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JOURNEY

TO THE CENTER OF THE EARTH


by Frogwares
Walkthrough by MaGtRo
October, 2003
December 2007 version 2.1
Gameplay:
This is a point and click game. The main menu is seen in the Cabin.
The chair is the new game selection. The control panel is the continue playing
selection. The gauge is the options menu and the monitor is the Save/Load select
ion. The door is the exit selection. The camera is the credits.
During gameplay, pressing the ESC brings up the Main Menu Cabin. To save-load a
game, click on monitor, select an empty frame and then click save. The options m
enu has the display, audio and preference selections.
Moving the cursor to the bottom of the screen or right-clicking brings up the in
ventory bar. Some inventory items have a word in blue that you can click on to a
ctivate the action associated with that item. The computer at left of the bottom
bar is where you read all documents, notes, etc. and analyze items. It also sho
ws mail and photographs automatically taken by Ariane. Click on the X at top rig
ht of the screen to close the laptop screen.
To make Ariane run, double click on the footstep cursor. The game is linear and
will not let you proceed with gameplay if an action has not been done. Pressing
the spacebar skips the dialogues. Be sure to position Ariane on hotspots to get
her to a specific action. Since the hotspots are small areas, move Ariane or the
cursor around to find them.
Thanks, Becky!
Snaeffels Volcano
The helicopter flies in and lands down in a clearing on top of a volcano. Ariane
starts using her camera when the rocks slide down and destroy the helicopter.
Helicopter - Walk to the copter to check the state of the pilot. The copter door
is closed. Pick up the helicopter blade on the ground left of the helicopter Us
e the copter blade on the closed door.
Enter the copter and find that the pilot is gone. If inventory bar is activated,
right-click to close it. Take rope, knife, computer and bag. Look inside the ba
g by clicking on unpack. See screwdriver, warm gloves, lighter and empty flask a
dded to inventory.
Take the screwdriver from inventory and click it on the first aid kit on the wal
l. Unpack the first aid kit to get flask of clearing solution, adhesive plaster,
bandage and tube of aspirins.
Use the knife on the electric wires left of the first aid kit to get some electr
ic wires. Click on arrow at top left to exit the copter.
Seaside - Go to the bottom left screen from the helicopter and see a bare tree a
nd a seaside view. Look around. Ariane says to tell the office about the acciden
t.
Move close to the bare tree. To tell the office about the accident, click on use
of the computer and see the laptop screen go to the left on the inventory bar.
Click on computer monitor screen. The computer has documents, encyclopedia, mail
and photos. Click on mail and see incoming and outgoing mail. Click on SOS to r
ead the mail to be sent out and then click on mail with green arrow to send the
e-mail. Click the X at top right of the laptop to close it.
Dark passage - Walk back and go right of the helicopter screen. See a passage bl
ocked by a boulder. Use the helicopter blade on boulder and the passage is clear
ed.
After doing everything at this clearing, go through the passage but it is dark.
Use the lighter to light it and then click the lighter icon on the dark passage.
Ahhhhh!

