OUTSIDE THE CITY
Examine the sundial at the rear of the city. It is identifiable by the "Rhino" on it. Note the symbol under the shadow.
Examine the sundial to the left of the city. It is identifiable by the "Buffalo" on it. Note the symbol under the shadow.
The sundial to the right of the city
(identifiable by a "Kudo") has no shadow.
OPENING THE GATE
The gate has 3 beams, each with various symbols on it. The symbols are the same as those on the 3 sundials. In the centre of each beam is a "combination slot" identifiable by a set of horns. The horns are those of the 3 animals on the sundials.
Slide the top beam until the symbol in the "combination slot" corresponds to the one on the "Rhino" sundial. Similarly slide the middle beam until the symbol in the "combination slot" corresponds to the one on the "Buffalo" sundial. The correct symbol for the bottom beam is found by "trial and error".
INSIDE THE CITY
In the corner (to the left) is a pig’s trough. Take the PORCELAIN WEIGHT from inside the pig’s trough.
MAP OF THE CITY
THE LANGUAGE PROBLEM
The 3-headed statue in the fountain acts as a universal translator. Approach the statue from the right (a loud ringing of bells is heard in the background) and "click" the head facing you until the BING BONG sound is heard. Next approach the statue from the rear (the wind is heard howling in the background) and "click" the head facing you until the SHOO sound is heard. The sound from the 3rd head is set by "trial and error". You are now able to communicate with all the characters.
THE HOUSE UNDER THE STAIRS
Knock on the door – the woman who answers asks you to fetch her JUG from the MARKET.
Take the JUG from one of the containers outside the MARKET.
THE HOUSE UNDER THE STAIRS
When you give the women her JUG she invites you in. Open the straw basket (next to a table) and take the MAGNIFYING GLASS. Examine the map on the table outside the house. Use the MAGNIFYING GLASS to get a close-up view of the 3 ancient musical instruments – they relate to the 3 gas valves in the city.
THE VALVES PUZZLE
The valves can be turned either clockwise (to the right) or anti-clockwise (to the left).
The correct setting is HIGH, LOW then MIDDLE: è LH çLM
The correct setting is LOW, HIGH then LOW: ç MMLèHçL
The correct setting is LOW, MIDDLE then HIGH: è MMML çMH
When each valve is correctly set you hear (and smell) the gas.
ENTERING THE TEMPLE
You cannot enter the TEMPLE through the door at the entrance. Set the 3 valves correctly to open the gas supply. The "smell" of gas is most prevalent next to the wooden cart. Move the cart to create friction – causing an explosion that blasts a hole in the wall behind the cart.
THE GLASS DOOR PUZZLE
The stairs in the centre of the TEMPLE lead
down to a glass door. The door, in its present state, is shatterproof. You must
get it to vibrate in order to break the glass. Getting all 4 gongs (in each of
the corners) to ring at the same time will cause the glass door to vibrate. Take
the GONG-BEATER and go to the gong in the diagonally
opposite corner. Beat this gong with the GONG-BEATER
– causing a loud reverberating echo. MOVE QUICKLY to each of the other 3 gongs
and beat them while they are still vibrating. The glass door will now also be
vibrating, enabling you to smash the glass.
THE CRIPPLE BEGGAR
Talk to the cripple beggar – he asks for water. This ‘activates’ a BOWL OF WATER at the HOLY FOUNTAIN. Fetch the BOWL OF WATER and give it to the cripple beggar. In return he gives you his CRUTCH.
THE WHEEL PUZZLE
In the area behind the glass door are a pillar, a block and a large wheel. Insert the CRUTCH into the hole in the pillar to activate the puzzle. Press the green arrow to start. Complete 4 rounds of the puzzle. For each round there are a number of strange symbols on the block. Similar symbols (but not all identical) appear on the wheel. You need to ‘line-up’ the symbol on the wheel that does appear on the block.
The correct symbol for the 4th round is found by "trial and error".
The correct symbols are:
After completing the puzzle the alchemist
tells you that the locked door (to the TOWER) is now open.
Get to the lift through the door (on the left) in the area leading to the cripple beggar.
The TOWER is on the 3rd level, so pull the lever 3 times to get there.
THE ‘STONES’ GAME
Start the game by "clicking" on the bowl containing a number of blue stones. You and the alchemist take turns in removing 1, 2 or 3 stones. Whoever removes the last stone/s wins. You always have the 1st move. If the game starts with 8 stones on the table you cannot win! If the game starts with 9, 10, or 11 stones – remove 1, 2, or 3 stones respectively, leaving 8 on the table. Depending on how many stones the alchemist takes – you next take enough stones to leave exactly 4 on the table.
