ALIDA

2019:Walkthrough by: Louis Koot    

If you have found this walkthrough via google search or via another site then you have  probably not visited my site. 

A lot more very detailed game walkthroughs can be found on my site at:  www.pcgameswalkthroughs.nl

Chapter 5: Back at the Guitar:

The Black Dome part 2:

NB: I use the "Rocket Mode". Because of this you can now go through the "Rocket Cursor" in one fell swoop through areas that you have already gone through. This saves you a lot of walking. So I will not always tell you that you have to go 3 times or 4 times ahead. Also use the "Rocket Mode".

You are back at the gallery. Go forward 2 times and then right. You are again in front of the entrance to the vaulted corridor that leads to the "Fingers Hall". Follow the corridor to the “Fingers Hall”. In the “Fingers Hall” you first go to the "Moon organ" in the left-hand side. Zoom in again on the "Moon Organ". The intention is that you now briefly click on a random key of the organ so that the organ emits a random tone. This "triggers" another event in Arin's Safe. You will see what that is later. So click on any white or black button.

Then turn right and go forward 2 times and turn left. You look through the “Fingers Hall” again. In Luke's Log Cabin, with the round thing on the chair, you figured out how to turn the three knobs of the right "Clapper" in the gazebo, to hang the ladder segments in the Black Dome below each other. Now that we are back here, we can now do this. So go forward 3 times and then turn left. You are in front of corridor B.

NB: I assume that the left door at the back of corridor B is still open. If that is not the case with you now, you will have to open that door again by going to the pillar where the lever of corridor B is located. Then move the lever to the left again.

Go to the end of corridor B, turn left and continue through the opened left door. Turn right and go through the tri-angled shaped corridor and the bridge to the gazebo. In the gazebo you are again in front of the 2 "Clappers". Make sure now that you see the black lines with the black dot in the middle on the 3 balls of the right "Clapper". This side of the swivel balls is your starting position. Then spin the balls according to the order you have determined in Luke's Log Cabin..like this

Upper Rotary Ball (Button 1) = Right, Right, Right, Up, Up, Up. 

You hear "squeaking" and in the left clapper you can now see that the lower ladder segment is turned to the left.

Middle Ball (Button 2) = Up, Left, Left, Left, Up. 

You hear "squeak" again and see the upper segment go to the left.

Lower Ball (Button 3) = Right, Up, Up, Right, Up. 

Again you hear "squeaking" and you see the right ladder segment turning to the left.

All ladders now hang below each other and now reach the platform. In the viewer you can now see the lattice hatch open and then the viewer shut down.

Turn left or right twice and go back through the bridge and the corridor to the finger room. So I use the "Rocket Mode" for this. Returning to the "Fingers Hall", turn right and aim the "rocket" in the vaulted corridor to end up in one go on the gallery. You look out over the ocean again. Turn right and aim your "rocket cursor" at the entrance of the "mine corridor". You end up in the "mine". 

Turn right and go all the way through the mine corridor to get out again at the other side by the iron staircase that goes up along the rock. Click on the stairs to stand in front of it and then use your "rocket cursor" to climb all the way up in one go. You will reach the ladder. You climb the ladder via the "Rocket Cursor" and turn 2 times to the right at the top of the ladder. You look out over the walkway / suspension bridge. Aim your "rocket cursor" at the other end of the bridge and click and you're in one fell swoop at the other end of the bridge. Turn clockwise to the ladder that goes down to the roof of the Black Dome. Look down via the "Downwards finger".

In and under the Black Dome:

Luke's safe:

You look into the ladder hole. Click with your "rocket cursor" in the round ladder hole and you'll be in one go. 

Turn to the left and go forward 2 times to the ladder that goes down into the Black Dome. Look down via the "downwards finger".  

The lattice hatch is now open because all ladder segments now hang neatly under each other. Click in the round ladder hole and then descend 2 times with the pointing finger. Then turn left or right twice. You see the 2nd ladder but don't go there yet. Now look up through the pointing finger. You look up at the ceiling of the Black Dome and you see a black symbol.  

The symbol you see is such an inverted triangle that is also on the gray tubes of the moon organ. Note which triangle this is and note that you have seen this triangle in the Black Dome. This is the triangle with the vertical line and it is on tube A of the moon organ.

Look down again and click forward on the ladder. Look down and click again in the round ladder hole and then descend this 2nd ladder completely via 4 times the downwards finger. Then turn right. You are at Luke's Safe and look into the circular corridor that runs past the safe. Go forward 1 time and then turn right. Through the window you look into Luke's safe. There is a Red Guitar in Luke's vault.  

Zoom in on the guitar. You will see black dots on the Neck of the guitar.

