It is the year 2083. A habitable planet has been discovered in a distant galaxy. Several exploration attempts by Earth scientists of the planet, named Argilus, have failed to reveal the secrets behind the planet's mysterious abandoned condition. As a member of a rescue team, your mission is to find the missing explorers as you uncover the planet's secrets.
From The Adventure Company, Dreamcatcher Games, comes Schizm: Mysterious Journey, one of the latest adventure games to hit the market. Schizm is not for the average gamer. Some kind of walkthrough is necessary to complete this ridiculously hard game. Even though this is by far the most graphically pleasing game I've put my hands on recently, it lacks substance in the most extreme ways. The storyline is disappointing, the ending pathetic and the puzzles too difficult to be considered fun.
Several months prior to the protagonists' arrival, the planet Argilus was discovered completely abandoned. It appeared that the inhabitants disappeared just before the arrival of the exploring party, as evidenced by freshly prepared food and unlocked doors. The planet was quarantined and scientists were sent to discover what happened to the Argilans. Radio contact was lost because of some kind of interference. Then, it appears, that the researchers started disappearing. Flash forward to the present, Sam and Hannah arrive to resupply the researchers. Upon arriving at Argilus, they attempt contact with those who are supposed to be on the planet's surface, but receive no response. Moving their ship closer to the planet, they still cannot communicate with anyone. Doing what protocol requires, Sam and Hannah prepare to withdraw and contact Earth, but instead are pulled down onto the planet when their ships' main systems fail. Sam and Hannah are forced to abandon the ship. They enter the life-pods and descend to the planet, planning to meet at Base One. However, both are thrown off course.
Hannah touches down on a beautiful living colony of ships in the middle of an Ocean. Sam arrives on a group of hot air balloons floating in the sky. At first, neither can contact the other. Eventually, they are able to communicate through their radios, but for some strange reason, they cannot see the other. Switching between Hannah and Sam, the player explores several exquisite and detailed locations. The game is relatively non-linear and players are free to explore Argilus at their own pace. And explore they will, as they keep returning to location after location trying to discover some logic to the path of the story. Eventually, it is revealed that something or someone called Matia is involved. But what is Matia? Moving through Schizm the player will encounter many theories, but in reality, has no impact on any of them. One failing I felt this game had is that I really didn't care about the characters or what Matia is.
The puzzles are incredibly difficult that I fear even a rocket scientist would fail to understand. Puzzles commonly include symbols or sounds of the language of the planet, but what needs to be done with these symbols or sounds is a complete mystery. In one particularly baffling puzzle, there is a drawing of a triangle with some symbols scrawled on the wall. These symbols apparently represent some kind of equation. The numbers that need to be plugged into the equation are extremely vague however. It turns out there are 5 pillars in another location which have to be measured with an odd machine and those measurements are plugged into an equation, resulting in the answer to the puzzle. Yes, the description of this puzzle is confusing. Perhaps I'm getting across even an itsy amount of the frustration the puzzles in this game present.
Throughout the game, there are cut-scenes, but they are usually clues to what needs to be done. Also, travel between two locations is in the form of a cut-scene and I could figure no way to fast forward through these. The ending is ridiculous. All those puzzles to labor over and the endless searching for what needs to be completed next, and the only reward is an ending not suited for even a child's game. The disappointing story concludes, as might be expected, disappointingly.
The interface is somewhat easy to understand. Schizm can be played entirely with the mouse. Holding down the left-click button will allow the player to scroll around to explore their environment. The game is first person and has 360 degree panning capabilities. While looking up and down is somewhat limited, players can scroll completely around the scene they are in. Almost no objects are interactive and only a handful of items can actually be placed into a player's inventory. In the bottom left hand corner is an icon that lets the player know in what directions movement can be made, taking the guesswork out of which paths can be explored.
The graphics in Schizm are truly incredible. From the beautiful skylines to the exquisitely designed buildings, great care was put into every artistic detail. My breath was indeed taken away multiple times while playing through this title. The sounds are very well done as well, never getting annoying. The voice acting is believable and a wide variety of accented individuals are enjoyable. There were times, however, that the sound was a problem. Certain puzzles require familiarity with sounds. Some of these sounds, however, which is the language of Argilus, are not understandable. They sound like gibberish and making out the individual sounds is very hard. Other than this minor sound flaw that can be overcome with the walkthrough or a lot of guesswork, the sound and graphics in this game are near perfect. Unfortunately, a pretty package doesn't make up for the empty box found inside.