After winning 4 games the alchemist gives you
the PHILOSOPHER’S STONE.
THE TELESCOPE PUZZLE
Read the book on the table – you learn that the OASIS is visible through the telescope. The correct settings for the telescope are recorded in the book in the form of 2 symbols. "Clicking" on its base accesses the settings of the telescope. One of the symbols in the book appears in the 'outer ring' of the settings – 3rd from the left. Note that there is another similar symbol, but it differs very slightly. The 'inner ring' has a badly scratched symbol. This symbol (2nd from the left) bears a very close resemblance to the other symbol in the book.
After setting the correct symbols the OASIS is
visible through the telescope.
THE LIFT PUZZLE
The lift mechanism must be adjusted to get the lift to go down. The 11 red and green balloons control the mechanism. The alchemist gives a clue to the settings of the balloons when he says "greens up…". All the green balloons must be at the top, and the red ones at the bottom. When "clicking" on a particular balloon, certain other balloons will also move.
After setting the balloons as above the lift
can again be operated by pulling the lever. Pull it 3 times to return to the
INSIDE THE CITY
THE ‘HANGING STONES’ PUZZLE
From the book on the table inside THE HOUSE UNDER THE STAIRS you learn that "the ‘hanging stones’ contain a great and secret force called four and forty…". The pages in the book contain certain ‘numbers’ – the only combination of which that add up to 44 are (4 + 8 + 32). Note the shape of the frames around these ‘numbers’. The "hanging stones" are on the walls outside the rear of THE HOUSE UNDER THE STAIRS. Only 3 have the same shaped frames as those around the 'numbers' 4, 8 and 32 in the book.
Certain of the ‘stones’ have strange symbols on them. Only one symbol is common to all 3 these frames and does NOT appear on the others. It is also the only symbol on the 4th row of the ‘stones’. Press the stone with this symbol in all 3 the frames – this activates THE ALCHEMY WORKSHOP.
Talk to the merchant – he invites you into the
MARKET. Note the WATER BOTTLE on the table in the
centre – the merchant won’t let you have it yet, he tells you that "its worth its weight in gold". Swap the PORCELAIN WEIGHT for the LEAD WEIGHT
(also on the table).
THE ALCHEMY WORKSHOP
Put the LEAD WEIGHT
(and the PHILOSOPHER’S STONE) into the pot on the
fire – you get a GOLD WEIGHT.
Swap the GOLD WEIGHT
for the WATER BOTTLE.
LEAVING THE CITY
The guard at the CITY ENTRANCE will now allow you to leave. As you leave, he tells you to turn left to get to the OASIS.
There is a house directly in front of you as you arrive at the OASIS. Talk to the man outside this house – he tells you that the city is to the east. This is therefore the EAST HOUSE.
You know that the sun rises in the east – or replaces (follows) the moon.
Therefore the symbol above the door is set to MOON / SUN
Note that the shadows cast by the protruding beams are short.
The sun sets in the west – or it is replaced (followed) by the moon.
Therefore the symbol above the door is set to SUN / MOON
Note that the shadows cast by the protruding beams are long.
The shadows cast by the protruding beams are short (as at the east house).
Therefore the symbol above the door is set to SUN
The shadows cast by the protruding beams are long (as at the west house).
Therefore the symbol above the door is set to MOON
The portal rises out of the water and takes
you to the Second City.
OUTSIDE THE SECOND CITY
THE ISLAND WOMAN
Talk to the island woman. She tells you about
human remains in the HUT and an old TEMPLE nearby.
THE WOODEN CHEST PUZZLE
Inside the HUT are a skeleton and a wooden chest. The piece of paper the skeleton is holding shows the symbols for the combination to the wooden chest – but NOT the correct sequence. The correct sequence is:
2nd symbol – 3 rolls (one at a time) downwards
4th symbol – 3 rolls (one at a time) upwards
1st symbol – 5 rolls (one at a time) upwards
Open the wooden chest and take the GOLDEN SKULL.
THE ALTAR PUZZLE
There are 3 stone pillars along the path to the old TEMPLE. Each pillar has a painted symbol on it. You will also hear a feint sound at each pillar.
Just after the HUT on the left.
You hear the word ENLI.
Outside the TEMPLE on the left.
You hear the word ENKI.
Outside the TEMPLE on the right.
You hear the word NOSKU.
The altar is inside the TEMPLE. To the right of the altar (as you face it) is a square column with a round pillar protruding from it. Examine the round pillar and place the GOLDEN SKULL on top of it – this activates the control panel.
Press each of the "lion" buttons (L4, L7, L9, L14) and note the words heard. For 2 or more of the buttons the word ENLI will be repeated. Next, press only the buttons that generate the word ENLI. This activates the WIND ritual.