The black dots on the Neck of the guitar is the code for Luke's puzzle cabinet in the middle ALCOVE of the "fingers hall". So you "read" the dots as numbers from left to right. Note the code. So that is: 1, 2, 1, 3, 1, 2, 1, 4. Zoom out and turn left and go forward 1 time through the circular corridor. Right next to you is the vault door, but you can't open it anyway. At the end of the circular corridor you see a ladder going down in a circular shaft.  

Go forward to the ladder and then click in the shaft and then go down via the downwards finger 5 times all the way down. When you reach the bottom, turn around using the turn-around cursor. You stand in a short corridor and see a fence. Go forward 2 times and you are zoomed in on the fence.  

There is a gray switch on the fence. Click on the switch. Behind the fence a large triangular block rises from the floor. He ..... isn't that .... Yes ... that's the "door" under the "Peghead" where you were before when you go through the right door and the right tri-angled" corridor of Gang B in the " Fingers Hall ". Does this mean that that "door" is gone there now? Turn around via the turn-around cursor. So we have to go back to the "Fingers Hall" but on the way we go a little further, up the ladder in the "mine corridor" to the vault of Arin. I always use the "Rocket Cursor" for this to quickly move forward.

Go forward to the ladder and climb up to Luke's vault. Go through the circular corridor along the vault to the bottom ladder of the Black Dome. Look up the ladder and use your "Rocket" to get to the top of the ladder in one go. Then turn left or right twice and go to the top ladder. Look up again along the ladder and rocket yourself up in one fell swoop. You are then on the roof of the Black Dome again. Turn around and go forward 2 times to the ladder at the other end of the iron walkway. Look up again along the ladder and rocket up again. Turn around and rocket yourself in one fell swoop to the other side of the walk / suspension bridge. Turn right. Now use the Rocket Cursor on the top rung of the ladder and you will end up in the Mine corridor in one fell swoop.

Go forward 4 times through the first part of the mine. You are then past the ladder but still in the round part and you see the white button on the left railing. 

Turn around, via the turning around cursor, to the ladder.  

Look up the ladder and use your Rocket again to get to the top of the ladder in one fell swoop. So you are now back at Arin's safe. Turn left and go 1 time forward into the circular corridor and then turn right. You look through the window again into Arin's vault and Arin appears again. Arin points to the paper that he has stuck to the window. Arin disappears.  

On the paper that Arin has stuck to the inside of the window you will see a triangle code.These are the triangles that you have also seen on the Gray Tubes of the Moon Organ. Take a note of the orderof the triangles in which they appear on the paper Turn right and go back to the ladder and rocket your way back down into the mine corridor. Zoom out and turn around via the turn-around button and then use the Rocket Cursor to go through the rest of the mine in one go. You are then on the gallery again. Go forward 2 times, left and via the Vaulted Corridor back to the:

Fingers Hall

In the corridor, under Luke's vault, you have raised the weird door. So the right door in Corridor B must now be opened again. So go all the way forward again through the "Fingers hall" until the back wall at the right-hand side. Then turn right and go forward to the large Plectrum in the corner. Turn right again. You are behind the pillars again. Go forward 1 time and click again with your finger on the lever box that hangs on the back of the pillar in front of corridor B. You will be standing right behind the pillar again. Click on the lever to turn it to the right again.  

Then, to the right of the pillar, click in the entrance to Corridor B and then go through the corridor to the back. Turn right and see .... the right door is now open again. So go forward, left and through the tri-angled corridor to the walkway. Walk across the walkway. You are then back in the tri-angled corridor of the "Peghead" rock. That weird door is now gone. So continue down this corridor until you come out on the other side. You are at the top of an iron staircase and this staircase goes down to the:

The Waterhouse:  

Descend the stairs until you reach the door of the water house. The door is half hanging out of its rods and you look into the Waterhouse. You see a bright flashing light and you see all kinds of things floating through the room. So this is the space where Juno did that experiment with the B-Spheres. So that experiment went wrong and it looks like it's still going on. Go forward into the round room.  

You cannot go further inside and that is a good thing because otherwise you would be sucked in by the anti-gravity field. Turn around via the turn-around fist and step 1 time forward back to the iron staircase. Stand still for a moment. In the middle of the iron staircase is a metal arch. The arch is attached to both handrails. If you look closely at the point where the right side of the arch is attached to the right handrail, you will see a tiny button there. Go up the stairs 1 time forward. You are then just in front of the arch. Now you can see that button better. Click on the button. In the arch a metal plate now comes down on a rod.  

