You can examine the window numerous times and spot the intruder inside pacing around the room. There's no way to break open the door and burst inside the room. Instead, you must find an alternate route inside the dome.
Here you can learn many concepts you will need to know later on in the game. For example, when you electrocute a pitcher plant, it releases whatever was inside it. Another thing you must learn is how the three different kinds of weights relate to one another. Metal is four times heavier than crystal, and crystal is four times heavier than wood. Also you need to grab the journal in the hammock.
The elevator isn't rotating correctly. Thus, when it reaches the upper floor of the dome, it's turned the wrong way, and you aren't able to exit onto the upper floor. You must find some sort of elevator controls to make sure the elevator operates properly. Try looking underneath the elevator. Send the elevator to the upper floor, without you on for the ride. Then explore the elevator shaft with the elevator out of the way. The mechanisms should look familiar if you've read the journal you found in this room.
Examine the telescopes carefully and take note of the main landmark each telescope can focus in on. Practice adjusting the telescope controls; notice how the controls alter the viewpoint of each telescope. The small spheres around the telescope image are extremely important--particularly the positions! Since you can't take them with you, this is definitely something you should jot down in your notes.
These are used for reflecting light. First, you need to find a light source.
This can be found on the seashore. Once you've got some light to reflect, try and aim it somewhere. The important thing to take note of is the order of the reflectors the light travels through on the way to its destination.
You have to get the big barrel out of the way. There are some controls nearby that allow you to raise and lower the platform you're on. The ladder leading to them is very well hidden at the far edge of the rock outcrop here. Try playing around with them to open the path further.
There's no bridge to the door, so you must make one yourself. At the very bottom of the island, by the lagoon, you will find three plants. One is the home of a squee, a small rodent-like creature, the second forms a small bridge over a stream, and the third is a plant with red spores all over, the same as those underneath the bird-tusk door. Try playing around with the three plants here to see what reacts to what and how. Apply this lesson to the spores under the door of the tusk.
This is a lens plant, it can focus sunlight into an intense beam of heat. The sun for this plant is being blocked by a shade plant right behind you. See if you can find a way to make it retract its leaves.
This is an electra ray. You need to move him somewhere else in the age using the siphon plants scattered around the place.
You need to destroy the bridge to get to the next area. Look to your right to see something you may have overlooked. Try playing around with this device to see what it does. Remember that squees are easily startled, and that berries can be rolled around.
Remember the lesson in the room at the bottom of J'nanin? How did you get that pitcher plant to open? What is there in this age that generates electricity?
The paths in the swamp are very well hidden. There is a path going behind each of the two lotus plants, one to a reflecting orchid, and another to a shade plant. You must find a way to get the flock of butterflies from one lotus to the other. Try playing with sunlight, and try playing with the spore puffers found on the ground behind one of the lotus plants.
Because there's no power flowing to them. The first door you see in this age is the last one to open. There's another door just like it later in the age that runs on hydroelectric power. You must first connect the drive shaft to the generator above it, and then you must find a way to start the turbine spinning.
If you zoom in on the viewing window, you'll see three rows of contact points. Make all of them line up on all five sides of the generator. Once you get it right, the window will close and the generator will power up the rest of the age.
In the lava room, first you must drain the lava so you can enter. Inside, raise the platform up to the very top of the room to reach the fan switch.
Once the fan is on, drain the lava again and leave, but remember to fill the room with lava once you're out.
First, you must turn the steam on. Once that's done, you can use these four valves to adjust the pressure in the main chamber. There is a red line that shows the correct pressure. There are actually three levels of four valves each, you must use these to change the pressure to the correct point. The problem is, you need sufficient pressure to make the elevator go up to the next level. Yellow is the second level and red is the third. Once you have the right pressure, around the corner to your left is the valve for the main chamber.
This age is made up of three puzzles that connect to each other: the balance, the resonance rings, and the rotater. Once you solve all of them, the path to your goal will open up. Remember to write down all three patterns made of hexagons, as well as what color border they have.
Every balance needs both a weight and a counterweight. The counterweight here needs to be manually changed. It's hidden from view down the path to your left. The weight (the ball that the crystal sphere knocks down) is made up of 7 wood pieces and one crystal piece. You must find a way to make both sides of the balance even.
These are resonance rings. They need to be manually adjusted to the correct setting so that the resonance turns off when the crystal sphere comes through. Using the control panel for this puzzle, find when the sphere passes through which ring, and set them accordingly.
There are two dials and three pegs, with a fourth peg locked permanently in the left dial. The pegs stop the machine from rotating and the launch the sphere to the other side. Trial and error is the best way to go about this. The sphere starts by flying up the closest rail. The second rail it should go over is the one farthest away from you. Find a way to make it do this.
This is what you use to connect the three puzzles in the age. Starting in the lower left corner, trace out a path to the middle of the right side. Then, following the yellow line on the edge, trace a path from the lower right to the middle of the left side. Follow the green line, and go from the top left to the middle of the top. Now, make sure you can go from the end of the blue arrow to the start of the red one with no breaks. Above and behind you is a blue button. Follow the path you just made.
These are phrases in Narayani, the language of this age. In the journal Atrus gave you, he wrote down the passwords to open the two shields around this chamber. Translate the four phrases into Narayani and enter them into the two spheres you find in here. If they don't work, try turning the power on from upstairs. The first word goes at the top, the second on the right, third at the bottom and last on the left. The phrase about nature goes at the top of the three, the phrase about energy goes on the left and the phrase about change goes on the right. The phrase about civilizations goes in the other sphere, and you won't be able to translate it until you get the other three.
Make him regret stealing it in the first place by threatening him with eternal imprisonment. Just don't make him mad and then let him loose in the chamber. And remember his words about how linking books always leave their doors open...
Related: Official Prima strategy guide (PDF), via Internet Archive