Myst Journey

Complete Walkthrough


You start out inside a tram with Yeesha. When you are close to the end of the ride the tram will halt and Yeesha will invite you to take a picture. You can take pictures of the environment which will be very helpful throughout the game. To take a picture, click the imager icon on the bottom bar. In camera mode, click the left mouse button to take a picture and the right mouse button to close the camera mode.

When the ride ends, Yeesha will leave you alone outside the observatory. Before proceeding look to the left and down near where you exit the tram. There's a button to call the tram and below it a symbol. Get a close up of the symbol below the lever and take an imager shot to refer to it later.

Continue forward and pull the lever on the right to open the door to the observatory. Enter it and go up the small flight of stairs to the right. As you continue forward Atrus comes in and starts explaining why he brought you here. You can choose to follow Atrus instructions and solve the puzzle or do nothing and the end result will be the same.

To solve the puzzle you'll need to overlap a wave sign over one provided by Atrus in the machine behind you. You will need to do this for the two prison Ages: Haven and Spire. Just follow the instructions Atrus gives out.

Once you're done, the viewer will overload causing a short-circuit and a small explosion. Atrus decides to go to Rime Age to find some materials to repair the viewer. He will leave you with a list of things to do while he's gone.

Let's start with the journal which is in a drawer next to the calibration machine. Pull the drawer out to open it, and read the journal. Make a note of the colored crystals code for Rime.

Walk to the other side of the room. In the middle you will find stairs leading down to an elevator. Get a close up on the lever that opens the elevator and take a picture of the symbol below. Then pull the lever and enter the elevator.

When the ride finishes, use the lever on the right to open the door and exit. Proceed along the walkway to the first conservatory. There's a ladder leading down to the bottom of it. Climb down and take a picture of Atrus's family tree. Return upstairs, cross to the other side and exit the conservatory. Yeesha will beckon you from the other conservatory to come and see something.

Before going to her, you can step into the botany lab and explore. There is a symbol on the wall of the closest one to the entrance. Opposite the pressure chambers, there's a small cabinet with a Venetian lid. Open it to reveal a power box. Notice all the glowing symbols below the columns? Each corresponds to a place in Tomahna based on the symbols you've been seeing. There are two symbols glowing red. These are the ones that correspond to the gates at the water plant. For now, leave the power box.

Continue exploring the lab. You will find some beetles inside a glass case. You have another choice here. You can leave the case alone or open it. This will affect the way Yeesha reacts to you a little later on when you return here. If you set them free she will be upset with you. If you leave it as is she will comment on her experiment and that she has to report the results to her father.

In a drawer you will find Catherine's Journal. Read it to find out more about what is going on.

Exit the Botany Lab and continue to the second conservatory. Yeesha will show you a salamander and talk about her necklace, the Serenia Age and her two brothers. After listening to Yeesha, exit the second conservatory.

There's a fork in the path here. Take the left path to Atrus and Catherine's bedroom. Before you enter, notice the plaque on the floor outside the entrance.

Go into the bedroom and explore a bit. There is a note on the right bedside table. Opening the central top drawer on the desk reveals a note explaining how to turn on the code panel inside the fireplace. As there's no power you can't do that yet. Exit the bedroom and go to the water plant by returning to the second conservatory and taking a right at the fork.

Climb down the stairs to the gate controls. Notice the two glowing red symbols. These are the same symbols as the ones in the power box. Reset the gates by pulling the middle lever. Now return to the botany lab.

When you arrive at the lab, Yeesha will be there. Enter the Lab and she will make fun of her father and tell you about the Power box. She'll tell you that you need to have the green light on top of a column lit up to have the power restored for that section. She will also say that she isn't allowed to touch electrical things so, it will be up to you to get things working again.

She will then proceed to the glass case with the beetles. If you take a step toward her, depending on what you did before, her reaction to you will reflect your choice. When she leaves, go to the power box.

Open the power box. The observatory and the elevator have power. The red glowing symbols for the water gates are off. The panel in front of you has two rows of buttons and a switch on the left side. There is a button on the right that is used to transfer power. What you have to do now is transfer enough power units from the working sections to the water gates so that you will then be able to turn back on the generator for the whole Age.

Columns from left to right correspond to: Observatory, Living Quarters, Left Water Gate, Right Water Gate, Elevator and Botany Lab. The first row of buttons sets the column to transfer from and the second row of buttons sets the column to transfer to. Select a button from the first row, then select a button from the second row, and hit the transfer button.

To activate the gates follow this sequence: from column 1 to column 3 and from column 3 to column 5 turns on the left gate. Then: from column 1 to column 6, column 5 to column 4, and column 4 to column 6 turns on the right gate.

When you are done, the gate symbols will glow cyan and the power box lid will close. Return to the water plant and the symbols should be glowing white. Press the button on top of the controls to open the water gates. The water starts flowing, powering the dynamo wheel and creating electricity.

Turn around and climb the stairs. At the top you will see Yeesha crossing the walkway and waving to you. Go forward and the ground will start shaking and you will fall down and be rendered unconscious.

Tomahna at Night

When you wake up it'll be night time and you'll be a little woozy. Climb up from here and you'll be fine again. Proceed to the elevator, returning to the observatory to check on Atrus.

Exit the elevator and turn left. Go to the security cameras. Now that the power is on and it's dark you can see a lever with a light on the handrail behind you. Pull the lever to open the roof of the observatory.

Continue to the telescope chair. Sit on it, tilt around a bit and press the button. Once it reaches the top, get close up on the telescope. You can move the view around using the two small wheels and get a look at the moon. All you need to do here though, is turn on the antenna by pressing the button with the windmill symbol on top of the right wheel.

Exit the close up, press the red button and exit the chair. Return to the viewer in front of the elevator. Get a close up on the viewer console where you'll see five compartments with a button in front of each one, another button below these, a monitor showing static, a color wheel selector and a slider with nine positions.

Each of the slider positions corresponds to a different crystal and each of the color wheel positions can be used to produce different color crystals. Pressing a button in front of a compartment places the corresponding selected crystal there.

So, to input the code for Rime, do the following, pressing the button in front of each compartment, left to right after a crystal has been selected: Place slider on slot 6 (initial position is 0), with the wheel on Red; Place slider on slot 3 and color wheel on Cyan; Place slider on slot 8 and color wheel on Yellow; Place slider on slot 8 and color wheel on Green; Place slider on slot 2 and color wheel on Blue.

Once you are done, press the big button below the compartments to listen to Atrus. He can't leave Rime due to an electromagnetic storm and tells you what you should do in the meantime.

Exit the viewer and go to the elevator. Select the bottommost position. As the walkway was destroyed during the quake, the elevator is now the only way you can cross to the other side. You'll arrive on the platform that was on the left of the bedroom. The switch at the end there can now be operated to swing a pivoted bridge from the Yeesha's bedroom to this platform. The pivot point being the platform outside the Kitchen area. For now, let us examine the bedroom.

Go to the desk and turn on the lamp there. Open the topmost central drawer and press the square central button below it (this button won't work if the drawer is closed), to open a panel revealing two journals, one for Spire (red) and one for Haven (blue). Besides some more background information, you will find viewer codes for both Ages. Spire code: Green 1, Blue 7, Red 8, Yellow 4, Cyan 5. Haven code: Blue 2, Red 8, Purple 1, Green 5, Yellow 6.

Cross the room and turn on the lamp beside the bed. Then turn around and go into the Fireplace. You will discover Yeesha's memory amulet which will flash whenever a memory is present at a given object or location. Press the icon of the amulet to see a short movie of someone trying to grab Yeesha. Exit to the bedroom and take a look around with the amulet.

You'll get a reaction at the close up view of the painting and you can use it on both of the books. It will work as an audio book in the voice of the person who wrote the book. Exit and go to the plaque on the floor in front of the bedroom. Another reaction here.

Go to the platform next to the bedroom and turn the switch. The gangway will swing round to this platform. Cross to the other side. Approach the table on the outside and get a close up on the book. Use the amulet. Take a picture of the book and notice the notepad on the right. If you translate what it says, you'll find it's Yeesha's name. Enter the kitchen.

Explore the area. Towards the back you'll find the food preparation area. The amulet reacts on the stove (which can be operated). The pots and pans over the sink will react to touch, and the two on the left will trigger memories with the help of the amulet.

