Important! Please read the announcement at http://myst.dustbird.net/uru-account.htm
Also! Please read the retirement announcement at http://myst.dustbird.net/uru-retirement.htm
Difference between revisions of "UAM/Ages/Alabaster"
From UamWiki
(Created page with "{{Age|Alabaster|Alabaster.jpg|Dulcamara|filename=Alabaster| 4=(the 2017-04-11 version of Alabaster and Alabaster2) ALABASTER: MAKE YOUR WAY OUT OF THE RUBBLE ...") |
(No difference)
|
Latest revision as of 05:31, 27 February 2018
(The full list of Ages: List of Ages)
Author
Dulcamara
Walkthrough
(to read the spoiler, select it with your mouse or press "Ctrl+A")
(the 2017-04-11 version of Alabaster and Alabaster2) ALABASTER: MAKE YOUR WAY OUT OF THE RUBBLE AND FIND A LINKING BOOK BACK TO ELODEA (LINKS IN NEAR THE VILLAGE) READ THE JOURNAL THERE IS AN UNCLICKABLE BOOK ON THE FLOOR TITLED "Gallardien" CLICK ON THE HAND SYMBOL TO GET A MESSAGE THAT YOU NEED TO FIND THE 7 CLOTHS, AND THAT THIS WILL TAKE YOU TO THE LAST ONE YOU CLICKED. AT THE END ARE 3 SYMBOLS AND A CIRCLE BELOW. CLICK THE CIRCLE TO OPEN THE DOOR (AUTO CLOSES) FARTHER TO THE RIGHT. ON THE OTHER SIDE IS A SIMILAR CIRCLE BUTTON TO OPEN THE DOOR AGAIN. THE PATH GOES IN A CIRCLE, WITH 3 EXITS. FIRST (GOING CLOCKWISE): SYMBOL #2 BUTTON & GATE SECOND: SYMBOL #1 BUTTON & GATE THIRD: PASSES THE GATE FROM THE SECOND PATH ENDS WITH GATE ACROSS FROM GATE FROM FIRST PATH. HAS SYMBOL #3 BUTTON CLICK THEM IN ORDER 1, 2, 3 (2ND PATH, 1ST PATH, 3RD PATH) AND YOU'LL BE ABLE TO GO THROUGH THE TRIPLE GATE! (THE STONES ON THE OTHER SIDE CAN OPEN THEM AGAIN) ON THE BACK SIDE OF THE BUILDING, YOU CAN GET OVER THE FENCE, BY GOING UP THE STONE WALL ON THE RIGHT: THERE IS A LEFT DOOR AND A RIGHT DOOR. LEFT: STRAIGHT: YOU CAN GO DOWN INTO ONE OF THE MULTICOLORED PINACLES AND TAKE A LOOK. ON ONE SIDE IS A BRIDGE LEADING TO THE HUGE MULTICOLORED SPHERE. THERE IS A HAND SYMBOL BUTTON BY IT, SO WE PROBABLY NEED ALL 7 JOURNEY CLOTHS TO OPEN IT. BEHIND THE BIG ONE ON THE LEFT IS A PATH: THERE IS A PICTURE OF A SABRE-TOOTH TIGER AND THE METEORITE (I THINK) ON THE WALL D'NI NUMBER 12 IN RED ON THE WALL. PRISON BARS BLOCK THE WAY, BUT SNORING OR GROWLING NOISES EMINATE FROM THE CAVE. ENTER THE GIANT CAVERN AT THE END: THROUGH THE CRACK WE CAN SEE A CLOTH RIGHT: CROSS THE BRIDGE AND FOLLOW THE PATH. GET UP THE STAIRCASE BY WALKING UP, THEN JUMPING ONTO THE LEDGE, THEN GOING OVER THE RUBBLE. AT THE TOP IS A TELESCOPE WHICH SHOWS THE D'NI NUMBER 9 (ESC TO EXIT) AND RED SYMBOLS ON THE RAILING: CIRCLE SQUARE TRIANGLE 4-POINTED-STAR DIAMOND TAKE THE OTHER PATH DOWN AND NOTE THE POSSIBLE CLUE IN RAISED FENCES: CIRC TRI TRI SQ DIA DIA SQ TRI 4-STAR DIA PUT THOSE SYMBOLS INTO THE RED BUTTONS ABOVE AND THE PLATFORM WILL LOWER INTO THE SAND NOTE THAT IT IS A SCORPION! (YOU FALL THROUGH IF YOU TRY RIDING THE SCORPION BACK UP, THOUGH YOU CAN CHEAT TO GO UP THERE) RIGHT: GOES AROUND TO THE FRONT OF THE STARTING BUILDING GO DOWN THE STAIRS: TO THE LEFT IS A PATHWAY THAT GOES THROUGH A WOODEN DOOR TO THE BACK OF THE STARTING BUILDING. (SEE ABOVE) ON THE LEFT SIDE THERE ARE SOME STEPS THAT GO UP: THERE ARE 3 