You see buttons and lights on the plate that you can click on. I am not going to explain to you how this puzzle works now because it is a puzzle that you have not found any clues for yet and that you will have to solve much later in the game. Click on the button again and the plate will disappear again. Stand still for a moment and look up through the upwards finger. You look at the "roof" of the tri-angled corridor and you see a square "skylight" on the left of the "roof".  

This "skylight" has to do with the metal plate in the arch. But as mentioned, this will be discussed later. You now know where you can find this hard-to-find button. Look down again and go back to the "Fingers Hall, via the stairs, the tri-angled corridor, the walkway, the tri-angled corridor and Corridor B.  

Luke's Puzzle Cabinet:  

Back in the "Fingers Hall" you go to the Middle Alcove. So that's Luke's Alcove

At the back of the niche is Luke's T-runner and at the front is Luke's Puzzle Cabinet. Zoom in again on the Puzzle Cabinet. As you already know, the cabinet has 8 white knobs on which you can set the numbers 1, 2, 3, 4. This is possible both in numbers and in dots. You have seen the dot code on the red guitar in Luke's vault. 

You translated those dots into numbers and you came up with the following code: 1, 2, 1, 3, 1, 2, 1, 4. You now have to set these numbers on the 8 knobs, from left to right and as numbers.

Click on the buttons until you have the correct number on a button  

I have not tried whether it works also if you set these numbers as dots on the buttons. Perhaps you can try this out yourself.

As soon as you have correctly set the last number, you will hear a squeak and a crack and you will automatically exit the cabinet's close-up. You then look at the T-Runner, at the back of the niche. The T-runner now opens.

Go forward, up the stairs and click on the T-Runner seat. You take a seat and turn automatically so that you look into the hall from the T-Runner. At the top right you see a Round Lever:  

Well ... what are you waiting for? Click on that round Lever and .... The T-Runner closes and turns to the left and now takes you through a long round tunnel and then via a hanging rail, under the Neck of the guitar, to the "Peghead".

Chapter 6: A short visit to the "Peghead"

After solving Luke's Puzzle Cabinet in Chapter 5, the T-Runner brought you to the "Peghead" of the Guitar. The T-runner has come to a halt in the "Peghead" of the guitar and has opened again. The "Peghead" contains, in my opinion, the most difficult puzzle of the entire game, so we save the "Peghead Puzzle" for later. The only reason that we are here NOW is to find a clue for another puzzle that we are going to solve in a moment.  

Go forward 1 time.  You stand in a large square room. The hall is full of "Arches" and that's why I call it the "Arches Hall". In the middle of the room is a "screw device". Ignore that device now because we are not here for that now. When you step out of the T-Runner 1 time, turn right. You then look at the beginning of the "Arches Gallery" which is on the right side of the room. Go forward 1 time and turn left. You now look through the right "Arches Gallery". Go forward 3 times, so go under the "arches" to the gray wall on the other side. You are then against that wall. Turn left. You see an opening in the wall. On the left is the "Arches Hall".  

Go forward through the opening. You will arrive in the "Wind Chamber". You hear the wind "whistling" here. Go forward one more time. In the middle of the room is a round hole with the "Golden Compass". This is just such a compass as on top of the lookout tower at the "Jack Tower" and where you have seen the "N". Turn right. A spiral staircase goes down in front of the compass.

 Now zoom in with your forward cursor between the spiral staircase and the compass and go forward 1 time. Turn left. You are now standing in front of the compass.  

If you now look through the centre circle of the compass wheel, you will see a large "N" again. 

Turn left or right twice. You are right in front of the spiral staircase. Look down through the downwards finger and then descend the metal spiral staircase 4 times .  

You are then on an iron path under the compass. Turn to the right for a moment. You see that the metal path ends on a round "balcony". At the bottom of your screen you see the round handrail of the iron path. There is a thick round and "golden" button on the railing. You can zoom in to view that button in close-up, but don't do that now. It will only confuse you, but remember that this button can be found here on the railing.  

We now go to the balcony so turn left again and continue 3 times forward and then turn right and go forward 1 more time. You are now on the round balcony. You are now directly under the compass. If you look up through the upwards finger, you will see the bottom of the compass. Look down again. Straight ahead is the spiral staircase. Look down through the downwards finger. You look at the bottom.  

You see 5 small pillars. Ignore them. In the middle you see an inverted triangle with an oblique line on the left. This is the symbol of Gray Tube D from Arin's Moon Organ. Draw the triangle and remember that this symbol is in the Peghead. Well, to see this triangle symbol you have now gone to the "Peghead", so you are done her for this moment. 

