НАВИГАЦИЯ ИГРЫ

Aura: Fate of the Ages Walkthrough (English)



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TABLE OF CONTENTS
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1 - Introduction
  1.1 - Copyright
  1.2 - Hints
  1.3 - Version History
2 - Walkthrough
  2.1 - Ademika
      2.1.1 - Charging the Charger
      2.1.2 - Obtaining the Navigational Map
      2.1.3 - Pentagonal Wall Device
      2.1.4 - Opening the Door
      2.1.5 - Programming the Map
  2.2 - Dragast
      2.2.1 - Bridge Puzzle
      2.2.2 - Main Hall Tile Puzzle
      2.2.3 - Cell Door Lock
      2.2.4 - Main Hall Tile Puzzle 2
      2.2.5 - Totem Puzzle
      2.2.6 - Second Bridge Puzzle
      2.2.7 - Fixing the Mill
      2.2.8 - Activating the Lift
      2.2.9 - Pillar Puzzle
  2.3 - Na-Tiexu
      2.3.1 - Tuning Forks Puzzle
      2.3.2 - Mood Figure Puzzle
      2.3.3 - Making Stardust
      2.3.4 - Drum Puzzle
      2.3.5 - Glowing Fang Puzzle
      2.3.6 - Obtaining the Bell
      2.3.7 - Obtaining the Second Tetrahedron
  2.4 - Final Area
3 - Everything Else
  3.1 - Thanks
  3.2 - Contact

===------------===
=1 - Introduction=
===------------===

Hello and welcome to this walkthrough for the PC adventure game Aura: Fate
of the Ages.

It's a fun game, if short, and a devoid of any real intelligible story (blah
blah artifacts).

This walkthrough is designed to explain how to solve the puzzles, in
addition to giving the actual answers.  This way you don't have to spoil
more of the game than necessary when you're stuck (which, of course, is the
whole point of this walkthrough).  Although only the more significant
puzzles (ok, and a few insignificant ones) are listed in the index, the
walkthrough does cover everything needed to finish the game.

You can obtain the latest version on www.gamefaqs.com

This document should be viewed in a fixed width font.  If you're not sure
how to do this, grab the program I used to make it, metapad.
liquidninja.com/metapad/
Go to options -> settings -> view, and select a fixed width font like Lucida
Console or Andale Mono.
Specifically, I wrote it in 11 point Andale Mono, and committed the word
wrap to 12 point Andale Mono at 800x600 to give it a width of 77 characters
per row.  Not that it matters.

1.1 - Copyright
===============

This walkthrough is copyright 2004 by Karzon under international copyright
law.  You may print out a copy for personal use, but may not reproduce in
any form (on websites or in magazines, etc), sell, or alter in any way.

1.2 - Hints
===========

You can use the escape key to skip FMV animations - moving up stairs and
elevators, conversations, etc.  There are a few that you'll see over and
over and probably want to skip.

Some of the areas are quite dark, and have clues that can be difficult to
see.  If possible, turn up the brightness or gamma of your monitor or video
card.  There's no setting like that in the game, unfortunately.

Many of the puzzles have the clues needed to solve them in a separate
location.  If there's something to fiddle with that doesn't make any
apparant sense, it's probably not supposed to on its own.

There aren't many NPCs, but you often have to go back and talk to them after
doing something else.

Always check your notebook!

1.3 - Version History
---------------------

1 - Complete Walkthrough
1.1 - Formatting, New email address, fixed the Dragast bridge image link.

===-----------===
=2 - Walkthrough=
===-----------===

2.1 - Ademika
=============

Go into the house and move left.  Take a look at the book, and the letter in
it.  This will add a bunch of pages to your notebook, giving you a basic
outline of most of the puzzles you have to do in this area.  Your notebook
is at the far right of your inventory, which is opened by right clicking.

Move towards the globe at the corner of the large desk.  This is basically
the solution to another puzzle we'll soon get to.  Click the light on the
left side, then the top of the globe.  Take careful notes on what happens.  
Or don't - I'll give you the solution (and the explanation of it) if you
need it when we get to that puzzle.

Move a step towards the door, and then the look at the shelf along the wall.  
Grab the charger.  Note that after you take a step away, you can no longer
look the shelf again.  Sometimes the game does this so you don't think
there's still something you're missing in a close-up area.  Nice.

Walk around to the other side of the room, to a smaller desk along the wall.  
Look at the box on the right, and open it to get three gems, three stencils,
and a generator.  Most of the game isn't this dependant on inventory
objects, but the first area is.

Look at the scale at the center of the desk you're still at.  Get the
lighter, to the left of the bowl, and the thermometer, on the right.  You
can play with the scale, but it's not necessary.

You now have everything you need to activate the machinery on the larger
table in the center of the room.  If you want to do it yourself, don't read
ahead yet.

2.1.1 - Charging the Charger
============================

Hints:
Check your notebook.  Work from left to right.  There are four parts to this
machinery, not three!

Items needed:
lighter, charger

Solution:
Go to the left of the desk, and use the lighter in the large container (next
to the globe).

Now stand in front of the machinery.  Look at the left part, and click the
dial (which looks mysteriously like the danger symbol for radiation) twice.  
Look at the right part, and place the charger in the top (you could have
done this sooner, if you wanted).  Look at the middle, and place the
thermometer on the right.  Now move the slider in the middle of the machine
to the fourth position (second from the right - not quite full on the
thermometer).  At the far right machinery, put the charger in the top of the
machine, and push down the three piston-like devices on the right of the
machine.

If you did all this correctly, the charger should light up.  Take it.
-----------------------

Time for some fresh air.  Go outside, and turn right.  Several steps ahead
of you, you should come to a large machine.  As before, if you want to mess
with it yourself, do so now.

