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    Walkthrough by Ghidrah

    Version: 1.0 | Updated: 03/02/10 | Search Guide | Bookmark Guide

    MYST V End Of Ages
    Title: Myst V End Of Ages
    Producer: Ubi Soft
    For: PC
    MSWord: Courier New
    By: Ghidrah
    EMaul: Ghidrah_@hotmail.com
    If anyone wishes to use this guide on their site, I would like to know. I don't 
    have a problem with its use by others on Gaming forums, FAQ sites, or being 
    copied for personal use. I'd like to know if it's to be used on a site though, 
    just so I could drop by to ensure it hasn't been altered. So please send me 
    your sites URL.
    As with all my guides, find some legit trick I missed, I'll give you credit for 
    it in the guide and an insert amendment to the guide where it will be used. 
    As long as the trick, shortcut, etc., etc., can be validated by me without the 
    use of any kind of cheat codes if (codes) exist for this PC version of the 
    1. JUNK
    2. OPTIONS
    1. JUNK
    6/20/10 to 6/24/10
    1. Refined and added info to Solutions, NOLOBEN; Dome Puzzle.
    2. Corrected error in Solutions, LAKI-AHN; Lift Puzzle.
    3. Added more detail to guide.
    "End of ages" came out in 2005 and like "Revelation" from 2004 I didn't buy it. 
    Pretty much because I didn't know about either game, I had the Myst 10th 
    anniversary edition and URU ages beyond Myst. I always wondered, "How come they 
    don't make another game?" 
    So around the beginning of 2007 I tried to get my father into the series, he 
    likes puzzles too and I thought this could be some good revenge, so I brought 
    them over and left them there till August 08, I just finished building Frankie 
    III, (latest computer) and wanted to get all my games back in the registry and 
    on the new game HD. Well Dad had abused the DVDs like they were "Red headed 
    step mules"! Probably as coasters for his Cape Codders and or Screw Drivers, 
    (mixed drinks), they were so scratched I couldn't get most of them to load 
    properly. I held off buying and or looking for replacements till the late 
    summer 09 which is when I found out about URU Complete Chronicles, Revelation 
    and End of ages. I talked wifey into buying Chronicles as a Xmas present and I 
    immediately bought Myst 4 and 5.
    Don't get me wrong, End of Ages has great graphics, great looking ages, a 
    decent end story and a couple cool puzzles, but it left me wanting. For the 
    most part all the previous games gave some pretty decent clues as to where to 
    go and pretty much what to do when you got there. You always had to pay strict 
    attention and some of the clues were fairly vague, but most often there was 
    enough of a thread to follow to solve the puzzles. When there weren't any clues 
    to a puzzle it wasn't so overly obscure as to be completely baffling, with a 
    little guesswork, trial and error and stumbling about they could all be solved.
    End of ages has a couple of, (I think) misleading clues and or non existent 
    clues to a few puzzles that I don't think are fair examples. The Bahro 
    symbol/pressure plate/lift/ puzzle below the Trading Post in Laki'ahn. In 
    Noloben, atop Esher's sanctuary with the Bahro symbol/pressure plate/ puzzle 
    and in Todelmer locating one of the pedestal symbols. 
    The two pressure plate puzzles do have clues, which I figured related to the 
    symbols in Yeesha's journals. With trial and error I was able to solve both. 
    But it was just plain luck regarding the Todelmer pedestal symbol, do a few 
    things different and I don't think anyone would ever find it without a paid for 
    guide, Cyan's online help which I'd bet is/was pay for help or a player written 
    game guide.
    I may be wrong, but I think I have the chronology correct regarding the Life of 
    Yeesha. She appears in Exile as a newborn; later in Myst IV "Revelation" she 
    appears as a 10 year old cutie. In the game URU, which was created before 
    Revelation she appears to be anywhere from mid 20s to a mid 30 something woman. 
    Lastly in "End of Ages" she appears as an older 50 something woman with graying 
    at the temples. 
    Catherine is deceased and Atrus speaks at the beginning of the game and then 
    appears as a near feeble old man at the very end of the game. I'm going to have 
    to play URU again; I thought I remembered Yeesha saying her parents were long 
    gone somewhere in one of her monologs.
    If I remember correctly Exile takes place something like 15 to 20 years after 
    MYST. So, the storyline stretches for maybe 60 to 70 years.
    Now for Esher and Yeesha, maybe I missed something in the monologs of both but 
    Esher appears in all the ages of EOA even beside the KEEPs, Yeesha appears at 
    the beginning and end of the story in both cases at the KEEP and then at 
    Releeshahn. She swipes at the tablet and passes through it, is it because the 
    tablet responded to MF? If the stone doesn't respond to her because MF touched 
    it how come she and or Esher hasn't/can't/don't/won't enter the KEEPs replace 
    the slates and take the main tablet on his/her own before I touched it? If the 
    tablet doesn't give a 2nd chance, how come Yeesha is willing to accept it at 
    the end of the game?
    2. OPTIONS
    I left (Video and Audio) alone, they seem to render the games graphics and 
    sound fine. As for Controls I use (Free Move Advanced) then I set Rotate left 
    to (Q) and Rotate Right to (E). I've been comfortable with these keys for said 
    movement for pretty much all the PC games I play.
    This guide will be as close to -0- spoiler as my limited cleverness can make 
    I'm writing the guide while playing the game for the 3rd time, but following 
    the route I played on my 1st time through. This route may or may not be the 
    route "INTENDED" by Cyan, I did take a somewhat different route on the 2nd run 
    but I can't tell that it makes a difference which route or order you do things 
    in as long as you pick up and read the Yeesha journals and refer back to 
    comments from Esher. As for the journals, only one book is of ultimate 
    The game supplies you with a small virtual note book however I prefer a real 
    8X11 notepad; it provides an immediate review of a larger volume of notes or 
    symbols and I basically stink at typing so it takes too long.
    What better place to hide a tree than in a forest! Remember the game creator's 
    job is to conceal info, to hide it in the colorful background, in the 
    character's monologs, in journals and creating "Red herrings" to throw one off 
    a scent trail to truth, (I know, it sounds like a Tick idiom), anyway the 
    technique is used to make the game more interesting. 
    So, if you're new to the Myst series or haven't played any of the games for 
    some time, odds are you forget many and or all the ins and outs. So, like 
    someone new to the game you must be hyper vigilant and meticulously explore 
    everything, you never know what isn't important till the fat lady sings eh! 
    The Avatar leads with and relies on the hand icon to let you know when and 
    where you can go and what you can interact with. A visible hand icon with a 
    sort of pointing finger or open hand, the hand icon can be faded, (general 
    condition) or vivid which indicates something you can interact with. 
    If you haven't played EOA before at a minimum I suggest saving at the beginning 
    of each age and at the beginning of each scary puzzle. You don't begin the game 
    with the "SAVE CAMERA" but acquire it shortly after starting the game
    To save right click anywhere on screen, move the cursor up high right on the 
    screen to bring down the books and camera, (blue ball) left click the camera 
    and a save will appear in the brown book to the left of the camera.
    Upper right hand corner of your monitor, a blue book, 1st on left; this book 
    holds all the speeches given by Esher and Yeesha during the game. You can refer 
    to it whenever you need help remembering any helpful info imparted.
    Will be visited many times as you move through it or around it, (depending on 
    the route you take to complete the game). Direbo is a nexus for the ages that 
    links back to the great shaft, (Re-gah-ro-ti-wah) which you will visit a couple 
    three times in this guide.
    2. TAHGIRA
    3. RE-GAH-RO-TI-WAH, (great shaft)
    5. RE-GAH-RO-TI-WAH, (return)
    6. NOLOBEN
    7. RE-GAH-RO-TI-WAH, (return)
    8. LAKI'AHN
    1. PRISON
    After you load the game onto your Pile, long for "POS", (a highly technical 
    computer term) click on the game icon to get things rolling. The controls 
    default to Myst classic until you change them but only after you arrive in 
    game. Once you're in game go to options, (upper right hand corner screen) and 
    set it up to what you're comfortable with, there aren't many options so it 
    won't take long.