Look up again through the up upwards finger, turn left or right twice and go back over the iron path to the spiral staircase. Climb back up to the Wind Chamber and go back, through the opening behind the spiral staircase, to the "Arches Hall" and go through the "Arches Hall" back to the T-Runner. Sit back on the seat in the T-runner and pull the round lever again and ......... You are gliding back to the "Fingers Hall". Get out of the T-Runner. It is time to start:

Chapter 7: Arin's Moon Organ Puzzle  

You are back in the "Fingers Hall" after your visit to the "Peghead" via Luke's T-Runner. Go to the moon organ of Arin in the left alcove. Zoom in again on the Moon organ. Well .... you now have all the information available to solve the Moon Organ puzzle to open Arin's T-Runner so that you can go to Arin's guitar area and that is the SWITCH.  

The moon organ has 8 Gray and 5 Black Tubes. Each of the 8 Gray Tubes is attached to a White Key and each of the 5 Black Tubes is attached to a Black Key.

In Chapter 1 you numbered those Gray Tubes, from left to right, as A, B, C, D, E, F, G, H. Number now also the 5 Black Tubes, also from left to right, as I, J, K, L, M. Then number the White Keys, from left to right, 1, 2, 3, 4, 5, 6, 7, 8 and the Black Keys, also from left to right, 9, 10, 11, 12, 13.  

Key 1 belongs to Tube A.

Key 2 belongs to Tube B.

Key 3 belongs to Tube C.

Key 4 belongs to Tube D.

Key 5 belongs to Tube E.

Key 6 belongs to Tube F.

Key 7 belongs to Tube G.

Key 8 belongs to Tube H.

Key 9 belongs to Tube I.

Key 10 belongs to Tube J.

Key 11 belongs to Tube K.

Key 12 belongs to Tube L.

Key 13 belongs to Tube M.  

Each of the 8 Gray Tubes has a triangle symbol. In Arin's log cabin you have seen a photo of the 8 Gray Tubes on which you could see the triangles more clearly. Here is that photo again.  

On the window of Arin's vault, under the Black Dome, you have seen a paper with 10 of those triangle symbols. I asked you to copy the paper with those 10 triangles. Take this drawing now. Number for yourself those 10 triangles for a moment, from top left to bottom right, as 1 to 10.

If you compare those 10 triangles with the triangles on the 8 Gray Tubes you will find that 5 of triangles on your drawing are also on 5 of the Gray tubes. The other 5 triangles on your drawing are therefore for the 5 Black Tubes. But which triangle belongs to which black tube.

Well, each of those 5 triangles is always the Sum of 2 of the "Gray Tube" triangles. Does this sound very complicated? No worries .... I've already sorted it out for you. 

On your drawing is:

Triangle 1 = Tube A = Key 1

Triangle 2 = Tube F = Key 6

Triangle 3 = Tube E = Key 5.

Triangle 4 = Tube I = Key 9.

Triangle 5 = Tube H = Key 8.

Triangle 6 = Tube J = Key 10.

Triangle 7 = Tube D = Key 4.

Triangle 8 = Tube L = Key 12.

Triangle 9 = Tube K = Key 11

Triangle 10 = Tube 3 = Key 3  

So which keys should you now press? And in which order? .... Come on ..... That can't be that hard anymore. Click on the following white and black keys: 1, 6, 5, 9, 8, 10, 4, 12, 11, 3 and .....

You hear "Peeppeeppeep" again and you go out of the close-up and see Arin's T-Runner opens. So go forward to the T-Runner and click on the seat to take a seat and click on the round handle. Enjoy the ride through the tunnel again. The T-Runner delivers you in:

Chapter 8: The Switch Part 1

Arin's T-Runner has brought you to "The Switch" and after the T-Runner has come to a standstill again it has automatically opened. "The Switch" is one of the 3 locations that together form the "heart" of the giant guitar of the Alida. Each of these 3 locations must be set correctly so that you are then be able to play the guitar correctly. These 3 locations are: "the Peghead", which you have already visited for a short while, the "Potentiometers" where you will still be going, and "The Switch", where you are now.  

Step 1 time forward from the T-Runner. You are then standing in a large round room and in front of a large round and orange stage.

 "The Switch" consists of 3 round rooms and you are now in the middle room, which is also the largest of the three rooms. For the sake of convenience, I call this room the "T-Runner Room". You can walk all the way through this room and also go on stage via a staircase on the right. If you are standing in front of the T-Runner with the T-Runner in your back you will find the "Right Side Room" on the right and the "Left Side Room" on the left.

