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Post by Taika of Narfell on Jul 13, 2005 22:40:45 GMT 1
I'm currently in the process of playing through this game, and since so many people think the Myst games so incredibly hard, I'll share my findings and explorations. Hopefully in a way that will be helpful to you people.
If there are things I need to clarify please let me know so I can re-word things to make this walkthrough truly useful. Please do so through PM's though so we don't get this thread all cluttered. I will not write down extensive details on the story-line, since the reading of books and getting into the background is really up to you. What I *will* do is direct you to where you can find the things you need to move on, solutions to puzzles, and the like.
So let's start with the beginning (such a nice and logical place to start hehe
Prologue You're standing in a desert-like landscape. There's a mountain and something smallish somewhat to the right of said mountain. First thing you do, however, is to turn around and go to the big sign on the fence that surrounds the land you're standing on. Check the back of it - there's a piece of cloth with a hand-sign on it. Click it and part of the 'hand' will glow.
Now, turn back towards the mountain and the smaller things to the right of it. Go there. It's a camper and there's a man sitting in a chair - talk to him. He'll introduce you to things and if you're stuck in this prologue he might drop some hints as to how you can move on, and seeing as the prologue is not the hardest part of the game his help should be enough to get you through this. You may not even need my help - but I'll write it down anyway.
As you will figure out for yourself, you need to find 'handsigns'. Pieces of cloth with a hand sign on them, ring a bell? Good, you need to activate them and when you've found all 7 it'll open the path for you to continue. It will be like this in all Ages, though after the prologue they will have an additional use. More on that later.
The First Handsign You've already found it on the back of that sign.
The Second Handsign Is easy to find. Check the back of the camper van. more of the hand will glow when you activate it.
The Third Handsign Walk past the camper van and you'll reach a cleft. Pass it and continue exploring the desert, we will return to the cleft later. As you explore the desert you may recognize a few things from Riven. One of them is a big skeleton of a sea creature. Search it. On the inside of what is possibly its jaw bone - yes, you need to walk through its skull - is the third handsign. Activate it and watch as the entire palm lights up.
4 handsigns are left. Walk back to the cleft. See the windmill? You'll need it later, play around with it now if you like, though you'll find that you can't do anything with it. Search the edges of the cleft, there's a ladder down - make good use of it. From here I will leave the fun with rope bridges, planks and ladders to you. There is no particular puzzle to them and it is only about finding your way. Should not be beyond the abilities of any Myst player.
The Fourth Handsign Find your way to the ledge one level above the bottom, on which you can see openings to two rooms. One is lit, the other is dark. In the lit room there's a letter you may find interesting, in the dark room there's a handsign on the wall to your right.
With more bridge-, plank-, and ladder-climbing fun you should make your way to the other side of the cleft and enter a room in which you'll find a good deal of interesting gadgets and thingies. Have your fun - none of them work yet. There's a passageway with some stairs down in one end of the room. Follow them and you'll find yourself in another room. Explore.
See the shaft/axle going through the ceiling? Remember the windmill outside? Pull the lever to release the break on this thing. Nothing happens - yet. With the brake released, make your way out and up - to the windmill. Activate the windmill, note that it will only work in one direction. Turn it and watch as it catches wind.
Go back down to the room you were in just before. As you enter you may notice a blue button next to the door - hit it and the door will close. Also note the interesting sign drawn on the wall next to the door - make a note of it. Find the device with buttons with symbols on them - activate it and set the symbols to match those you found on the wall. Then hit the device's activation button - sit back, watch and listen.
The Fifth Handsign You have now 'met' Yeesha. Did you see that she went and touched the wall during her speech? Go and check out that wall, and you'll find another of those handsigns. But now that you know they're called Journeys, I'll call them that from now on.
The Sixth Journey Leave the door to this room closed - you need it that way, and right now you need access from the other door. So go down the stairs and open the door there. From that ledge you should have access over a bridge (remember to jump over the hole) to a ledge from which you can reach a sort of hoist with a bucket. There's a pedal on the floor - hit it and the bucket will go down. Jump down and check the bucket at the bottom of the chasm. Activate the Journey.
The Seventh Journey Head back to the room with the many funny devices, but head for the door you left closed. On the outside of it you will find the seventh Journey. Activate it. The entire hand should be illuminated now.
