ALIDA  

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2019: Walkthrough by: Louis Koot  

Alida is a Windows 95/98 game, but works fine when I played it  with WindowsXP and also with Windows 7. Originally, Alida was released on 5 CD-ROMs, but there is also a DVD version. The only difference between the CD-ROM version and the DVD version is that with the DVD version you are no longer constantly changing CDs. There is no difference otherwise

Do not expect a splashing and graphically great game. Alida is a "photo-realistic" game, something like Myst 1 and Rhem. This makes it more a puzzle game than a real Adventure game. You play the game in a small screen that is then surrounded by black edges. Depending on whether you increase or decrease the resolution of your screen, the game screen becomes larger or smaller. At a resolution of 800x600 pixels the game screen is larger than at a resolution of 1024x768 or higher. To "Save", "Load", "Exit" and to set any settings, place the cursor at the top of the game screen.  

A gray Windows bar pops up in which you see the options: "File" "Sounds", "Transition" and "Set Up". Well, those options speak for themselves. To Save the game, click on "Save Game". You then have to "tell" the game where it should store your Saves. By default the game stores the Alida Saves in the Alida game folder, but you can also create a folder yourself, for example in the "My Documents folder" where you then save the Alida Save Games in  

The story:  

Alida is an island that lies about 16 miles off the coast of the mainland in the ocean. It is an artificial island. The island has the shape of a gigantic guitar. Alida was created by the members of the Alida Band, a young and successful rock and roll band. The band members, Arin, Luke, Juno and Leval, have referred to Alida as a theme park, but the island has considerably cut down on their earnings as a band. In addition, the Band has become a bit forgotten so that there are few paying visitors to the Alida island.

On the Alida island each member of the band has its own safe in which they have stored their share of the "booty". These safes are protected, against the penetration of unauthorized persons, by all kinds of complicated puzzles. The manager of the band, one Kivas, convinced the band members to store the fortune of the band in one central safe and this has happened. Each member of the band keeps in his safe a piece of the code with which the Central Safe can be opened. Arin has one day left the Alida island and since then nothing has been heard from him.

Chapter 1: The "Fingers Hall"

The game starts with a short movie in which the wife of Arin, Julia, sends you to Alida and asks you to find Arin and to take him back home.

You then stand on a gallery and look out over the ocean. Turn right. 

You look over the gallery and you see a passage on the other side. But, on the right you also see the entrance of a corridor.

 You can also see a rock from the ocean and on top of that rock you see a glass dome. Go forward 1 time and turn right.  

You stand in front of the entrance of a long vaulted corridor. Go 6 times ahead through the corridor.

You end up in a large hall with columns. Turn to the left. You look into a deep and curvaceous alcove.

Arin's Niche  

Call this the Left Alcove / niche and this is Arin's niche. In this Alcove you see a Puzzle Cabinet and in the back you see a staircase going up to a round "door". That round "door" is the access to Arin's "safe" in the Switch. Go 1 time ahead to the Puzzle Cabinet. Then place your cursor on the puzzle cabinet. Your cursor becomes a magnifier  and with this you can zoom in on objects. So zoom in on the Puzzle Cabinet. This is the "Moon Organ" and this thing was made by Arin, the guy you are looking for. View the organ at ease.  

Arin's Moon Organ:

At the top you see a Half Moon and in it you see a black Tube. You see 8 Gray Tubes in the  Moon organ they. Call the Tubes, from left to right, as A, B, C, D, E, F, G, H. and number the "white" keys 1 to 8

   

  • Tube A has a triangle with a Vertical Line.

  • Tube B has a triangle with a horizontal line.

  • Tube C has a triangle with an inverted "V".

  • Tube D has a triangle with a slanting line on the left.

  • Tube E has a triangle with an empty circle.

  • Tube F has a triangle with a slanting line on the right.

  • Tube G has a triangle with a triangle in it.

  • Tube H has a triangle with a dot

Turn left through the left edge of the screen. You look at the round "door" at the top of the stairs. Go forward 2 times. You are at the top of the stairs and with your nose against the round "door". This is not a door but this is a so-called "T-Runner". A "T-Runner" is a transport device and they are designed by the genius of the band, and that is Juno. However, the thing does not open. Place your cursor at the edge of the screen, left or right. Your cursor then becomes the "turn-around", so turn around. You look from the steps to the Golden backside of the "Moon Organ".  

If you look closely then see that there is a gray plate on the back of the organ. Go 1 time forward and zoom in 2 times on that gray image via your magnifier.

There is a number on the plate and that number is 87523. Write down the number.  

Zoom out 2 times via the Minus magnifier. Go 1 time ahead, right next to the organ. My heaven ...... from the other wall of the big hall a few gigantic fingers are pointing into the hall. What a strange affair ..... Turn left. You are zoomed in again on the front of the Moon Organ. Say .......Shall we try something? 87523 ... could that be a code? Click on the "white" keys: 8, 7, 5, 2, 3 and .....  

5 Black Tubes emerge. Each Black Tube then sits between 2 Gray Tubes. Well ..... nice, but "So What" ..........

Turn clockwise and go 2 times forward towards the gigantic fingers and then turn counter clockwise so that you look through the big hall again.

 You see the entrance of Corridor A.  

Go forward 3 times and then turn left. You look into a deep vaulted Alcove again. This is the Middle Alcove and this is the Alcove of Luke. 

The "T-Runner" door in the back is the entrance to the area of Luke.  

Luke's Alcove  

The Puzzle Cabinet is therefore from Luke. Go forward 1 time and zoom in on the Puzzle Cabinet. You see 8 white buttons and below that you see a small gray square button.

You can set the numbers 1, 2, 3, 4 on each of the 8 white buttons if you click on each of those buttons. However, if you press that little gray button and hold it down for a few seconds, the numbers on the 8 white buttons will change to dots.  

Give it a try, so press the gray button and keep it pressed until the number on each white button changes to dots

A button with the number 1 then gets 1 dot.

A button with the number 2 then gets 2 dots.

A button with the number 3 then gets 3 dots.

A button with the number 4 then gets 4 dots.

This is also nice to know but you have no idea what to do with this knowledge. Turn right and enter the main hall 2 times forward. Turn left again and ...... you look further through the hall and see the entrance to Corridor B and you see a huge Plectrum in the corner. Go forward until you can go no further and then turn left again. You now look into the last Alcove and this is the niche of Juno.  