Schizm is probably the worst adventure game I've ever played. Sure, I want a challenge, but Schizm is unplayable without a walkthrough. The storyline isn't even very good. The ending is horrible, especially considering the amount of pain that is involved in playing this game all the way to the end. Unless you are a true glutton for punishment or don't care about endings and don't mind using a walkthrough to play a sub-par game, this is a definite pass.
-- Staci Krause
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The game starts with a brief history about the situation leading to
this point and finally you get a glimpse of where Hannah lands. If you
click on Sam you will get a glimpse of where Sam lands. They try to
communicate between themselves but cannot. Clicking on their portraits
in the lower right hand side of the screen toggles you between both of
them; in order to finish the game you must solve both of their
predicaments almost simultaneously. So in this walkthrough we will
start with Hannah.
Go to the ramp that goes up. There look for an electronic slate on one
of the benches. When you go back down you see a transmission wanting to
get through. Go up and get on the elevator with the walls with lattice.
Walk up two other ramps until you come to a line with tulip type poles.
In the far back there is a staircase go up until you come to some
dials, click on them. If you push one of the dials, you will see
something jump out of the farthest tulip, toward the front. You can try
it but the combination that worked for me was: numbering the dials 1
through 5 from left to right, 4,2,3,1,5. Walk up to the very top, look
around and you will find a wooden tablet among some junk. Write down
the symbols they are the coordinates that correspond to where you are
Walk all the way down to where the line of tulip shaped poles are. Look
inside the first one and there is another wooden slate, write down
these coordinates, they correspond to the base camp. Now go down to
where there are two elevators go in between the two elevators and you
will see a console. Walk over there and push the only button. A boat-
like ship will come and take you over to the other side. Walk up the
ramp to the very top and walk to the far right click behind a strange
wall there is a lantern like utensil. If you push the button on top of
it, a light flashes on some spikes on the wall and they move in and
Go down the ramp and you will see a protruding bridge with another
wall- like the one on top. Click on it and go behind it. Put the lamp
on the pedestal. See the notches on the pedestal, each one correspond
to a spike on the far wall. Once again every game is different, but
this is the combination that worked for me: 2,3,4,5,7,10,11,12,13. The
object is to have all the spikes out. That will make a ledge. Now use
the ledge and walk around. You get to another ledge and at the far side
you can see a contraption hanging from a beam of some sort. Click on it
and a bicycle seat like thing unfolds. It takes you to an island. Look
for a ramp that goes down. You arrive at an elevator. Get on it and go
up. Once there go towards the three tables. These are the controls for
the ship, because you are not on an island you are really on a ship.
The first two tables are the ones that you are going to use. Remember
the tablets you found? Well, now you are going to use them. The one
with an upside down v is where you are. On the table nearest the chair
are for the F coordinates. You can see the coordinates that correspond
to where you are now. So now we want the coordinates to Base One. On
the outer dial click on the roman number one or a capital I. In the
middle ring look for the Roman numeral two or II and on the most inner
dial a minus sign. Now go to the other table and enter the Z
coordinates. Outer dial roman numeral three or III, middle ring an 11
and the inner most a roman numeral three or III. Now go to the middle
table that has a hand on it and click on it. WOW! AWAY WE GO!
You are at a balloon like city. When you first arrive you will see a
protruding dial on the ground click on it and write down the symbol.
Turn around and you will see a big ball with gold tongues that have
symbols on them. They are eight of them, with a hornlike thing at
twelve o'clock. Once again the combination that works, changes with
every game. I will be talking of how it went with me. Turn around and
on your right there is a pedestal with a personal log on it. It belongs
to Dr. Hovis, click on it and hear what he has to say.