Continue to the front of the kitchen to see Yeesha's picture on the right wall and a chess set to which the amulet reacts. These pictures, along with the family tree, the D'ni alphabet book, the note in the bedroom and something else Yeesha will say in another memory are the key to another puzzle you'll have to tackle later on. Exit this area and move the gangway.

Continue forward to Yeesha's bedroom. The books on the shelves all have names (written in D'ni). On the writing desk, you'll find a crystal sculpture to which the amulet reacts. There's also an orrery above the desk. To the right of the desk is Yeesha's bed and a dress to which the amulet also reacts. Exit the room and return to the platform with the elevator.

Enter the bedroom and go to the fireplace. Close the panel by pressing the button in front of you. The objective of this puzzle is to light up the tiles that the lasers are pointing at. Tricky part is that when you press a button, it lights up four buttons around a time, above, below, right and left of that button. OOOOOOOO O5OOOOOO OOOOO3OO OO74OOOO 6OOOOOO1 OOOOO2OO.

If you make a mistake, pressing the button below the panel will reset the puzzle. When you are done, the elevator will descend. Exit the elevator. Climb down the small flight of stairs and get a close up on the Age seal made of Nara. Use the amulet to trigger a memory. This is the area that blew up, releasing the noxious green smoke and which destroyed the walkway above.

Turn around and pull the lever to open the chamber. Enter it. Once inside pull the small lever on the right to close the chamber and open the linking books. The left one (red) leads to Spire and the right one (blue) leads to Haven. Let's deal with Haven first.


You arrive on Haven inside a chamber that is literally falling apart. This was a communication cell with a divider wall to prevent Achenar from reaching the linking book for Tomahna, which is behind you inside a stand. Apparently, it didn't work. Close inspection of the debris on the floor will show what happened. Some high pitched frequency destroyed the divider wall.

To the right, there's a tray that can be tilted to transfer items between the two sides. Inside, you'll find Yeesha's satchel which triggers a memory of her running away from someone. There's also a pipe that can be pushed up to blow a horn that was probably used to signal Achenar so that he would know he had visitors. When you are done, go outside.

Continue forward until the path is blocked. Move the little crab away (if it is in the way) and move the stone aside. Behind it, there's the top half of a broken crystal figurine. It triggers the amulet. Use it to see the brothers fighting each other. Turn around, walk forward and turn left. There are two paths here. One leads to the back of the linking chamber which is filled with some sort of structure and the other is a tunnel into the cliff. Take this one.

At the top you will see a drawing of a gargantuan creature (a Cerpatee as you will find out in a bit). To the left there's a rope ladder leading down. To the right there are two paths: one leads up and offers an aerial view of the island and the other leads to Achenar's camp. Go down the ladder on the left.

The path leads to the shipwreck you saw when you linked in. To the right, near the beginning of the "pier" there's a totem. Approach it and get a close up. Use the amulet. When you are done take a picture of the symbol on the totem and associate this totem with the Cerpatee animal (this is part of a puzzle that needs to be solved later). Return to the beginning of the "pier" and go forward. On your way to the wreck, there's a scene where some crabs eat a fish.

When you get to the wreck you'll be faced with this Age's first puzzle. There's a wooden box inside the elevator, four cannonballs outside and to the left and down from the elevator there's another box (the counterweight) with four more cannonballs nearby. What you need to do here is figure out how to take some cannonballs up in the elevator with you, in order to trigger a pressure plate in the upper floor to make a further gangway elevate.

Go to the counterweight box and move three cannonballs into it. Return to the elevator. Pull the box outside and move two cannonballs inside it. Push the wooden box to the elevator and follow it inside. Turn to the right to see the commands for the elevator. Wind the counterweight (by rotating the wheel) and release the brake (lever to the right). The elevator will go up.

At the top, push the wooden box forward. Wait for the gangway to rise and cross to the other side. Once inside the ship proper, you can either go up or down. Go down first, by taking the rope net at the left hand side. This leads to Achenar's work area. At the end, the amulet will react to the stuffed Karnak above the work table.

There's a diagram on top of the work table. Take a picture of it. It tells you which animal eats what and will help you establish a pecking order (needed for the puzzle that also uses the totems). Enter the room off to the side at the back. The amulet reacts to the tools on the table. There's also a tube with a rubber reservoir at the end. Squeezing it releases a green cloud of the same stuff that made you woozy back in Tomahna. Looking around confirms that Achenar is one very disturbed person.

Return upstairs to the middle level. Take the ladder upstairs. Once up there, you will be greeted by a Karnak eating a fish. Notice it's hind paws. You can correlate this information to the picture you took downstairs. Now, before entering the ship, continue forward to the end. Turn to the right and rotate the leftmost gear. This will unfurl the sail and show you a map of the island along with the territory each animal occupies. It will also trigger a memory.

The five animals are represented here: the Cerpatee at the top, below it the Mangree and to the right of the Mangree, the Camoudile. Below the Camoudile is the Zeftyr and to the left of the Zeftyr is the Karnak, our fish eating friend. Take a picture and when you are done, push the wooden tab to the right of the gear to collapse the sail.

Enter the room to the right, and turn right. Examine the treasure chest to trigger a memory. Now go to the other end of the room and examine Achenar's first journal. You can use the amulet for a voice over. Here you will learn the eating habits of the Zeftyr, the Camoudile and the Mangree, along with their names. Further along will come the Karnak (a scavenger) and references to the fifth creature.

When you are done, return to the pier. To lower the elevator to the pier, just touch the metal tab next to the winding gear for the counterweight. Then, retrace your steps to the top of the cliff. Now, take the path to the right that leads to the aerial view. You'll see a red flag waving in the distance and a wooden structure to your left. This jungle is a maze and you need to navigate it. Climb down and go to the camp area. Approach the tent to trigger a cutscene.

A Zeftyr will run out and you will use the tent as an hang-glider to pursue it (I choose to think we're not running away from it in abject terror). It proves smarter than you, as it hangs back just below the base camp and watches you crash land. You then wake up with a Mangree looking over you. This scene is also important as it contains a clue to another puzzle. You will hear a Mangree screaming: high then low then high again. The one looking over you will become alerted, just in time to escape the Camoudile that bounds over you in pursuit of a hot meal!

When you get up, I suggest you do some exploring. It's very hard to give directions here in the jungle as there aren't many reference points I can use, so if you know the places I'm talking about, this will be much easier. Look down to see some prints. Zoom in and the amulet will react.

Right now you are in a three way fork with the tent remains to your left. The Camoudile came from your right. Take the path in front of you. Walk to the end of this path. You will see a Mangree jumping from a tree to another one across from it and hear the warning call again: high, low, high.

Go forward again and you'll arrive at what seems to be a dead-end. There's the hunting post Achenar mentioned in his journal. You can push the red plants aside. Do so and this lets you continue to the hunting post. Climb up.

Turn around and pull the cover down. Another diagram that helps establish the pecking order. Take a picture. The pile of bones to the left triggers a memory. Now, observe the three wheels in front of you and the Mangrees in the distance. Do a close up and you'll see they are playing with the Mangree totem. Unfortunately, one of them is always covering the symbol. To make them go away so you can take a picture of the symbol you'll need to reproduce the sound for the warning call using the wheels in front of you. This includes not only the pitch, but also the duration which is long, short, long. Sorry I can't be of further help, but this is something you'll have to practice until you get it right. It also serves as practice for a puzzle with the same principle later on. I normally manage it by doing 3/4 of a turn for a long duration and 1/4 of a turn for a short one.

In this particular case, you'll need to turn the rightmost wheel first (3/4 of a turn), then the leftmost one (1/4 of a turn) and then the rightmost one again (3/4 of a turn). You also shouldn't take too long between changing wheels as this can affect the sound reproduction. When you have managed to reproduce the correct sound, the Mangrees will go away. Take the picture of the totem and climb down from the post.

Return to the three way fork and take the path with the tent remains. You'll see and hear a Camoudile up there stalking prey. Continue forward. At the intersection, turn left. Continue forward. You will pass by a Karnak on your right and going forward from there will lead you to a gate. Zoom in on the panel to the left. Use the amulet. You'll learn what you need to do to solve this puzzle.

