An adventure of epic proportions. Perfect for young readers.

Escape to Obion


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Rating: 4.7/5 (26 votes)
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JohnBEscape to ObionEscape to Obion is a five-part series of short point-and-click games by Matt Slaybaugh of SkepticTank.net. The games are strongly reminiscent of old-style adventure games such as Myst, complete with the mysterious atmosphere, fiendish puzzles, and an absolutely gripping sense of exploration.

Dr. Saturday is hatching an evil plot to hijack the mind of every sentient machine in the world. The government is too weak and unorganized to stop him, so the responsibility falls to a few small groups of concerned citizens. You have just learned the location of the entrance to one of Dr. Saturday's labs: in the charming neighborhood of a dormant volcano named Mount Terror. That second helping of apple pie will have to wait, it's time to get to work.

Each area is presented in a series of still-scenes with clickable hotspots and movement arrows that highlight when the cursor passes over. You'll gather clues in the form of cryptic hints scrawled in various parts of the game and use them to solve other puzzles. Keep a piece of paper handy to jot down the odd note for later use. Also keep an eye out for subtle changes in the scenery, as they could be clues to your next move.

The scenery is rendered in grainy detail that adds a surprising amount of depth to the world. What the screen doesn't show the mind creates itself, and Escape to Obion offers just enough detail to let your mind run rampant with ideas. Sound effects are also minimalistic, pulling your attention right where the author wants it: inside the game's world.

The first chapter, Fire and Ice, starts you off with shorter puzzles to get you warmed up. Later installments: The Hidden Map, The Alchemist's Notebook, Closer To Zero, and The Chemisphere continue the story and introduce more intricate problems to solve. You'll have to find out what happens yourself, as spoiling the plot would deprive you of a fantastic gaming experience.

Analysis: The Escape to Obion games exude a remarkably complete atmosphere in short, bite-sized installments. Each chapter is wholly satisfying on its own, but I found myself so enamored with them that I couldn't stop until I played them all. I've always been a big fan of adventure games and Escape to Obion really had me hooked.

The puzzles, storyline, and sense of exploration are all very well-balanced. The areas aren't so large you can get lost in them, but there's enough there to let you feel free to roam. Having the game divided into chapters lets you play at your leisure, accomplishing the difficult task of taking an epic adventure and turning it into several smaller casual games. Everything about Escape to Obion is done remarkably well, and it shows in every puzzle, every scene, and every chapter you'll be clamoring to play.

Play Chapter 1: Fire and Ice

Play Chapter 2: The Hidden Map

Play Chapter 3: The Alchemist's Notebook

Play Chapter 4: Closer to Zero

Play Chapter 5: The Chemisphere

Walkthrough Guide


(Please allow page to fully load for spoiler tags to be functional.)

I found episode 2 very satisfying to solve. This isn't a walkthrough, per se, but it will tell you what the point of each puzzle is, at which point things should be easy to figure out by trial and error.

The Hidden Map Walkthrough

Overview

There are: an initial puzzle, five central puzzles, a final puzzle, and a code. Each of the central puzzles is marked by a colored light bulb.



Getting In

Before you do anything, you need to move the pipe that's resting on the car in the first screen. That will unlock the tunnel to the bulk of the puzzles.

Lighting the Lights

Straight down the tunnel and across the central rope bridge is the initial puzzle. It's in a room with several light bulbs, behind the small brown panel. Connect each bulb to its matching switch by a) rotating the disks 120° by clicking on them, and b) rotating each column of disks 60° using the switches to the right. Once you've connected a bulb, press the button to light it up and activate the matching puzzle.

Red (don't fret)

The next puzzle is just to the right, beneath the big red bulb. There's a 9x5 grid that looks like a guitar fretboard. Clicking on any column (except for one) places a dot in one column and removes a dot from another-for instance, the first column adds a dot to column 2 and removes one from column 4 (if one is present). Only one of the columns adds a dot without removing one. Your goal here is to make all the dots visible at once, so obviously you need to click that column last. Once you've succeeded, you'll be rewarded with a planetary symbol. Also note that each letter in LODESTONE is color-coded by the dots' locations.

Yellow (go to temple)

Up the stairs to the left is a bridge to the yellow and purple puzzles. Yellow is down through the hole in the floor and off through the woods somewhere. You want to unscramble a nice picture of a Greek temple by shuffling tiles on and off the board; clicking a tile moves it into the lower half of the box on the right, and replaces it with whatever is in the top half. Once you've made the pretty picture, you'll be rewarded with another planetary symbol. Also, note that the final picture links pairs of symbols in the same column (Earth and Neptune, for instance).

Purple (wave a white flag)

Back in the same "pod" is an open doorway to the purple puzzle. This is very easy; just type in the obvious nine-letter word to reveal a pair of flags. Each planet represents a number, and the panel on the right gives you their product; press the button on the left to cycle through pairs of flags. In this way, you can deduce numerical values for eight planets. Also note the planetary symbol on the ceiling.

Blue (at sea)

Back on the overview screen with the three rope ladders, click on the boat, then on a spot right of center to find the puzzle. You want to use the two cranks on the right to raise and lower the columns until the gaps line up with the bar on the left. When the leftmost column is aligned, use the crank on the left to lock it in place with the bar. Repeat until all five are locked, and you win another planetary symbol.

Green (buttons & screen)

Finally, the rightmost pod (with the green light) offers your last color puzzle. Turn it on by flicking the switch at the top, then pressing the button at the bottom right. Press the remaining knobs and buttons in the right order to light up nine green squares on the grid. Note the pattern, and the planetary symbol.

Back in the Tunnels (basket weaving)

Off to the left of the entrance tunnel is a room with two boxes on the wall. Inside the right hand box is your final puzzle. Strips of wood with holes have been woven together; slide them to cover and uncover letters to spell LODESTONE. The final pattern will match the pattern in the green puzzle, and the letters will match the colors in the red puzzle. Press the button to unlock the code box.

The Code Box

Just to the left of the last puzzle is the safe containing the map. You need to relate three things: 1) the numbers you learned from the flags to the symbols on the lock, 2) the color of each puzzle's light bulb to the symbol you get for solving it, 3) each of those colored symbols to the symbols on the lock, using the Greek temple puzzle. Once you've input everything, open the door and find the map!

Now, on to episode 3...

Episode 3 was even more satisfying than 2! Something about these rubs me just the right way.

The Alchemist's Notebook Hint-through

Getting In (map)

Presumably, you can unscramble the picture on your own. :)

What Am I Doing?

Just inside the building, you'll find a note that says the number 7 is replaced by the asteroid Iris, the letter E, lead, Saturn, and "the left leg". Next to the wooden dummy is a note connecting tin, Jupiter, Astrea (another asteroid), Sagittarius, the number 5, the color blue, and the letter C. Solving this game is simply a matter of completing that table, linking element to number to planet to asteroid to color to Zodiac sign to letter. Not all elements will have entries in all columns.

What About the Left Leg?

Remember that dummy I just mentioned? There's also a helpful book on the shelf.

The Planets and the Elements

Clicking on the far right red spot reveals a hand of unusual cards. Each one is marked with an element and its symbol; some are marked with the planet that element is connected to (tin to Jupiter, for instance). Link the planets (and the sun and moon) to their elements. (Ignore the classical elements, earth-air-fire-water, for the moment.)

The Numbers

Each element card has a number associated with it, and the number on the far right is the sum of those four elements. By clicking through hand after hand of cards, you can deduce values for all 18 elements. You're given two to start with, in notes; beyond that, look for triples, so you can get a few equations like "3 iron + copper = 15". Your intuition may be helpful with guessing here, but don't follow it slavishly.