Now turn around and go past the first dial and when the movement stops,
just before the tunnel, go to the railing and you will see a second
protruding dial. Write down the symbol. Walk through the tunnel and
when you arrive at the other side there is a little ship, don't do
anything right now. Go to the third dial, then the forth and fifth
dials. At the fifth dial when you turn around you will see something on
the floor in front of you. It is another personal log, this time from
Dr. Francis Bremmer. Hear what she has to say and then head back to the
Once you arrive at the ball touch the tongues corresponding to the
symbols you wrote down, the order is the way you wrote them down, the
first two before the tunnel and the last three after the little ship.
If you number the tongues starting on the right side of the hornlike
thing from 1 through 8, the combination is: 1,5,6,2,8. Once you insert
the correct combination the ball in the middle opens up and you see
some purple balls, take them. Now go to the little ship and you are
taken to another balloon base.
When you arrive there, you see a pedestal with a dial contraption. Look
at it and see the symbols. Turn right and walk through the tunnel and
you arrive at machine room. On both sides of the middle of the room you
see a gigantic dial with marbles on it. There are 10; on the left side
of each marble is a lever. Starting from the top (one at 12 o'clock)
then on its right side we will call it one, two, three... ten. If you
click on the lever it sounds like gas going somewhere. If you push the
middle one you are automatically taken to your right to a smaller dial,
which has indentations like it needs marbles or stones; but don't fret
you don't need anything. It is a counter. The two outer circles count
for 12 and the inner one counts for 1. A black marker shows the outer
one and the inner one is marked by a white pointer. On it's right side
is a balloon punching bag on the side. If you try it out, when you turn
to go to the other one Dr. Bremmer appears and tells you that only one
gas is double the others, so that is why we are doing this.
So let's start. Push lever one, once. Push lever two twice and lever
three, three times and so on until you come around to lever 10 which
you push 10 times. Which means that if you add the number of clicks you
get 1+2+3+4+5+6+7+8+9+10=55. Now push the middle marble. When you get
to the smaller dial, count the outer pointer just like on the big dial.
I get 5. That number is multiplied by 12 and you get 60. Now see the
pointer on the inner dial, each one is 1 so I get 3. Adding 60+3=63.
Now we subtract 63-55=8. Turn back to the big dial and push lever
number eight. Automatically you are taken to a view of a fish like ship
inflating and rising. Turn around and go to the dial on the other side.
I get 8 again. But I had to do it three times and the third one I get
When you finally do it right the ship docks on the top level, where you
are. So go through the other tunnel and go to the ship. Enter the ship,
from where you stand turn around and go straight. You get to the
cockpit. There are two chairs go to the one on your left and pick up a
disk. Now go to the other chair and see the levers. You have a yellow
numbers lever, blue numbers lever and a button in the middle. In front
of you, you have an arc with symbols. Look familiar? Looks like the
ones on the pedestal that you saw when you first arrived. So go back to
When you get to the pedestal, put the disc. Now click on the inner most
symbol; the one that looks like a seven. The disc rotates and two
symbols light up an N with a heart shape apostrophe and an r shaped
symbol. Click on the second symbol, the one that looks like a p. /the
symbols that light up are a cursive e and a mathematical less than
sign. Click the third symbol the one that looks like an r. The symbols
that light up are an r and a p. Return to the ship and go to the chair
on your right.
Move the left lever to the seven symbol, the top dial to the N with a
heart and the right lever to the r. Move the left lever to the p the
top dial to the cursive e and the right lever to the mathematical less
than sign. Move the left lever to the r, the top dial to the r and the
right lever to the p. Push the middle button and if you did it right.
AWAY WE GO!
Base One or Bosh's Tunnels
When you get there you try to contact Hannah but no answer. So walk
down the stairs, and then go around and under those pipes, to some more
steps that lead to a catwalk and to a metallic bubble. It is an
elevator, go in and take the elevator down to another long catwalk,
which takes you to a big hall like place that has pillars that look
like pineapples. Go to the far wall until you get to a bud like
contraption on the wall. That one is broken so turn left and walk until
you get to another one on your right. There is a button on its right
between two pipes, click on it and the bud opens. Go through the
You find yourself at an airport like place. Sam tries to contact Hannah
and says you are at Bosh's Tunnels; follow the forward arrows there is
only one way to go. So look around. You will go over two bridges and go
up a lot of steps, until you get to a place where there is a rail on
the ground that leads inside somewhere. Wait! Don't go in. Look around
and go towards the left side of the tunnel or on the left side of the
tracks. Go to the end where the tracks go across the ravine. Turn
around and on the first pillar, behind you there is a button, push it.