2.1.2 - Obtaining the Navigational Map
======================================

Hints:
Check your notebook.  Pay very close attention to the globe in the house.  
There are eight different things each of which can be set to three settings.  
Some of the colors look more like blue, and others more like purple, but
they are actually the same.

Objects needed:
None.

Explanation:
There's 8 things that can be fiddled with, as shown here:

1          2
  5      6

  7      8
3          4
 (entrance)

1, 2, 3, and 4 are pedestals covered by domes which can be opened by
clicking on them.  Note that each has a symbol on the bottom that
corresponds to one of the orbiting planets on the globe in the house (I
didn't, at first).

Solution:

Let's start with 2 and 6.  2 has a Saturn-like planet on the bottom of it
(which is easier to see from a distance).  The green Saturn-like planet on
the globe in the house was normally green, and glowed blue.

Switch 2 so that the green orb is facing you.  Switch 6 so the "blue" (yes,
it looks purple) is facing outwards, towards number 2.

8 and 4 represent the large planet on the orb (blue, glows red).  Switch 4
to blue and 8 to red.

3 and 7 are the small planet (yellow, glows green).  Switch 3 to yellow and
7 to green.

1 and 5 are the medium planet (red, glows yellow).  Switch 1 to red and 5 to
yellow.

Once everything is set correctly, the machine will activate and you'll
obtain the navigational map.
-------------------------------------------

Facing away from the machine, go forward a couple of steps and turn right.  
Follow the lights across some bridges.  If you want, turn right, and you'll
see an area with a bell above it.  Go there and click on the three
cylinders.  Each makes a different symbol, and is near another symbol on the
column behind it.  Another hint.  Now continue along the path where you were
headed.

You'll come to an area with three sets of stone steps each leading to a
gazebo of sorts.  This is so simple, I didn't list it as a puzzle.  There's
also a glowing device nearby to your left, and some large machinery to your
right.  Go up the left set of steps first.  Click the red device to open the
door, and go through it.  Click the symbol (which is identical to one of
your stencils) to rotate it.  Don't rotate the device any more.

Repeat this process with the other two machines (you'll have to climb a
ladder to get to the middle one) and you'll see an of the machinery moving
around.

There's one other thing that has changed, and it's less obvious.  Click on
the glowing machine I mentioned earlier (to the left of the first
staircase).  Click the top of the device to open it, and then grab the
zodiac triangle.  If you hadn't charged the towers first, it wouldn't open
all the way.  Odd.

After you've written down anything else you find important (hint, notebook,
hint), go back into the house.

Go into the side room with the spiral staircase inside.  Look at the device
on the wall by the door you came through for another puzzle.

2.1.3 - Pentagonal Wall Device
==============================

Explanation:
You're trying to raise all five of the orbs.  Each one, when clicked, raises
a different combination of them.

Objects needed:
None

Solution:
There's many ways.  For example, just click all of them in order, starting
at the top and working clockwise.  It should raise a machine.
---------------------------------------------

And this new machine is another puzzle...

2.1.4 - Opening the Door
========================

Hint:
Use what you learned outside with the three gazebos.  As usual, the notebook
gives a useful clue.

Objects needed: Generator, stencils, gems.

Explanation:

After powering the machine, you have to put the gems in the front, and the
stencils in the slots above them (each next to a grayish "clip" along the
top brass bar running horizontally above the machine).  But how do you know
which goes where?

The gazebos, and their roofs.  After they were correctly aligned, each one
had a certain stencil displayed in it.  The left most one goes in the left
most slot, etc.  And the the color of that gazebo's roof matches on of the
gems, which goes under the stencil slot.

Solution:
Click the top of the machine and stick in the generator.

In the left slots, stick in the blue gem, and the stencil which looks like
half circle, teardrop, paisley, comma, etc.  It also has a dot in the middle
but then so do the other two.  (Why?  The left gazebo had that symbol in it
after being activated, and it had a blue roof.  This is why the usually
black ink notebook colored the roof.)

In the middle slots, stick the red gem and the stencil that has a V at the
top of it.

On the right, put the green gem, and the stencil that looks kind of like a
"J" or "T"

Now, click the bars on the left or right of the machine to activate it.  If
you've done it correctly, after the animation of it shooting at the door,
the orb on the front of the door should change from black to green.  Also,
you won't be able to activate the machine anymore, because you don't need
to.
--------------------------------------------------------

Stand in front of the door, and look down and to your right.  There's a
lever there.  Grab it.  Although you could go through the door now, there's
no reason to yet.

Go upstairs.

This room is part (and only part) of another puzzle, a big one this time.

2.1.5 - Programming the Map
===========================

Hints: This puzzle requires items and machinery both inside and outside this
room - all of the rest in this entire area, in fact!

Items needed:
Lever, navigational map, zodiac triangle.

Solution:
See the slot in the center machine on the floor?  Place the charged-up
charger in it.

Go part way down the stairs and look at the device on the wall.

There's three of these in the room you have to set.  Several of the symbols
on this correspond to the ones you saw outside in the cylinders by the bell.  
However, the order you put them in doesn't.  You'll notice when you rotate
the wheel, there's a little symbol at the bottom, which has with the shapes
on the columns outside taken out of them.

Rotate this wheel so that the symbol with the circle in it is at the bottom
(this matches the "V" shape).

Continuing around the room, rotate the next one so that the one that looks a
bit like an arrow is pointing down (it's the only one without something cut
out in the middle).

Rotate the final one so that the symbol with two rectangles cut out is at
the bottom (it looks sort of like a castle).

If done correctly, the machine in the middle of the room should move.  Go up
to it, and put the navigational map in it, between the two extensions.

We're still not done yet.  Go back outside.