CLOSED DOORS ON THE RIGHT AT THE TOP YOU CAN GO LEFT OR RIGHT: RIGHT: LEADS TO THE RED BUILDING WITH ANIMAL BUTTONS ALL AROUND IT TAKE THE OTHER STAIRWAY DOWN: PRESS THE BUTTON TO OPEN THE DOOR NOTE THE EYE-LIKE SYMBOL BANNERS ON THE WAY DOWN PART WAY DOWN, IS A HIDDEN SPIRAL STAIRCASE IN THE MIDDLE (THE WALLS ARE RED AND GREY HERE) THIS LEADS TO AN OFFICE AREA THERE IS A CLICKABLE PICTURE OF A TOUCAN ON THE DESK AND A BIBLE ON THE SHELF NOTE THE IMPORTANT CLUE WITH THE BEETLES ON THE BOOKSHELF BESIDE THE PICTURE OF ELODEA, THERE IS A D'NI NUMBER 5 ORNAMENT WHICH YOU CAN CLICK TO OPEN THE SAFE BEHIND THE PICTURE: INSIDE, PAPER MONEY, GOLD, AND A JOURNAL: "She was my best friend. I miss her so much. Only a photo reminds me of her." IN GERMAN: "Sie war meine Freundin. Ohne sie hätte ich die Zeit der Entbehrungen und der Einsamkeit nicht durchgestanden. Nun ist auch sie fort, an einem sicheren Ort. Einzig ein Foto erinnert mich an sie.\n Ich vermisse sie so sehr." THERE IS A BUTTON IN THE THEATER-LIKE AREA, BUT IT JUST SEEMS TO MAKE A WHOMP SOUND. RIGHT SIDE OF THEATER: (MINING EQUIPMENT, ROCK SAMPLES, ETC) LEFT: LEADS TO THE LEFT[1] PATHWAY. RIGHT: JUMP THE GAP TO GET TO THE LEFT SIDE OF THEATER, OR FALL IN GAP TO GET JOURNEY CLOTH! (END UP ON BEACH) LEFT SIDE OF THEATER: (MINING EQUIPMENT, ROCK SAMPLES, ETC) RIGHT: LEADS DOWN PAST A GIANT POT AND INTO A CAVE: [2] BACK-LEFT: DEAD-END WITH A RED PICTURE OF AN ANT IN A PENTAGON. STRAIGHT: LEADS TOWARDS THE STARTING BUILDING LEFT: FROM THE GAP YOU CAN SEE A FISH IN THE SAND BELOW WITH THE D'NI NUMBER 1 BY IT. JUMP THE GAP TO GET TO THE LEFT SIDE OF THEATER, OR FALL IN GAP TO GET JOURNEY CLOTH! (END UP ON BEACH) LEFT[1]: LEADS TO THE RIGHT SIDE OF THE THEATER. CONTINUING CLOSEWISE FROM THE STEPS IS AN ENTRANCE INTO THE ROCKWALL: LEADS TO THE CAVE WITH THE RED ANT PICTURE [2] CONTINUING PAST THAT ENTRANCE IS A PATH LEADING TO THE BEACH: YOU GO PAST A WOODEN SPIRAL STAIRCASE: IT LEADS TO A GREEN GARDEN WHICH HAS A WATERMELON-LIKE PLANT THAT TURNS OVER WHEN YOU APPROACH TO REVEAL THE D'NI NUMBER 8. (YOU CAN JUMP ON TOP OF THE CARPET ABOVE THE STAIRCASE) PUSHING THE BUTTON ON THE WALL MAKES A GREEN LIQUID FLOW TO MAKE AN ANIMAL SHAPE, BUT WE CANNOT SEE IT YET. CHECK OUT THE MERCHANTS TENTS ON THE ONE END IS A DOCK, AND YOU CAN SWIM OUT: SWIM OUT PAST THE SUNKEN SHIP, TO THE ISLAND WITH THE TREE. NOTE THE BIG TRAPDOOR. WHERE THE ROCK AND ROPE SYSTEM IS, THERE IS AN ENTRANCE IN THE WATER. IT LEADS TO A ROOM WITH A SPIRAL STAIRCASE, AND AT THE END YOU CAN SEE A CLOTH. BY THE ROCK AND ROPE SYSTEM, THERE IS ALSO A PATHWAY INTO THE MOUNTAIN, AND IT LEADS TO A LOCKED DOOR CONTINUE PAST ANOTHER SUNKEN SHIP ON THE SHORE AND LOOK AROUND GO UP THE SPIRAL WALKWAY THAT GOES AROUND THE ISLAND PEAK AND GO TO THE TOP (YOU CAN ACTUALLY GO ALL THE WAY TO THE TOP AND LOOK AROUND IF YOU WANT) THERE ARE 12 PEDESTALS WITH A BUTTON FROM THE DOCK, GO LEFT UNDER THE ARCH AND GO TO THE ISLAND WITH STUFF ON IT ON THE OPPOSITE SIDE IS AN ENTRANCE IN THE WATER, WHICH LEADS TO A LOCKED GATE FROM THE DOCK, GO LEFT UNDER THE ARCH AND GO PAST THE ISLAND WITH STUFF ON IT, TO