Jump back to the bottom of the cleft. At the end of it you'll find a tree with a door that has a journey sign. Hit it and the door will open up for you. Enter and climb down. There's only one way to go, so keep walking until you find a book on a piedestal. This should be familiar ground to old Myst players. Open the book, check out the image in it and activate it. Even the 'warp' sound is the old familiar one from the original games.
You will end up in ...
Relto
This is not a complete Age yet - but more like a homebase for you. You now also have a book with you that links here to Relto. You'll need it.
You'll note four pillars, activate them and you'll note they each hold a book. If you want to sneak peak at the Ages feel free to enter the books - you have your Relto book with you and you can link back at any time. When you do, the Age books will no longer be in their respective pillars but will have been placed on a bookshelf inside the small hut. Go ahead and do it, you'll have to enter the books from the shelves at some point anyway.
Also inside the hut you'll find a book on the other shelf - I recommend you read it - it shows the symbols for numbers in the native writing of the D'ni that you will need throughout the game. Also it mentions the 4 Ages you will be visiting, and I recommend you visit them in the order it mentions them.
You may also note the wardrobe. You can change your clothing here at any point in time.
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Post by Taika of Narfell on Jul 13, 2005 22:41:19 GMT 1
A quick note on Journeys, Books, and the nature of this Walkthrough Before I continue I will just mention a few practical things. As I mentioned earlier the Journeys will get an additional function once you're in the Ages. They function as saving points. If you're leaving an area with no turning back don't activate the next Journey unless you're sure you won't need to go back. So once you've activated a Journey there'll be a Journey bookmark in the Age-book, and if you enter the Age by the Journey bookmark you'll end up by the last Journey you activated in that age. This will sometimes be handy and sometimes very not so. Keep it in mind.
If you want to go back to Relto check the lower left corner of your screen, holding the mousemarker there will bring up your Relto-linking book. It has the usual linking image in it.
You will not die in this game - but sometimes you might fall over a cliff, down a chasm, something that would get you killed. But you're in the written Ages, so all that happens if you fall is that you'll be making a panic-warp back to Relto, handy isn't it? Sometimes you'll have enough time and lighting to see your character put their hand on the Relto book in mid-fall. Handy way to avoid death, no?
As with the previous Myst games the landscapes of the Ages are fantastic. Take your time to enjoy and familiarize yourself with your surroundings. I'm not gonna guide you every step of the way. I more or less expect you to have noticed certain landmarks in an Age, so don't expect any specific guidance like 1st intersection go left, 2nd intersection go right. Exploration is up to you - it's part of the game. Thus when I say 'explore' here it's because you will not have use of my next directions unless you've taken a look around.
I think that was all for now.
Alright, the first Age to visit is Teledahn. It's the orange book on the shelf in Relto. Select it, open it, and do the familar clicking of image trick that we know so well. Welcome to...
The Teledahn Age
Stand in awe as you enjoy the atmosphere in this world. Peaceful isn't it? I must say I loved it - I could get used to living in such a place.
Explore.
The First Journey Walk around to the back of the hut you started in. Check its wall.
Explore.
It's quiet here and there's machinery to be started up. Here's how to do it. Go to the platform with the weird looking antenna in the middle of a circular walkway. On one side there's a yellowish device. It flashes. Recognize the symbol? From the book back in Relto? It's a number. Hit the button the corresponding amount of times.
Yes, it's 3.
Watch as this antenna like thing is activated. Didn't really help much though. I'm sure you've noticed how quickly the sun circles this world. Go the other side of the antenna and look through the telescope there. Play around with the controls - you might as well get used to it, you'll find more of its kind. Also note how it'll keep moving around once you've set it to a speed - now what could such a rotating reflector like thing be supposed to catch? Sunlight of course. Catch the sun in the center ring in the telescope and make sure it has the right speed so it'll follow the sun's path. Voila, you've powered up the Teledahn Age.
Now, to get the big axles moving (unless they already are) pull the levers above said axles where they connect to this solar power generator. If you pulled them before you activated this generator they will have started moving when you started the generator. One of them is broken - not to worry, it's not a bug, we won't need it.
Now walk to the far dead-end walkway, where there's a bucket-like thing hanging next to it, and a lever that affected nothing before you powered up the Age.
Depending on which position you left the lever in the buckets are either hanging as still as before or they're moving around, which tells you this is actually a transport system. Fiddle around with the lever, see what it does to the buckets, and get yourself transported to the other end of the line.