The "T-runner" door, in the back of the niche, is the entrance to Luke's area of ​​the guitar and these are the so-called "Potentiometers".

 Of course there is also a Puzzle Cabinet in this niche.  

Juno's Niche:

Go forward 1 time and zoom in on the Puzzle Cabinet.

The Puzzle Cabinet from Juno has 3 buttons. If you click on the 3 buttons you will see a Holographic Globe. In the sphere you then see a celestial body. The sphere is rotating.  

By clicking on the 3 buttons each time you get to see 9 times a different heavenly body. Each of the 3 buttons shows you the same 9 celestial bodies. The only difference is the color, although you have to stare very well to see the color difference.

The holograms under the left button have a Blue Glow, the holograms under the middle button have a Red Glow and the holograms under the right button have a Green Glow.

If you place the hand-cursor on such a hologram, and then DO NOT CLICK, you will see flashes of light. These light flashes can be short or long and each of the 9 holograms gives you a different number of light flashes. So these are 9 Codes.

So find the Light Flash code for each of the 9 holograms and write them down too. Because I find it difficult to name the celestial bodies, I have just numbered them with the "Half Moon" being number 1.  

The light flash codes are:  

  • Hologram 1: Half Moon = short.

  •   Hologram 2: Meteorite = short, short.

  • Hologram 3: White Planet = short, short, short.  

  • Hologram 4: S cloud = long, short.  

  • Hologram 5: Jupiter = long, short, short.

  •   Hologram 6: Star = long, short, short, short.  

  • Hologram 7: Cloud = long, short, short, short, long.  

  • Hologram 8: Black Planet = long, short, short, short, long, short.

  • Hologram 9: Mist = long, short, short, short, long, short, short.

 Again ..... this is all very interesting and fun to know ..... but what do you have to do with it. Turn right ...... Oops ...... In the corner of the hall, in front of you, is a giant Plectrum. That is such a piece of "egg-shaped" plastic that guitarists use to play their guitar with.

Corridor B: right door

Go forward 2 times and turn right. You look back through the hall and see the entrance to Corridor B again.  

1 time forward and turn right. You now look into corridor B. Go forward 3 times through Gang B and .... Bang ... Ah ... you bump your nose against the back wall of Corridor B. Turn left. A closed metal door. Turn back 2 times to the right. Fortunately ... the right door is open.

So go forward 1 time and turn left. You look through a pyramid shaped corridor. Follow this corridor forward 6 times. You are outside and you are standing on a bridge.  

The bridge goes to a rock on witch stands a kind of "derrick" on witch the neck of the guitar rests. Go forward 2 times to the middle of the bridge. Then stand for a moment and turn left. You can see the rock on witch the Glass Dome stands. In the rock you see a large round window. This is the rock that you saw from the other side when you stood at the gallery.  

Turn left again. You look back to the pyramid shaped corridor and you see that a long metal staircase goes up along the rock wall. Turn back 2 times to the right, or left, and then continue forward over the bridge and then further through the rocky corridor below the tower. You are then in front of a door. There is a round peephole in the tip of the door.  

On the door you see an image of a dome. Above the tip of the dome you see an inverted triangle with an empty circle in it. Hela .... didn't you see such a triangle on 1 of the gray Tubes of the "Moon Organ"? Wasn't that on Tube E? Write down somewhere on a piece of paper that you have seen this triangle symbol here on this door.

Zoom in on the round peephole. You look into a space, but it is too small and unclear to determine what that space is. Zoom out and turn around via the "turn around fist". Go forward 14 times, back through the corridor and across the bridge and through the pyramid shaped corridor. Then turn right, move forward 1 time, turn left, and move forward 3 times. You are back in the "Fingers Hall".

Corridor B: Left Door

Turn left, 1 time forward, right and go forward 1 more time. You are now in front of the Plectrum. Turn right. You now stand behind the pillars in the middle of the hall and look at the fingers. There are 4 pillars. The 2 middle pillars each stand for Corridor A and for Corridor B. On the back of those 2 pillars you see a cupboard.  

Go forward 1 time. On the right-hand side of your screen you will see just that Pillar in front of Corridor B. Now click with your finger on the box on this pillar. You stand in front of the pillar and the cupboard. There is a lever in the box and the lever is now to the right. Click on the handle to move it to the Left.  

The lever goes to the left and you hear, in the distance, a sound as if something had opened. Click with your hand on the entrance to corridor B and then walk through corridor B to the back. Turn right and see ...... the entrance to the pyramid corridor and the bridge is now closed. Turn left twice and see ..... the left door is now open. So go ahead and turn right. Follow this corridor 6 times forward and you will be standing outside on a bridge again. To the right is the bridge you were on earlier. The bridge where you are on now goes to a small "gazebo".  

Go forward 2 times. You are in the small "gazebo". 2 large round "Clappers" hang in front of the window.  If you look out the window you will see the "derrick" on the large block of concrete. That is not a derrick but that is the "Peghead" of the guitar. The "Peghead" is the front of the guitar's neck where the pegs are, used to tension the strings. Under the "Peghead" you see a large black Dome.  

It is a bit difficult to explain, but the left Clap is a Viewer and you see the inside of that black Dome under the "Peghead". If you look closely at the viewer, you see that the inside of the Dome is divided into 4 sections. You see 3 ladders and a platform. The right "Clap" is the "Controls" for those 3 ladders in the Black Dome. In the right "clapper" you see 3 round convex buttons. You can rotate those 3 round buttons, that is, you can turn those 3 buttons up, down, left and right with your hand. 

To do this, place your hand on such a button and then click the left mouse button and keep it pressed while turning the button up, down, left or right. The intention is that with these 3 knobs, you get the 3 ladders inside the black Dome in one line. But unfortunately you have no idea how to do this. So you have to look for a clue before you can solve this puzzle. Turn left or right twice and go forward 8 times, back over the bridge and down the tri-angled corridor. Then turn left, 1 time forward, right and 3 times forward and you are back in the "Fingers Hall".

