Obsidian - Part 2 by SegaSoft and Rocket Science Software Solution copyright by Mike Marcelais, February 23, 1997 Continued from Issue 88 Puzzle: The clocks The Objective Get the earth, sun, and moon to rotate forever without colliding. The Rules When the puzzle is stopped, turning the blue dial rotates the earth and turning the yellow dial rotates the sun. Turning the white dial changes the phases of the moon. Pushing the button resets the puzzle. Pushing the bug lever starts the puzzle going. If it runs a full cycle without crashing, you've solved the puzzle. Otherwise, the puzzle will stop when something crashes. The Solution There isn't a straightforward way to solve this. There is a catch. The moon isn't there at all when it is in the new phase. Here's how to solve it. Reset the puzzle and start it up. Let the earth and moon crash. Now, adjust the moon so that the phase is new (clockwise 4 times) and adjust the earth so that it is centered on where the moon used to be (clockwise once). Now start it up and everything should work just fine. Now head back to the guy out front and he'll tell you to come back in a year. As you leave, you hear a voice that asks you to go to the light and turn it off. To do this, just keep rotating to the left until the lightbulb becomes unscrewed. Then, go get the document she mentions filed under orient militia (which codes to limitation) and back to the light and go to the one face that you haven't been to. Puzzle: The Select-a-phone The Objective To reach the commissioner's office by dialing his number. The Rules You turn on the phone by dialing the number found on the "orient militia" document (934) and pushing the red button. The three sliders represent the three axes. Where they intersect is the location that the phone opens up to. The Solution Set the first slider to the bottom. Set the second slider to center of the bottom wall. Set the third slider to the center of the bottom wall. Push the red button. Puzzle: The Balancing Rock The Objective Reach the commissioner's office. The Rules Manipulating the rock changes the exit. When the rock is up, the door goes to the ceiling. The rock can be lowered to the left, right, backwards, or forwards. Each results in you having a different orientation when you try to go through the door. If your feet aren't on the ground, then you can't get out. The Solution You want to pull the rock down towards you. You are now on the floor of the commissioner. Walk around to the door above the bridge and talk to him. He wants you to come back when you are facing the right direction. Okay, to do this, head up the ladder on the left, climb out onto the information deck. Then climb over the desk and onto the globe that Atlas carries. This will rotate you so that you are on the bridge and you can talk to the commissioner. You are now transported to the second phase of the game. The Spider Now you are in what appears to be a machine factory. And there is this beast in the center, but he is tied down. You can wander around and explore this area -- there is actually quite a lot to see here -- but the interesting things are up the scaffolding stairs next to the big machine in the middle. The next four areas can be taken in any order, so just pick a scaffolding and climb it. Each of these four areas relates directly to one of the four classical elements: Earth, Air, Fire, and Water; and it should be easy to determine which one is which. Whenever you solve a puzzle, the portal that you came through changes to this view of a starfield and you are taken to a central chamber. You are also shown a card of the scene you just came from. Match it up with the slot below the symbol for the element you just solved. Puzzle: Air The Objective Using the cannon, shoot the tornado. The Rules The cannon fires where you aim it. If you look down, there is a small air hole which opens up onto a puzzle. For every ball in the light green area, you get a red beam when you fire the cannon. Pushing a blower on the side of the square moves all of the balls in that line away from that blower. The Solution The grid starts with all of the balls except one on the outside. You want to get the entire grid EXCEPT the center space filled so that you can trap the air in the center: [Label the blowers like this: ABC M..... L..... K.....D .....E .....F IHG Push the blowers in this order: EGDDCDFCCCIFFIFIFKIKIKII Then go outside and shoot the tornado. (It will probably take a few tries.) Earth/Iron Although there is a puzzle here, some narration first. You start by looking at a scene showing several bots jumping down chutes and spitting green ore into a hopper. Then all is quiet. Head down the path to the manufacturing area. You arrive at a conveyor belt. There is a button there labeled with a symbol in green ore. (I'm calling that symbol "Fore" from now on.) If you push the button, you'll see one piece drop onto the belt, roll down to the next section, and bounce off as the door doesn't open. If you look at that compartment, you'll see space for a cylinder and the following formula on the back wall: "Fore" + (cylinder) = "Delta" [what I will be calling that other element.] Now head through the next door into the chemistry lab. You'll see a periodic table above the chem set, a tape player to your left, and there are seveal chemicals and a mixing chamber in front of you. Puzzle: Synthesizing "Delta" The Objective Create the chemical in the cylinder necessary to continue the manufacturing process. The Rules Looking at the tapes and the tables should give you the following information: To mix two chemicals, put one solution in the left cylinder and the other in the right cylinder and hit the button in the middle. Hitting the button next to the left and right cylinders