    You arrive in the same room you meet Atrus in when you begin MYST, the 1st game 
    in the long series. There's a bunch of not so ape looking things in the room 
    and they blink out as you enter. I think they're Bahro, which I saw for the 1st 
    time at the end of "URU Ages beyond MYST". 
    Now you're alone and the room is empty save for a makeshift desk and a locked 
    MYST book sitting on it. You can't interact with the book, so get moving and 
    explore the room. If you explore carefully you'll find the only exit in short 
    time. Once you're out of the room the passage parallels the 1st room and leads 
    down a couple three four sets of stairs to a narrow passage.
    On your way to the passage there is a spot between the 1st and 2nd flights of 
    stairs that allows one a view into a very large high ceiling chamber it seems 
    to be from the back of a balcony over looking a larger lower section of the 
    chamber. A Bahro is perched on an arch within a window structure on the far 
    wall and there are bat like animals flittering about everywhere. 
    On the floor between the 3rd and 4th flight of stairs and just before the 
    narrow passage there is the "Save Camera Ball ... Thing" and a journal to write 
    in, pick them up as you enter the passage and pass through into the much larger 
    room. OK, so there are at least 3 Bahro in the large chamber, they're shy 
    creatures that link out when you approach them. 
    Explore the room; take note of the big soap bubble thing in front of the huge 
    arched window, it's ringed with tusks and at the center of the bubble it looks 
    like it has a series of 4 interlocking stone pedestal things. They remind me of 
    rearing animals with big flat heads or maybe a mane like that of a male lion.
    On top of each pedestal, (the mane) there is a symbol, one has a clipped oval 
    another is a pentagon, another shaped like an arrow head and another like a 1/4 
    round or slice of bread. The pedestals and their bases have writing all over. 
    When you step into the bubble you can hear seagulls and waves lapping at a 
    shore. If you look out from inside you can see what appears to be 4 different 
    ages, a space age, beach, cave and ice age. 
    You may explore the room and bubble and eventually become frustrated if you 
    don't pay attention to the hand icon, so pay attention and be thorough as you 
    explore. Once you locate and contact the interaction point it will burst and 
    sound like glass shattering, the story will continue from there. Yeesha will 
    appear as you exit the bubble and go into her monolog, when she's done she'll 
    link you to a new above ground location where you'll meet Esher.
    Esher will launch into his Yeesha diatribe and then link out. 
    Alone again, look about and get your bearing. It may not be too much of a 
    stretch to consider that this is the caldera of the dormant volcano from URU? 
    The volcano the Bahro run up to and drop down into at the end of URU.
    So explore a little, notice the boulder with the 2 people, (Atrus and 
    Catherine)? The fracture and the prison cell used to restrain My Friend when 
    you linked onto Riven? I think the 2nd boulder represents Atrus, Catherine and 
    the 2 sons while they were young and on Myst. I think the symbols above and or 
    below Atrus and Catherine represent each person's writing ideology. Atrus is 
    structure and Catherine vision or compassion. Enjoy and speculate on the images 
    till you find the hole, drop down and begin your new adventure.
    From the bottom of the ladder you'll see a couple Bahro, some bats, a couple 
    small caves and a tunnel. Once in the tunnel you'll find the 1st of 12 books, 
    (Yeesha's journals). Read each one as you find them, they're not long and some 
    of them contain relevant info regarding your journey. You'll have continued 
    access to each and all books as you find them for future reference.
    I continue right toward the 2nd journal and pick it up as I head for the 
    opening on the left at the end of the tunnel. Enter the room and discover it as 
    a sort of sleeping quarters. A 3rd journal, an imager thing a linking book and 
    a schematic of what appears to be the caldera a big honkin vertical shaft and 
    maybe an elevator. Activate the imager and then stand clear of the spit flying 
    from Yeesha's virtual mouth, she has great hate for the, (I guess D'ni) If I 
    understand correctly it appears the D'ni used the Bahro as slaves and or worse 
    to build the D'ni civilization/empire.
    Access Linking book #1; it brings you to a swamp like place that Esher calls 
    "Direbo" a place of rest. It's a nexus of soap bubbles with pedestals within 
    and each bubble is linked to the next by small albeit gated bridges. All the 
    gates are locked from the bubble side, so for the moment unlock the 2 gates and 
    enter the bubble. There's a Pentagonal slate, (Home Plate) on the pedestal and 
    the pedestal is supposed to take you to Tahgira. On the pedestal is a lit 
    outline of the slate touch it and be transported to Tahgira.
    2. TAHGIRA
    If you didn't pick up the slate before linking to Tahgira notice that it 
    follows you to the age. Esher is waiting for you and as you'll soon discover 
    vis-à-vis another slew of invective regarding the Bahro. Tahgira is the ice age 
    seen from the Atrus prison bubble and Tahgira was also treated as a prison age 
    by the D'ni. Esher will also tell you that the Bahro placed the slate in 
    Tahgira before winking out. Explore the cave; you'll make a discovery, (1st 
    puzzle) its clue and solution should be obvious. Pay attention to the ambient 
    sounds and what you see as you move about the cave, they'll add clues needed to 
    solve the cave exit puzzle.
    Once outside in the pit you can see a bright white symbol on the ice wall above 
    the pit, shortly you'll discover it's a "Power Symbol", (my term) one exists in 
    each age and as Esher pointed out they're symbols that the Bahro will act upon 
    when correctly drawn on a slate and then dropped to the ground. The main trick 
    is to learn when and where to use a power symbol to your benefit.
    You'll soon discover you can't climb the ladder out of the pit with the slate, 
    so you'll have to drop it. Climb out of the pit and head for the pedestal, 
    there you'll find yet another symbol on the pedestal. A Bahro will snatch the 
    slate you dropped and take it back to the bubble in the cave.
    Pedestal symbols are symbols that link the slate to that particular pedestal. 
    There may be many pedestals with symbols in each age; they can be helpful when 
    moving about the age. Experiment/play with them to learn how to use them best.
    Take note of the 1st linking pedestals linking symbol, (an anchor), link back 
    to the bubble, copy the symbol to the slate drop it and back away. A Bahro will 
    come, pick it up, link to and place it on the 1st linking pedestal. Once the 
    symbol appears on the bubble pedestal touch the symbol and link to it. Once 
    there remove the slate and continue deeper into the age. 
    I suggest testing the power symbol now so that you'll have some idea what 
    happens when it is activated. Look around, it sounds and feels like a wind 
    storm, but the only visible action appears to be steam geysers, other than that 
    there's no other event to link it to yet. I tried the power symbol after 
    entering each new section of the age until I found out what it did.
    Eventually you'll begin to see some treelike things and structures with large 
    pipes leading off into the distance. I suggest you explore the age thoroughly 
    before making any decisions. There are few clues but they do point toward the 
    solution. Eventually you'll find a 2nd pedestal, (arrowhead) place the slate 
    and continue to explore. As you approach the structure ahead and to the left of 
    the 2nd pedestal Esher will pop in and pass on more info. When he leaves the 
    area continue to explore the structure. 
    You'll soon discover like climbing the ladder that you'll be unable to perform 
    certain tasks while holding the slate. 
    Locate the image on the wall inside the structure; it looks like a tic-tac-toe 
    grid with the top layer of squares missing. I suggest accurately drawing the 
    grid on your notepad for future reference, when done continue to explore. 
    Follow the pipes, as you follow the pipes you'll come to a manifold, (you'll 
    discover each set of pipes has it's own manifold) the manifold has 3 levers and 
    the color on the manifold will be red or blue depending on which set of pipes 
    you followed. Are the colors familiar? The levers are recessed in the manifold 
    and can't be accessed. 
    Continue to a pond take note of the grid in the water and the rings that are 
    placed in the same fashion as in the diagram found in the structure. Try 
    crossing the pond to the other side, the game won't let you.
    So, it appears that we're at an impasse. 
    What have we done?
    1. tried the power symbol at 3 different places; so far, (excluding geysers and 
    light) nothing happens.
    What do we want to do?
    1. Get to the other side of the pond
    What do we know?