The Classical Elements (earth, air, fire, water)

Each card also has a "suit" of one of the four classical elements. Each element appears on cards of only one or two suits: gold appears only on fire cards, for instance, but lead appears on earth and air cards. Note these down.

The Asteroids

Each element that is linked to a planet is also linked to an asteroid. The connections can be made by comparing the asteroid symbols on the dummy to the planetary symbols on da Vinci's Vitruvian Man in the Earth book on the bookshelf. (You can also just look at the orrery, which puts the asteroids in their numerical order.)

The Signs of the Zodiac

...are a total red herring. The only one you can determine is the one described in the note (Jupiter to Sagittarius). Ignore them, and ignore the black zodiacal symbols in secondary orbits in the orrery.

The Colors

The colors are redundant information, but they do turn up in the buttons of the orrery and the spines of the books, so you might as well note them down by observing which buttons control which asteroids in the orrery.

The Orrery

The most important thing to realize here is you can drag the freakin' rotor arm (marked with a gray bisected circle) to any position you want. It took me a loooong time to figure that out. :P

The position you want is shown on the map you unscrambled, as are the two planets (which you must translate to asteroids, using your table) you want to leave visible on the orrery, by pressing the colored buttons to remove all the others. Set the orrery whirling, and the two planets should align (closely enough) with the rotor arm. Again, ignore the black zodiacal signs and the secondary orbit button. Also ignore the symbol you receive for solving this puzzle-it just means "2". The key here is that the yellow book has been opened, enabling you to solve....

The Letters

Look inside the four elemental books on the shelf: yellow/sun, white/moon, gray/Mercury, and red/Mars. Note, first of all, that everything in those books is an anagram of the same 13 letters.

Now note that the spine of each book is connected to a number: 1,2,4, and 3.

Finally, note that the symbols in the books are the first 13 elements in your table, and each one more or less aligns with an anagram (except in book 4).

For books 1, 2, and 3, link each symbol in book N to its letter by looking at the first letter of the Nth word of the anagram. In the red/Mars/3 book, for instance, Saturn is aligned with the anagram "Lou: Varnish, etc." The first letter of the 3rd word is "E", and we already know Saturn = E from the notes.

Book 4 is similar, but you're looking at the 4th letter of the appropriate word.

The Window

Now, you need to unlock the black book with the bisected circle on the spine. Go back outside and look at the window. Remember those "suits" on the cards? Each combination of classical elements on the window is linked uniquely to only one modern element. Potassium (and only potassium) appeared on both fire and air cards, so the symbol to the right of the bottom row (fire and air) should be potassium. Input all six and press the button to unlock the black book. (Again, ignore the symbol that appears.)

The Black Book

This is pretty straightforward. The first 13 elements are linked to both a number and a letter; substitute numbers for letters to get the door code.

Finishing Up

Type in the passphrase (lower case only) and open the door to retrieve your briefcase. Victory!

The Chemisphere Walkthrough

Level One: Code Lynchburg
First Things First:

Before you start any of the puzzles, go straight ahead. You will find a journal page with a message and the numbers 1-7 along the side in diff. colors. Make sure you write down the numbers and what colors correspond to each number as you will need this later.

Block Puzzle:

1.Off to your left there are two puzzles. The first one (far left) is a block puzzle. Your goal is to move around the gray stone blocks to clear a path for the wood block to go through. When you've done it correctly you will be given a sign.

Water Puzzle:

2.The second puzzle (on the right in the same area) is a water puzzle. Your goal is to get the far left beaker to only contain 4 things of water. To accomplish this you first click the button under the beaker you wish to take water from (its bulb will light up), and then you click the button under the beaker you wish to put water in. The water amounts will then adjust. When you've done it correctly you'll get another sign.

If you can't figure it out it is:

Left to Middle, Middle to Right, Left to Middle, Middle to Right, Right to Left, Middle to Right, Left to Middle.

Clock/Gauge Puzzle:

3.Next is the clock puzzle (in the upper left hand corner). You'll see what appears to be a locked door. Click to the right of that. You see two gauges that look like clocks. If you noticed, after you finished both of the previous puzzles a weird looking picture appeared above the cabinets. That picture shows you what position to put the hands of the gauges/clocks in. Your goal is to move the hands until they match the picture. After you have the hands in their correct position, push the button. You'll hear a chime signaling that you've done it right. You now have access to some books and level two.


In case you can't figure it out:

The left gauge goes on "4" and the right gauge goes on "10". If those numbers don't work, try three and nine or three and ten...you want the one on the left to be pointing up and to the left and the one on the right to be pointing down and to the right.


The Absent Father:

4.Across from the gauge puzzle in the upper right hand corner, there is what appears to be a safe. It's labeled "The Absent Father." If you read the book after you completed your last puzzle the answer should be pretty obvious to you. Just Type in the answer and it will open revealing another sign.

In case you can't figure it out:

The book refers to a father that was never seen again. His name was "Alvin Meade." Make sure you type in the name just like it is in the book. The safe is case-sensitive.

*The Door that you opened with the books in it and "the absent father" are technically in the second level. The access code for the second level is:

Ministry.

That will get you straight to the second level bypassing the first should you need to exit the game.
Color Symbol Puzzle:

5.When you first enter the game, off to your right is another puzzle containing symbols with diff. colors. Should you complete this puzzle without doing the gauge puzzle and the absent father puzzle, it will take you straight to the third level. However, since I did the level two puzzles as well, I'm not sure if you have to beat the level two puzzles or not to ultimately unlock all the puzzles and win the game.

All you have to do here is pick the three symbols that you have seen thus far in the game. Just click each one and the doors will open to level three signalling that you did it right.

In case you can't solve it:

I hit the symbol in the top right hand corner followed by the symbol in the bottom right hand corner, and lastly the symbol in the second column over from the left and the third symbol down in that column.

Level Three:
Code:

McNally

Maze Puzzle 1:

1.A little off to your right you will find your first puzzle. It's a maze. The objective is to get the ball to the red "X". The catch is you can't turn left. You have to find another way to get the ball there. Use the four buttons to control what direction you move the ball. The top button will restart the puzzle. When you have completed the puzzle correctly, you will get a colored symbol that has a score written on it. Make note of that score. (126)

In case you can't:

I can't describe how to do it exactly, but when I did it, I moved my ball in a series of small boxes...always boxing in one of the straight edges as I moved my ball over or down. Try to avoid the L-shaped pieces unless you can move around them in a box. You will get stuck and have to start over.


Maze 2:

2.To the far left is the other maze puzzle. The objective in this one is the same as before. You must get your ball to the red "x". The button in the top right hand corner restarts the puzzle. The words are your directions. They are the same as the buttons in the previous puzzle. (If you hit the word on the top your ball will go up,etc.) The catch is that if you hit a direction, your ball will go as far as it possibly can in that direction rather than just moving one space. You must use the stone barriers to ultimately get your ball where it needs to be. When you have done this puzzle correctly, you will get another colored symbol with a wattage on it. Note that down. (126 watts)

Hallway:
3.To the right of the second maze puzzle is a hallway. To your far left is a note. Make sure you read that.
Voltmeter:

4.Remember the wattage note you got? You're going to use that here. Your goal is to reach 126 watts. In order to do that you must change the resistance and tolerance in the upper-right hand corner as well as the voltage. When you have done this correctly the bulb will light up.

