Professional Documents
Culture Documents
JCE
JCE
top of the arrow and then click. If done correctly, the amulet opens to be a ke
y.
Exit at bottom of screen and take colored pigment from table. Use the opened amu
let on the chest. Click the computer on bust and take the 2 rolled letters. Look
in computer about the Hardwigg who returned to surface by being ejected by the
volcano and the letter of Latifere and the Union letter.
Leave the hut and go left to continue your journey. Cross another bridge and get
a news bulletin on the computer.
Fern Jungle - Climb down the rope ladder at end of the bridge. Walk to left of s
creen until blocked by giant ferns. Use machete on the ferns. Take the large lea
f.
Savannah and Dinosaurs - Take photo of the T-Rex (not done in downloaded game).
Take the path right of the dead tree limbs. You can not continue with the T- Rex
around.
Get rid of T- Rex - Look close at the hollow broken tree trunk aimed directly at
the dinosaur. Let us make some fireworks.
In order, place: the large leaf on trunk, colored pigment, black powder pear an
d then the slender vines. Use the lighter and then light your homemade fireworks
.
Continue forward pass the dead dinosaur to go close to the bridge.
Power up the rail car - See a railcar that resembles a hamster wheel cage that i
s on the rails. See a teeny dinosaur trying to get a fruit. Poor guy. Take fruit
s from the tree and then look close at the railcar. Get an e-mail that states th
at the pilot is rescued. The teeny one follows you. Hmm. Open the wheel cage doo
r on the left side (front) of the wheel. Place the fruits inside the cage. Watch
!
The City - Askiam
Outside the Gate - Read the latest news bulletin in the computer. Talk to the gu
ard, Ocine. Ariane gives the password to get to talk to the Chief Engineer. Ocin
e wants you to fix his camera in the lab at the old tower. A key is placed in in
ventory. War?
Tower - Go to the left outside the city gates. Use the key to enter the tower. C
lick the computer on camera to learn about the Ganz Lux 4.
Develop a picture - Look at stand on table. Click and then read the user guide
to developing films on the wall in the computer.
Take photographic paper to be developed. Flip the switch on the left wall. Place
photographic paper on table. Click on enlarger, the tube above the table and se
e images show up on photographic paper. Click the enlarger again.
Take paper and place on left, then top and lastly, right tray.
Read the photo and see it black and white in the computer (not seen in downloade
d game). Look at the pictures of Ariane on her travels hanging on the wall. You
are being watched. Exit the tower.
Inside the gate - Enter the gate and talk with Wallace, the Chief Engineer. I wi
sh Ariane would stop cleaning her sleeves. Tickets for the altimonorail and pass
for the archives are placed in inventory when the Academy archives and the Rect
or are mentioned.
Click the computer on poster and then read it. Walk to bottom of screen to enter
the city proper and read the new e-mail. Take the path to the left of screen an
d enter the building.
Communication Center - Note the clock has stopped. Click on the microphone on th
e desk and talk to Figaro. Look at the poster left of the inner door using the c
omputer. Go through door and enter the left door that is unlocked.
Communication room - Look at the posters of February and March, 2007 and a cruis
er advertisement by the door. Go to left of screen and talk to Enrique, mailman
and projectionist. He gives you the key to the projection room and reel #218.
Projection room - Go back out to the main hallway and use the key on the ornate
locked door. Read the note at bottom right shelf. Read the poster left of the pr
ojector. Click reel 218 on the projector's reel wheels and watch. Analyze reel 2
18 and identified the movie as the world wars of the 20th century. Scam?
Transport room - Go back to the Communication room and then forward to the eleva
tor at the center of the room. Talk to Figaro, the man in charge of the Altimono
rails and the power supply. The transmission coordinates have been changed that
is why there's no energy being collected. He needs to have the coordinates recal
culated and entered in the machine.
Transmission coordinates puzzle - Let's look for the paper that has the coordina
tes. Go back down using the elevator. Take the calculation sheet on desk at left
by window. Click calculate and then look in the computer. It shows the correcte
d coordinates.