Press each of the "worms" buttons (W1, W10, W12, W15) and note the words heard. For 2 or more of the buttons the word ENKI will be repeated. Next, press only the buttons that generate the word ENKI. This activates the WATER ritual.
Press each of the "horse" buttons (H3, H6, H8, H13) and note the words heard. For 2 or more of the buttons the word NOSKU will be repeated. Next, press only the buttons that generate the word NOSKU. This activates the FIRE ritual.
There is a 4th symbol ("crab") which is not needed to solve the puzzle.
To get all 3 rituals "up and running" simultaneously, start with the FIRE ritual. Then fan the flames with the WIND ritual. The increased flames will now be able to withstand the WATER ritual.
THE PUZZLE OF THE ROCKS
The large rock is blocking a pathway forward. Note the white symbol (randomly generated) painted on it. Each of the smaller rocks also has a white symbol painted on an embedded button – one of which will be the same as that on the large rock. MOVE QUICKLY to that rock and "click" on the button. Next (again MOVING QUICKLY), go to the other 3 smaller rocks and do the same.
TIP: leave ROCK 4 till last.
The large rock will move – allowing access to the pathway.
THE UNDERWATER BRIDGES
BRIDGE 2 (refer Map) must be repaired – the
machine (MACHINE 2) next to it has 2 parts missing. Remove the CRANK HANDLE from MACHINE 1. There is another machine in
the area beyond the large rock. Take the GEAR LEVER
from this machine. Attach the CRANK HANDLE to
MACHINE 2. Also attach the GEAR LEVER to MACHINE 2
(examine a spot just to the right of where the CRANK
HANDLE is fitted). Turn the CRANK HANDLE to
raise the BRIDGE – allowing you to cross into the SECOND CITY.
INSIDE THE SECOND CITY
THE BLONDE MAN (FIRST VISIT)
When you arrive in the city, go directly to
the blonde man. He can be found by going up the stairs to the residential area,
turning right on the 1st level, take the stairs at the extreme right
to the 2nd level, then turn right and go to the end. Talk to the
THE BASKET LIFT
Turn the handle and examine the
THE BLONDE MAN (SECOND VISIT)
Return to the blonde man and ask him about the key for the BASKET LIFT.
THE WOMAN WITH THE CLOTH (FIRST VISIT)
The woman can be found by going to the extreme left on the 2nd level in the residential area – then look down and take the stairs. She gives you a CLOTH and asks you to have it dyed for her.
THE DYE SHOP
Knock 3 times and speak to the apprentice – he will eventually let you enter. To light the fire in the furnace adjust 2 of the mirrors (the one on the wall next to the furnace and the middle one of the 3 on the opposite wall) as well as the lens. "Click" on the points shown below.
THE MIRROR ON THE WALL NEXT TO THE FURNACE
THE MIDDLE MIRROR ON THE OPPOSITE WALL
Move the large carpet in the centre of the
room to allow the sunlight (from the window) to shine through. Next, put the
CLOTH on the wooden spike on the furnace. Remove the
DYED CLOTH. Take the bottle of RED DYE from the shelf.
THE WOMAN WITH THE CLOTH (SECOND VISIT)
Give the DYED CLOTH to the woman. She gives you a MEDALLION. Examine the DYED CLOTH that she has hung up outside her home. The creatures on it are a clue to a later puzzle.
THE BLONDE MAN (THIRD VISIT)
Before going to the blonde man, return to the
BASKET LIFT and again pull the handle and examine the padlock. Also look up and
down in front of the BASKET LIFT. Next go to the locked gate, and turn the
handle twice (its double bolted). Also look up here. On the way, knock on the
doors on the 1st and 2nd levels. The blonde man should
appear for the 3rd time. He gives you a KEY.
THE BASKET LIFT PUZZLE
Take the KEY to the
apprentice in the DYE SHOP – he gives you a set of LOCK
PICKS. Unlock the padlock and take the BASKET LIFT (it’s operated by
turning the handle) up to the CROSSBOWS.
THE CROSSBOWS PUZZLE
Go to the crossbow along the right ledge (the
left crossbow when facing the target). Turn the crossbow to change the direction
it will fire at. Fire at the different "target" windows until the large wheel
above the windows turns. Next, go to the other crossbow. Repeat the firing
process until the 2 pipes on either side of the wheel rise and fall. The locked
gate below the windows is double bolted – therefore both crossbows have to be
fired again (as above).
THE LOCKED GATE
Pull the handle to open the
THE LADY EXPLORER
The lady explorer appears if you try to enter
the BATH-HOUSE. She tells you that the BATH-HOUSE is flooded, and also talks
about the CORE MACHINE.