Turn right and go forward once and then turn left and go forward twice.  
You'll be in an area with two machines.  Go to the right one first, and put
the lever in it (look down).  Turn it to see an animation.  Grab the lever
and take it with you to the other machine.  Put the lever in this one, and
turn it.  Put the zodiac triangle in the center of the machine, and you'll
see an animation of what happened to the navigation system upstairs.  The
symbols that appeared upstairs were above the "S" symbol, so spin the zodiac
triangle until one of the arrows is pointing at the S on it.  Write down the
zodiac signs that the three arrows of the triangle are pointing at.

Head upstairs, and look at the zodiac signs in front of the S.  Obviously,
you have to rotate the rings to display the same symbols you just wrote
down.

They are:
Pisces: Looks like )( with a horizontal line through it.
Scorpio: Looks like an M with an arrow at the end)
Cancer: Looks like a sideways "69"

The names aren't important, but if my descriptions don't make sense you can
look them up on the internet.

Each time you move one, it also moves another.  I'm not sure if the starting
positions are random are not, but here's the solution I used:

Click the right side of the top row once.  Click the right of the middle row
three times.

There should be a long animation.  Get the now active navigational map.

--------------------------------------

Go downstairs and through the large door.  Follow the tunnel to the ship
(the "Theta Shell").  Enjoy the cheesy dialogue along the way.  ;)

Put the activated navigational map in it (between two extensions like the
ones in machine upstairs).  Pull the lever on the bottom right side to start
it.

That's all for Ademika!

2.2 - Dragast
=============

Go into the nearby house, and talk to the person twice.  Notice the symbols
on the wall behind the door.  Go out, and forward until you come to the end
of the bridge.  Look down and to your left at the bridge controls.

2.2.1 - Bridge Puzzle
=====================

Hint:
Ask for help.

Objects needed:
None.

Solution:
If you mess with it, and then talk to the person in the house, he'll give
you the clue needed to do it.

Rotate all the dials to red.  Press in the greenish lever at the bottom of
the screen.

Now you have to press in the dials to make the RED shape door, starting at
the bottom.

The knobs each have a line on them, and you have to press them in the order
that would make that shape, starting at the bottom.

The answer is 2134.  This should light up one of the screens above.

Now for the other two.

Pull the lever at the bottom of the screen to unlock the dials.  Turn them
all to blue.  Press the lever again, and then press them in the order 3412.  
Another screen should light up.

Pull the lever again, and turn the dials to green.  Push the lever, and then
the knobs in the order 1324.  The last screen should light up.
------------------------------------------------------------

Now, whenever you want to travel, just press one of the screens.  The one on
the left leads to a cavern, the one in the middle is the one currently
activated, and the one on the right leads to where we want to go.  Press it,
and continue to the end of the bridge.

Turn right, and go up the stairs.  There's a door to your left and right,
but neither will currently open.  Continue along the path to the tram, and
take it to see Armagast.

As completely vague as the conversation was, it will open two doors to you,
and add several pages to your notebook.

Take the tram back, and then turn right to see a door at the end of a
bridge.  Follow and open it.  Go forward several steps, and look at the flat
surface in front of you.

2.2.2 - Main Hall Tile Puzzle
=============================

Hints:
You're trying to arrange this to look like the decoration on the wall at the
left (though it isn't necessary to look at it).  Click the middle tile to
rotate all of them, and one of the outer tiles to freeze it in place.

Objects needed:
None.

Solution:
An exact solution isn't really necessary, so here's how to do it on your
own:  Look at one of the outer tiles.  Rotate them all (click the middle
tile) until it matches with the non-moving parts of this surface.  Click it
to freeze it, and then rotate the other parts until the next tile matches up
with the non-moving parts.  Now both of them are "in synch" with each other,
so unfreeze the first tile.  Rotate them until the third tile is aligned,
then freeze it and rotate the others until the first two are also lined up.  
Unfreeze it, and rotate them until the fourth is lined up.  Freeze it, and
rotate the others until the others match.  You should now have all of the
outer pieces in their correct positions, but the inner one might not be.  If
so, click the first piece to freeze it, rotate the pieces once, click the
second piece to freeze it instead, rotate them once, and so on around the
board until all five are aligned.

Actual solution (assuming the pieces don't start in random locations):

I'll name the pieces like this:
1   2
  5
3   4

Click them in this order:
151535535545415253545

This should show you an animation of a switch moving.
-----------------------------------------------------

Move to the room, and flip the switch next to the statue.  It'll give you an
access to an underground passage.  Go down it, and follow it to the end.  
You'll be given a new task.

2.2.3 - Cell Door Lock
======================

Hints:
You're trying to swap the position of the circular and triangular pieces.  
Easy.

Objects Needed:
None

Solution:
As with the last puzzle, it's easier to just mess around until you solve it
than it is to explain it.  But this wouldn't be much of a walkthrough unless
I explained it for any who become stuck.

I'll write this with abbreviations.

R = Right
M = Middle
L = Left
U = Up/upper
D = Down/bottom
C = Circle piece
T = Triangular Piece

If I say RCR, I mean to move currently rightmost circular piece right one
space.

RCD, LTL, RTR, MTR, RCR, RCR, MCR, MCD, MCR, LCR, LCR, LCD, LTL, LTL, LTL,
LTL, MCL, TCL, TCL, RCL, RCL, TCL, MTL, MTL, MTL, RCR, RCR, MCR, MCR, LCR,
LCR, MTL, MTL, MTL, LCL, LCL, MCD, MCL, RCL, RCD, RTL, RTL, RTL, RTL, RCR,
RCR, RCR, MCR, MCR, MCR, LCR, LCR, LCR, RTL, MTR, LTR.

That might be a step or two off, but once you get the basic idea you should
be able to do it.

When they're in position, press the yellow button at the top middle to open
the lock.
-------------------------------------------------------

You'll have access to a new puzzle in the main hall now.