The Second Journey The room where the bucket dumped you inside the mountain. Check the wall between the two niches with telescopes - shouldn't be hard to find.
Find the control panel.
On the left side of the panel there's a lever and a flip switch next to a symbol that looks suspiciously like something that has some sort of circuit - it's the buckets of course. These you can play around with and you can see the results on the buckets in front of you, when you leave you might as well leave them running.
In the middle of the panel (a little to the right, to be exact) there's a hexagon-like symbol. If this doesn't remind you of the manhole in the hut you're excused - it took me some time to figure out what it might be as well. The hexagon has three marks around it, and left of it is another hexagon where those three marks are placed over it's edges - if you couldn't see that, you're still excused. It's a mite hard to figure that one out. There's a lever, a pointer, a red light, and a flip switch. Pull the lever, notice that it's slowly moving up again and the pointer to the left of it is going down. If you looked through the manhole thing back at the hut you might figure out that it's the water level down there that's just been caused to drop. Handy that. Now flip the switch to the hexagon where the three marks do not touch it - it is of course the locking mechanism of the manhole. The way should be cleared for you now.
On the right side of the control panel is probably one of the most useless things here but its a funny detail and it's that kind of thing that makes these games so enjoyable. Those three little buttons you see are light switches to the room you're in. Play around with them as you like - it won't matter.
Now to the elevator. Take a ride, it can go both up and down. If it can't, it's because you haven't released the brake on the right side of it - it's a pedal on the floor.
The Third Journey Once the elevator has taken you up, turn around, walk a short ways into the room, and look to your left. It's right there on the wall.
Explore.
On the floor to the left of the fish tank is a piece of paper. Pick it up and click the image. It will be added to your Relto book.
There are two important things to notice on the table. The instructions for the fish tank, which you will want to use, and a weird looking map with some familiar symbols (D'ni numbers)attached to small squares. Make a note of this - you will need it! Badly!
Find the secret compartment in the fish tank (one has to wonder what the point of such a thing is when the owner leaves the instructions on how to use it out in the open...). Lo and behold - a book. Go ahead and warp.
Explore and take your time to read papers, some of the things you can learn here will also make it easier to understand some of the next Ages and the papers there.
Check the room with the telescope, on the left wall there is a piece of cloth like the ones with Journeys, but this holds an image and not a hand sign. You don't need to click it and warp, you'll merely end up elsewhere in Teledahn - to get another view of the landscape. The only way to leave that smallish platform is to Link back to Relto, the view *is* nice though.
In Relto note the new brown book on the shelf. Take it and click the image and you'll find yourself where you were moments ago - the office.
Back in Teledahn. Find the linking book sitting on a bookstand of sorts - it will take you back to the office with the fish tank.
Now it's time to go all the way down. Back to where we began, namely the hut with the manhole. Go down there.
Explore.
The Fourth Journey Find your way to what looks like a prison cell, the Journey is on the wall just to the right of the entrance.
Puzzle Have a look at the lay-out of this room. Remind you of something? Check that map you copied from the fish tank office. Now take a look through the bars and note the 7 levers and corresponding markers. 4 are up and yellow, 3 are down and grey. The four that are up are those that are activated, you need to hold down the corresponding pressure plates in the room you're in. I'll leave it up to you to find out which and how. With your written down knowledge of the D'ni numbers and the symbols belonging to the pressure plates it shouldn't be too hard.
In order to move on you need only pull one lever, in case you need to go back you should remember which one. Move on. Explore.
You reach a plank 'bridge' that's been pulled up, and for some reason you can't get it down. Annoying. Use violence. You may not be able to kick and punch in this game, but you can run and jump. It's enough. Move on. Explore.
In the room with the metal pathway up along the wall, there's another one of those pieces of cloth with an image on it. You don't need it now.
The Fifth Journey Follow the pathway to the dark hallways carved in the mountain. The Journey is to your left when you reach the orange light in the floor.
Explore.
Walk onto the bridge with the telescope, play around with it, it can shoot, this is probably the most violence you'll get here. Look around and note the ladder on the cliff it's far too high for you to reach - it seems to be held up by those rocks hanging in the ropes. Time for target practice.
The Sixth Journey Backtrack till you find the place where you can reach the ledge the ladder landed on. You'll need to do a bit of jumping on those crates - might take a bit of practice. The Journey's on the cliff wall on your right.