Go back up to Figaro and click on right side of the control panel. Enter 6283, 1
667, 5483 and 2092. When correctly done, you backed out automatically from the p
anel.
Talk to Figaro about repaired. He gives a confirmation telegram that needs to be
sent. He allows your laptop to be recharged. Sabotage?
Go back to Enrique and tell him about the telegram.
Crossroads - Leave the building, take the bottom path, right and then to right e
nd of the path.
While standing by the crossroad, see a triceratops with a rider on the other str
eet. Pet the triceratops. Watch.
Talk to Heracles, the man standing by the stained glass door. He is all out of e
ggs for his customers. The next caravan to the diamond mines won't leave for ano
ther 3 months.
Pet Store Enter the shop and check the counter. Take the prescription codes
book and blank punch cards. Read the book. Press the button under the counter.
This opens the door by the aquarium. Enter the secret door.
Office - Well, lookee here - Adam! Take and read the note in front of Adam about
Heracles out of biocardamom. Talk to Adam. He needs Hanagra of Syl prescription
. Play with the triceratops hologram on the table by pressing the square button
and stop by pressing the single round button. Look on the left shelf and take th
e needle by the half triceratops. Talk to Adam about the hologram and learn abou
t the telelogram.
Go back to the main pet store and click the computer on the clock on top of the
wall. It says that the clock is 0.75 second faster for one minute. So that expla
ins the year 2007 but not the war. Exit the store and go back to the crossroad.
Take the left path.
Pharmacy - Talk to the Armanda Grunfeld, woman behind the window.
Get Adam's Hanagra of Syl - In inventory, click the needle on the punch cards.
In zoom mode, punch the holes to make a prescription for Hanagra of Syl based on
the prescription code book.
Talk to Armanda again about prescription. She is on to Adam's tricks and would n
ot give you the prescription. Since you've got Heracles note, talk to her about
the biocardamom. She will get some at the University and then give her your tick
et.
When Armanda leaves, insert the punch card on the slot under the window. You mig
ht need to move Ariane to see the slot and the lever. Move Ariane on step down a
nd to the right. Push the lever at left center of wheel. Take the flask of Hanag
ra of Syl. Go back to pet store and Adam.
Pet store - Talk to Adam and give the potion. Adam gives you an aerial map to fi
nd the giants. Read the fly map in the computer. Leave the store.
Giants
Talk to Gustav. Check the computer about the latest news bulletin.
Clearing - Go to left screen and talk to Kanoul Pale, keeper of the Mastodons. T
o get to the mines, you need to take a submarine from port in the northern terri
tory. Pick up mastodon hairs on the ground in front of Kanoul. Go left to the v
illage.
Village Gate - Go to the gate and find that you can't enter due to a force field
. Go back to Kanou Pale. He gives you pipe herbs. Talk to him about the gate and
force field. Leave all sharp objects at the gate. The force field is maintained
in the Valley of the Spirit. Go back to the gate of the village. Leave the knif
e and machete on the ground by the gate and enter the open gate.
Matriarch - Talk to the Aira Mnude, the Matriarch of the village at the hut. The
re's a hole in the force field and she gives you permission to enter at the Vall
ey of the Spirits.
Gardener - Go right of hut and see a field of beautiful flowers. Talk to the Toh
u Malla, the gardener standing by the gate to jousting area of the magicians. He
needs a weather forecast for his fragile flowers. Take the path left of the hut
and then take the left way from the main path.
Fisherman - Talk to the fisherman who wants tobacco. Payan Ouva, fisherman and m
eteorologist talks to you after given tobacco. He needs the right bait to catch
big, meaty fish. He uses a rare heat-giving firefly placed in a translucent shel
l as bait. Leave and talk to him again about the weather forecast for the garden
er. Fog!
Go back to the gardener right of the hut. He asks that you ask the healer for pr
otection for his flowers. Take the path left of hut and then go north.