Underground at First Camp


Beach by old mine entrance - Meet Adam Coverlier, the hermit who needs help. Ask
him all the dialogues. Help might be found at Askiam town through the old mine
path. He wants you to find a crystal at a cave by the camp for his wand. The cry
stal has to be polished.
Pick up the tip of bone by Ariane's feet. Take the empty flask from inventory an
d click it on lone rock by edge of beach or at start of the plank bridge and Ari
ane will fill the flask with water.
Old mine - Go to bottom of screen to the old mine. Pick up the giant shell just
left of the entrance to the mine. Enter and pick up the seals (not possible on d
ownloaded game) on the ground by crate and the old chisel on top of a box on rig
ht side of the screen. Exit the cave.
Other side of beach by cave - Cross the planks to the other side of the beach. P
ick up the cloth at the foreground pile of debris and the fossilized wood at lef
t of screen.
Headstones - Look close at the 2 headstone. Ariane says to look at the encyclop
edia. Click on computer at left of bottom bar. Click on X at top right of screen
to close computer. Click the computer cursor on the left headstone. The monitor
blinks. Check encyclopedia to read about Ivan Platonov. It says he died of a dr
owning suicide at 1864 but the headstone states he died 1872.
Clean the other headstone - Look at the other headstone and you can barely read
the markings. Use the cleaning solution in inventory with the cloth to get wet c
loth. Use the wet cloth on the right headstone. Click the computer on Armand Lat
ifere. The encyclopedia states that he disappeared in Iceland in 1864 but he die
d in 1874.
Cave - Enter the cave at left background by clicking on the net by waterfall and
then turn to the cave. Click on the crystal above the ladder.
To get crystal - In inventory; use the gloves (one glove remains), combine the o
ld chisel with the fossilized wood and then click the combination on the crystal
.
Polish the crystal - Go to the contraption on right wall. Place crystal on the r
ight stand. Click on bellows. Ariane needs something to polish it. Go outside th
e cave and click the hand icon just above the ferns to get sand. Place sand on t
he bottle of the contraption. Press bellows 4 or 5xs and the crystal changes sha
pe to make a piece of polished crystal. Take crystal.
Old Mine - Go back to the old mine. Walk to the far end but it is too dark.
Get power/light - Go to big wheel on the left and look close at a power panel. W
ear gloves. Place the electric wires on the panel. Use adhesive tape on exposed
wires. Light comes on and the wheel turns.
Go to the dark end of the mine and see a big circle. Ariane states 'to use the s
eals in certain order to open' (not present in the download version). The wheel
is planked by a statue that looks like Adam and a giant.
Seal Puzzle (This puzzle is not present in the download version) - Click on the
writing above the seal puzzle. The Occident is the opposite of the Orient. Our s
tory begins as the sun rises. Nature and technology go their separate ways. Firs
t the ones whence we come. Then the one that feeds us. Followed by the one we mi
ne. Comes the time of transformation And of famed energy. Finally those who guid
e us.
Look close at wheel. Click on a seal and place the seal on a slot.
The clue states that seals are in 2 different categories (Nature and Technology)
and that they are opposite. The 'opposite' here is done as far as placements of
the seals to statues.
Orient (East-right of modern man) Nature
Occident (West -left of primitive Giant) Technology
Mother - First the ones whence we come
Lighthouse - Finally those who guide us

Wheat - Then the one that feeds us


Bird in flight - And of famed energy
Mountain - Followed by the one we mine
Chemistry icons - Comes the time of transformation
Cloth and spinning tool - Comes the time of transformation
Gears - Followed by the one we mine
Lightning - And of famed energy
Sickle and Wheat - Then the one that feeds us
Theatrical Masks - Finally those who guide us
Sea - First the ones whence we come
Go through the opened door.
Underground Wild Places
Mushroom Forest - Go forward to next screen.
Use the computer on the giant mushroom. Hmm - unknown species. Use to the knife
to get little mushrooms (strange smell) on the ground. Go forward until you see
a hut on top of one giant mushroom. Climb the steps up.
Lookout Station - Exhaust all dialogue with the Lieutenant Lenkoff. This is an A
rmy post and to get to town you have to cross the suspension bridge. If you have
water in the flask, the pill is given.
Heal the broken leg - His companion broke his leg and needs to ease his pain. Ex
it through the opening at center of the floor of the station with the open plank
cover. Go down and continue to the right of the path until the suspension bridg
e. Look close at the stump of a mushroom. Use the knife to get flat pieces of mu
shroom. Go back to the Lieutenant at lookout station. Talk to him about splint n
ow that you have the flat pieces of mushroom and the bandages.
This can happen anytime on or below the station. Find out that you can't reply t
o any mails.
Fix the horn - After the other soldier is healed, learn that the conch is broken
.
The conch used to call the pterodactyl is broken. We better make a new horn. Use
lighter to get a light. Use lighter on tip of bone to make hard cranium. Use ha
rd cranium on giant shell to make prepared shell.
Go back to the crystal cave to take the bellows (can't be taken until the lieute
nant asks you to repair the horn or if the crystal is not on the holder and is a
lready polished - Thanks, Jinnie).
Go back to the giant conch at lookout station. Look closer on the giant conch an
d place the prepared shell at the tip of the giant conch. Place the bellows at t
he tip of the prepared shell. Talk to the lieutenant. Watch! I just saw a Pterod
actyl.
Lookout table - Check the table. Get the map and read it. The map is entered in
the computer. Take a closer look at the table. Pick up the black powder pear, ma
chete from table and slender vines from the chair.
Go back to suspension bridge. Cross the bridge and get an e-mail. Read the reply
to your SOS on your computer.
Adam's hut - Click the computer on the animal skulls on top of the pole. They ar
e dated 1600-1650 AD. Talk to Adam in front of his hut about everything. Enter t
he hut.
In the room with the books on the floor as you are facing the window, take the a
mulet hanging on the left post.
Go to inner room on the left and note the eggs under the lamp. Take pieces of wo
od and book from the table. The book is entered in the computer. Read about Arma
nd Latifere and his discoveries of a Forgotten World. Click on the bowl on the t
able and throw the little mushrooms in it. See what happened to the pilot - wow,
magic mushrooms!
Tangram puzzle - Combine the pieces of wood with the amulet in inventory. Fit th
e wood pieces inside the X like indentation. To turn the wood pieces place it on