THE LARGE STAIRCASE NOTE THE EYE SYMBOL ABOVE THE DOOR: A RED EYE WITH TWO CIRCLE AND TWO HORIZONTAL LINES THROUGH IT. THERE ARE TWO SUCH SYMBOLS INSIDE. CLICK THE ONE AND THE OTHER WILL OPEN. GO THROUGH THE MAZE AND FIND THE JOURNEY CLOTH AND THE CENTER: JOURNEY CLOTH: LRLSSLLS GRAB THE 2ND JOURNEY CLOTH! CENTER: LRLSRRL THERE ARE CLICKABLE SYMBOLS HERE: WEDGE X V-WITH-DOT LINE-WITH-DOT WEDTH-WITH-DOT HINT: THE THEATER BUILDING CONTAINS EYE SYMBOLS SOLUTION: TWO OF THE BANNERS CONTAIN ONLY THESE 5 SYMBOLS, BUT ONE OF THEM IS JUST IN THE SAME ORDER, SO IT IS PROBABLY THE OTHER ONE SOLUTION: X WEDGE-WITH-DOT V-WITH-DOT LINE-WITH-DOT WEDGE THE CENTER OPENS UP AND YOU CAN CLIMB DOWN GO TO THE PEDESTAL AND CLICK THE BUTTON TO SEE THE D'NI NUMBER 3 AND A FROG! (I ACCIDENTALLY MANAGED TO GET BELOW THE WATER HERE (PERHAPS YOU CAN'T HAVE CLICKED THE BUTTON YET?) AND THERE IS A NEAT WATER SCENE AND SWIMMING FISH BELOW! THERE IS ALSO PRISON BARS, BUT THERE IS NOTHING BEHIND THEM) GO OUT THROUGH THE WATER TUNNEL TO THE DRAIN PIPE LEADING DOWN. GO DOWN TO THE MULTICOLORED TUBES, AND FOLLOW THEM DOWN GO THROUGH ONE OF THE 3 UNDERWATER CHANNELS (THEY ALL LEAD TO THE OCEAN AREA, BUT YOU ARE NOW ON A SWIMMING PLANE UNDERWATER!) (TAKE A LOOK AT THE HUGE GOLDFISH AND WHITE FISH) LOOK AROUND TIL YOU FIND A DEEP AREA WITH A SUNKEN SHIP AND MARBLE STATUE AND GIANT PLANT TENTACLE AND GO TOWARDS IT - YOU WILL FALL DOWN TO AN EVEN LOWER PLANE! A BIT TO THE LEFT OF WHERE THE STATUE POINTS IS A CAVERN. THE CAVERN GOES QUITE A WAYS, BUT DOESN'T SEEM TO GO ANYWHERE. CONTINUE PAST THE STAIRWAY, FOLLOWING THE LEFT SIDE UNTIL YOU FIND A GRATING. YOU CAN'T DO ANYTHING HERE YET. CONTINUING CLOCKWISE FROM THE FRONT OF THE BUILDING, THERE'S AN ALCOVE WITH CLIMBABLE NETTING: LOOK AROUND THE ONE HUT AND GO UP THE LADDER THE HUT YOU CAN ENTER HAS A LADDER GOING DOWN; TAKE A LOOK PATH BRANCHES LEFT: HAS A PLAYGROUND WITH A ROPE MESH SHAPED LIKE AN ANIMAL WITH A LONG MOUTH AND 2 STRAIGHT HORNS AND A TAIL POINTING STRAIGHT AND UP AND THE SHOVEL POINTS TO THE D'NI NUMBER 7 OR RIGHT: ABOVE THE DOOR ON THE LEFT ARE THE NUMBERS: 6 4 9 7 ABOVE THE NEXT DOOR ON THE LEFT ARE THE NUMBERS: 7 8 4 0 CONTINUING, CLOCKWISE, WE REACH AN AREA WITH TWO GROWTHS OF CACTUSES AND BEHIND THEM IS A PATH: (THERE IS A WINDOW ON THE LEFT YOU CAN LOOK THROUGH) (YOU PASS A GREEN AREA THAT YOU COULD JUMP DOWN TO): (THERE IS A COUPLE PLACES YOU CAN GET OVER THE FENCE, BUT THERE DOESN'T SEEM TO BE ANYTHING PAST IT) AT THE TIP OF THE CURLY TAIL IS A BLUE BUTTON WITH THE NUMBER 4 ON IT! PRESS IT TO HEAR A MONKEY SOUND. AT THE END OF THE HIND FOOT IS A PATH INTO THE MOUNTAINSIDE IT LEADS TO A WOODEN DOOR AND A WALL THAT OPENS WHEN YOU APPROACH IT CLICK THE BUTTON TO OPEN THE WOODEN DOOR: (IT AUTO CLOSES, AND THERE'S ANOTHER BUTTON ON THE OTHER SIDE) IT LEADS OUTSIDE TO AN AREA THAT HAS A RED DIAMOND SYMBOL WITH A DRAGONFLY IN IT. GO LEFT AND BEHIND THE WALL WITH THE WINDOW: DEAD END WITH LOOKOUT TO 2ND FLOOR WINDOW GO RIGHT: GO LEFT: STAIGHT AHEAD IS THE BEACH TO THE LEFT IS THE WOODEN SPIRAL STAIRCASE (AND PAST IT THE START AREA) TO THE RIGHT THERE IS A