The Seventh Journey Climb up the ladder. Enter the room. On your right is the Journey on the wall.
A door will open. Go through and take the stairs to a place you already know.
Finishing Walk back to the room with the orange light in the floor - on your right is a door with a hand sign on it. Let's call it a Journey Door. As you've activated all Journeys you can open the door and enter. Keep on going till you hear a familar voice. You can hear the speech again should you wish to by clicking the totem-like symbol. Clicking the hand-symbol will as expected move the game along. When you've listened as much as you want hit the hand sign - the totem-pole - or Bahro - will disappear. That's all you need to do here. Jump into the dark abyss... or is it open space?
You'll end up back in Relto, one of the book-holding pillars have been endowed with a familiar Bahro. You've completed the Teledahn Age.
If you check the Teledahn book on the shelf now it will have 3 linking possibilties for you. The first is a bookmark of sorts that looks like a Journey - this will send you to the last Journey you activated in the Age after completion it'll be the 7th Journey naturally. You can revisit anytime you like. The two linking images lead to the places you can see in them - you should recognize both.
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Post by Taika of Narfell on Jul 13, 2005 22:42:14 GMT 1
Next pick the green book. Welcome to
The Gahreesen Age
In the room with the weirdly shaped cupboards, be sure to check them. There's one of those linking pieces of cloth in there. This one you should use. If the place reminds you of something already - you've been very perceptive. Only way out is to link back to Relto. Note a new book on the shelf - it has an image of the place you just visited.
For now back to Gahreesen.
Find the room with the machine with a blue glowing button. Remember the sign that reminded you to retrieve you KI device? This is the place to do it. Activate the machine. You may or may not be able to see it, but a KI device is now twisted around your hand - it'll be very useful later on.
The First Journey Move into the room where the floor is split by a major crack. Jump across it, it is possible. At the other end of the room lie big chunks of rock. Climb over those and you'll find the Journey on your right hand side.
Now jump down the crevice. Find a page with symbol on. Click it - it'll be added to your Relto book. The only way out of the crevice is to link to Relto.
Find the Gahreesen book again and click the Journey like bookmark. You'll end up at the First Journey.
Explore.
The Second Journey Through a crack in a wall you can access a room with some metal pipes you can use as ladders. Take those opposite the entrance. Once on the ledge, go left. The Journey is on the wall to your right.
Explore.
On the highest floor you can reach find the crack in the outermost wall you can reach. Go in. The back wall in there is sliding by rather fast - walk against it - sooner or later you'll manage to hit the small passage there. Once you're in, turn around. You can now look back at another wall. If you keep looking long enough two openings will pass by the space you're standing in. Aim for the bigger of the two, since the small one is the passage you came from originally.
The Third Journey Is in the room you're now standing in after having had fun with moving walls/rooms.
Make sure you activate the Third Journey before you start fiddling with all the controls in this place.
Like in Teledahn we need to power up all the luxuries in this Age. Back there it was that bucket Skylift, here it's doors and elevators.
There's a control panel with 4 buttons to the right of the Journey. There's a wheel laid in the floor with a pedal on either side of it. And at the left wall there's a grate in the floor, that when stepped on raises up a column in front of you. This isn't as much of a hard puzzle as it's about being quick. Stand on the grate till the column is in its highest position. Move to the control panel, light are now flashing there, activate the left-most button. Hurry back to the column and raise it to its highest position again. When it's there run to one of the pedals by the wheel and activate it. Back to the column and raise it. Now activate the other pedal by the wheel. Back to the column and raise it. Return to the control panel and hit button #2 from the left. The wheel from the floor should now rise to connect with the rotating machinery. You can now activate the two last buttons on the control panel at your leisure.
If this doesn't work in the first attempt and the column reaches the bottom before you get back to it, no worries, you just need to start over, nothing has been ruined.
Once you've powered up the age hit the Third Journey again to save your progress.
Now that doors (at least some) will open for you, your way will be much easier. Explore.
Find your way back to the ground floor. Find the elevator (it's on the outer wall) and use it.
This is the moment where you stop to enjoy the landscape that has been revealed. Take a look around.
The Fourth Journey Walk onto the walkway leading away from the platform you're on. As you get closer to the other big structure take note of the small rock jutting up between them. The Journey is out there - you will need to jump.
Now move on to one of the walkways of the other structure. You will once again need to jump.
Explore.