I suggest that you first go and walk around here to become familiar with the "layout" of these 3 rooms. But don't touch anything. If you do that then you will notice that there is also a sort of T-Runner device in the "Left Side Room". That is the "T-Flyer". In the "Right Side Room" a thick round and glass Cylinder comes out of the floor. That is the "Water Organ". You also notice that there are painting panels on the bottom of all walls in the 3 halls. If you go up the stage in the "T-Runner Room" via the stairs you will see the bottom of the gigantic BALL of "The Switch".

The Ball and the Water Organ

If you have looked around enough, and have not touched anything, return to the "T-runner" and enter it again. Then get out again so that you are again in front of the orange podium with the T-Runner behind you. We are going to start solving the puzzles here in "The Switch". Turn right. You see the steps of the stage and the entrance to the right side room. Go forward 1 time to the stairs. You are then standing in front of the stairs.  

Go up the stairs and turn left at the top. You are on stage and look at the bottom of the Ball.  

On the Ball you see a drawing. It is a drawing of a keyboard like a piano. You will see 8 "White" Keys and 5 "Black" Keys on it. If you number those "White" Keys, from left to right, as 1 through 8, you will notice that the 7th "White" key is DARKER than the other 7 "White" Keys. Note this. To the left of the Ball is a lever. Click the lever ......... The lever is stuck, however. Turn left and go forward 1 time, down the stairs. In you will see the T-Runner front of you again. Turn around via the turn-around cursor. You are standing in front of the stairs again and you see the entrance to the Right Side Hall.  

Click with your forward finger in the entrance of the right side room and you will be in it. 

A thick round glass cylinder comes out of the floor in the middle of the Right Side Room. That round glass cylinder is a "Water Organ".  

Enter the room 1 time forward. You can then zoom in on the Water Organ, but that makes absolutely no sense. Now go forward 1 time, on the left side of the Water Organ. You are then on the left next to the Water Organ and you now see 3 painting panels on the bottom of the wall. The rear painting panel is a "piano keyboard panel"  

Go forward again 1 time and then turn left. You are now standing in front of the "piano keyboard panel". You will see 8 "White" keys and 5 "Black" keys again. You notice that actually only the leftmost "White" button is now really white. Number the "Witte" keys again, from left to right, 1 to 8.  

Turn left or right twice. You are now behind the Water Organ and there is a Plate on the floor here. On the Plate you see 2 Triangles.

The upper triangle is a lot larger than the lower triangle. The Lower Triangle is a push button that you can click on. I will call this the "Button". In the Upper Triangle there is a tiny White Ball. The little Ball is now in the Upper Left Corner of the Triangle. Press the Button. The Ball in the upper triangle starts to roll and then comes to a standstill in another part of the triangle, exactly in the middle.  

In the Water Organ you see that the water rise to a certain height and you hear a tone. Turn to the Piano keyboard panel ..... Hela .... now Key 2 has turned white. Turn around again to the Plate and press the Button again. The white ball rolls again through the triangle and now comes to a halt in the lower corner of the triangle. The water in the Water Organ rises or falls and you hear a tone again. Turn around again to the Piano panel and ..... Now Key 3 is pure white. Well ..... turn around again to the Plate and repeat this hassle 5 more times so that you know where the Ball should be in the triangle to make the keys 4, 5, 6, 7, 8 also pure white.  

You then come to the following list:  

Key 1 is white = Ball is at position 1 in the triangle

Key 2 is white = Ball is at position 2 in the triangle

Key 3 is white = Ball is at position 3 in the triangle

Key 4 is white = Ball is at position 4 in the triangle

Key 5 is white = Ball is at position 5 in the triangle

Key 6 is white = Ball is at position 6 in the triangle

Key 7 is white = Ball is at position 7 in the triangle

Key 8 is white = Ball is at position 8 in the triangle  

At all those positions there is more or less water in the cylinder, so more or less water pressure, and you hear a tone. On the keyboard drawing of the Ball, on top of the stage in the T-Runner Room, you saw that the 7th "white" key was darker than the other "white" keys. 

So now you have to make Key 7 White here on the piano keyboard panel. So you have to put the white ball in the top triangle on position 7 in the triangle.

So click on the Button again and do this as often as necessary to place the ball in the triangle at position 7. Then on the piano keyboard panel only the 7th key is pure white and the Water pressure in the Water organ is sufficient to activate that Lever, on the large Ball. Let's check this right away.

Get into the T-Runner room again and go back up the Ball stage via the stairs.

Then turn left again so that you are again in front of the Ball. Click on the lever again and......... Now the lever moves forwards, but also backwards immediately. It seems as if nothing is happening. But then you hear "beep beep" and you see the ball begin to spin. De Bal turns around completely. The Bal is HOLLOW and there is a staircase going up in the Bal.  