    1. There are 6 structures in the age 3 to the left and 3 to the right with a 
    lever and pipe leading to and or away from them.
    2. The pipes from the 6 structures lead to 2 manifolds, the left manifold has 3 
    two toned red and white valves on it. The right side manifold has 3 blue and 
    white two toned valves.
    3. There're 27 possible lever combinations for each manifold
    4. The grid image in the hollow structure and the pipe grid in the pond match 
    down to the breaks in the pipe.
    5. The grid image shows 3 red rings on the left and 3 blue rings on the right 
    which co-insides with the valves on the 2 manifolds and the rings within the 
    pond grid.
    6. Each manifold lever has 3 positions, Left, Center and Right.
    7. So far we can't access the manifold levers.
    What do we need to do?
    1. Activate the levers on the 6 structures.
    As you flip the levers on the structures Esher will appear and give more info 
    regarding the age. So far the age was used for D'ni prisoners who may have 
    erected the structures, that the Bahro can be forced to tasks and that there is 
    a pre-existing life form.
    What do we know?
    1. When the Bahro respond to the power symbol geysers appear all over the age, 
    2. If the Bahro create heat maybe the 6 structures supply the heat to the life 
    forms in the pond?
    3. The rings at the pond pipe intersections may be the valves controlled by the 
    manifold levers.
    Once on the other side of the pond Esher will appear and give more instructions 
    regarding the Bahro follow them to the KEEP, (the bubbles are known as 
    "KEEPS"). Locate the linking pedestal and place the slate on it, if you let the 
    Bahro take the slate during the lever puzzle then copy the 3rd pedestal's 
    symbol and link to the Age KEEP. Draw the symbol back away and let the Bahro 
    take it, once the symbol appears on the pedestal link to the 3rd pedestal. Take 
    the slate and approach the multidimensional "TARDIS" KEEP to identify the 
    symbol within, draw it and step away. Link to the Age KEEP and then to the 
    Tablet KEEP.
    Esher appears gives more info, like the starting point of the game, (Atrus 
    childhood prison) is known as K'veer and that the end level Tablet "KEEPS" and 
    the one in K'veer are the same and exist in many places at once, so expect them 
    to exist in the next 3 ages. 
    So the Age slates and the tablet in the K'veer and Tahgira KEEP are one in the 
    same and appear to exist in many ages at the same time which still doesn't 
    explain why they can't and or won't touch them, so from now on the KEEP with 
    all 4 age pedestals and tablet will be called the TARDIS.
    Enter the TARDIS; touch the stone, then the age plate, then the Direbo symbol 
    exit the KEEP then touch the book and link back to the sleeping quarters cave.
    3. RE-GAH-RO-TI-WAH, (great shaft)
    Exit the room and head back to the opposite end of the tunnel. On the right 
    side of the tunnel wall just past the cave access on the left there's some 
    writing with the numbers 20 and 15 painted on the wall I can't figure out what 
    the letters mean and may eventually go back to Revelation to try and decipher 
    them at a later date. Just past the wall numbers the tunnel wall has been 
    busted up creating a large hole providing access to a large circular room. As 
    you explore the large room Esher appears admits to failing the very quest you 
    are on, but says that his failure can be beneficial to you and before linking 
    out directs you to the door. 
    So Esher also had possession of and or attempted to acquire the tablet and 
    messed up like Yeesha?
    You'll easily find the 4th book and then the only working lever in the room 
    which opens the door leading to a new area. The new area turns out to be the 
    big honkin shaft you saw in the drawing in the 1st cave. Explore the area, you 
    have no access to the shaft spiral past the 2nd level, the only access to the 
    shaft is the elevator to the right of the entry point.
    The images on the Yeesha ledgers are the same images etched or painted on the 
    boulders found in the caldera.
    If you circle the shaft clockwise to the elevator, pull the lever and ride it 
    down you'll miss out on another speech by Esher. Esher calls the great shaft 
    Re-gah-ro-ti-wah and then blames Yeesha's great granny for the D'ni demise.
    Access the elevator, ride it down and locate the 2nd cave. Find and read the 
    5th book then link out to Direbo via the #2 linking book.
    Direbo, (revisited)
    Unlock 2 more bridge gates and then enter the KEEP. The slate in the KEEP is 
    shaped like the arrowhead symbol on the 2nd linking pedestal in Tahgira. Link 
    out by touching the lit Arrowhead symbol on the pedestal to the next age. 
    Ooh it so Spacey! So explore and look for Kevin, (not the giant bird). Follow 
    the path and take note of all the cables running out to the big thingies on top 
    of the monoliths towering up from the ground. Eventually you arrive at a level 
    area that has a large red lit opening in the wall with machines inside. If you 
    do a thorough look about you'll see a brightly lit symbol and 2 numbers high up 
    on the wall, (6 and 1) which may be important.
    Enter the red room and meet up with Esher for some not so useful info on the 
    age. Explore the room, head up the steps to the devices and discover they don't 
    work. Eventually you'll end up at the rear of the room standing in front of a 
    big round bluish thing with 2 levers. 
    Grab a lever and move it, see that the blue screen thing gets brighter and 
    darker depending on where the lever is. I had no idea what this was about and 
    only lucked into it by chance because I decided to see how bright the orb could 
    get. Once the ring began rotating as the 2nd lever apparently reached its 
    brightest setting did it make sense, (I hate it when that happens). So, we now 
    have power to the red room, return to the red room and the devices on the upper 
    level. They are now activated and it's easy to see that the symbol from high up 
    on the exterior wall matches to one of the devices. 
    Move the horizontal and vertical levers on the device to match the D'ni numbers 
    on the exterior wall, (6 and 1). Press the flashing green button and watch the 
    star field in the round viewing window change position. I'm pretty sure the 4 
    big ray gun things are telescopes and the devices in the red room align them. 
    There are also 3 small levers above and to the right of each telescope screen 
    that provides 3 magnification values of the area of space within the screen.
    Inspect the other devices and discover that each one has a symbol like the one 
    on the wall but oriented differently. One of the 4 appears to be broken, the 
    thing is lit but there's static on the screen. Exit the red room and continue 
    on your way up the stairs.
    Soon you end up at a pile of cable blocking your way to the top of the tower; 
    this may relate to the broken device in the red room. The cables likely move 
    and or change the orientation of the big ray gun looking telescope things on 
    the monoliths. Head back to the red room and to the broken device.
    What do we know?
    1. The cable is blocking the path and needs to be cleared away
    2. As an example from the 1st device changing the position of the device levers 
    may move the broken cable out of the way.
    3. Each device has 25 settings per lever meaning; there are 625 possible 
    combinations, (25X25=625).
    4. OYE!
    With no idea where to start I moved the left lever all the way down to 25 then 
    pressed the green button and then checked the path, nothing. I went back and 
    pulled it all the way up to 25, pressed the button, checked and the cable had 
    moved out of the way.
    After a little bit of testing I found that the left lever can be set as low as 
    17 and still clear the cable out of the path without ever moving the horizontal 
    I was hoping to find a cleverly hidden clue leading to the cable solve. Most 
    often when there appears to be no puzzle clue it usually means the drudge work 
    of trial and error and in this case I dreaded the thought of 625 possible 
    combinations. So I felt considerably lucky to stumble onto a solution after 2 
    tries but wanting for a lack of clues to it. I even tried the slate image at 
    the end of Yeesha's 3rd journal because of the Statement, (The least are my 
    friends, I must use the least wisely) even though the slate didn't match the 
    As you reach the mesa like top of the monolith you discover a mini telescope, a 
    central dome with cables radiating out through 4 massive cantilevered pulleys 
    to 3 of the 4 telescopes, a larger dome to the side and an enormous wheel sort 
    of recessed in the outer edge of the mesa. You get an excellent look at the 
    surrounding landscape from this elevation with little to obstruct your view. 
    Explore thoroughly!!!
    1st I hit the small telescope for a Boo, you'll soon locate some brightly lit 
    and important info on another monolith, copy it down. Close to the info there 
    appears to be a platform and cable car. Spend some time locating all possible 
    objects of interest within the purview of the scope. 