If you can't solve it:

Make sure you highlight the 12V using the button directly above the gauge. In the upper-right hand corner you want a resistance of 100 and a tolerance of +/- 20%. When you have done this correctly, the color stripes from the top down should be: brown, black, brown, white. When you have all of your settings correct, push the big button on the right and the bulb should light up.

Bouncing Balls:

The next puzzle down the hall on your left is the bouncing balls puzzle. Remember that score you wrote down? Your objective here is to use the button at the top of the screen to release pinballs and use the six circles in the center to hit the ball around until you get the correct score: 126. But remember that note? If you can't get the score, get the ball to hit each of the circles until they are the teal color and you'll beat the puzzle as well. When you have done it correctly the light bulb will light up. Make a note of which symbols make which tones. You will need to know the order of the symbols from lowest pitch to highest pitch later.

Level Four:
Code:

Acetio

Final Puzzle:

1.After you finish all the puzzles for level three, one final puzzle is unlocked for you to solve, winning the game. It is the only puzzle on level four. It consists of two rows. Your objective for the top row is to match each tone with the corresponding symbol. You then make a note of which tone is in which place. Finally, on the second row, your objective is to choose the color symbol that corresponds to which tone is in the top row. When you have finished this puzzle, you've beaten the game.

The Solution:

When you play the bouncing ball game you notice that certain pitches match up with certain symbols. I would suggest you go back to the bouncing ball game and figure out which symbol is lowest all the way to highest. I would then write them down in order from lowest to highest. I would then assign a number to each symbol/tone. Make one the lowest and six the highest pitch. After you match up the six symbols to their tones, make a note of which tone is in which slot. For instance, let's say that the farthest slot over to the left on the top row was the fifth symbol once you had it matched to its tone. Write that slot down as a number 5. When you are done matching the symbols to the tones, you should have the following: 563142. All that means is that the fifth symbol on the circle matched the first tone, the sixth symbol matched the second tone, etc. After you have those numbers, match them to their colors. If you notice, there is no color orange, so in the 1-7 key you got from level one, you won't need number one. Look at your number/color key. Excluding "One" since there is no option for the color orange in the second row, you should have the following from top to bottom:
2-blue
3-pink
4-green
5-teal
6-yellow
7-red
The final step is easy. For each number across the first row, count down that many places in the key and that is the color of the symbol you need to use there. For instance. The first number was 5 because the fifth sign matched that tone. Starting from the top, counting down five places gives you the color yellow. You now know that the symbol in the second row under that pitch symbol needs to be the color yellow. It does not matter what order you received the signs in when you did the puzzles, this puzzle is based on color...not order. Continue on until you have a color for each of the six spots. Make sure you do not include the number one when you count down your key or it will mess everything up. When you are done the colors going across from left to right should be: yellow, red, green, blue, teal, and pink. When you have the symbol numbers and the corresponding colors, enter all the info. in the two rows and the screen telling you that you have beaten the game should pop up. Be careful as you enter the symbols that match the tone because some of them will change when you hit another circle to input that symbol. Make sure all six symbols are showing with their corresponding tones before you move on to the colors. You're FINALLY done. :)

Fire and Ice Walkthrough

Getting started
1.

first, examine the window in the middle, and figure out what it says.

2.

Next, find the 19th picket(from the message on the window)from the left(or 7th from the right if you're lazy. That unlocks the door.

The Water puzzle
1.

for this puzzle,click on the window/big, black thing in the upper left. You have to get the water exactly to the line by using the two wheels(if you want to know the answer, go to the next spoiler)

click the big wheel on its right side 4 times and the small wheel on its right side 3 times(so click on the right side of the wheels, so the arrow points down

The Clock Puzzle
1.

the point is to get the clocks lined up so that it makes a straight path from white line to white line

2.

look at it like a grid
1 2 3 4 5
1
2
3
clock 1,1-turn 2 times
clock 1,2-turn 1 time
clock 2,3-turn 4 times
clock 3,4-turn 4 times
clock 3,5-turn 2 times
also click the mini clock that is in the lower right, in between clocks (2,3),(2,4),(3,3),and(3,4)

Astronomy for dummies
1.

click on the lamp on the left side of the picture frame on the fireplace. You will see the names of planets and symbols, a reoccuring theme in these games. The write all of it down on a piece of paper. Also, pay attention to which symbols are by each planet

Books (astronomy for dummies, part 2)
1.

click on the arrow at the far left of the screen.

2.

look at the symbols on the books(look familiar?). Go in order (sun, mercury, venus...)and click on the book that coresponds with the symbol next to the planet on your list.when you're finished, read across the books and you'll get your first word.(a tip, write down your list again with the letter you got for each symbol next to the symbol on your list)

3.

so you have your first word, trenchcoat. Now click the clear button at the top of the screen. Next, click the books in this order: Earth, Mars, Uranus, Neptune, Pluto, Sun, Mercury, Venus, Jupiter, Saturn, and you have your next word (you better write this one down by the symbols on your list, too)

A Number Sign and More astronomy
1.

as you've probably noticed, two things have happened in the main room: the fire has gone out, and there is a number sign by the right lamp. Click the number sign.

2.

youll notice that three symbols are highlighted in different colors. Now use your list with the keywords also on it, to figure out the password. For instance, the first highlighted symbol is earth. So, the two letters under earth for the keywords are r and s. So do that with the other two letters and you have...

corset

The password
1.

Click on the fireplace.Now all you have to do is enter the word you go from the previous section, and you're done!!!!

95 Comments

Ooh, nice game. Short but sweet. The password was slightly difficult to figure out.

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Thats where I am stuck - the passcode. I have tried the

word astrologer, number 35, sto for green, blue, red

Can you give me a clue how to figure it out or where to look?

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This game is glitchy. I can't exit the screen with the books on them without right clicking and pressing back. Same thing where you enter the passcode.

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Talah - you need to position the cursor near the bottom of the two center books to reveal the back arrow. Same goes for the password screen: the back arrow is in the center near the bottom.

If you don't see those back arrows, you may want to verify that you have Flash Player 8 installed.

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wow, the second level is much more complicated than the first. i have piles of scrap paper on my desk full of notes, but i have no idea what to do with them lol.

this is a lot of fun. i hope i can manage to solve them on my own ;)

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curses!!What is that password?

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Curse my OCD. Here I am sitting and throwing letters around endlessly in trial-and-error assortments, trying to get them to fit with the solar system as well as fitting colors and numbers and an outcome that isn't "crecoaostoge".

I have a feeling that I'm soaring right over the answer in flying colors.

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Gah. need help. anyone get pass the password there?

Worked out the two codes, following the sun course (sun, mecury, venus, earth, mars...) and also followed the code by the number sign... (cant remember) and got the two words... Trenchcoat, and astrologer. cant do anything with either of those words, they dont work as the password. any suggestions?

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I can't do anything in this. Stuff lights up red, but nothing happens when I click on them. What could I be doing wrong?

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dbpitt - update to Flash player 8. What OS are you using? If it's Linux, then you may be out of luck for the time being.

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this is a hard one, i noticed one thing...

password is 6 letters, it says it in the upper left corner of that screen

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for the passcode

passcode is 6 letters.... look at the books and see which 2 letters correspond to the symbols that are red blue and green then the numbers above the symbols(1,3,5) is just the order that u should sequence the letters to form ur passcode

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tencuidados April 21, 2006 6:01 PM

password. got it finally...

the clue is the numbers above the colored symbols on the right wall. there's a one over the red venus sign that's hard to see....