2.2.4 - Main Hall Tile Puzzle 2
===============================

Hints:
This is exactly like the last one.  Read about it if you need help.

Objects Required:
Still none.

Solution:
15153553554515253545

The switch will move again.
--------------------------------------------

As before, go to the switch and flip it.  Nothing terribly interesting will
happen, so flip it a second time.  The statue will tilt back.  Climb up it
to a new area.

Another dark area.  Move forward a bit and up a ladder.  Now look down and
you can see a lit area.  Go forward into it.

There's two things of interest here, not counting the exits.  At the table
to the left, move the book and grab the puzzle pieces underneath.  On the
right, take the mirror.

If you wanted, you could climb the ladder at the end of the room and drive
yourself crazy with the puzzle.  However, you're not supposed to be able to
solve it yet.  

Exit this entire building, go down the stairs, and move the bridge to the
center position.  Enter the guy's house, and hand him the puzzle pieces.  
You'll get a new page in your notebook.  Now, backtrack all the way back to
the area we were just at. (Bridge in the right position, up the stairs, turn
left, enter the building, climb the statue.)  Go up the ladder at the end of
the room.

2.2.5 - Totem Puzzle
====================

Hint:
Work backwards

Objects required:
Mirror

Solution:
Move to the right of the totem, and look to your left.  There's an empty
spot where you should put the mirror.  Now move up to the totem.  There's
five spinning portions (you can't see all five at once - you can look up or
down), which you must match to the symbols in your notebook... in the
mirror.  It's the reflection you have to match.

If you're having trouble doing that (they're harder to see in the mirror),
spin the totem so the correct symbols are on the FRONT of it, and then
rotate each part three times so they'll end up on the back.  As usual, if
done correctly you'll see an animation.

The exact sequence is as follows:
Rotate the top section three times.
Rotate the second section twice.
Rotate the bottom section four times.

This should... umm, do something impressive yet unexplainable, and move that
switch in the main hall yet again.
---------------------------------------

Go back to the main hall and flip the switch twice more.  How very multi-
purpose that switch and statue are.  Continue through the gate, note the
symbols on the wall (as usual, most of them weren't even visible for me
unless I had my video card's gamma setting way up), and go up the ladder.

Check the machine to the right for a really crazy puzzle.

2.2.6 - Second Bridge Puzzle
============================

Hint: The symbols on the wall on the way up.  Make them from pairs.

Objects needed: None

Solution:

This puzzle nearly made me tear my hair out - figuratively, anyway.  Solving
it is easy enough, understanding it is not!

You'll notice that there're spinners on it in a column.  And if you turn the
wheel up top, it'll show you another column.  There's four columns
altogether, each with four spinners, each with four symbols.  Each and every
single one of those symbols makes a pair (represented on the wall on the way
up) when combined with one of the other symbols, and not necessarily on the
column you're currently looking at - you have to treat it as one continuous
picture.  In other words, each of those 64 symbols is really only half a
symbol, with a pair that makes one of the four pictures on the wall.  Yikes.

Here's a diagram:
A E I M
B F J N
C G K O
D H L P

Each of the letters represents one of the spinners.  In this example, A, B,
C, and D are the ones visible when you first start the puzzle.  They're
distinguishable because A (the top spinner) cannot be rotated.  There's no
real beginning or end to the puzzle - left and right are merely subjective.  
Same with up and down, but I'll get to that in a minute.

Now for how the symbols are paired.  The symbol on the bottom of A is paired
with the top of B to make a symbol.  The bottom of B pairs with the top of
C.  The bottom of C pairs with the top of D.  So what does the bottom of D
pair with?  The top of A!  Yes, the top and bottom of this puzzle are
considered to be contiguous.  Top of E pairs with the bottom of H, the top
of I pairs with the bottom of L, and the top of M pairs with the bottom of
P.

And the left and right of the spinners also pair with their neighbors.  The
left of A pairs with the right of M, the right of A pairs with the left of
E, the right of E pairs with the left of I, and so on.

Understand?  It's hard to put the actual solution into words, so I made a
picture.  Yeah, there's an error (which I pointed out), it's only three of
the columns, and it's my very first time using Photoshop, but it does get
the point across better than words can. You should be able to solve the rest
on your own.  See here:

img13.exs.cx/my.php?loc=img13&image=drugastb..

(I know it should say Dragast - but I don't want to upload it again.)  

That's about all the help I can stand to give.  Maybe someone else will make
a more complete image or a click-for-click tutorial.  I don't want to ever
look at or talk about the puzzle again, sorry.

If done correctly (as opposed to When :P), the platforms will raise, making
a bridge.
---------------------------------

Go forward and grab the tetrahedron.  Now go outside, down the stairs, and
move the bridge to the left position.  Go into the cavern.

(NOTE:  If you want an extra conversation, go left at the branch, follow the
path down to the bottom of the tunnel, and knock on the door.  For some
reason it's not available if you do something else first.  Come back up when
you're done.)

Go forward to the end of the path, through a door, and up a ladder.  You'll
come to a large machine.

2.2.6 - Powering the elevator
=============================

Hints:
It's pictured in the notebook.

Objects required:
None.

Solution:
Go to the right side, and turn the dial.  Steam should come out of the
machine.

Go to the front left of the machine, and pull the handle on the floor.  The
outside will spin, and more steam will be released.

Click the top of the machine, and spin that too.

Go back to right side, and turn the knob once more.  Nothing will appear to
happen, but it's important.  (The way I interpret this, the previous step
was locking the machine, so that the steam can actually build up and power
it, instead of being released.)

Now go to the left of the machine, and flip the metal switch.  It'll rotate
and point towards the elevator (there's another position for it, but the
elevator won't work that way).  

-------------------------------------

Now go back down the ladder, and into the elevator at the side of the room.  
Pull the handle to come down to a small area.