THE FOUNTAIN PUZZLE
Cross the water surrounding the fountain by throwing the MEDALLION into it. The 8 receptacles around the fountain control the water flow to the various buildings along the perimeter.
From one of the receptacles you can see the BATH-HOUSE and the drain to the left of it.
Pour the RED DYE into each of the 8 receptacles (while they are empty) and check the water flowing through the drain.
If the water changes colour (to red) then that particular receptacle is connected to the BATH-HOUSE. Fill the receptacle with water by turning the wheel below. The other receptacles must remain empty.
THE WELL IN THE BATH-HOUSE
The large metal scoop above the well is attached to a 'balance' – on the other side of which is a straw basket. The strange symbol on the straw basket is a mirror image of the number '22'.
Each of the millstones in the bath next to the straw basket is double the size of the one smaller than itself. Therefore, if the smallest one is '1 unit', the next biggest is '2 units', the next '4 units' and so on. Only one combination of the millstones add up to '22 units', i.e. 2 + 4 + 16.
Put the '2 unit', '4 unit' and '16 unit' millstones into the straw basket. The scoop can now be used to remove water from the well by "clicking" on the balance. Repeat 6 times (take 6 scoops of water) to reveal a 2nd (lower) exit in the well.
THE UNDERGROUND CITY
THE ANIMAL SKULL
At the end of the skeleton rib cage bridge is
a HORN. On the slab (near the point where the 4
bridges meet) is an animal skull with one horn missing. Insert the HORN into the hole in the animal skull.
THE SCALE PUZZLE
The left side of the scale is marked with a SUN symbol, and the right with a WATER symbol.
The scale has 3 weights on either side. Each weight can be changed to depict one of 11 different creatures:
Some of the creatures are SUN creatures, i.e. found on land:
Some of the creatures are WATER creatures, i.e. found in water:
Certain of the creatures were on the DYED CLOTH that the woman in the city hung on her wall.
Set the weights on the scale as shown in the
above diagrams. After solving THE SCALE PUZZLE you take a canoe ride to a series
of metal walkways.
THE THREE LOCKED DOORS
The area is divided into 3 sectors, namely A, B and C. The yellow signs along the metal walkways indicate the sectors. There are 3 locked and 2 open doors. The rooms through the 2 open doors are marked '818' and '367' respectively.
Pick up the ELECTRIC SCREWDRIVER that is lying on the floor. Note that a wall panel next to the right-hand fan has been removed, allowing the adjacent room to be entered.
Use the ELECTRIC SCREWDRIVER to unscrew and remove the wall panel next to the left-hand fan. Lift the metal device lying on the floor in the adjacent room and take the DATA CARD. Insert the DATA CARD into the slot on the computer terminal.
The data will NOT be visible on the monitor, but it can be transmitted to the terminal in the other room. Enter the "destination" code on the keyboard – A818 (Sector A, Room 818).
The monitor on the computer terminal will show the correct sequence in which to press the panels on the 3 locked doors.
The 'yellow dots' signify the order in which
to press the panels, i.e. '1 dot' is pressed first, '2 dots' second and '3 dots'
third. The door to which each monitor display refers is identified by the
shadows. After all 3 doors are unlocked; you are able to enter through any of
THE 4 LUMINOUS RODS
THE FIRST ROD
There are 4 night vision devices beyond the locked doors – 3 of which are in front of the doors. Look at the middle door through the 4th night vision device. One of the railings to the right of the middle door is the FIRST ROD.
Pick up the FIRST ROD.
A stairwell (to the left of the middle door) is also visible through the night vision devices.
Go down the stairwell to the bottom level.
THE OTHER THREE RODS
You get a ROD for completing each of the 3 puzzles on the bottom level.
THE 9 BALLS
There are 3 rounds to complete. Duplicate the
sequence of the symbols shown on the large ball.
THE PEBBLES AND THE WHEEL
There are 3 rounds to complete.
Legend: L = a pebble holder on the left
R = a pebble holder on the right
I, ll and lll = the 'number' of the actual pebble holder
Rlll Rll Llll Llll Ll Rll Rl Rlll
Ll Llll Rll Rll Llll Lll Lll Rl
Lll Rlll Rll Llll Rll Llll Lll
THE WHITE SQUARES
There are 3 rounds to complete. The white squares must be moved from the 'right' to the 'left' container, with the smallest at the bottom to the biggest on top.
Legend: R = right container
L = left container
B = bottom container
THE CORE PUZZLE
Insert all the RODS into the holes in the CORE MACHINE. You are told that the access code is 30, 25, 9, 25, 20.
To enter the access code, type:
A Walkthrough by Malcolm Schmidt
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