Corridor A:

Turn right and go forward 2 times and turn right again. You are again in front of corridor A. Go forward 3 times through corridor A and .... Surprise .... again a closed metal door. Turn around through your "turn around" and go forward 3 times, back to the "Fingers Hall". Turn left and go forward 1 time. You are then again in front of the middle Alcove. Turn right and go forward 1 time to the wall. Turn right again. You are now near the "Fingers" and on the right side of your screen you see the pillar that stands at corridor A. You will also see a lever box on this pillar. Click on the box and you will be placed right in front of the pillar. The lever is now to the left.  

Click on the lever to turn the lever to the right and ......... again you hear, in the distance, the sound of a door opening. 

Click to the left of the pillar on the entrance to Gang A and then continue forward 3 times through corridor A.

 Fortunately, that metal door is now open. You look into the Central Safe.

Go forward 1once. You bump your nose against a large glass window. Through the window you look into the Central Safe. 

Turn right. A circular corridor runs past the vault. Go forward 1 time and then turn left. You are in front of the safe door.  

Just zoom in on the lock of the vault door and then click on the door handle. Oh well ..... if life was that simple .... Of course the safe door is locked. Next to the door handle you see 2 buttons, one below the other. The red light next to the top button lights up. The green light next to the lower button is not lit. You can keep clicking on those 2 buttons until Forever, but you cannot open this door. Zoom out and turn right and continue forward 2 times and you are at the end of this round corridor. Turn right .... Hello ... an elevator.  

Enter the elevator. You automatically turn around in the elevator and you see the elevator button on the right. Click on the lift button and ...... The lift will take you a long way up and then stop. You have reached the roof. There is a window in front of you and a console in front of the window. Go forward to the console.  

Take a look out the window. You are now just below the gigantic strings of the guitar. At the back of the roof you see the "Bridge" over which the 6 strings go. At the rear right you see the "Plectrum". The console has a large round screen that is now closed and a button that is now facing right. Under the button there is speaker. Press the button. The button goes to the left and ...... The "Plectrum" now goes from right to left and "strikes" all 6 strings and you hear which tones the strings make. The "Plectrum" then goes back to the right and the round screen opens. You see the vault door and ..... very briefly you see a guy appear at the vault door. The guy just stands still for a moment and then quickly disappears.  

Well ... because you have played the guitar, the guy now knows that you are present on this island. Until now he was not aware of your presence. Turn around via the "turn around fist" and enter the elevator again, press the elevator button and you go down again. Get out of the elevator, turn left and follow the round corridor 3 times forward, turn left and go back into the "Fingers Hall" by 4 times forward. Well .... this is pretty much everything you can do here in this part of Alida for now. Turn right and go forward 7 times to get back to the Gallery via the high vaulted corridor. 

You look out over the ocean again. Turn right and go forward 3 times, turn right and ..... you are in a rectangular "mine" corridor.

The Safe of Arin

Part 1:

Follow the mine corridor 3 times forward, left and 4 times forward. It is getting dark in the hallway. You are now standing in the hallway on an iron bridge. 

Go forward one more time. You can hardly see it, but you are standing in front of a round platform in the hallway.  

Turn right and then place your cursor in the middle of the bottom of the screen. Your cursor becomes the "Downwards finger", so look down. 

You look at the right railing of the bridge where you are standing and on the pole of the railing is a White Button.  

Click on the White Button and ...... the light will now go on in this part of the corridor. Look up again via the "Upwards finger" and turn left. Now you can see that you are really standing in front of a round platform. The corridor continues beyond this platform. There is a round wall in the middle of the platform and a hole in the floor inside the round wall. You can see the top of a ladder sticking out of that hole. Now simply go forward 2 times and you will be on the other side of the round platform and again on a bridge.  

You will now see a Blue Button on the left railing. Turn around via the "turn around fist". You are now directly behind the round wall. 

Look down via the "Downwards finger". On the pillar you see a kind of button. Zoom in on it.

It is a "layered" button. On the top layer you see 5 white dots. The front 3 dots are above 3 dials that you can turn by standing on it with your hand and then pressing your left mouse button. Then hold down your mouse button while moving your mouse left or right and then release your mouse. You then see those buttons turning. But nothing happens. Zoom out and look up again via the "Upwards finger". Go forward 2 times, back to the White Button.  

Turn left, look down and click the white button again. The light goes out again. 

Look up again, turn left and now move forward 3 times, turn left and look down. Click on the Blue Button. A bluish light will now shine

Look up again, turn left and go forward once more to the round wall on the round platform. The light now casts a bluish glow over the platform.  

Look down again at that weird button on the pillar and zoom in again. The blue light now ensures that you see 6 small triangles on the button. 

You now see small triangles in front of and on the 3 dials.

Now turn the 3 dials until the triangle on the buttons is exactly pointing to the triangles in front of the buttons.  

As soon as this is done, the normal light comes on again and the ladder rises from the platform. Look up again and go forward 1 time towards the White Button. 

Then turn around again via the "Turn around" and look up along the ladder via the "Upward pointing finger".  

Then click Forward on the ladder and you will climb up 1 time. Then click the "Upwards Finger" twice to get to the top of the ladder. You will see a 2nd ladder in front of you.  

Go forward 2 times and also climb the 2nd ladder all the way up via the "Upwards finger". At the top of the 2nd ladder, turn right. You look again into a circular corridor. A bare corridor this time. Go forward 1 time and turn right. You stand in front of a window and look into Arin's Safe. A guy appears behind the window. It is Arin and he shows you a necklace that he has around his neck.  

Arin is apparently locked up in his own safe. Arin disappears again. Turn left and go forward 1 time and turn right again. You stand in front of the vault door and this is exactly the same type of door as the central vault and this door will not open. Turn right and go back to the ladder. 

Descend both ladders back to the round platform in the mine corridor and then continue forward 4 times through the last part of the corridor and you will be standing outside and at the foot of the long metal staircase that rises on the outside of the rock and that you saw when you stood on the bridges behind Gang B of the "Fingers Hall".

 

The Black Dome: Part 1:

Click on the stairs. You climb the first steps on the stairs. Well, go all the way up the stairs. Along the way you can stand still for a moment to turn around and enjoy the view. After you have gone up the stairs 7 times you are upstairs. Turn right 2 times and follow the iron path 3 times forward to a ladder.  

