

There are nine transportation
booths scattered about The Shave (they remind me of the Tardis from
Dr. Who). You can travel from any booth to any other simply by clicking
on its image.

I have named the nine
images as follows:
H) Home. Where you
first entered The Shave.
B) Blue Button
G) Green Button
R) Red Button
O) Orange Button
S) Spring
SR) Shadow of the
Rock
BP) Blue Path
D) Dome

You will notice that the
Dome is locked from most locations.

The goal is to travel
to the Dome.

The Dome is available
when you are are SR. But only if it is one of the two active destinations.

Notice that only two destination
images are active at one time.

Notice that each time
you click to another destination the active images move clockwise
to the next two squares.

Notice that the images
are in a different order for each location, but they are always the
same for a specific location. Make note of the nine different patterns.

You solve this puzzle
by timing it so that SR is in the center when the active squares are
on the bottom and thus you can go to D.

You could just click at
random until it works. I got lucky,,, once.

Or you could figure out
the actual sequence. You cannot solve it in three hops, but you can
solve it in seven.

Each position has two
places you can go to. That works out to 64 total paths to test if
you wanted to do it brute force.

But you know what the
start position must be and what the end position must be. So you can
save a lot of time by just working both ends into the middle.

Start at H with the two
active squares at the top. Figure out the two potential positions
of the second step, the four positions for the third and the eight
for the fourth.

The seventh position is
at SR with the active squares at the bottom. Figure out the two potential
positions of the sixth step and the four positions of the fifth.

Now just go through all
eight position of the fourth step and figure out which one can take
you to one of the four positions of step five. Once you have made
the connection, you will have your seven steps.

The solution is, starting
from H, SR – G – H – B – Y – SR –
D. Exit and look at the Dome. This unlocks the Dome and makes all
Tardis locations available from everywhere.


Tat
– The Painted Fish

This takes place on what
I call The Blue Path.

There are two switches
and one control panel to play with.

The switches look like
those found at the beginning with The Golden Age of Advertising, but
their hot spots are at the very top (see the little lever?)

The switch in the middle
of the path moves a large fish-like object from one berth to another.

While the fish is in its
original position, the switch at the end of the path causes two “caps”
to lower onto its top and tail fins.

While the fish is in the
other berth to the left, the control panel is active.

The control panel paints
the different parts of the fish.

Did you notice all those
“caps” in the right-hand berth touch part of the fish?

Did you make note of what
colors they were?

The goal of the puzzle
is to color the fish so that each part matches the color of its cap.

Each row of the control
panel lets you chose what color to paint a set of fish parts. Each
row need only be used once. Think about it, why would you pain a set
of parts red if you are going to paint that same set green later?

This type of puzzle is
solved by choosing the unique part and then eliminating it from the
choices. That is, the first button you press should paint a fish part
which none of the other rows will touch. Don’t worry about other parts
which might get painted wrong – the other buttons will correct
them.

The third row is the only
row which will paint the eyes, so color them first.

With the third row eliminated,
the first row is now the only row which will paint the top fin. So
paint the top fin next. You should now be able to figure out the remaining
two rows.

If not, then press the
following four buttons in this order: 1) Third row down yellow, 2)
Top row green, 3) Bottom row red, 4) Second row down blue

Finally, return the fish
to the right-hand berth and lower the caps. If you did everything
correctly, Tat’s room next to the Orange Button is now open.


Vkoda
– The Ball Columns

This puzzle is found on
the other side of the bridge from where you first came to The Shave.

Even though the control
panel reads “Units per Cycle” and “Cycles to Delay,”
it has nothing to do with the Burma-Shave analogy of temporal perception.
That is, this control panel is only good for solving this puzzle.

Feel free to play with
the controls to see what they do. You cannot break anything or get
into an un-winnable situation. The puzzle will reset after every attempt.

The four funny machines,
from right to left, are called: 1) Chromatiser, 2) Extruder, 3) Deslimer
and 4) Extractor.

When you press the start
button, a cycle is started. Starting with the Chromatiser and going
to the left, the machines will try one at a time to do what the control
panel has told them to do. That is, first the Chomatiser will attempt
to do what its settings indicate, then the Extruder will try, then
the Deslimer and finally the Extractor. If the cycle completes without
an error, a second cycle will start and the process repeat. The cycles
will continue until either an error occurs or the puzzle is completed
successfully.