    When your satisfied with your scope inspection circle the plateau's perimeter 
    for a panoramic view; locate all the telescopes and monolithic towers. Take 
    note, there's an extra monolith of interest, it's further away and lit up at 
    the top like the other towers but you didn't see it through the small 
    telescope. Why? 
    The Large dome is open and it has a map on the wall that shows the 4 
    telescopes, (red Pac man things), the other big monolith and I think the 
    smaller/narrow one seen from the mesa (blue circles with X marks). The door has 
    a light on it that when pressed closes to reveal a 2nd light that opens up a 
    set of hidden stairs to a lower level of the tower. Follow it down to a 
    platform; the platform has a panel on the right with 2 levers. Look up; this 
    looks like the bottom side of the big honkin wheel on top of the mesa and 
    there's a cable running out toward the other big monolith.
    For the moment I head back to the red room, locate the correct telescope and 
    use the info found on the other monolith, set the co-ordinates and then return 
    to the small telescope on the plateau. The distant narrow monolith is still 
    obscured. It seems pretty clear now that the big recessed wheel is for the 
    cable car and not a telescope.
    What do we want to do?
    1. View and or gain access to the distant narrow monolith.
    2. Gain access to the other large monolith.
    What do we know?
    1. There are 3 monoliths within the small telescopes range; one can be viewed 
    the other is even more distant and blocked from the telescope by a large wheel. 
    2. The other large monolith is connected by cable to the one you're on and the 
    other narrow monolith may be accessible but currently it isn't and may have a 
    3. Below the big wheel is a platform with levers that may affect the cable car 
    and or wheel.
    With this info you can clear an LOS path from the small telescope to the 
    distant narrow monolith for a visual. Once you confirm the symbol for the 1st 
    linking pedestal of the age, copy it and return to the KEEP, copy the symbol to 
    the slate and step away. Once the new symbol appears on the KEEP pedestal touch 
    it and link away. When you arrive at the distant narrow monolith pedestal hop 
    onto the telescope and look around. 
    The monolith you began the age on is easy to find and right above the opening 
    to the red room are the coordinates you found earlier for the 1st telescope. 
    So, that was too easy and you didn't need this telescope for already known 
    coordinates so why here? 
    As you meticulously explore with the small telescope and attempt to view the 
    other large monolith you soon discover most of it is blocked by one of the 
    large telescopes. As you look for any spot on the monolith to scope in on 
    you'll see the upper lit section. As you close in on the upper lit section 
    you'll see the obvious bright blue dot through a convenient hole at the top of 
    the inner (altitude?) ring. As you continue to scope in, the 2nd linking 
    pedestal and its symbol appears.
    I think this is a totally cruel puzzle, if you're not entirely lucky to fall 
    onto it, (setting the 2nd telescopes co-ordinates before accessing the 
    monolith) or Adrian Monk you'll be forced to get help.
    Grab the slate, draw the symbol, drop the slate and back away. Once the Bahro 
    links out link to the KEEP and then to the new location. As you begin to 
    explore the mesa Esher appears, imparts new instructions implying a trip to 
    somewhere else, forcing the Bahro to do something, (with true acid in his 
    voice) and then links out. You see another large wheel and locked dome and not 
    much else. Take the stairs down to a small telescope, if there's something to 
    find from it I can't figure out what it is.  
    Move over to the ledge and take a gander at the cable car below. You can't get 
    to it. Apparently pulling the near lever on the tram platform to move the big 
    wheel for a look at the 2nd pedestal symbol moved the tram out of position. 
    Return to the KEEP and then to the cable car platform at the 1st monolith. The 
    upper lever flips left to right, flip it left and pull the near lower lever 
    down one time. When completed return to the 2nd large monolith above the 
    tramcar. You now have access to the tram and the lower level of the 2nd 
    The lower level of this monolith is set up different from the 1st one. The 
    power station, (blue ball with 2 levers) is in this area and this tower doesn't 
    have a red room. 
    This power station is a smidge trickier than the 1st one, best suggestion is to 
    set up centered and as far from the device as possible and still be able to 
    work it. The reason being if you're too close you may not be able to accurately 
    detect the correct screen brightness with both levers.
    Once you have the power running continue to explore the tower. Once you have 
    access to the dome you'll find the age's power symbol, copy it onto your 
    notepad and open the door to the plateau. Explore, discover nothing new and 
    head back to the pedestal for the slate and then make your way back to the 
    cable car.
    Pull the lever inside the tram and glide away to the small middle pylon where 
    you'll discover another telescope coordinate and what appears to be an image of 
    the ringed planet above. Pull the tram lever again to complete the trip back to 
    the 1st monolith. Go to the red room and set the final coordinates on the 3rd 
    If and when you placed the slate on the floor of the tram you quickly 
    discovered that it didn't want to go with you on your ride. Startling, but no 
    big deal, the Bahro pick it up and drag it back to the pedestal once you reach 
    the 1st monolith return to the KEEP, link back to the other big monolith for 
    the slate and then return to the KEEP.
    One thing that really irks me is that the small telescope on the distant narrow 
    monolith gets a clear close up view of the middle cable pylon yet the 
    coordinates can't be seen.
    After setting the coordinates play with the 3 small viewing levers above the 
    screen. So, what's left to do? 
    What do we know?
    1. All 3 available telescopes have been aligned to the coordinates found. 
    2. The 3rd and last telescope altered has a portion of the ringed planet in 
    3. We have a power symbol we haven't used yet.
    4. Esher says align the stars and planets, use the Bahro to do it and that our 
    destination is above, (the ringed planet)?
    So, head out of the red room to see the planet, take note that the rings of the 
    image from the mid pylon and that of the planet are positioned differently. 
    Copy the power symbol to the slate, drop it and step away to see what happens. 
    The Bahro appears by the slate; wiggles, jiggles and giggles and then links 
    out. Grab the slate before the Bahro comes back for it and see what transpires. 
    Observe the planet's ring system; it's moving, rotating clockwise so that the 
    ring/disk is moving toward the 12 o'clock position and getting closer to the 
    image of it on the pylon. Lastly check out the giant killer cyclone charging 
    across the distant planet. 
    When the event ends the rings aren't quite in position regarding the image from 
    the pylon, so use the slate again and, "Make it so number one". Remember to 
    retrieve the slate before returning to the red room. The rectangular clock 
    thing up high at the back of the room is rotating very fast. Remember the image 
    of the planet appearing on the telescope? Return to it and wait for the event 
    to end. 
    Once the event ends the planet should take up a good 1/3 of the round screen. 
    There's a very small bright flickering clue, bring it into view. Once you 
    locate the last linking symbol copy it, "EXACTLY" to the slate, drop it and 
    move away. The Bahro get kinda pissy on replicating this one so hold off till 
    it takes it away. Head back to the KEEP, link to wherever it is in the 
    planetary ring system and then take in the killer view out the ports once Esher 
    is done flapping his gums. When you've had your fill enter the TARDIS, touch 
    the slate and then link out to Todelmer. Once you appear in the KEEP, link to 
    Direbo, exit the KEEP and link back to Re-gah-ro-ti-wah the Shaft.
    Exit the room and continue to explore. You'll find book #6 to the left of the 
    2nd elevator and discover that you can't make a complete loop around the spiral 
    to the 1st elevator due to a collapse of the walkway. Pull the lever, wait for 
    the elevator and ride it down. A very colorful place; as you explore Esher pops 
    in for some info and tells you how to succeed.
    Explore the upper area, you find a set of stairs down and a Bahro who wants to 
    play "Don't Get Me!" give chase. Eventually you'll find another set of stairs 
    heading down and toward the center of the shaft. At the bottom is a big upside-
    down bucket with a blue button on its bottom, the 7th Yeesha book and 2 
    openings leading out to the bottom floor of the shaft. 
    Continue exploring, at the center of the room is, (a hassock?) Continue across 
    the floor to a 2nd set of steps that lead to another room with another big 
    upside-down bucket, this one has a yellow button on the bottom. If you follow 
    the stairs up you end up at back at the top of the stairs where you saw the 
    Bahro after getting off the elevator. 