Healer - Talk to Jahine Duubra, the healer treating a mastodon. She needs bitter
berries from the Valley of the Spirits. The berries are under one of the arches
on Initiation Lane and picked with hands that are clean and well protected. To
get into the jousting area during the day you will need a repellent stem that sh
e gives you. She places a protective spell on the gardener's seedlings. Look cl
ose on the shelf and take the empty shell from top shelf at right.
Go back to the gardener and tell him his seedlings are now protected. He gives y
ou the heat-giving firefly as thanks. Guess who wants the firefly. Go to the fis
herman and give him the firefly. He gives you a living shell.
Arena - Go back to the Arena gate behind the gardener. Use the repellent stem o
n the gate to open it. Talk to Bares Mohul, master of Recomposition. The Ball of
Memory that preserves the memory of everything can only be read by the Matriarc
h. He disappears.
Vegetable lens puzzle - (The clue to this puzzle is found later in the game and
placed here only for expediency and less hair pulling.) Look at the bowl by the
left giant face. Place the empty shell in the water, then the living shell and
then the mastodon hairs. See the mollusk move from the living shell to the empty
shell - it didn't like the mastodon hair. Click on the living shell when you se
e the tail of the mollusk appear. This breaks the living shell. Take the clean v
egetable lens.
Go to the arched place close to the healer. Check a new e-mail.
Arches at Initiation Lane - See a floating island above at end of the lane.
Berries - When on close-up walking under the arches, note the berry plant left o
f the middle left posts. Click for a closer look at the berry plant. and use glo
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Get to Floating island:
1. The white line patterns on the posts at Initiation Lane are the sound diagram
s. See chart below. (Hint - These patterns are similar to the way researchers wr
ite down whale sounds.)
2. Find 2 posts whose holes when covered by leaves will produce those sounds. S
ee columns 2 and 3 of chart below.
a. Cover the holes of 2 stands with their leaves.
b. Pull the tongue of the face on the rock to hear the sound produced.
3. Then reproduce those sounds in sequence by following the middle column in the
chart below. Saved Game here. This puzzle does not reset. If a mistake is done
in doing the sequence - always go back to a saved game and redo it puzzle clean.
Sound diagram
Cover holes of Posts starting clockwise from left of main path
Sounds like
Post 1
1 and 4, pull tongue
rooh, rooh, rooh, rooh
Post 2
3 and 5, pull tongue
eeeoeu, eeeoeu
Post 3
4 and 6, pull tongue
ohuh, oohuh, ohuh, oohuh
Post 4
1 and 5, pull tongue
dt, dt, dt, dt
Post 5
2 and 3, pull tongue
wahuwah, wahuwah
Post 6
1 and 6, pull tongue
hmmmmmmmmm
Floating Garden - Pull the tongue of the face on the rock at the back side of th
e path. See the floating island go down.
Talk to Adam. The breach in the barrier is in the garden. The spirits are divide
d. The haloes are made visible by a vegetable lens made by a special mollusk. Th
e submarine outside the village will take you to the diamond mines. Hide in the
hold of the submarine and Adam will give you the code.
Use the 'come down' dialogue, if you missed a clue and need to get off the islan
d. (Since you already have the clean lens, there is no need to go down). Do what
you need to do, pull the tongue out again and the island will drop down.
Fix the breach in the barrier - Go around the island and see a halo with dirty l
ens at the right path 2 screens over from Adam. Place the clean vegetable lens t
o replace the other one.
Talk to Adam and then he will leave. Read the code that is in inventory.
Leave the village and back to area of the keeper of the mastodons.
Submarine - Go right of screen (hotspot at middle of ground area) back to the ba
lloon. Go to the door on the rock cliff in the background. Check another e-mail.
Enter the ball door. The steps makes a sound when you step on it. There's a pa
nel by the door that shows 17.
Enter the submarine and get kicked off the sub by the captain. Yeah - how do we
get in without being detected.
Sneak in submarine - Go out the ball door and note that the panel must be a coun
ter of the people coming in. The sounds the steps make is the counting.