When you have an error,
check the control panel and it will tell you what the problem was.
This message is erased when you change a setting.

The “Units per Cycle”
setting sets how many balls that machine should take from the machine
to its left. The Extractor has an unlimited reservoir to draw from.

The “Cycles to Delay”
setting sets how many cycles to wait until trying to get balls from
the machine to its left. Obviously, you must wait until there are
balls there before you can get them.

An error occurs when there
are not enough balls in the machine to the left to satisfy the setting,
or the machine tries to put more balls into its cage than it can hold.
For example, if the setting for the Extruder says to take five balls,
but the Deslimer only has three, that would be an error.

The object of the puzzle
is to fill the Chromatiser cage with fifteen balls.

The Chromatiser must grab
all fifteen balls at once from the Extruder.

The only way to fill the
Extruder is to take three cycles and grab five balls each cycle from
the Deslimer.

You should be able to
figure out the puzzle from all those hints. If not…

The Solution is:
Extractor: 7 Units
Deslimer: 6 Units, 1 Delay
Extruder: 5 Units, 2 Delay
Chromatiser: 15 Units, 5 Delay
You can now walk to the unlocked Vkoda’s room without using a Tardis.

Silo – The
Balloon Elevator

Silo actually requires
two puzzles be solved to unlock his door. They can be solved in any
order, but doing this one first helps explain the second. The Balloon
Elevator puzzle can be found by going to the “Spring.”

The only hot spot here
is the control panel in front of the strange looking machine.

The instructions are right
on the panel.

The top row of buttons
goes first, the bottom row goes last.

Once you have five buttons
lit green, one for each row and one for each column, press the Start
button to test your theory.

The object is to set the
balloons in the right order so that they all get caught by the paddles
and delivered to the “Spring.”

Just try each balloon
in first place until you find the one that works. Then try each remaining
in second. Make note of any others which happened to be right and
keep them in that position.

Some balloons actually
work in more than one position. If you appear to be stuck, make sure
you have tried all the balloons in each position, and then use alternative
solutions.

Do you really need this
one spelled out for you? Very well, the order, from left to right,
is 4, 5, 1, 3, 2.

Once you have completed
the Balloon puzzle, go to the gazebo to its left and look around.
You will find a flashing button which is now active. Pressing this
raises you up a level.

If you solved this puzzle
first, you will now see the need for something to bridge the columns
in front of you. If you already solved the bridge puzzle, then you
can walk forward to the open door.

Silo
– Raising the Bridge

This is the puzzle which
uses the four big buttons we see in the Tardis.

Each button has 21 positions.

Go to either the blue
or green button and watch the background while you click through the
positions. You should be able to see what they do.

Each time you click one
of the buttons a section of the bridge may or may not rise a third
of the way up.

If you attempt to raise
a section of the bridge beyond the top, all of the buttons reset to
zero.

The object of the puzzle
is to get all of the sections perfectly to the top.

You will want to find
a location where you can see the positions of all of the sections.

There is a stairway just
to the right of the green button which lets you walk down and examine
the bases of all of the columns.

The medallions at the
base of the columns tell you which buttons affect that column.

You will notice that some
columns are affected by only one button.

Take each button one at
a time and find the minimum number of clicks it takes to raise its
unique section. That is, how man times must you click the blue button
to perfectly raise the section which is only affected by the blue
button. This will tell you the minimum number of clicks each button
requires.

You could check each position
one at a time…

Or you could start half
way at ten clicks and then try lower if you reached the top or higher
if you aren’t there yet, cutting the difference in half each time.
That is, start at ten, then add or subtract five, then add or subtract
two and then you will have only one or two more tests moving just
one. Finally, you will find the exact number of clicks to bring that
section to the top.

Set all four buttons to
their minimum position and then see what you have left to do.

And that solves the puzzle!
There is, in fact, nothing to do beyond the minimum.

The minimum positions
are red-7, green-5, blue-13 and orange-11

If you solved the elevator,
you can now take it up and cross the bridge to Silo’s room.