At the ladder, turn a little to the right. Just above your head is the Neck of the guitar that ends in the "Peghead". Turn back to the ladder. Look up the ladder and then click Forward in the ladder hole. Then climb via the upwards finger up twice. When you reach the top of the ladder, turn right. A Walkway is hanging under the Neck of the guitar.  

Go forward 5 times over the Walkway to the end. You now see the "Peghead" of the guitar, just above you. You can almost touch the tensioning buttons with which the strings can be tightened. Turn right. You are standing in front of the top of a ladder 

Look down via the "Downwards finger". Click in the round ladder hole and then descend further down this ladder via 2 times the "Downwards finger" and then turn left.  

You are now on a short iron path, on top of the "roof" of the black dome. Go forward 2 times to the ladder that goes down at the end. Look down via the "Downwards finger". The ladder goes down through a round shaft into the black dome, but the shaft is closed by a round lattice that you cannot open.  

Look up again via the "Upward Finger" and turn 2 times clockwise. You look back over the path and you now see a small round pipe on the left railing.

Zoom in on that round pipe. You stand in front of the pipe. Zoom in twice on the top of the pipe.

It appears to be a viewing pipe and through the pipe you now look INTO the Black Dome. 

In fact you now see what you already saw in the left "Clapper" of the arbor. You see 3 ladders and, at the bottom of the dome, a platform.  

Those 3 ladders are hanging at different heights in the dome. However, they are the 3 segments of THE SAME LADDER. To reach the platform, the 3 segments must be suspended below each other, so that you can then descend via the ladder to the platform at the bottom of the dome. The segment that you see on the left is the top segment, which now goes down behind you via the shaft. As soon as you manage to "tie" those 3 ladder segments together, the round lattice hatch will open and you can descend into the dome here. That "getting in line" of the 3 ladder segments must therefore be done in the arbor, with the 3 buttons on the right "clapper". But you still don't know how to do that.

For now you can't do anything more on the "Peghead" side of the guitar. It is time to investigate the "sound box" of the guitar.

 You have to go back to the gallery via the ladders, the iron stairs and the "mine corridor". So zoom 3 times out of the pipe and then go:

2 times forward, left, look up the ladder and climb up. Turn right and go back over the Walkway Bridge. Turn right, look down and descend the ladder. Turn left or right 2 times and go forward 3 times over the iron path. Then turn left twice, click on the iron staircase and then descend it all the way again until you get back into the mine corridor. Follow the mine corridor 10 times forward, right, 3 times forward, left and go forward into the gallery. On the other side of the gallery you see another entrance to a "mine corridor". Go forward 4 times across the gallery and you are in that new mine corridor. Go forward one more time, left and ...... it is only a short corridor and in the back you see a round cage with a red chair in it.  

Go forward to the cage and click with your finger on the red chair. You sit down and automatically turn to a lever.

Click on the lever and ...... The light comes on and .... the cage turns out to be a means of transport ... a so-called "Cage Runner" and ........

in this thing you now glide through a long and round tunnel and.........

 you will be delivered in a Cave. You start with:  

Chapter 2: The Ruins and the Watchtower

Part 1:

The "Cage Runner" has delivered you to a cave and has come to a halt. Turn right and exit the "Cage Runner" 1 time forward. Then turn left.

You see the entrance / exit of the cave. Go forward 3 times. You are outside in an open space among the rocks. Stand still for a moment. You will be able to see it all much clearer from the "Lookout Tower", but there are 5 ruined houses here. Of 3 of the houses only the foundations are left, but of 2 of the houses there is still quite a bit standing. You are now between 2 of those ruins and in front of you is a 3rd ruin. There are also 5 tunnels that give access to other areas. In the distance you see a tower pointing into the sky ..... that is the Jack tower.

Go forward to the cottage, in front of you. You are in front of ruin 3. Turn left. You will then see the foundations of ruin 1.  

Go forward 1 click and then turn left. You look back to the entrance / exit of the "Cage Runner" cave. In front of you is the foundation of ruin 1. On the left you see ruin 4. You seethe entrance to the "Cage Runner" cave ,Tunnel A, and right in the corner you now see Tunnel B.  

Click with your finger on Tunnel B and you will be right in front of it. 

Then advance 5 times through Tunnel B, which gradually becomes narrower and eventually brings you into the cave under the Watchtower. 

Turn right. Along the wall a circular "driveway" goes up.  

Go forward 11 times to end up on top of the watchtower. You then stand on top of the lookout tower and look out over the ocean. 

Just before you is a round high Metal Tower. That is the "Jack Tower" and we will go there soon.  

Now turn 2 times, left or right. You look back at the "driveway" and you now see that there is a sort of wheel hanging above the centre of the tower. In the "centre circle" of the wheel you can see a large swirling "N". The "wheel" is a Compass. You are therefore on the north side of the watchtower. Just in front of your nose, so on the inner balustrade of the tower, is a small round metal pole. The pole is red.

You can walk all the way around the watchtower and we will do that because there are a total of 8 of those small round posts on the inner railing and they all have a different color. It is important that you note the colors and also the order of the pole. So we walk around the tower counter clockwise.  

So turn right and go forward 1 time and turn left. You are standing in front of a Green Pole.

Turn right, 1 time forward and turn left. A Yellow Pole.

Turn right, 1 time forward and turn left. A White Pole.

Turn right, 1 time forward and turn left. A blue pole.

Turn right, 1 time forward and turn left. A Purple Pole.

Turn to the right, 1 time forward and turn RIGHT and go forward onto the "Balcony".  

At the end of the "Balcony" you look down through the "downward finger" and you now see a beautiful overview of the area where those ruins are.

You can see all 5 ruins and 4 tunnels. Note that the foundations of the ruins are squares that form a certain pattern. It wouldn't harm  you to copy those foundations in a kind of map. You can of course also use this screenshot

 Tunnel A is the entrance / exit of the "Cage Runner" cave.

Tunnel B goes to the lookout tower, where you are now.

Tunnel C goes to the Jack Tower footbridge.

Tunnel D goes to a path that goes up along the rocks.

Look up again through the up pointing finger and turn left. You see that "Jack Tower" again. Look down again. You now see the Base of the "Jack Tower" and the footbridge that goes there.  

You now see a path going on the rocks on the other side. That is the path that can be reached via Tunnel D.

Look up again and turn left and go forward 1 time, right, 1 time forward and turn left. You are standing in front of a 2nd Purple Pole.

