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    FAQ/Walkthrough by AIssil

    Version: 1.0 | Updated: 01/07/02 | Printable Version | Search Guide | Bookmark Guide

    Beyond Atlantis (PC) Walkthrough, version 1.0, January 7, 2002
    by Adrean Issil, issilx@aol.com
    copyright 2001 Adrean Issil
    This document was prepared by me for the following websites and may not be
    posted on any other websites or reprinted in any way without my permission:
    GameFAQs, Neoseeker.com, a2zcheats.com, cheathappens.com.
    
    INTRODUCTION: In Beyond Atlantis you assume the role of Ten, a bewildered young
    man who contains one half of a mysterious entity who came to Earth long ago and
    now needs to go back home. Ten is the only game hero in history not to have his
    picture anywhere on the box to his own game and I bet some of you can guess
    why, (that young feller ainít quite right). Your objective is to guide Ten on
    his search for the pieces to a portal that will allow him to find his other
    half, reunite with it and travel back to his home in the stars. Of course you
    wonít be able to do this if you have Windows XP (see below). Hampering your
    quest are constant and repetitive CD changes, plus the typical
    Dreamcatcher/Cryo hunt and click method of plot progression, which ensures that
    you WILL hate this game eventually. Let me caution you by saying this game
    includes partial nudity as well as blood and gore. Normally I wouldnít
    complain, but the ESRB rating for this game is E for everyone! I am just
    warning the consumer that this game is probably not appropriate for 7-10 year
    olds, even if the ESRB thinks it is. Beyond Atlantis was released by
    Dreamcatcher in June of 2000. Beyond Atlantis is the sequel to an earlier
    Atlantis game, and was apparently released as Atlantis II in Europe.
    
    SPECIAL NOTE: Beyond Atlantis is not compatible with Windows XP. Though you may
    be able to get the game to run, cut scenes and interactive puzzles wonít work
    properly, which means you cannot advance beyond certain points in the game. I
    know the box says ďMINIMUM Requirements: Windows 95 or 98Ē but apparently that
    also means ďWe at Dreamcatcher DO NOT accept that technology improves over
    time.Ē This explains why all Dreamcatcher titles feel like they have been
    released ten years too late. I couldnít get the game to work right on my newer
    computer, so I had to play it on my Pentium III with Windows 98, and that did
    the trick. If you do not get the introductory sequence of Ten walking up a
    snowy mountain when you start up, this game will not properly work on your
    computer according to the technical support section of the Dreamcatcher
    website.
    
    CONTROLS:
    - At the START UP MENU five astronomical icons are displayed, each can be used
    to represent a different playerís game. To start a game left-click on one of
    the planets; the next time you start up  the game click on the planet to resume
    your most recent saved position.
    - Beyond Atlantis does not utilize a continuous environment that your character
    may freely move about in. Instead, Ten must MOVE ONE SCREEN AT A TIME, which
    means you will spend most of your time searching for interactive zones on each
    screen so you can figure out where to go next.
    - The MOUSE controls almost all the interactivity of the game except for the
    main menu, which is opened with Esc. Move the mouse to control your
    perspective. The small white cross in the center of the screen is the focal
    point of your perspective, when it moves over an interactive zone it will
    change to a variety of different cursors depending on your options. To activate
    an interactive zone LEFT-CLICK the cursor on it.
    - When you can MOVE to a new screen the cursor looks like a spade with a blue
    cross in it.
    - When you can EXIT to a different area of the game the cursor looks like a
    spade with a red cross in it.
    - When you can PICK UP an object the cursor looks like four wedges coming
    together to form a circle over the object, which has a green cross over it. The
    same icon is used to push buttons.
    - When you can USE AN OBJECT from your inventory on an interactive zone on the
    screen the cursor will look like two swirling wings and a white cross. This
    same icon is used to talk to people. The cross will turn purple if the
    interactive zone is part of a PUZZLE.
    - When you speak to a person DIALOG ICONS will appear next to them, left-click
    an icon to discuss that topic. To clear the dialog icons left-click anywhere on
    the shaded area around the icons.
     - The INVENTORY design for this game is quite nice actually. RIGHT-CLICK to
    open the inventory, then LEFT-CLICK on an object to take it out of your
    inventory. To PUT AWAY an object in your hand, right-click twice. Objects in
    your inventory do not interact with one another.
    - The MAIN MENU (opened with Esc) gives you control of display and sound
    options, as well as a place to save, load and exit the game. To save or load
    select the icon that looks like a 3.5Ē disk, beneath it are two smaller 3.5Ē
    disk icons, click the upper one to load a game and the lower one to save your
    current position in the game.  To exit the game click on the small door to the
    bottom right of the screen. To exit the main menu press Esc again.
    
    TIPS:
    - Talk to everyone, this game is story driven, meaning some objects will only
    appear on the screen or be given to Ten once he has learned more of the story
    from the NPCs.
    - The hardest part of the game is finding the interactive zones in each
    environment where you are supposed to use the crystal ball. You will have to
    search each screen within the environment very carefully. Keep the following
    hints in mind:  1) There are 4 areas you must find, one each in Ireland, the
    Yucatan, China and Tibet. 2) All the areas involve mountains or trees or
    outside structures. 3) I have included the 4 locations as part of the
    walkthrough, so if all else fails just cheat. Search under the appropriate
    location in the walkthrough and look for the words CRYSTAL BALL.
    - At the end of the game, wait through the credits to get an additional cut
    scene.
    