    So, Esher said to get the fans running and there are 3 items to deal with, 2 
    buckets and a hassock. I'm guessing since the buckets are/would be found first 
    as one descends the stairs they would be the gadgets to deal with 1st. If one 
    follows the Bahro then the blue bucket would be found before the yellow one, so 
    I'm heading for blue then yellow and then the hassock.
    I don't think it really matters which colored button you press first as long as 
    you don't flop around after beginning the procedure.
    Once you press down on the hassock the floor begins to rise up to the 
    cantilevered spans at the 4 corners of the circular room. This gives you access 
    to another section of the shaft once blocked by the lowered floor. It turns out 
    to be 2 rooms; the 1st larger room has a device sporting a lever and the 8th 
    book. Read the book and pull the lever. Something inside the device starts 
    turning, (fan or motor Idahno?) 
    Enter the 2nd room to discover it's another sleeping quarters, the linking book 
    has the #3 on it and so this is sleeping room #3. Watch the video Yeesha left, 
    link out to Direbo and then to.
    I'm not bothering to open the gates anymore; they're useless unless you miss a 
    Direbo book and want to go back to whatever area you think you missed it in the 
    quickest route possible.
    6. NOLOBEN
    Nice place, minus the big blackening clouds above a possible island. We're 
    beachside, small islets surrounding a larger one; maybe originally it was all 
    one larger landmass. Further up the beach to the right maybe some gear and a 
    lean-to. Esher is to the left in the distance and maybe a lean-to behind him. I 
    figure I'll make him wait; he became a major creep out in Todelmer. I'm heading 
    to the right to see what's what over there. After a little exploration its 
    obvious the shore is blocked off and aside from the ladder and cave opening 
    there isn't much to do at this time. The cave tunnel is blocked off about 30 
    feet in and a rope ladder, (once you pull the hanging rope it unravels) giving 
    access to the Mesa. I think I'll hold off exploring the upper level till after 
    I talk to Esher, so might as well get it out of the way and hear what he has to 
    So this is Noloben the home of the Bahro. Tiny, Ida gone bigger seems odd 
    they'd pick such a small place to call home. Esher sounds particularly bitter 
    in this speech.
    The condition and shape of the bases of the island and ring islets makes me 
    think of a great inrush of water or series of them in the distant and not so 
    distant past. So maybe the place was more massive but due to deluge 
    catastrophes major portions have been eroded away.
    Continue exploring, ahead and to the left against the cliff is the lean-to, as 
    you approach it, the easy guess is that it's a shrine. There are symbols etched 
    into the cliff above 4 bowls and a stone egg looking thing. The thing at the 
    base of the shrine may be an altar. It's the same shape as the Age slate and 
    has a power symbol etched into it. The symbol looks like it represents rain, 
    the tarp covering the shrine has 4 holes cut into it and the 4 bowls are below 
    the cuts. Easy guess is the bowls fill up with water. I'm going to explore 
    whatever else there is to see along the beach then come back to the shrine. 
    Ooh a tunnel! It goes to another part of the island and has snakes slithering 
    about the floor. If you hang around for a bit and then follow a snake you'll 
    see it slither into a little black hole in the sandy floor. When you exit the 
    tunnel you'll see tonza odd looking birds hanging about on the out crop of 
    little isles and you can't get them to move at all. Too bad the game doesn't 
    allow MF to throw rocks. Once you move out onto the beach you can see an islet 
    with a big stone door, the islet is very close and you can walk out to it. 
    The door has a tree etched into it. As you turn away from the door you should 
    notice a bright object sitting on top of a massive boulder atop the Mesa. 
    Continue exploring this end of the island till you're forced back to the 
    If you aren't carrying the slate with you grab it from the KEEP and return to 
    the shrine. Once at the shrine draw the power symbol on the slate as shown on 
    the alter thing and place it on the altar. 
    Initially I thought the slate had to be on the altar then only needed to touch 
    the altar to get the Bahro to summon the rain. Now I'm sure it doesn't need to 
    touch it at all. I must have been reproducing the power symbol poorly.
    Pick up the slate as the Bahro exits the area, the rain will continue for a 
    minute, while it's raining you'll begin to see the symbols on the wall appear 
    in the water bowls. Try to place MF directly in front of the altar so that you 
    acquire the correct symbols. Write them down on your notepad for future 
    Now it's time to explore the Mesa, head over to the rope ladder and climb up to 
    the plateau. You can drop the slate and let the Bahro deal with it or drop it 
    off onto the KEEP pedestal as you pass by.
    The holes at the base of the rope ladder look like the snake holes in the 
    tunnel but they are much bigger and I never saw a snake outside the tunnel.
    Explore the plateau and take note of the resemblance to something else already 
    seen. The 4 satellite stones have symbols engraved around their tops which can 
    rotate left or right. The egg shaped stone dome in the center of the plateau 
    has small portholes on its side, most are covered and you can see symbols on 
    the outside of the shutters. When you look into the dome you can see other 
    symbols on the wall above every one of the portholes.
    With little effort it's easy to deduce that the symbols represent numbers from 
    1 to 15. l=1, #=4, 0=5. Continue following the symbols counter clockwise to see 
    all 15 symbols. If Esher is D'ni why does he use a different numerical system?
    So after exploring the plateau and the structures you may recall the symbols on 
    the shrine and that they are represented on the satellite stones and on the 
    inside of the dome.
    What do we want to do?
    1. Continue deeper into the blocked tunnel.
    2. Get past the big stone door on the islet.
    3. Get into the stone dome on the plateau.
    What do we know?
    1. The shrine on the beach is a miniature of the structures on the plateau.
    2. All symbols on the inside of the dome and many on the on the shrine are 
    numbers, most or all the symbols on the satellite stones are not numbers, 
    although 2 look like the numbers 3 and 4.
    3. The satellite tops can rotate so that one of the many symbols can be aligned 
    with a symbol etched on their base.
    4. The dome has small portholes, (windows) that have shutters you can raise or 
    5. The shutters have symbols on their exterior side that can be seen when the 
    shutter is lowered.
    6. The symbols reflected in the water bowls are the numbers 12, 2, 9 and 4 in a 
    clockwise rotation.
    What do we need to do?
    1. Locate the numbers reflected in the shrines water bowls inside the dome. 
    2. Find out if the shutter symbols related to the shrine numbers match up with 
    any of the symbols on the satellite stones.
    3. If any of the symbols match then to line the correct symbol to the correct 
    satellite stone/shrine water bowl.
    When you turn a top on a satellite stone you hear a loud grinding sound 
    emanating from the island's interior. It is no indicator that you have the 
    correct symbol on the correct satellite stone but that the sound is from an 
    object moving. 
    Regarding the plateau structures and the shrine, there are 2 orientation 
    possibilities that stand out, the Islet with the stone door or the ladder 
    leading up to the plateau. Either of these markers could represent the power 
    symbol slate in front of the shrine. I, (Mr. Thicky) of course picked the 
    So, once I had all the symbols lined up I ran over to the ledge overlooking the 
    islet with the stone door to discover it's still closed ... figures. I return 
    to the beach and locate the tunnel close to the ladder; (loud noise when 
    satellite stones reset), once I'm past the 1st stone door I begin to see snakes 
    crawling about. After the 4th door there's a long winding tunnel to a central 
    cave that rises up to the top of the plateau. To the left is a linking 
    pedestal. I link back to the KEEP, grab the slate, draw the linking symbol on 
    it, drop it and back away. Annnd the Bahro leaves the slate and links away ... 
    lazy good for nothings ... Geez do I gotta do everything!
    Crap! The Bahro won't take the slate, so pick it up and hoof it back through 
    the tunnel to the room and place it on the pedestal. Once back inside the 
    plateau explore your way up into the dome. You can see the shuttered openings 
    from the base of the stairs. As you climb up Esher appears on the steps to 
    impart some needed info on dome access, the Bahro and the big tablet thing at 
    the center of the big main KEEP.
    So Esher calls this a "Lab"! Once on the wooden platform locate the pin board 
    with all the notes and drawings. Note that you can climb the cage but that you 
    can't reach the ladder above. What did Esher say to do? If you can't recall use 
    the speech journal and read it again. 