Go back to the village. Talk to the boy by the fisherman's hut about seeing a su
bmarine. The boy follows you inside the ball door. The counter still reads 17 be
cause you and the boy entered together.
Talk to the boy to get him to go home. Look at the counter now and it reads 16.
Hopefully, the captain will be tricked.
Go in the sub and enter the door on the left. Go to the control panel and enter
the code given by Adam - 5731X. When you click the numbers in only a very slight
sound will be heard to show that it is entered. Enter the door at right. Fast r
ide!
Mines
Dock - Talk to Angus, Captain of the Eider. He will give you special pass to ent
er the mines for a favor - to give Maoro Fi seeds from his country. To get to Ma
oro Fi, don't let anybody see you until the extraction zones and hide in automat
ed wagon programmed to take you directly there. The machete and knife are back i
n inventory.
Go left towards the green automatic mine car. Look close at lever on the side of
the car. Move the knob left and then down. Watch.
Mine - Go to bottom screen and talk to the digging giant. He gives a message to
Angus. Read the message - Heard tell of a revolt some would rather fight than mi
ne. No names but keep your eyes peeled. Go back to the Captain via the mine cart
. Give him the message, get a visitor's pass and learn more about the resistance
. Hmm. Back to the mines by clicking on the entrance to mines.
Talk to the head driver, Firmin. The machine needs filter, water pressure is too
low and he gives you an order slip. Orders are rubber stamped by Wallace. Read
the order note 24/EZ for part 74F1.
Platform - Go to the derrick-elevator at back wall. Press the buttons at left of
elevator. At the surface, check a news bulletin in the computer.
Go to the right screen. Talk to the giant Hutha Meo, supervisor of the platform
standing guard by the geyser elevator. The geyser is accessed by anyone having a
management staff card. Go back close to the derrick-elevator and go right by th
e long building. You will see an aerial view of the platform: the large supplies
building, glass roofed building, waterwheel between them and to the left the gu
arded geyser entry. Enter the door at the end of the large supplies building.
Supplies and sorting building - Talk to Amalia. Her staff mate can use the geyse
r. Pick up the paper by Ariane's feet. Read it - Let the revolt begin. Meeting t
omorrow. A.
Supplies - Go to the the aisle right of the door. Turn to the next a
isle and take filter on the right shelf. Turn around and take blank sheet of pap
er and lead pencil by the ladder. Click pencil on blank sheet of paper and then
read it in the computer - it's a diagram with Xes. Check another e-mail. Click o
n green metal plate on the floor for the hotspot to the main aisle. Go to the ba
ck of the building.
Sorting area - Click the computer on the bulletin board and read the
schedule and rules. Click to the right of end of the aisle and then climb ladde
r to go the worker in yellow. Talk to Kia Tran, in charge of sorting. He lied ab
out access to the geyser. Leave the building and go back to the mines to deliver
the filter.
Mine - Talk to Firmin. He wants you to recalibrate his machine based on the calc
ulation sheet.
Recalibrate machine Calculate the sheet and look at the computer for the result.
First step - ideal cadence 15. Second step - ideal cadence 37. Third step - idea
l cadence 8.
Go to the machineries by right wall and look close at the 3 gauges by the pipe g
oing up.
1. Click on the button of the left gauge to turn it green. Click on the 15 mark
to move the slider to 15. Check gauge.
2. Click on the button of the middle gauge to turn it green. Click on the 37 mar
k to move the slider to 37. Check gauge.
3. Click on the button of the right gauge to turn it green. Click on the 8 mark
to move the slider to 8. Check gauge.
If correctly done all the buttons will turn green.
Go back to Firmin and talk to him about machine. He gives you a map of the mine.
Read map. There's an arrow behind the geyser door the giant was guarding.
Supervisor building - Take the elevator to the surface again. Go to the right by
the long building and then to the glass roofed building at the southeast corner
of the platform.
Go inside the glass roofed building and talk to Taal Nadi, platform supervisor a
nd friend of Adam. The lab is accessed through the geyser. The geyser is alarmed
but there's a system here that blocks the mechanism.
