2018: Walkthrough door: Dick Leeuw  and Louis Koot

Text by Dick Leeuw and Screenshots and lay-out by Louis Koot 

If you have found this walkthrough via google search ore 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 9: End room and Extras  

  You are now in an office and zoom in on the desk, on the desk is a book and a rolled up poster. Click on the book and read it.  

  Then click on the poster with the title "Ara, The Altar"  

Around the room there are tables against the wall with your collections on them. Zoom in on your collections and if you have followed this walkthrough then 3 of the 4 sets are complete, the lid above the button opens. Click on the button and it will light up. To the left of the desk you will find a complete collection of Actionman, there must be 7 of those little guys. Zoom in on the Actionman and press the button to activate them  

Zoom out and turn left ..... You see your coin collection ..... You also see a masonry wall and there is a separate tile in the floor in front of that wall ..... Do you have to do something with that wall and that tile? ? .... yes .... but that will be later in the game. Zoom in on the coin collection ...... There are 5 coins missing to complete your collection.  

Zoom out and turn left again ...... You see the door through which you came in from the throne room ...... Look above the door .... there you see another triangular plaque, which you used earlier to open doors. Zoom in on the triangular plaque and then grab the thing.  

  Zoom out and turn left again ...... You will now see the painting collection, the constellation Ara and your photo collection.

Zoom in on the painting collection. The painting collection is complete, so activate the button, which then turns red  

Zoom out again and zoom in on the photo collection ..... Your photo collection is also complete, so activate the button ......

Now turn to Ara, zoom in on it and if you have found all the blue Orb's you can now continue.

Click on Ara and it will drop down and behind it you'll find a door to the tower ..... So go through the door.  

You are at the bottom of the:

Ara Tower.

Turn around to the door and look above the door, there you will find another triangular plaque, also take this triangle plaque.  

Zoom out and look left ...... you see a workbench with a radio on it, still noise. Zoom in on the radio and switch it off, finally rest because this was the last radio.  

Furthermore you see a drawing lying on the workbench, zoom in on it and click on the drawing.

Aquarius = 1, Aries = 2 and Taurus = 3, later on you will see what you have to do with this.  

There is also a drawer in the workbench, click on it and zoom in on the contents. You will find 3 coins in the drawer  

Turn around and go up 1 x, you will see a window but you don’t need that window.

Turn to the left and you will find another window, you can zoom in on that. There are the last 2 coins of the game. Take the coins.  

Now go further up, there you see a ladder with a box next to it.  

Zoom in on the box and click on the piece of paper underneath,  

...... It is a drawing with 5 sums. This and the drawing below you need for one of the puzzles on the roof. When you are on the roof I will try to explain clearly what it means. Zoom out and turn left, there you will find another box. Between the cables you will find a piece of paper, zoom in and click on it. This is an indication for another puzzle on the roof.  

Time to go to the roof, click at the top of the ladder in the hatch and you're on the roof.  

On the roof is a machine with a cupboard to the left and to the right, in there are the puzzles. I call the left cupboard A and the right cupboard I call B ....... In cupboard A there is a calculation puzzle and in cupboard B a symbol puzzle ..... It is not important in which order you solve the puzzles. I start with the cabinet B.  

Zoom in on cupboard B and then drag 1 of the triangular plaque from your inventory into the lock of the cupboard .......  

Cabinet B opens and contains the puzzle that you need to solve now.  

You see 4 rotating discs and 5 rollers with lines on them ...... Name the discs, from left to right, A to D and the rollers 1 to 5.

The clue for this is the drawing at the top of the stairs, from 3 points to 1 point.  

  The hint is that you have to get from 3 stripes to 2 stripes and then to 1 line, so turn the disks. That's how it should be.

  •   start with roller 3. You can only set it right with disk D.

  • Then set roller 4 correct, that is only possible with disk C.  

  • Then set roller 5 correct with disk A and .......

  •   .... and at last with disc B you set roller 1 and 2 correct.

Press the red START button and ..... you zoom out automatically and ...... the machine, between cabinet A and cabinet B, now opens  

Zoom in on the left cupboard A and drag your last triangular plaque to the cupboard,  

  Cabinet A is now open. Zoom in on the inside of the cupboard, you see 3 rollers. Name these 1 to 3 from left to right.  

Furthermore you see 3 rotating discs and call them A, B and C like on the screenshot.

  The rollers are now at 000. Under the rollers you see a sum, in symbol language ....... the solution of the sum is 134, and that number you have to set on the 3 rollers ....... You now have to put 134 on the rollers by turning them with the disks A, B, C and if you succeed, click on the green start button. You can just solve this puzzle now, but I always want to know how you get the solutions. If you also want to know how I came to the number 134 then you can first read the explanation.

  Don't you need explanation because you want to continue with the game and thus the solution ........ then scroll down to the solution for this puzzle.  


Explanation about the number 134: The 4-number system.  

We use the decimal system with the numbers 1, 2, 3, 4, 5, 6, 7, 8, 9, 0. The 4-number system uses only the numbers 0, 1, 2 and 3. 