CORRAL SHAPED LIKE AN ANIMAL WITH THE D'NI NUMBER 2 IN IT. GOING PAST IT IS AN ENTRANCE ON THE LEFT: THERE IS A DEAD-END WITH A GATE (WE CAN SEE A ROOM WITH A BROKEN GREEN ROOF BEYOND IT) (CONTINUING WOULD LEAD TO POINT [3]) GO RIGHT: (LEADS TO POINT [3]) GO TO THE WALL THAT OPENS WHEN YOU APPROACH IT: IT LEADS TO A LINKING KEY/BOOK TO ALABASTER2! ON THE PATH TO THE CAMPFIRE, ON ONE POINT ON YOUR LEFT (HARD TO SEE) YOU CAN SEE A SMALL RED SYMBOL. GO TOWARDS IT: IT IS A RED SQUARE WITH A GRASSHOPPER IN IT. THERE IS AN OPENING ON THE WAY TO IT: IT LEADS TO A GREEN GARDEN CIRCLE, WITH A CHICK SYMBOL IN IT AND THE D'NI NUMBER 6. AT THE END OF THE PATH IS A CAMPFIRE TAKE THE PATH AT 1 O'CLOCK AND FOLLOW TO THE RIGHT: IT LEADS TO A LADDER UP FOLLOW THE PATH TO THE NEXT PINNACLE (GO TO THE LEFT TO FIND A HIDDEN BIRD'S NEST) FOLLOW THE PATH TO THE NEXT PINNACLE FOLLOW THE PATH TO THE NEXT PINNACLE, THEN FINALLY TO A DOOR WITH A SWITCH BESIDE IT TAKE THE LADDER UP AND GO TO THE LOOKOUT WHERE THERE IS ANOTHER SWITCH THIS CLOSED THE DOOR WE ENTERED BY, REVEALING JOURNEY CLOTH #2! EXIT THRUOGH THE NOW-OPEN HATCH THIS TAKES US TO THE BASE OF THE PINNACLE AT 12 O'CLOCK FROM THE FIREPLACE THE ROCK PINNACLE AT 12 O'CLOCK ALSO HAS A LADDER ON ITS SIDE: MAKE YOUR WAY TO THE TOP VIA LADDERS NOTE THAT THE GREEN AREA FROM EARLIER IS SHAPED LIKE A MONKEY WITH A CURLEY TAIL! AT THE VERY TOP WITH THE ORNAMENTAL TOWER, THE ONE HORN CAN BE WALKED OUT ON AND HAS A LADDER LEADING DOWN OPERATE THE SWITCH TO OPEN THE DOOR (THIS IS THE 3RD IN A 3-DOOR SYSTEM, THE PREVIOUS 2 WE'VE ALREADY ENCOUNTERED) I'M NOT SURE WHAT THE SIGNIFICANCE OF THIS ROOM IS? DOES THE PICTURE INDICATE THE NUMBER? SOLVE THE PUZZLE ON TOP OF THE BIG ISLAND (ONCE YOU'VE COMPLETED ALABASTER2): GO TO THE TOP OF THE BIG ISLAND USE THE CLUE YOU GOT FROM ALABASTER2'S CHALKBOARD REGARDING THE MONUMENTS ON THE BIG ISLAND: POINTING TO THE MIDDLE OF 3 FEATHERS ON TOP: "ALWAYS THE MIDDLE COLOR" POINTING TO THE MIDDLE OF 3 SHAPES ON FRONT: "ALWAYS THE MIDDLE SYMBOL" SOLUTION: CLICK ALL THE MONUMENTS WHO'S BUTTON HAS THE SAME COLOR AS THE MIDDLE FEATHER, AND HAS THE SAME SHAPE AS THE MIDDLE SYMBOL. GO FROM LEFT TO RIGHT. SOLUTION: 1,2,5,9,10,11 THE CENTRAL PART ROTATES, OPENING A PATH DOWNWARD (AUTO CLOSES) AT THE BOTTOM ARE TWO SIGNS, INDICATING WE CAME FROM THE ENCIRCLED-X AND GOING TO THE 4X3-GRID OR A PATH WITH WAVES AND BOX-BETWEEN-LINES. OPEN THE 4X3-GRID DOOR: (THERE IS A PICTURE OF THE METEORITE AND THE SABRE-TOOTHED TIGER ON THE WALL AGAIN) YOU END UP IN A PRISON CELL WITH AN OPEN DOOR CLIMB THE BARS UP INTO ANOTHER ROOM: THE PATH TO THE RIGHT LEADS OUTSIDE, AND WE'RE ON THE ISLAND WITH STUFF! (THE OTHER HALF OF THE ISLAND'S RIM YOU CAN ONLY GET TO BY CHEATING, I THINK, BUT THERE'S NOTHING THERE ANYWAY) THE OTHER PATH LEADS TO THE GATE WE COULD SEE WHEN WE CAME TO THIS ISLAND FROM THE WATER. WE CAN NOW OPEN THE GATE AND GO THROUGH IF WE WANT (IT AUTO CLOSES) GRAB JOURNEY CLOTH #7! OPEN THE WAVES / BOX-BETWEEN-LINES DOOR: THIS LEADS TO ANOTHER SPIRAL STAIRCASE THE DOOR TO THE WAVY LINES IS HERE: USE THE SWITCH ON THE WALL TO OPEN THIS DOOR