See Bares Mohul appear outside. Ariane asks Taal to distract Bares, who said he'
s never been here before and to tell him, she's just leaving. Take the black she
et of iron at the right foreground behind Ariane.
Turn off the alarm of the geyser elevator - Look close at the console that is us
ed to 'unjam' the geyser. Each set of numbers must go to the other side.
Move 1 black number to the right.
Move 2 white numbers to the left.
Move 3 black numbers to the right.
Move 4 white numbers to the left.
Move 5 black numbers to the right.
Move 5 white numbers to the left.
Move 5 black numbers to the right.
Move 4 white numbers to the left.
Move 3 black numbers to the right.
Move 2 white numbers to the left.
Based on the chemical formula paper from the Supervisor building, diamond powder
needs to be added to neutralize the solutions. BUT do the opposite of what is s
tated on the paper.
Blue tube - basic solution - add black diamond powder
Red tube - acidic solution - add white diamond powder
White tube - neutral solution already.
Click the computer on the books in the opened safe and read about the confidenti
al clients and the account report. Go back down to the platform.
Platform - Talk to Taal Nadi again. He believes now and will meet you at the vil
lage. Go to the derrick elevator. Take the ladder by the elevator. Go down to th
e mines.
Mines - Go to right screen by the machineries on the wall and see dynamite attac
hed on an overhanging metal. Click the ladder on the metal door to the left of t
he rope. Climb up and use the knife on dynamite.
Go to the extreme left of the derrick-elevator and look at stack of dynamites on
the mine cart. Ariane wants it pushed to the sea.
Go through the mine and out to the submarine. Talk to the Captain. He's still st
ubborn. Go to the end of the railway tracks close to the water's edge - where th
e railcar used to stand. Place the sheet of metal on the railway tracks and Aria
ne will make a ramp to the sea.
Go back inside the mine to the dynamite laden mine cart.
Use gloves and then click on the lever just a little to the left of the switch s
tand between the 2 rail tracks. The hotspot here is a little difficult to find.
Then click on the mine cart to give it a push. Watch what happens.
Go back and talk to the Captain. You will travel back to the dock by the Giant s v
illage, though you won t see an in-transit cutscene.
Village:
Arrive by the village dock. Check the e-mail. Go talk to the balloonist and sele
ct Giants. Go to the village.
Healer - Talk to Jahine, the healer since nobody else is around. She wants the B
all of Memory as proof of Bares' part in the conspiracy. Wake the plants with th
e help of the little butterfly that after being fed will fertilizer the flowers
and the wall of vegetation will open up. Use the snare-flower. Look close at the
shelf behind Jahine and take the giant red trapping plant.
To get the Ball of Memory:
Garden - Outside the arena gates, use flask full of water on the yellow flower a
t the corner of the garden in the foreground. Then click the butterfly on the sa
me hotspot.
Watch. The butterfly made an opening on the wall of the arena.
Arena - Enter and on the aerial view, place the trapping flower on the sole squ
are slab on the ground. It will trap the ball of memory. Go back to the healer.
Healer - Talk to the healer and give her the ball of memory. The matriarch is i
n the valley of the spirits. She gives you a flute to neutralize the force field
.
Valley of the Spirits - Use the flute on the force field. Go forward until the f
ace on the stone to bring the floating garden down. The tongue is gone but a mes
sage is left there instead. Read the message of Alexander to Bares Mohul.
Balloon - Leave the valley and go to the balloon and Gustav. Ask Gustav to go ba
ck to the City.
City:
Market - Balloon lands at the market. See that Armanda is blocking the entry to
the altimonorail station tower. You can walk directly in front of her, though,
and she doesn t raise the alarm. Go to the stall with the clock. Take the blue clo
th and the telephone token.
Crossroads - Exit marketplace and be at the crossroads. Talk to Enrique. Adam as
ked him to watch over Ariane. Wallace is at the University.
Public Phones Market - Check the public phone #123-06 between the barrels close to the arched
exit of the marketplace. Not enough information to use the phone.