This is sort of a puzzle, but too simple for me to list in the table of
contents. So there's your spoiler warning.

Look to your right, and you'll see two knobs.  Go up to each and turn them
once (they'll move clockwise).  Now go to the center generator-like machine,
and press the lever turn it on and activate a waterwheel.  You just powered
the mill that's visible below you.  You're done in here.  Exit via the
elevator and the room it was in.

This time, go forward and take the branch currently to your right.

Keep going, past the large machine.  We'll get to that later, but you can
take the lift up and look if you want.  Continue down the tunnel, ignoring
the side room with the blacksmith in it for now.  You'll come to the lower
part of the room with the generator and waterwheel.  Go towards the mill.  
Look down and to your left and move the handle.  (If you're able to spin the
devices, you're too close.  If nothing happens when you move it, you haven't
powered the generator yet.)  You should get a conversation and a new task.

Go part way up the tunnel, turn right, and give the blacksmith the broken
battery in the room.  Go to the shelves at the opposite end and grab a new
one.

Back down the tunnel, place the battery in one of the receptacles at the
leftmost of the three devices.

2.2.7 - Fixing the Mill
=======================

Hint:
This is where the spinning drums near the door come into play.

Objects needed:
None, as long as you've powered the machinery and put a new battery in.

Solution:
I'd swear they made those drums/cans near the door rotatable just so you'd
mess with them and think you were supposed to do something with them.  
They're important, but you don't need to turn them.  If you did, change all
of the movable ones back so that there's no red on them.  There are three
that can't be turned.

This puzzle is random, so I can't give an exact solution.  So here's how it
works.

You'll need to align the bottom of the three devices so that when you pull
the handle (the one you pulled earlier) and the top moves down, the
batteries will fit into the empty slots.  

But wait!  There's more!  Regardless of what positions you have the
batteries in, they'll each rotate several times.  See those drums/cans
near the door?  Check them.  The one at the top left represents the left
machine, the one in the middle represents the middle machine, and the one at
the bottom right represents the right machine.

Now, how red these are represents how many times the corresponding machine
will turn when you flip the switch.  If it's one quarter red, it'll do a one
quarter turn.  Use this to plan where you need to have the battery rotated
to before you flip the switch.  Note that it's random and changes every time
you flip the switch.

However, it doesn't randomize after loading your game, so you can do it by
trial and error like that if you really have trouble.

You'll see an animation of the machine upstairs moving.  Go back up the
tunnel, and stand in front of it.  Pull the lever on the lift by your feet
to go up.  Click on the center of it a couple of times to open the large
door outside.

Go outside, take the bridge to the right section, go upstairs, and follow
the path back to the tram (ignore the opened door for now).  Use the
tetrahedron on Armagast, and you'll be given a new task: Activating the
lift.  I'm using his terminology and calling it that, since we already
activated an elevator.  ;)

2.2.8 - Activating the Lift
===========================

Hints:
There's two machines.  One gives the "key" to the other.

Objects required:
None, but you can't get into this room until you have the tetrahedron.

Solution:
I found this to be another easy puzzle that still gave me a great sense of
accomplishing something.  Go to the machine between Armagast and the door.

There's sixteen different sliders, and a button in the middle.  Each of the
sliders extends a different rod into the middle of the puzzle.  You're
trying to find the matches.

Play with the sliders all you want, but with the current setting, you can't
match all of the symbols on the center screen.  Press the button in the
middle, and it'll show some new ones.  They still don't match up with the
rods you can extend, so press it a second time.  Ah.  Now play with the
levers and find the matches.  Write down which switches are flipped, and go
to the machine next to the lift.  Set the switches to the corresponding
places.

The left one should be in the 4th slot, the second in the second, the third
in the third, and the fourth in the third, like this:

- - - -
- X - -
- - X X
X - - -

This should power the lift.

---------------------------------------------

Hop on and you'll ride it up.  So what is there to do here?  Nothing.  I was
stuck and actually had to ask for help.  ;)  Turn back towards the lift, and
click the TOP of it.  Instead of going down, you'll ride up another floor.

Place the tetrahedron in the receptacle, and it'll lower the pillars
blocking your entry into the room below.  Go there now.

So now what can you do in here?  Why, you STILL can't do anything.  Hahah.  
Go back down and whine at Armagast for help, then return.

2.2.9 - Pillar Puzzle
=====================

Hints:
You'll now have a notebook page to help you, and should be able to do it.

Objects Required:
None

Explanation:

The outer ring represents the top level of the pillars.  The center of each
section in the notebook page shows which symbol on the pillar should face
OUTWARD.  Each symbol is unique, so it shouldn't be too hard.

Actual solution:

This assumes you haven't messed with the pillars yet.  I'm NOT going to try
to describe all the symbols and where they go.  ("You know, the squiggly
one.  Next to that other squiggly one.  With the pointy thing.")

Looking at the pillar opposite you, rotate the top once and the middle
twice.

Look to the right at the next one.  Rotate the top once, the middle once,
and the bottom twice.

Look to the right again at the last one.  Rotate the middle twice and the
bottom twice.  The retracted pillars should move and have an electrical
spasm when you've done this correctly.

-------------------------------------

Go upstairs and grab the new and improved tetrahedron.  With a sphere
inside.  At no extra cost.

Go outside, take the tram, and enter the large nearby door that you opened
earlier.  Interesting, the door itself became the floor.  Click the lever to
ride it down.

Go forward a few times, down a ladder, and the forward again.  Look up, and
click the "sphere within the tetrahedron" on the machine, followed by the
rings.

I've combined a lot of objects in adventure games, but this is just weird.  
Now you've got a sphere inside a tetrahedron inside a bunch of gyroscopic-
like concentric rings.  Is this really supposed to make sense?  Oh, that's
right.  They're magic.