    SOLUTION:
    - This walkthrough contains exact instructions on how to control your character
    step by step to win ďBeyond AtlantisĒ. When you first enter a new location the
    walkthrough will guide you through the EXPLORATION of the environment screen by
    screen with instructions such as go straight, go right, go left, turn around
    and go. To go straight/forward, left-click on the interactive area directly in
    front of you with the movement cursor. To go right or left, left-click the
    movement cursor on the interactive area 90 degrees to your right or left
    respectively. When you are instructed to turn around and go, left-click with
    the movement cursor on the interactive area 180 degrees from your current
    perspective (behind you). As you move through the environment the walkthrough
    will reference characteristics of the screen to help you remember it in case
    you need to come back, this way you can find your own way back without
    redundant precise instructions.
    - INTERACTION: You may also be instructed to look in a certain direction;
    change your perspective to face that direction, but do not click the cursor on
    anything. When instructed to select something or pick up an object or
    talk/speak to a person, left-click on it. When instructed to put an item in
    your inventory, right-click twice with the item in your hand. When instructed
    to use an item from your inventory on an interactive area, right-click to open
    your inventory, left-click on the object, then left-click on the interactive
    area.
    - SUBHEADINGS: The walkthroughs of the complex locations were too big to be
    easily searched in the event a reader only needed help with one of the puzzles
    in that location. To facilitate finding the proper section I have broken up all
    but one of the location walkthroughs into several portions, each portion with
    its own descriptive heading. However, the entire text of the walkthrough is
    still continuous like a story, you can read from one portion to the next, and
    one location to the next, without a break in continuity.
    -----------------------------------------------------------------------------
    
    TIBET:
    
    Go straight toward the ship, then straight up the ladder. Go down the steps to
    your left, pick up the triangular stone on your left and put it in your
    inventory. (I call this stone the 3 Skulls Stone, try to remember what it looks
    like).  Turn around and go toward the door on your right, then go straight
    through it. After the meeting cut scene, speak to the obligatory wise old man
    to your right. Three dialog boxes open, select the picture of the old man to
    receive the crystal ball. Put it away and speak to him about Tenís hand, the
    triangle shaped stone, and the crystal. Afterward exit through the door on your
    right and return to the deck of the ship. Turn around and face the front of the
    ship, take out the CRYSTAL BALL and hold it over the mountain behind the front
    of the ship; the crystal ballís lines will glow red, left-click to use the
    crystal and you will be taken to the moon, select the earth to return to the
    ship. (You have taken your first step on Tenís semi-incredible journey and
    hopefully saved yourself a couple of hours of searching.) Return to the old man
    and speak to him about the crystal. Now go left toward the hammock. Turn around
    and pick up the triangular stone beneath the desk. (I call this stone the
    Celtic Stone, try to remember what it looks like.) Turn around and go left
    towards the antechamber containing a portal. Pick up the triangular stone under
    the hammock to your right. (I call this stone the Christmas Tree Stone, try to
    remember what it looks like.) Now go towards the portal left of the hammock.
    Take out and use the Celtic Stone (the second triangular stone you picked up)
    on the area just above the bottommost small yellow arrow inside the dial on the
    wall in front of you.
    -----------------------------------------------------------------------------
    
    IRELAND:
    
    Finbar and the Manuscript:
    Tenís spirit has traveled to Ireland and taken over the body of a young monk
    named Felim. Look left and pick up the brush in the cup above the open
    manuscript. Look left again and go toward the area to the left of the head monk
    Liam. Go through the door on the left to enter the altar room. Go right and
    look at the bookshelf to the right of the door in front of you, pick up the
    skull piece on the middle shelf of the bookshelf. Go through the door to the
    left of the bookshelf and look at the weeping head to your right, be sure your
    cursor passes over it but do not select it. (NOTE: This is the exit from this
    environment, if you left-click on it you will return to Tibet.) Go through the
    door on your left to the outside. Go toward the first path to your right,
    toward the gate in the distance. Go through the gate on your left, turn left
    and speak to brother Finbar. Now go back to the manuscript room (reverse
    directions) and speak to the head monk about Finbar and the weeping head. Go
    right toward the chair, now select the manuscript picture, then take out the
    brush and use it on the center of the manuscript picture. Felim has entered a
    pagan fairytale. Go right, then left, and talk to the large blue man on your
    left, Dian, about himself, the king Nuada, the monster Bres and the statue
    Airmid. Turn around and go straight toward the king twice, then speak to him.
    Turn around and go straight twice, go right, then go straight, now look to the
    left side of the wall in front of you and left-click on the word exit.
    Left-click the manuscript, then use the brush on the picture of the king to the
    right to paint his sword. Look left of the manuscript and left-click, now exit
    the church.
    