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grrrrr...
i'm flummoxed, can't get the passcode, i've tried every combination i can think of....
please help!

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The password of level one is...

corset

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I am totally lost on the password, I have tried almost everything can someone give me some better clues

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Ok I'm considering mass homicide right now. I'm currently on the hidden map episode, and I'M GOING INSANE WITH THIS LIGHT CONNECTION STUFF.

I've tried different connections and nothing seems to be working. I feel like getting into the fetal position and rocking myself back and forth.

HELP

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rich-

check what symbols are highlighted on the wall and the two letters that correspond to each. Then write six spaces (like hangman) and put in the letters in the order given on the wall (1,3,5). Work out the order of each pair of letters to form a word (i don't think theres more than one)

hope this helped (and i that you weren't looking for something more vague)

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Well now I know what my dead end was for. Looking back at my notes I see that the password was right in there.

Not spelled out in the way that we usually read things, but it was in there.

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rulz, are you referring to the light bulbs in the middle tower? you don't have to have them all connected at once. just get one connected, press the button, and the light will come on (and stay on even if it's disconnected)

a warning though, it just gets harder from there. i completed it last night with a few nudges from a walkthrough. i had it mostly figured out, but had made some errors in my notes. make sure you write everything down!

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I'm feeling stupid. How do I solve the "clock" puzzle above the fireplace?

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Thanks divy. I figured it out once I had posted my question...as the trend goes :D

I figured out that you had to use those switches on the right to move the circles into the right positions as well. I felt like smacking myself after figuring it out!

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in the clock puzzle there are two white lines. you have to join them with a green line "path".

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I can't enter the front door in Chapter 1. I figured it might have to do with my Flash player or something, as it was mentionet do another person inhere, so I upgraded it - but it was the same. Then I tried out chapter 2 and everything works there. In Chapter 1 I can look at the window, but not open the door. Does anyone know whay this could be?

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cecilie, that had me stumped for a while at first. look closely at the window, there is a clue there for how to unlock the door.

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i am stuck on the first level. i cant get the door open what does lqth picket mean?

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19th picket - refers to the fence.

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tyty but now im stuck on the 2nd level where theres 3 knobs to turn and those things that raise up and down. what do i do?

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Has anyone done episode 4 ?
I have problems with the 'lightbulbs under water'puzzle.
I don't understand the logic behind the puzzle.
Any hints would be appreciated.

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I found episode 2 very satisfying to solve. This isn't a walkthrough, per se, but it will tell you what the point of each puzzle is, at which point things should be easy to figure out by trial and error.

The Hidden Map Walkthrough

Overview

There are: an initial puzzle, five central puzzles, a final puzzle, and a code. Each of the central puzzles is marked by a colored light bulb.



Getting In

Before you do anything, you need to move the pipe that's resting on the car in the first screen. That will unlock the tunnel to the bulk of the puzzles.

Lighting the Lights

Straight down the tunnel and across the central rope bridge is the initial puzzle. It's in a room with several light bulbs, behind the small brown panel. Connect each bulb to its matching switch by a) rotating the disks 120° by clicking on them, and b) rotating each column of disks 60° using the switches to the right. Once you've connected a bulb, press the button to light it up and activate the matching puzzle.

Red (don't fret)

The next puzzle is just to the right, beneath the big red bulb. There's a 9x5 grid that looks like a guitar fretboard. Clicking on any column (except for one) places a dot in one column and removes a dot from another-for instance, the first column adds a dot to column 2 and removes one from column 4 (if one is present). Only one of the columns adds a dot without removing one. Your goal here is to make all the dots visible at once, so obviously you need to click that column last. Once you've succeeded, you'll be rewarded with a planetary symbol. Also note that each letter in LODESTONE is color-coded by the dots' locations.

Yellow (go to temple)

Up the stairs to the left is a bridge to the yellow and purple puzzles. Yellow is down through the hole in the floor and off through the woods somewhere. You want to unscramble a nice picture of a Greek temple by shuffling tiles on and off the board; clicking a tile moves it into the lower half of the box on the right, and replaces it with whatever is in the top half. Once you've made the pretty picture, you'll be rewarded with another planetary symbol. Also, note that the final picture links pairs of symbols in the same column (Earth and Neptune, for instance).

Purple (wave a white flag)

Back in the same "pod" is an open doorway to the purple puzzle. This is very easy; just type in the obvious nine-letter word to reveal a pair of flags. Each planet represents a number, and the panel on the right gives you their product; press the button on the left to cycle through pairs of flags. In this way, you can deduce numerical values for eight planets. Also note the planetary symbol on the ceiling.

Blue (at sea)

Back on the overview screen with the three rope ladders, click on the boat, then on a spot right of center to find the puzzle. You want to use the two cranks on the right to raise and lower the columns until the gaps line up with the bar on the left. When the leftmost column is aligned, use the crank on the left to lock it in place with the bar. Repeat until all five are locked, and you win another planetary symbol.

Green (buttons & screen)

Finally, the rightmost pod (with the green light) offers your last color puzzle. Turn it on by flicking the switch at the top, then pressing the button at the bottom right. Press the remaining knobs and buttons in the right order to light up nine green squares on the grid. Note the pattern, and the planetary symbol.

Back in the Tunnels (basket weaving)

Off to the left of the entrance tunnel is a room with two boxes on the wall. Inside the right hand box is your final puzzle. Strips of wood with holes have been woven together; slide them to cover and uncover letters to spell LODESTONE. The final pattern will match the pattern in the green puzzle, and the letters will match the colors in the red puzzle. Press the button to unlock the code box.

The Code Box

Just to the left of the last puzzle is the safe containing the map. You need to relate three things: 1) the numbers you learned from the flags to the symbols on the lock, 2) the color of each puzzle's light bulb to the symbol you get for solving it, 3) each of those colored symbols to the symbols on the lock, using the Greek temple puzzle. Once you've input everything, open the door and find the map!

Now, on to episode 3...

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dominic, the lightbulbs under water one was the only one i needed to cheat on in that level. it was very frustrating.

notice that each diamond has 4 "wings" and that some are empty and some are filled in (black). you not only have to connect the wires properly, but you also have to arrange the black wings in a specific way.

need more than that?

notice how the black wings look a lot like the bits that make up numbers on a calculator or digital clock display?

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Gah! I have done everything and am at the safe. My problem is the symbols I have don't seem to have a colour! I have colours for all but the 4 I need for the safe's code. Either that or I cant seem to figure out how to change the characters that are on the safe. *sigh* any suggestions about what I am missing?

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hehe.. Nevermind I figured it out. Thanks.

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Episode 3 was even more satisfying than 2! Something about these rubs me just the right way.

The Alchemist's Notebook Hint-through

Getting In (map)

Presumably, you can unscramble the picture on your own. :)

What Am I Doing?

Just inside the building, you'll find a note that says the number 7 is replaced by the asteroid Iris, the letter E, lead, Saturn, and "the left leg". Next to the wooden dummy is a note connecting tin, Jupiter, Astrea (another asteroid), Sagittarius, the number 5, the color blue, and the letter C. Solving this game is simply a matter of completing that table, linking element to number to planet to asteroid to color to Zodiac sign to letter. Not all elements will have entries in all columns.

What About the Left Leg?

Remember that dummy I just mentioned? There's also a helpful book on the shelf.

The Planets and the Elements

Clicking on the far right red spot reveals a hand of unusual cards. Each one is marked with an element and its symbol; some are marked with the planet that element is connected to (tin to Jupiter, for instance). Link the planets (and the sun and moon) to their elements. (Ignore the classical elements, earth-air-fire-water, for the moment.)