You're officially done in Dragast.  Go up the elevator, down the stairs,
ride the bridge to the center position, and go back to the ship.  Pull the
lever, and off you go.

2.3 - Na-Tiexu
==============

You're now in Na-Tiexu.  (Gesundheit!)  This is the last true area, but it
is quite varied.  Go through the door, and you're already at a puzzle.

2.3.1 - Tuning Forks Puzzle
===========================

Hint: When you first enter the room, turn left, take a step towards the
mirror, and look down for an addition to your notebook which helps
immensely.

Solution:
Due to some freak accident, on my first time through the game, I solved this
without even realizing it was a puzzle - I just happened to stick all the
forks in the right places.  Alas, I cannot tell you how to do the same.

This is another puzzle I'll have to explain how to do, and let you finish
it.

There's four mirrors around the outside, each with a corresponding machine
on the table.  How do you know which goes with which?  Touch the orb above a
machine, and it'll make a noise.  Find the mirror that makes the same one.  
Now, look underneath the mirror and you'll find four pipes and a "wave"
shape.  Write them down.  For example:

__/Ї

||||
| ||
| |
|

(The smaller pipes represent a higher pitched sound, as pictured in the
notebook.  Ie, the second from the left is the highest pitch, while the far
left is the lowest pitch.  Each pipe represents a tuning fork as shown
below.)

Now, if you look at the corresponding machine on the table, you'll see it
also has a wave a wave on it - starting at the top (where it really isn't
visible at all) and moving clockwise until it is thickest at the left.  This
wave corresponds to the one on the mirror, and the pitch of each tuning
fork.

Now, each tuning fork makes a different sound.  When you pick it up, you can
strike it up a tube at the whichever edge of the screen is closest to the
middle of the table.  The forks are color coded, so you can't put them in
the wrong machine.

You're trying to place them in the order mentioned at the bottom of the
mirror above.  For this example, the lowest tone fork would go in the top
slot (represented by the longest pipe in the above diagram, and put where
the wave is smallest on both the mirror and the machine), the highest
pitched tuning fork would go in the right slot (the next smallest portion of
the wave), the second to lowest pitched tuning fork would go in the bottom
slot, and the second highest pitched tuning fork would go in the left slot
of the machine.  Of course, some of the forks are already placed and cannot
be moved, to make it easier.  Since every machine uses the same pitched
tuning forks, it makes it a lot easier to figure it out.

Note that one of the machines is trying to trick you: If you look at the
mirror, you'll notice that the wave goes from right to left.  In that
instance, the fork represented from the far right pipe on the mirror would
go in the top slot of the machine, the second from the right in the right
slot, the third from the right in the bottom slot, and the far left in the
left slot.  Reverse order of the above.

If you're tone deaf, you'll have to ask someone else to help you with it.

After you've got them all in place, press the button at the center of the
table, between the machines.  If done correctly, there will be an animation
of the mirrors lighting up and displaying different scenes.  If not, move
them around, and try again.  The two trickiest ones are the machine with the
reverse wave on the corresponding mirror, and the one that has you place
three tuning forks instead of just two.

--------------------------------------------------------

So what do you do now?  Well, there's a button at the bottom of each tuning
fork machine.  This will cause a light above one of the mirrors.  Now, the
door on the other end of the room will lead to the place pictured on the lit
mirror.

For now, activate the far left mirror, and step through the door.

You'll be in an icy area.  Keep going forward, up the ladder to the
building.  Inside, talk to the astrologer to your left (you have to move to
the other side of his desk first).  You'll be given another goofy task, this
time of getting the grain of life.  I'm pretty sure the conversation is
necessary to do so, since it's mentioned before you get the grain.  Leave
the area, and enter the second area.

This is the spirit world.  It's the only one given a clear name, too.  Go
forward four times to an intersection, take the furthest right, and then
look down and left to see a leaf.  Pick it up.  It's another easily missed
item, and rather silly that the area you need it in has plenty of leaves,
none of which you can pick up.

Now, turn left a bit, and move forward several times (this path is opposite
and slightly right of your starting location in the world, if you got mixed
up).  Go up the ladder and talk to the person on your left.  New task:
Gather mood figures.

Go down the ladder, and look at the Easter Island type statue on the right.  
Grab the smaller figure that it is holding.  (You couldn't do this until you
were told to.)

Continue out of this enclosed area, and you'll run into the second.  Grab
it, and continue along the path you were facing before you turned towards
the statue.  Follow it to another statue, and grab the figure. This area has
several pedestals, a pool, and an even larger statue (without a mood
figure).  Remember it.  Turn around, and continue out.  On your left is the
entrance to the spirit world, which has another figure nearby.  Facing the
main intersection again, go left and get the figure.  Continue through a
hole in the stone wall, and get another figure to your left.  There's a cave
here - don't go inside yet, but remember it.  There's a large sloping path
that leads up to the final figure.  After getting them all, go back to the
old woman, and talk to her again.  Get the grail behind her.

Remember the area with the stone pedestals and the pool?  It's to your left
as you leave.  Go to the end of the area and put the grail in the large
deity statue's hands.  Look in the pool.

2.3.2 - Mood Figure Puzzle
==========================

Hints:
Look down.

Objects required:
The seven mood figures, of course.

Solution:
See the vine that starts near the guardian deity (by the tree)?  Follow it.  
It leads to the pedestals, one after another.  You have to the mood figures
on them, following the vine, and in the order mentioned in the pool.  You
can check the pool again whenever you need to.  It's easier to just look at
it again than try to understand a description of which figure is which, so
I'll leave to you.

Note that a couple of figures are somewhat similar:  There's one with an
open mouth that's round, another is wider.  And the two with relatively
neutral faces have very different eyebrows.

After they're all placed, there will be an animation of the spirit entering
the grail.