A motorcycle type vehicle will come. Get on it and go where it takes
you. Get off at the next stop and go into the tunnel. On the other side
you will come to a circle of prayer grinders. Listen to the sounds each
one makes. Walk out and go back to where you got on. Walk to the other
side of the stairs where you came up or cross over the tracks to the
other side until you see a catwalk that leads to a round apparatus in
the middle of the ravine, go there. On a wall you see painted with
yellow paint a symbol. Just take note.
Sit on the seat of this apparatus, look down and click on the button.
This opens up the apparatus, it is like a telescope. It is an
instrument used by the civil engineers to find levels, distances and
heights, a theodolyte. So now we have to go to work. Turn yourself to
the yellow painted symbol; we will start from there. Slowly turn right
until you come to a pillar, there are five. This is complicated so be
careful. First with that glass thing pull it up until the red line is
on the top of the pillar, there are symbols on the measuring stick,
although you can't really read it, well that happened to me. So just
count the lines. The first one I got 4 lines, this is the height. Now
click on the bottom and it takes you to a dial with a 0 and a +. Click
on the 0. The dial moves to the symbol for zero. Ok! Now click on the +
button, the dial moves and gives you the distance. Write down the
symbols you get. Now click right above the dial and you see a lot of
symbols, they correspond to the symbols you saw on the dial. I know!
You really can't really distinguish them; but try. I get the symbols
for 45; remember the first one from the bottom up is zero, looks like a
hollow apostrophe. So now you are ready to go to the second pillar. You
do exactly the same thing at the second pillar and so on and so forth
until you complete five.
Thought I wouldn't give you the measurements for the others, huh? ...
I thought about it but since it is free. 2: 5 height, 16 distance; 3:
7 height, 20 distance; 4: 4 height, 25 distance; 5: 6 height, 35
distance. Now armed with this information let's venture in.
Follow the rail inside; you enter what seems a temple. Turn left and
walk through the opening. If you have followed me till now you can't go
on until Hannah is at the research center. Let's go see what Hannah is
So we arrived at a new place, turn to your right and take the elevator
down, go down the ramp and now take that bicycle transport. It takes
you to a catwalk on the side of a cliff. Go to the circular golden open
doors. You arrive at what looks like a big hall they say it is a
research center. Walk forward and now turn left and move forward.
Somebody appears and says something to you in a weird language, she
gives you something. Now go back to you turned left and now turn left
so that you are facing a sitting statue. It is showing you something
but you really can't make it out, looks like new coordinates, but you
need something to make them come into focus. Go back to where you saw
the lady and go straight until you get to a structure that has
something on top. Go upstairs, the symbols on the organ keys look
familiar, but for Sam and not Hannah. Try it and see if it works. No,
didn't think so. Walk down and go to the other similar structure. There
you can finally communicate with Sam. You tell him he is the one that
is going to have to look for an exit, because she is stuck. So let's go
back to Sam.
Now walk down the hall and turn left at the second stop. It looks like
an oriental shrine. If you click on the cages that are on top, they
chime. Huh? Exit and turn left, you come to a crossroad turn right and
up the stairs on top the stairs turn to your left see a room. Go in.
There is a painting of on oriental monk on the wall and beneath it a
stone carving of what looks like an insect. Now to your left there is
another stone carving on the wall, look at it. It looks like temple
pillars. Walk out and continue to your left down the stairs. You will
come to another crossroad; turn right. Down that hall you will see
another shrine, a staircase. Ignore the stairs for now. After the
staircase you come across two more shrines. In front of the last shrine
you see a catwalk that looks like it is made out of palms, that crosses
the pond. Right at the middle a ghost of a monk appears and says or
sings something to you and then disappears through a door. If you tried
the chimes some of them sound like him but in another order. Continue
across the pond and you get to the other side. There is one last shrine
that is the one you want go in. You have eight chimes counting from
left to right change the colors until the third one is white, and that
makes the sixth one black and the eighth one is green. OK! Now click on
the cages in this order black, white, green. Oh boy! The door is open.