The Numbers

Each element card has a number associated with it, and the number on the far right is the sum of those four elements. By clicking through hand after hand of cards, you can deduce values for all 18 elements. You're given two to start with, in notes; beyond that, look for triples, so you can get a few equations like "3 iron + copper = 15". Your intuition may be helpful with guessing here, but don't follow it slavishly.

The Classical Elements (earth, air, fire, water)

Each card also has a "suit" of one of the four classical elements. Each element appears on cards of only one or two suits: gold appears only on fire cards, for instance, but lead appears on earth and air cards. Note these down.

The Asteroids

Each element that is linked to a planet is also linked to an asteroid. The connections can be made by comparing the asteroid symbols on the dummy to the planetary symbols on da Vinci's Vitruvian Man in the Earth book on the bookshelf. (You can also just look at the orrery, which puts the asteroids in their numerical order.)

The Signs of the Zodiac

...are a total red herring. The only one you can determine is the one described in the note (Jupiter to Sagittarius). Ignore them, and ignore the black zodiacal symbols in secondary orbits in the orrery.

The Colors

The colors are redundant information, but they do turn up in the buttons of the orrery and the spines of the books, so you might as well note them down by observing which buttons control which asteroids in the orrery.

The Orrery

The most important thing to realize here is you can drag the freakin' rotor arm (marked with a gray bisected circle) to any position you want. It took me a loooong time to figure that out. :P

The position you want is shown on the map you unscrambled, as are the two planets (which you must translate to asteroids, using your table) you want to leave visible on the orrery, by pressing the colored buttons to remove all the others. Set the orrery whirling, and the two planets should align (closely enough) with the rotor arm. Again, ignore the black zodiacal signs and the secondary orbit button. Also ignore the symbol you receive for solving this puzzle-it just means "2". The key here is that the yellow book has been opened, enabling you to solve....

The Letters

Look inside the four elemental books on the shelf: yellow/sun, white/moon, gray/Mercury, and red/Mars. Note, first of all, that everything in those books is an anagram of the same 13 letters.

Now note that the spine of each book is connected to a number: 1,2,4, and 3.

Finally, note that the symbols in the books are the first 13 elements in your table, and each one more or less aligns with an anagram (except in book 4).

For books 1, 2, and 3, link each symbol in book N to its letter by looking at the first letter of the Nth word of the anagram. In the red/Mars/3 book, for instance, Saturn is aligned with the anagram "Lou: Varnish, etc." The first letter of the 3rd word is "E", and we already know Saturn = E from the notes.

Book 4 is similar, but you're looking at the 4th letter of the appropriate word.

The Window

Now, you need to unlock the black book with the bisected circle on the spine. Go back outside and look at the window. Remember those "suits" on the cards? Each combination of classical elements on the window is linked uniquely to only one modern element. Potassium (and only potassium) appeared on both fire and air cards, so the symbol to the right of the bottom row (fire and air) should be potassium. Input all six and press the button to unlock the black book. (Again, ignore the symbol that appears.)

The Black Book

This is pretty straightforward. The first 13 elements are linked to both a number and a letter; substitute numbers for letters to get the door code.

Finishing Up

Type in the passphrase (lower case only) and open the door to retrieve your briefcase. Victory!

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I have connected the clocks over the fireplace at episode 1, but nothing seems to happen? I have noticed this sign appearing byt the flame of the lamp: #. Does it mean anything? And thanks a lot for the hint divy!

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JohnnyGeo April 26, 2006 1:49 PM

Stuck in episode 4. I think I have all the components, but can't seem to put them together:

I went to the calendar and went to the page with the year from the lightbulb puzzle, the month from xxvmpxqx, and the dates from the first slider puzzle. This gave me three days of the week. Then I used the 8-pointed star to convert those days to numbers. This gives me new enigma dial settings (in descending order, of course). But what word to use? I found a likely word in a journal entry by following the directions on the lock to the 3-stars puzzle, but the enigma machine gave me gibberish. I must be combining the wrong clues.

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Fairygdmther April 26, 2006 4:19 PM

On level one - where do you input the password? I've gotten in the door, run the water, set the flow through the clock faces, and seen the codes by the fireplace, but where do you input the password?

FGM

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Argh! I'm stuck on episode III. I was trying to do it without spoilers, but I've

set up my orrery so that the rotor arm is aligned with the two symbols from my map. And I've tried turning on and off the zodiac rotations and turning on and off the planetary rotation at the appropriate alignment and...nothing.

What am I doing wrong?

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Cecilie:

When you connected the clocks, did a zigzag line appear, tracing the connection? If not, make sure the connections run only through green clock faces.

If you did get the white line, you should be able to click on those # symbols to access your next clues.

JohnnyGeo:

Input the gibberish.

If it still doesn't work, make sure you have the right gibberish: "line 11" includes the blank line, and the Enigma dials should have the same setting as before.

The word you want is "imagine", but you only get 5 letters of Enigma output, because two of them repeat previous letters. You'll need to either deduce how the Enigma machine works for the last two, or try combinations of the 5 previous letters; that's only 25 possibilities, which is certainly do-able.

Fairygdmother:

Go into the fireplace.

Becca:

The rotor arm should be at ~75 degrees, as it is on the map, and only two asteroids should be visible (Hebe/6/Venus and Ceres/1/sun). If you turn on the orrery, they should spin around a few times until they line up with the rotor arm and stop automatically.

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JohnnyGeo: I missed something when I posted my last hint to you...which hasn't shown up yet. :) This supplements that hint, which you will see when it arrives:

The 27th, 17th, 7th days aren't for the Enigma; you want to use the same dial settings you used before (5,4,3).

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In Episode 2, what is the 9-letter word for the purple puzzle?

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george:

I think there's only one nine-letter word you've seen prominently displayed in this level. It is:

LODESTONE.

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Silver808 April 27, 2006 5:10 PM

For episode 2 when dealing with the puzzle in the red light room (the one that looks like a guitar fret board) map it like and x,y grid and discover which columns does what. From there you'll find out which columns to click on in what order. If you don't have the time nor the patience(I barly did) here's the spoiler

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Anyone! Help!

On Episode 4, I got past the three dials and got the

94e message,

but what do I do with that? I tried to

enter that into the enigma machine with the dials set to both 94e and e49, but neither worked.

I would appreciate a nudge in an appropriate direction...

--ben

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BenDog:

Remember the rule for setting the dials.

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Thanks for reminding me, jere7my. I don't think I fully understood that clue the first time around.

On to Episode 5.. Did anyone else have any trouble with the "get the gold piece out of the box" puzzle? I can ordinarily get these things, but I'm missing something...

--ben

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There's a bug in the game, I was able to beat it without having to solve a puzzle (at least in the first episode) ...

You can get through the entire thing by right-click -> Play

Thought you might like to know.

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grrrr!!!! I know that the password on episode 2 on the purple light is

loadstone


but no matter how i type it, nothing happens, and i dont get the whole number thing on the sides

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nevermind...nevermind...

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Allyson:

You might want to spell lodestone correctly. ;)

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allyson May 1, 2006 8:36 PM

im haing the same problem as rae, but i haven't been lucky enuff to figure it out...i didnt get those symbolsin the games...i know im gonna feel stupid when i hear the answer, but please...

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Allyson:

Four of the symbols you do have colors for are linked to the four symbols on the safe somewhere.

Check the unscramble-the-temple puzzle in the woods.

Each column has two symbols in it: one a symbol on the safe, and the other a symbol connected to a lightbulb color.

