Did you see how Yeesha opened the door?
To solve this puzzle, the blue wave showing (on the right) must be adjusted to match the yellow wave (also on the right).
Atrus gave you instructions, before he left, of what you need to do.
Atrus said to go to the water wheel control room...
The Crystal Viewer cannot be turned on until the power is restored.
At the start of the game, it is possible to just walk to the bedroom.
You won't be able to until the power is fully restored.
You'll need to push five specific books in a particular order. To learn more about the bookcase, look around for a clue.
There won't be anything you can do at the very beginning of the game.
It is recommended that you complete all the tasks in Tomahna before using a linking book.
There is one other location, but it will not be available right away. You will need to solve other puzzles, and visit other locations before a new location will be available.
From where you first linked into this age, stand just outside the small building.
What happens if you play with the controls that you can find inside the little enclosure? There are three controls you can interact with -- a crank, a handle, and a lever.
Before you can proceed to the ship, you'll need to solve the puzzle just outside of the ship.
Altogether, there are five totem poles.
You need to be able to see the symbol on this totem pole, but the frisky Mangrees are making it impossible. You're going to need a way to clear them away for a brief period, just long enough to look at the totem symbol.
Start at the area you landed in, after the hang-gliding ride.
Note the panel to the left of the gate. Be sure and view the "memory" associated with this location.
Start at the area you landed in, after the hang-gliding ride.
There's a long walkway that appears to go to the other side of the lake. However, a portion of that walkway is currently blocked, and inaccessible.
The first thing to do is to open the machine.
The wooden walkway ends just before the Camoudile in such a way that it can appear as though the Camoudile is blocking the only possible path. However, there is actually still a path available to you. When facing the Camoudile, turn to the left. You should see a worn path leading away from the end of the walkway. By using this path, it is possible to walk around the Camoudile and continue on the other path.
Without question, this is the most annoying, exasperating, and physically taxing puzzle in Haven!
There is one final puzzle that you need to complete, after getting past the Camoudile.
The elevator is accessible from two areas. The first one is not far from where you began Spire.
Notice the big blue buttons nearby?
You will need to open the bars but you won't be able to open them from the elevator side of the bars.
Sirrus had a way to get there -- and he didn't walk.
You can help your self get across the hole by exploring nearby. Move further away from the ship, and climb down the rope to the lower level.
To use the viewer, use the controls on the right side.
Have you been to Sirrus' living quarters?
Sit down in the chair and press the blue button on the right armrest.
Are you sitting in the chair? Have you pressed the blue button? If you haven't already, go ahead, press the blue button, and try out the various controls on the panel.
If you've managed to unlock the spider chair, then you should be able to wander around freely (after pressing the blue button on the right of the chair's control panel).
As with all of the Ages, you will reach Serenia through a linking book. However, the linking book will not be available to you at the beginning of the game. Certain events will need to unfold, before it will be accessible.
From where Anya was ringing the bell, walk away from the forest, and further into the village.
As you explore Serenia, you will find the Age divided into two main areas: the forest, and the village. You will need to visit the village before you will get any clue to the whereabouts of Achenar's journal.
You won't have to go far to discover a way -- look nearby for clues.
The village water control mechanism has a striped "lock" wrapped around the control wheel. The wheel will not turn until the lock is removed.
The water control units are used in one of the last puzzles of Serenia.
There are several activities that must be completed, in order to progress with the game. First, be sure to go to the memory chamber.
If all the Protectors are sleeping, then you won't be able to do anything. You'll need to explore a bit first, and complete a couple of other small tasks, before they will wake up.
In order to get a guide, you must have visited the Hall of Spirits and spoken to the Protector there.
You will need a Spirit Guide to help you.
Hmm... Dream isn't really what you expected, is it? To begin with, you will be presented with a one or two colored blobs. Click on them to continue to the main puzzle.
The old Memory Chamber can be seen beside the shoreline of a lake in Serenia, to the right of the dock, with some of the same visual characteristics as the current Memory Chamber, but obviously almost dead.
Have you tried to use the bathysphere?
When Achenar walks into the room, you are forced to make a decision. You must decide -- either pull one of the handles, or do nothing.
Edited from original source: Universal Hint System