WAIT! Don't go yet. Remember the staircase you saw earlier? Well go
Go up and when you get to the second floor turn right go down the
corridor. Look at the painting on the wall to your right. Look
familiar? Keep going. Go into the next room. It has a lot of dials;
they look like the ones on the telescope. Turn around and study the
drawing on the wall. Here is where we start our geometry lesson.
The point from where you were when you took the measurements and the
measuring stick is a fixed distance. Remember the scale between the
dial and the glass eye. This fixed distance are 10 units because you
counted from zero to nine. And the distance between the stick and the
pillar is the measurement you took when you pressed +. The height is
still not determined. So what we have here is a ratio. Don't panic! The
handy rule of three is just what we need. So if we know that the two
triangles are proportional, then we can say the fixed distance (10) is
to the distance you measured with the + plus the fixed distance; as the
height you measured is to the height we need. So in order to visualize
what I just said we have:
10 .10+45 where hwn= height we need
So now we go to the calculator and do some punching. Pillar 1: distance
45 + 10=55, 55*4=220, 220/10=22 is the height. Do the same with the
other pillars. I will just give you the heights. Pillar 2: 13; pillar
3: 21; pillar 4: 14; pillar 5: 27.
See that wasn't sooo hard. Now turn around and go to the dials.
Starting from the far left then up one down one up one and down one.
When you do it right a drawer opens and you take the lens. Now you are
ready. So go back to the grinders that opened the trapdoor. Once you
are there turn left and go through the opening, which takes you to the
back of the statue. Once there you go down. WOW!
Hannah and Sam are talking and they are in the same place but can't see
each other. So from now on both of them are going to travel together.
Taking the lens you got from the dials go to the statue and put it on
its face. Now you can read the coordinates. These correspond to
Hannah's ship so we will be traveling in her ship. Now go to the organ
computer you as Sam and click on the same symbols and combination you
used when you got the purple marbles. Nothing happened. Guess we will
be back when we solve the problem. Well let's head for the next
destination. Go to Hannah's ship (both of you) Remember where it is?
You have to go through the circular tunnel near the statue.
Once both of you are at the controls at Hannah's ship, enter the new
coordinates. WHAT! It doesn't move. Oh yea, remember that they told you
the coordinates keep changing. So here we go with more problem solving.
The first two tablets that you found had two pair of coordinates, one
pair that was crossed out and the other that wasn't. So using that as
our relationship let's see the coincidences.
For the coordinates that correspond to the table with the F looking
letter. Starting from the outer ring, that symbol does not change. The
middle ring if you start from the old coordinate you count 10 symbols
you arrive at the new coordinate. On the most inner ring from the old
coordinate you count 5 symbols you get to the new symbol. Try that on
the other pair. It works too. Now for the table on your right, middle
ring you count 1, the most inner ring count 4. OK! So do the same with
the ones you found and you get: For the left panel -,3-,||, for the
right panel |||,||,||. So away we go to our next destination.
SAM AND HANNAH
When you arrive onto the island somebody appears to you saying that it
is more of a custodian device than a defense system. It has been
converted into a prison zone. So let's see what this island looks like.
Get into the buggy and on the machine you see four symbols. I guess the
first one is where you are at so lets try the second one, the one that
looks like a fallen H with two small lines on the side. You go through
some tunnels and then you turn back. When it stops, the symbol that is
on the machine is not the one you entered; this has a U with a figure
in the middle. Wonder why? Well get out there anyways and go to your
right walk down the walkway until you come to a first door.
Write down the symbols on it and push the button in the middle. The
door opens walk through the tunnel and you get to a balcony where you
can see a rocket-like machine in the background. Turn to the right and
walk down the path. You get to a puzzle, where you have to connect one
side to the other before the machine blocks you off. It is really trial
and error. When you finally do it you will see a rail rise halfway; you
must do it twice to get it all the way up. If you don't get the second
one on the first try the rail goes down all the way. Once you do it, it
will stay, but there is still another rail to raise.
The next door has some symbols but you don't know the combination. You
need another key like the one you were given at the research center. So
for now walk on down to the elevator. There are four stops to the
elevator, by pulling or pushing on the plunger you go up or down. Right
now you are on the third stop. First we will go all the way down.