Royal

The first puzzle is actually
quite simple. Don’t try to read too much into it.

You star on a very small
planet with your old friend, the tardis, near by. Try it out and note
the differences from the tardis on the Shave.

There are five planets,
only three of which are available to begin with.

Notice anything different
about the images of one of these planets?

One of the unavailable
planets also has a dome like the one which brought you here.

The object of this puzzle
it to get to the other dome.

Each planet has a control
panel with a button on it. Some have two buttons, but they appear
to do the same thing. When in doubt, press the button which is flashing.

The control panel on the
planet you started from makes the red planet available.

Go to the other three
planets and press their buttons. The fifth planet is now available.
(I told you this was simple.)


2nd
Dome

The device in the dome
has four hot spots, one at the end of each of the handles/levers.

Go ahead a play with them,
taking careful note of what each of them does.

There are four sections
on the back wall. Each switch causes some of those sections to change.

Which sections does each
switch control?

What about the images
on the wall? One of them is not like the others.

There are several impressionist
paintings and… an image of the brother’s inverted V.

The object of this puzzle
is to change all four sections to the brother’s symbol.

This puzzle is solved
in a similar way to the Painted Fish puzzle.

No unique pieces? No problem.
Just lump multiple pieces together which can be treated as a single
piece.

The end switches control
the two end sections. One you have solved those two sections, make
sure you always move them together and they can always be brought
back to the solution with the end switch.

Solution:
Number the sections 1, 2, 3 and 4 and the switches A, B, C and D.
The direction doesn’t matter.
Click A until 1 is correct.
Click C until 2 is
correct.
Click D until 4 is
correct.
Click B until 3 is
correct. Don’t worry about 1&2.
Click A until 1 and
2 are correct again. Done!

Now return the same way
you came, by flipping the control panels back on in reverse order.


Tat

Tat’s puzzles cannot be
reset, so you will want to save the game before doing anything.

Tat’s room is sort of
like a mini tardis. It goes to two locations in his slip space depending
on whether you click the left or right hot spot.

If you entered Tat’s slip
space from the right button, then click the right button again to
return to the Shave. Clicking the other button takes you to the other
location.

Tat’s slip space has another
dome, but it is protected by two force fields. The object is to remove
the two force fields by solving the two puzzles and enter the dome.

The puzzles can be solved
in either order. I will start with the button to the right.


Rotational
Match

As you go along the stony
path from the room, you will see a control panel. All it does is show
you the progress of the puzzle and has a button to turn off the force
field when the puzzle is complete.

The puzzle itself can
be found at the top of the winding stair.

Note the colored cones
connected with colored caps.

Note the colored rings
connected with colored bands.

The object of the puzzle
is to match cones with caps of the same color and rings with bands
of the same color.

The bottom button causes
all pylons to rotate clockwise.

The top button causes
the two pylons on the track to the right to swap.

You can use the right
mouse button to skip the animation.

You can swap any two adjacent
pylons by swapping with the pylon across from them. For example, if
your pylons are in the order 12435, then you can swap 4-1 to get 42135,
then swap 3-4 to get 32145, then swap 3-1 to get 12345.

You might see the solution
better if you label the pylons, in their correct order, 12345 and
then write down their current order in a circle.

That should be enough
to figure it out on your own. Just be patient. Once you see on paper
what you have to do, it goes quite quickly.

Once solved, remember
to click the button on the lower control panel to turn off the force
field.

Illuminated Columns

You get here by using
the left button in Tat’s room.

You will have noticed
the six control panels in front of the columns. The set of nine dots
in the upper left of each control panel shows the current state of
the columns. The three highlighted dots are the ones controlled by
that panel.

Did you notice the seventh
control panel behind the columns?

The object of the puzzle
is to get the columns to match the patterns in the seventh control
panel, first the left, then the middle then the right. If you cannot
see the patterns and you got your game before April 22, 2010, email
the developers for an update. The original was a bit faint and the
latest is much brighter.

Each time you match a
pattern, you must press that pattern’s button on the seventh control
panel for it to register.

Once all three patterns
have been solved, the fourth button on the seventh panel will turn
off the force field.

To manipulate the six
control panels, the first two images are the clues and the three buttons
control the third image.