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kinda new at this one....ch 1...... i got past the door, got the clock puzzle, and got the words "trenchcoat" and "astrologer," and now there is a "#" sign at the top-right corner of the fireplace.... other than that, im clueless. Can someone tell me what to do next...or even past that.!!!

~~ Amber

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allyson May 3, 2006 7:09 PM

ok, can u tell me the numbers, cuz i keep doin the purple puzzle over and over, but i keep getting

0, 2, 1, and 3 and 4 the colors, i get blue, purple red, and yellow

and its freakin drivin me crazies!!!

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For those of you who are pulling your hair out trying to solve the sliding map puzzle in episode 3, here is how to solve it.

The top buttons from left to right: 1, 2, 3 and 4.
The left button from top to bottom: a, b and c.
Here are two different solutions.
1 �' �" b c c 1 �' �" �"
or
1 1 �' �' �" �" �" a b b

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I am in level 3 and i

have done the math to figure out which letter goes with each number, but i think i must have done it wrong, because i have is :

avanaochr cnlistre

Please help.

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measureman May 15, 2006 2:13 PM

AHHHHHHH.I can't find anyway to get passed the last puzzle in level 2....The Map I'v tried everything even doing the first level again...I have 50 pieces of paper with every color,symbole, and number.........PLEASE HELP!!!

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kingfrogger May 17, 2006 11:49 AM

In episode 4, what exactly is the point of the underwater light wire matchup puzzle thing? Is there a solution posted somewhere, because I've tried what I believe to be the solution and I can't seem to get anything to light up or finish. Help please!!

Or if there's an entire walkthrough for episode 4 that would be even better. Thanks!

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kingfrogger May 18, 2006 4:40 PM

Okay, episode 4, I need help:

Light puzzle - can ANYBODY help me with this? I have no freakin' idea where to even begin. I'm pretty sure that if I could figure out what exactly I'm supposed to do here I could get further with the rest. I see that some of the little spaces between where the red and blue "wires" cross are shaded in, and some are that yellowish color. Does that have anything to do with how the puzzle is solved? Do the lights light up individually when they're turned on, or is it one of those "you have to solve the whole thing before you get any response" puzzles?

1. I solved the second slider puzzle to get the enigma numbers.

2. I have the translated code from the 'xxvmqxpx' portion.

3. I have the dates from the first slider puzzle.

Any help would be appreciated. Thanks!

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kingfrogger:

IIRC, you need to do two things: #1 connect all of the lights with the appropriate color wires (all red lights connected via a red wire network, all blue lights with blue wires, at the same time), and #2 spell out a year, as on a digital watch, with the darkened segments. If you think you've solved #1, you're probably close to solving #2; see if you've formed most of a year, then fiddle until you have 4 numbers in 8-bar LED form.

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kingfrogger May 22, 2006 2:52 PM

Thanks jere7my, now I'm stuck further down the rabbit hole...

Okay, here's what I've got so far:

[spoiler]I have the a) year from the light puzzle, b) dates from the first slider puzzle, c) enigma code from the second slider puzzle, d) unscrambled 'xxvmqxpx' word, e) the month from the enigma machine, f) and the numbers from the days using a b and e with the wooden star.[/spoiler]
Just to make sure all that's correct:
[spoiler]a) 1872
b) 17th, 27th, 7th
c) shapes correspond to 3, 4, and 5
d) 'imagine'
e) February
f) 6, 2, and 3[/spoiler]
So my questions now are:
[spoiler]1. On the three-star puzzle thing, do I just need to figure out how to rotate all three so that they're pointing up or something?
2. Do I need the 6-3-2 code for the enigma machine, or do I wait to get the code from the three-star puzzle?
3. Do I need BOTH codes to somehow run the same data ('imagine') through both? And if so, where does that get me?[/spoiler]

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Charmaine May 22, 2006 6:08 PM

how do i get through the "@#.... door! its driving me mental!

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betxy112 June 17, 2006 7:49 AM

For those of you who are having problems solving the three wheel puzzle:

Before you can solve it you need:
1.The dates that you were given with the first slider puzzle: 17th, 27th, 7th
2.The year from the underwater light puzzle: 1872
3.The month from the enigma machine using the "543" code: February
4.You can then look up Feb. 17th, 27th, and 7th in the year 1872 on the calendar and get three days of the week: Saturday, Tuesday, Wednesday (using the order the dates were given to you in).
5.The symbols that match up with each day of the week. (To get these, see which of the eight points on the star diagram displaying the M,T,W,T,F,S,S correspond to which day of the week. Then look at the wheels in the three wheel puzzle and see which symbols are located on each of the eight points of the star. If a symbol is located on the same point as where the "M" was, then that symbol corresponds to "M", etc.)
5a. You could also see which day of the week corresponds to which numbered point. It gives you the code "623" when put in the order the dates were given to you.

To Solve the Wheel Puzzle:
1.Looking at the journal page for June 7th (located directly to the left of the enigma machine), look at the second column, the 11th line down, and the second word there. (Remember it is just like a piece of notebook paper...even the empty line should be counted as a line) You get the word "imagine."
2.Put the word "Imagine" into the enigma machine and get the letters "QTGLMQG". Go back to the screen with the three wheel puzzle. Type in those letters where it asks for the word. If you type in "imagine" it will not work. At least it didn't for me.
3.Push the buttons on top of the wheel until the three symbols that match up with "623" or "Sat., Tues, Wed." are shown at the very top of each star. They should be in the middle with one symbol on each side of them. Make sure they are in the right order. The far left wheel should have the symbol for "6" or "sat.", etc.
4. When you have all of that correct, hit the button next to the word entry. You'll notice that the bar requesting you type in the word has disappeared. If you hit it one more time a line will appear connecting your three symbols together. All of this unlocks the door. Behind the door is one last puzzle.

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betxy112 June 17, 2006 7:56 AM

To Solve the Last Puzzle in Episode Four:

1.When you walk through the door you will see: "94e: BQECEQON BQBPQ FWM"
2.Go to the enigma machine and put in "e94" as your code at the top since it has to be in descending order. Then click on the first eight letters together and then the last eight together. It will give you the message: "Thursday three six".
3.Go back to the room with the door. Click on thursday at the top and then click on the enigma symbol that corresponds with the three and then the symbol that corresponds with the six. If you aren't sure what those symbols are, the key that shows which numbers correspond to which symbols was the very first slider puzzle you solved.
4.After you click the three boxes in the right order and in just the right way, the message will pop up saying you've beaten episode four.

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betxy112 June 17, 2006 12:35 PM

The Chemisphere Walkthrough

Level One: Code Lynchburg
First Things First:

Before you start any of the puzzles, go straight ahead. You will find a journal page with a message and the numbers 1-7 along the side in diff. colors. Make sure you write down the numbers and what colors correspond to each number as you will need this later.

Block Puzzle:

1.Off to your left there are two puzzles. The first one (far left) is a block puzzle. Your goal is to move around the gray stone blocks to clear a path for the wood block to go through. When you've done it correctly you will be given a sign.

Water Puzzle:

2.The second puzzle (on the right in the same area) is a water puzzle. Your goal is to get the far left beaker to only contain 4 things of water. To accomplish this you first click the button under the beaker you wish to take water from (its bulb will light up), and then you click the button under the beaker you wish to put water in. The water amounts will then adjust. When you've done it correctly you'll get another sign.

If you can't figure it out it is:

Left to Middle, Middle to Right, Left to Middle, Middle to Right, Right to Left, Middle to Right, Left to Middle.