    The Skull Pieces:
    Go left around the outside of the church and move your cursor over the etched
    markings on the wall to your left. Return to the screen with the mute brother
    Finbar and take the path to his left. Go through the fence on the left, and
    then pick up the fork on the ground to the left. Exit left, go straight toward
    Finbar, take the left path toward the stone building (the tomb) in the
    distance, now go straight towards in twice. Facing the entrance of the tomb go
    left, then go straight toward the beehives in the distance. Pick up the skull
    piece in the beehive on your right. Go left, go straight (bearing slightly
    right), go straight, go right, go toward the monolith on the left, now face it
    and move your cursor over the symbols on it. Go left of the standing stone
    horse monolith, go left toward the trees, look at the fox in its hole on the
    right, left-click on it and wait for it to run away. Keep waiting until you
    hear a chicken squawk in the distance. Go left of the fox den, go right, then
    right again; look down and to the left in a nook created by two large rocks.
    Pick up the skull piece in the nook and go right. Go right again and from here
    you can find your way back to the door of the church. Facing the door, go
    toward the well on your left, go towards the well again, now turn around and
    look slightly to the right of the chicken on the ground to the left of the
    well. Pick up the skull piece you find there. Turn around and go toward the
    head monk, speak to him about the strange markings on the church wall and heíll
    give you Liamís key. Put it away and talk to him about the standing stone. Look
    right and use Liamís key on the chest to open it, take Liamís knife and the
    vellum, left-click on the vellum while it is in your inventory to view the
    trees on it, left-click again to put it away. Turn left and speak to the head
    monk about the vellum. Now take out the vellum while facing the head monk and
    left-click on the tree third from the left, he tells you that it is an oak.
    Left-click on the tree third from the right and he tells you it is elder. Make
    a personal note about the symbols of these two trees, you will need it later.
    Turn around and enter the fenced area, go straight toward the ladder. Look in
    the hole on the roof, take out the fork and use it on the skull piece atop the
    wooden cross on the left. Turn around and climb down, go straight through the
    fence, go left of head monk, look in the hut to your right and pick up the
    pitcher to your right. Now return to the church and face the weeping head. Use
    the pitcher on the water pouring from the head. Now return to the altar room in
    the church and look on the floor behind the altar and to the right of the
    cross, pick up the skull piece you knocked down. Now return to the entrance of
    the stone building (the tomb you spotted earlier). Go straight into the tomb
    three times and approach the broken skull. Use all five pieces one at a time on
    the skull to rebuild it. Talk to Mr. Head. Now use the pitcher of water on him.
    Speak to Mr. Head, Aillil, about himself and about the etched markings. Now
    give him Liamís knife. Return to the left side of the church where you found
    the etched markings, face the symbols and take out the knife.
    
    The Tree Puzzle:
    Your goal is to alter the three sets of 5 lines so that the top set resembles
    the symbol for the oak, the second set resembles the symbol for elder and the
    third set is erased entirely.  Left-clicking on a line will erase it, this must
    be done from the bottom line of a set of five before the line above it can be
    erased. Left-clicking on the space where an erased line was will cause the line
    to reappear, this must be done from the topmost erased line of a set of five
    before the line below it can be restored. Left-clicking to the left of one of
    the three sets will cause that set to change the direction it is pointing. In
    case you still canít figure it out here are step by step instructions for
    solving this puzzle: (Using the knife) Left-click on each of the five lines of
    the bottommost set of five, starting with the very bottom line of the set and
    working up; your goal is to erase the entire bottom set. Left-click once to the
    left of the middle set of five lines to get it to slant downwards to the right.
    Now left-click on the bottom 3 lines of the top set of five lines, to erase
    those three. Now left-click twice to the left of the top set so that the two
    remaining lines of the set face left. Now left-click on the swirling figure to
    the bottom right of the wall until you get a cut scene of the wall sliding
    away. Pick up the stick in the crevice to the left. Return to the standing
    stone horse monolith and face the horse figure. Use the stick on the horse
    figure and it jumps out and runs away. Go right, then left, then left of the
    tomb of Mr. Head, and wait at this screen while facing the beehives in the
    distance. Eventually, the horse comes running up to you, now pick it up. Go
    left toward the water, go left again following the beach, turn right and use
    the horse on the water. Left-click on the horse to ride it to another island.
    
    The Whistling Blackbird Poet:
    Go straight, go left toward the man in the tree. Talk to the man about himself
    and he will whistle a song, listen carefully. To your right are 5 bird icons,
    when you move your cursor over an icon a song will start playing, if you hold
    your cursor over the icon the song loops, if you pull your cursor away from the
    icon while itís playing the song will stop once it has played through. Your
    goal is to match the song the man whistles correctly three times, once for each
    subject you can discuss with him. If you correctly match the song for each
    topic the man will jump out of the tree and you can speak to him normally. The
    song he whistles is different each time so I cannot give you a sequence, you
    must do it yourself with the hints I have provided. This is not so much a
    puzzle as it is a cruel joke directed at tone deaf game players. Talk to him
    about the glass tower to get a divining rod, then put it away. Now talk to bird
    man about himself and Aillil. Take out the divining rod and go left, then left
    again, look right and face the stone wall. Search the ground between yourself
    and the wall to find an interactive zone in a mossy area surrounded by 4 gravel
    patches. Use the divining rod on this interactive area on the ground and a well
    appears. Enter the well and swim down until the giant snake threatens you, then
    turnaround and exit the well. Go back and talk to Fintan about the well and the
    giant snake. Now leave this island via the horse and then return to the tomb
    and speak to Aillil about Fintan.
    