THIS LEADS TO THE LARGE TRAP DOOR OUTSIDE USE THE SWITCH NEAR THE DOOR WE CAME THROUGH (BUT ON THIS SIDE) TO OPEN THE TRAPDOOR (AUTO CLOSES) THERE IS A PRISON DOOR THAT IS CLOSED GO UPSTAIRS: AT THE TOP IS A DOOR. OPEN IT. AT THE END IS ANOTHER DOOR: INSIDE IS AN ELEVATOR SHAFT. USE THE BUTTON ON THE ELEVATOR: YOU RIDE THE ELEVATOR DOWN THE SHAFT (YOU CAN ALSO DESCEND THE SHAFT MANUALLY; SEE BELOW) IT STOPS AT A PASSAGE, BUT BEFOREHAND PAUSES AT THE TOP, WHERE YOU CAN GET OFF TOO. (FOR WHERE THESE LEAD, SEE BELOW) (THE ELEVATOR AUTO RETURNS TO THE START AFTER SOME TIME) GO THROUGH THE GREY HALLWAY: THIS IS THE ELEVATOR SHAFT. MAKE YOUR WAY DOWN TO THE PINK DOOR (WHICH CANNOT BE OPENED) (YOU CAN GO OUT THROUGH THE OPENING AND TAKE A LOOK IF YOU WANT) MAKE YOUR WAY DOWN FURTHER UNTIL YOU SEE A HATCH. ON THE RIGHT-SIDE OF THE HATCH BUILDING IS JOURNEY CLOTH #6! IF YOU DROP ANY FURTHER YOU'RE IN THE ROOM THAT YOU ENTERED FROM OUTSIDE IN THE WATER, SO YOU CAN GO BACK OUT THAT WAY IF YOU WANT. ON THE LEFT SIDE IS A LADDER LEADING TO THE HATCH WHICH DROPS INTO A HALLWAY: ONE WAY LEADS BACK INTO THE ELEVATOR SHAFT THE OTHER LEADS INTO A ROOM WITH A VERY BROKEN FLOOR: TO THE RIGHT IS A PATH WITH A PILLAR IN THE MIDDLE: (THE 3 MAROON DOORS IN HERE LEAD NOWHERE) TAKE THE STAIRS DOOWN (THERE IS AN AREA BEHIND THE STAIRS WHICH IS A LOT LIKE K'VEER) (NONE OF THE MAROON DOORS LEAD ANYWHERE) THROUGH THE ARCHWAY THERE IS A DOOR WITH A SWITCH: IT LEADS OUTSIDE THE MOUNTAIN TO THE ROPE&ROCK SYSTEM OUTSIDE. GO TO THE LEFT, JUMPING. GO DOWN TO THE FLOOR HALF-WAY TO THE BOTTOM JUMP ACCROSS TO WHERE YOU CAN SEE THE JOURNEY CLOTH YOU CAN'T REACH IT, SO FALL DOWN THE CRACK BETWEEN YOU AND THE JOURNEY CLOTH ON ONE SIDE IS THE BRONZE PRISON DOORS WE SAW EARLIER (WE ARE NOW ON THE OTHER SIDE) ON THE WALL IS THE D'NI NUMBERS: 1 3 5 2 4 THERE IS A BUTTON ON THE PILLAR TO THE LEFT. CLICK IT TO HAVE THE PANEL TURN AROUND AND REVEAL ANOTHER HINT: A GRID OF SQUARES GOING THE OTHER DIRECTION LEADS TO THE OTHER SIDE OF THE HINT PANEL, AND SPIRAL STAIRCASE: WHICH LEAD UP TO THE JOURNEY CLOTH #5 WE SAW! THERE IS ALSO A STOP STEP WHICH LOWERS WHEN YOU APPROACH IT FOR SOME REASON. THE LEDGE MID-WAY DOWN JUST HAS A MAROON DOOR THAT LEADS NOWHERE. YOU CAN JUMP ACROSS (WALKING JUMP, NOT RUNNING, TO THE ONE LEDGE, THEN TO THE MAIN AREA) TURN RIGHT: AT THE END IS A THRONEROOM AT THE END, ON THE RIGHT, IS A STAIRWAY UP TO THE THRONE, WHICH YOU CAN SIT IN. NOTE THE LARGE CRACK DIRECTLY IN FRONT, AND WHAT FROM OUTSIDE APPEARED TO BE A PEACOCK TAIL YOU CAN SEE IS A SNAKE! ON THE FLOOR IS THE D'NI NUMBER 10. (IT COULD ALSO BE A 2, BUT THE LIZARD WAS 2) WHEN YOU HAVE ALL 7 JOURNEY CLOTHS: (THEY MAY HAVE TO ALL BE ON THE SAME VISIT TO ALABASTER UNFORTUNATELY, WHICH MAY CAUSES PROBLEMS BECAUSE OF LINKING TO ALABASTER2) RETURN TO THE GIANT MULTICOLORED SPHERE AND CLICK THE HAND SYMBOL BY IT THE ENTIRE TOP HALF OF THE SPHERE RISES UP! (AUTO CLOSES) (CLICKING THE HAND SYMBOL ON THE PEDESTAL INSIDE RAISES IT AGAIN) ONCE IT CLOSES, INSIDE THE CENTRAL PILLAR IS A SIGN SAYING "SORRY NOT AVAILABLE YET, WORK IN PROGRESS" AND A LINKING BOOK TO "ALABASTERS SANCTUARY" WHEN YOU HAVE ENOUGH ANIMALS-NUMBER PAIRS (YOU SHOULD BE ABLE TO GET 11, I COULDN'T FIND THE 12TH): GO TO THE BUILDING WITH 13 ANIMALS AROUND ITS PERIPHERY NOTE THAT THE JELLYFISH HAS NO BUTTON, SO WE ONLY NEED 12. I FOUND 11, SO I COULD INFER THE 12TH. I DON'T KNOW IF THE 12TH IS ALSO PRESENT. GOING AROUND THE BUILDING CLOCKWISE STARTING AT THE SABRE-TOOTH-TIGER: SABRE-TOOTH-TIGER, JELLYFISH, FISH, FROG, LIZARD, SCORPION, STRAIGHT-HORNED-GOAT, MONKEY, MAMMOTH, WEIRD-BIRD-WITH-BEAK, CHICK, CHAMELEON, SNAKE HERE'S THE LIST: 1=FISH, 2=LIZARD, 3=FROG, 4=MONKEY, 5=(WEIRD-BIRTH-WITH-BEAK WE CAN INFER), 6=CHICK, 7=STRAIGHT-HORNED-GOAT, 8=CHAMELEON, 9=SCORPION, 10=SNAKE, 11=MAMMOTH, 12=SABRE-TOOTH-TIGER CLICK THEM IN ORDER AND THE JELLYFISH WILL OPEN AS A SECRET PASSAGE! (NOTE THE BUTTON IN THE CENTER, WHICH WE CAN'T REACH BECAUSE OF THE GRATES) THERE IS A BUTTON AND A COVERED DOWN-GOING LADDER: THROW THE SWITCH AND CLIMB DOWN THE STAIRS DOWN THERE IS A SWITCH TO OPEN ANOTHER DOOR (ALSO CLOSES THE GRATE YOU CAME DOWN) CLIMB THE LADDER: GO TO THE OTHER SIDE AND CLIMB DOWN THERE IS A LARGE MACHINE AND A DOOR THAT LEADS NOWHERE. THROW THE SWITCH: IT OPENS A NEW PASSAGE (IT ALSO CLOSES THE DOOR YOU CAME THROUGH) FOLLOW IT AND CLIMB DOWN THE 2 LADDERS (THERE'S A KICKABLE BUCKET DOWN HERE) PUSH THE BUTTON TO OPEN THE DOOR (AUTO CLOSES, ANOTHER BUTTON ON OTHER SIDE) YOU ARE NOW IN A TINY MAZE WHICH DOESN'T REALLY HAVE ANYTHING IN IT. FOLLOW YOUR LEFT HAND SIDE TO GO EVERYWHERE FIRST, OR RIGHT HAND TO QUICKLY REACH THE EXIT. AT THE END IS A BUTTON WHICH OPENS A DOOR THAT LEADS TO THE OUTSIDE, ON THE STAIRWAY THAT GOES UP TO THE ANIMAL BUILDING. CLIMB THE STAIRS: THERE IS A BUTTON AT THE FORK IN THE STAIRS: CLICK IT TO OPEN ONE OF THE GRATES ON THE LOWER FLOOR (AUTO CLOSES) GO THROUGH IT (THE BUTTON ON THE OTHER SIDE OPENS IT AGAIN) GO DOWN THE SPIRAL STAIRCASE, THROUGH THE PASSAGE UNTIL YOU HIT THE DEAD-END THAT SAYS "SORRY NOT AVAILABLE YET, WORK IN PROGRESS" WITH A LINKING BOOK TO "ALABASTER DEPTHS" PAST IT. (WHICH WE CAN'T REACH) CLIMB THE 2ND SET OF STAIRS: THERE IS A LINKING BOOK TO THE NEXUS THERE IS A JOURNAL TO READ! (IT'S THE CREDITS) YOU CAN GO OUTSIDE AND LOOK AROUND. YOU'VE WON! UNUSED HINTS: 2 sets of 4 digits above doors AT THE AREA JUST ABOVE THE VILLAGE 5 D'NI DIGITS AND PATTERN OF SQUARES ON GRID FROM BIG ISLAND ALABASTER2: THERE IS A LINKING BOOK/KEY BACK TO ALABASTER (BY THE LOCKED GATE, WHERE THE LINKING BOOK/KEY TO ALABASTER2 WAS). IN THE HUB ROOM ARE 4 INSECT PILLARS (EACH INSECT CAN BE CLICKED IN A PART): BLACK GREEN/BROWN PURPLE GREEN THERE IS A BUTTON WITH THE D'NI NUMBER 6 ON IT (WE'LL CALL THE STARTING PATH 6 O'CLOCK) GO TO THE 3 O'CLOCK ENTRANCE: THERE IS A RED SIGN SHOWING 4/2=3 THERE IS ANOTHER RED SIGN SHOWING 3/4=2 THERE IS ANOTHER RED SIGN SHOWING 2/5=1 WE CAN DROP DOWN AND THERE'S A DEAD FELLOW UNDER THE RUBBLE: THERE IS A GATE WE CAN'T GET PAST, BUT WE SEE A LINKING KEY ON THE OTHER SIDE AT THE GATE IS A LINKING BOOK/KEY BACK TO ALABASTER (OUTSIDE THE BROKEN GREEN-ROOFED ROOM, WHERE WE CAN EASILY GET IN ALABASTER ANYWAY, SO IS PROBABLY MEANT