Remember to go together.
Take the elevator down; there are some water control wheels. Go behind
the elevator and into the cave. When you arrive you can see at the
other end a person, but you can't get to him because there is water. On
your left there is a machine. If you are Hannah use the pamphlet the
lady gave you and see the symbols but you don't know the combination
(remember it is a key). One of you walk out of the cave and take the
path on the left side of the elevator all the way to the end. You can
hear water flowing, turn to face the water control wheel and move it so
that you can't hear the water. Click on the other person that is still
supposed to be in the cave. Now the water has disappeared and you can
Talk to Dr. Charles Santos he tells you that there is an other
dimension and that Dr. Hovis knows the secret to look for him and the
key to the other dimension is to "enter twice and exit once" He also
says not to forget that he is there. Exit the cave and decide who is
going to do what on the next puzzle. I recommend that the person who
has the key from the research center do this part.
One of you go will stay outside the cave where there are two water
control wheels and the other walk around the right side of the elevator
near the draw bridge. There you can see a plunger. You are going to be
clicking back and forth. In my case Hannah has the key so she is at the
bridge. So Sam starts with the wheel that is on the left side of the
cave. Turn the wheel three clicks and click on Hannah so that she can
push the plunger to see how much the bridge lowers. This too is trial
and error. So do it a few times on the left wheel and then change to
the right wheel until the bridge locks into position. Good Luck! Once
you do it you won't have to do it again. Even if it looks up once you
click on it, it will go into position.
VILLAGE OF MARTIANI
So now Hannah, who has the key, crosses over to the village. There are
four houses in a semicircle around another larger one. If you try to
enter the center house you are encountered with a bright light but
can't go in. If you enter any of the other houses you automatically
find yourself outside of another house. That is the way you are going
to enter twice in each of the houses and exit only once. Starting
clockwise from the bridge let us number them from one to four. The
center hut doesn't have a number. My combination is: house 2, house 4,
house 1, house 1, house 3, house 3, house 4, and house 2. When you get
out of house 3 the second time, a man appears to you and says something
you don't understand and hands you anther key. When you enter house 2
for the second time you exit but the outside looks like it is evening.
You also loose radio communication with Sam. When you start towards the
bridge a lady appears to you and says that you are at the doorstep of
their sanctuary and to choose between the Wanderer and the Good
Servant; and disappears. Look towards where she was looking before she
started to talk to you. There on top of the cliff you can see a group
of twelve lights, some higher than others. Write down, from left to
right, the order of the lights if they are up or down.
Walk back to the center house and go in when you come out you are at
the normal dimension. From now on you can go between the dimensions.
The bad news is that even if Sam tries to do the same he cannot even
open the door to any house.
Now, if you look at both keys there is a symbol on each one of them,
they correspond to the door. So let's go back to the cave to figure out
Put the key that corresponds to the door that was open and of which you
wrote down the symbols. The symbols on the door are from left to right
and should correspond to the symbols on the machine from top to bottom.
Enter the code by sliding the windows to the corresponding symbols on
the door. On each slider there are a total of five symbols. So we have
four rows and five columns. First row the symbol corresponds to the
second column. Second row the symbol corresponds to the fifth column.
Third row, second column. Forth row, forth column. Ok!
Now put the other key in and using the same configuration as the other
one obtain the symbols that correspond to the positions above (r1/c2,
r2/c5, r3/c2, r4/c4). Now armed with this knowledge go to the locked
door and enter the code from left to right, push the button and the
door opens go in and you will find a puzzle like the first one. So you
know it is trial and error. Once you've solved the puzzle both of you
go to the buggy and go to your original destination. Which is the
Once there get out and look around. There are two houses, one on either
side of the tracks. On each side of the house there is a long pipe with
eight plungers on top. In the background where you see the rocket-like
ship, there is a steel plate hanging from some steel cables and if you
turn around you see another plunger, click on it. Nothing happens. Now
what? Ok. Let's go ask Dr. Santos.
Once inside you talk to him and he says that you must go back to Bosh?s
Tunnels and go to the computer and to remember "ossa" and "dissa". So
now we have to go back to the tunnels.