Did you ever see those
IQ Test questions that ask what the next pattern is in the series?

Each clue has three different
colors. They are independent.

How many pieces of each
color are turned on?

If you need it spelled
out… if there are two yellow pieces in the left and three yellow
pieces in the middle, then set the right to four yellow pieces. 2-3-4.
See the series?

Completing the series
causes the three lights to reverse, ON turns OFF and OFF turns ON.
You can see it in the nine dots on the panel.

The puzzle is fairly easy.
From the initial position, it only takes four moves to get the first
pattern, three more moves to get to the second pattern and two more
moves to get to the third.

In the initial position,
all four corners are on and the center is on. The four dots in the
center of the outside rows are all off. It looks like a 5 on a pair
of dice.

Solution: Number the control
panels from left to right 1-6.
First pattern: Use panels 1, 3, 4, 6 then click its button on the
seventh panel.
Second pattern: Use panels 1, 5, 6 then click its button on the seventh
panel.
Third Pattern: Use panels 3, 6 then click its button on the seventh
panel.
You can now click
the fourth button of the seventh panel to remove the force field.

Protected
Room

Once you solve the two
puzzles, you can enter the protected room.

There are only four hot
spots to begin with.

The object is to get all
of the silhouettes to face in the same direction.

There is only one solution.

If you have four facing
one way and one facing the other way, the one is correct and the four
are wrong.

Simply start at either
end and go down the line making sure the silhouettes are correct as
you go.

Notice the inverted V
shape to the left?

Once solved, Tat’s circle
becomes active and can be clicked on.

Vkoda

Vkoda has two significant
puzzles connected by a very simple third. You have no choice as to
which puzzle to solve next, they must be done in order.


Laser
Circuit

The lower level is turned
off, to begin with. You must solve the upper level first.

There are six control
panels up here. Fortunately, they are accurate maps of the level,
so you won’t have to draw your own.

The faint lines on the
control panels show every possible move.

Clicking on another tower
on the control panel causes a laser beam to go from your tower to
that tower.

Every tower can send one
beam and receive one beam.

The beams cannot cross
each other.

You cannot walk through
or under a beam.

Every tower can send or
receive beams from the white tower in the upper left corner.

Towers cannot send beams
to towers other than white until they receive power, either directly
or indirectly, from the white tower through the beams.

The object is to connect
all of the towers into a single circuit (each tower must send one
beam and receive one beam) and then go to the gazebo at the top which
will now be lowered and available.

You must start with the
white tower in the upper left corner. Starting anywhere else will
either cut you off from the tower’s control panel or trap you there.

If you go around the perimeter
from tower to tower, you can complete the circuit and see the lowered
gazebo, but you will trapped within the beams and unable to enter
the gazebo.

You must figure out a
path for the circuit which does not block the gazebo.

You must then figure out
how to complete that path while you are on the outside of the beams.

Starting with the white
tower in the upper left and going clockwise, number the towers one
through six. Tower six, which is right next to the gazebo, must be
the last tower you connect.

Tower six must connect
to towers four and five.

Solution: connect the
towers in this order
1 to 2
2 to 3
3 to 5
4 to 1
5 to 6
6 to 4
You can now enter
the gazebo.


Gazebo
2nd Lowering

Starting with the button
on the lower right and moving clockwise, click each button and note
what it does to the patterns on the floor.

Then click the first button
a second time.

That’s it! Wow, this was
a simple puzzle.

If you have already scrambled
the order, the object is to get all the sparkling bars lit at the
same time.


Laser
Web

Go out on the walkway
and examine the panel which of turned off at the beginning.

You will want to write
down the pattern you see on this panel, making careful note of the
colors. It may be hard to see, but two of the lines are red, one is
orange and one is purple.

Experiment with the control
panel at the gazebo. You may have to go into the gazebo and look around
to see what they do. The blue button resets everything.

The object of the puzzle
is to make the gazebo match the pattern out on the walkway.

The buttons correspond
to the columns.

Each button/column controls
a different color.

When there is more than
one beam of the same color you may have to click the button extra
times to get them in the right sequence.

Some buttons may turn
off other buttons.

Only use buttons which
do not turn off the buttons you still need to click.