Crossroads - Go to the end of the path north of the pet shop and see public phon
e #123-05 left of the last house.
Main road - At main road before turning left to the market, see another public p
hone #123-08 at the corner. Main Gate - Go to the main exit out of the city that
is now closed and see another public phone #123-04 to the left of the gate.
Communications Building - Then, go to the Communications building. See that Bare
s Mohul is guarding the entry to the other Altimonorail station tower. Ariane ha
s the idea of knowing the public phone number to the tower where Bares is and tr
ick him by pretending to be Armanda.
To get Bares away from the Communications building altimonorail Go back to Enrique and ask him for the phone number of the public phone by Bares
. He gives you the list of the phone numbers. Read the numbers in the computer.
By deduction the only phone number we have not seen is 123-09 - so that's the nu
mber of the phone by Bares.
Go to any public phone. I used the one at the end of the road north of Enrique.
Place the blue cloth on the round dial and mouth piece.
Click the token on the slot. Listen to Ariane talk to Bares.
Go to the Communication center area and see that Bares is gone. Take the altimon
orail to the Academy.
Academy:
Laboratory - Go to the laboratory at left screen after entering the building. Ch
eck an e-mail from Hector. Look close at table and take the note concerning the
power collector from the box and the conference papers. Analyze and read them.
The Energy Collector shows that to change the collector coordinates: emit a phot
oelectric wave frequency 054, density 7 and coordinates 45W, 78N. The Conference
paper states questions about the giants and humans.
Go to bottom of screen and close to the machine on the right. Now you will see t
he table. Look close at corner table. Read the paper on the desk.
Hanoi Tower - Move each roll of film to the third post to reconstruct the same t
ower. Caution: Never put a bigger roll on a smaller one (this may bend it out of
shape).
Click on a roll and place it on any stand as long as you don't put a bigger one
over a smaller one. Good luck!
For the solution - Click on R. Ellison's Hanoi Tower Puzzle Solution.
Take the note and Plimantair flask from the compartment. Read the note. Plimenta
ire (C2H6O): harmless for humans, harmful to giants (25% lethal). Transmitted by
contact. Takes effect in 15 minutes. Cannot be eradicated. Go to Archive room r
ight of main entrance door.
Archives - Lift up and down the lever of the big typewriter like machine to the
right of the desk. Take the printout and read the RectorChoice. Hmmm!
Leave the archives - Uh Oh! Now we're in trouble! Talk to the Rector with Bares
on watch.
Alert the Others of the Conspiracy
Peter's Prison - Go to right screen and look at the paper on top of the drawer r
ight of fireplace. Message to Peter - Please detain the young lady until I arriv
e.
Look around a see a hanging basket suspended from a grill at the ceiling.
Go to the arched blocked doorway. While facing the blocked doorway, click on lef
t frame by tree branch.
Peter's Laboratory - Enter the next room. Take the fuse under the right side of
the tabletop and the periscope map paper on the table top. Read the periscope ma
p and see it missing lens and mirror.
Go to left screen and talk to Peter. Play with the periscope and it turns 90 deg
.
Escape - Go back to the other room.
In inventory, combine the dynamite and fuse. Place the combined dynamite in the
hanging basket.
Use lighter on basket and watch. Pick up the iron bar from floor.
Go to bottom screen with the view of the fireplace to the left. See an opening a
t the ceiling.
Click iron bar on rope in inventory and then use it on the opening at the ceilin
g.
Old mine by the beach - Go to opening framed by statues and then to the Mushroo
m Garden. Talk to Adam. Find Gustav. To stand guard, Adam needs food, blanket, f
ern mattress, box of wood and coal. Find Jahine, the healer and warn her of the
plague. Go and take the bones from pile in front of his hut. For proof, tell oth
ers to come and see the surface. What a list to do.
Go back inside the mine and click on items opposite the rotating wheel to pick u
p coal and empty box beside it.
Mushroom forest - At screen after Adam, pick up ferns.
Go up the platform station. Take the food reserves from the plate on the table a
nd blanket from the bed.