Turn right, 1 time forward and turn left again. You are standing in front of a Green / Blue Pole.

Turn right, 1 time forward and turn left. You are back at the Red Pole and therefore back at the top of the "driveway" that is now an "exit".

You have walked around the entire tower and have therefore discovered that there are 8 small round poles on the inner balustrade, each with a different color.

So if you go over the tower counter clockwise you come across these posts: Red, Green, Yellow, White, Blue, Purple, Purple, Blue / Green. This is knowledge that will only help you later.  

Click on the right next to the red pole with your finger. You are then again at the top of the entrance / exit.

Descend 9 or 10 times down and then zoom in, with your "plus magnifier" at the entrance to the cave tunnel.

Then go forward 3 times, back through Tunnel B, outside. You are back in the area with the 5 ruined huts. You see the ruins 2, 3 and 4.  

Go forward twice over the foundation of ruin 2, to the side of ruin 4.

You then automatically turn to the right and look down at a round stone pole with a pink cone on it. 

I call this a "cone pole" and this is the "cone pole" of ruin 2.  

  • A bar protrudes from the top of the cone. View the pink cone. You see square indentations on it and in front of the cone you see a pink dot on the pole  

  • Click with your hand on the rod that sticks out on top of the pink cone. You turn the cone one turn and you see another square pattern on the bottom of the pink cone.  

  • Click on the bar again and again the pink cone turns around and again you see another square pattern.  

  •  In this way you can turn the pink cone completely and you know that there are 5 different squares of patterns on the cone. 

  •  All these 5 squares are therefore the "layout" of the foundations of each of the 5 ruins. 

  •  In each of the 5 ruins there is such a "cone pole" and it is the intention that on each of these 5 poles you have the right "square pattern" for the dot on the pole. 

  • But we are not going to do that now. To the right behind the cone is a round rod on the floor. 

  • Grab that round rod because it is the rod of 1 of the 5 "Cone poles". You now carry the rod with you for a while.

 Turn left 2 times and go forward 1 time. Turn left again and you will see the "Cone Pole" of ruin 1 right in front of you.

Go to the Cone Pole in ruin 1 and view it in close-up. This pole already has a rod, so turn right 2 times and go forward 3 times. 

Left next to you is ruin 3 and right next to you is ruin 4.  

Ruins 3 and 4 are still recognizable as houses. Straight ahead you see the foundation of ruin 5 and the entrance to Tunnel D. Turn left and go forward into ruin 3. Then zoom in on the "Cone pole". This pole also has a twist rod, so zoom out. Turn right and go forward 1 time and turn right again. You are now standing in front of ruin 4.  

Enter ruin 4 2 times forward and then turn left. You look into the side room. Now move your cursor over the screen until you get the zoom in on a slanted up shelf. 

Then zoom in on the shelf and then click on the shelf to remove it and you will see the "cone pole".  

This pole also has a turning rod. Zoom out, turn left and go forward 2 times to walk out of ruin 4 again.  

Turn right. You now look at the foundation of ruin 5 and you now also see the entrance to Tunnel D.  

Go forward 2 times and turn left. You see the "cone pole" of ruin 5 and behind it you see the entrance to Tunnel C. Click with your finger on the "cone pole" to zoom in on it. He ..... the cone has no turning rod. Well ... click your rod that you grabbed at ruin 2 on the cone to attach it to the cone.  

Look up again via the "upward finger" and go forward to Tunnel C.  

Follow tunnel C 3 times ahead. You go down a staircase in the tunnel, then turn left and go outside one more time.

You are now standing on the wooden footbridge in the lake and in front of you is the "Jack Tower".  

Follow the walkway 5 times forward. You are standing in front of the beautiful wooden entrance door of the "Jack Tower". Unfortunately the door is locked. Turn around and walk back 1 time.

Chapter 3: The 4 Log Cabins around the Jack Tower:

Part 1:

You stand on the junction of the wooden walkway with the Jack Tower behind you. 

The walkway goes all the way around the Jack Tower and there are 4 log cabins along the round walkway. Each member of the band has their own log cabin.  

Turn right and go forward 2 times to Log cabin A. Log cabin A is Luke's cabin.

Log cabin A: Luke

Turn left and click on the doorknob of the Log cabin door. The door will open and you will automatically go inside. Turn left. Luke's cabin is a bare cabin. You stand in front of a Planets Column. On the column you see the Sun symbol and on top of the column is a large Golden Dish. Click on the button of the dish. The dish opens. The Sun is in the centre and there are 4 planets around the sun. Only the planet left next to the sun revolves. You have to press the Sun because the Sun has to stay pressed. So click on the Sun.  

The Sun is pressed and now stays pressed. Zoom out via the "minus magnifier" and turn left. There is a chair in front of the window.  

There is a round plate on the chair. Zoom in on the round plate:

The "Ladder puzzle of the Black Dome"

Part 1:

The round plate contains a gray rotating ball, but you cannot click on it now. There are 3 blue buttons under the Rotating Ball. The 3 blue buttons are now EMPTY.

Call the gray ball the "Spinning Ball". Name the top button as Button 1. The middle button as Button 2 and the bottom button as Button 3.  

What is the purpose of this now? Do you remember those 2 "Clappers", in the gazebo behind the left door of corridor B in the "Fingershall".  I told you that the Left Clapper showed the interior of the Black Dome with the 3 ladder segments. The Right "Clapper" contains 3 gray Balls with which you have to get those 3 ladders underneath each other in the Black Dome. Well .... You should now figure out how to do this on this round device. It's pretty complicated, so pay attention. First we will practice:  

Click Button 1. Button 1 lights up and the number 1 appears on Button 1.

At the same time, black lines and a black dot appear on the Spinning Ball.

You can now turn the Ball to the right, left, up or down.

You turn the Spinning Ball by standing with your "hand" in the middle of the Spinning Ball.

Then press and hold your left mouse button. Your hand is then pressed.

Now drag your hand to the right off the Spinning Ball and then release your mouse button.

The Spin Ball then rotates 1 turn clockwise and on Button 1 the number 1 disappears and this now shows either the number 2 or an empty space.

In this way you can also turn the rotary knob one turn to the left, up or down.

Each time the activated button will show either a number or a blank area.