    Esher doesn't say whether or not the snakes are indigenous or that he imported 
    them to KEEP the Bahro out of his sanctuary. It's the Bahro's home port why 
    would they hang around a place with something they hate or fear? Regarding the 
    pics on the pin board, it looks like Esher was experimenting on the Bahro
    Once you have sealed the lab/refuge link back to the base of the lab and climb 
    up onto the cage. The ladder is down and you can climb up and out to the top of 
    the dome. Nice view, a pedestal and the shiny thing seen from the islet door on 
    the beach. Below the lens or whatever it is there is a pressure plate, step on 
    it and watch the islet door open, step off and it closes pronto.
    Copy the symbol from the pedestal, link down to the KEEP then to the base of 
    the dome. Grab the slate and link back to the KEEP. Draw the symbol drop it and 
    back away. Link up to the top of the dome once the Bahro takes the slate and 
    plops it onto the pedestal up there. So, the top of the dome is safe for them.
    OK, now what do we want do?
    1. We want to get past the islet door. 
    What do we know?
    1. The islet door opens when you stand on the pressure plate and closes as soon 
    as you step off.
    2. The slate isn't heavy enough to open the door.
    3. There are 2 symbols in and at the end of 2 of Yeesha's journals, (book 3 and 
    7) that suggest they, (the symbols) are important and may be used to direct the 
    Bahro into performing a feat.
    4. Esher states the Bahro won't go near the snake symbol.
    What do we need to do?
    1. Try the symbols from Yeesha's journals, leave the slate on the pressure 
    plate and link out to the KEEP for a run to the islet.
    What we will learn from this is that the 2 symbols in the journals don't work. 
    The game isn't programmed to work with either symbol, at least in Noloben.
    Esher lies to MF when they're on the stairs in the dome, which was very 
    confusing; if Esher wants your help and to help you to reacquire the tablet why 
    lie to MF? If he doesn't want MF to attain the tablet why not lie to him at all 
    turns to prevent success? However I should have been expecting it, if you go 
    back and read the 1st Yeesha's monologue (from K'veer) she says, "You'll find 
    in each age that there will be help and hindrance."
    Once you figure out the lie draw the correct symbol on the slate and drop it on 
    the pressure plate. Link out to the beach KEEP and then beat feet to the islet. 
    After some time, (if you drew the symbol correctly) the door will dissolve and 
    you can enter. Once inside you can copy the final link symbol and link out to 
    the beach KEEP. Draw the symbol, drop it and back away. As soon as the symbol 
    appears on the pedestal link out to the islet.
    Once inside you'll get another barrage from Esher, the tone of his speech is 
    beginning to sound desperate, (PSYCHO PUPPY!). Touch the slate within the KEEP 
    then link out to the Beach KEEP, link to Direbo and then back to Re-gah-ro-ti-
    Exit the room, return to the shaft and explore. Run back down to the bottom of 
    the shaft to discover that the openings are blocked. Return to the platform, 
    there's only one thing left to do and that's to press the hassock again. Once 
    it's at the bottom press the hassock again then run off to the side of the room 
    so that the platform can rise without you.
    As the platform rises you can see that there is an area below its sitting 
    position. Find your way down and grab and read book #9. Look around, find the 
    tunnel, run to the end and locate and flip the lever. So that's the fan above 
    and the lever is a clutch, so the previous room and lever was the fan motor. As 
    you exit the area you find a ladder has descended from the tunnel ceiling. This 
    puts you in a tunnel above and provides you with another book, pick up book # 
    10. Near book 10 is a door with a lever.
    Pull the lever and you can see back into the great shaft, turn around and 
    explore in the other direction. This must be the fan room there's a big bright 
    light shining down on a fan set into the floor in the center of the room. As 
    you explore the room you'll find the 11th journal near a damaged lever.
    On the far side of the fan room there's an opening leading to the 4th sleeping 
    quarters. Inside you'll find the usual junk, KI machine, viewer, 12th and final 
    Yeesha book and linking book #4 to Direbo. Link to Direbo, enter the KEEP and 
    link out.
    8. LAKI'AHN
    MF links into a tropical age, palm tree looking things, sandy beaches, blue 
    skies, big honkin boulders, big honkin fort and of course Esher. Grab the slate 
    and head over to flaky puff, (looks like he may wet himself) listen to his 
    story of loss and then get to some exploring. 
    So the place is called Laki'ahn and the fort is a trading house, (big house). 
    Esher says the front door is locked but the back one can be unlocked. Since 
    discovering he's lied to me at least once so far, (that I can tell) I check the 
    door, look inside the building and find a strip of paper on a table near the 
    window opening, it has a series of red colored geometric shapes, copy them 
    So to begin the age I explore my local surroundings, ooh butterflies! Out onto 
    the beach you can see a large fence to the right and beach to the left, I head 
    left and quickly find a barrier blocking further progress. Heading back to the 
    fence it seems to be made of a bamboo like material, not very sturdy. The 
    landscaping seems to be pushing you left along the beach, so go with the flow.
    A few yards past the end of the fence there is a passage between the boulders 
    that empties out into a large low mud baked area, in this area are 3 huge 
    skeletons of I don't know what. To the left is a power symbol engraved into a 
    boulder and on the ground a tiny birdlike thing. Maybe it's a prehistoric 
    chicken with a really big head? 
    My eyes suck so I need a closer look on the bird and power symbol. The power 
    symbol looks like ocean waves and the bird is one ugly mother! It's got some 
    impressive teeth and a big ugly red head. I wonder if it was adopted. It needs 
    to be oiled or something, it makes an awful creaky noise when you get close to 
    it and it doesn't appear to be aggressive, (probably a good thing). Copy the 
    power symbol onto the slate and drop it to see what happens. Lots of windy 
    wind, a bleeden sand storm! There's another opening between the boulders that I 
    believe I'll take while the taking is good. Snatch up the slate and head out.
    A small inlet/stream crosses in front of MF; there are a couple more skeletons 
    in the stream and a big honkin gate thing ahead and to the left. If you go 
    right the stream and path ends just around the corner. If you go left to the 
    mouth of the inlet and continue you end up back at the passage between the 
    boulders near the bamboo fence. Go right at the mouth of the inlet and you're 
    stopped at the pointy boulders. 
    OY! Look at the big things that swim around in the water huge dorsal fins 
    occasionally rise up, some very close to shore. I'm easy guessing those things 
    are what the skeletons used to be. The game channels you into the giant cage 
    thing, so enter and explore. As you move deeper into the cage area you can see 
    a busted up side on the left that should allow you to exit. Once deep into the 
    cage you can see a mostly submerged pedestal in a round enclosure at the center 
    of the massive cage, it has an opening that leads into another cage section 
    blocked off from your current position.
    Head back to the break in the wall and climb out. As you thoroughly explore the 
    confined area you find a 2nd chicken thing. This ones crazy, it's running 
    around in circles in front of a large structure with a huge fan and a pulley 
    that connects by belt to the top of the giant cage. On the far side of the cage 
    is a tusk lined canal leading from a section of the cage into a tunnel. I'm 
    guessing the cage is closed off to the canal and that somewhere there's a lever 
    or button that raises the gate. 
    Head back to the chicken and investigate the structure. When you get to the top 
    of it you see one large lever, 2 smaller levers and 2 buttons. On top of the 
    giant cage it looks like someone connected the skull bones of 3 of those big 
    swimming things and then connected the pulley cable to it. You can pull on the 
    levers and press the buttons but nothing will happen. Its time to test the 
    slate again, move out to the front of the structure, draw the power symbol, 
    drop the slate and move away from it. As soon as the Bahro links out snatch the 
    slate and return to the levers.
    If you start from the left and pull each lever and push each button one at a 
    time and look up and over to the cage after each action you can pretty much 
    tell which lever and button does what, even through all the chaos of wind and 
    1. The wind created by the Bahro and power symbol may power the big fan.
    2. The big lever must be a break.
    3. The left small lever raises the pedestal out of the water
    4. The left red button opens the gate to the canal
    5. The right small lever rotates the small round inner pedestal cage.
    If you inspect the cage and pedestal from within the 1st canal you'll be able 
    to see the linking symbol. Take note that the inner cage must be turned one 
    more time to be aligned with the 2nd canal. Return to the structure and pull 
    the right small lever one more time. Once the round central cage has been 
    properly oriented draw the link symbol to the slate, drop it and beat feet to 
    the KEEP.