Go to Adam and talk about Installation to give him all the items he needs to sta
nd guard.
Adam's hut - Go through the forest and the bridge. Check the e-mail from Gary ab
out turning the laptop on and off every 5 minutes. Go pass Adam's hut and just b
efore the next bridge, pick up the bone (little crushed bones) protruding in fro
nt of the rocks.
Savannah - Go forward and see Gustav flying by the Giant fern forest. Click on t
he balloon. Continue forward until the dinosaur place. Talk to Gustav. He takes
you to the Giants.
Giants Village - Read the news bulletin. In the clearing by the mammoths, pick u
p the dry mastodon dung and coconuts on the ground. Proceed to the village.
Talk to Taal Nadi at the hut.
Fisherman - Talk to fisherman, Payan Ouva. In exchange for a firefly, Payan Ouva
wants you to put back the crawfish traps where they were.
There are 3 symbols: One male, female and one for couples. There are 3 traps: ma
les, females and couples. The current mixed them up. Look for lines tied to bott
om and then lure them with the bait.
Crawfish trap puzzle:
Go left of the fisherman's hut and look close at the 3
traps.
There are 3 traps with ropes colored red, green-blue and gray.
There are 3 stones marked green-blue male, red female and both symbols in one st
one.
Place the bait on a stone.
When a crawfish comes, check the color and then click on the corresponding color
ed trap - either the red or the green.
Then click another trap and it will change to the color of the trap you initiall
y clicked. Then clicked on the third trap to change it to that color also.
You're done when the bait disappears from inventory and you get out of the close
-up mode.
Talk to the fisherman and he will give you the firefly.
This is what worked for me:
If Green crab - sink green trap, sink gray trap that turns green, sink red trap
that turns green.
If Red crab - sink red trap, sink green trap that turns red , sink gray trap tha
t turns red.
Healer - Talk to Jahine. She needs heated coconut, crushed bones and berries fr
om initiation lane to make the potion to protect the village.
Potion:
Go to initiation lane look close at last post on the left, use gloves (one glove
) and pick up the berries of the 5 senses. Go back to the healer.
Place the mammoth dung on the rock close to the healer's leg.
Use the lighter and then click it on the dung. It will now be on fire.
Place the coconut on the fire and see it floating.
Place the berries on the coconut.
Place the crushed bones on the coconut.
Tell the healer about the preparation. She says - Pour the brew on the sponge an
d squeeze it on the village square.
Use gloves and take the floating coconut brew to get a ready sponge.
Go to the hut, talk to Taal Nadi about the sponge.
Squeeze the sponge on the holes on the floor right of Taal Nadi.
Talk to Taal Nadi again. He will see you to the Valley of the Spirits.
Valley of the Spirits - Talk to the matriarch, Aira Mnude. Watch!
Askiam:
Go back to the balloon and Gustav. It's time to go back to the city.
Marketplace - After landing at the marketplace, the phone rings. Answer the publ
ic phone left of the entryway. Enrique wants you.
Ariane says to disable the balloon. Go to the balloon, click on the control pane
l and take the helium bottle.
Communications building - Go to the communications center either by walking or t
he altimonorail. Talk to Enrique at the communications control panel. He gives y
ou the master key to block the altimonorail to the Academy.
Use the elevator and then look close at the control panel. Click on the button u
nder Academy to turn it to red. Pick up the pliers from the floor.
Wallace - Go to the Pharmacy, left path from the crossroad. Talk to Wallace abou
t the poison and other topics to convince him.
Now to find the missing parts of the periscope after all the invitations given o
ut:
Go to the pet store by standing at the hotspot on the road in front of the store
. It's closed. Use the master key and enter the pet store. Go to the backroom of
fice and use the pliers on the magnifying lens by the half triceratops. What els
e was missing on the periscope? Mirror.
Go to Ocine outside the city gates. Talk to Ocine and he allows you to take the
mirror from his camera. Go to the tower and click on the camera to get a small m
irror.
Read the new e-mail from Gary. Click on the dinosaur-power railcar.