Clock/Gauge Puzzle:

3.Next is the clock puzzle (in the upper left hand corner). You'll see what appears to be a locked door. Click to the right of that. You see two gauges that look like clocks. If you noticed, after you finished both of the previous puzzles a weird looking picture appeared above the cabinets. That picture shows you what position to put the hands of the gauges/clocks in. Your goal is to move the hands until they match the picture. After you have the hands in their correct position, push the button. You'll hear a chime signaling that you've done it right. You now have access to some books and level two.


In case you can't figure it out:

The left gauge goes on "4" and the right gauge goes on "10". If those numbers don't work, try three and nine or three and ten...you want the one on the left to be pointing up and to the left and the one on the right to be pointing down and to the right.


The Absent Father:

4.Across from the gauge puzzle in the upper right hand corner, there is what appears to be a safe. It's labeled "The Absent Father." If you read the book after you completed your last puzzle the answer should be pretty obvious to you. Just Type in the answer and it will open revealing another sign.

In case you can't figure it out:

The book refers to a father that was never seen again. His name was "Alvin Meade." Make sure you type in the name just like it is in the book. The safe is case-sensitive.

*The Door that you opened with the books in it and "the absent father" are technically in the second level. The access code for the second level is:

Ministry.

That will get you straight to the second level bypassing the first should you need to exit the game.
Color Symbol Puzzle:

5.When you first enter the game, off to your right is another puzzle containing symbols with diff. colors. Should you complete this puzzle without doing the gauge puzzle and the absent father puzzle, it will take you straight to the third level. However, since I did the level two puzzles as well, I'm not sure if you have to beat the level two puzzles or not to ultimately unlock all the puzzles and win the game.

All you have to do here is pick the three symbols that you have seen thus far in the game. Just click each one and the doors will open to level three signalling that you did it right.

In case you can't solve it:

I hit the symbol in the top right hand corner followed by the symbol in the bottom right hand corner, and lastly the symbol in the second column over from the left and the third symbol down in that column.

Level Three:
Code:

McNally

Maze Puzzle 1:

1.A little off to your right you will find your first puzzle. It's a maze. The objective is to get the ball to the red "X". The catch is you can't turn left. You have to find another way to get the ball there. Use the four buttons to control what direction you move the ball. The top button will restart the puzzle. When you have completed the puzzle correctly, you will get a colored symbol that has a score written on it. Make note of that score. (126)

In case you can't:

I can't describe how to do it exactly, but when I did it, I moved my ball in a series of small boxes...always boxing in one of the straight edges as I moved my ball over or down. Try to avoid the L-shaped pieces unless you can move around them in a box. You will get stuck and have to start over.


Maze 2:

2.To the far left is the other maze puzzle. The objective in this one is the same as before. You must get your ball to the red "x". The button in the top right hand corner restarts the puzzle. The words are your directions. They are the same as the buttons in the previous puzzle. (If you hit the word on the top your ball will go up,etc.) The catch is that if you hit a direction, your ball will go as far as it possibly can in that direction rather than just moving one space. You must use the stone barriers to ultimately get your ball where it needs to be. When you have done this puzzle correctly, you will get another colored symbol with a wattage on it. Note that down. (126 watts)

Hallway:
3.To the right of the second maze puzzle is a hallway. To your far left is a note. Make sure you read that.
Voltmeter:

4.Remember the wattage note you got? You're going to use that here. Your goal is to reach 126 watts. In order to do that you must change the resistance and tolerance in the upper-right hand corner as well as the voltage. When you have done this correctly the bulb will light up.

If you can't solve it:

Make sure you highlight the 12V using the button directly above the gauge. In the upper-right hand corner you want a resistance of 100 and a tolerance of +/- 20%. When you have done this correctly, the color stripes from the top down should be: brown, black, brown, white. When you have all of your settings correct, push the big button on the right and the bulb should light up.

Bouncing Balls:

The next puzzle down the hall on your left is the bouncing balls puzzle. Remember that score you wrote down? Your objective here is to use the button at the top of the screen to release pinballs and use the six circles in the center to hit the ball around until you get the correct score: 126. But remember that note? If you can't get the score, get the ball to hit each of the circles until they are the teal color and you'll beat the puzzle as well. When you have done it correctly the light bulb will light up. Make a note of which symbols make which tones. You will need to know the order of the symbols from lowest pitch to highest pitch later.

Level Four:
Code:

Acetio

Final Puzzle:

1.After you finish all the puzzles for level three, one final puzzle is unlocked for you to solve, winning the game. It is the only puzzle on level four. It consists of two rows. Your objective for the top row is to match each tone with the corresponding symbol. You then make a note of which tone is in which place. Finally, on the second row, your objective is to choose the color symbol that corresponds to which tone is in the top row. When you have finished this puzzle, you've beaten the game.

The Solution:

When you play the bouncing ball game you notice that certain pitches match up with certain symbols. I would suggest you go back to the bouncing ball game and figure out which symbol is lowest all the way to highest. I would then write them down in order from lowest to highest. I would then assign a number to each symbol/tone. Make one the lowest and six the highest pitch. After you match up the six symbols to their tones, make a note of which tone is in which slot. For instance, let's say that the farthest slot over to the left on the top row was the fifth symbol once you had it matched to its tone. Write that slot down as a number 5. When you are done matching the symbols to the tones, you should have the following: 563142. All that means is that the fifth symbol on the circle matched the first tone, the sixth symbol matched the second tone, etc. After you have those numbers, match them to their colors. If you notice, there is no color orange, so in the 1-7 key you got from level one, you won't need number one. Look at your number/color key. Excluding "One" since there is no option for the color orange in the second row, you should have the following from top to bottom:
2-blue
3-pink
4-green
5-teal
6-yellow
7-red
The final step is easy. For each number across the first row, count down that many places in the key and that is the color of the symbol you need to use there. For instance. The first number was 5 because the fifth sign matched that tone. Starting from the top, counting down five places gives you the color yellow. You now know that the symbol in the second row under that pitch symbol needs to be the color yellow. It does not matter what order you received the signs in when you did the puzzles, this puzzle is based on color...not order. Continue on until you have a color for each of the six spots. Make sure you do not include the number one when you count down your key or it will mess everything up. When you are done the colors going across from left to right should be: yellow, red, green, blue, teal, and pink. When you have the symbol numbers and the corresponding colors, enter all the info. in the two rows and the screen telling you that you have beaten the game should pop up. Be careful as you enter the symbols that match the tone because some of them will change when you hit another circle to input that symbol. Make sure all six symbols are showing with their corresponding tones before you move on to the colors. You're FINALLY done. :)

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CharybdistheBard October 1, 2006 4:46 PM

Bit late but I'm doing Obion now and I am honestly stuck.
Chapter 2 I have made it to the safe but, like Allyson, I can't seem to make any of my combos work.

I'm not sure how she got yellow since Saturn doesn't seem to connect to any other symbol, but who knows.

The only possible sets to combine that I can come up without descending into pure chaos are:

Numbers: 6554,4654,0213,3021,6331*,4441*
*subtracting numbers
Colours: BL-PU-RE-GR, GR-BL-PU-RE, GR-RE-PU-BL*, RE-PU-BL-GR*
*backwards

I've gone over my notes numerous times and have tried every logical combo that I can think of and then some.

Can anyone out there point out what I'm doing wrong?