will empty that cylinder. The flasks to your left contain the elements R1-R4, Y1-Y5 (but Y3 is missing), and B1-B6 (but B2 is missing). The formula for "Delta" is R1Y3. The formula for "Fore" is Y3B4 If you mix two "singles", and they are compatible, then they will join to form a double. Red and Blue are incompatible with each other. If you mix a double and a single, then the two largest elements that are compatible will form a compound. Such replacement can only occur if the newer element is heavier than both of the other elements. A Y2 cannot replace anything in Y1Y2 because Y2 is not heavier than Y2. The Solution Mixing two doubles will cause the largest two compatible elements to form a compound, much like mixing a single and a double. The two elements left over will form another compound. You are looking for a mixture that will satisfy the formula "Fore"+mixture="Delta", or Y3B4+mixture=R1Y3 Since Y3 is in both mixtures, it should stay the same. However, since R1 is "lighter" than B4, "Delta" must be the leftover chemical. That means that you would have to convince B4 to join a heavier compound and leave R1 off. The way to do that is to have B4 and some other element be the two heaviest compounds. The compound in the mixture must have R1 in it also, so you cannot use a B, since blues and reds are incompatible. That leaves the mixture R1Y5. Mix R1 on the left with Y5 on the right. Take the cylinder and put it into the manufacturing chamber. Then push the button and leave the scene. Puzzle: Fire/Energy The Objective Connect the power of the sun to the tentacle plant. The Rules When you click on a pillar, the tentacle that hovers over that pillar stops moving. When you click on the sun, a bolt of lightning shoots down and hits the five pillars in order. If the tentacle is touching the pillar at the same time the lightning strikes, you hear a chime. You need to get all five tentacles to chime at the same time. The Solution Just set it up, and make adjustments until they are all positioned correctly. There isn't a way of telling you exactly how to set it up except for the rules listed above. Puzzle: Water/Oil You start in a large desert area surrounded by dunes and the ocean. There is scrawled into the ground the number "038.1". This area is largely an area of recognizing what goes where; it is hard to give hints for so I'm warning you now that you should only read one paragraph at a time to avoid giving away the entire world. The first interesting place to head to is that small castle on the dunes. You'll see a scope there which has a dial. The two numbers look very much like they could hold that number on the sand, so dial up "038.1" and enter it in. You'll see that you've struck oil! Now, the next area to be is the waterfront, all of the way straight ahead. You'll notice an odd area of water where the waves don't line up. Clicking on a section of water will cause it to move. You have to line up all of the areas so that there are no seams. [The water does not have to line up with the water that is not part of the puzzle.] It is easiest to start from the far back corner and work your way forward. A large area of the ground has lifted itself up. Notice that odd pattern on the side of the ground? Make a note of it (it is much easier to see when you are in or near the castle). Now head back to the castle itself, but approach it from the opposite direction. You'll enter inside it. Turn towards the central hub. There is a weird design on the door. You need to make this design look like the one outside. You can move lines up and down, and you can rotate them around (they wrap around the edge). The exact order of the lines is: Top line, left twice. Drag the fifth line up to the second line. Drag the eighth line up to the third line and then left twice. Drag the sixth line up to the fourth line and then left twice. Drag the ninth line up to the fifth line and then left twice. Sixth line, right twice. Drag the ninth line up to the seventh line and then right twice. Eighth line, right twice. Ninth line is correct. Tenth line, right twice. When you go through the newly opened door, you'll see the area of the ocean floor where the land rose up and see an oil spurt there. You need to find out where that is. Return to the tower and head for the scanner. Scan north, looking for a feature that looks like the area where you saw the well. This is at location 133.5. Return to the scope and enter 133.5 into the device and push the button. The completion You are back in the central chamber. Now, all you need to do is connect the points in the correct order. They will form a pattern that looks very much like the letter M. When this happens, watch the movie, and then return to the factory floor where you will be transported to the next world. The Dreamland You enter this land in a large junkyard. Run down the path and push the button on the radio; you are then taken to the big hand in the center of the junkyard. There is an empty painting hanging mysteriously in the sky, and a junk plane on the ground behind you. The first thing you have to do is to get the plane airborne. If you go to the engine room, you'll find the first puzzle of this area. Puzzle: The crazy, mixed-up bird. The Objective Make the plane fly by making the bird fly straight. The Rules The frames that make up the animation can be moved around and are shown in the order displayed from left to right (looping around). The frames need to be in the right order so that the motion of the bird is smooth. The Solution There isn't much here to say except for the exact moves that solve this puzzle: Number the frame positions from left to right from 0 to 10. Move 4 to 1, 7 to 2, 4 to 3, 6 to 4, 7 to 6 and 10 to 8. To be concluded in issue 90 - o -