    The Glass Tower:
    Return to the fairy tale world and speak to Dian about king Nuada, Dianís
    daughter Airmid the statue, Fintan the poet and the glass tower. Go and take
    the kingís sword and then exit the fairy tale. Go back to Aillil and ask him
    about the statue girl Airmid. Now go speak to the head monk Liam near the well
    about the Ancient Sun in order to get the Brigidís Cross. Go back to the
    bookshelf in the altar room of the church and look at the tapestry to the
    right. Take out the Brigidís cross and use it on the interactive area between
    the clock tower and the flying dragon in the sky, (above a set of three small
    towers). This is the area that the peasants in the tapestry are pointing at.
    Turn right and look up, now speak to Aine the antler-headed goddess about
    herself, King Nuada, Aillil, and Fintan the poet. Reenter the fairy tale world
    and head towards Dian, a cut scene shows Airmid has been restored. Speak to
    Airmid about Aine, herself, the hand, Dian and finally the giant snake. Exit,
    left-click on the manuscript, now use the brush on the image of Airmid as a
    statue on the left side of the manuscript to draw a salmon for her. (This whole
    experience has been like a fever dream). Reenter the manuscript and speak to
    Airmid about the snake and she gives you a salmon amulet. Exit the fairy tale
    and go and ride the horse back to Fintanís island. Go toward the tree on your
    right, take out the CRYSTAL BALL and slowly move it about on the branches of
    the tree just above the wall; the crystalís lines will glow red, left-click to
    take your next journey, left-click on the earth to return. Now go back to the
    well and swim down one level. From now on each time you swim down a level take
    out the salmon and hold it in your hand, at the final level the snake attacks
    and Felim fends it off. Ride the horse back to the church island and enter the
    fairy tale again. Give Dian the glass tower and when he places it on the ground
    to his left, use the sword to smash it, then pick up the hand. Give the hand to
    Nuada the King and then give him his sword. Nuada defeats Bres and the
    monsterís iron diaper falls to earth. Exit the fairy tale, then head for the
    exit of the church to complete this quest. The dance sequence that follows
    explains why the monks were exiled to this island in the first place.  Back in
    Tibet speak to the old man about yourself and the road to Shambala. Approach
    the portal, face the dial and take out the dark gray triangle shaped stone you
    received in Ireland (I call this stone the Cross Stone, try to remember what it
    looks like.) Now use the Cross Stone on the area just beneath the topmost
    yellow arrow, directly opposite the Celtic Stone, and it will snap into place.
    Now take out the 3 Skulls Stone (the first stone you picked up) and use it on
    the area on the dial to the left of the Celtic Stone and Ten is off to another
    somewhat exotic locale.
    -----------------------------------------------------------------------------
    
    YUCATAN:
    
    The Jaguar Temple:
    After Ten has possessed the young man Tepec, look up and go straight, then
    straight again, then up the steps to the left. Go up the next set of steps in
    front of you, go left and look at the Big Dipper diagram on the altar, remember
    the seven stars. Turn around and go straight twice toward the jaguar god statue
    and pick up the obsidian foot tile (his right foot). (Note: to the right is a
    flaming cauldron, which is the way out of this board and back to Tibet. If you
    want to leave approach it and left-click on it.) Turn around from facing the
    statue and go straight, then go down the steps to your right to enter the
    temple. Go left and examine the glyph on the wall. The left column of the glyph
    shows you the symbol for the number 19, if you count the number of men beneath
    the column they total 19. The middle column shows you the symbol for the number
    20, and the third column shows you the symbol for the number 21. Remember
    these. Turn around and go straight twice, then left, then straight, then look
    at the glyph on the wall to the right. This glyph shows you that one dot equals
    one man, two dots=two men, three dots=three men, four dots=four men and a bar
    represents five men. Get the picture? Study the two glyphs on this level if you
    become confused as this part of the game progresses. Turn around from the glyph
    and go straight, now talk the guard on your right. Johnny Carson there tells
    you that the jaguarís number is the batís multiplied by itself. If you try to
    go down the steps beside the guard you discover your way is blocked. Now go
    left, and face the first math puzzle on your right. Your goal is to enter a
    number into this puzzle that will satisfy the guardís riddle and move him out
    of the way of the steps. The correct number is the result of the a number being
    multiplied by itself. I solved this puzzle without knowing the batís number
    because I thought the player had to guess what the batĎs number was. I started
    with 1x1=1, then 2x2=4, then 3x3=9, and each time I came up with a result I
    would represent that on the bottom section of the math puzzle. 9 was the
    correct number; lucky me. Later on you can find the batís number, but when you
    do you will be glad I saved you the time you would have wasted coming back
    here. So letís solve the first math puzzle. Left-click on the cup of bars to
    the bottom right of the puzzle to pick up a bar. Now look at the math puzzle,
    it contains 4 sections of 4 rows, we must build our answer from the bottom up.
    To represent the number 9, left-click (with the bar in your hand) on the bottom
    row of the bottom section to put it in place. Then left-click on the ball cup 4
    times to pick up four balls, now left-click on the row above the bar you just
    placed. You will here an unlocking sound telling you the way is clear. Go
    right, then speak to the guard on the left, then go down the steps. Go right
    and look at the wall on the right, here is the second math puzzle. To find the
    clue for this puzzle, turn around and go straight twice, then left, then speak
    to the guard on the right to find out that the jaguarís number multiplied by
    itself is the snakeís. Return to the second math puzzle. The jaguarís number is
    9, 9x9=81. To represent 81, left-click on the ball cup 4 times and enter them
    into the bottom row of the second section (the section above the bottom
    section). Now pick up one ball and enter it into the bottom row of the bottom
    section. Another unlocking sound. Return to the second guard and speak to him,
    then go down the steps. Go straight, now look left and press the button on the
    wall. Enter the now open door on the right, go left and examine the glyph on
    the wall. This glyph shows the symbols for larger numbers. The column on the
    left represents 399. The middle column represents 400, and the right column
    represents 401. Turn around and approach the lizard statue, left-click on the
    third math puzzle. We are not told the hint for solving this puzzle but the
    answer is obvious, we have done 3x3=9 and 9x9=81, so now we must multiply 81x81
    to get the answer 6561. To represent this, enter three bars into the bottom
    three rows of the third section of the math puzzle (this is above the second
    section, which is above the bottom section.) Now enter one ball into the row
    above the three bars you just placed in the third section. Now enter one bar
    into the bottom row of the second section, and enter three balls into the row
    above the bar you just placed. Now pick up one ball and place it in the bottom
    row of the bottom section. The jaw of the lizard drops open, look up and take
    the obsidian foot cube. Go left of the lizard twice; on either side of the wall
    in front of you are two slots in the wall itself, put one obsidian foot in each
    of the two slots and a secret passage opens at the bottom of the wall. Take the
    two obsidian feet and exit through the secret passage.
    