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lovleyleo October 23, 2006 8:56 PM

does anybody know how to solve the stupid light bulb puzzle on episode 4, i got the year correct i think:

1872

but i cant seem to get the bulbs to light up or all touch its driving me nuts

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I can not do the rubic cube. I have been on this for 2 day's. I have read every help and hint. I am not able. Could someone just give me the clicks to click so I can play the game.

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can any one give me a click by click of how to get through the enigma dials slider puzzle in episode 4? i get almost done but just have 2 tiles that need to be swapped but when i finally get those 2 swapped, 2 more get swapped around. I hate slider puzzles and no matter how much time i spend on them I never solve them. help?

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k, I'm begining to rip large amounts of hair out of my head. In episode 2, I can't et past the stupid slider puzzle at the end, i figured out all the hiden letters but i have no ide wat to do, its not possible to spell lodestone because is a 7x7 grid, will someone PLEASE give me the click by click?

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in reference to my prvious post, the letter matrix is
E N O T T
S S E D O L E
N O Y S E L ?
O L E D N O T
S O E O D O L
E N E O T E S
E D O N L

It may just be me, but I don't see LODESTONE anywhere, just it's letters scrambled randomly

~Justin

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please help me how to solve the lodestone spoiler

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Brianna March 3, 2007 8:58 AM

when you find the secret passage way in level one how do you get rid of the screen that says congrats you found the secret passage way. Please help me i dont want to quit my game.

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I'm having a hard time on lvl 1 with the grey ball floating a tank of water. I can see where I'm trying to get it, but it seems to move erratically as I raise and lower the water with both wheels. I haven't found any system to it, especially since undoing a turn does not return the ball to its previous position.

I would appreciate some advise on how to proceed.

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i need help on the first episodes i cant get pass the front door

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now i need help with the clock on lvl 1 above the fire place

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Anonymous May 5, 2007 10:35 PM

im stuck in level 2 the red puzzle...HELP!!

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MacDrum May 21, 2007 12:46 AM

In episode two, I cannot get the green light machine to turn on. No matter which way I flip the two buttons all I get is different sound effects:

Upper switch -->
left to right gets the sound of power throwing
right to left gets a click

Lower button-->
If getting the power sound on the upper button, you just get a click on the lower button
If getting the click sound on the upper button, you get the button to switch positions and get either a static sound or a power sound.

No combination seems to turn the machine on.

Help!

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Nezumih:

Just got past that bit...was difficult lol

You might not have noticed that horizontally in from the small pipe, there is a grey line or platform. The water level has to be at the platform. You have to keep adjusting it by trial and error until the ball reaches it.

Reply

Level 2 red puzzle solution:

If we label the columns 1 to 9 from left to right, click the columns in this sequence:
6 2 9 1 3 8 5 4 7

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OK, I'm completely lost on the basket weaving part of ch. 2. Help, please?

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Where do I enter the password. I figured out the clock puzzle, figured out the code with the books, what do I do with the water, and where do I enter the code??????

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Should I? July 14, 2007 10:48 AM

In the first chapter, at the clock-puzzle, should I be able to rotate the only SMALL green dial? The cursor changes to a hand when I place it on the small green dial but it doesn't rotate.

Reply
bioLarzen July 14, 2007 10:49 AM

OK, never mind I discovered that i can choose which small dial is active.

Reply

OK So I'm in Episode Four, at the machine with the three wheels. Not only am I unsure of how they're supposed to be arranged (despite reading all of these hints), but I can't determine what order to click them to get them right! I already know my word is correct.

However I think I have an idea: DO I...

arrange them to correspond with the "S T W" calendar hints according to the wooden star key? This gives me 6, 2, 3, and the symbols for (from puzzle 3) Lead, Iron, and Mercury. OR do I arrange them into 6-3-2 order? Or am I wrong and they should be something else entirely?
NOW, instead of hinting or even telling me what they should be, tell me HOW DO I CLICK THE CIRCLES IN THE RIGHT ORDER TO GET THE RIGHT SYMBOLS UP TOP? Thanks!!!!

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after you get the word on the book case what do you do after that??

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Fire and Ice Walkthrough

Getting started
1.

first, examine the window in the middle, and figure out what it says.

2.

Next, find the 19th picket(from the message on the window)from the left(or 7th from the right if you're lazy. That unlocks the door.

The Water puzzle
1.

for this puzzle,click on the window/big, black thing in the upper left. You have to get the water exactly to the line by using the two wheels(if you want to know the answer, go to the next spoiler)

click the big wheel on its right side 4 times and the small wheel on its right side 3 times(so click on the right side of the wheels, so the arrow points down

The Clock Puzzle
1.

the point is to get the clocks lined up so that it makes a straight path from white line to white line

2.

look at it like a grid
1 2 3 4 5
1
2
3
clock 1,1-turn 2 times
clock 1,2-turn 1 time
clock 2,3-turn 4 times
clock 3,4-turn 4 times
clock 3,5-turn 2 times
also click the mini clock that is in the lower right, in between clocks (2,3),(2,4),(3,3),and(3,4)

Astronomy for dummies
1.

click on the lamp on the left side of the picture frame on the fireplace. You will see the names of planets and symbols, a reoccuring theme in these games. The write all of it down on a piece of paper. Also, pay attention to which symbols are by each planet

Books (astronomy for dummies, part 2)
1.

click on the arrow at the far left of the screen.

2.

look at the symbols on the books(look familiar?). Go in order (sun, mercury, venus...)and click on the book that coresponds with the symbol next to the planet on your list.when you're finished, read across the books and you'll get your first word.(a tip, write down your list again with the letter you got for each symbol next to the symbol on your list)

3.

so you have your first word, trenchcoat. Now click the clear button at the top of the screen. Next, click the books in this order: Earth, Mars, Uranus, Neptune, Pluto, Sun, Mercury, Venus, Jupiter, Saturn, and you have your next word (you better write this one down by the symbols on your list, too)

A Number Sign and More astronomy
1.

as you've probably noticed, two things have happened in the main room: the fire has gone out, and there is a number sign by the right lamp. Click the number sign.

2.

youll notice that three symbols are highlighted in different colors. Now use your list with the keywords also on it, to figure out the password. For instance, the first highlighted symbol is earth. So, the two letters under earth for the keywords are r and s. So do that with the other two letters and you have...

corset

The password
1.

Click on the fireplace.Now all you have to do is enter the word you go from the previous section, and you're done!!!!

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I'm totally stuck on 2!
I just can't figure out the safe thing!
In one of the walkthroughs, it says to refer to the Greek Temple puzzle, but none of my symbols match up. I have the Pluto, Jupiter, Neptune, and Mars symbols. Also, how do you figure out the numbers?

SOMEONE PLEASE HELP!!!!!!!

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can somebody tell me how to get pass the blue puzzle on Episode two my pipe doesnt seem to be working and it might just be me please help

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Tessss1 June 5, 2008 9:03 PM

HELP ME im on level 1 (i know lame ) and i cant figure out the password at the begining plz help

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Anonymous June 30, 2008 12:22 AM

Need help with purple puzzle in Episode 2.
I know the word is

lodestone

but when I type it in nothing happens.

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JIGuest, I'm having the same problem! Let me know if you find out how to do it. PS, I've been clicking the hole after I type in the word, but nothing happens then either.

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What do you do for the clocks?

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Don't bother playing Episode 2. The Purple puzzle doesn't work. Nothing happens after you type in the word. I spent a lot of time going through the rest of the game. Too bad. Or better yet: That SUCKS!

Reply

#Bad Dog, the purple puzzle works fine.
You just have to

type in "lodestone"

And the puzzle opens

Reply

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