The intention is that you find out in this way how to turn the Spin Ball to get the numbers 1, 2, 3, 4, 5 visible on buttons 1, 2 and 3 in succession. Why? Well, the inside of the Black Dome, under the "Peghead", is divided into 5 segments. Each of the 3 ladder segments must therefore be rotated through those 5 segments in order to hang directly underneath each other under the lattice hatch. The 3 rotating balls on the right-hand clapper in the arbor thus "operate" each a ladder segment. The order in which you have to turn those 3 Balls is therefore different for every Balls.  

Enough practice now. Now first put this puzzle back into the starting position by first zooming out via the "minus magnifier" and then zooming in again via the "plus magnifier". Let's start and we start with

Button 1.

Click Button 1. The button is activated and the number 1 appears on the button.

Turn the Ball 1 clockwise to the right. Button 1 becomes empty.

Turn the Ball once again to the right 1 time. Number 2 appears on Button 1.

 Turn the Ball once again to the right 1 time. Number 3 appears on Button 1.

Now turn the rotary ball up 1 time. Number 4 appears.

Turn the Spin Ball up again 1 time. Blank flag.

Turn the Spin Ball up again 1 time. Number 5 appears.

So the correct order is: Right, Right, Right, Up, Up, Up

  Button 2

Click Button 2. The button is activated and the number 1 appears on the button.

Turn the rotary ball up 1 time. Number 2 appears on Button 2.

Turn the ball once to the left. Empty area on Button 2.

Turn the ball once to the left. Number 3 appears on Button 2.

Turn the Turning Ball one more time to the left. Number 4 appears on Button 2.

Turn the rotary ball up. Number 5 appears on Button 2.

So the correct order is: Up, Left, Left, Left, Up.

  Button 3:

Click Button 3. Button 3 is activated and the number 1 appears on the button.

Turn the rotary ball to the right. Number 2 on Button 3.

Turn the rotary ball up. Empty area on Button 3.

Turn the rotary ball up. Number 3 on button 3.

Turn the rotary ball to the right. Number 4 on Button 3.

Turn the rotary ball up. Digit 5 ​​on Button 3.

So the correct order is: Right, Up, Up, Right, Up.  

Zoom out and turn left and click on the doorknob to exit Luke's cabin.Outside, turn left again and continue forward 4 times over the round walkway to the next log cabin. Turn left and click on the door knob of:

Log cabin B: Juno:

You go back in automatically. Turn left and zoom in on the Pedestal with round disc. Click on the button again to open the disc.

 In Juno's disc, 5 planets revolve around the sun. Click on the sun again to press in the sun and then zoom out again.

Turn left. There is a table by the window. Zoom in on the table. On the table is a blue book and a golden round "cookie tin".

Zoom in on the blue book. Then click on the book to open it and then click on the right cover page to go to the first readable pages. This is:  

Juno's Journal:

Well ...... enjoy reading. Read the entire journal. They are 15 readable pages and they give you not only some background information but also instructions about some puzzles that you need to solve. Pay particular attention to the drawings.

 On the first two pages, Juno tells something about the original inhabitants of the Alida island and you see a drawing of a "cone pole". Juno also talks about "fortifications" that the original inhabitants built in the bay of the island.

Pages 3 and 4 tell something about a "Walkway". The original residents "sealed" the access to the walkway and each resident had a piece of code that could be used to open the access.

Pages 5 and 6 tell about a "Bi-Sphere". That seems to be a kind of sphere containing 2 smaller ones and the whole seems to be an age-old machine.

On pages 7 and 8 you can read that Juno has not been able to penetrate the "Bi-Sphere" but that the case has been integrated into the modified T-Runner that they have called the T-Flyer. This T-Flyer can be programmed to fly to any point in the 3D Space.

Pages 9 and 10 tell about a "Quantum Gate" and include a drawing of it. The right combination of "Active Points" opens an "Space of Empty Matter". The 1st Sphere is the departure location, the 2nd Sphere is the arrival location.

Pages 11, 12, 13 and 14 tell about an experiment by Juno in which he has connected 2 Bi-Spheres and this caused a FLASH. All objects in the room started to move and were sucked into the height. Juno himself was also sucked up and everything and everyone in the room were in weightless condition and hovered and turned through the room. Juno found himself in a "Weightless Hole in Space". Juno was "freed" from his plight by the other band members, but to this day he is unable to turn the experiment off. So that "Black Hole" still exists in that room.

Page 15 finally tells you that the Safe Doors are equipped with very Sensitive Microphones.  

When you have read the journal, you zoom out by clicking on the left or right next to the journal with your "minus magnifier". Then zoom in on the round tin that is on the table.

The "Whatbit"

This round can is a so-called "Whatbit". There is a lever on it and in the lever there is a button that you can click on. Under the handle you see a round window in which you now see a black image of an insect.

Click on the button of the lever. The window will open and you will see a coloured version of the insect and you will hear the sound that this insect makes.

Wait until the sound has stopped and the window has closed. Then click on the handle. The lever turns a quarter turn to the right and back again and another insect appears in the window.

Click on the button again and the window will open again and you will hear the sound of this insect again.

Then do this a number of times. Make a note of which insect or animal you see and listen to the sounds that these insects / animals make.

There are 6 insects / animals so you hear 6 sounds. Record the noises with the insects / animals.  

Successively see and hear the:  

The Bee makes a "High BuzzBuzzBuzz" sound.

The Moth makes a "Low vibrating sound".

The Grasshopper makes a "high vibrating sound".

The Fly makes a "low BuzzBuzzBuzz" sound.

The Toad makes a noise "like a car engine that won't start".

The Frog makes an eeerayyeeeeerayray" sound.  

Have you noted all this down? Then zoom out 2 times. Turn left and click on the doorknob to leave Juno's cabin.Outside, turn left again and go forward 4 times to the next log cabin. Turn left and click on the doorknob and you enter:

Log cabin C: Leval:

5 planets revolve around the sun. Click on the sun again to press it in and zoom out again.

Turn left again and zoom in again on the Planet Disc. Press the button again to open the disc.Turn left. Well ... Leval's cabin is completely empty so turn left again and click on the doorknob to leave the cabin again.Outside, turn left again and go forward 4 times to the last log cabin. Turn left again and click on the doorknob to go inside.