So how do we get to 134, while using a 4-number system? ? Under the 3 reels you see 4 symbols but to get at 134 

you have to decipher the instructions on the 2 notes.  

On these 2 notes you see 4 symbols and 3 of them contain a number. Put the numbers next to the symbols on the other note and see if you can discover which number belongs to the last symbol. If you try this with our 10-number system, then it makes no sense. By the 4 symbols you have to think of the 4-number system and then you only have the numbers 0, 1, 2 and 3. For the dash then only the 0 remains, put this on the note too. With the 4-number system all 5 lines can be explained but how does this system work?

  Below is an explanation of the 10-number system and the 4-number system, written by Marietje Spijker, the the wife of Louis Koot.

  The 10-number system

·      In our 10-number system we have 10 digits, namely 0, 1, 2, 3, 4, 5, 6, 7, 8 and 9.

·      When we go 1 digit higher than 9, we fill in a 0 and place a 1 there, that's 10 and that's how we count until 19.

·      If we want to raise a digit at 19, we change the 9 to 0 and increase the 1 to 2, so 20.

·      This continues up to and including 99. If we add 1 to it, 99 changes to a 00 and there is a 1 to stand for, so 100.

  The 4-number system

·      In the 4-number system this is done in the same way.

·      The 4-number system has four digits: 0,1,2 and 3. The count of the 4-number system is actually not that different from our 10-number system.

·      When at their highest number, the 3, one is added, the 3 changes to a 0 and a 1 is set, so our number 4 is equal to the number 10 in the 4-number system.

·      When one is added after 13 (our number 7), the 3 changes into a 0 and the 1 is increased to 2. Our number 8 thus corresponds to 20 in the 4-number system.

·      This continues to 33 (our number 15).

·      If you add one to 33, the 33 will change to 00 and there will be a 1. Our number 16 then corresponds to the number 100 in the 4-tier system.

·      The 4-number system thus counts as follows: 0.1, 2, 3, 10, 11, 12, 13, 20, 21, 22, 23, 30, 31, 32, 33, 100 etc. Below this is again shown in a table.

·      Perhaps this is not a good mathematical explanation, but hopefully an understandable one.

4-number system

0

1

2

3

10

11

12

13

20

21

22

23

30

31

32

33

100

101

102

103

110

10-number system

0

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

  You can easily convert the smaller numbers here, but for the larger one this is not easy I will try to explain it for bigger numbers.

Every number is made up of powers of a base number: In the 10-number system is the base number 10 and in the 4-number system is 4 the base number.

  Take the number a b c d this means: a x 103+ b x 102 + c x 101 + d x 100, which makes: a x 1000, b x 100, c x 10 and d x 1

  For the 4-number system : a x43 + b x 42 + c x 41 + d x 40, which makes: a x 64, b x 16, c x 4 and d x 1  

  If you replace the symbols underneath the counter of cabinet A with the corresponding digits, you get: 2 0 1 2 and if you convert this into the 10-digit system you will get 2 x 64 + 0 x 16 + 1 x 4 + 2 x 1 = 134. You can also convert the symbol sequences in the credits to the 10-number system.  


So far the explanation .... now the solution for the puzzle, and it turns out to be very simple

 

  Disc A rotates roller 1 and 2, Disc B rotates roller 1 and 3, Disc C rotates roller 2 and 3.

My solution is actually very simple, but I do not know if this works every time but this time with me it works. If you have not messed up with the 3 rotating discs then the 3 counters are still at 000 and that is also your starting position. If you have already been turning the 3 disks then you will first have to ensure that the counter is back to 000 or my solution will not work.

So start with 000 on the rollers ......

Then turn disk B anti-clockwise so that there is 101 that is just a little bit of turning.

Then turn disc C anti-clockwise until there is 134.  

  Ready ........ Now press the green start button and ...... On the machine a screen opens where you have to enter a code.  

If you have read the book down on the desk you have come across the name CLEMENTINE.

Fill this in with the arrow keys and press the enter button, sit back and watch what happens.  

  The machine starts turning faster and then stops, all the light bulbs gather and then disappear into space.

Slowly a blue light circle is created and the last 3 balls go to the side of the light circle.  

You now see a spaceship that suddenly shoots into the sky and disappears.  

The credits are coming now, let the credits run through completely. Pay careful attention because during the credits you see again 3 sets of symbols,  

This sequence of symbols must be converted into numbers again. These numbers form coordinates for the telescope. After the credits, you get a screen in which you can see the score of the dolls, coins, photos and paintings. If you have followed the walkthrough then you should have them all, if not then you can still search for the missing pieces.  

Click at the bottom on continue and you are back on the roof at the machine, turn around and find the hatch.

The Ultimate / Extra Secret Room:

Click on the hatch and you're back at the top of the tower, go to the desk via the spiral staircase.

Turn to the table with the coins, zoom in and you'll see that you have them all. Press on the button.  

If you have pressed all buttons in the sets, a pedestal now appears. If you miss one of the coins, photos, action figures or paintings the pedestal won’t appear. Then you have to search the whole castle for the missing piece. Zoom in on the top of the pedestal, you will see a device with 4 rollers.  