When you arrive at Bosh's Tunnels go directly to the computer. On the
top part you see some pistons that you can pull up or leave down.
Remember the lights Hannah saw in the other dimension on top of the
cliff? Ok, the sequence is: up, down, down, down, up, down, up, up,
down, up, down, up.
The middle part has old typewriter keys, but only eight keys are
yellow. This corresponds to "ossa" and "dissa". They are, counting only
the yellow keys, third from the left and seventh from the left. At the
bottom of the computer are some purple pistons that have moved. Now in
the position that they are at now, write them down. Now we go back to
Go to the rocket-like machine and first go to the house on your left
and enter the first set of eight pistons: down, down, up, down, up,
down, up, up. Now go to the right side: up, down, down, down, up, down,
down, up. Now push the plunger that is near the machine, in front of
the hanging tablet. The rocket-like machine opens and closes?? When you
move the lady appears and says, "So you have chosen, there is still
time to help your friends". Now what? You still have the purple
marbles? So let's go to the first island, from where Hannah started.
Remember, it must be both of you.
Go to where there is an egg-shaped canister full of a liquid. Before
you get there, a door to one of the houses will open and a man will
appear. He will tell you that with the pearls (purple marbles, who
knew?) you will get oil and to take it to the priest at the temple.
Go now to the egg-shaped dispenser of oil and on the front you will see
a scale. Move it down to nine, because you have nine pearls. Now
deposit the pearls and go to the back of the egg-shaped dispenser and
take the container with oil. Now one of you, the one with the oil
container, go to Bosh's Tunnels.
Get out and go to where Sam arrived at the research center. Go up the
stairs that lead to the opening behind the big statue. Remember the
room where there was a painting of a Chinese priest and a stone carving
of an insect? Go there. Once you enter another priest will appear and
will ask you for one more measure of oil, and will not accept the
container you have. So go back to the Living Island.
The man will appear again at his door and will tell you that the other
pearl is under the elevator. So turn around and the one that doesn't
have the container, get in the elevator and go up. The other can now
retrieve the pearl. Now go to the dispenser and give them the pearl and
get the other measure of oil. Now go back to the Temple. Wait!! It has
to be both of you.
Sam goes in alone. Once you give the priest the container of oil, he
will give you a disc, like the one you got at the balloon Island. Now
Sam will have to go back to the balloon Island and get the new
coordinates. So go back to your fish-like ship. Go to where you first
undocked this ship, do it by pushing the first lighted button on your
left. Once you dock go to the pedestal where you read the first
coordinates. Now insert the disc and read the new coordinates: The 7
gets a loopy nine on top and a cursive e on right wheel; p is < on top
and r on right wheel; r is 3 on top and N on right wheel. If you did it
right you are off to Matia?s Island.
Make sure that Hannah is back at Matia?s Island too. Take her meanwhile
to the cave where Dr. Santos is.
Once there you dock on the top floor of the elevator; before you go
through the gate, look to your right and you see a hanging tablet like
the one that is near the rocket-like ship. Click on the key to its left
and the tablet opens. Those are the coordinates from the disc. I know
they are hard to read, but no matter you are already there. Now take
the key. Go through the gate. Now go to the rocket-like ship.
Once there, go to the hanging tablet and using your key open the tablet
and write down the new coordinates. The 7 gets < on top and p on the
right wheel; p is N on top and e on right wheel; r is 3 on top and
backward s on right wheel. Now go back to the ship and put in those
The ship goes to the rocket-like ship and hovers over it taking out a
ball, which is then taken to the living ship. OK!! The ship
automatically goes back to the elevator. Now go to the cave where
Hannah is waiting. Close the water wheel.
Hannah now talks to Dr. Santos, who tells you that you kept your
promise and that everything is all right. Thanks you and disappears.
Now both of you go back to the living ship.
Once at the living ship a priest-like person appears and talks to you
in another language, but points to something near the chair of the
control room. Go there and click on the new apparatus that has
Now the living ship takes off and you are now in space and Dr. Brenner
appears and explains everything. GOOOD JOB.
Hope you liked the game, I did.
Copyright July 2002 Catalina Navarro