Log cabin D: Arin:

Turn left again and zoom in again on the disc. Press the button to open the disc. 4 planets revolve around the sun. Click on the sun to press it in and zoom out.  

Turn left. There is a table by the window. On the table is a small cupboard with 3 drawers and there are also 3 devices on the table. There is a drawing on the wall.  

Zoom in on the table. You can just see the bottom of the drawing hanging on the wall. Zoom in on the drawing and you will see the whole drawing. It is a sketch of the Alida Island. You can zoom in further on the upper half of the sketch to view it in close-up. You can then scroll down to the bottom half of the drawing via the down finger. This is the sketch that I pasted at the top of this walkthrough.

Zoom out of the sketch and zoom in on the chest of drawers. You can open the 3 drawers. However, the top drawer contains nothing interesting.

Open the middle drawer. In the middle drawer is a letter and a number of photos  

Zoom in on the letter. It is a note from Kivas, the band's manager but also Arin's twin brother. Read the note and then zoom out. Below the Kivas letter are a number of photos that you can view. You must always zoom in on the right spot to see them all. You will see a picture of the "Peghead" on which you see 3 of the 6 buttons that tune the strings of the guitar. There is also a photo of a switch and there is a photo of a "Potentiometer" where a piece has been cut out so that you can see what it looks like inside a potentiometer. There is also a photo of the Gray Tubes of the Moon Organ in the Fingers Hall where you can now see the 8 triangles more clearly.  

When you have viewed the contents of the Middle drawer completely, close the drawer and open the Lower Drawer. A newspaper clipping is in the lower drawer. a photo and a sketch. Only that sketch is important, so zoom in on it. It is a sketch of the 4 safes and you can read that all 4 vault doors can be opened with the same code. Zoom out, close the drawer and zoom out of the cupboard.

Arin's "Whatbit"

  On the table there is also another "Whatbit" device, such as in Luke's cabin where you have heard bugs and frogs. Zoom in on the "Whatbit" device. Arin's "Whabit" shows you 6 birds with their respective sounds. You now know how this works, so make sure you bring out all 6 birds and listen to the 6 bird sounds. Try to note again which bird makes which sound. I know ..... this is quite difficult and I will not even try to write this down for you. If you have written down the 6 birds with their sounds, you zoom out.

 

Then zoom in on the gray device. This is a Holograph. There are 4 buttons. Number them, from left to right, 1, 2, 3, 4. Click on button 3. You will now see a video with Arin. Watch the video and pay attention to what Arin looks like. In this video Arin wears a gray shirt and Arin is clearly left-handed. Arin wears a wedding ring on his left. You can view 7 films with Arin  

·       In the first film, Arin plays a short tune on a piano. When the first video is finished, click on Button 4 and then on Button 3 again to view the next video with Arin.

 

·       Every time a movie ends, click on buttons 4 and 3 to see the next video. You can watch a total of 7 videos.

 

·       The first film is the film in which Arin plays a tune on the piano. Then you see 5 videos in which Arin tells everything about the Alida Island and the gigantic guitar.

 

·       Pay close attention to the 7th video. Do you not see another Arin in this? In the first 6 films, Arin wears a gray shirt and is clearly left-handed.

 

·       In the last video, however, Arin wears a black T-shirt and is right-handed ..... Is this Arin? No .... in the 7th video you see Kivas, Arin's twin brother posing as Arin.

 

·       If you want to see the videos again, always press button 1 until you have the 1st film in front again. If you have watched all the videos, zoom out a few times.

Turn left and click the doorknob to leave Arin's Cabin. Good .... Now it's just getting hard. In Juno's Hut you have heard the sounds of 6 insects / toad / frog. In Arin's Hut you have heard the sounds of 6 birds. Bird sounds can also be heard in certain places on the round walkway and also the sound of one of the insects. You must determine at which places you hear those bird sounds and the insect sounds. So you have to recognize the birds by their sounds and that insect too. To be able to do this well, first go back to the junction for the Jack Tower. When you get out of Arin's cabin, turn left and go forward 2 times. You are then at the crossing again. On the right is the Jack Tower and on the left the bridge goes to Tunnel D.

Which Insect and bird do you hear where:We will now first determine which insect can be heard outside here.

·       Go forward again 4 times over the round walkway. You are then exactly in between Hut A and Hut B.

·       LISTEN ....... ignore the bird sounds and only listen to the sound of an INSECT. Which INSECT DO YOU HEAR? I think that's the sound of the MOTH.

 

·       Go forward 4 times again. You are then between Hut B and Hut C. Listen to the sound of an Insect again. Again you hear the MOTH sound.

 

·       Go forward 4 times again. You are then between Hut C and D. Again you will hear the MOTH.

 

·       Go forward 4 times again and you will be back at the junction and you will hear the MOTH again.

 

·       So of the 6 animals that you have heard in Juno's cabin, you only hear the MOTH along the round walkway and always exactly between the 4 Cabins.

  Now you have to locate the Bird sounds. Note where you hear which bird.

·       So walk the same round again on the round walkway.

 

·       Always stand exactly between the huts and listen to the bird sounds.

 

·       Between the Hutten van Luke and Juno you can hear the Currawong Bird.

 

·       Between the huts of Juno and Leval you can hear Kookaburra Bird.

 

·       You will hear the Catbird Bird between the huts of Leval and Arin

 

·       At the intersection, so between the huts of Arin and Luke, you can hear the Magpie Bird.

  If you have walked the round again via Hut A, Hut B, Hut C and Hut D then you are now back at the junction.

Follow the bridge back to Tunnel B and go through Tunnel B back to the area with the 5 ruins.

Chapter 4: The Ruins:

Part 2: The "Cone poles puzzle"

You step out of Tunnel C into the ruin area and stand just before the foundation of what was once house 5. So behind ruin 5 is Tunnel D.  

You have already gone through Tunnel A, Tunnel B and Tunnel C, but not yet through Tunnel D. Perhaps you are curious about where Tunnel D will take you? Go forward 2 times, over the foundation of ruin 5, and then turn left. You are at the entrance to Tunnel D. Go forward 1 time. You are in Tunnel D. Tunnel D is a narrow brick tunnel. Go forward 2 times and you will come out of Tunnel D and you will find yourself in a very narrow gorge and on a hanging wooden jetty path.  