  There are drawings on the reels that you can change. You now have to find out which drawing is correct. 

You have encountered 4 of these pedestals in the game, you will find these 4 pedestals:

·        In the beginning outside the castle there is a pedestal across the gorge

·        In the room above the big blue generator

·        In the hidden space in the library with the clock puzzle

·        In the anteroom after the throne room

  You now have to go to all 4 plinths to see which pattern is on it.

Now go back through all the chambers of the castle and then through the large hall and the generator room to the gorge outside the castle.

  Go back over the wooden bridge to the other side of the gorge and ...... you are then at pedestal 1.  

  View the drawing on the base and take a note of the drawing.  

  Back over the bridge and into the castle and via the stairs to the room above the generator room. Here is pedestal 2. Take a note of  the drawing that is on the pedestal.  

Enter the big hall through the door and follow the route through the castle to the secret room at the back of the library. Here is pedestal 3.  

Take a note of the drawing and continue to the throne room and up through the spiral staircase.

Go to the anteroom because there you will find a plinth 4. Take a note of the drawing on the plinth.  

If you have been to all four pedestals and you have taken a note of all the drawings, you will return to the pedestal in the end room under the tower. Zoom back in on the pedestal.  

Set the right pattern on each roll, ... the order is from left to right, the drawings of plinth 1, plinth 2, plinth 3 and plinth 4. Here they are again.  

 ...... and it must look like this........  

As soon as you have set the last reel correctly, the plinth sinks back into the ground and the wall under the arch drops down. There you see a door now.  

Click the door and you will enter the so-called

"Backers room".

  Take a look around.

You should have seen an alcove with a large circle on the floor, which is very similar to the circle next to the statue in the main hall. Is this also a spiral staircase down? On the wall in the alcove you see a circle with 6 smaller circles and a push button in the middle.  

This 6 circle represents 6 things you need to find, a number of things and a number of switches. You have to find in this room 6 books, a panel sliders and the code for it, a devil's head and 3 more switches ........ You start with the books, if you have found a book you have to click on it to open. The content is not important, they are photos of people who have supported the project but you have to open all 6.

To the right of the alcove is a trash can, on the right side of this bin you will find the 1st book. Zoom in and click on the book.  

Zoom out and turn to the left, on the table between the alcove and the door you will find the 2nd book. Zoom in and open it.  

Zoom out and turn to the left, on the left of the door is a pillar. At the top of the pillar on a ridge is the 3rd book on the right. Open this book too.  

The fourth book is on the ground to the right of the beer barrel. Look at the fireplace, to the right you will find the 5th book.  

So zoom in on book 4 and open it. Zoom out and zoom in on book 5 and also open it  

To the left of the fireplace is a table with 3 photos on it, the right picture is of a fox. Behind that picture is the 6th book, also open this book.  

Zoom out again and turn to the table to the right of the alcove, under the table you will find a panel with sliders.  

It is the same panel as in the generator room at the beginning of the game, you can try the code from the beginning, but it does not work. You have to find a new code. Turn around to the fireplace and zoom in on it. To the left in the fireplace you can see a chain hanging, pull it down. Zoom out and then in on the painting above the fireplace.  

In the upper right corner of the painting you will find the code, take a note of the code and zoom out.  

Turn around to the panel under the table and zoom in on the panel, enter the code.

Zoom out again and now look for the devil's head, you'll find it at the top of one of the pillars. Zoom in and click on it, the eyes will also turn green here.  

Zoom out and turn to the pedestal on the carpet, on top is a blue lamp and at the bottom you see a switch. Zoom in on it and set the switch to the right.  

Zoom out and turn to the door, to the left of it is a harness with a shield. The gold-colored ball in the center of the shield is the switch, so click on the ball.  

The last switch, on the column to the right of the door, is the last link. It is a lever that you have seen before, put the handle horizontally.  

Zoom out and turn to the alcove and if it is correct now the 6 circles are lit, zoom in and click on the button in the middle and .....

...... yes the big circle begins to sink and becomes a spiral staircase.  

Click on the spiral staircase and you go through a secret passage to the old brewery in the basement.  

You are actually done, you can wander around the whole castle but there are no more puzzles and I do not think there are any other hidden spaces. There is only one thing to do, you have to go to the telescope room / observatory. If you are still in the brewery you can go up in two ways. Through the secret passage to the desk and from there to the large hall or via the gutter to the basement and then through the server room to the large room. From there it continues via the spiral staircase to the lab, then to the planetarium and further up to the telescope

Observatory / Telescope room:

You have seen 3 symbol sequences on the credits, you have to convert them to numbers and then enter them in the computer as coordinates.  

So zoom in on the computer and set these coordinates on the computer and click on the enter button  

Zoom out, zoom in on the telescope. Click on the sight glass and you will now see through the telescope the "Easter Egg”.  

You are now at the end of the game, you can continue to wander around but now everything is done.  

THE END

2018: Walkthrough door: Dick Leeuw  and Louis Koot

Text by Dick Leeuw and Screenshots and lay-out by Louis Koot