Zoom in on the stairs and then climb 3 times forward up the stairs. At the top of the stairs you are standing in front of a window. Zoom in on the window. Through the window you can see the Glass Dome on the little rock island. That dome is the "Conservatory" and that is Arin's private domain.

Zoom out of the window and turn clockwise to the right wall. On the wall you see another inverted triangle.  

It is the triangle of Tube H of the Moon organ. Write down again that you have seen this symbol in "The Switch". Turn left again to the window and then turn left again to the left wall. On the left wall you see a drawing of Luke's Puzzle Cabinet. Above the cabinet you see a whole series of EGGS.  

There are dots in the eggs and some eggs have a black bar above them and some eggs have a black bar below them. It must be a code, so copy the drawing of those eggs. Then turn left again and go back 3 times forward down the stairs, turn right and go 2 times forward down the stage  

You are then again in front of the T-Runner. In front of you is the entrance to the Left Side Hall. Click in the entrance and you are there.

The T-Flyer:  

In the middle of the Left Side Room is a sphere. It is a T-Flyer. In Juno's journal you have read about such a T-Flyer. Such a T-Flyer is able to fly to any point in 3D Space. Go forward and zoom in on the T-Flyer. Then click on the round glass door of the thing and the door will open. Click on the seat and you take a seat in the T-Flyer. The T-Flyer also has a round lever on the top right. But at the top left you see a round window. Click on the round Lever. In the round window a picture of the "Jack Tower" appears with the round walkway around it. Then 4 buttons appear with a Black Bird on each button.  

In Arin's log cabin you have heard the bird sounds that the birds make. On the walkway you have found the places, always exactly between the log cabins, where 4 of the birds were sitting. If you click on the 4 buttons, another bird will always appear on the button you click on. 

So now you have to set the correct 4 birds on these 4 buttons. The right birds are therefore the Catbird, the Magpie, the Currawong and the Kookaburra. Here are the images of the birds again.  

Put the Catbird on the Top Button.

Put the Magpie on the Right Button.

Put the Currawong on the Lower Button.

Put the Kookaburra on the Left Button.  

Then click again on the round Lever, top right and enjoy the flight with the T-Flyer through Hyperspace and over the guitar from the Alida Island. The T-Flyer delivers you in the Conservatory.  

Chapter 9: The Conservatory:

Exit the T-Flyer and then go forward 2 times through the corridor. You are standing at the bottom of a stone spiral staircase.  

Climb up the spiral staircase 6 times and you are in the Conservatory. So you have landed in that Glass Dome that you have seen a few times. 

It's a garden and it's Arin's private domain. Turn left. You see, behind the steel pillars, a large "window" in the round wall.  

Go forward 2 times and turn left. You are then directly in front of that "window". It is actually a gate with a fence in it. You can zoom in on it and look out over the ocean for a few minutes. Zoom out again and turn around so that you stand with your back to this "window".

You can look around at your own pace. You can walk all the way through the dome and also go through the paths to the "middle square". That "middle square" is exactly in the middle of the dome and there is a seat but also a large console to which a model of the Guitar is attached. However, don’t touch anything again. You will notice that there are 3 gates in addition to the window gate, all 3 open onto a spiral staircase. One of these 3 gates is the spiral staircase gate through which you entered the dome from the T-Flyer.

When you have looked around the dome, return to the Gate with the fence and stand in front of it, so with your face to the window gate.

 Standing in front of the Fenced gate and looking at it, turn right and go forward 2 times. Then turn left.

You are now in front of the 1st spiral staircase gate. Go forward into the gate and then descend the spiral staircase 5 times ahead.  

The cell:

You stand in a dimly lit, short corridor. The hallway in front of you is closed of with a large door. Go forward to the door. There is a small hatch in the door. Turn right. On the right wall there is a panel on which you see a large round window and 2 white buttons. Don’t touch it and immediately turn left back to the door. The hatch in the door is opened and you see and hear Leval.  

Well .... you see the eyes and nose of a guy who says he is Leval. Leval says he's locked up in the cell and he can't understand why and by whom he's locked up. He wants to get out and he says he believes the code is "21" or "22". Leval closes the hatch again. 

Turn around again to the panel on the right wall. A large round button is on the panel. You see 24 lines and 2 black arrows in it. Under the round button are 2 white knobs and under those two knobs is a push button. So you see lines in the round window. Each line is a number and the numbers are 1 to 24.

The two black arrows are now on the 1 line. So there is no 0 line. With the right white button you rotate the inner arrow and with the left white button the outer arrow. You do that by clicking on the white buttons. That guy behind the cell door said about "21" and "22".