The buttons which control
multiple beams are good ones to start with.

Solution:
Blue – 3 clicks
Red – 3 clicks
Yellow – 2 clicks
Green – 1 click
Purple – 1 click
Orange – 1 click
You can now go back to the dome and watch the movie.

Silo

There are three puzzles
here and they must be done. In order.

Stone Path

This puzzle is similar
to the Ball Column puzzle on the Shave.

The first stone takes
a fraction of energy from the reservoir.
Then the second stone
takes a fraction of energy from the reservoir.
Then the third stone
takes a fraction of energy from the second stone.
Then the fourth stone
takes a fraction of energy from the third stone.

The buttons represent
fractions of how much that stone is going to take.

The object is to get all
three stones to rise to the correct height to make a path.

This can be done by giving
one fourth of the energy to each of the four stones.

Giving one fourth to stone
one is easy.

The second stone must
take all the remaining energy if it is to get out to the third and
fourth stones.

Solution:
First stone – 1 of
4
Second stone –
1 of 1
Third stone –
2 of 3
Fourth stone –
1 of 2


Rising
Columns

The control panel has
two arrow buttons which raise or lower the platform.

Each platform has a companion
platform. When you raise or lower your platform, the companion must
go in the opposite direction. That is, if you rise the companion must
lower. If the companion is already at the bottom, then you cannot
rise any more.

The buttons made up of
vertical bars (which represent the columns) chose whether your companion
is the platform to your left or to your right. The one which is flashing
is the one selected.

Note that the right-most
platform is already at the top of its column which is only half the
height of all the other columns.

Note that the right-most
platform is not included in the companion buttons.

The object is to line
all of the platforms up with the right-most platform such that you
can walk freely back and forth among them.

The strategy is to line
the platforms up one at a time starting from the right and working
your way left.

You will have to scramble
the platforms to the left in order to get to the right. That is OK.

Solution: This assumes
the original starting position. If you have scrambled the platforms,
that is OK. Just follow the intention of the moves below and adjust
accordingly.
Number the platforms from left to right 1 to 6.
Platform 1 – The intent is to get Platform
5 into position and then get on to Platform 2. First, select Right-Companion
(Platform 2) and rise up until Platform 1 is level with Platform 6.
Now select Left-Companion (Platform 5) and lower until Platform 5
is in position and aligned with Platform 6. Now select Right-Companion
again and rise up until you meet Platform 2. Move over to Platform
2.
Platform 2 – The intent is to get onto Platform
3. Select Right-Companion (Platform 3) and move up (or down, if that
is how you left it) until you are lined up with it. Move over to Platform
3.
Platform 3 – The intent is to align Platform
4 and then get back onto Platform 2. Count how many moves it will
take to get Platform 4 down to Platforms 5 and 6. If you are in the
original position, you will have just enough room to get Platform
4 far enough down. If not and you don’t have enough room, make sure
you have your Left-Companion selected and move down far enough to
give yourself room to move Platform 4. Now select your Right-Companion
and move it down into position. Select Left-Companion again and align
yourself with Platform 2. Move onto Platform 2.
Platform
2
– The intent is to align Platform 3 and then get back onto
Platform 1. If you are in the original position, you will have just
enough room to get Platform 3 far enough down. If not and you don’t
have enough room, make sure you have your Left-Companion selected
and move down far enough to give yourself room to move Platform 3.
Now select your Right-Companion and move it down into position. Select
Left-Companion again and align yourself with Platform 1. Move onto
Platform 1
All six platforms
should now be aligned and you should be able to move among them.


I
mages
on the Ruins

Turn around so that the
control panel is behind you. See the geometric pattern?

Note the patterns seen
from the first five platforms. Don’t worry about colors.

Can’t see any pattern
from Platform 6? Try looking up.

The object is to get the
five images above you into the same order as the five images you saw
from the Platforms.

So do it and go back to
the room to see the movie…

The
Dock

Note the little inverted
V just before the end of the dock. Not the BIG inverted V at the very
end of the dock.

As you solve each of the
son’s slip spaces, their image appears on their ball and you can click
on it.

Clicking on all five images
creates a path from the end of the dock to the last room.

Once complete, go there
and watch your last two movies.

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