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.

Market - Go to the crossroad again. This time go to bottom of screen.


Balloonist - Go left and talk to Gustav, the balloonist. His balloon needs a fe
w adjustments first before he can take you up. He needs for you to go to the Un
iversity to get helium and fix the leak on the main tube.
Stall - Go to that stall with a clock. Take grease and old dinosaur skin from th
e table.
Altimonorail - Go to the right side on the rotunda and enter the building to get
to the altimonorail. Click on Academy. Take the pass on inventory and click it
on the destination you want to go to or click twice without the pass. Click the
pass on Academy.
Academy - Climb the stairs and enter the building.
Universal Research Laboratory - At center of the room, go left and through the d
oor. Talk to Armanda and she will leave also. Leave the room, go outside and get
another news bulletin about the war in the surface. Go to the door across the l
ab and enter the door.
Archives - Talk to Wallace and Alexander, the Rector of the University. Alexande
r warns you about Wallace. Stand in front of the open drawer of the desk. Use co
mputer on green book and the book at right top of desk. Take the reel #254 from
the desk. Read the 2 books about the giants and perpetual light.
Look at the machine on the right of the screen. Pull the lever on the left and t
ake the selection sheet. Read the selection sheet. Well, well, well, look at wha
t Wallace has been researching on.
Go back to the Research lab where Armanda was - at opposite door from the Archiv
es.
Research Lab - Armanda has left. Look close on desk and take file and iron plate
. Go to bottom screen and walk to the big door of the contraption on the right the hotspot is on the middle right of the floor. Move Ariane a bit and take the
helium bottle on the floor just close to the door of the contraption. Go back t
o the altimonorail and click the pass on Communication center.
Communication center - After getting off the altimonorail, go right to the commu
nication center. Go to the projector room and click the reel #254 from the archi
ve on the projector reel wheel. Oops, see Ariane destroying the control panel the machete on the fern film and the control panel superimposed. Ariane is being
framed.
Tower outside the city - Leave the building, forward and take the left path. Go
to the tower outside the gate to fix the camera as promised.
Fix the camera - In inventory, click the file on iron plate to get filed sheet o
f iron. Click filed sheet of iron on camera. Grease the camera.
Go outside and tell Ocine, the guard that the camera is repaired. He lets you le
ave the city. Time to look for eggs for Heracles.
Dinosaur Eggs for Heracles - Remember the eggs we saw at Adam's hut. Ride the ra
il car.
Boxed game - There will be no cutscene to show you are moving, but you will find
yourself in the jungle area after a brief black screen transition. Go past the
ferns, up the rope ladder, across the bridge and enter Adam's hut.
Downloaded game - The next screen will be at the end of the hanging bridge. Ente
r Adam's hut.
Take the dinosaur eggs at the back room. Go back to the rail car and click on it
. Again, there isn t a cutscene to show movement, but you ll find yourself back at
the city. Go straight on main road to Heracles at the pet store and give him the
eggs. He tells you about Gustav, the balloonist and about the giants.
Balloonist - Go to the marketplace by taking the bottom path from the crossroad.
Talk to Gustav again. He needs an aerial map to go to the giant. Adam gave you
an aerial fly map, remember.