    If the action of the power symbol has ceased repeat the earlier action with the 
    slate and pull the small right lever one more time.
    When you arrive at the KEEP link out to the cage pedestal, then beat feet 
    through the canal into an aquatic arena. There's a ramp at one end of the arena 
    and at the top of the ramp is a tower with a pedestal on it. As you make your 
    way up the ramp you see that the top of the tower is level with a cantilevered 
    ramp. There are 4 devices that look like rudimentary robot heads attached to 
    the rear wall and there's a big yellow button centered between the 4 heads. 
    Lastly there's a recessed area to the left.
    You want to pay close attention to the details of all items on the ramp. With 
    some little inspection you'll notice some of the eyes are red, (exposed) and 
    some are yellow, (covered). The mouth of the heads is a big circle with one or 
    more rings within. 
    The 1st head on the left has one red eye and 4 rings on the mouth, the 2nd head 
    has 1 red eye and 3 rings, the 3rd head has both eyes covered and has 2 rings 
    and lastly the 4th head has 2 red eyes and 1 ring. See that the eyes of the 
    heads can be exposed or covered by pushing on the round mouth part. 
    Walk into the niche on the left and discover that it may be a scale. There is a 
    series of black circles set vertically on the wall in the recess that resemble 
    the eyes and mouth rings of the 4 heads. Step onto the plate in the recess and 
    take note of the eyes that go red. If you're holding the slate when you step on 
    the plate the 2nd set from the top has 3 rings and both eyes are red, the 4th 
    set has 1 ring and 1 red eye. If you step on it without the slate only the 2nd 
    set from the top shows 2 red eyes the rest stay black. 
    So, what do we want to do?
    1. Get to the pedestal on the tower.
    2. Get the tower down to ramp level.
    What do we know?
    1. The tower height is level with the elevated cantilevered ramp.
    2. There are 4 devices on the wall that resemble heads and may register the 
    weight of the tower as a counter balance. 
    3. The device in the recess is likely a scale and if so then MF and the slate 
    weigh 2 red eyes with 3 rings and 1 red eye with 1 ring, possibly equal to 7.
    With what we know and a little experimentation we can lower the tower and set 
    the slate on it. Total up the weight of MF, the slate and the tower, once you 
    have the total set the eyes of the wall heads for the correct counter balance 
    and push the yellow button. 
    Dang! Try as you may, the game won't allow you onto the tower before it begins 
    to rise, that's not right. Your options are limited, so beat feet to the cage 
    pedestal and do the linking thing back to the tower. As you materialize on the 
    tower it begins to lower to the elevated ramp, grab the slate and walk off when 
    allowed. Explore the area thoroughly, there are 2 pretty red buttons to push 
    that make a little magic. As you approach one of the buttons Esher will pop in 
    and regale MF with the glory of a bit of butchery misnamed as sport. 
    As you poke around you'll find the jewel door Esher mentioned at the beginning 
    of the age, it'll have a lock pretending to be a decorative plaque. Look 
    familiar? You have the tools to solve the puzzle, it may take a second but this 
    far into the game I'm sure you'll agree this isn't one of the difficult 
    A cozy rustic shack eh, rubies strewn all over the place, beast skulls hanging 
    from the ceiling and tapestries hanging from the walls. Explore the rooms off 
    to the side to see if there're any goodies to be had.  On a table in one room 
    there's a strip of paper with a color scheme, take note. Once you take in all 
    there is return to the arena and back into the water to explore the gates you 
    opened up earlier.
    Once in the water enter whichever tunnel you're closest to. If you do a smidge 
    exploring you'll see that the tunnel is horseshoe shaped connecting both 
    entrances from the arena. In either case there is one offshoot, (dead-end) 
    tunnel, ending at a red pressure plate. Just before the plate on the left and 
    in a niche is, (for lack of a better answer) a switch, I guess. It kind of 
    looks like a mini pile driver, lift it up it stays and won't come down till you 
    step on the pressure plate. When you step on the plate the round elevator 
    platform you passed over on your way to the plate begins to rise.
    What do we want to do?
    1. Access the level above via the elevator
    What do we know?
    1. There is a pressure plate and switch that operate a lift.
    2. Something/someone heavy enough must be placed onto the pressure plate for 
    the lift to rise.
    3. It will take a little experimentation for the proper order and symbol.
    4. It will require the assistance of the Bahro to succeed.
    This puzzle is a bit tricky but an important clue is in your hands and the 
    solution is in one of Yeesha's journals.
    Once you're on the level above take note of your surroundings, you're at the 
    center of an intersection. There are 4 tunnels leading away, each tunnel ends 
    in a sort of fork and at the point of each fork is a colored light. Are the 
    colors familiar? Locate the color swatch in your notes and follow the correct 
    pattern to the end, be tactile. Once back outside copy the pedestal link and 
    then link to the KEEP. Once there follow the drill and then link back to the 
    antler pedestal.
    As you begin to explore the area Esher pops in speaks of the Kresh, (natives) 
    and then rants about outsiders, (not sure whether referring to Atrus' family or 
    This is a stony place! There's some wreckage on the beach, what looks like a 
    windmill on a boulder and an old dock a short distance from the pedestal. As 
    you expand your search you'll come across a couple more asthmatic prehistoric 
    chickens and eventually a poor excuse for a tree house. 
    The tree house is tight to a big honkin boulder, the boulder has been hollowed 
    out and there's a giant seesaw supported by pilings above the boulder. Assess 
    the situation, circle the tree house and boulder and take note of the 
    structures above and below. Once you discern their purpose raise the gate. 
    Normally I'd grab a chicken and use its teeth as a saw to cut the weights away, 
    but in this case, I'll follow game procedure and abide the rules.
    You'll soon discover that there isn't much to do up on the platform, however 
    there is a window that looks out over the water pointing to a small stony cay. 
    To the left of the window is a flag with something drawn on it which, (for the 
    moment) can't be entirely seen. It may be a head with an eye and mouth.
    If you're up on the platform during the evening you'll get a treat looking out 
    to the cay, it's faded for sure, but you can make out the bubble on the cay.
    If you haven't explored the rest of the allowed area yet do it, there isn't 
    anything of import outside of nice to look at. When done looking about you'll 
    be at an impasse, there's nothing else to find, nothing else to do save one, 
    try to find out what the flag image is and whether it's important or not. 
    What do we want to do?
    1. See the entire emblem on the flag.
    What do we know?
    1. Can't touch the flag.
    2. The flag and the cay just off the island are sort of framed in the tree 
    house window and may be important.
    3. There's one option that may get the flag to move.
    Once you have a full on visual of the flag, copy the image onto the slate, drop 
    it and back away, if done correctly the Bahro will accept it and link out with 
    So, run back to the antler pedestal, link to the age KEEP and then to the cay. 
    Esher will convey his soliloquy and link out. Look about if you like then enter 
    the TARDIS and touch the slate. Touch the age symbol to link to K'veer. Take 
    the tablet at the center of the KEEP and exit the bubble. You'll see Yeesha 
    waiting for you pretty much where you left her. Approach her and she'll hold 
    out her hands as if to take the tablet from MF.
    If you have paid any attention to the journals and the speech log, even though 
    she holds out her hands you know she doesn't want it. She fears the longtime 
    bondage of the Bahro will continue and of failing to do the right thing which 
    is releasing them. Drop the tablet to the floor. Once done everything goes 
    black and then you appear in front of Yeesha, who drops to her knees. She 
    praises you and the maker for freeing her from the curse. You'll learn that the 
    "CURSE" has lasted in to order of 10,000 years and then you're whisked to 
    There you'll see and aged and feeble Atrus, he speaks to MF and then Esher is 
    dragged from wherever he was. He spits bile at everyone and then he's carried 
    off to whatever punishment the Bahro give. Yeesha gives one more speech then 
    walks off with Atrus. One Bahro remains, unfurls a set of batty wings flits up 
    into the air, latches onto MF and lifts him into the air for a ride. As MF 
    rises you can see a huge honkin obelisk in the distance down in a valley. The 
    credits roll and you're done.