--------------------------------------

Get the spirit filled grail, and continue back to the old woman.  She'll
tell you to see her assistant.  Turn away from her, and follow the path.  
You'll have to turn right and go up another little ladder in other to get
close enough to talk to her.  After the conversation, get the flower manna
from the bottom shelf, and go to the cave I mentioned earlier (from the
entrance to the spirit world, go left).

Inside, place the flower manna on the center of the ground, on a flat stone.  
Now look up and click the roots.  Hmmm.

Go back to the assistant and talk to her again.

She forgot?  I think she's
been breathing too much poisonous smoke herself.  Get the jar of poisonous
smoke from the top shelf, and continue back to the cave.  Place it next to
the flower manna pot, and then click it to uncork it.  Go outside, and up
the slope to the area *above* the cave.  Click on the sapling to shake it.  
Back in the cave, grab the grain of life.  It's on the ground to your left,
near two rocks.

We're done in the spirit world.

Go back to the astrologer (first machine).  Show him the grain of life.

It's time for some fascinatingly wacky machinery again.  Look to your left,
and get the two dragon statues from the table.  Now go to the shelf next to
the "door" on the far end of the room (you'll never get to open it, but it's
there).  Get the "pot with plants" and a new notebook page from the bottom
shelf, and a vial with liquid from the top right.  Go to the machine next to
the astrologer.

There's two vials in place, so put the third where it's missing (top right).  
Put the pot with plants on the bottom of the contraption, and the grain of
life in the middle.  Click the vials to make them pour over it.  Get the
grain of life without the shell.  Go to the other machine, which looks like
a tub filled with stained glass.

Put the dragon statues in the missing slots, and the grain of life in the
bottom middle of the device.

Show the astrologer your new charged grain of life.  Go upstairs.

2.3.3 - Making Stardust
=======================

Hints:
The machine on the wall and the notebook page are both important.  Three of
the orbs only go in fixed slots.

Objects needed:
Charged grain of life.

Solution:
Check out the machine the wall, then go outside through the door.

Look at the machine.  Place the grain of life in the yellow receptacle at
the top of it.

Find the three orbs that only go in fixed slots.  The top left orb only goes
in the top slot, the bottom left orb only goes in the bottom left slot, and
the top right orb only goes in the top left slot.

Now, the notebook and wall machine tell you what you need to know to figure
out the rest - if you understand it.

Now, the orb you put in the top slot (which has two triangles and a line on
it) was paired with another one in the notebook.  The other one was divided
into three sections, kind of like (-| ) and they're all filled in.  There
was another symbol on that line of the notebook, which looked like a
barbell.  When you pressed the corresponding button on the wall machine, the
arrow moved one space and then back.  This means that the two orbs pictured
on that line - the triangles one and the (-| ) one need to be one space away
from each other.  The top left slot is already full, so put the (-| ) orb
(second from the top, on the right) in the top right slot.

Next pair: The orb in the bottom left slot matches with one like this ((-))
and the triangle symbol.  The triangle symbol moved the arrow three spaces,
so put the ((-)) orb (second from the top, on the left) three spaces from
the bottom left.  There's only one possible location that it'll fit, as the
other one is already full: The slot on the right.

Next pair.  The orb at top left matches with the * symbol, and the other orb
that looks like (-| ) with the sections unfilled.  The * symbol on the wall
machine moved the arrow four spaces, so place the (-| ) orb (second from the
bottom, on the right) four spaces away from the top left slot.  Rather, in
the bottom left slot.

There's two orbs left, and it's impossible to tell which is which.  But
there's only two possibilities, so you can do it by trial and error.  The
remaining orb on the left goes in the left slot, and the remaining orb on
the right goes in the bottom slot.  Press the button in the middle of the
machine.  If everything's placed correctly, you'll get a long animation and
the yellow receptacle will reappear at the top of the machine.  Grab it -
it's now full of stardust.

---------------------------------------------------------

Now that you've turned the grain of life into stardust, shouldn't you be
able to make Wonderbread out of it?  I guess not.

You're done in this area, so leave.  Set the machine to the fourth setting
and go through the door.

You'll be in a strange outdoor area apparently known as the magical world.  
Go forward, and you'll be at a three way intersection.  (If you go right,
you'll be stabbed to death by obnoxious wannabe amazons.  You won't have to
reload your game or anything, so if you want see this, feel free.)  Go left,
and follow the path to another intersection.  You'll have the option to go
left into a cave.  Follow it to the end, and then look to your left.  Take
the stick on the ground.

Go back out of the cave, and to your left.  You'll see a pillar of stones.  
Use the stick on them.  Go back into the cave, and you'll be able to go
further into it.  Use the leaf on the waterfall.  Go out again, and to your
left again.  There's another passage over here - instead of going to the
left to the pillar, go right to a thorny bush.  Use the water on it.  Climb
up, and move the contraption to make a sort of portable dam.  Go back into
the cave yet again, and you'll be able to pass where the water was since you
blocked the flow.  Go forward a bit.

If you try to go further or ring the gong, the women will get you again.

This is a very neat mini-puzzle.  No, the drums aren't important yet.

So what do you do?  Grab the four teleportation crystals from the bottom of
the pedestal in front of you.  Place them in the "hands" at the four corners
of the area.  Now the device is active, and will create a teleportation
field when you click the button at the top of the pedestal.  So, ring the
gong and they'll run towards you.  While they're doing that, click the
device to teleport them to who knows where.

Hee hee.

Now the drums are important.

2.3.4 - Drum Puzzle
===================

Hints:
You have to get rid of the spearwomen first (see above), and check the area
they were guarding.  Colors are important.

Objects required:
None.

Explanation:
See the crystal in the area the spearwomen were guarding?  It has four
different sides, each with a different colored stone underneath (these
represent the drums by the teleporter).  They each have four circles that
can be clicked, making a specific noise.  Thankfully they all make the SAME
noise.