Fix the balloon ipe with blue sky


helium bottle on
ap on the machine
nery.

Click on balloon machine left of Gustav. See the hole on the p


showing through. Use the old dinosaur skin on the hole and the
the protruding small pipe beside the gauge. Click the aerial m
square panel above the small levers. Watch the fascinating sce

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

ve to pick the bitter berries.


Healer - Give the berries to the healer. She gives you information on how to get
up to the floating garden. You need to produce a sequence of 6 sounds. Each so
und is produced by closing holes in 2 of the sacred posts. The combination is ob
tained by reading the symbols on the arches in Initiation Lane and follow them i
n strict order. The first arch indicates the first sound.
Arches - Go back to Initiation lane. There are 3 posts on each side of the path.
Walk under the arch and see that the first post is at the left side. Remember t
he white lines on the posts. Go forward to the Valley of the Spirits.
Valley of the Spirits (This puzzle is not present
eft fork from the main path
he holes. Number the stands
to stand 6 at right of main

in the download version) Go around starting on the l


and find 6 holed stands with a leaf that can cover t
as stand 1 on the left of main path going clockwise
path.

1
2
3
4
5
6
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.

Move 1 black number to the right. Green light comes on.


Now the geyser elevator doesn't have an alarm. Next, we should take care of the
guard by the geyser elevator door. Exit the building.
Waterwheel Distract the guard by the geyser door - Go to the open pipe located between supp
lies and the glass roofed supervisor building. Stand next to the water flow at t
he point just above the stairs leading down to the water wheel. Place the sheet
of iron to block the flow of water on the open pipe. Go down the ladder to the w
aterwheel and use the machete on the belt on the smaller wheel on the left.
Geyser elevator - Talk to Hutha Meo and he will leave his post. Enter the geyser
elevator and see the lever to go back to the platform, an open pipe-tube and a
diamond with buttons that looks familiar. Look close at the buttoned diamond and
check the tracings on the blank paper (Schema) taken at the supplies building i
n the laptop. Press the buttons as shown by Xes on the schema. Automatically, th
e elevator rises. WOW!
Laboratory - Enter the door at bottom of screen. Ariane hides while Armanda talk
s to a co-conspirator. Armanda leaves. Go to bottom screen and take the red phia
l of acid (Armanda's favorite drink) :) from the sink.
Ball Puzzle - Go to the desk by the exit door and click the computer on the pa
per under the desktop.
12 white sister. One of them has a different weight.
In three weighings you have to find out which one of them it is.
Otherwise she'll change her name.
Ariane says 'One of these balls must go to the elevator tube'.
You are to find a 'unique' ball', it could be lighter or heavier.
You can only weigh the balls 3 times.
If you start a new game, the balls are mixed up and new balls are added.
Solution A:
The following description is what works for me.
1. Start by grouping the balls to 3 sets of 4 balls.
2. Weigh 2 sets of balls (4 balls on each pan) by flipping the lever to hold and
then release to weigh the pans.
If they are equal, the third set has the unique ball.
If they are uneven, the unique ball is in the 2 sets of balls weigh.
Remember which pan is the heavier or lighter.
3. Take off 2 balls from one pan - remember if it is from a heavier or lighter
pan.
4. Take one ball from one pan and place it on the other pan to even the number o
f balls to 3 each pan.
5. Weigh the pans.
If they are even, the unique ball is found on the 2 original balls taken off.
If they are still uneven, and the pan that was heavy stays heavy - work with bal
ls on the heavy pan.
If they are still uneven and the pans changed weight - work on the balls of the
changed pan.
6. Weigh the pan the third time with only a ball each.
From here you can deduce which ball is unique.
Remember the sequence choice of ball selections - ex. heavy, heavy and heavy - t
he light one is the white unique ball in the last weighing.
Solution B by Jen in Chgo:
First weigh 6 balls on the left & 6 on the right.
Keep the 6 in the heavy pan.
Divide those six in the heavy pan into 3 & 3 for the second weigh. 3 on the left
& 3 on the right.
Keep the 3 in the heavy pan.
Now it doesn't matter which two balls you pick out of the 3 heavy ones left. Jus

t pick two & weigh them in opposite pans.