    There are at least 2 alternate endings from the one above, if there are more I 
    haven't spent the time nor have the desire to look for them. 
    1. Give Yeesha the tablet, she'll walk around a bit and then link out. You're 
    alone; your only recourse is to return to the room you began the journey in and 
    the location of the Myst book. The book is now unlocked and can be accessed, 
    link out to Myst. It's dark, miserable and raining big time, the place looks 
    like it's been abandoned for some long time. You can explore the island some, 
    try and find Ti'ana's grave marker. Know that when you near the Library Esher 
    will come out. Berate and condemn you for giving Yeesha the book then link out 
    leaving you to your death.
    2. Don't give the tablet to Yeesha or the Bahro run out of the room to the 
    actual beginning, grab the Myst book and link to Myst. Myst is in the same 
    condition as the 1st alternate ending. Make your way to an empty Library, see 
    the tablet holder thing and place the tablet on it. Esher will link into the 
    Library and go into manic phase turning his amp up to 11.
    The 2 endings aren't all that different from each other, in both cases it is 
    clear Esher is insane and MF is left to suffer a slow death on Myst. All in all 
    Giving the tablet to the Bahro is a much pleasant ending and preferable over 
    the alternates.
    (NOTE) if it was me, I'd have leaped onto Esher in his delusion, grabbed his 
    linking shoulder cloth and linked to wherever it is that he goes to. His refuge 
    must have linking books to all the ages he appears in throughout the story. 
    From there I'd link back to Myst, grab the tablet, link back to K'veer and give 
    it back to the Bahro.
    Cave Puzzle
    Place the slate over the image on the floor; you'll hear the ice cracking under 
    your combined weight a small fracture appears. Step far enough back so that the 
    Bahro appears and removes the slate. As it removes the slate the ice floor will 
    fracture even more under its combined weight but not collapse. Move away from 
    the bubble and the Bahro will return the slate to the pedestal and leave as 
    Esher pointed out. It will take the combined weight of the avatar and slate to 
    collapse the floor and give access to the outer pit.
    Pond Puzzle
    Turn the 6 levers on the structures from left to right and then return to the 
    pond area. Draw the power symbol on the slate and drop it, step back far enough 
    to allow the Bahro to appear and bring heat. The manifold levers will rise up 
    and be functional. Pick up the slate and head for either manifold. I think the 
    heat and or the existing life forms are transferred from the structures through 
    the pipes to the manifold levers and then to the pond. 
    While facing the pond, turn the levers on the "BLUE" right side manifold from 
    left to right (R, L and L) to avoid the breaks in the pipe and create a path to 
    this side of the pond. Turn the left side manifold, from left to right (L, R 
    and L) to create a path to the opposite side of the pond. 
    Gear Puzzle
    Pull the near lever on the tram platform 1 time, (loud metal noise) wheel turns 
    enough to expose pedestal symbol on mesa of distant narrow monolith.
    Last Gear Puzzle
    Once the power symbol has been used 2 times return to the last telescope, set 
    the coordinates to 4 and 5, (if not already done) and then adjust the magnifier 
    by pulling the far right small lever.
    Dome Puzzle
    The 4 symbols found in the water bowls at the shrine/altar on the beach are the 
    numbers 12, 2, 9, and 4. IMO the easiest/fastest way to find the correct 
    shutter symbols is to close all shutters but one, square up to the open window 
    by standing back a bit center on the window and move up tight. Look directly 
    across the dome to the center point between the 2 windows on the opposite wall 
    and the numbers above them. Your orientation from this position to the 2 
    windows is 7 windows from the one on the right and 7 from the one on the left. 
    Counting 7 from either tells you what window you're at. In total there are 15 
    windows around the dome, once you know which window you are at count down left 
    or up right to the target windows. Move to them lower the shutters and jot down 
    their symbols.
    12 is the power symbol for most electronics, 2 is 6 dots 2 rows 3 dots each 
    row, 9 is for a lack of proper designator the letter H with the cross bar set 
    low and 4 is 3 horizontal lines 3 rows 1 line each. 
    Move to the satellite stones and locate the symbols found on the shutters. 
    There're 2 main clues regarding the orientation of the satellite stones; the 
    most obvious one is that only one stone has the power symbol on it which came 
    from window #12. The 2nd and maybe less obvious is that the plateau ladder, 
    dome and satellite stones orient with the shrine, i.e., the rain symbol, stone 
    egg and water bowls are the ladder, dome and sat stones.
    Once all satellite stones are correctly set the cave tunnel barriers will allow 
    access to the lower level of the dome.
    Seal Dome
    Climb back up the plateau and spin the top of one satellite a couple times to 
    rotate the door closed.
    Islet Door Puzzle
    Only the snake symbol Esher mentions, (as a repellent) works for the puzzle. He 
    lies about the Bahro not going near the symbol, it just delays their approach.
    First I experimented with all the symbols on the beach; I timed each from the 
    drop to the link out.
    1. Book 3 takes 00:30 to final link out. 
    2. Book 7 took 00:33.  
    3. Snake symbol 1:40 pressure plate to when the Bahro links to the dome. 
    With the symbol from book 7, technically, if you link and run the whole way 
    without flopping around you can get to the door before it opens. At minimum see 
    it open up or close as you run for it but you never do. The game isn't 
    programmed to work with the symbol.
    I was hesitant to even consider trying the snake symbol due to Esher's 
    statement, Esher lied.
    Cage/Windmill Puzzle
    Pull the large left lever, then the smaller left lever; push the left button 
    and then the small right lever twice. Run to the near right side of the 
    enclosure to read the pedestal symbol, draw it to the slate, drop it and run to 
    the KEEP. If your eyes are bad like mine and with all the chaos from the power 
    symbol still in effect you'll need your glasses or a magnifying glass to see 
    the symbol.
    Tower Puzzle
    For each wall head, the number of red eyes times the number of rings on the 
    heads mouth equals the counter balance weight provided. 
    Tower weight, (1X4, 1X3, 2X1 =9), MF and slate, (2X3, 1X1 =7), total, (9+7=16).
    Close the eyes of one of the heads and push the big yellow button to lower the 
    tower. Place the slate on the tower pedestal, reset the heads to total 16 and 
    again push the big yellow button. Run to the cage pedestal link to the KEEP and 
    then back to the tower.
    Locked Back Door Puzzle
    While you're at the front door of the Trading House look through the window to 
    the left of the locked door, the geometric symbols found on the table are 
    upside down and backwards. If you were able to rotate the strip of paper the 
    symbols are on you'd get the correct order and orientation. Circle, Square, 
    Triangle, Hexagon, Diamond.
    Lift Puzzle
    Stand on the pressure plate; draw the symbol from the 7th Yeesha journal on the 
    slate and drop it. Move to and raise the switch, run to the round lift and wait 
    for the Bahro to stand on the plate to raise the lift. 
    Color Swatch Puzzle
    Once you're at the floor above step off the lift and spin around to locate the 
    hallway with the blue button. Once located do a 180 to face the red button, 
    follow said hallway (right, right, left) and press the (red, red, green, blue) 
    buttons as you go. The last blue button gets you back outside.
    Tree House Puzzle
    There are 7 counter balance stones on the ground, U= Up, D= Down. There are a 
    couple combinations that work, this is one of them. 
    From left to right, (U, U, D. D, U, U, D)
    Flag Puzzle
    Draw power symbol on slate and back away. Grab slate as Bahro exits and run to 
    tree house window. Draw the fish thing on the slate, drop it and back away. 
    Once the Bahro links out with the slate run back to the window and look out to 
    the cay, you can see a twinkle as the Bahro links in and or out.
    Lastly, I was kind of bummed out that Cyan didn't use real people for the 
    characters; I've become accustomed to and expectant, (for me) EOA was a 
    disappointment in that regard. 
    The End!

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