Open the panel by pulling on the bottom central area (where there seems to be a wood tab). The objective of this puzzle is to get the hammers to rest on the white pins without the hammers themselves being inside the sliders. The solution is listed below. As there's no way to reset the puzzle, save the game before you start solving it to prevent headaches (trust me on this one...) In the solution, a letter followed by a number, an x and a direction means you have to move that slider a number of holes in the direction indicated. The second move means: move the middle slider two holes to the left.

Combination: light hammer down, middle slider two times left, light hammer up, dark hammer up, middle slider one time right, light hammer down, dark hammer down, middle slider one time left, light hammer up, top slider two times right, dark hammer up, middle slider one time right, dark hammer down, light hammer down, middle slider one time left, light hammer up, top slider one time right, dark hammer up, middle slider two times right, light hammer down, dark hammer down, middle slider one time left, light hammer up - upper lock done, bottom slider two times left, dark hammer up, middle slider one time right, dark hammer down, bottom slider one time left dark hammer up, middle slider one time right, dark hammer down - bottom lock done.

At the end of this, the gate opens. Go forward to enter the lake area and the Karnak habitat. Zoom in on the lake to trigger a memory. Turn around, zoom in on the totem and trigger another one. Take a picture of the symbol. Now climb down the trail to the intersection where you saw the Camoudile. Instead of going right and returning to the tent remains trail, go forward. You will find a trap on the left side of the trail. Use the amulet to trigger a memory.

If you continue forward, you'll arrive at base camp. Turn around and return to the intersection. Turn left to the path with the tent remains. Take it. Pass the three way intersection and this time go forward. You can use the Zip mode to get there faster. You'll arrive at another intersection. To the left there are two Zeftyrs feeding. Turning right leads to the swamp area.

Take the left path to visit the Camoudile habitat. You'll witness an attack in which the Camoudile kills a Zeftyr. Pass the feeding Camoudile and the tree stump and turn around. There's a Karnak waiting for its turn at the carcass and an axe imbedded on the stump. Use it to trigger another memory.

Turn around and go to the end of the trail. Turn left and a Camoudile will try to attack you. Fortunately for you (and unfortunately for the poor beast) the poisonous green gas the nearby plants emit will render it unconscious and probably give it a very bad headache, which is good, as it matches the one you'll also feel as the vision blurs yet again.

Wait for your vision to clear and zoom in on the left plant. Trigger another memory to learn about the proprieties of the gas and what a sadistic person Achenar is (not that it needed any more confirmation). When it ends, leave this place and go forward one screen. Take a right detour here to discover the Camoudile totem.

Proceed to the end of this little trail and turn right at the huge boulder. The totem is behind it. Take a picture and trigger the memory. Now return to the intersection where you saw the two Zeftyr eating. Climb the path to your left (when leaving the Camoudile habitat) and you'll see two Mangrees running away from a Camoudile. You'll also hear the Mangree warning sound again (just in case you hadn't figured it out yet).

Proceed forward to yet another intersection. The path on the right leads to the Gate area (Karnak habitat) and the path on the left with the wooden planks that leads to the swamp (Zeftyr habitat). Take the left path. Enter the swamp and keep going until you get to a stone with prints on it. There's also a small frog-like creature.

Zoom in on the prints to trigger a memory. At the next intersection, turn left to find the final totem, the Zeftyr one. As before, take a picture and trigger a memory. Return to the last intersection and this time take the right fork. This leads to the bridge puzzle and this is the one that requires all the information you've been gathering so far.

Climb up and go to the right. Touch the handle on the pulley hanging from the wooden beam to lift the cover from the bridge lock puzzle. After solving this puzzle you can return here by pressing the lever to the right when approaching the bridge from the other side (not that you need to, but it's a convenient option if you want to soak up the environment some more). You'll have to enter the combination again though to lower the bridge once you are on this side.

The lock has five tubes that look like flutes and each tube has a symbol viewer. Below the lock there's a pyramid just like the one in the hunting post. To the left there's what looks like a wooden fan that will lower the bridge once the correct sequence has been chosen. One of the viewers is broken, so you'll have to use the ones either side of it as your reference for setting it to the correct symbol.

The objective here is to organize the various animals, represented by their symbols, in descending pecking order. From the eating diagram in the wreck and the diagram at the hunting post, the order is Cerpatee, Camoudile, Mangree, Karnak and Zeftyr, logic being carnivores first (in order on size) then omnivores (Mangree and Karnak, with the Mangree being more intelligent) and finally herbivores (Zeftyr). With this in mind, set the tubes like so:

1 - three holes showing (blank square)
2 - two holes showing (three triangles on the vertex of a big one)
3 - five holes showing first so as to set the fourth tube and then reset to initial position (four leaf clover)
4 - five holes showing (four squares)
5 - four holes showing (letter s rotated 90 degrees)

Pull the wooden fan and the bridge will lower. Cross to the other side and the bridge will rise again. Enter the hut on the left. There are quite a few things hidden here and all of them will come in handy very soon.

Open the trunk nearest to the door to find some pulleys and diving gear. Proceed to the next trunk and open it. Look at the inside of the lid. Take a picture of the drawing with the Mangree and the squares with dots and markings. Approach the bed. Use the amulet on the shirt and on the second of Achenar's journals. From this you'll learn the name of the Cerpatee, and that Achenar seems to be repenting and is on the road to redemption. You also discover that he has given all the Mangrees names. You've already found one inside the trunk. Go to the desk and unroll the piece of paper at the top of the small writing pad. Take a picture of White Beard's name.

Turn around and climb up the mast. Examine the telescope and have a look around. When exiting the telescope open the notepad next to it and trigger a memory about Achenar and the perils of over hunting a species. There's another Mangree name on top of the table. Take a picture. Use the amulet on the box next to the drawing. Look at the painting on the easel. Lift it up (you can't be in zoom mode to do this) and you'll find the final name behind it. Zoom in, take a picture and trigger the memory.

Return downstairs and exit the hut. Turn left and continue to the jungle. Walk to the end of the wooden walkway until the nasty Camoudile starts snapping at you. Turn left and proceed to the hut at the end. Climb up. Watch the Camoudile enter this clearing and the Mangrees running for dear life. Notice the wheels in front of you. They are just like the ones in the hunting post. Turn around and examine the diagram hanging from the ceiling. Trigger the memory. Turn around and take a picture of the fruit throwing call.

What you have to do here is get the Camoudile to fall into the pit and have White Beard throw a fruit so that it will hit one of those poison plants which in turn will release some gas and render the Camoudile unconscious. White Beard has to be the one doing the throwing because he is the only one who is accurate and strong enough to do it. Unfortunately, moving the Mangrees around involves using the wheels to simulate their names and the game is a stickler for precision. Feel free to turn around and bang your head against the nearest wall.

Save your game and prepare yourself for probably the most infuriating puzzles in this whole game. Each of the names you have been collecting is made up of two tones. As in the other puzzle, there are high and low tones and also a middle one. There are two lengths: short and long. A square means short and a rectangle means long. The names are written from top to bottom, so to call a particular Mangree, begin at the top line and work down. If you need to reset the puzzle at any time, walk back to the hut in the middle of the lake, enter it (if you don't enter the hut the puzzle doesn't reset) and then walk back here.

When you are ready, here's the sequence:

1 short, 3 long
3 long, 2 short
1 short. 3 long
1 long, 2 long

This gets the Camoudile in the pit but White Beard isn't in the throwing station yet.

2 short, 1 short
1 short, 3 long
3 long, 2 short
1 long, 2 long
3 long, 2 short

Save your game here, unless you want to redo the whole thing. You'll have very little time once the Camoudile is in the pit to throw the fruit.

1 short, 3 long
3 long, 1 short, 2 short

The Camoudile is put to sleep. Climb down and return to the end of the wooden walkway. Climb down the ladder and you'll be greeted by a Mangree and see the sleeping Camoudile in the pit. Follow the path to the right and climb the wooden post at the end. This nest is filled with Mangrees. There's a compass, some shirts and linens. Zoom in on the shirts and trigger the memory sequence.