Follow the jetty path through the gorge 4 times ahead and you will be in an in-between tunnel. Go forward 2 times and you step out of the tunnel. 

The gap has now become a little wider and the jetty path is now a kind of "staircase".  

Continue forward 4 times. You cannot continue. However, you are not yet at the end of the gorge. You see the entrance to a tunnel in front of you again. Look down through the downward finger. Oops ..... it is quite a deep gap. So a piece of the wooden jetty path is missing here. This piece of path hangs deep below you on the bottom of the gorge.  

Look up again through the up-pointing finger and then turn left. Next to the path you can just see the Pink Cone of such a "Cone Pole". Click on the pink cone's swivel bar. Unfortunately ..... the cone will not turn. Turn left and go all the way back through the gap to the 5 ruins.  

\

You have to get that missing part of the scaffolding path in the gorge up and you have to be able to turn that pink cone in the gorge. We will now activate that cone here at the 5 ruins. In each of the 5 ruins there is such a pink "cone pole". I already showed you that you can set 5 different square patterns on each of the 5 pink cones. Each of the 5 ruins has a foundation of squares.

For each of the 5 ruins, the number and shape of those squares are different. So what you have to do first is to stand in front of each of the 5 ruins and then see what the foundation of that ruin looks like. Draw  a map of the foundations. Then you go to each of the 5 "cone poles" and turn, via the turning rod, the cone so that the squares that correspond to the foundation of the ruin in which the cone stands are placed at the front by the pink dot. It is best to do this in the order of the ruins. So first ruin 1, then 2, 3, 4 and 5. 

It should all look like this  

Once you have done this, and of course done correct, you will enter Tunnel D again and go all the way forward to the point in the gorge where you cannot go further. Then turn left again and click again on the rod of the Pink Cone and ...... The cone now turns around and ..

 the missing part of the path comes up. So continue now 7 times ahead. 

You then cross the last part of the scaffolding path and go into the last tunnel and this is a stair tunnel that goes down  

After advancing 7 times you are out of the gorge and the last tunnel and you are on the "Walkway" that goes along the rocks.  

If you look to the left for a moment you will see that you are now behind the "Jack Tower". Turn right again and continue 3 times forward on the wooden path. 

You can't go any farther and look out over the ocean through the high rocks. Turn around via the "turn around fist".  

You came from the left path, so now continue on the right path 12 times ahead. You have then reached the end of the "Walkway". 

Turn right. You are standing in front of the entrance of a tunnel that goes deep down into the rock. Follow the tunnel forward 6 times and you will end up in the:

The Bunker:

Good. You are in a round cave. As soon as you enter the cave you will see that 2 more tunnels end up in the cave. There is a balcony above the right-hand tunnel. There is a well in the middle of the floor of the cave. Go ahead. You are then exactly in the middle of the cave on the well. Standing on the well you turn 2 times left or right. You then look back to the tunnel from which you have just come. Call this Tunnel 1.

To the left of Tunnel 1 you see a ladder. You can click on that ladder and then climb up via the iupwards finger to end up on that balcony, but it is pretty useless to do this. So leave it alone. Looking at Tunnel 1, turn right 1 time and look at Tunnel 2. Then turn right 2 times and you look at Tunnel 3. Click in the entrance to Tunnel 3 and follow tunnel 3 then 7 times forward. Tunnel 3 first goes down and then up again via a stone staircase and ends at the:  

Juno's vault: The table lamp:

You are standing in front of a blue / gray wall. Turn left and go 1 time forward into the circular corridor and then turn right. You can now look into Juno's safe through the window. At the back of the safe you will see a table lamp. The table lamp keeps going on and off. The table lamp does this according to a certain pattern  

Study the turning on and off of the table lamp for a while. You will discover that the table lamp makes 3 different on and off series. So what you should pay attention to is how long the table lamp is always ON. The table lamp is always short, long, short, long on. The light does this in 3 different series. Between the 3 series there is always a short or longer break in which the light is off. So it's a code. Write down these 3 series of short or long periods in which the light is ON.

Series 1 = short, short.  

Series 2 = long, short, short, short, long, short, short.

Series 3 = long, short, short, short.  

Then turn right and go back through the tunnel to the cave. Stand back on the well and turn to Tunnel 2. Click in the entrance to tunnel 2 and also follow this tunnel 7 times forward. You will enter the 2nd round cave. Here too there is a well in the middle and here too a balcony hangs to the right. But there are no other tunnels. Just in front of the balcony, so behind the well, you see a kind of "spiral". Go forward to the well and then zoom 1 on the "Spiral". At the top of the spiral is a round window in which you see a drawing of a guitar. It is a Blue Guitar, but the part on the sound box where a guitarist usually plays the strings is red. Zoom in on the window. Along the right side of the round window is a round gray bar  

Click on the gray bar. The bar swings over to the left side of the window and you now see a short film in the window.  

You see that button with which you let the Plectrum go over the strings.  

With this video they want to make it clear that you have to push that button again to let the Plectrum go over the strings again and let them vibrate again.

Well, you are ready in this part of the island for now. So now you have to go back to the guitar side of the island, so you have to go back to the Cage Runner. Zoom out twice and turn around and go back through the tunnel to the front cave. Then turn around to tunnel 1, click in the entrance and follow Tunnel 1 back outside, to the wooden path. Once out again, turn left and follow the wooden path 12 times forward and you will be back where you look out over the ocean between the rocks. Turn around here again via the turning finger and now follow the left path back to the tunnel. Go through the tunnel and the gorge and Tunnel D and you are back in the area with the 5 ruins. Go forward and then left so that you look into Tunnel A between ruins 4 and 2.

Tunnel A is the entrance to the Cage-Runner cave, so go forward 4 times. You are back for the Cage Runner. Click on the red seat to sit in the Cage Runner and then click on the Lever Note: The Cage-Runner may not be there. In the cave there is a lever with which you can "call" the Cage-Runner. The Cage-Runner takes you back through the long round tunnel to the other side of the island. When the cage is stopped again, turn left and go forward 2 times, right and 1 time forward and you are back on the Gallery.

Chapter 5: Back at the Guitar:  

2011: Original Dutch Walkthrough by: Louis Koot  

2019: English translation by: Dick Leeuw