AS AN ESCAPE) GO TO THE 12 O'CLOCK ENTRANCE: THERE IS A RED SIGN SHOWING 1/5=4 ANOTHER RED SIGN SHOWING 1/3=5 ANOTHER RED SIGN SHOWING 0/0=6 DROP INTO THE CREVACE, FALLING ON THE LANDING MIDWAY DOWN NOTE THE RED HEXAGON WITH THE FLY IN IT FALL DOWN THE REST OF THE WAY CHECK OUT THE LITTLE SIDE BATHROOM 2 PATHS LEAD OFF, ONE JUST GOES TO A ONE-WAY GATE (WHICH YOU CAN OPEN, BUT AUTO-CLOSES) AND LEADS TO THE BOTTOM OF THE BROKEN GREEN-ROOFED ROOM. THE OTHER LEADS TO A WELL AND A ONE-WAY GATE (WHICH YOU CAN OPEN, BUT AUTO-CLOSES) AT THE END WE CAN SEE A JOURNEY CLOTH PAST THE GATE THIS LEADS TO A LINKING BOOK/KEY TO ALABASTER: GRAB JOURNEY CLOTH #3! THE PATH LEADS TO A DROP INTO THE OCEAN, WHERE YOU CAN TURN TO THE LEFT AND SWIM BACK TO THE BEACH. (MEETS UP WITH THE 9 O'CLOCK ENTRANCE) GO TO THE 9 O'CLOCK ENTRANCE: (MEETS UP WITH THE 12 O'CLOCK ENTRANCE) SOLVE THE BEETLE PUZZLE: HINT: THERE IS A HIDDEN OFFICE IN THE THEATER WITH A CLUE. HINT: YOU NEED ALL 6 RED EQUATIONS SOLUTION: PUT THE EQUATIONS IN ORDER BY THE RIGHT-HAND-SIDE TO GET THE SEQUENCE: 2/5=1 PURPLE BEETLE 3/4=2 BRIGHT GREEN BEETLE 4/2=3 BLACK BEETLE 1/5=4 GREEN & BROWN BEETLE 1/3=5 BLACK BEETLE 0/0=6 SOLUTION: THE 2/5 GIVES THE ROW AND COL OF THE BEETLE THE POSTER IN THE THEATER OFFICE PURPLE BEETLE, BRIGHT GREEN BEETLE, BLACK BEETLE, GREEN & BROWN BEETLE, BLACK BEETLE, AND FINALLY THE BUTTON WITH THE D'NI NUMBER 6 ON IT. THE GLASS IN THE CENTER RAISES (AUTO CLOSES) CLICK THE BEETLE IN IT TO ROTATE THE WALL (AUTO UNROTATES) GO THROUGH THE NEWLY OPENED PATH (BUTTON ON THE OTHER SIDE ROTATES THE WALL TO OPEN THE PASSAGE AGAIN) GO PAST THE DRY FOUNTAIN (YOU CAN SIT ON THE BENCHES)(THERE IS A WINDOW TO THE LEFT PAST THE FOUNTAIN) AND UP THE STAIRS THE NEXT ROOM HAS AN INSECTS-IN-SHAPES PUZZLE GO LEFT: THE DOORS AUTOMATICALLY OPEN FOR YOU RIGHT: FOLLOW TO THE END OF THE GARDEN TRAIL AND PUSH THE BUTTON TO SEE THE GREEN LIQUID FLOW IN AND FORM A CHAMELEON BELOW! (EARLIER WE SAW THAT THIS WAS D'NI NUMBER 8) LEFT: AS YOU RUN ACCROSS, YOU CAN ALMOST CATCH A GLIMPSE AT THE CORRAL ANIMAL SHAPE BELOW, BUT NOT QUITE YET. ENTER THE ROOM WITH THE 2 ALABASTER STATUES LEFT: LOOK IN THE TELESCOPE TO SEE THAT THE CORRAL ANIMAL SHAPE IS A LIZARD OF SOME KIND, PERHAPS A GECKO (AND WE KNOW FROM EARLIER THAT THE NUMBER IS 2) STRAIGHT: A DEAD END, IT SEEMS. GO STRAIGHT: STRAIGHT: CONTINUE THROUGH THE OFFICE (NOTE THE BUTTERFLY IN THE SQUARE FRAME, AND ALL THE INSECT INFO) CONTINUE INTO THE ROOM WITH THE FISH CLICK THE WORD "PUSH" ON THE OPPOSITE SIDE OF THE FISH TO OPEN A SECRET PANEL (AUTO CLOSES; THERE IS A BUTTON TO RE-OPEN ON THE OTHER SIDE) NOTE THE HINT REGARDING THE INSECT-AND-SHAPES PUZZLE ONCE THE DOOR HAS CLOSED, IT REVEALS A PATHWAY GO ACROSS: LEADS THROUGH A SECRET PASSAGE BEHIND A FIREPLACE INTO A ROUND ROOM WITH A DESK IN THE CENTER ARE TWO BOOKSHELFS. THE 2ND SHELF OF THE RIGHT BOOKSHELF HAS A BOOK THAT RE-OPENS THE FIREPLACE PASSAGE. YOU CAN TAKE THE DOORS OUTSIDE TO A BALCONY OVERLOOKING THE BEACH LEFT THROUGH THE POSTS WITH GLOWING GREEN TOPS: THERE IS A STONE PATH STRAIGHT AWAY, WHICH JUST DROPS DOWN TO THE STAIRWAY ANYWAY. GO