    The Feathered Serpentís Temple:
    Turn around and go right (between the two buildings). Now go straight for 5
    screens and turn around and take out the crystal ball. Move the CRYSTAL BALL
    slowly over the area in the sky between the Jaguar Temple in the distance and
    the tree nearby and to the right, eventually the lines on the crystal will
    flash red.
    Left-click to take another space trip, then select the earth to return, and go
    up the steps to the left. Enter the archway before you and you get an earful
    from the high priest and the prince, afterward go straight towards them and
    speak to the prince about himself, the corn crop and the king. Now turn right
    and speak to the high priest about himself and the star. Turn around and go
    straight twice, enter the door on the right and see a cut scene with the high
    priestess of semi-nudity. Go through the door on the right twice and see a cut
    scene with the king, approach him to the right, take out the bandages and give
    them to him. Talk to the king about his brother, his daughter, the knife, and
    the corn crop. Talk to the daughter about herself and her father. Turn left and
    speak to the wise one about the king, the high priest and the star.  Exit to
    the left twice and you are given the bloody bandages. Go right, then give the
    bloody bandages to the high priestess. Speak to her about the star, the
    daughter, the king, the high priest, the prince, and finally the jaguar god.
    Speak to her again and give her the thumbs up. Tepec is off to Xibalba, land of
    hallucinogenic mushrooms. When you arrive you will witness a discussion with
    the bat god, on his wing you will see three dots, guess his number was 3,
    right? Turn right and talk to the bat about himself, the feathered serpent, the
    king, the rainbow bridge and the dugout canoe. Go left, on the ground in front
    of you is the probably the most infuriating puzzle of the game, left-click on
    it.
    
    The Rainbow Bridge:
    Before you are nine tiles that comprise a map of the jungle through which the
    little man on the bottom right must travel to pick up and assemble the seven
    pieces of the rainbow bridge. There are eight tiles whose positions may be
    swapped. Seven of those tiles each contain one piece of the rainbow bridge, the
    remaining tile is a blank tile that contains no piece. It is also possible to
    rotate each tile on its axis, so that it faces a different direction. To
    understand the solution to this puzzle we first must identify the tiles. The
    tile with the little man, at the bottom right of the puzzle, is the start tile.
    To its left is the blank tile (it contains no bridge piece). To the left of the
    blank tile is the purple tile (it contains the purple bridge piece), above it
    is the green tile. To the right of the green tile is the light blue tile, to
    the right of the light blue tile is the red tile. Above the red tile is the
    orange tile, to the left of the orange tile is the yellow tile, and to the left
    of the yellow tile is the blue tile. Now follow these instructions to get the
    tiles in their correct positions:
    1) Left-click on the orange tile to pick it up, then left-click on the yellow
    tile (while the orange tile is still in your hand). They have swapped
    positions.
    2) Swap the blue tile and the red tile.
    3) Swap the blue tile and the green tile.
    4) Swap the light blue tile and the blank tile.
    5) Swap the light blue tile and the purple tile.
    The tiles should be in this order: 1st row R-O-Y, 2nd row B-Blank-G, 3rd row
    LB-P-Start. Now, to change the directions of the tiles we must follow these
    instructions:
    1) Right-click the red tile once.
    2) Right-click the orange tile twice.
    3) Right-click the yellow tile three times.
    4) Right-click the blank tile once.
    5) Right-click the green tile twice.
    6) Right-click the light blue tile three times.
    *) Left-click on the start tile to set the little man running; he should now
    pick up all 7 bridge pieces and cross the rainbow bridge.
    
    The Jungle Stars:
    Tepec automatically takes the canoe to the opposite shore. Navigating this
    jungle can be tricky. Go left, take the path just to the left of the purple
    spotted rocks. Look down, slightly to the right is the First Star, pick it up.
    Look up and go straight toward the red leafed tree. Take the path slightly to
    the left of the red leafed tree. Turn around and look all the way down,
    slightly to the right is the Second Star, take it. Look up, turn around, and
    take the path amidst the darkened trees. Look down and to the left, pick up the
    Third Star, look up and take the path left toward the red speckled rocks. Take
    the second path to the right, up a slight slope under some dark vines, then go
    right and then left up the sunny hill. Look down, slightly to the right is the
    Fourth Star, grab it. Look up and go straight down the path you are facing. Go
    right, then right again, turn around and look down, pick up the Fifth Star.
    Turn around and go straight, go down the path slightly to the left (the one
    with the green speckled stone). Look down, pick up the Sixth Star slightly to
    your left, look up and go straight. Go right, turn around and look down to pick
    up the Seventh Star, look up and go straight, then right, then straight toward
    the small statue in front of the blue speckled rocks. Look down at the statue
    to the right and use the obsidian foot tile on the dark square hole at the base
    of the statue. Turn around and go toward the constellation stone, look down to
    the left. Your goal is to place the seven stars into this stone to form the Big
    Dipper constellation you saw on the altar of the Jaguar Temple. To put a star
    in a hole on the constellation stone, take it out of your inventory and hold it
    slightly above the hole you want to put it in, then left-click. You can remove
    a star from a hole by left-clicking slightly above it. To solve this puzzle,
    think of the constellation stone as a map, the top of the stone is north, the
    right side is east, the bottom is south and the left side is west. Now follow
    these instructions to place the stars correctly:
    1) Start by placing a star in the hole farthest to the left side of the
    constellation stone.
    2) Place the second star in the hole northeast of the first star you placed.
    3) Move your cursor to the hole northeast of the second star, this hole remains
    empty.
    4) Place the third star in the hole directly southeast of the empty hole.
    5) Place the fourth star in the hole directly southeast of the third star (be
    careful not to put this star in the very close hole south-southeast of the
    third star).
    6) Place the fifth star in the second hole to the east of the fourth star (this
    is all the way to the middle right side of the map).
    7) Place the sixth star in the hole southwest of the fifth star.
    8) Place the final star in the hole west of the sixth star and southeast of the
    fourth star.
    A cut scene shows a jaguar god statue rising from the ground. Turn around and
    approach the statue, place the obsidian foot cube into the hole at the jaguar
    godís right foot. Tepec speaks to the jaguar god in a cut scene; when the
    feathered serpent god appears speak to him about himself and the king. Put away
    the feather he gives you, turn around and go straight, then right, then
    straight, now take the second path to the right, go straight, go right, go
    straight toward the giant mushrooms and then go right toward the reeds and you
    arrive back at the boat. Look down at the river and left-click on it to get in
    the canoe. In the river go right, then straight four times and land to the
    left. On the shore go straight, then go left of the rock and climb the steps up
    the tree in front of you.
    