Put the Inner Arrow in the round window, via the Right White Button, now on the 22 line. Put the Outer Arrow in the round window, with the Left White button, now on the 21 line and then press the push button.  

The cell door opens and you look into the cell. STAND STILL. DO NOT ENTER THE CELL.  

On the floor of the cell you can see a triangle with symbol again. It is again the symbol of Tube H of the Moon organ. Note again that this Symbol has been seen in the Conservatory Cell. Stand still ...... DO NOT ENTER THE CELL .....

 I have to tell you now that Alida knows DIFFERENT ENDINGS. But there is only 1 ending correct. All other endings are therefore WRONG ENDINGS. Here at the opened cel you can now experience the 1st wrong end, if you want. To avoid having to replay this part, you must first SAVE YOUR GAME HERE AND NOW. If you do not want to experience this Wrong End now, just continue and turn around and then go back to the dome via the spiral staircase. I first explain the Wrong Ending here and then continue with the walkthrough.

WRONG ENDING 1:

So you are standing in front of the opened Cell door. Go forward into the cell and ..... WHAM .... you get a hit on your head and you fall unconscious on the cell floor.

When you wake up, you stare out of the round cell window across the ocean to the Peghead tower.  

Zoom out of the window and turn left or right twice. Walk forward to the round cell door. Try to open the door by clicking on the door knob. 

Not so nice. A note is stuck on the door. Zoom in on the note on in and read it:  

It is a rather sarcastic letter from that Leval. Thanks to you, Leval has escaped from the cell and he is grateful for this and has placed a chair in your cell as an expression of his gratitude for you. Because now you will have to spend a whole .... LONG TIME in the cell. Probably the rest of your miserable life. Stupid moron that you are.....you shouldn't have trusted that Leval. Turn around and walk back to the window and then look down through the pointing finger and click on the chair or zoom in on it. 

You sit down on the chair again and stare out the window again and this will be the only "pleasure" that you will havefor the rest of your miserable life. Zoom out the window again and........GAME OVER FOR YOU Fortunately, you will see the screen where you can LOAD a SAVED game. And luckily you saved your game before you were so unwise to step into the cell. So open this last save and you can continue with the game, because the REAL END is not nearly reached yet.  

After you have loaded your last save, you are back in the corridor and in front of the opened cell. Turn around via the turn-around fist and climb 6 times forward up the spiral staircase and you will be back in the Glass Dome. Turn left and go forward 2 times and turn left.  

You are in front of the 2nd spiral staircase gate. Go forward 8 times via the spiral staircase and the corridor below the spiral staircaseto end up in:

Arin's study:

This is a round vaulted room with a pillar in the middle. You stand in front of the pillar. Turn left. Against the left wall is a table that serves as Arin's desk. Turn right 2 times. There is a large round door in the right wall. Turn left again 2 times and go forward to the table.  

You then stand in front of the table and see that there are 2 letters on the table. Zoom in on the tabletop. Those 2 letters are 2 sheets of 1 letter. The left sheet is part 1 of the letter and the right sheet is part 2 of the letter. Zoom in on the left sheet. It is a letter from Arin to his wife Julia.

In this left sheet, Arin explains to Julia what is going on. You read that the band's manager, Kivas, who is also Arin's twin brother, has embezzled a large part of the joint fortune of the Alida Band and used it to finance his illegal transactions. You also read that the band members on Alida each have their own vault in which they have stored away their share of the "loot". However, Kivas persuaded them to put all their wealth in the Central Vault.

On the 2nd sheet you can read something much more important. You can read that the "Peghead, the Potentiometers, the Pickup and the Switch are linked to the 5 vault doors. To open the vaults these 4 areas of the guitar must be set correctly. All vault doors are secured with 2 codes. The first code is a "Push button code" and this code activates the green lamp of the safe door, the second code is a "Sound code" First you have to set the correct "Push button code" on a safe door so that the green lamp lights up. the safe door is "ready" to receive the "Sound Code".

If you have read Arin's letter then zoom out 2 times. So there are 5 safes on Alida. Every Band Member has his own safe and there is the Central Safe. You have already seen that in 2 of the safes there is only a guitar or a table lamp. So it doesn't make much sense to open those two safes. You've seen a guy in Arin's vault. Was this Arin or was this Kivas. The Central safe contains the complete fortune of the Band. Turn left and go back up the corridor and the spiral staircase to the Dome Garden. Back in the Dome Garden, turn left and go forward 1 time. Turn right. You are now in front of one of the paths that goes to the centre of the garden.  