Turn around to the left and zoom in on the plant leaves with the drawings. This is the solution to one of the puzzles in Serenia and also the solution needed to finish this Age. It says you'll have to stroke the bottom stripe of the third coil of a flying snake (you'll see it in just a bit) four times to the left and then pat it on the head when it awakens. I shall name it Quetzy (short for Quetzocoatl).

Follow the path of leaves to the end. If you turn around you'll notice you have quite a following. The Mangrees seem to have taken a liking to you. Sit in the chair and look right and down. Zoom in on Quetzy and trigger the memory to see Achenar doing what is needed to wake it up. Repeat what he did when the memory finishes. It will seem like Quetzy is going to attack you but never fear. Once it's gone, touch the lever. The chair will start moving and a passenger will join you for the ride.

Once the chair stops, return to the linking chamber. If you go back to the chair, zooming in on the lever and triggering a memory replays the ride. Once inside the chamber, link to Tomahna.

Tomahna 2

On linking back to Tomahna, you will see Achenar outside Yeesha's bedroom. You will see him using a linking book, which then falls to the deck below the bedroom. Time to investigate what happened, so pull the small lever to open the chamber and when it's open, use Zip mode to go to Yeesha's bedroom.

The room is a shambles. Seems like Achenar was searching for something. Go to Yeesha's bed and use the amulet on her journal. You'll learn about Serenia, Serenia's viewer code and Yeesha's spirit guide. Note the Rime crystals combination for Serenia. Of special importance to solve the bookshelf puzzle is a note on a Friday where there's a drawing of Atrus working on the bookshelf. Yeesha says all the names are written in D'ni and that she won't forget who is older. This is the final clue needed to solve the bookshelf puzzle (along with the family tree, the note from Atrus to Catherine, Yeesha's notepad where she practiced her name and the pictures of the family). We will not solve this puzzle for now, for game continuity, it is better if we solve the Spire Age puzzles first.

Go to the bookshelf and zoom in on the lower left display. Trigger a memory to hear Achenar saying "I knew you had one". He has stolen Serenia's linking book from Yeesha. That's where he linked to and that was the book you saw falling to the deck below. Zoom in on the right compartment to see Yeesha's handprint. It says she is a child of water, which means her spirit guide is a water spirit. You'll learn more about spirit guides when you link to Serenia.

For now, exit the room and return to the linking chamber (you can use the Zip mode if you want to). Once there, pull the small lever to close it and then link to Spire using the book on the left.


You arrive inside a blown up linking chamber. As with Haven, the same system was adopted here. You'll find a book on the bench across the room. Use the amulet on it to trigger a memory. Yeesha's first mistake with Sirrus: telling him she knew D'ni. Second mistake: teaching it to Sirrus. Anyway, when you are done, exit and start climbing down.

On your way down you'll pass an elevator shaft off to the side. Enter it and see that the call button is broken. You can zoom in on the shaft but you won't see much. Exit the elevator and continue climbing down until you arrive at a garden with crystal statues. If you used the viewer code, this is the place you saw.

Proceed to the statues and trigger a memory sequence. From this you can see the kind of manipulative mind Sirrus has. Turn left, and zoom in on the tools, bedroll and extinguished fire on the floor. Trigger another memory sequence. To the right and back there's a tunnel that leads to an elevator. Instead of taking that route, let's go another way. Turn back to the statues and proceed to the left and then behind them.

At the end of this walkway, there's a huge crystal jutting out from a stone pipe. Take a picture and note the shape of the pipe (pentagonal). Zoom in. Trigger the memory sequence which confirms this is indeed a pentagon-shaped pipe.

Zoom out. Notice the white mark at the fourth position of the scale (counting the one where the indicator is at as one). This will become relevant near the end of this Age. Now turn right.

Examine the pipe hole. Zoom in and trigger a memory sequence. Jump in and enjoy the slide down (hope the Traveler has heat-resistant pants!) Once the ride ends, go forward. There's a sort of book device at the end. Pull the lever below to open it. Trigger a memory sequence. This is a circuit board for the Age and it shows where there's power. Right now, nothing is powered up. There are a group of four fuses on the upper left side, a group of seven fuses below that and a group of 35 fuses on the right hand side. There are also a lot of symbols. Each of these represent a location here in Spire (kind of like the power box back in Tomahna).

To the right of this circuit board is a metal pipe with rungs leading up. This is your exit ladder from this level. Examine the rest of this location. Go left. There's a control box here. The symbol on the lid looks like a castle with waves above it. It's an electromagnet and the waves represent magnetic forces. Zoom in on the lid and trigger a memory. Press the button beside it to open the lid. Inside you'll find a slider and seven LEDs (numbered 1 to 7).

There's a power gauge on the right and a switch on the left. Flick the switch down. Now, let's ground some conductors. It took me a few tries to find the right combination, but to save you the time, here it is: move the slider right, left, right, left and right. This works because one move to the right lights up 4 LEDs and one move to the left turns two off. All seven LEDs will light up. The game will take over and you'll see something being pulled down by the magnetic force.

If you now go to the circuit board, you'll see that this area is also lit up. From there, and to the left, you can go to the end of the walkway and see a huge crystal that is storing electricity. A cable leads out into the void and connects to several floating stones. A ladder seems to lead out to the left, but can't be used right now. Turn back to the exit ladder and climb it.

At the top, move the lever to the left to open the trap door (if you had used the elevator back at the Statue Garden, this trapdoor would be locked and it would have been impossible to open it from here). This area leads to Sirrus' work area, botany lab, and another elevator to the right with a rest area and workbench, to the left.

For now, continue climbing the pipe. This is another control area. The control box lid here has a symbol that looks like a ship sailing over some waves. It's another electromagnet, this one is pointing down. Zoom in and trigger a memory. What you have to do here is balance out the floating rock you saw coming down when you powered the box downstairs. This is all explained in one of Sirrus' Journals (we'll get to it in a bit), and also through the triggered memories at the control boxes when they are covered up. You'll learn that the location downstairs is a dock and that the floating stone is actually a stone ship.

Open the box. This one is exactly like the one below but has only four LEDs. You need to light up two LEDs here. The sequence for this, after flicking down the switch, is: move the slider left, right and right. The game will take over and although you can't see it from up here, the stone ship has moved to the correct position in order to be boarded at the docking area.

Climb down to the middle area and go left. Approach Sirrus' workbench. On your way there, zoom in on the floating stone to the left and trigger a memory. Continue to the bench. Zoom in on the first of Sirrus' journals and use the amulet for a voice over. You'll learn a lot about how the Age works, some of its secrets and why the stones float. You'll hear how the stone ship was created, how the electro crystals work and about Sirrus' failure. Contrary to his brother, Sirrus doesn't seem the least bit remorseful. To the right of the journal there's a device that shows how the crystals work. It also can be used to trigger a memory. Do so. To the right is a telescope that triggers yet another memory sequence. It shows you the destination of the stone ship. You'll be going there in a bit.

For now, go to the left and behind the workbench area. This path leads to the Botany Lab where Sirrus' has nurtured a flower to offer to his mother (remember the one in the pressure chamber in Catherine's Botany Lab, and also it triggers a memory sequence in Tomahna by Night in the Botany Lab.) Zoom in on the statue and trigger another memory sequence. The Botany work table shows a diagram, but that doesn't look like flower experiences. Looks like Sirrus has been extracting something from the plants around here.

Return to the trapdoor. Look below on the left as you go by the edge to see a gangway has been extended to the stone ship. Return to the docking area below. Walk to the ship and get inside. Push the lever up and enjoy the short ride to the other island. Once there, get out of the ship and proceed forward and to the right. Cross to the other side and zoom in on the pipe. Trigger a memory sequence and climb down.

To the right there's a web of chains. Go there first. Zoom in on the porthole and use the controls on the right to move the view around. There are three places where the blue button will light up, but one of them is more important than the others. Before you start moving it around, trigger the memory sequence. This is where Sirrus discovered that this Age has no bottom and the link book was lost forever.

First hotspot is at the bottom of the stalactite which is currently shown in the viewer. Click on the blue button to zoom in and again to zoom out. Second hotspot is almost at the top of this stalactite. Again click the blue button to zoom in and again to zoom out. To the left of this one is the most important one: it shows a crystal jutting out from a windpipe (circular in shape) and the white mark on the scale is in the third position (again with position one being the first where the middle indicator is). Zoom out from the viewer and go to the machine at the end of the other path.