    The Three Spider Puzzles:
    Tepec has found a giant spider web, he must now solve three puzzles in a row to
    discover the secret the spiders are hiding. To solve the puzzles follow these
    instructions when Tepec first arrives on the web:
    1) Go straight toward the first spider, turn around and go straight, go left
    past the hole in the web, go left again and then go straight three times to
    pick up the caterpillar. Go straight 5 times to jump out of the web. Now go
    back up the steps to your right.
    2) Go straight toward the spider, then turn around and go straight, go left
    past the hole in the web and go left again and you spot a second spider. Go
    right, then right again, then turn left. Go straight 16 times to make a
    complete circle around the outside of the web, then go left and then straight 2
    times to pick up the grasshopper. Now go right, then right again, then straight
    3 times to jump out of the web. Go right, go left and take the tree steps. You
    should have reentered the web at a different angle; the hole in the web should
    be to your left and the spider queen should be in front of you.
    3) Take out the feather and left-click on the path to your left to put the
    feather on the web in one corner of the hole. Now go toward the feather, go
    straight, then right, then straight to pick up the sword. Turn right and use
    the sword on the spider queen (in the area slightly beneath her). Now go left
    and then straight to pick up the skulls. Go straight five times to jump out of
    the web, now go back and exit to the river.
    Go right, then straight twice, exit the river to your right, go straight twice
    to approach Lord Chac the frog. I did not even know he existed until I had
    already solved the spider puzzle (I had gone the opposite direction), then I
    accidentally discovered him while searching for the way back to the star
    jungle. Give Chac the caterpillar and the grasshopper to get some now useless
    information and exit back out onto the river. Go right, go straight twice, and
    then left-click on the darkened river bank to the left , exit the river to the
    left.
    
    Chulel:
    Go left, take the second left up the hill toward the giant mushrooms, go
    straight, go left, go straight to the right of the speckled rocks, go left, go
    left again toward the feathered serpent in the distance, then approach him and
    give him the skulls. Ah ha! Chulel=Feathered Serpent Eye Blood, who wouldnít
    have guessed it? Reverse directions to exit to the river; on the river go left,
    then land to the right, go straight and talk to the bat god about the chulel,
    now left-click on the feather directly beneath the bat god to return to the
    temple. Go right and view the cut scene of the king restored and his land
    saved. Back in Tibet approach the dial and insert the larger gray triangular
    stone you just received, (I call this stone the Yucatan Stone, try to remember
    what it looks like), into the slot in the dial directly opposite the 3 Skulls
    Stone Ten used to travel to the Yucatan; the new stone should snap into place.
    Now take out the Christmas Tree Stone, (the stone from under the hammock), and
    use it on the slot on the dial between the Cross Stone at the top and the 3
    Skull Stone on the bottom left. Ten is off to China.
    -----------------------------------------------------------------------------
    
    CHINA:
    
    The Shadow Mystery:
    Ten has possessed a Chinese bureaucrat named Wei Yulan. Turn around and go down
    the steps, go straight and speak to the old master on the right about himself,
    and about the bureaucrat. Turn around and go left of the urn, pick up the
    mallet to the left of the gong, now go left of the gong. Go right, (Note: On
    your right is a gong that can be used to exit this location and return to
    Tibet, simply strike the gong with the mallet if you want to leave), go
    straight to the door and move your cursor over the shadow lying across the
    road. Turn around and go straight four times, turn right at the door, then left
    around the corner of the building, turn around and speak to the frightened man
    on your right about himself, the old master, and the shadow. Take the path to
    the frightened manís left, go right, and then go right again to enter the
    monastery. Turn left into the office, go straight, and speak to Master Lo
    (behind the desk on the right) about himself, the shadow, the old master, and
    Tan Yun the immortal master. Go back outside and to speak to the old master
    about the shadow and Tan Yun. Go right, go straight, left, straight 3 times and
    enter the room on your right; you will view a cut scene with the old master,
    you are given a turtle and the engraved plate.
    