The Fifth Journey This one is a bit difficult to describe the exact location of since there's no knowing by which door you entered the big rotating structure. There are six rooms you can explore. In one of them there's a round table on which you'll find a green notebook. In this room check the wall to the right of the big window.
Now find the similar room on the other side of the structure. There's another notebook of interest there, and a linking piece of cloth on one of the chairs. When you've seen what you want here use that linking cloth.
Only way out is to link to Relto.
The Sixth Journey Before you return to Gahreesen you need to take a detour to Teledahn. Remember that linking cloth we left alone when we were there? That's where you need to go now. Use the bookmark to take you to the 7th Journey, walk downstairs and find the cloth under the metal walkway.
You are now in prison in Gahreesen. Look around. The Journey is on the wall. There should also be another of those pages to add to your Relto book.
Jump down the manhole.
Explore.
The Seventh Journey Make your way to the roof of the building. The Journey is on the outside of one of the walls seperating the centre from the outside walkway.
Finishing Take a trip back to Relto and from there back to the original starting point in Gahreesen. Go to the roof of the first building again and once more jump to that rock between the big structures. Activate the Journey there again. In case you fall you can link back to this one. You'll be doing some more jumping now.
Turn away from the Journey and look over the edge. There's another rock not far from the one you're standing on. And even further down and somewhat to the right there's a path and something that looks like a Journey Door. This is no coincidence - you need to get down there. Happy jumping!
When you enter through the door you should be on familiar ground.
Congratulations, you've completed the Gahreesen Age and another Bahro have been taken to Relto.
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Post by Taika of Narfell on Jul 15, 2005 15:57:33 GMT 1
Pick the purple book next. Welcome to...
The Kadish Tolesa Age
Warning! Whenever you find a blue glowing button in this Age it will reset the puzzle that came immediately before it. This will sometimes be necessary, but mostly it will just block your way in case you need to go back. Trust me it's a hassle - I overlooked a Journey and had to start completely over through all the reset puzzles, you don't wanna do that.
The First Journey From the clearing where you start pick the left fork. When you get to the structure with a weird device on it, continue around it along the wall of tree trunks. When you can't get any further due to an uncomfortably deep hole in the ground, turn around and you should see the Journey on one of the remains of the structure along the wall.
The Second Journey Back in the clearing choose the right fork. When the path splits choose the left fork to the structure similar to the first one. On the right side of the foundation of that structure you'll find the Journey.
Puzzle 1: The Three Devices The weird devices you can look through and adjust of course have a specific pattern to them. By the first of those devices there's a book. If you haven't tried it yet, now is the time to do that. There is a gallery of what looks like stained glass windows. The one with three circles above each other holds the pattern for those funny devices. Pen and paper is a good thing here. I'm not gonna include the correct solution here, but this one is in fact fairly simple once you know what to do.
Do jot down the patterns of the other stained glass windows. But not to worry. A link to this gallery will have been added to one of the books in Relto, so even if you can't return to the book in Kadish Tolesa you can still return to the gallery.
The Third Journey The door which the first puzzle opened can be closed with a blue glowing button. This will reset the puzzle and close the door, so be sure you have the two previous Journeys. You'll find the Journey on the now closed door. This is the only place you absolutely need to reset a puzzle.
Puzzle 2: The Path of Light To this one the solution is also on a stained glass window. The one with a 'path' across it, and 5 dark or bright dots along the edge. See the 5 buttons on the railing in this room? Which ones were lit and which were dark on the window? Of course you can just experiment till you recreate something that looks like the path depicted in the window.
Still doesn't work? What has Yeesha told you about light and darkness? Why did the D'ni move underground? The darkness brought solace. Still think you should be walking ON a lit path? Try and get to the unlit centre of the room without touching the lit tiles.
Page for Relto Book On the platform with the amazing view over the trees in the mist jump over the crevice on your left side. There's a Relto page on the ground.
The Fourth Journey Walk up to the Pyramid, and go around to the right of it, there's a niche in its side. On the wall of that niche you'll find the Journey.
Puzzle 3: The Hexagon Floor First turn on the light with the button on the small balcony overlooking the floor. Take a walk around the edge of the floor without touching the tiles then hit the light button again. Lo and behold, symbols light up. This too has a solution on a stained glass window. Remember the three circles where one had been opened at the top? The 'open' one is linked with one of the familiar symbols. Follow the path of these symbols. You can step on those who have more details then the example on the window, but not on those who lack some of those details.