There's a floating stone wedged against the device to prevent it from turning. Touch the stone (on the right side of the screen) to set it free, then pull the lever. This will enable a floating stone to form a bridge near the stone ship. Return upstairs.

Cross the walkway and use the floating stone to cross to the other side. Continue to the end to find another circuit board. Zoom in and use the amulet. Return to the floating stone and step left to the control box. We are trying to power an artifact that lets you access the bottom most point of the Age. That object looks like a chair with spiders legs. I shall refer to it as the spider chair. For that we need exactly 36 conductors to be lit.

Zoom in on the closed lid and trigger a memory. The symbol here looks like a three stringed lyre. Open the lid. After flicking down the switch: move slider right, right, left, left and right. You need to light up 29 LEDs which this sequence does. Return to the stone ship and to the main Spire.

Now, 29 conductors from the island plus the 7 from the dock station makes 36. All you need to do is turn off the ones above the area where the metal exit pole leads (to the upper magnet control room). Go there and turn them off by flicking the switch up. Climb down and this time, go to the right, towards Sirrus' rest area and second workbench. On your way there, notice a piece of paper on the floor. It's close to piece of square rock. This is the first note on the Quartz crystals. Zoom in and take a picture.

Keep going until you get to the third crystal jutting out from the windpipe. This one is broken and there's no scale, but the shape is a hexagon. Zoom in, take a picture and trigger the memory sequence. This confirms the shape of the pipe and also the position for the last indicator, which is set to the seventh position.

Note: when you are near Sirrus' rest area, in front of the third (hexagonal) crystal, jutting out from the windpipe, you can indeed notice that there's no scale. Of course you may get the position for the last indicator during the memory sequence. But, when facing the crystal, if you turn yourself 180 degrees, just above the chessboard and a little to its right, you can also see the missing scale, which is damaged and stuck in some pillar, and you can zoom on it. This will also provide you with the correct setting for this cable.

Turn around and go to the cot area. Zoom in on the chess set to trigger a memory that completes the other one (triggered on the chess set back in the Kitchen in Tomahna). Turn around to the water bucket. Notice a piece of paper on the floor. Zoom in and take a picture (this is the first note about the blue crystals). Now go to the workbench.

On the left there's a rotating display with crystals inside. Below it there's a note about Nara. Take a picture. On the top and to the right, there's a note on rock. Take a picture. Now open the small compartment to find two more notes, the one on top is about blue crystals and below this one, is another about rock. You'll have to move the small gear aside to be able to lift the note about the blue crystals. Take a picture of both notes.

Now, turn to the right, walk forward and examine the hole there. Jump into it. At the bottom you'll be faced with the spider chair. To the left of the chair there's a statue with a list of numbers. Take a picture of it (as it will help determine the correct frequency for Rock). Open the gate in front of the chair by pulling the lever down. Leave the lever with the lightning bolt symbol as it is. Exit through the gate to the other side.

Climb up the stairs and look on the floor. Zoom in on the note and take a picture. This is the second note about Quartz. The elevator cab is here, but you won't be needing it. Return to the spider chair and sit down. Press the button on the right. A control panel closes over you and everything lights up. If you look carefully to the left side you'll see numbers next to symbols. These indicate the amount of energy needed to access a level, and this is how I knew that 36 was the correct number. Pull the knob on the left down one position.

The chair will descend and the statue will travel down with you. Zoom in on it and use the amulet. There seem to be a lot of flasks around. On the control console of the spider chair pull the knob to the left down another position. Again you will descend. This time you will see four displays in front of you. Inside each there's a different piece of crystal. On the left there's Quartz and Stone and on the right Nara (in the form of a Knight chess piece) and Blue Crystal. These are locks and the notes you have been collecting help you find out which are the correct frequencies that will make them vibrate (and thus open). Before you do that, however, you need to tune the machine.

Click on the button in the panel that looks like three capital 'E' letters. You'll have to open the panel first to reveal the button. Once at the bottom, you'll see three gears each with a different geometric symbol: a pentagon, a circle and a hexagon. Each corresponds to one of the windpipes I told you to take a picture of. On the right there are some tools. Zoom in on them and trigger a memory sequence. After this, set the gears accordingly. Remember that the first position counts. The first position on each gear is number one, not zero. The correct positions are:

Gear one (pentagon) in the 4th position
Gear two (circle) in the 3rd position
Gear three (hexagon) in the 7th position

If you make a mistake, the white handle in each gear can be used to reset the indicator to its original position. Once they are properly tuned, return upstairs by pressing the big black button up and to the left. When the ride ends, save the game. Get ready for another annoying puzzle. Seems to be one per Age. But first let's find out the sequences.

Open up the notes on the Quartz crystal. The first one says the first slider should be set to 6. The second one says the optimum setting is near 8-12-4. Push the sliders on the chair control panel to these positions: the first one to 6, the second one to 12 and the third one to 4. The quartz crystal begins to vibrate (the lights on the conductors turn off meaning that energy is being spent to make the crystal vibrate). You have the correct frequency for Quartz: 6-12-4. Notice that there's only a hole on the Quartz ring and that it spins slowly.

Now for the Rock. The notes for Rock say that the total power is 20 and that the last slider must be set to 5 (seen in one of the notes). This means that the power distributed to the other sliders has to add up to 15. There are a lot of combinations, but the notes also say that the lab vibrated strongly with one of the melodies from the music chart. So that reduces it to 10-5 (as found on the last three lines of the chart), since this is the only pair from the melodies chart that adds up to 15. The correct frequency for Rock is 10-5-5. Test it and notice the lock behavior. This one has three holes.

Now for the Blue Crystal. The notes let you know that the setting for the first slider is 3. The other ones must be set to the total output from the garden, which is 4, and docking station which is 7. The total is 11. So if the total is 11 and the first one is set to 3 and one of them has to have the full power from the docking station, which is 7, the sequence is either 3-7-1 or 3-1-7 (since both add to 11). Testing these reveals that the correct one is 3-1-7. Notice the lock behavior by zooming in on it. This one has two holes.

And now for the final one, Nara. This is the easiest one. The only note on Nara says that it will have to be all the power the board can generate, equally divided by three. Since the full power is 36, dividing it by three means the frequency is 12-12-12. Zoom in on the lock and see that it has four holes.

So frequencies we have, now to determine the order. Since the slower vibrating materials take longer to get to a hole in the ring, it's better to have them set up early. In order of the number of holes, this means the correct order (along with frequency settings) is:

Quartz: 6-12-4
Blue Crystal: 3-1-7
Rock: 10-5-5
Nara: 12-12-12

Now for the really annoying part. You have to get all four locks vibrating at the same time and this requires speed while setting up the sliders. This would be easy if the control system wasn't so clunky and the mouse hovering sensibility was a little more sensitive. My suggestion, at least for the first setting is to set up the first and third slider to the correct positions and leave the second one to the end. As this involves cranking it up to the maximum, it buys you some time. Once it starts vibrating, set the next combination and so on. With a bit of luck you'll get it right and the bridge in front of the chair will rise.

Once this happens, click the blue button on the right to lift the control console and free you. Walk over to the bridge and cross it. Save the game. Climb to the new area and you'll see a huge stone slab in the elevator to your left. You need to remove it. To your right is a panel with two settings. Move the slider to the right (below the drawing for what looks like a Bishop chess piece).

Move forward and you'll see a figurine inside an electrical cage. Zoom in and trigger the associated memory. Oh, so the crystal figurines will act as bombs once they are grounded. Continue to the second of Sirrus' journals. You'll learn of Sirrus' bitterness, his trickery of his mother as well as taking advantage on her feelings and that he is not in the least bit sorry for what he did: he's quite blase about it. You'll also learn of his plans to blow up the linking chamber, how he tricked Atrus into giving him some Nara (in the form of chess pieces) and his surprise at finding out he has a sister and the anger/envy he feels towards her because Atrus chose to teach her the Art of writing Ages and didn't do the same for him.