THROUGH THE GARDEN AND FOLLOW THE RED HOSE ON THE GROUND THROUGH THE FOLIAGE NOTE THE MAP WITH AN 'X' FOR EACH JOURNEY CLOTH. TAKE THE PASSAGE WHICH LEADS TO A DEAD-END, ABLE TO LOOK INTO A BACKSTAGE ROOM WITH DRESSES AND PAINTED BACKDROPS. TAKE THE RIGHT THROUGH THE BROWNISH-GOLD ARCH: THIS IS A CLASSROOM WITH SHOES AND A BACKPACK. NOTE THE CHALKBOARD'S CLUE ABOUT THE TOP OF THE BIG ISLAND: POINTING TO THE MIDDLE OF 3 FEATHERS ON TOP: "ALWAYS THE MIDDLE COLOR" POINTING TO THE MIDDLE OF 3 SHAPES ON FRONT: "ALWAYS THE MIDDLE SYMBOL" LEFT THROUGH THE EGYPTIAN ARCH: LEFT: ON THE RIGHT IS A BALCONY YOU CAN WALK ONTO TO VIEW THE OPERA GOING STRAIGHT HITS A DEAD END. RIGHT: ON THE LEFT IS A BALCONY YOU CAN WALK ONTO TO VIEW THE OPERA GOING STRAIGHT HITS A DEAD END. STRAIGHT: YOU CAN SNEAK THROUGH THE CURTAIN AND GET INTO THE BEHIND STAGE AREA WITH DRESSES AND BACKDROPS WHICH WE COULD SEE FROM THE GARDEN PATH. WE CAN JUMP OVER THE CRATES AND GET TO THE GARDEN PATH (IT'S ONLY ONE-WAY THOUGH) THE PAINO HAS A "STILLE NACHT" MUSIC SHEET ON IT. FARTHER AND TO THE RIGHT, THROUGH THE GREY PATH: LEADS TO POINT [4] GO UPSTAIRS: AT THE TOP ARE A COUPLE SKYMAPS THE BEAUTIFUL GLASS SIDEROOM HAS SCIENTIFIC EQUIPMENT, A CHART OF SOME D'NI LETTERS, AND A FEW SAMPLES OF THE MULTICOLORED PURPLE SUBSTANCE. OUTSIDE ON THE VERANDA IS A TELESCOPE WHICH LOOKS TO THE SCORPION PUZZLE THERE IS A TORN BANNER WITH: CIRC TRI TRI SQ DIA (WHICH IS PART OF THE SOLUTION TO THE SCORPION PUZZLE) GO DOWNSTAIRS: THERE IS A FIRMLY LOCKED DOOR AT THE BOTTOM, BUT IT ISN'T POSSIBLE TO GO THROUGH. RIGHT: LEADS TO POINT [4] GO RIGHT: CURRENTLY BLOCKED BY A CIRCULAR BRONZE DOOR SOLVE THE INSECT-SHAPE-PUZZLE: (BY THE WAY, THIS GLASS MACHINE SEEMS TO BE OVER THE WATER WELL NEAR THE START OF ALABASTER2) HINT: USE THE CLUE WITH THE RED LINES CRISS-CROSSING THE TWELVE POINTS HINT: USE THE SYMBOLS YOU'VE SEEN IN THE GAME: ANT-IN-PENTAGON DRAGONFLY-IN-DIAMOND GRASSHOPPER-IN-SQUARE FLY-IN-HEXAGON HINT: THE 5TH SYMBOL MUST BE THE BUTTERFLY-IN-CIRCLE (PERHAPS IT'S SOMEWHERE IN THE GAME AND I MISSED IT, BUT WE CAN ALSO INFER IT) SOLUTION: THERE ARE TWO WAYS TO FOLLOW THE LINE IN THE CLUE AND THE ONE THAT WORKS IS DRAGONFLY-IN-DIAMOND, GRASSHOPPER-IN-SQUARE, BUTTERFLY-IN-CIRCLE, ANT-IN-PENTAGON, FLY-IN-HEXAGON. THE CIRCULAR BRONZE DOOR OPENS (AUTO CLOSES) SO RUN THOUGH ON THE OTHER SIDE IS A PICTURE OF A MAMMOTH AND THE D'NI NUMBER 11 IS ON THIS SIDE OF THE DOOR! YOU CAN CLIMB THE TRELLIS IN 3 DIFFERENT PLACES: WALK BACK OVER THE RAILING TO SEE A BANNER WITH DIA SQ TRI 4-STAR DIA (THE OTHER HALF OF THE SOLUTION TO THE SCORPION PUZZLE, WHICH WE'VE ALREADY SOLVED) CONTINUE TO THE FIRE-SIDED BUILDING (YOU CAN WALK AROUND THE SIDE TO THE OTHER SIDE IF YOU WANT) ENTER THE FIRE-SIDED BUILDING (YOU CAN EXIT THE WINDOW ON THE OTHER SIDE AND LOOK AROUND A BIT; THIS IS THE SAME AS IF YOU HAD WALKED AROUND ON THE OUTSIDE) DESCEND THE LADDER, AND THIS GOES TO THE PLACE JUST OUTSIDE THE OFFICE WITH ALL THE INSECTS.
Putting this Age on your bookshelf
This command will place this book on the 3rd position of your Relto bookshelf:
/bookshelf 3 Alabaster