Go to the drums and click each one.  Some of them make that same noise as
the crystal.  Write down the position of the ones that do, and their color.

Now go to the crystal and switch on the circles which represent the drums
which make the same noise.

Solution:
If you made a chart of which drums made the same noise as the crystal, it
would look like this (O being the correct noise, X being a different noise):

x o o x
x o x o
o x x x
o x x x
B G Y R
l r e e
u e l d
e e l
  n o
    w

So, go to the part of the crystal that has the blue stone underneath it, and
switch on (so that there's a symbol visible in them) the bottom two circles.  
Go to the green section and press the top two.  Go to the yellow section and
press the top one.  Go to the red section and press the second from the top.

When done correctly, you'll get the symbol of the magical world.

Ok, so it's really a crystal puzzle, but it made more sense to list it this
way so people who were stuck near the drums could find this spot in the
index.

----------------------------------------------

Leave.  There's the other side of the crystal meadow leads right to the
beginning of this entire area.  Set the machine to the forth setting, and
enter the door.

You'll be in an underground cavern.  Take a left into a room.  On the left
side, get the magical pyramid from the table (looks like an obelisk, not a
pyramid).  On the right side, there's a bowl with a yellow glowing fang you
should also take.

Go out of the room the way you came, and continue left down the path.  Along
the path, the glowing fangs are being used as lamps.  Take them as you
follow it.  First pink, then green, then red, and finally blue.  At the end,
you'll find a puzzle.

2.3.5 - Glowing Fang Puzzle
===========================

Hints: Check this entire underground area very carefully.

Objects Required:
Five fantastic phosphorescent fangs

Solution:

The solution to this is in the room where you obtained the yellow fang and
magical pyramid.  Still stuck?

There's a paining next to the door that you can't open yet.  It shows five
colors, which match where you have to place the fangs.

In clockwise order, starting at the top right, pink, green, red, blue, and
yellow.

This will trigger some flower manna into the nearby cave.

---------------------------------------------------------

Enter the cave, go down and to the left, and get the teddy bear.  Go back
into the room near the start of this area, and put it in the basket with a
pillow (on the left, past the table).  Leave the room and come back for a
conversation.  Umm.. no one cares that their parents are dead, they just
care about the bird.  The kids and the Umang are all insane.  Go through the
door and follow the path, going left when it branches.

Talk to the kids.

2.3.6 - Obtaining the Bell
==========================

Hints:
Everything you need is in this area.  You can access an item from more than
one place.

Objects required:
Magical pyramid, and others you'll get during the puzzle

Solution:
Well, it's actually possible to get the bell now, if you use an item on it
(it's a bug).  But this is a puzzle based adventure game, so I assume you
want to do puzzles.

Exit this outdoor area, and continue straight along the path.  Look at the
blue crystals to the left, and place the mystical pyramid in next to them
(at the bottom of the closeup screen).  Grab a crystal, and take the
mystical pyramid with you too.

Go to the top of the green sludge river, and use the pyramid as a dam to
stop the flow into the lower section.  This will allow you to cross.  
Continue down into a small enclosure, where there's a another blue crystal
structure near some weird circular plants.  Put your blue crystal in it, and
then grab a magical branch underneath it.  Go back out of this small.  Look
at the top section of the river, and then move along the river towards the
area where you put the pyramid.  Take it again.  This will lower the river,
so you can reach a stone slab in the top section of the river on this side
of it (where there's more blue crystals and purple tentacles above).  Put
the magical flower in it, and then replace the pyramid again.  Remove it yet
again, and then grab the magic dust where you put the magical branch.  Put
the pyramid in one last time, and cross the river to the other side.

Go back to where the kids are, and use the magic dust on the patch of
flowers.

Uhh... that sounds like the flowers are singing, not the bird.  Whatever
works.

Get the bell at the end of this area, and leave.

------------------------------------------------

Back in the tuning fork room, you'll notice that the orbs above all four
mirrors are glowing.  This is because you have all four artifacts: The grail
with spirit, the symbol of the magical world, the bell, and the stardust.  
Go through the door once more, and it'll take you to a new area this time.

2.3.7 - Obtaining the Second Tetrahedron
========================================

Hint:
Think symbolism.

Objects required:
Grail with spirit, bell, symbol of the magical world, stardust.  Of course,
you couldn't even get here without them.

Solution:
Look at the pictures around the outside of the room.  Each one is opposite a
basket for you to place one of the four artifacts.  They're pictures of a
tree in different states.  What does that make you think of?

Seasons.  One of the pictures is of a tree with no leaves on it at all -
winter.  Which was the winter world?  The snowy world with the astronomer.  
You got the stardust there, so put it in that picture's basket.

Working clockwise around the room:

Spring: The world with the kids (youth, new life, etc).  Place the bell in
that basket.

Summer: The spirit world.  It was the spitting image of summer.  Place the
grail with spirit in that basket.

Fall/Autumn: The magical world.  There were a lot of sagging plants without
leaves, or losing leaves, but it wasn't really cold yet.  Place the symbol
of the magical world in the last basket.

When done correctly, the tetrahedron should appear.

---------------------------------------------------

You have to move to the end of the room opposite your starting location to
grab it.  Place the rings within the receptacle that appeared.  Now turn
around and leave.  Go through the other door to your ship and pull the
lever.

2.4 - Final Area
================

Ok, this is too small to be considered much of anything, but I couldn't put
it under the Na-Tiexu part of the walkthrough either.

Go forward, and look at the device to the left.  Click on it twice.  Go
across the bridge.

Enjoy the ending.  It's as irrelevant as the rest of the story, but it does
have a nice plot twist relating to a character and one of the items in your
inventory.
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