    The House of the Tiger and The Immortalís Doll Collection:
    Turn right and speak to the old master about the House of the Tiger. You will
    have to take baby steps as you walk around the squares on the floor in this
    room. Facing the old man, go straight three times, then go left, then straight,
    and place the turtle on the pond to the left. Turn and speak to the old master
    about the turtle and again about the House of the Tiger. He tells you to tell
    him when you are ready, talk to him once more about the House of the Tiger to
    begin the turtleís journey. At each step around the grid on the floor the old
    man gives you instructions, here are the condensed directions: start by facing
    the wall, after the first instruction go right, then right, then left, then
    left, then left, then right, then left, then straight; finally the dragon door
    opens. Go left twice toward the chest and open it, open the three smaller
    chests inside of it and take the wand. Go left, then left again, go straight,
    then go left up onto the ritual platform. Surrounding the platform are 4
    colored posts, use the wand on each to light them in this order: red, green,
    blue, yellow. Watch as Wei Yulan shrinks. Go left and enter fantasy land, go
    straight, then right towards the arch, then left and approach the mechanism.
    Look down and to the left of the mechanism, pick up Tan Yunís doll collection,
    there are 6 in all. Exit fantasy land and go right to see Wei get big again.
    Take out the blacksmith doll (guy with hammer in hand) and look down, place the
    doll on the symbol of the mountain to your left on the floor of the ritual
    platform. Take out the woodsman doll (guy with the ax) and place him on forest
    symbol to the right of the mountain symbol. Take out the purse and place it in
    the blank interactive zone between the forest and the river symbols. Take out
    the water bearer (woman with two buckets) and place her on the river symbol to
    the right of the forest symbol. Take out the cook (dwarf with a pan) and place
    him on the cooking pot symbol to the right of the river symbol. Take out the
    walking stick figurine and place her on the hills symbol to the right of the
    cooking pot symbol. Now turn around and left-click on the entrance to the
    fantasy land map. Wei has shrunk, have him pick up the purse in front of him.
    Give a coin to the water bearer on the right and she will give you the mountain
    disk. Turn right, give a coin to the cook and he will give you the metal disk.
    Turn right, give a coin to the walking stick woman and she will give you the
    fire disk. Turn right, give a coin to the blacksmith and he will give you the
    wood disk. Turn right and give a coin to the woodsman and he will give you the
    water disk. Try to remember what each disk looks like because I will refer to
    them again in just a moment. Enter fantasy land to the right of the woodsman.
    Return to the mechanism; you will need to place one disk on each of the five
    pegs of the mechanism. From left to right, place the disks in this order:
    Mountain, Metal, Water, Wood, Fire. The mechanism begins to function, afterward
    pick up all the disks. You will now have to place them back on the pegs, left
    to right, in this order: Water, Fire, Metal, Wood, Mountain. Again the
    mechanism functions and the bridge connects to the island you are on.
    
    The Dragon Puzzle and meeting Tan Yun
    Turnaround and go straight, go left, go straight twice and you arrive at two
    golden doors. Take out your CRYSTAL BALL and slowly look toward the left, drag
    the ball over the mountain to the left of the corner of this building and the
    lines of the crystal will flash red, left-click to go back into space. It is
    time to complete Tenís crystal transformation star trek. Turn around and go
    toward the sun, next go to the right of the sun, now go towards to twin stars
    on your right. Open your inventory, Tenís crystal has changed. Now go left
    through a dark patch amidst the many colored clouds. Turn around and go towards
    the large planet, go right towards the small planet, now go right to the earth.
    Face the golden doors to the left, left-click on the hunter so that the arrow
    is pointing at him (it is essential that the arrow points at the hunter not the
    fox). Now left-click on the crack between the doors above the arrow to open
    them. Go slightly right towards the dragon, then go straight, and then go left.
    Look at the clouds mechanism on the left wall. There are two large clouds
    flanking a dragon in the upper portion of the puzzle, beneath this are 5
    smaller clouds that must be locked into an up position. To do this you must
    guess behind which of the two flanking clouds a pearl is hidden, the left or
    right. Start the puzzle by left clicking on dragon until it starts moving. From
    this point on you will have to select either the right or left cloud; for every
    correct answer one of the five smaller clouds opens up, for every wrong guess
    one drops down, your goal is to raise all five clouds. The correct sequence is
    left, right, right, left, right. Once the fifth cloud raises pick up the pearl
    it reveals. Go right, turn around and insert the pearl in the hole in the gold
    plate to the right of the door. After you land go straight three times toward
    the building with the red door, then left-click on the door. Turn around and
    left-click on the door again, then do this one more time and you meet Tan Yun.
    Speak to him about himself, the shadow, the star, the mushroom and the door. Go
    left and then enter the door on your left.
    