Approach the nearby dispensers and zoom in on each one. You'll have the opportunity to trigger two memory sequences, showing a figurine being retrieved and deposited into the sliding container. The one on the left is made of rock and the one on the right is made of Nara. Since you need to blow up the rock slab that is blocking the elevator, Nara would be the right way to go. You'll have to make sure that the container is pushed to the left so that the Nara figurine will fall to the ground and blow up.

Slide the container to the left and return to the spider chair. Set the sliders to 12-12-12 and watch the cutscene. A figurine slides to the back of the other area and an explosion will be seen. In fact, it's similar, if you remember, to the one you were part of on Tomahna, back when that unexplained quake took place. It now seems that both brothers had a hand at that event. Return to the area that just blew up. The elevator is now unblocked.

I suggest you save your game at this point as you are about to take a fun ride.

Enter the elevator, lift the lever and enjoy it! The ride ends at the shaft chamber near the beginning of the Age. By the way, the ride up here should explain why this elevator wasn't working: beside the slab of stone blocking it downstairs, there was a missing section of the shaft that Sirrus substituted with electromagnets.

Turn around and zoom in on the medallion next to the lever. Flick the little latch and take a picture of the color scheme that appears. This changes from game to game, so I can't tell which scheme you'll get. It's also part of the solution to another puzzle in Serenia and the reason why you needed to visit Spire before going to Serenia. Zooming in on the lever, replays the elevator ride. Exit the elevator and proceed to the linking chamber. Return to Tomahna.

Tomahna 3

Time to take care of the book shelf puzzle in Yeesha's room. Pull the small lever right toopen the chamber and Zip mode to the bedroom.

Go to the bookshelf and zoom in on the lower left display. Trigger a memory to hear Achenar saying "I knew you had one". He has stolen Serenia's linking book from Yeesha. That's where he linked to and that was the book you saw falling to the deck below when you returned from Haven. Zoom in on the right compartment to see Yeesha's handprint. It says she is a child of water, which means her spirit guide is a water spirit. You'll learn more about spirit guides when you link to Serenia.

Now the books. There are two rows, with eight books each. Number the books in each row from one to eight. I'll refer to a particular book like so 2:4 in which the first number is the row and the second number is the book.

On the spine of each book is a name written in D'ni. After gathering all the clues (Yeesha's Journal where she says all the names are written in D'ni and that she won't forget who is older, the family tree below the first conservatory, the note from Atrus to Catherine, Yeesha's notepad where she practiced her name and the pictures of the family) all that's left to do is translate the names so you can find out which books to push.

Since you already have Atrus, Catherine and Yeesha's names in D'ni, the only ones missing are Achenar and Sirrus. If you translate the other names, you'll see some familiar names there, like Rand for example. Or you could simply try to find out which are the ones you want from looking at the Family Tree picture. Yeesha has said in her journal that she won't forget who is older. The order must therefore be arranged chronologically from oldest to youngest. Obviously this is Atrus, Catherine, Achenar, Sirrus and Yeesha, which translates to the books: 2:4, 1:6, 1:8, 1:3, 2:6.

Push these books into the shelves to have the bookshelf lower. Climb down the secret exit to the lower deck. Step forward and you will see some diving equipment. Continue forward to find a painting on an easel, a glowing lamp with beetles flying around it and Serenia's linking book lying on the deck (this is where it was dropped when Achenar linked to Serenia). Open the book and link to Serenia.

Before you start exploring Serenia, do a small detour. Turn around, do a close up on the stone pedestal behind you and trigger a memory. Poor Yeesha! Link through the book lying on the floor. It takes you back to Tomahna. This is a very nice surprise, especially if you played Exile, because you are in the same place where Exile starts!

Approach the bench on the left, zoom in and shawl to trigger a memory that replays the first scene from Exile. Turn around and go through the corridor there. At the end, turn the little fan knob to unlock the door and step through. The door at the back of the Botany Lab is now opened. Return to the balcony you just left, and turn right to Atrus' study.

Turn left and go to the leftmost mural. Zoom in to trigger another scene from Exile. Zoom in on the right mural and trigger another memory, this one is of Catherine teasing Atrus. Continue to Atrus' desk. The linking book to Serenia is on a bookstand to the right.

Turn on the lamp on Atrus' desk. Zoom in on the feather and trigger a memory. Zoom in on the journal and use the amulet for a voice over. The journal teaches you about Serenia, and the family trip there. It also talks about how Yeesha underwent her Spirit Guide ceremony. When you are done, turn right and link to Serenia.


I strongly suggest you get acquainted with the Age and at least learn the locations for the water control puzzles (there are three), the Spirit Guide manifestation points (stone circles for Wind Guides, circular pools for Water Guides and burning stones for Fire Guides), as well as their shapes (Whirlwind, Water Column and Flame Column), and their offerings (Pollen for Wind, Bubble for Water and burning Sap for Fire).

Start by going forward. Cross the bridge and go past the bubble fountain on the right. Continue forward past the white butterflies. To your left you'll see a water wheel and in front of you there's a bridge. Turn left and go to the water wheel. Pull the control handle on the wheel to the right to stop water from flowing on the left. You need to do this as part of a puzzle you'll encounter later on. Return to the main path.

Cross the wooden bridge. You'll see Achenar walking briskly to the right. This is a four way intersection. Follow the path where you saw Achenar. Pass the stone circle to the left and continue to another intersection. You'll see two water conduits intersecting on the right, a path to the right and a path to the left. Take the left path.

Turn left and notice a small wooden box in a stone shelf to the left. Zoom in and trigger a memory. This is what Achenar was hiding. Open the box and use the amulet on the Journal for a voice over. This Journal will help you learn what the brothers have been up to on Serenia, as well as their intended plans for Atrus. It also informs you of a fall out between them.

Continue forward on this path. At the end, just before a bridge, you'll see some burning stones. Incidentally, if the game takes over when approaching a Spirit Guide manifestation point, it means the Guide is there. Do nothing to harm it though. You'll deal with them later on. Cross the bridge and you'll be standing under a pollen tree. Turn left and go forward.

There's a water pool on the left (and probably the Water Spirit guide is there). Forward again until you get to another water control point. Climb the small wooden ladder on the left. At the top, pull the little car right so that its top wheel connects with the wooden axle. Go forward and pull the handle to the right. Staying at the top, approach the ladder and return the car to its original position. Descend and return to the water pool.

Turn left to the water control and pull the handle hanging from it. This will block the water from flowing to the left conduit (the one closest to the small wooden ladder). Go past the small wooden ladder and continue forward. You will come across a stone circle on the right. Keep going forward.

You'll be back at the intersection where you saw Achenar. This time, take the path with the two wooden bridges. You may be able to see a Fire Spirit to the left at a distance. Go past it. Cross the wooden bridge. Ignore the trail leading down from here for now (it's a dead-end with a raised drawbridge). There's another stone circle to your right. Take the left path.

Another water control, and if all went well, there should be no water flowing here. Zoom in on the broken wooden cogwheel on the left and trigger a memory. Once it ends, go forward. To the left you'll see a burning sap plant and another one to the right in the distance. Take the path to the right that leads to another burning sap plant and a pollen tree.

Pass the pollen tree on the right and the bubble fountain on the left. There's a path to the left here where another pollen tree can be found. Ignore this path and go forward. There's another bubble fountain here, a path to the left where some burning stones can be seen to the right of it and a path leading forward and downward. Take this one.

You'll meet Anya. Listen to what she has to say. She is one of six Protectors looking after this part of Serenia. She tells you to visit the Memory Chamber. Go forward, but make a detour first. At the cross roads, turn right and go to the end of the path. Zoom in on the mosaic and trigger a memory. From it you'll learn that water links everything in this Age. Take a picture of the mosaic, as it is also a map to this Age's stone maze (the one you've been navigating).

Return to the crossroads and go right. Go down the stairs and at the bottom, turn left. Go down these stairs and witness a cutscene with Sirrus. As usual, he's up to no good. When he sees you, he'll blow up the bathyscaph to escape. Turn right and go forward. Zoom in on the offering plate and trigger another memory. Before entering the Memory Chamber in front of you, go left and to the back of the bathyscaph. Examine the blown up door and trigger a memory. The bathyscaph is used to harvest memory globes from the bottom of the Memory Plant.