Go forward 1 time and you are in the middle of the garden. On the left is the large model table on which the Model of the Guitar sits. Zoom in on the guitar. You are now in the:

Guitar Puzzle:

What do you see. You see a model of the giant guitar and you see the Conservatory rock. You can also see the Water house. Under the guitar, on the left, there is a dial that you can click on 5 positions. Think of it as a clock and the button is now at "12 o'clock". A circle is now lit under the "Peghead" of the guitar. That is the Water house. You can also see the Plate with the 2 triangles of the Water Organ. The white ball is now in position 1 in the top triangle of the Plate.

If you click on the dial, you always move the dial 1 position. Each time a different part of the guitar is lit. They are areas where you have been and where you have seen a Triangle symbol of the Moon Organ. The Moon Organ Symbols are on the Gray Tubes and are therefore also linked to the 8 White Keys of the moon organ. So;  via those triangle symbols the 5 areas where you have seen those triangle symbols are linked to 5 of the gray tubes of the moon organ, so also to 5 of the white keys.

Via the Water Organ puzzle you found out where in the Upper Triangle the white ball must stand to make the 8 keys white one by one. Well….that you have to do here again now. So you always have to turn the dial so that 1 of the 5 areas on the model is illuminated. Then look in your notes which Triangle symbol you have seen in that area, determine which Tube / Key that triangle belongs to and then place the white ball in the triangle at the right place in the triangle. You now have all this knowledge, so let's just carry it out.

Waterhouse:

At this moment the dial is therefore at "12 o'clock" and the Waterhouse is lit. The white ball is at position 1 in the triangle. The Waterhouse is the house behind the right tri-angled corridor of Gang B in the "Fingers Hall". When you first wanted to go there in Chapter 1, you couldn't get there because of the "weird door" that blocked the passage. You then saw a triangle symbol on that door. That was the symbol of Tube E of the Moon organ. Tube E = Button 5. So press the lower triangle as long as necessary to get the white ball to Position 5 in the triangle.  

Black Dome:

Click on the rotary switch. The rotary switch is then at "2 o'clock" and the Black Dome is lit. When you were in the Black Dome, you looked up at the ceiling of the Black Dome. There you saw the triangle symbol of Tube A, so of Key 1. So put the White Ball in the triangle on Position 1. This will probably happen automatically as soon as you click the dial at "2 o'clock".  

The Switch:

Click on the rotary knob again to set it to "5 o'clock". The Switch is now lit.

In The Switch you saw the triangle symbol of Tube H at the top of the stairs in the Ball, so of Key 8.

So put the White Ball in the triangle to Position 8.  

Peghead:

Click on the rotary knob again to set the knob to "7 o'clock". 

The Peghead is now lit. In the Peghead you could see the symbol of Tube D on the floor of the Wind Chamber, so of Key 4.  

So put the White Ball in the triangle on Position 4.  

Conservatory:

Click the Rotary button again to click the button at "10 o'clock". 

The Conservatory is now lit. In the Conservatory you could see the triangle symbol of Tube H on the floor of the Cell, so of Key 8.

So put the White Ball in the triangle back to Position 8.  

If all of this has been done correctly then you will now hear "BliebBliebBlieb" and you will see a White circle go over the model.  

The white circle goes over the guitar to the Conservatory. You automatically zoom out of the model and look up. You see the Black Dome coming down.  

The Black Dome descends along the Conservatory and you will see the Fenced Gate 

The Black Dome then hangs in front of the Fenced Gate and the gate in the Fenced Gate opens.  

So go forward, left, forward and right. You are again in front of the window gate. But now it is no longer a window but the entrance to the dome that now hangs outside next to the Conservatory. Go forward inside. There is a spiral at the back of the dome. It is the same type of spiral with a circular window as you have seen in the rear bunker.  

Walk all the way forward and then look down through the downwards finger. Zoom in on the round window. You see another blue guitar in it, but now the Switch Section is red. Click on the round bar that hangs to the right of the window. That rod folds to the left again and you can now see a video in the window.  

In the video you can see the Plate at the Water Organ. You can see that the white ball is in the top right corner of the triangle. So at position 4, so Key 4 will then be white. Then you see the Ball of the Switch. You see the Lever move and the Ball rotate. The side with the stairs disappears and then the ball simply spins.

Zoom out and look up again with the up-pointing finger. Turn around and walk forward 3 times, back into the Conservatory dome. Turn right and go forward 2 times and turn right again. You are standing in front of the spiral staircase gate that goes down to the T-Flyer. So go back to the T-Flyer via the gate, the spiral staircase and the corridor. Open the T-Flyer and sit down on the chair. Click on the lever on the top right and the T-Flyer will take you to:

Chapter 10: The Switch part 2:

2011: Original Dutch Walkthrough by: Louis Koot  

2019: English translation by: Dick Leeuw