If one is heavier than the other, then that's the one. If they are equal, then t
he ball you did not weigh is the one you want.
Check the safe and Ariane says she needs more info. Go to the bookcase and open
the right door. You have to position Ariane coming from the right to get a hots
pot on the bookcase. Click the computer on the book at second from top shelf and
see a memo about Antwerp Diamond Cutters. Go left so that the cabinet door will
close automatically. Go out - uh oh, Armanda locked us in. Use the phial of aci
d on the lock and find Ariane on the catwalk.
Go to the geyser elevator. Place the unique ball on the open pipe-tube at bottom
right of screen.
Secret Office:
Check the desk at opposite wall from elevator door. Take a reel of film, fake ph
oto (read), disk (analyze) and the note in the book. The disk contained 3 bank a
ccounts - 2 personal and one official. The note in the book is a diary. Read the
diary about Alexander. Look at the map on the wall.
SAVE GAME here!
It's time to choose:
Go through the ornate double doors and be famous. You will see what happens to t
his place when surface people comes because of Ariane's scoop. Game ends.
Go through the small door to the elevator and help the people that have become y
our friends. Game continues.
More Proof of the Conspiracy
Go through the small door to the elevator. Pull the lever to get to the platform
. Check the news bulletin. Talk to Taal Nadi. Bares set off an alarm when he saw
Ariane. Adam is at the supervisor platform. Ariane told Taal that she blocked t
he exit to the surface. Go to the glass roofed Supervisor building.
Mines:
Supervisor Building - Talk to Adam. The safe has the proofs of the conspiracy ne
eded to show the allies. The tubes on the safe must contain same quantity of li
quid - figure what is in each test tube and go from there.
Click the computer on the chemical formula paper on the floor and read - Add the
black diamond powder to the acidic solution and the white diamond powder to the
basic solution. Take another sheet of iron by the control panel. Go to the Supp
lies building.
Supplies building - Diamond Sorting Area - Go to the main aisle to the back of t
he building where you saw Kia Tran sorting the diamonds. Climb the ladder to go
where Tran stood before. Take the white and the black diamond powder from the co
nveyor belt. Read a new memo on the bulletin board about procedures to be undert
aken concerning diamonds. Read the duty note concerning contact with Ariane.
Go to the geyser elevator and click on the diamond button to go to the laborator
y.
Laboratory Sink - Enter and go to the sink. Take the strips for chemical analys
is. Analyze and read how to interpret the results of the strips: neutral - strip
s stays the same, acid solution - color becomes deep and basic solution - color
becomes light.
Safe - There are three tubes on the front of the safe, but the hotsp
ot associated with each tube is tricky to find. Pass the cursor over the hotspot
s near the top of the tubes until you can clearly distinguish three hotspots. Us
e the pH strips on the 3 tubes on the door of the safe.
Blue tube - strip became lighter - basic solution
Red tube - strip became darker - acid solution
Clear tube - strip stayed the same - neutral solution.

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.

Peter's Laboratory - Automatically arrive at Peter's Lab.


Fix the periscope Click on the periscope. At close up, place the glowing firefly inside to see th
e mechanics of the periscope.
Move back the 3 clamps.
Place the small mirror at the base.
Place the lens on the 3 clamps.
Take the bright firefly out.
Talk to Peter. Click the computer on the coordinates paper on top of the table b
y the door. The coordinates - view harbor 125 - 87.
Click on the periscope. Watch.
This document may not be distributed without express written permission of the a
uthor and the content may not be altered in any way.
For Questions or Comments on this Walkthrough,
Please write to: MaGtRo
Copyright 10/2003 MaGtRo
GameBoomers Walkthroughs and Solutions

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