    The Immortal Mushroom
    Speak to the cow on your right about the mushroom (put away the form), Tan Yun,
    the spirits and the form. I will navigate you partially through the underworld
    at this point, later on you will have to use the little maps I have included in
    this section because the solution to the mushroom quest is randomized. Go left
    of the cow, right, left, right, left twice, straight, right, left, right, left,
    left, now speak to the woman (holding the fox mask) on your left, she will give
    you a fan with a set of three symbols on it, these are the three symbols that
    must be stamped onto your form, the left symbol is the first to be stamped, the
    middle symbol is the second to be stamped and the right symbol is the third to
    be stamped. The pattern on the fan is different in every game, (yet another
    random puzzle). There are six animals in this maze and three of them will
    provide you with the stamps you need. Once you have the form stamped you can
    give it back to the cow and he will give you the mushroom. Let me navigate you
    to one more location in the underworld before I give you the maps. Go left from
    facing the fox woman, then right, right, left, right, left, left, straight and
    left. To the right is a staircase that leads to the ceiling, if you look up and
    to the left of the staircase you will see the upside down horse who is one of
    the animals who can stamp your form. If you need to get to an upside down
    animal on the ceiling use this staircase, then return to the ground floor when
    you are done. Here is the list of animal paper pushers and the stamps they can
    give you, find the three you need and get each of them to stamp your form in
    proper order:
    Ground Floor: Dog=red dragon head; Pig=blue dragon; Rat=red horse head
    Ceiling: Horse=blue tiger head; Bunny Rabbit=blue horse, Goat=red tiger
     GROUND FLOOR		CEILING
     __ __ XX __ __      __ __ XX __ __   XX=Staircase between floors
    |     |__      |    |      _H|     |  H= Horse
    | F|__   |  |_R|    |__|  |   __|  |  F= Fox Lady, R= Rat
    |__ _P|__ __   |    |   __ __|__ __|  P= Pig
    |   _D|  |     |    |     |  |__   |  D= Dog
    |  |__    __|  |    |  |__    __|G |  G= Goat
    |__ __  C|__ __|    |__ _B|__ __ __|  C= Cow, B=Bunny Rabbit
           EE                             EE= Entrance/Exit
    Follow the map to get your form stamped by the three necessary animals, then
    return to the cow and give him the form and he gives you the mushroom, exit the
    underworld through the door on the right. Turn around and go left toward Tan
    Yun, turn around again and give him the mushroom, he gives you the lantern.
    Ride the dragon again, then exit fantasy land, then head for the exit of the
    monastery. The shadow is defeated and Ten returns to Tibet with another stone
    (I call this stone the Dragon Stone, try to remember what it looks like).
    -----------------------------------------------------------------------------
    
    SHAMBALA
    
    Through the Lotus Room:
    Speak to the old man about the spirit journeys and the crystal. Go face the
    portal dial and place the Dragon Stone in the final slot on the dial. Now use
    the crystal on the center of the dial and you enter the lotus room. There are
    six tapestries in this room each bearing one of the symbols of the triangular
    stones, you must now left-click on each tapestry in the order in which you
    inserted the corresponding stones into the dial. The tapestries are displayed
    in a circle around the room; to the right of the 3 Skulls is The Cross, to its
    right are the Dragons, to the right of the Dragons is the Yucatan symbol, to
    its right is the Celtic symbol, to the right of the Celtic symbol is the
    Christmas Tree and to its right are the 3 Skulls. If you have followed my
    walkthrough the correct order to left-click on the tapestries is: Celtic Stone,
    Cross Stone, 3 Skulls Stone, Yucatan Stone, Christmas Tree Stone and Dragon
    Stone. After you left-click on a tapestry, the lotus in front of it starts
    spewing fairy dust. If you select all 6 tapestries correctly Ten will be
    whisked away to Shambala, if not, nothing will happen, (in that case Ten must
    exit this room by left-clicking on the portal above him, then reenter the lotus
    room and try again until he gets it right). In Shambala go straight, then left
    toward the purple tree, right around the pond and right toward the queen,
    approach her and speak to her about the scenery. Ah, it is all becoming clear,
    sort of. Continue talking to her about Ten, herself, the old man, the astral
    journey, the dark half and the star. Turn around and go to the right of the
    pond, go straight around the edge of the pond, go left, and then go straight
    and drop off the edge of this reality.
    
    The Flashback Puzzle:
    Ten has entered a sort of prolonged flashback, he must seek an item and a place
    to use that item in order to escape the flashback. You may explore all you like
    and pick up any item you find, keep in mind that the people here speak in
    riddles that give you hints about both the item and the exit. However, if you
    would like to leave the flashback quickly, you might want to let me guide you.
    Go right toward the glyph on the wall, turn around and go straight, turn around
    and go to the right of the pond, go right of Dian, go straight toward the
    rainbow puzzle, turn left and face the red door, look down and pick up the star
    on the stone before you. Now look up and go through the red door, go left, go
    left toward the throne, go straight, go right (by clicking on the lantern to
    the dogís right), go left, turn around and go through the door, go left between
    two trees, look up and go straight through the hole in the temple ceiling, look
    down at the church window, take out the star and left-click on the window to
    leave the flashback. Ten takes his goofy-mobile on a trip to the submerged
    ruins of Atlantis while his tape of the Lion King soundtrack plays in the
    background.
    
    Atlantis: Go straight, go right, then left, turn around and go straight, then
    turn around and go up the steps straight ahead, take the next left into the
    space between the darkened slab in front of you and the pillar slightly to your
    left. Go right, turn around and pick up the crystal. Turn around and go
    straight, then turn around and go straight two more times and you will find a
    tendril ball to your right, hold your crystal over it. Your goal is to use the
    crystal to cut off the tendrils of your attacker until it is weak enough to be
    subdued. Be careful, if you take too much damage Ten will die and you will have
    to pilot him through the ruins of Atlantis all over again (you might want to
    save before enter the tendril ball screen to battle it). When the crystal glows
    white left-click rapidly hitting as many times as you can before the glowing
    stops, this maneuver blocks the tendrilís attack and does damage to the tendril
    ball at the same time. Time your blows to strike only when the crystal is
    glowing, if you start striking too early or too late you will do no damage and
    Ten will be injured by the tendrilís attack. The best place to hold the crystal
    is slightly above the center of the ball. After it is defeated, Ten is reunited
    with his other half and he returns to Tibet.
    
    The Journey Home (Good Riddance)
    Go face the dial and use the crystal on its center. Back in space go left
    toward the sun, then go to the right of the sun, then go right toward the twin
    stars, turn slowly right and look slightly upward and you will spot a black
    hole surrounded by purple light, left-click on it. Turn around and left-click
    on the bright white blur amidst the red clouds and you have won the game.