If you do it right the last tile you step on will become an elevator and take you down.
The Fifth Journey It's on the wall on your right a short ways after you leave the elevator.
The Sixth Journey Those levers control the 4 columns in the floor. The blue button to the right of the lever will reset the columns and counterweights - you'll need it at least once. Find the lever that raises the column furthest away from you and raise it as high as possible. Raise the next column just high enough to reach the ladder on the side of the other one. Do the same with the third column and make use of the ladders to climb to the top. Up there you'll find the Journey. Just take the hallway down.
Puzzle 4: The 'Coloured' Levers You'll emerge from the niche close to the levers - and you'll need them again. So reset them. Now this puzzle had me stumped for a long time... a very long time. In the gallery find the stained glass window with 4 different coloured levers/weights. Around them are a bunch of D'ni numbers. I hope you wrote down the numbers corresponding to each lever. Now take the levers in the right order (left to right on the window is also left to right with the levers) I'm sure you must have figured out that you can't pull the levers an amount of time equal to all those numbers. But think about it. It's all numbers from 1 to 4. How about the numbers that are missing in the row belonging to each lever?
Puzzle 5: The Control Panel It makes sense that this panel controls the door up along the path. That's not hard to tell, but what to do about it? This had me stumped for even longer than the previous puzzle, but the solution to the previous one is actually a hint to this one - once you've gotten far enough to make use of it. Remember those rotating triangular stones with symbols on? Each of them was on a pillar with a D'ni number. I hope you wrote down which symbols correspond to which number.
See how each button has 4 symbols attached to it on the console? Replace them with numbers. And then remember the previous puzzle - it was the numbers that were not represented that were important. With application of logic you can now tell which buttons should be pressed when.
I'll include the beginning of the solution just to get you started. The first button actually has the D'ni number, 1, written on it - that must mean it should be pressed first. So now that you've decided which button is number one you can delete the number 1 from the possibilities for the other buttons. Does this leave you with a button that only has one possibility left? It should, so when you've placed that one you remove its number from the possibilities of the remaining buttons - this too should leave you with another button with only one possibility.
No worries about not getting it in the first try. Once you've activated all 6 buttons they reset themselves. If it was wrong the door will remain locked and you can try again, if you got it right the buttons will still reset but the door will remain open.
The Seventh Journey It's on the back wall of the room you just unlocked. You'll have to jump onto some crates and stuff. Check the note on the floor, you won't be able to understand the note itself, but the comments scribbled around the edge should be legible.
The book will take you to the gallery, but there's really no reason for going there.
Finishing Walk back outside and look to your left at the cavern wall. The Journey Door is down there. Walk back to the Control Panel for the treasury door and you'll see a pipe/beam running from that very platform ending right above the Journey Door. The tight rope walking is up to you.
Once again as you enter the door you should be in familiar surroundings.
You've completed the Kadish Tolesa Age and have taken another Bahro.
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Post by Taika of Narfell on Aug 15, 2005 23:40:01 GMT 1
Only one book left now. Welcome to
The Eder Kemo Age
The First Journey Walk along the edge of the lava pit and look down. There's a ledge down there. Jump down there - the Journey is on the rock wall. Only way back up is through Relto.
The Second Journey and Puzzle 1: The Vents It's on a rock face high above your starting point. You need to use the vents. Leave the one below the cliff open and close all the others, then you can use the vent stream to increase your jump height.
Warning! Do not close all vents at the same time - the pressure will blow them all open, and given that one of them is on that rock pillar in the middle of the lava pit you don't want to make that trip more than once.
Furthest away from your starting point are two vents close to a relatively low wall of boulders. Using the vents again you can jump over them.
Puzzle 2: The Bugs, part one This puzzle will be split up because you cannot complete it without a lot of going back and forth between these two Ages. Under the water fall is a thing you can kick around. Get it out in the water and use it to make a bridge between the piece of land that has the book that links to Eder Gira and the one from which you can reach the cave. You'll need to be able to cross the water dry-footed later on.
Puzzle 3: Thar be Light Think it's a bit dark in the cave under the water fall? No worries, in both ends of the cave there are two cylindrical contraptions, if you press their lids they'll start up and provide lighting - very handy.
The Third Journey Use the book and link yourself to the Eder Gira Age. The lone standing rock amongst the trees has the Journey on the side.
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