Return to the Memory Chamber and enter it. There are four statues at the back (two on each side) and they will replay scenes of Yeesha's imprisonment, Achenar stealing something and Sirrus holding a blue egg. There are some stairs leading up, but there's no need to go there for now. The chamber in the middle of the room holds the pistil of the plant, which is beating like a heart.

Exit the Memory Chamber and return to where you saw Sirrus inside the bathyscaph. You'll meet a new Protector here. She'll tell you about the Memory Chamber and that a few of their sisters have gathered at the Hall of Spirits. They'll be able to tell you more about Yeesha when they've woken up. Follow her to the back of the bathyscaph. She'll tell you of the existence of another bathyscaph and that the pollen inside a Memory Chamber grows deadly when the plant gets old.

Once more, return to where you saw Sirrus and climb the stairs. At the top turn left and go forward. Cross the wooden suspension bridge and climb down the other side. On this plaza, to the right is a statue with an offering plate, and to the left, a small outcrop. Go there. A tube at the end triggers a memory when you zoom in. This is used to call the village and you discover that the Protectors live elsewhere in a village. Return to the plaza and go left at the top.

At the base of the stairs is a stone lid (the control to open it is up the steps). Climb the stone steps, and encounter Achenar. Listen to what he has to say. He tells you his brother is mad. He also mentions the Journal you found inside the wooden box. He insists you must prevent Atrus from coming here. When the scene ends, turn right.

Walk to the end of the wooden walkway. Notice the thing on the water control wheel? It's a Quetzy just like the one in Haven. This is why you had to go through that Age: to find out how to release this lock so that you can operate this water control. Zoom in and trigger a memory of Haven. To release Quetzy, stroke the bottommost stripe on the rightmost coil four times to the left and then tap her on the head. She'll fly away and let you operate the control. Don't operate it yet though.

Instead, return to where you just met Achenar and on the pillar statue to the left, pull its red tongue. This opens that stone lid. Return to the outcrop on the plaza. There should be a middle aged woman there. Another Protector. She's very suspicious of you, but asks you to do her a favor. She talks about the importance of water, the theft of the Life Stone and the diversion of the water courses. This scene is important because it triggers the awakening of the Protectors inside the Hall of Spirits and lets you move forward in the game. The woman will only appear after you have removed the Quetzy.

Return to the stone plaza and left to the base of the steps. The stone lid should be open allowing you access. Climb down to the very bottom. There's a switch here and a pillar surrounded by three more. Zoom in on it to trigger a memory. It's the Life Stone Achenar was carrying when you spoke.

Turn left and go forward. Zoom in on the crevice and then click on it. You'll exit this chamber. Incidentally, if you had changed the water control settings on the plaza this area would be flooded and you'd have been prevented from proceeding this way. Climb up and you'll be on the side from which Achenar made his speech. Proceed forward. This path leads to the drawbridge I mentioned earlier. It's no longer a dead end. Now use Zip mode to return to the crossroads after the point you met Anya or continue on this path.

Once at the crossroads, go to the mosaic. Another scene with Anya will reveal a little more of what is going on. When it ends, go straight ahead to the building on the opposite side of the mosaic. This is the Hall of Spirits. Save before you go in. Enter it and you'll be addressed by one of the Protectors there. Listen to her explanation and you'll learn you need a Spirit Guide to visit Dream. First though you must be allocated a Spirit Guide. The Guide attributed to you is based on your actions throughout the game.

The Image Viewer will be flashing. Click on it. Notice a hand next to the Zip mode icon. Clicking on it will show a hand print just like the one in Yeesha's bedroom back in Tomahna. Exit the Hall of Spirits.

Now that you know who your Spirit Guide is, it's time to find it. Return to the Stone Forest and go to the appropriate spot to get an offering. These spots are always within a four screen distance from a Spirit manifestation. You have to take the offering from the tree/fountain/plant to the place of manifestation by holding it in your hand (the cursor). To collect an offering, place the cursor below the falling material. After you have collected it, you mustn't make quick or sudden moves or the offering will disappear. You mustn't take too long delivering it or your Spirit Guide or, again, your offering will disappear. Moving more than four nodes will also make the offering disappear.

Use one of the solutions below that corresponds with your Guide:

From Pollen tree, Collect Pollen, go to Spirit Guide Wind, which Manifests in Stone circle.
From Bubble fountain, Collect Bubble, go to Spirit Guide Water, which Manifests in Water pool.
From Burning plant, Collect Sap, go to Spirit Guide Fire, which Manifests in Burning stones.

If the Guide is at the place of manifestation you choose, touch it with your offer in hand. This will cause an explosion of light and a shower of sparkles. If not, you'll have to visit every spot where it appears until you find it, always bearing the correct offering in hand.

Once this is done, go to the Memory Chamber and up the stairs. When you are ready, Zanika will be waiting for you there and will explain what you must do to get to the Dream Age.

Once you reach the upper level, the game will take over.

When the intro ends, your Spirit Guide will explain what is going on in Dream and that it will try to help you. He will allow you to interact a little bit with Dream, and you can play around with the color clouds and have them follow your cursor around.

When the screen has filled with swirling nimbus of color surrounding a white one, your Spirit Guide will stop talking. This puzzle is easy once you know what you are trying to do. The spirit guide told you to bring the Ancestors in closer harmony to the ones surrounding it. White, for those of you who aren't aware of it, is a combination of every possible color which makes up light. It is therefore considered the most harmonious of all the colors. Your objective here is to change the color of all the Ancestors to white.

To do this, you brush the cursor through an Ancestor and it changes color. The color sequence is:

Red, Purple, Blue, Cyan, Green, Yellow, White

Once you get to white, the cycle will begin again. The best way of doing this, since the clouds are arranged in a hexagonal matrix, is to trace triangles or do zigzag motions. Now, there are some rules:

- Going from one cloud to another, moves the color up one level on the sequence above.
- Going back on a color that you have just changed causes no effect at first, but if you linger too long or pass through it without changing colorsaround it, it will force a color change on the clouds that surround it.
- White clouds are a bit sturdier to the effect above but will also change if you brush past them.
- The central white cloud never changes color and isn't affected by any of the effects described above.

When all the clouds have been changed to white, your Spirit Guide will tell you you've succeeded and will reveal two color pyramids. Make a note of the color and position of the lights for these two pyramids.

Exit the Memory Chamber. As soon as you do, Anya will appear and say that she hoped to discuss what went on in Dream with you, but there isn't time. She tells you she must remain at the Memory Chamber to block anyone from entering it. Once the door is closed you can trigger a replay of the last bit of conversation by zooming in on it or by using the amulet.

Once at the Stone Plaza (where you met the elderly Protector), proceed to the water control where you made Quetzy go away. Turn the wheel to the left to stop the water from flowing to the left canal.

Time now to face the brothers in their hideout. Return to the crossroads that lead to the mosaic and the Hall of Spirits. Once there, turn left and proceed forward, passing under the bell to leave the Protectors section and enter the Stone Forest.

Climb the wooden steps and you'll be at an intersection with a bubble fountain and a wooden bridge. Take the left path and follow it to the end. At the end there's a burning sap plant to your right and in the next screen there's an intersection to the left. Go forward once to the next screen and take the left path again. Pass the water control with the broken wheel and at the end of that path you'll be where the path leading from the drawbridge connects with this one. Go to the drawbridge and cross it.

On the other side, next to the winding wheel for the drawbridge, there's a stairway leading down. Climb down this stairway and at the bottom, proceed toward the door of the building in front of you. You'll meet Sirrus as he emerges from the abandoned Memory Chamber. Notice how he backpedals a little. Once he finishes his speech, proceed round to the right and to the far end of the Chamber.

From Achenar's Journal, found in the Stone Forest, you should have seen a drawing of an underwater back entrance to this Memory Chamber. There's a bathyscaph here and a well. You'll have to drain enough water from the well in order to access the secret tunnel and door it leads to. It is for this reason you have been purposely diverting the water course - away from this location. If you hadn't done so, water would continue flowing into the well and there would be no way of accessing the secret tunnel.

There are two levers here that control the bathyscaph: one lowers and raises it (the left lever) and the other opens and closes its door (the right lever). Begin by pulling it up using the left lever. Close the door on the bathyscaph by using the right lever, then lower it. With the door still closed, lift it up. This will cause enough water to overflow and grant you access to the tunnel. Approach the well and climb down the stairway on the right. Once inside, climb down once more.

You should be able to see a glass window and below it, a wheel. Turn the wheel to the right to open a drain and allow some more water to drain out. Return to the bathyscaph controls. Lower it, and with the door still closed raise it. Again this will drain some more water. Finally, open the bathyscaph door, lower it, close the door while it is underwater and then raise it. This will have drained enough water to open the panel for the secret door at the end of the tunnel. Go there now.

Zoom in on the panel and trigger the memory. This shows you a picture of the medallion in Spire, a replay of the revelation your Spirit Guide showed you and then six small triangles separating (notice that every dot is white). Click on the button below the panel to open it. You will see a circle of colored marbles and sliding channels.

This is the reason you had to go through Spire: the medallion there gives you the color combination for the six innermost positions of the panel. You then have to form triangles, using the combinations shown in Dream to form six triangles in the outermost positions of the panel, so that when these are combined each triangle will glow white. Each of the small triangles can only be made up of one of the two combinations and one of its vertexes (top or point opposite the base) must coincide with the color scheme from Spire. In each case, if say, the vertex is Green, moving clockwise, the next colour must be Blue and the third, Red.

You'll have to work it out for yourself, but it shouldn't be too hard. It's just a question of sliding the marbles into place. To move a marble, click on it, and white lines will show you clear paths of travel and where you are allowed to move the marble to. Select the position you want the marble to move to by clicking on the destination, and the marble will travel there. When you have placed all the marbles correctly in their groups (to form white light in each case), click the button below the panel to open the door.

Proceed through the tunnel, and climb the metal ladder at the end. Find the handle on the wheel and turn it to open the hatch. Explore the Old Memory Chamber. You can enter the Shrine itself if you want to look around inside. The ancient plant is protected by a glass cover. To the left of the chamber, there's a sarcophagus. If you zoom in on the glass window, you'll see Sirrus frozen inside. Ignore him and climb the stairs to the top of the Memory Chamber.

Once there you'll discover Yeesha strapped to a chair. She'll ask you to release her by pulling the Silver lever on the machine. Go to the machine. When you get there Achenar will enter. Do as he says and pull the amber lever.

Unfortunately, doing the right thing puts Yeesha's body in trouble (then again, she already was, as Sirrus has taken over her body). Again, follow Achenar's instructions and sit on the chair behind you. Look up at the ceiling - where you will be transported back to Dream.

Note: if you want to see Achenar's sacrifice (or just what he is up to) before sitting on the chair descend to the lower level and look in the Memory Chamber. You'll witness a short scene with Achenar.

Your Spirit Guide will be waiting for you and will show you Yeesha's mind being plagued by a parasite in a form that seems like a beetle with fine binding energy tendrils that are strangling her. This is Sirrus. The Spirit Guide will send you inside Yeesha's memory and you must untangle Sirrus from Yeesha.

This place has five images floating around and each of them has one or more symbols attached. If you float the cursor over one of the symbols, it will replay a piece of a conversation. You have to put the conversation strings in order and also place each piece of it over the relevant object. The full dialogue is listed below (in no particular order):

1 - (Yeesha) Daddy's really good at chess.
2 - (Yeesha) You can make one just like you made my spirit guide.
3 - (Sirrus) I'd like to sis, but I don't have a chess set.
4 - (Yeesha) I'll tell them to when I link home.
5 - (Yeesha) Well maybe mum and dad could give you a set, as a present.
6 - (Sirrus) Ha, right, and I suppose you'll tell them to make it out of the same rock as this chamber.
7 - (Yeesha) You should play him.
8 - (Sirrus) I could, but it's really hard to carve figurines that small.
9 - (Sirrus) That way, I'll never be able to break them.
10 - (Sirrus) They break so easily.

The available objects are: chess set, figurine, painting, book and Nara crest. When the correct sequence, as well as the right number of sentences, have been placed over an object, that object will have a white energy nimbus around it. This is the order the sentences should be put in:

Chess Set: 1, 7, 3
Figurine: 2, 8, 10
Painting: 5
Book: 4
Nara Crest: 6, 9

You can only move sentences from object to object in groups. If a group has more then one sentence the uppermost one will automatically be placed in the next object you brush over, excluding the one it came from. A sentence is placed in an object in the lowest position and is removed from the highest position in the group. To acquire a group click on it.

In order to simplify the solution, I'll refer to the object, rather than the sentence, you will be clicking on to acquire the initial group and then the object(s) you are going to distribute that group to. Here is the full sequence:

Nara Crest to Chess Set
Book to Nara Crest to Book to Painting
Nara Crest to Chess Set
Book to Nara Crest
Nara Crest to Chess Set
Figurine to Chess Set
Chess Set to Figurine to Chess Set to Nara Crest to Chess Set to Nara Crest to Chess Set to Nara Crest
Figurine to Painting
Chess Set to Figurine to Chess Set to Figurine
Chess Set to Figurine (done)
Nara Crest to Chess Set to Nara Crest to Chess Set
Chess Set to Nara Crest to Chess Set
Nara Crest to Chess Set to Nara Crest
Nara Crest to Chess Set (done)
Painting to Book to Nara Crest to Book to Painting
Book to Painting to Book
Book to Nara Crest (done)
Painting to Book (done) to Painting (done)

After this one is complete, you have another one to do. This time it's a Sirrus monologue (in no particular order):

1 - Father and mother will teach you the art.
2 - See how round and smooth and empty it is.
3 - And everything that's you will be sucked out of your body.
4 - Then, I'll put my new memories back on my body and no one will be able to stop me.
5 - See this globe little sister.
6 - Of course, I'll kill them as soon as I know how to write Ages.
7 - Lights will go on.
8 - Leaving behind the perfect disguise for me to step into.
9 - When I turn the switch, the chair you are sitting in will activate.
10 - Never knowing that it's me who is doing the learning.

This time, the available objects are: memory globe, sarcophagus, chair and book. Once more, when the correct sequence, as well as the right number of sentences have been placed over an object, that object will have a white energy nimbus around it. This is the order the sentences should be put in:

Memory Globe: 5, 2
Chair: 9, 7, 3, 8
Book: 1, 10, 6
Sarcophagus: 4

Now is also a very good time to save, if you want to have a savegame right before the game ends. As soon as you solve this puzzle the game will take over and conclude with the titles. Full sequence for this puzzle is:

Chair to Memory Globe to Chair to Book
Memory Globe to Sarcophagus to Memory Globe to Sarcophagus
Memory Globe to Chair
Sarcophagus to Memory Globe to Chair to Memory Globe to Sarcophagus to Book (done) to Chair (done)
Memory Globe to Sarcophagus to Memory Globe
Sarcophagus to Memory Globe to Sarcophagus
Memory Globe to Sarcophagus to Memory Globe
Sarcophagus to Memory Globe (done) to Sarcophagus (done)

Listen to the final reassurances from the Spirit Guide. When you return to Serenia you will learn of Achenar's sacrifice, as a result of his revelation over his brother, which in turn leads to his redemption. Unfortunately, it also leads to his death in his sister's lap. As soon as you stand up from the chair you'll hear Achenar's dying words and witness his death scene. Yeesha will be all right (at least until she grows a lot older and turns into the mad woman we've encountered in Uru: there's something seriously wrong with the whole of this family's gene pool). After this, you'll return briefly to Tomahna to listen to Atrus' conclusions.

Roll on credits and you'll have the opportunity to listen to "Curtains" again. After that, the game ends.

Alternate Endings

When you are given the choice of levers to free Yeesha from the chair in the upper floor of the Memory Chamber, there are two other options you can make:

Pull the silver lever. Sirrus (inside Yeesha) will be set free, Achenar will be crushed under a Spirit Stone, trapping you in the process. Sirrus (in the form of Yeesha) will then kill you with Achenar's crossbow.

Do nothing. Achenar stands between you and Sirrus (inside Yeesha). Sirrus takes the opportunity to stab Achenar in the back and then shoot you where you stand.

In both endings, Sirrus will also gloat about his performance and of how he is now sure that he'll be able to convince his father that he is indeed Yeesha.

Edited from original by Orlando Soares

Related: Official Prima strategy guide (PDF), via Internet Archive